Пример #1
0
 public void Destroy()
 {
     if (assetBundleItem != null)
     {
         AssetBundleUtility.Delete(m_fullPath);
         assetBundleItem = null;
     }
 }
Пример #2
0
 public void Destroy()
 {
     if (m_obj != null)
     {
         m_obj = null;
         AssetBundleUtility.Delete(m_fullPath);
     }
 }
Пример #3
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 public AssetBundleItem(string path, string file, bool isHasDependence)
 {
     pathName             = AssetBundleUtility.GetAssetPath(path);
     fileName             = file;
     assetBundle          = null;
     refCount             = 0;
     this.isHasDependence = isHasDependence;
 }
Пример #4
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 public virtual void LoadAsync(Action callback = null, bool isHasDependence = true)
 {
     m_callback = callback;
     UICoroutine.instance.StartCoroutine(AssetBundleUtility.LoadAsync(m_fullPath, name, LoadAsyncCallback, isHasDependence));
 }
Пример #5
0
        /// <summary>
        /// 加载AssetBundle,获取里面的Asset
        /// </summary>
        /// <param name="isHasDependence">是否存在依赖</param>
        public virtual void Load(bool isHasDependence = true)
        {
            AssetBundleItem assetBundleItem = AssetBundleUtility.Load(m_fullPath, name, isHasDependence);

            m_obj = assetBundleItem.LoadAsset(typeof(UnityEngine.Object));
        }
Пример #6
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 public virtual void LoadAsync(Action callback = null)
 {
     m_callback = callback;
     UICoroutine.instance.StartCoroutine(AssetBundleUtility.LoadAsync(m_fullPath, "", LoadAsyncCallback));
 }
Пример #7
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 public virtual void Load()
 {
     assetBundleItem = AssetBundleUtility.Load(m_fullPath, "", false);
 }