Пример #1
0
        IEnumerator LoadSceneAdditiveAsync(string assetEntryKey)
        {
            while (TimeUtility.DropFrameExists())
            {
                yield return(null);
            }

#if UNITY_EDITOR
            if (localMode)
            {
                string         sceneName      = AssetBundleUtility.GetSceneName(assetEntryKey);
                AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
                while (!asyncOperation.isDone)
                {
                    yield return(null);
                }
                yield break;
            }
#endif
            string           loweredAssetEntryKey = assetEntryKey.ToLower();
            AssetEntryRecord assetEntryRecord     = GetAssetEntryRecord <UnityEngine.Object>(loweredAssetEntryKey, null);
            if (assetEntryRecord == null)
            {
                yield break;
            }

            linker.LoadSceneAdditive(assetEntryRecord, this.Table.GetNecessaryAssetBundleRecords(loweredAssetEntryKey));
        }
Пример #2
0
        static AsyncOperationSet GetAssetBundleRequestSceneAdditive(AssetBundle assetBundle, AssetEntryRecord assetEntryRecord)
        {
            string         sceneName = AssetBundleUtility.GetSceneName(assetEntryRecord.AssetName);
            AsyncOperation operation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);

            return(AsyncOperationSet.CreateByAsyncOperation(operation));
        }