private IEnumerator UnloadAssetWithLotsOfDependencyCo(IAssetAccessor assetAccessor) { yield return(new WaitForSeconds(3)); Debug.Log($"Unload asset (with lots of dependency)."); Asset.UnloadAsset(assetAccessor); }
private void OnLoadAssetFailure(IAssetAccessor assetAccessor, string errorMessage, object context) { Debug.LogWarningFormat( "[DemoAssetApp OnLoadAssetFailure] assetPath='{0}', errorMessage='{1}', context='{2}'", assetAccessor.AssetPath, errorMessage, context); Asset.UnloadAsset(assetAccessor); }
public void LoadScene(SceneData sceneData, Action onSceneLoaded) { if (m_IsLoadingScene) { throw new InvalidOperationException($"Scene [{m_SceneData.SceneName}] is being loaded while you're trying to load scene [{sceneData.SceneName}]"); } if (string.IsNullOrEmpty(sceneData.SceneName)) { throw new InvalidOperationException("Invalid scene name."); } if (m_SceneAssetAccessor != null) { GameEntry.Instance.Asset.UnloadAsset(m_SceneAssetAccessor); m_SceneAssetAccessor = null; } m_SceneData = sceneData; m_OnSceneLoaded = onSceneLoaded; m_IsLoadingScene = true; GameEntry.Instance.Asset.LoadSceneAsset(Path.Combine(SceneRootPath, m_SceneData.SceneName + SceneFileExt), new LoadAssetCallbackSet { OnSuccess = OnLoadSceneAssetSuccess, }, null); }
private void OnLoadAssetSuccess(IAssetAccessor assetAccessor, object context) { Debug.LogFormat("[DemoAssetApp OnLoadAssetSuccess] assetPath='{0}', assetObject='{1}', context='{2}'", assetAccessor.AssetPath, assetAccessor.AssetObject, context); var go = Instantiate((GameObject)assetAccessor.AssetObject); StartCoroutine(UnloadFirstAssetCo(assetAccessor, go)); }
public void UnloadAsset(IAssetAccessor assetAccessor) { var dummyAssetAccessor = (DummyAssetAccessor)assetAccessor; dummyAssetAccessor.AssetObject = null; dummyAssetAccessor.AssetPath = null; dummyAssetAccessor.Status = AssetAccessorStatus.None; }
/// <inheritdoc /> public void UnloadAsset(IAssetAccessor assetAccessor) { if (m_UpdateChecker.Status != UpdateCheckerStatus.Success) { throw new InvalidOperationException("Update checking not successfully done."); } m_Loader.UnloadAsset((AssetAccessor)assetAccessor); }
private void OnLoadSoundEffectAssetSuccess(IAssetAccessor assetAccessor, object context) { Assert.IsNotNull(assetAccessor.AssetPath); m_AssetAccessors.Add(Path.GetFileNameWithoutExtension(assetAccessor.AssetPath), assetAccessor); if (--m_CountToLoad <= 0) { m_OnComplete?.Invoke(); } }
private IEnumerator AfterLoadScene(IAssetAccessor sceneAssetAccessor, AsyncOperation loadSceneOp) { yield return(loadSceneOp); yield return(new WaitForSeconds(3)); Asset.UnloadAsset(sceneAssetAccessor); LoadAssetWithLotsOfDependency(); }
private IEnumerator OnLoadAtlasSuccessCo(IAssetAccessor assetAccessor, object context) { var prefab = (GameObject)assetAccessor.AssetObject; Instantiate(prefab); yield return(new WaitForSeconds(5)); Asset.UnloadAsset(assetAccessor); StartCoroutine(LoadDepPrefabsCo()); }
private IEnumerator UnloadFirstAssetCo(IAssetAccessor assetAccessor, GameObject go) { yield return(new WaitForSeconds(3)); Destroy(go); Asset.UnloadAsset(assetAccessor); yield return(new WaitForSeconds(1)); LoadAtlas(); }
private void OnLoadUIAssetSuccess(IAssetAccessor assetAccessor, object context) { var originalContext = (OpenUIContext)context; m_BeingOpenedUIs.Remove(originalContext.UIPage); var go = Instantiate((GameObject)assetAccessor.AssetObject, RootTransform); m_OpenedUIs.Add(originalContext.UIPage, new OpenedUIData { AssetAccessor = assetAccessor, RootGO = go }); var uiLogic = go.GetComponent <UILogic>(); uiLogic.OnOpen(originalContext.Context); }
private IEnumerator OnLoadPrefabADependsOnBSuccessCo(IAssetAccessor assetAccessor, object context) { var go = Instantiate((GameObject)assetAccessor.AssetObject); yield return(new WaitForSeconds(2f)); Destroy(go); Asset.UnloadAsset(assetAccessor); yield return(new WaitForSeconds(2f)); Asset.LoadAsset(m_GetPipTextPath, new LoadAssetCallbackSet { OnSuccess = (_assetAccessor, _context) => { Asset.UnloadAsset(_assetAccessor); LoadAnotherScene(); }, OnFailure = OnLoadAssetFailure, OnProgress = OnLoadAssetProgress, }, null); }
private void OnLoadMusicAssetFailure(IAssetAccessor assetaccessor, string errormessage, object context) { throw new NotImplementedException(); }
private void OnLoadAtlasSuccess(IAssetAccessor assetAccessor, object context) { StartCoroutine(OnLoadAtlasSuccessCo(assetAccessor, context)); }
private void OnLoadAssetWithLotsOfDependencySuccess(IAssetAccessor assetAccessor, object context) { Debug.Log($"Loading asset (with lots of dependency) ends at {Time.time}."); StartCoroutine(UnloadAssetWithLotsOfDependencyCo(assetAccessor)); }
private void OnLoadPrefabADependsOnBSuccess(IAssetAccessor assetAccessor, object context) { StartCoroutine(OnLoadPrefabADependsOnBSuccessCo(assetAccessor, context)); }
private void OnLoadSceneAssetSuccess(IAssetAccessor assetAccessor, object context) { m_SceneAssetAccessor = assetAccessor; StartCoroutine(LoadUnitySceneCo()); }
public void UnloadAsset(IAssetAccessor assetAccessor) { Module.UnloadAsset(assetAccessor); }
private void OnLoadAssetProgress(IAssetAccessor assetAccessor, float progress, object context) { Debug.Log($"[DemoAssetApp OnLoadAssetProgress] assetPath: {assetAccessor.AssetPath}, progress: {progress}"); }