示例#1
0
 static int CreateAssetBundleAsync(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         string arg0 = ToLua.CheckString(L, 1);
         RequestLoadBundle.OnCreateAssetBundle arg1 = (RequestLoadBundle.OnCreateAssetBundle)ToLua.CheckDelegate <RequestLoadBundle.OnCreateAssetBundle>(L, 2);
         int o = ResourceUtil.CreateAssetBundleAsync(arg0, arg1);
         LuaDLL.lua_pushinteger(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
示例#2
0
    public RequestLoadBundle.OnCreateAssetBundle RequestLoadBundle_OnCreateAssetBundle(LuaFunction func, LuaTable self, bool flag)
    {
        if (func == null)
        {
            RequestLoadBundle.OnCreateAssetBundle fn = delegate(string param0, UnityEngine.AssetBundle param1, int param2) { };
            return(fn);
        }

        if (!flag)
        {
            RequestLoadBundle_OnCreateAssetBundle_Event target = new RequestLoadBundle_OnCreateAssetBundle_Event(func);
            RequestLoadBundle.OnCreateAssetBundle       d      = target.Call;
            target.method = d.Method;
            return(d);
        }
        else
        {
            RequestLoadBundle_OnCreateAssetBundle_Event target = new RequestLoadBundle_OnCreateAssetBundle_Event(func, self);
            RequestLoadBundle.OnCreateAssetBundle       d      = target.CallWithSelf;
            target.method = d.Method;
            return(d);
        }
    }
示例#3
0
 /// <summary>
 /// 异步加载bundle
 /// </summary>
 /// <param name="bundleName">bundle名字</param>
 /// <param name="onCreateAssetBundle">加载成功后的回调</param>
 /// <returns>请求Id</returns>
 public static int CreateAssetBundleAsync(string bundleName, RequestLoadBundle.OnCreateAssetBundle onCreateAssetBundle)
 {
     return(RequestLoadBundle.CreateAssetBundleAsync(0, bundleName, onCreateAssetBundle));
 }
示例#4
0
 void Push_RequestLoadBundle_OnCreateAssetBundle(IntPtr L, RequestLoadBundle.OnCreateAssetBundle o)
 {
     ToLua.Push(L, o);
 }