/// <summary> /// /// </summary> /// <param name="needs"></param> /// <returns></returns> private IEnumerator LoadUnityAssetsBundle(AssetParameter[] needs, UnityAssetManager unityAssetManager) { foreach (AssetParameter par in needs) { if (DebugMode) { UnityEngine.Object assetObject = Resources.Load(par.Path); ResourcesBundle tem = new ResourcesBundle((UnityAssetManager)GTLib.AssetManager, par, assetObject); yield return(tem); } else { string path = GetPath(par); byte[] stream = File.ReadAllBytes(path); AssetBundle bundle = AssetBundle.CreateFromMemoryImmediate(stream); UnityAssetsBundle tem = new UnityAssetsBundle((UnityAssetManager)GTLib.AssetManager, par); tem.SetAssetBundle(bundle); yield return(tem); } } yield return(null); syLoadUnityAssetsBundle = null; }
/// <summary> /// /// </summary> /// <param name="needs"></param> /// <param name="unityAssetManager"></param> internal virtual void BeginLoadAssetsEntity(AssetParameter[] needs, UnityAssetManager unityAssetManager) { StartCoroutine(syLoadUnityAssetsBundle = LoadUnityAssetsBundle(needs, unityAssetManager)); }