示例#1
0
 // <summary>
 // 読み込み処理 </summary>
 public override IEnumerator Read()
 {
     do
     {
         using (WWW www = WWW.LoadFromCacheOrDownload(url + strExtensionAssetBundle, version)) {
             while (!www.isDone)
             {
                 progress = www.progress;
                 ++wwwCount;
                 yield return(null);
             }
             string errorMessage = string.Empty;
             if (www.error != null)
             {
                 errorMessage += www.error;
             }
             if (www.assetBundle == null)
             {
                 errorMessage += "/null AssetBundle";
             }
             if (errorMessage != string.Empty)
             {
                 Debug.Log(errorMessage + "(AssetName:" + url + ")");
             }
             else
             {
                 {
                     // オブジェクトを非同期ロード
                     AssetBundleRequest request = www.assetBundle.LoadAsync(folder + "/" + strFileListName, typeof(TextAsset));
                     while (!request.isDone)
                     {
                         ++loadASyncCount;
                         yield return(null);
                     }
                     Thread thread = new Thread(new ParameterizedThreadStart(UnpackFileList));
                     thread.Priority = System.Threading.ThreadPriority.Lowest;
                     thread.Start((request.asset as TextAsset).bytes);
                     while (thread.IsAlive)
                     {
                         ++msgpackCount;
                         yield return(null);
                     }
                 }
                 loadASyncCount = 0;
                 for (int i = 0; i < fileList.obj.Count; ++i)
                 {
                     if (fileList.obj [i].Key == folder + "/" + strFileListName)
                     {
                         continue;                                                                                                       // FileList skip.
                     }
                     AssetBundleRequest request = www.assetBundle.LoadAsync(fileList.obj [i].Key, WrapClass.GetType(fileList.obj [i].Value));
                     while (!request.isDone)
                     {
                         ++loadASyncCount;
                         yield return(null);
                     }
                     objectList.Add(request.asset);
                 }
                 // threadの解放コードのお手本にはJoinが書かれているが mainthreadが止まるし目的が違うのでいらないはず
                 www.assetBundle.Unload(false);
                 readFlag = true;
             }
             yield return(null);
         }
     } while(readFlag == false);
 }
示例#2
0
        /// <summary>
        /// シーケンス実体 </summary>
        private IEnumerator Coroutine()
        {
            for (;;)
            {
                Debug.Log(currentSequence.data.sceneList[currentSequence.sceneIndex] + " index:" + currentSequence.sceneIndex);
                {
                    SerializeData.Scene data = Resource.Instance.sceneList.Find(delegate(SerializeData.Scene s) { return(s.name == currentSequence.data.sceneList[currentSequence.sceneIndex]); });
                    currentScene = (Scene.Base)Activator.CreateInstance(WrapClass.GetType(data.functionName));
                    currentScene.Initialize(data);
                }
                currentScene.RequestLoad(ref GetComponent <FileAssetBundle> ().blockList);
                do
                {
                    yield return(null);
                } while (GetComponent <FileAssetBundle> ().blockList.Find(delegate(Asset.Block block) {
                    return(block.IsRead() == false);
                }) != null);
                currentScene.RequestStart();
                do
                {
                    if (currentScene.IsDone())
                    {
                        break;
                    }
                    yield return(null);
                } while (true);
                currentScene.RequestUnload();
                do
                {
                    if (currentScene.IsUnload())
                    {
                        break;
                    }
                    yield return(null);
                } while (true);
                switch (currentScene.endStatus)
                {
                case Scene.EndStatus.NEXT:
                    if (currentSequence.sceneIndex < currentSequence.data.sceneList.Count - 1)
                    {
                        ++currentSequence.sceneIndex;
                    }
                    else
                    {
                        if (currentSequence.data.isLoop)
                        {
                            currentSequence.sceneIndex = 0;
                        }
                        else
                        {
                            if (currentSequence.data.next != string.Empty)
                            {
                                SerializeData.Sequence tmp = Resource.Instance.sequenceList.Find(delegate(SerializeData.Sequence seq) { return(seq.name == currentSequence.data.next); });
                                if (tmp != null)
                                {
                                    currentSequence = new SequenceInfo(tmp);
                                    myStack.Push(currentSequence);
                                }
                                else
                                {
                                    Debug.Log("no sequence");
                                }
                            }
                            else
                            {
                                if (myStack.Count > 1)
                                {
                                    currentSequence = myStack.Pop();
                                }
                                else
                                {
                                    Debug.Log("root stack no back sequence");
                                }
                            }
                        }
                    }
                    break;

                case Scene.EndStatus.BACK:
                    if (currentSequence.sceneIndex != 0)
                    {
                        --currentSequence.sceneIndex;
                    }
                    else
                    {
                        if (myStack.Count > 1)
                        {
                            currentSequence = myStack.Pop();
                        }
                        else
                        {
                            Debug.Log("root stack no back sequence");
                        }
                    }
                    break;

                case Scene.EndStatus.ABORT:
                    break;
                }
                Resources.UnloadUnusedAssets();
                GC.Collect();
            }
        }