/// <summary> /// 测试销毁一个场景中的所有资源 /// </summary> private void Update() { if (Input.GetKeyDown(KeyCode.A)) { AssetBundleMgr.GetInstance().DisposeAllAssets(_ScenesName_2); } }
/// <summary> /// 所有AB包加载完成 /// </summary> /// <param name="abName">AssetBundle 包名</param> void LoadAllAssetBundleComplete(string abName) { Debug.Log("所有基于AB包的引用与依赖关系包集合,已经全部加载完毕。 abName=" + abName); //加载资源 GameObject tmpGO = (GameObject)AssetBundleMgr.GetInstance().LoadAsset(_ScenesName_2, _AssetBundleName_2, _AssetName_2, true); if (tmpGO) { Instantiate(tmpGO); } }
/* 基于事件估算的测试 */ //IEnumerator Start() //{ // Debug.Log("开始测试"); // //StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePackage("scenes_2", "scenes_2/prefabs_1.ab")); // StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePackage("scenes_1", "Scenes_1/Prefabs_1.ab")); // yield return new WaitForSeconds(2F); // //加载资源 // GameObject tmpGO = (GameObject)AssetBundleMgr.GetInstance().LoadAsset("scenes_1", "Scenes_1/Prefabs_1.ab", "GameStart", false); // if (tmpGO) // { // Instantiate(tmpGO); // } //} /* 基于事件的机制 */ void Start() { Debug.Log("基于事件的机制,开始测试"); StartCoroutine(AssetBundleMgr.GetInstance().LoadAssetBundlePackage(_ScenesName_2, _AssetBundleName_2, LoadAllAssetBundleComplete)); }