public UnityObject InstanceAssetSync(string address) { string assetPath = assetDetailConfig.GetPathByAddress(address); AssetNode assetNode = GetAssetNodeSync(assetPath); return(assetNode.CreateInstance()); }
protected override void OnAsyncRequestUpdate(AsyncRequest request) { var result = request.result; string[] assetPaths = request.paths; for (int i = 0; i < assetPaths.Length; i++) { if (result.IsDoneAt(i)) { continue; } string assetPath = assetPaths[i]; AssetNode assetNode = assetNodeDic[assetPath]; if (assetNode.IsLoaded()) { if (request.isInstance) { request.SetUObject(i, assetNode.CreateInstance()); } else { request.SetUObject(i, assetNode.GetAsset()); } assetNode.ReleaseRef(); continue; } else { string bundlePath = assetDetailConfig.GetBundleByPath(assetPath); BundleNode bundleNode = bundleNodeDic[bundlePath]; if (bundleNode.IsDone && !assetOperationDic.ContainsKey(assetPath)) { BundleAssetAsyncOperation assetOperation = assetOperationPool.Get(); assetOperation.DoInitilize(assetPath); assetOperation.OnOperationComplete = OnAssetFromBundleCreated; assetOperationDic.Add(assetPath, assetOperation); operationLDic.Add(assetPath, assetOperation); } request.SetProgress(i, GetAsyncAssetProgress(assetPath)); } } if (result.IsDone()) { if (request.isInstance) { request.state = RequestState.InstanceFinished; } else { request.state = RequestState.LoadFinished; } } }
protected override void OnAsyncRequestUpdate(AsyncRequest request) { var result = request.result; string[] assetPaths = request.paths; for (int i = 0; i < assetPaths.Length; i++) { if (result.IsDoneAt(i)) { continue; } string assetPath = assetPaths[i]; AssetNode assetNode = assetNodeDic[assetPath]; if (assetNode.IsLoaded()) { if (request.isInstance) { request.SetUObject(i, assetNode.CreateInstance()); } else { request.SetUObject(i, assetNode.GetAsset()); } assetNode.ReleaseRef(); continue; } else { if (!operationLDic.TryGetValue(assetPath, out var assetOperation)) { assetOperation = assetOperationPool.Get(); assetOperation.DoInitilize(assetPath); assetOperation.OnOperationComplete = OnAssetLoadCompleted; operationLDic.Add(assetPath, assetOperation); } request.SetProgress(i, assetOperation.Progress); } } if (result.IsDone()) { if (request.isInstance) { request.state = RequestState.InstanceFinished; } else { request.state = RequestState.LoadFinished; } } }