public void Init(bool resourceLoadMode, string resRootDir)
        {
            _succCallbacks     = new Dictionary <Resource, List <ResourceHandler> >();
            _failCallbacks     = new Dictionary <Resource, List <ResourceHandler> >();
            _mapRes            = new Dictionary <string, Resource>();
            _resLoader         = ResourceLoader.GetResLoader(this.gameObject);
            _resLoader.OnDone += OnResourceDone;
            ResourcesLoadMode  = resourceLoadMode;
            ResourceFileUtil resUtil = gameObject.AddComponentOnce <ResourceFileUtil>();

            _resRootDir = resRootDir;
            resUtil.Init(resRootDir);
            _assetBundleFile = gameObject.AddComponentOnce <AssetBundleFile>();
        }
示例#2
0
        public void Init(bool directLoadMode, string resRootDir)
        {
            _resRootDir = resRootDir;
            Resource.BundlePreRootDir = _resRootDir.EndsWith("/") ? _resRootDir.ToLower() : (_resRootDir + "/").ToLower();
            //根据传入的目录判断是直接用Resources.Load还是外部加载
            _dirInResources    = _resRootDir == "Assets/Resources";
            _succCallbacks     = new Dictionary <Resource, List <ResourceHandlerStruct> >();
            _failCallbacks     = new Dictionary <Resource, List <ResourceHandlerStruct> >();
            _mapRes            = new Dictionary <string, Resource>();
            _resLoader         = ResourceLoader.GetResLoader(this.gameObject);
            _resLoader.OnDone += OnResourceDone;
            DirectLoadMode     = directLoadMode;
            ResourceFileUtil resUtil = gameObject.AddComponentOnce <ResourceFileUtil>();

            resUtil.Init(resRootDir);
            _assetBundleFile = gameObject.AddComponentOnce <AssetBundleFile>();
        }
示例#3
0
 private void OnDestroy()
 {
     _resUtil = null;
 }
示例#4
0
 private void Awake()
 {
     _resUtil = gameObject.AddComponentOnce <ResourceFileUtil>();
 }
 protected virtual void OnDestroy()
 {
     _resUtil = null;
 }