/// <summary> /// Assetbundle加载完成后, 同步加载Asset /// </summary> /// <returns></returns> public Boolean CheckCompleted() { try { if (!m_res_assetbundle.CheckLoaded()) { return(true); } UnityEngine.Object asset = m_res_assetbundle.GetLoadedAsset(m_asset_name); if (asset != null) { //asset.name = asset.name.ToLower(); if (!m_callback(true, m_res_assetbundle, asset)) { return(true); } m_res_assetbundle.Release(); return(true); } if (!m_asset_loading) { m_asset_loading = true; m_res_assetbundle.LoadAsset(m_asset_name, m_asset_type); } return(false); } catch (Exception) { m_callback(false, m_res_assetbundle, null); m_res_assetbundle.Release(); return(true); } }
public Boolean CheckCompleted() { if (ResourceState.Loaded == m_resource.State) { if (m_scene_loaded) { m_resource.Release(); return(true); } if (m_scene_load_opt != null) { return(false); } ResourceManager.Instance.StartCoroutine(_loadSceneAsync()); return(false); } else if (ResourceState.Error == m_resource.State) { m_callback(false); return(true); } return(false); }