示例#1
0
        /// <summary>
        ///
        /// </summary>
        /// <returns>The asset.</returns>
        public T GetAsset <T>(string assetbundlename, string assetname) where T : UnityEngine.Object
        {
            var lab = cache.GetBundleCache(assetbundlename);

            if (lab == null)
            {
                Debug.LogError("not found which ab named:" + assetbundlename);
                return(null);
            }

            var obj = lab.GetAsset(assetname);

            if (obj != null)
            {
                return(obj as T);
            }

            var t = lab.Bundle.LoadAsset <T>(assetname);

            //同步加载之后清除loading并设置缓存
            if (t != null)
            {
                lab.RemoveLoading(assetname);
                lab.SetAssetCache(assetname, t);
            }

            return(t);
        }
示例#2
0
        /// <summary>
        /// 检查是否已经从网络下载
        /// </summary>
        protected WWW IsLoadAssetBundleAtInternal(string assetBundleName)
        {
            //已经存在了呀
            LOAssetBundle bundle = LOAssetCache.GetBundleCache(assetBundleName);

            if (bundle != null)
            {
                //保留一次
                bundle.Retain();
                return(null);
            }

            //如果WWW缓存策略中包含有对应的关键字,则返回null
            if (LOAssetCache.InWWWCache(assetBundleName))
            {
                return(null);
            }
            //创建下载链接
            WWW www = new WWW(LOAssetManager.URI + assetBundleName);

            //加入缓存策略
            LOAssetCache.SetWWWCache(assetBundleName, www);

            return(www);
        }
示例#3
0
        /// <summary>
        ///
        /// </summary>
        /// <returns>The asset.</returns>
        public T GetAsset <T>(string assetbundlename, string assetname) where T : UnityEngine.Object
        {
            LOAssetBundle lab = LOAssetCache.GetBundleCache(assetbundlename);

            if (lab == null)
            {
                return(null);
            }
            else
            {
                return(lab.m_AssetBundle.LoadAsset <T>(assetname));
            }
        }