/// <summary> /// Starts a load operation for a level from the given asset bundle. /// </summary> static public AssetBundleLoadOperation LoadLevelAsync(string assetBundleName, string levelName, bool isAdditive) { Log(LogType.Info, "Loading " + levelName + " from " + assetBundleName + " bundle"); AssetBundleLoadOperation operation = null; #if UNITY_EDITOR if (SimulateAssetBundleInEditor) { operation = new AssetBundleLoadLevelSimulationOperation(assetBundleName, levelName, isAdditive); } else #endif { assetBundleName = RemapVariantName(assetBundleName); LoadAssetBundle(assetBundleName); } return(operation); }
void ProcessFinishedOperation(AssetBundleLoadOperation operation) { AssetBundleDownloadOperation download = operation as AssetBundleDownloadOperation; if (download == null) { return; } if (string.IsNullOrEmpty(download.error)) { Log(LogType.Info, "Finished download the asset bundle: " + download.assetBundleName); m_LoadedAssetBundles.Add(download.assetBundleName, download.assetBundle); } else { string msg = string.Format("Failed downloading bundle {0} from {1}: {2}", download.assetBundleName, download.GetSourceURL(), download.error); m_DownloadingErrors.Add(download.assetBundleName, msg); } m_DownloadingBundles.Remove(download.assetBundleName); }