void CheckNewLoaders() { if (_nonCompleteLoaderSet.Count > 0) { List <AssetBundleLoader> loaders = ListPool <AssetBundleLoader> .Get(); loaders.AddRange(_nonCompleteLoaderSet); _nonCompleteLoaderSet.Clear(); var e = loaders.GetEnumerator(); while (e.MoveNext()) { _currentLoadQueue.Add(e.Current); } _progress = new AssetBundleLoadProgress(); _progress.total = _currentLoadQueue.Count; e = loaders.GetEnumerator(); while (e.MoveNext()) { e.Current.Start(); } ListPool <AssetBundleLoader> .Release(loaders); } }
void StartLoad() { if (_nonCompleteLoaderSet.Count > 0) { List <AssetBundleLoader> loaders = new List <AssetBundleLoader>(_nonCompleteLoaderSet); _nonCompleteLoaderSet.Clear(); var e = loaders.GetEnumerator(); while (e.MoveNext()) { _currentLoadQueue.Add(e.Current); } _progress = new AssetBundleLoadProgress(); _progress.total = _currentLoadQueue.Count; e = loaders.GetEnumerator(); while (e.MoveNext()) { e.Current.Load(); } } }
void CheckNewLoaders() { if (_nonCompleteLoaderSet.Count > 0) { List<AssetBundleLoader> loaders = ListPool<AssetBundleLoader>.Get(); loaders.AddRange(_nonCompleteLoaderSet); _nonCompleteLoaderSet.Clear(); var e = loaders.GetEnumerator(); while (e.MoveNext()) { _currentLoadQueue.Add(e.Current); } _progress = new AssetBundleLoadProgress(); _progress.total = _currentLoadQueue.Count; e = loaders.GetEnumerator(); while (e.MoveNext()) { e.Current.Start(); } ListPool<AssetBundleLoader>.Release(loaders); } }