| | |
| | | using System; |
| | | using System.Collections.Generic; |
| | | using Spine.Unity; |
| | | using Cysharp.Threading.Tasks; |
| | | |
| | | public class BattlePreloadManager |
| | | { |
| | |
| | | { |
| | | string key = identifier.GetKey(); |
| | | |
| | | ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>( |
| | | identifier.Directory, |
| | | identifier.AssetName, |
| | | (success, asset) => |
| | | ResManager.Instance.LoadAssetAsync<SkeletonDataAsset>(identifier.Directory, identifier.AssetName).ContinueWith((asset) => |
| | | { |
| | | if (success && asset != null) |
| | | if (asset != null) |
| | | { |
| | | var skeletonData = asset as SkeletonDataAsset; |
| | | if (skeletonData != null) |
| | |
| | | } |
| | | onComplete?.Invoke(); |
| | | } |
| | | ); |
| | | ).Forget(); |
| | | } |
| | | |
| | | private void LoadAudioAsync(BattleResCache.ResourceIdentifier identifier, string battleGuid, Action onComplete) |
| | |
| | | |
| | | ResManager.Instance.LoadAssetAsync<AudioClip>( |
| | | identifier.Directory, |
| | | identifier.AssetName, |
| | | (success, asset) => |
| | | identifier.AssetName).ContinueWith( |
| | | (asset) => |
| | | { |
| | | if (success && asset != null) |
| | | if (asset != null) |
| | | { |
| | | var audioClip = asset as AudioClip; |
| | | if (audioClip != null) |
| | |
| | | Debug.LogError($"BattlePreloadManager: Failed to load audio: {key}"); |
| | | } |
| | | onComplete?.Invoke(); |
| | | }, |
| | | false // needExt = false |
| | | ); |
| | | } |
| | | ).Forget(); |
| | | } |
| | | } |