| | |
| | | }
|
| | |
|
| | | public IEnumerator InitalizeUIResources()
|
| | | { |
| | | {
|
| | | #if !UNITY_IOS
|
| | | yield return StartCoroutine(Co_LoadAssetBundle(ResourcesPath.windowFileBundleName));
|
| | | yield return StartCoroutine(Co_LoadAssetBundle(ResourcesPath.uiprefabFileBundleName));
|
| | |
| | |
|
| | | public void Co_LoadAsset(string assetBundleName, string assetName, Action<bool, UnityEngine.Object> callBack = null)
|
| | | {
|
| | | if (JudgeExistAsset(assetBundleName, assetName))
|
| | | {
|
| | | if (callBack != null)
|
| | | {
|
| | | callBack(true, m_AssetDict[assetBundleName][assetName]);
|
| | | }
|
| | |
|
| | | return;
|
| | | }
|
| | |
|
| | | StartCoroutine(Co_DoLoadAsset(assetBundleName, assetName, callBack));
|
| | | }
|
| | |
|
| | |
| | | {
|
| | | yield break;
|
| | | }
|
| | |
|
| | |
|
| | |
|
| | | var _assetBundleInfo = GetAssetBundleInfo(assetBundleName);
|
| | | if (_assetBundleInfo == null)
|
| | |
| | | var filePath = isBuiltin ? AssetVersionUtility.GetBuiltInAssetFilePath(assetBundleName) : AssetVersionUtility.GetAssetFilePath(assetBundleName);
|
| | |
|
| | | DebugEx.LogFormat("Co_LoadAssetBundle(): 将要加载的assetBundle包路径 => {0}", filePath);
|
| | | var assetBundle = AssetBundle.LoadFromFile(filePath);
|
| | | CacheAssetBundle(assetBundleName, assetBundle);
|
| | |
|
| | | var _request = AssetBundle.LoadFromFileAsync(filePath);
|
| | | while (!_request.isDone)
|
| | | {
|
| | | yield return null;
|
| | | }
|
| | |
|
| | | CacheAssetBundle(assetBundleName, _request.assetBundle);
|
| | | }
|
| | |
|
| | | private IEnumerator Co_LoadAssetBundleDependenice(AssetBundleInfo assetBundleInfo)
|
| | |
| | |
|
| | | private IEnumerator Co_DoLoadAsset(string assetBundleName, string assetName, Action<bool, UnityEngine.Object> callBack = null)
|
| | | {
|
| | | if (JudgeExistAsset(assetBundleName, assetName))
|
| | | {
|
| | | if (callBack != null)
|
| | | {
|
| | | callBack(true, m_AssetDict[assetBundleName][assetName]);
|
| | | }
|
| | | yield break;
|
| | | }
|
| | |
|
| | | #if UNITY_EDITOR
|
| | | RunTimeABLoadLog.AddLog(assetBundleName, assetName, UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
|
| | | #endif
|
| | |
| | | #endif
|
| | |
|
| | | Sync_LoadAssetBundle(assetBundleName);
|
| | | if (m_AssetBundleDict.ContainsKey(assetBundleName)) |
| | | if (m_AssetBundleDict.ContainsKey(assetBundleName))
|
| | | {
|
| | | if (_type != null)
|
| | | {
|