少年修仙传客户端代码仓库
client_Hale
2018-10-29 0e58a81349c01afe2c74a587d2c7d63e7705feb5
Core/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -103,7 +103,7 @@
    }
    public IEnumerator InitalizeUIResources()
    {
    {
#if !UNITY_IOS
        yield return StartCoroutine(Co_LoadAssetBundle(ResourcesPath.windowFileBundleName));
        yield return StartCoroutine(Co_LoadAssetBundle(ResourcesPath.uiprefabFileBundleName));
@@ -161,6 +161,16 @@
    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));
    }
@@ -174,8 +184,6 @@
        {
            yield break;
        }
        var _assetBundleInfo = GetAssetBundleInfo(assetBundleName);
        if (_assetBundleInfo == null)
@@ -193,8 +201,14 @@
        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)
@@ -226,15 +240,6 @@
    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
@@ -321,7 +326,7 @@
#endif
            Sync_LoadAssetBundle(assetBundleName);
            if (m_AssetBundleDict.ContainsKey(assetBundleName))
            if (m_AssetBundleDict.ContainsKey(assetBundleName))
            {
                if (_type != null)
                {