| Core/ResModule/AssetBundle/AssetBundleUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/ShaderUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -297,7 +297,26 @@ #endif Sync_LoadAssetBundle(assetBundleName); } public void Sync_LoadAllAssets(string assetBundleName) { if (JudgeExistAssetBundle(assetBundleName)) { return; } #if UNITY_5 assetBundleName = assetBundleName.ToLower(); #endif Sync_LoadAssetBundle(assetBundleName); if (m_AssetBundleDict.ContainsKey(assetBundleName)) { var assetBundle = m_AssetBundleDict[assetBundleName]; assetBundle.LoadAllAssets(); } } public UnityEngine.Object Sync_LoadAsset(AssetInfo assetInfo, Type _type = null) Utility/ShaderUtility.cs
@@ -19,7 +19,7 @@ { if (!AssetSource.shaderFromEditor) { AssetBundleUtility.Instance.Sync_LoadAll("graphic/shader"); AssetBundleUtility.Instance.Sync_LoadAllAssets("graphic/shader"); Shader.WarmupAllShaders(); } }