本文整理汇总了C#中AssetBundle.LoadAllAssetsAsync方法的典型用法代码示例。如果您正苦于以下问题:C# AssetBundle.LoadAllAssetsAsync方法的具体用法?C# AssetBundle.LoadAllAssetsAsync怎么用?C# AssetBundle.LoadAllAssetsAsync使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AssetBundle
的用法示例。
在下文中一共展示了AssetBundle.LoadAllAssetsAsync方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: LoadFromFile
// Wait for the Caching system to be ready
IEnumerator LoadFromFile(string gameCodeName)
{
while (!Caching.ready)
yield return null;
// Load the AssetBundle file from Cache if it exists with the same version or download and store it in the cache
using (www = WWW.LoadFromCacheOrDownload(_localizationFile, 1))
{
#if UNITY_ANDROID || UNITY_EDITOR
if (DeviceDetector.device == DeviceDetector.Device.Android && MainScript.isCurrentActivity)
{
activity.Call("onGameBundleLoadStart", gameCodeName);
}
#endif
yield return www;
if (www.error != null)
{
#if UNITY_ANDROID || UNITY_EDITOR
if (DeviceDetector.device == DeviceDetector.Device.Android && MainScript.isCurrentActivity)
{
activity.Call("onGameBundleLoadError", new object[] { gameCodeName, www.error });
}
#endif
throw new Exception("WWW download had an error:" + www.error);
}
bundle = www.assetBundle;
assetRequest = bundle.LoadAllAssetsAsync();
yield return assetRequest;
if (assetRequest.isDone == true)
{
#if UNITY_ANDROID || UNITY_EDITOR
if (DeviceDetector.device == DeviceDetector.Device.Android && MainScript.isCurrentActivity)
{
activity.Call("onGameBundleLoadComplete", gameCodeName);
}
#endif
LoadScene();
}
}
}