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C# AssetBundle.LoadAllAssets方法代码示例

本文整理汇总了C#中UnityEngine.AssetBundle.LoadAllAssets方法的典型用法代码示例。如果您正苦于以下问题:C# AssetBundle.LoadAllAssets方法的具体用法?C# AssetBundle.LoadAllAssets怎么用?C# AssetBundle.LoadAllAssets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UnityEngine.AssetBundle的用法示例。


在下文中一共展示了AssetBundle.LoadAllAssets方法的3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: LoadAssets

 void LoadAssets(string path)
 {
     if ((System.IO.File.Exists (path) == false) || (path.EndsWith (".unity3d") == false)) {
         return;
     }
     string assetBundleName = System.IO.Path.GetFileNameWithoutExtension (path);
     var loadedAssetBundles = Resources.FindObjectsOfTypeAll<AssetBundle> ();
     foreach (var loadedAssetBundle in loadedAssetBundles) {
         if (loadedAssetBundle.name == assetBundleName) {
             loadedAssetBundle.Unload (true);
         }
     }
     if (string.IsNullOrEmpty (path) == false) {
         if (System.IO.Directory.Exists (path)) {
             return;
         }
         byte[] bytes = System.IO.File.ReadAllBytes (path);
         if (_lastSelectedAssetBundle != null) {
             _lastSelectedAssetBundle.Unload (true);
             _lastSelectedAssetBundle = null;
         }
         _lastSelectedAssetBundle = AssetBundle.CreateFromMemoryImmediate (bytes);
         if (_lastSelectedAssetBundle != null) {
             _lastSelectedAssetBundle.name = assetBundleName;
             _assets = _lastSelectedAssetBundle.LoadAllAssets ();
         }
         OrderBySize ();
     }
 }
开发者ID:satanabe1,项目名称:unibook-samples,代码行数:29,代码来源:ABFinder.cs

示例2: RefreshShader

        /// <summary>
        /// 刷新shader
        /// </summary>
        /// <param name="assetBundle"></param>
        public static void RefreshShader(AssetBundle assetBundle)
        {
            #if UNITY_5
            UnityEngine.Material[] materials = assetBundle.LoadAllAssets<Material>();

            #else
            UnityEngine.Object[] materials = assetBundle.LoadAll(typeof(Material));  //LoadAll<Material>();
            #endif

            //foreach (UnityEngine.Object m in materials)
            for (int i = 0; i < materials.Length; i++)
            {
                Material mat = materials[i];
                string shaderName = mat.shader.name;
                Shader newShader = Shader.Find(shaderName);
                if (newShader != null)
                {
                    mat.shader = newShader;
                }
                else
                {
                    Debug.LogWarning("unable to refresh shader: " + shaderName + " in material " + mat.name);
                }
            }
        }
开发者ID:ChaseDream2015,项目名称:hugula,代码行数:29,代码来源:LuaHelper.cs

示例3: UnpackConfigAssetBundleFn

 /// <summary>
 /// 
 /// </summary>
 /// <param name="ab"></param>
 /// <param name="luaFn"></param>
 public static void UnpackConfigAssetBundleFn(AssetBundle ab, LuaFunction luaFn)
 {
     callBackFn = luaFn;
     #if UNITY_5
     UnityEngine.Object[] all = ab.LoadAllAssets();
     #else
     UnityEngine.Object[] all = ab.LoadAll();
     #endif
     foreach (UnityEngine.Object i in all)
     {
         if (i is TextAsset)
         {
             TextAsset a = (TextAsset)i;
             if (callBackFn != null)
                 callBackFn.call(a.name, a.text);
         }
     }
 }
开发者ID:tenvick,项目名称:hugula,代码行数:23,代码来源:FileHelper.cs


注:本文中的UnityEngine.AssetBundle.LoadAllAssets方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。