本文整理汇总了C#中UnityEngine.AssetBundle类的典型用法代码示例。如果您正苦于以下问题:C# AssetBundle类的具体用法?C# AssetBundle怎么用?C# AssetBundle使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
AssetBundle类属于UnityEngine命名空间,在下文中一共展示了AssetBundle类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: Decorate
public void Decorate(GameObject go, Dictionary<string, object> options, AssetBundle assetBundle)
{
go.AddComponent<global::Deco>();
if (options.ContainsKey("heightDelta"))
(new HeightDecorator((double)options["heightDelta"])).Decorate(go, options, assetBundle);
}
开发者ID:ParkitectNexus,项目名称:CustomScenery,代码行数:7,代码来源:DecoDecorator.cs
示例2: AddPackage
public static UIPackage AddPackage(AssetBundle desc, AssetBundle res, string resourceNamePrefix)
{
byte[] bytes = ((TextAsset)desc.mainAsset).bytes;
if (desc != res)
desc.Unload(true);
return AddPackage(bytes, res, resourceNamePrefix);
}
开发者ID:aideas,项目名称:F-N-GUI,代码行数:7,代码来源:UIPackage.cs
示例3: Decorate
public void Decorate(GameObject go, Dictionary<string, object> options, AssetBundle assetBundle)
{
if (go.GetComponent<Deco>() != null)
{
go.GetComponent<Deco>().defaultGridSubdivision = _subdivision;
}
}
开发者ID:RandomGuy0099,项目名称:tropicalBuildingsMod,代码行数:7,代码来源:GridSubdivisionDecorator.cs
示例4: CacheData
public CacheData(object data, AssetBundle assetBundle, string assetBundleName)
{
this.www = data;
this.assetBundle = assetBundle;
this.assetBundleKey = assetBundleName;
this.assetHashCode = LuaHelper.StringToHash(assetBundleName);
}
开发者ID:tenvick,项目名称:hugula,代码行数:7,代码来源:Cache.cs
示例5: Decorate
public void Decorate(GameObject go, Dictionary<string, object> options, AssetBundle assetBundle)
{
if (go.GetComponent<Deco>() != null && _grid)
{
go.GetComponent<Deco>().buildOnGrid = _grid;
}
}
开发者ID:RandomGuy0099,项目名称:tropicalBuildingsMod,代码行数:7,代码来源:GridDecorator.cs
示例6: Awake
protected virtual void Awake()
{
string bundlePath = EngineerGlobals.AssemblyPath;
s_Images = AssetBundle.CreateFromFile(bundlePath + "/images");
s_Prefabs = AssetBundle.CreateFromFile(bundlePath + "/prefabs");
}
开发者ID:FormalRiceFarmer,项目名称:KerbalMods,代码行数:7,代码来源:AssetBundleLoader.cs
示例7: 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8: Decorate
public void Decorate(GameObject go, Dictionary<string, object> options, AssetBundle assetBundle)
{
CustomSize cs = go.AddComponent<CustomSize>();
cs.minSize = 1;
cs.maxSize = 4;
}
开发者ID:ParkitectNexus,项目名称:Billboards,代码行数:7,代码来源:ResizeDecorator.cs
示例9: OnRecievedAssetFromServerOrCache
public static void OnRecievedAssetFromServerOrCache(string assetName, AssetBundle bundle)
{
Debug.Log(assetName);
Debug.Log(bundle);
if (bundle == null)
{
Debug.Log("Recived null asset");
}
string groupName = AssetGroupRefences[assetName];
AssetObject newAssetObject = AssetGroups[groupName][assetName];
if (bundle != null)
{
newAssetObject.asset = bundle.mainAsset;
newAssetObject.bundle = bundle;
}
else
{
newAssetObject.asset = null;
newAssetObject.bundle = null;
}
newAssetObject.isComplete = true;
if (assetBundleTracker != null)
{
assetBundleTracker.addCompletedCount(groupName);
assetBundleTracker.CheckIsCompletedAllDownloads(groupName);
}
newAssetObject.CallEvent();
}
开发者ID:SocialPlay,项目名称:KongregateAddon,代码行数:33,代码来源:BundleSystem.cs
示例10: IsDone
public override bool IsDone()
{
if (this.dependences != null)
{
for (int i = 0; i < this.dependences.Length; ++i)
{
if (!ResMgr.Instance().IsLoadedAssetBundle(this.dependences[i]))
return false;
}
}
if (this.op != null)
{
return this.op.isDone;
}
else
{
if (this.www.isDone)
{
this.assetbundle = this.www.assetBundle;
string scene = base.SceneName.Substring(0, base.SceneName.LastIndexOf('.'));
if (this.additive)
this.op = Application.LoadLevelAdditiveAsync(scene);
else
this.op = Application.LoadLevelAsync(scene);
this.www.Dispose();
this.www = null;
}
return false;
}
}
开发者ID:Xneed,项目名称:QFramework,代码行数:30,代码来源:SceneLoader.cs
示例11: Decorate
public void Decorate(GameObject go, Dictionary<string, object> options, AssetBundle assetBundle)
{
if (go.GetComponent<Deco>() != null)
{
go.GetComponent<Deco>().defaultSnapToGridCenter = _snap;
}
}
开发者ID:RandomGuy0099,项目名称:tropicalBuildingsMod,代码行数:7,代码来源:SnapToCenterDecorator.cs
示例12: LoadFromBundle
private UnityEngine.Object LoadFromBundle(AssetBundle bundle, string name)
{
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6
return bundle.Load(name);
#else
return bundle.LoadAsset(name);
#endif
}
开发者ID:farreltr,项目名称:OneLastSunset,代码行数:8,代码来源:AssetBundleManager.cs
示例13: AssetBundleRef
/*--------------------------------------------------*/
/// <summary>
/// コンストラクタ.
/// </summary>
/// <param name="url"> 接続先. </param>
/// <param name="version"> バージョン. </param>
/// <param name="crc"> チェックサム. </param>
/*--------------------------------------------------*/
public AssetBundleRef(string url, int version, uint crc)
{
this.url = url;
this.version = version;
this.crc = crc;
this.status = downloadStatus.none;
this.bundle = null;
}
开发者ID:molpheus,项目名称:AssetBundle,代码行数:16,代码来源:AssetBundleManagerBundleLoad.cs
示例14: Decorate
public GameObject Decorate(Dictionary<string, object> options, AssetBundle assetBundle)
{
var asset = UnityEngine.Object.Instantiate(assetBundle.LoadAsset((string)options["model"])) as GameObject;
asset.gameObject.SetActive (false);
this.Decorate (asset,options, assetBundle);
AssetManager.Instance.registerObject (asset.gameObject.GetComponent<Product> ());
return asset;
}
开发者ID:pollend,项目名称:Parkitect_CustomShops_Template-depreciated-,代码行数:8,代码来源:ProductDecorator.cs
示例15: Decorate
public void Decorate(GameObject go, Dictionary<string, object> options, AssetBundle assetBundle)
{
switch (_type)
{
case "billboard":
(new BillboardDecorator()).Decorate(go, options, assetBundle);
break;
}
}
开发者ID:ParkitectNexus,项目名称:Billboards,代码行数:9,代码来源:TypeDecorator.cs
示例16: AddAssetBundle
public void AddAssetBundle(string bundleName, AssetBundle bundle)
{
if (bundles.ContainsKey(bundleName)) {
bundles[bundleName].Increase();
}
else {
bundles.Add(bundleName, new AssetReference(bundle));
}
}
开发者ID:damagefilter,项目名称:PlayblackCore,代码行数:9,代码来源:AssetManager.cs
示例17: Start
protected virtual void Start()
{
string bundlePath = EngineerGlobals.AssemblyPath + "/AssetBundles/";
images = AssetBundle.LoadFromFile(bundlePath + "/images");
prefabs = AssetBundle.LoadFromFile(bundlePath + "/prefabs");
MyLogger.Log(images);
}
开发者ID:Gerry1135,项目名称:KerbalEngineer,代码行数:9,代码来源:AssetBundleLoader.cs
示例18: UnLoadSource
/// <summary>
/// 卸载资源
/// </summary>
/// <param name="bundle">卸载的资源</param>
/// <param name="unload"></param>
public static void UnLoadSource(AssetBundle bundle, bool unload)
{
if (bundle == null)
{
LCSConsole.WriteError("卸载资源为空!");
return;
}
bundle.Unload(unload);
}
开发者ID:LYXWuDao,项目名称:LYXUnityGame,代码行数:14,代码来源:LCSUnloadSource.cs
示例19: StartLoad
//Start async load the assetbundle
public static AsyncLoader StartLoad(AssetBundle asset, string resName , FINISH_CALLBACK finish_callback)
{
if(sGoInstance == null)
{
sGoInstance = new GameObject("AsyncLoader");
}
AsyncLoader loader = sGoInstance.AddComponent<AsyncLoader>();
loader.StartCoroutine(loader.GoLoader(asset, resName,finish_callback));
return loader;
}
开发者ID:lingllting,项目名称:Unity3DGameResource,代码行数:11,代码来源:AsyncLoader.cs
示例20: PreviewAssetStoreAssetBundleInInspector
public static bool PreviewAssetStoreAssetBundleInInspector(AssetBundle bundle, AssetStoreAsset info)
{
info.id = 0;
info.previewAsset = bundle.mainAsset;
AssetStoreAssetSelection.Clear();
AssetStoreAssetSelection.AddAssetInternal(info);
Selection.activeObject = (Object) AssetStoreAssetInspector.Instance;
AssetStoreAssetInspector.Instance.Repaint();
return true;
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:10,代码来源:AssetStoreToolUtils.cs
注:本文中的UnityEngine.AssetBundle类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
请发表评论