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56 行
1.5 KiB

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class SimpleBundleManager
{
public static string assetBundleFolder = "AssetBundles";
public static string GetRuntimeBundlePath()
{
#if UNITY_PS4
return Application.streamingAssetsPath + "/" + assetBundleFolder;
#else
if (Application.isEditor)
return "AutoBuild/" + assetBundleFolder;
else
return m_runtimeBundlePath.Value;
#endif
}
public static void Init()
{
}
public static AssetBundle LoadLevelAssetBundle(string name)
{
var bundle_pathname = GetRuntimeBundlePath() + "/" + name;
GameDebug.Log("loading:" + bundle_pathname);
var cacheKey = name.ToLower();
AssetBundle result;
if (!m_levelBundles.TryGetValue(cacheKey, out result))
{
result = AssetBundle.LoadFromFile(bundle_pathname);
if (result != null)
m_levelBundles.Add(cacheKey, result);
}
return result;
}
public static void ReleaseLevelAssetBundle(string name)
{
// TODO (petera) : Implement unloading of asset bundles. Ideally not by name.
}
static Dictionary<string, AssetBundle> m_levelBundles = new Dictionary<string, AssetBundle>();
[ConfigVar(Name = "res.runtimebundlepath", DefaultValue = "AssetBundles", Description = "Asset bundle folder", Flags = ConfigVar.Flags.ServerInfo)]
public static ConfigVar m_runtimeBundlePath;
}