public static LoadLevelAsync ( string assetBundleName, string levelName, bool isAdditive ) : AssetBundleLoadOperation | ||
assetBundleName | string | |
levelName | string | |
isAdditive | bool | |
Résultat | AssetBundleLoadOperation |
public static AssetBundleLoadOperation LoadLevelAsync(string assetBundleName, string levelName, bool isAdditive)
{
Log(LogType.Info, "Loading " + levelName + " from " + assetBundleName + " bundle");
AssetBundleLoadOperation operation = null;
#if UNITY_EDITOR
if (SimulateAssetBundleInEditor)
{
operation = new AssetBundleLoadLevelSimulationOperation(assetBundleName, levelName, isAdditive);
}
else
#endif
{
assetBundleName = RemapVariantName(assetBundleName);
LoadAssetBundle (assetBundleName);
operation = new AssetBundleLoadLevelOperation (assetBundleName, levelName, isAdditive);
m_InProgressOperations.Add (operation);
}
return operation;
}
// ENABLE_NDINFRA_ONE_BUNDLE protected virtual IEnumerator LoadLevelAsync_Callback (string sceneAssetBundleName , string levelName , bool isAdditive , System.Action _CallbackFunc ) { #if ENABLE_NDINFRA_EXAMPLE_LOG // This is simply to get the elapsed time for this phase of AssetLoading. float start = Time.realtimeSinceStartup; #endif // ENABLE_NDINFRA_EXAMPLE_LOG // Load level from assetBundle. var request = AssetBundleManager.LoadLevelAsync( sceneAssetBundleName , levelName, isAdditive); if (request == null) { onError("sceneAssetBundleName is missing." , sceneAssetBundleName ) ; yield break; } yield return StartCoroutine(request); _CallbackFunc() ; #if ENABLE_NDINFRA_EXAMPLE_LOG LogFinishTime( "Finished loading scene " , levelName , start ) ; #endif // ENABLE_NDINFRA_EXAMPLE_LOG }