mirror of https://github.com/tuyoogame/YooAsset
parent
5b4a188c0b
commit
ce62dbc27f
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@ -8,7 +8,7 @@ namespace YooAsset
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{
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private AssetBundleRequest _cacheRequest;
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public BundledAllAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public BundledAllAssetsProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -8,7 +8,7 @@ namespace YooAsset
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{
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private AssetBundleRequest _cacheRequest;
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public BundledAssetProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public BundledAssetProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -3,7 +3,7 @@ namespace YooAsset
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{
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internal class BundledRawFileProvider : ProviderBase
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{
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public BundledRawFileProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public BundledRawFileProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -11,15 +11,13 @@ namespace YooAsset
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public readonly LoadSceneMode SceneMode;
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private readonly string _sceneName;
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private readonly bool _suspendLoad;
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private readonly int _priority;
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private AsyncOperation _asyncOperation;
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public BundledSceneProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
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public BundledSceneProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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SceneMode = sceneMode;
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_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_suspendLoad = suspendLoad;
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_priority = priority;
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}
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public override void Update()
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{
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@ -68,7 +66,7 @@ namespace YooAsset
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = _priority;
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_asyncOperation.priority = (int)ProviderPriority;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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Status = EStatus.Checking;
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}
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@ -8,7 +8,7 @@ namespace YooAsset
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{
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private AssetBundleRequest _cacheRequest;
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public BundledSubAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public BundledSubAssetsProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -3,7 +3,7 @@ namespace YooAsset
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{
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internal sealed class CompletedProvider : ProviderBase
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{
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public CompletedProvider(AssetInfo assetInfo) : base(null, string.Empty, assetInfo)
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public CompletedProvider(AssetInfo assetInfo) : base(null, string.Empty, 0, assetInfo)
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{
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}
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public override void Update()
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@ -6,7 +6,7 @@ namespace YooAsset
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{
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internal sealed class DatabaseAllAssetsProvider : ProviderBase
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{
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public DatabaseAllAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public DatabaseAllAssetsProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -6,7 +6,7 @@ namespace YooAsset
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{
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internal sealed class DatabaseAssetProvider : ProviderBase
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{
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public DatabaseAssetProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public DatabaseAssetProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -3,7 +3,7 @@ namespace YooAsset
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{
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internal class DatabaseRawFileProvider : ProviderBase
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{
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public DatabaseRawFileProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public DatabaseRawFileProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -7,14 +7,12 @@ namespace YooAsset
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{
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public readonly LoadSceneMode SceneMode;
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private readonly bool _suspendLoad;
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private readonly int _priority;
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private AsyncOperation _asyncOperation;
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public DatabaseSceneProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
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public DatabaseSceneProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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SceneMode = sceneMode;
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_suspendLoad = suspendLoad;
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_priority = priority;
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}
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public override void Update()
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{
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@ -58,7 +56,7 @@ namespace YooAsset
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if (_asyncOperation != null)
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{
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = _priority;
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_asyncOperation.priority = (int)ProviderPriority;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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Status = EStatus.Checking;
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}
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@ -6,7 +6,7 @@ namespace YooAsset
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{
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internal sealed class DatabaseSubAssetsProvider : ProviderBase
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{
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public DatabaseSubAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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public DatabaseSubAssetsProvider(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(impl, providerGUID, providerPriority, assetInfo)
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{
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}
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public override void Update()
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@ -2,10 +2,11 @@
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using System;
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namespace YooAsset
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{
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internal abstract class ProviderBase
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internal abstract class ProviderBase : IComparable<ProviderBase>
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{
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public enum EStatus
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{
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@ -22,6 +23,11 @@ namespace YooAsset
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/// </summary>
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public string ProviderGUID { private set; get; }
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/// <summary>
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/// 资源加载的优先级
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/// </summary>
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public uint ProviderPriority { private set; get; }
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/// <summary>
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/// 所属资源系统
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/// </summary>
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@ -97,10 +103,11 @@ namespace YooAsset
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private readonly List<HandleBase> _handles = new List<HandleBase>();
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public ProviderBase(ResourceManager impl, string providerGUID, AssetInfo assetInfo)
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public ProviderBase(ResourceManager impl, string providerGUID, uint providerPriority, AssetInfo assetInfo)
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{
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Impl = impl;
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ProviderGUID = providerGUID;
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ProviderPriority = providerPriority;
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MainAssetInfo = assetInfo;
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// 创建资源包加载器
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@ -121,6 +128,14 @@ namespace YooAsset
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/// </summary>
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public abstract void Update();
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/// <summary>
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/// 排序接口实现方法
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/// </summary>
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public int CompareTo(ProviderBase other)
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{
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return this.ProviderPriority.CompareTo(other.ProviderPriority);
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}
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/// <summary>
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/// 销毁资源提供者
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/// </summary>
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@ -220,7 +220,7 @@ namespace YooAsset
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/// <summary>
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/// 加载场景
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/// </summary>
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority)
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{
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if (assetInfo.IsInvalid)
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{
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@ -241,12 +241,16 @@ namespace YooAsset
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ProviderBase provider;
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{
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if (_simulationOnEditor)
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
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provider = new DatabaseSceneProvider(this, providerGUID, priority, assetInfo, sceneMode, suspendLoad);
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else
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
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provider = new BundledSceneProvider(this, providerGUID, priority, assetInfo, sceneMode, suspendLoad);
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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if (priority > 0)
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{
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_providerList.Sort();
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}
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}
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var handle = provider.CreateHandle<SceneHandle>();
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@ -258,7 +262,7 @@ namespace YooAsset
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/// <summary>
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/// 加载资源对象
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/// </summary>
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public AssetHandle LoadAssetAsync(AssetInfo assetInfo)
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public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority)
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{
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if (assetInfo.IsInvalid)
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{
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@ -273,12 +277,16 @@ namespace YooAsset
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseAssetProvider(this, providerGUID, assetInfo);
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provider = new DatabaseAssetProvider(this, providerGUID, priority, assetInfo);
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else
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provider = new BundledAssetProvider(this, providerGUID, assetInfo);
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provider = new BundledAssetProvider(this, providerGUID, priority, assetInfo);
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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if (priority > 0)
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{
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_providerList.Sort();
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}
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}
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return provider.CreateHandle<AssetHandle>();
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}
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@ -286,7 +294,7 @@ namespace YooAsset
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/// <summary>
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/// 加载子资源对象
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/// </summary>
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public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
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public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority)
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{
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if (assetInfo.IsInvalid)
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{
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@ -301,12 +309,16 @@ namespace YooAsset
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseSubAssetsProvider(this, providerGUID, assetInfo);
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provider = new DatabaseSubAssetsProvider(this, providerGUID, priority, assetInfo);
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else
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provider = new BundledSubAssetsProvider(this, providerGUID, assetInfo);
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provider = new BundledSubAssetsProvider(this, providerGUID, priority, assetInfo);
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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if (priority > 0)
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{
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_providerList.Sort();
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}
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}
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return provider.CreateHandle<SubAssetsHandle>();
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}
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@ -314,7 +326,7 @@ namespace YooAsset
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/// <summary>
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/// 加载所有资源对象
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/// </summary>
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public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority)
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{
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if (assetInfo.IsInvalid)
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{
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@ -329,12 +341,16 @@ namespace YooAsset
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseAllAssetsProvider(this, providerGUID, assetInfo);
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provider = new DatabaseAllAssetsProvider(this, providerGUID, priority, assetInfo);
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else
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provider = new BundledAllAssetsProvider(this, providerGUID, assetInfo);
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provider = new BundledAllAssetsProvider(this, providerGUID, priority, assetInfo);
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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if (priority > 0)
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{
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_providerList.Sort();
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}
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}
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return provider.CreateHandle<AllAssetsHandle>();
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}
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@ -342,7 +358,7 @@ namespace YooAsset
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/// <summary>
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/// 加载原生文件
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/// </summary>
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public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
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public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority)
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{
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if (assetInfo.IsInvalid)
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{
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@ -357,12 +373,16 @@ namespace YooAsset
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseRawFileProvider(this, providerGUID, assetInfo);
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provider = new DatabaseRawFileProvider(this, providerGUID, priority, assetInfo);
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else
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provider = new BundledRawFileProvider(this, providerGUID, assetInfo);
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provider = new BundledRawFileProvider(this, providerGUID, priority, assetInfo);
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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if (priority > 0)
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{
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_providerList.Sort();
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}
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}
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return provider.CreateHandle<RawFileHandle>();
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}
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@ -548,7 +548,7 @@ namespace YooAsset
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public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadRawFileInternal(assetInfo, true);
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return LoadRawFileInternal(assetInfo, true, 0);
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}
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/// <summary>
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@ -559,35 +559,35 @@ namespace YooAsset
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadRawFileInternal(assetInfo, true);
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return LoadRawFileInternal(assetInfo, true, 0);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
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public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
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{
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DebugCheckInitialize();
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return LoadRawFileInternal(assetInfo, false);
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return LoadRawFileInternal(assetInfo, false, priority);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public RawFileHandle LoadRawFileAsync(string location)
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public RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadRawFileInternal(assetInfo, false);
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return LoadRawFileInternal(assetInfo, false, priority);
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}
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private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
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private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
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{
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DebugCheckRawFileLoadMethod(nameof(LoadRawFileAsync));
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var handle = _resourceMgr.LoadRawFileAsync(assetInfo);
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var handle = _resourceMgr.LoadRawFileAsync(assetInfo, priority);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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return handle;
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@ -602,7 +602,7 @@ namespace YooAsset
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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@ -617,7 +617,7 @@ namespace YooAsset
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
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{
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DebugCheckInitialize();
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var handle = _resourceMgr.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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@ -633,7 +633,7 @@ namespace YooAsset
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public AssetHandle LoadAssetSync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadAssetInternal(assetInfo, true);
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return LoadAssetInternal(assetInfo, true, 0);
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}
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/// <summary>
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@ -645,7 +645,7 @@ namespace YooAsset
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
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return LoadAssetInternal(assetInfo, true);
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return LoadAssetInternal(assetInfo, true, 0);
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}
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/// <summary>
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@ -657,7 +657,7 @@ namespace YooAsset
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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return LoadAssetInternal(assetInfo, true);
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return LoadAssetInternal(assetInfo, true, 0);
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}
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/// <summary>
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@ -669,7 +669,7 @@ namespace YooAsset
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DebugCheckInitialize();
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Type type = typeof(UnityEngine.Object);
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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return LoadAssetInternal(assetInfo, true);
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return LoadAssetInternal(assetInfo, true, 0);
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}
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@ -677,10 +677,10 @@ namespace YooAsset
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/// 异步加载资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
|
||||
public AssetHandle LoadAssetAsync(AssetInfo assetInfo)
|
||||
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
return LoadAssetInternal(assetInfo, false);
|
||||
return LoadAssetInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -688,11 +688,11 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public AssetHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||||
return LoadAssetInternal(assetInfo, false);
|
||||
return LoadAssetInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -700,31 +700,31 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">资源类型</param>
|
||||
public AssetHandle LoadAssetAsync(string location, System.Type type)
|
||||
public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAssetInternal(assetInfo, false);
|
||||
return LoadAssetInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public AssetHandle LoadAssetAsync(string location)
|
||||
public AssetHandle LoadAssetAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
Type type = typeof(UnityEngine.Object);
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAssetInternal(assetInfo, false);
|
||||
return LoadAssetInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
|
||||
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
|
||||
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
||||
{
|
||||
DebugCheckAssetLoadMethod(nameof(LoadAssetAsync));
|
||||
DebugCheckAssetLoadType(assetInfo.AssetType);
|
||||
var handle = _resourceMgr.LoadAssetAsync(assetInfo);
|
||||
var handle = _resourceMgr.LoadAssetAsync(assetInfo, priority);
|
||||
if (waitForAsyncComplete)
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
|
@ -739,7 +739,7 @@ namespace YooAsset
|
|||
public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
return LoadSubAssetsInternal(assetInfo, true);
|
||||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -751,7 +751,7 @@ namespace YooAsset
|
|||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||||
return LoadSubAssetsInternal(assetInfo, true);
|
||||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -763,7 +763,7 @@ namespace YooAsset
|
|||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadSubAssetsInternal(assetInfo, true);
|
||||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -775,7 +775,7 @@ namespace YooAsset
|
|||
DebugCheckInitialize();
|
||||
Type type = typeof(UnityEngine.Object);
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadSubAssetsInternal(assetInfo, true);
|
||||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
|
||||
|
@ -783,10 +783,10 @@ namespace YooAsset
|
|||
/// 异步加载子资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
|
||||
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
return LoadSubAssetsInternal(assetInfo, false);
|
||||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -794,11 +794,11 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||||
return LoadSubAssetsInternal(assetInfo, false);
|
||||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -806,31 +806,31 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type)
|
||||
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadSubAssetsInternal(assetInfo, false);
|
||||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载子资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public SubAssetsHandle LoadSubAssetsAsync(string location)
|
||||
public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
Type type = typeof(UnityEngine.Object);
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadSubAssetsInternal(assetInfo, false);
|
||||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
|
||||
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
|
||||
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
||||
{
|
||||
DebugCheckAssetLoadMethod(nameof(LoadSubAssetsAsync));
|
||||
DebugCheckAssetLoadType(assetInfo.AssetType);
|
||||
var handle = _resourceMgr.LoadSubAssetsAsync(assetInfo);
|
||||
var handle = _resourceMgr.LoadSubAssetsAsync(assetInfo, priority);
|
||||
if (waitForAsyncComplete)
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
|
@ -845,7 +845,7 @@ namespace YooAsset
|
|||
public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
return LoadAllAssetsInternal(assetInfo, true);
|
||||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -857,7 +857,7 @@ namespace YooAsset
|
|||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||||
return LoadAllAssetsInternal(assetInfo, true);
|
||||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -869,7 +869,7 @@ namespace YooAsset
|
|||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAllAssetsInternal(assetInfo, true);
|
||||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -881,7 +881,7 @@ namespace YooAsset
|
|||
DebugCheckInitialize();
|
||||
Type type = typeof(UnityEngine.Object);
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAllAssetsInternal(assetInfo, true);
|
||||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||||
}
|
||||
|
||||
|
||||
|
@ -889,10 +889,10 @@ namespace YooAsset
|
|||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
|
||||
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -900,11 +900,11 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -912,31 +912,31 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type)
|
||||
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public AllAssetsHandle LoadAllAssetsAsync(string location)
|
||||
public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
Type type = typeof(UnityEngine.Object);
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||||
}
|
||||
|
||||
|
||||
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
|
||||
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
||||
{
|
||||
DebugCheckAssetLoadMethod(nameof(LoadAllAssetsAsync));
|
||||
DebugCheckAssetLoadType(assetInfo.AssetType);
|
||||
var handle = _resourceMgr.LoadAllAssetsAsync(assetInfo);
|
||||
var handle = _resourceMgr.LoadAllAssetsAsync(assetInfo, priority);
|
||||
if (waitForAsyncComplete)
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
|
@ -1158,6 +1158,11 @@ namespace YooAsset
|
|||
if (type == null)
|
||||
return;
|
||||
|
||||
if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
|
||||
{
|
||||
throw new Exception($"Load asset type is invalid : {type.FullName} !");
|
||||
}
|
||||
|
||||
if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false)
|
||||
{
|
||||
throw new Exception($"Load asset type is invalid : {type.FullName} !");
|
||||
|
|
|
@ -138,20 +138,20 @@ namespace YooAsset
|
|||
/// 异步加载原生文件
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public static RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
|
||||
public static RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadRawFileAsync(assetInfo);
|
||||
return _defaultPackage.LoadRawFileAsync(assetInfo, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载原生文件
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static RawFileHandle LoadRawFileAsync(string location)
|
||||
public static RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadRawFileAsync(location);
|
||||
return _defaultPackage.LoadRawFileAsync(location, priority);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
@ -163,7 +163,7 @@ namespace YooAsset
|
|||
/// <param name="sceneMode">场景加载模式</param>
|
||||
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
|
||||
/// <param name="priority">优先级</param>
|
||||
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
|
||||
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
|
||||
|
@ -176,7 +176,7 @@ namespace YooAsset
|
|||
/// <param name="sceneMode">场景加载模式</param>
|
||||
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
|
||||
/// <param name="priority">优先级</param>
|
||||
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
|
||||
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
|
||||
|
@ -231,10 +231,10 @@ namespace YooAsset
|
|||
/// 异步加载资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public static AssetHandle LoadAssetAsync(AssetInfo assetInfo)
|
||||
public static AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAssetAsync(assetInfo);
|
||||
return _defaultPackage.LoadAssetAsync(assetInfo, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -242,10 +242,10 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static AssetHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
public static AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAssetAsync<TObject>(location);
|
||||
return _defaultPackage.LoadAssetAsync<TObject>(location, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -253,20 +253,20 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">资源类型</param>
|
||||
public static AssetHandle LoadAssetAsync(string location, System.Type type)
|
||||
public static AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAssetAsync(location, type);
|
||||
return _defaultPackage.LoadAssetAsync(location, type, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static AssetHandle LoadAssetAsync(string location)
|
||||
public static AssetHandle LoadAssetAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAssetAsync(location);
|
||||
return _defaultPackage.LoadAssetAsync(location, priority);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
@ -318,10 +318,10 @@ namespace YooAsset
|
|||
/// 异步加载子资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
|
||||
public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadSubAssetsAsync(assetInfo);
|
||||
return _defaultPackage.LoadSubAssetsAsync(assetInfo, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -329,10 +329,10 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
|
||||
return _defaultPackage.LoadSubAssetsAsync<TObject>(location, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -340,20 +340,20 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type)
|
||||
public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadSubAssetsAsync(location, type);
|
||||
return _defaultPackage.LoadSubAssetsAsync(location, type, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载子资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static SubAssetsHandle LoadSubAssetsAsync(string location)
|
||||
public static SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadSubAssetsAsync(location);
|
||||
return _defaultPackage.LoadSubAssetsAsync(location, priority);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
@ -405,10 +405,10 @@ namespace YooAsset
|
|||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
|
||||
public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync(assetInfo);
|
||||
return _defaultPackage.LoadAllAssetsAsync(assetInfo, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -416,10 +416,10 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
|
||||
return _defaultPackage.LoadAllAssetsAsync<TObject>(location, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -427,20 +427,20 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type)
|
||||
public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync(location, type);
|
||||
return _defaultPackage.LoadAllAssetsAsync(location, type, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public static AllAssetsHandle LoadAllAssetsAsync(string location)
|
||||
public static AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync(location);
|
||||
return _defaultPackage.LoadAllAssetsAsync(location, priority);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
|
Loading…
Reference in New Issue