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166 lines
6.1 KiB
C#
166 lines
6.1 KiB
C#
using Dpr.EvScript;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine;
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namespace Dpr.Title
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{
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public class AssetPreloader
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{
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private static List<string> _preloadRequestList = new List<string>();
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public static bool IsLoading { get; set; }
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public void UnloadPreloadAssetBundle()
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{
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foreach (var item in _preloadRequestList)
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{
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//SmartPoint.AssetAssistant.AssetManager.UnloadAssetBundle(null);
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}
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// Clear the list
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_preloadRequestList.Clear();
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}
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public class LoadAssetBundle : IEnumerator
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{
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private int _state;
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private object _current;
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private string _path;
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public LoadAssetBundle(int state, string path)
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{
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_state = state;
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_path = path;
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}
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public bool MoveNext()
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{
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switch (_state)
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{
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case 0:
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_state = -1;
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_preloadRequestList.Add(_path);
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//SmartPoint.AssetAssistant.AssetManager.RequestAssetBundle(_path, true);
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//_current = SmartPoint.AssetAssistant.AssetManager.DispatchRequests();
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_state = 1;
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return true;
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case 1:
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_state = -1;
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return false;
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default:
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return false;
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}
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}
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public void Reset()
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{
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throw new NotSupportedException();
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}
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public object Current
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{
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get { return _current; }
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}
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public void Dispose()
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{
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// Implementation of the method goes here
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throw new NotImplementedException();
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}
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}
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public class PreloadAssetBundle //: IEnumerator
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{
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private int _state;
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private object _current;
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private string _path;
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public PreloadAssetBundle(int state)
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{
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_state = state;
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}
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public bool MoveNext()
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{
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//switch (_state)
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//{
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//case 0:
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//_state = -1;
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//_sw = new SimpleStopwatch();
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//_IsLoading = true;
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//_elapsedMilliseconds = _sw.ElapsedMilliseconds;
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//_transitionZoneID = PlayerWork.GetTransitionZoneID();
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//if (_transitionZoneID != -1)
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//{
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//_mapInfo = GameManager.GetMapInfo();
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//_zoneData = _mapInfo.GetItem(_transitionZoneID);
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//_activeFieldPlayer = EntityManager.GetActiveFieldPlayer();
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//if (_activeFieldPlayer == null)
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//{
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//var characterDressData = DataManager.CharacterDressData.Data;
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//var length = characterDressData.Length;
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//if (length > 0)
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//{
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//for (long i = 0; i < length; i++)
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//{
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//var dressData = characterDressData[i];
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//var index = dressData.Index;
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//var playerFashion = PlayerWork.GetPlayerFashion();
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//if (index == playerFashion)
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//{
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//var preloadRequestList = AssetPreloader._preloadRequestList;
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//var item = String.Concat("StringLiteral_7019", dressData.FieldGraphic);
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//preloadRequestList.Add(item);
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//var assetBundleName = String.Concat("StringLiteral_7019", dressData.FieldGraphic);
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//var assetRequest = AssetManager.AppendAssetBundleRequest(assetBundleName, true, null, null);
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//if (assetRequest != null)
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//{
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//AssetManager.DispatchRequests(null);
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// yield return assetRequest; // This would be here if this was a coroutine
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//break;
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//}
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//}
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//}
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//}
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//}
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//else
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//{
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// Some operations related to zone data and asset bundle request
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// This part is not clear in the original code
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//}
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//}
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//_state = 1;
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//return true;
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//case 1:
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//_state = -1;
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//_IsLoading = false;
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//_sw.Dispose();
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//_sw = null;
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//return false;
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//default:
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//return false;
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return false;
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}
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}
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public void Reset()
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{
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throw new NotSupportedException();
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}
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//public object Current
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//{
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//get { return _current; }
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//}
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public void Dispose()
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{
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// Implementation of the method goes here
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throw new NotImplementedException();
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}
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}
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}
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//}
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