using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LoadInfo
{
public AsyncOperation asyncOperation;
//
// 摘要:
// Has the operation finished? (Read Only)
public bool isDone;
//
// 摘要:
// What's the operation's progress. (Read Only)
public float progress;
public UnityEngine.Object asset;
public System.Object[] allAssets;
///
/// 封装系统自带的加载完成通知事件
///
///
public void InitLoadInfo(AsyncOperation initOp)
{
this.asyncOperation = initOp;
if (this.asyncOperation != null)
{
this.asyncOperation.completed += OnCompleted;
}
}
private void OnCompleted(AsyncOperation operation)
{
isDone = true;
progress = 1;
if (operation is ResourceRequest)
{
asset = (operation as ResourceRequest).asset;
}
else if (operation is AssetBundleRequest)
{
asset = (operation as AssetBundleRequest).asset;
allAssets = (operation as AssetBundleRequest).allAssets;
}
else if (operation is DataAsyncOperation)
{
asset = (operation as DataAsyncOperation).asset;
}
}
}