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event caller refactoring
change operation order of minigame loading
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@ -497,7 +497,7 @@ namespace HeavenStudio
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if (!usesAssetBundle) return;
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if (bundleCommon != null) return;
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AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask();
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AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/common")).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
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bundleCommon = bundle;
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commonLoaded = true;
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@ -519,7 +519,7 @@ namespace HeavenStudio
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if (!usesAssetBundle) return;
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
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AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask();
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AssetBundle bundle = await AssetBundle.LoadFromFileAsync(Path.Combine(Application.streamingAssetsPath, wantAssetBundle + "/locale." + defaultLocale)).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
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if (localeLoaded && bundleLocalized != null && currentLoadedLocale == defaultLocale) return;
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bundleLocalized = bundle;
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@ -533,7 +533,7 @@ namespace HeavenStudio
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if (!commonLoaded) return;
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if (bundleCommon == null) return;
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UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask();
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UnityEngine.Object asset = await bundleCommon.LoadAssetAsync<GameObject>(name).ToUniTask(timing: PlayerLoopTiming.PreLateUpdate);
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loadedPrefab = asset as GameObject;
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// load sound sequences here for now
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