using System; using System.Collections; using UnityEngine; namespace XUtliPoolLib { public class IOSAssetBundleLoader : MobileAssetBundleLoader { protected override IEnumerator LoadFromPackage() { bool flag = this.state == LoadState.State_Complete; if (flag) { this.Complete(); } else { bool flag2 = this.state != LoadState.State_Error; if (flag2) { AssetBundleCreateRequest req = AssetBundle.LoadFromFileAsync(this._assetBundleSourceFile); while (!req.isDone) { yield return null; } bool flag3 = this._bundle == null; if (flag3) { this._bundle = req.assetBundle; } bool flag4 = this.state != LoadState.State_Complete && base.UnloadNotLoadingBundle(this._bundle); if (flag4) { req = AssetBundle.LoadFromFileAsync(this._assetBundleSourceFile); while (!req.isDone) { yield return null; } bool flag5 = this._bundle == null; if (flag5) { this._bundle = req.assetBundle; } } this.Complete(); req = null; } } yield break; } protected override void LoadFromPackageImm() { bool flag = this.state == LoadState.State_Complete; if (flag) { this.Complete(); } else { bool flag2 = this.state != LoadState.State_Error; if (flag2) { bool flag3 = this._bundle == null; if (flag3) { this._bundle = AssetBundle.LoadFromFile(this._assetBundleSourceFile); } bool flag4 = this.state != LoadState.State_Complete && base.UnloadNotLoadingBundle(this._bundle); if (flag4) { bool flag5 = this._bundle == null; if (flag5) { this._bundle = AssetBundle.LoadFromFile(this._assetBundleSourceFile); } } this.Complete(); } } } } }