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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();
}
}
}
}
}
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