AssetBundle.LoadFromFileAsync自动从云端下载AB,需要使用Unity 2019.4.29f1c109
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@ -94,3 +94,5 @@ Assets/Plugins/SDKBridge*
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Build/BuildDependenceResource/CurPackEnv.ini
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Build/BuildDependenceResource/CurPackEnv.ini
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Assets/Plugins/VuplexWebViewChromium/log*
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Assets/Plugins/VuplexWebViewChromium/log*
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assetbundleBak*
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assetbundleBak*
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CustomCloudAssets*
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_win64*
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@ -344,7 +344,9 @@ namespace Pack
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[InitializeOnLoadMethod]
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[InitializeOnLoadMethod]
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private static void RegisterBuildPlayerHandler()
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private static void RegisterBuildPlayerHandler()
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{
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{
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BuildPlayerWindow.RegisterBuildPlayerHandler(BuildPlayerHandler);
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// TODO: UNITY
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// allow Build button in Build Settings window
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// BuildPlayerWindow.RegisterBuildPlayerHandler(BuildPlayerHandler);
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EditorApplication.quitting += OnQuitting;
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EditorApplication.quitting += OnQuitting;
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}
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}
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@ -490,10 +490,12 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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string assetbundleName = AssetsObscureUtil.GetABFileName("assetbundle");
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string assetbundleName = AssetsObscureUtil.GetABFileName("assetbundle");
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ulong offset = AssetsObscureUtil.GetABOffset(assetbundleName);
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ulong offset = AssetsObscureUtil.GetABOffset(assetbundleName);
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path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, assetbundleName);
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path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, assetbundleName);
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#if !UNITY_INSTANTGAME
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if (!FileSystem.Exists(path))
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if (!FileSystem.Exists(path))
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{
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{
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, assetbundleName);
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, assetbundleName);
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}
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}
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#endif
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var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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yield return assetBundleCreateRequest;
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yield return assetBundleCreateRequest;
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var assetBundleRequest = assetBundleCreateRequest.assetBundle.LoadAssetAsync("AssetBundleManifest");
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var assetBundleRequest = assetBundleCreateRequest.assetBundle.LoadAssetAsync("AssetBundleManifest");
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@ -523,10 +525,12 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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mResidentAssetBundleList.Add(shaderName);
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mResidentAssetBundleList.Add(shaderName);
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string path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, shaderName);
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string path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, shaderName);
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#if !UNITY_INSTANTGAME
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if (!FileSystem.Exists(path))
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if (!FileSystem.Exists(path))
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{
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{
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, shaderName);
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, shaderName);
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}
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}
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#endif
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AssetBundleCreateRequest shaderABCreateRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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AssetBundleCreateRequest shaderABCreateRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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yield return shaderABCreateRequest;
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yield return shaderABCreateRequest;
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AssetBundle shaderAB = shaderABCreateRequest.assetBundle;
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AssetBundle shaderAB = shaderABCreateRequest.assetBundle;
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@ -708,15 +712,13 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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string path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, depABName);
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string path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, depABName);
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ulong depOffset = AssetsObscureUtil.GetABOffset(depABName);
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ulong depOffset = AssetsObscureUtil.GetABOffset(depABName);
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if (FileSystem.Exists(path))
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#if !UNITY_INSTANTGAME
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{
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if (!FileSystem.Exists(path))
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, depOffset);
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}
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else
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{
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{
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, depABName);
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, depABName);
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, depOffset);
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}
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}
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#endif
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, depOffset);
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syncReqDict.Add(depABName, abRequest);
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syncReqDict.Add(depABName, abRequest);
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mCurLoadingBundleDic.Add(depABName, new LoadTask(depABName));
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mCurLoadingBundleDic.Add(depABName, new LoadTask(depABName));
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}
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}
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@ -736,15 +738,13 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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//加载场景ab
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//加载场景ab
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string sceneABPath = FileSystem.LocalDocumentPath + sceneABName;
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string sceneABPath = FileSystem.LocalDocumentPath + sceneABName;
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if (FileSystem.Exists(sceneABPath))
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#if !UNITY_INSTANTGAME
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{
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if (!FileSystem.Exists(sceneABPath))
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abRequest = AssetBundle.LoadFromFileAsync(sceneABPath, 0, offset);
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}
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else
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{
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{
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sceneABPath = FileSystem.LocalPackagePath + sceneABName;
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sceneABPath = FileSystem.LocalPackagePath + sceneABName;
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abRequest = AssetBundle.LoadFromFileAsync(sceneABPath, 0, offset);
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}
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}
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#endif
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abRequest = AssetBundle.LoadFromFileAsync(sceneABPath, 0, offset);
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yield return abRequest;
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yield return abRequest;
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Bundle bundle = new Bundle(abRequest.assetBundle, levelName);
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Bundle bundle = new Bundle(abRequest.assetBundle, levelName);
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mBundlesLoaded.Add(levelName, bundle);
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mBundlesLoaded.Add(levelName, bundle);
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@ -797,15 +797,13 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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string path = FileSystem.LocalDocumentPath + depABName;
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string path = FileSystem.LocalDocumentPath + depABName;
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ulong depOffset = AssetsObscureUtil.GetABOffset(depABName);
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ulong depOffset = AssetsObscureUtil.GetABOffset(depABName);
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if (FileSystem.Exists(path))
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#if !UNITY_INSTANTGAME
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{
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if (!FileSystem.Exists(path))
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, depOffset);
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}
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else
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{
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{
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path = FileSystem.LocalPackagePath + depABName;
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path = FileSystem.LocalPackagePath + depABName;
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, depOffset);
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}
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}
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#endif
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, depOffset);
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syncReqDict.Add(depABName, abRequest);
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syncReqDict.Add(depABName, abRequest);
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mCurLoadingBundleDic.Add(depABName, new LoadTask(depABName));
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mCurLoadingBundleDic.Add(depABName, new LoadTask(depABName));
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}
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}
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@ -825,15 +823,13 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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//加载场景ab
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//加载场景ab
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string sceneABPath = FileSystem.LocalDocumentPath + sceneABName;
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string sceneABPath = FileSystem.LocalDocumentPath + sceneABName;
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if (FileSystem.Exists(sceneABPath))
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#if !UNITY_INSTANTGAME
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{
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if (!FileSystem.Exists(sceneABPath))
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abRequest = AssetBundle.LoadFromFileAsync(sceneABPath, 0, offset);
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}
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else
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{
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{
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sceneABPath = FileSystem.LocalPackagePath + sceneABName;
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sceneABPath = FileSystem.LocalPackagePath + sceneABName;
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abRequest = AssetBundle.LoadFromFileAsync(sceneABPath, 0, offset);
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}
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}
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#endif
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abRequest = AssetBundle.LoadFromFileAsync(sceneABPath, 0, offset);
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yield return abRequest;
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yield return abRequest;
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Bundle bundle = new Bundle(abRequest.assetBundle, levelName);
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Bundle bundle = new Bundle(abRequest.assetBundle, levelName);
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mBundlesLoaded.Add(levelName, bundle);
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mBundlesLoaded.Add(levelName, bundle);
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@ -1628,15 +1624,13 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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{
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{
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string path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, bundleName);
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string path = string.Format("{0}{1}", FileSystem.LocalDocumentPath, bundleName);
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ulong offset = AssetsObscureUtil.GetABOffset(bundleName);
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ulong offset = AssetsObscureUtil.GetABOffset(bundleName);
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if (FileSystem.Exists(path))
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#if !UNITY_INSTANTGAME
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{
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if (!FileSystem.Exists(path))
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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}
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else
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{
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{
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, bundleName);
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path = string.Format("{0}{1}", FileSystem.LocalPackagePath, bundleName);
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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}
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}
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#endif
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abRequest = AssetBundle.LoadFromFileAsync(path, 0, offset);
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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