using UnityEngine;
using System.Collections;
public class LoadLogoAsset : MonoBehaviour {
public string _prefabName;
public int _BundleIndex=0;
//public string _nextScenesName;
//public string _previousScenesName;
public int _nextSceneIndex;
public int _previousSceneIndex;
public bool _isReload;
public GameObject _loadTexture;
WWW _www;
GameObject _insObjA;
//------------------
static AssetBundle _BunA;
static AssetBundle _BunB;
static AssetBundle _BunC;
static AssetBundle _BunD;
static AssetBundle _BunE;
static AssetBundle _BunF;
//------------------
static AssetBundle[] _LogoBundle={_BunA,_BunB,_BunC,_BunD,_BunE};
IEnumerator Start() {
Debug.Log(_LogoBundle[_BundleIndex]);
if(_LogoBundle[_BundleIndex]==null){
if(Application.platform == RuntimePlatform.Android)
{
_www = new WWW(Application.streamingAssetsPath+"/"+_prefabName+".unity3d");
}
else
{
_www = new WWW("file://" +Application.dataPath + "/StreamingAssets" + "/"+_prefabName+".unity3d");
}
yield return _www;
_LogoBundle[_BundleIndex]=_www.assetBundle;
if(_www.progress==1){
OnIns();
}
}else{
OnIns();
}
}
void OnGUI(){
GUI.color = Color.red;
if(_LogoBundle[_BundleIndex]==null)GUI.Label(new Rect(10,10,500,100),(" "+(int)(_www.progress*100)));
}
public void OnIns(){
_loadTexture.SetActive(false);
_insObjA=Instantiate(_LogoBundle[_BundleIndex].mainAsset)as GameObject;;
}
public void LoadNextScene(){
Destroy(_insObjA);
if(_isReload){
_LogoBundle[_BundleIndex].Unload(false);
}
Application.LoadLevel(_nextSceneIndex);
}
public void LoadPreviousScene(){
Destroy(_insObjA);
if(_isReload){
_LogoBundle[_BundleIndex].Unload(false);
}
Application.LoadLevel(_previousSceneIndex);
}
}