Does anyone have a short example of using the AssetManager to async load resources for an application that is also using a screen manager to handle multiple screens?
Per the AssetManager example program, in the main "LG_Create" block I initialize the screen manager and create a couple of screens, then I initialize and queue up the AssetManager.
In the LG_Render block I Return immediately if the AssetManager .Update method returns true.
In my screen _Show() blocks I create objects using assets, which throws an error indicating that the assets have not been loaded yet.
I have not been able to figure out how prevent the screen manager from invoking the show method before the async load finishes, so obviously I'm doing something wrong, or in the incorrect order.
Any suggestions would be most welcome.
Per the AssetManager example program, in the main "LG_Create" block I initialize the screen manager and create a couple of screens, then I initialize and queue up the AssetManager.
In the LG_Render block I Return immediately if the AssetManager .Update method returns true.
In my screen _Show() blocks I create objects using assets, which throws an error indicating that the assets have not been loaded yet.
I have not been able to figure out how prevent the screen manager from invoking the show method before the async load finishes, so obviously I'm doing something wrong, or in the incorrect order.
Any suggestions would be most welcome.