Beispiel #1
0
        public UI Create(Scene scene, string type, GameObject parent)
        {
            try
            {
                Debug.Log("UIRoom_Factory");
                ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
                AltasComponent     altasComponent     = Game.Scene.GetComponent <AltasComponent>();
                resourcesComponent.LoadBundle($"{ type}.unity3d");
                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{type}.unity3d", $"{type}");
                GameObject obj = UnityEngine.Object.Instantiate(bundleGameObject);
                UI         ui  = ComponentFactory.Create <UI, GameObject>(obj);
                ui.AddUiComponent <UIRoom_Component>();

                //加载扑克图集
                resourcesComponent.LoadBundle($"{AltasType.PukeAltas}.unity3d");
                GameObject AltasGameObject = (GameObject)resourcesComponent.GetAsset($"{AltasType.PukeAltas}.unity3d", $"{AltasType.PukeAltas}");
                GameObject Altas           = UnityEngine.Object.Instantiate(AltasGameObject, altasComponent.ParentAltas.transform);
                altasComponent.AddAltas(AltasType.PukeAltas, Altas);


                //加载字体图集
                resourcesComponent.LoadBundle($"{AltasType.FontAltas}.unity3d");
                GameObject FontAltasGameObject = (GameObject)resourcesComponent.GetAsset($"{AltasType.FontAltas}.unity3d", $"{AltasType.FontAltas}");
                GameObject FontAltas           = UnityEngine.Object.Instantiate(FontAltasGameObject, altasComponent.ParentAltas.transform);
                altasComponent.AddAltas(AltasType.FontAltas, FontAltas);

                return(ui);
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
                return(null);
            }
        }
Beispiel #2
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 /// <summary>
 /// 结算显示手牌
 /// </summary>
 public void ShowCards(int[] cards)
 {
     for (int i = 0; i < this.cards.Length; i++)
     {
         Sprite sprite = (Sprite)res.GetAsset(UICowCowAB.CowCow_Texture, CardHelper.GetCardAssetName(cards[i]));
         this.cards[i].sprite = sprite;
     }
     this.ShowHideHandCard(true);
 }
Beispiel #3
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 private void OnMusicSwitch()
 {
     if (musicSlider.value > 0)
     {
         // 当slider值改变时,会触发事件onValueChanged
         musicSlider.value = 0;
         musicBtn.GetComponent <Image>().sprite = (Sprite)res.GetAsset(UICowCowAB.CowCow_Texture, "set_btn_voice_off");
     }
     else
     {
         musicSlider.value = 1;
         musicBtn.GetComponent <Image>().sprite = (Sprite)res.GetAsset(UICowCowAB.CowCow_Texture, "set_btn_voice_on");
     }
 }
Beispiel #4
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        /// <summary>
        /// 创建预制体
        /// </summary>
        public static GameObject Create(string abName)
        {
            ResourcesComponent rc = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         ab = (GameObject)rc.GetAsset(UICowCowAB.CowCow_Prefabs, abName);

            return(UnityEngine.Object.Instantiate(ab));
        }
Beispiel #5
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        public void OpenPanelAsync(UIEnum panel, Action openFinish = null, object param = null)
        {
            PanelType panelType = uiTypes[panel];
            string    prefab    = panelType.uiPrefab;

            if (this.uis.ContainsKey(prefab))
            {
                return;
            }
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle(prefab.StringToAB());
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(prefab.StringToAB(), prefab);

            resourcesComponent.UnloadBundle(prefab.StringToAB());
            GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);

            UI ui = ComponentFactory.Create <UI, string, GameObject>(prefab, gameObject, false);

            UIBase uibase = (UIBase)ui.AddComponent(panelType.panelType);

            uibase.OnInit(param);

            this.uis.Add(ui.Name, ui);
            ui.GameObject.transform.SetParent(this.Root.transform, false);
            uibase.OnShow(param);


            //Add(ui);

            if (openFinish != null)
            {
                openFinish();
            }
        }
Beispiel #6
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        /// <summary>
        /// 通过item的类型获得不同的bundle包
        /// </summary>
        /// <param name="itemType"></param>
        /// <returns></returns>
        private GameObject GetItemBundleByType(string itemType)
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle($"{itemType}.unity3d");
            return((GameObject)resourcesComponent.GetAsset($"{itemType}.unity3d", $"{itemType}"));
        }
        public HotfixTestObj()
        {
            ResourcesComponent resourcesComponent = ICE.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle("Cube".StringToAB().BundleNameToLower());
            GameObject prefab = resourcesComponent.GetAsset("Cube".StringToAB().BundleNameToLower(), "Cube") as GameObject;
            GameObject cube1  = GameObject.Instantiate(prefab);

            cube1.name = "111";
            GameObject = cube1;

            //moveComponent = ComponentFactory.Create<MoveComponent, GameObject>(GameObject);
            //moveComponent.GameObject.transform.SetParent(GameObject.transform, false);
            //rotationComponent = ComponentFactory.Create<RotationComponent, GameObject>(GameObject);
            //rotationComponent.GameObject.transform.SetParent(GameObject.transform, false);
            //scaleComponent = ComponentFactory.Create<ScaleComponent, GameObject>(GameObject);
            //scaleComponent.GameObject.transform.SetParent(GameObject.transform, false);

            var actor1 = Helper.AddHActor(cube1);

            Helper.AddHComponent <CubeComponent>(actor1);
            Helper.AddHComponent <CubeComponent2>(actor1);

            GameObject cube2 = GameObject.Instantiate(prefab);

            cube2.name = "222";
            var actor2 = Helper.AddHActor(cube2);

            Helper.AddHComponent <CubeComponent2>(actor2);

            //resourcesComponent.UnLoadBundle("Cube".StringToAB().BundleNameToLower());
        }
Beispiel #8
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        public static T Load <T>(string assetName) where T : class
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle(assetName.StringToAB());
            return(resourcesComponent.GetAsset(assetName.StringToAB(), assetName) as T);
        }
Beispiel #9
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        Unit CreateMap(ResourcesComponent resourcesComponent, string abName, UnitComponent unitComponent,
                       int MapSizeX, int MapSizeY)
        {
            GameObject bundleGameObjectMapGrid =
                (GameObject)resourcesComponent.GetAsset(abName.StringToAB(), "MapGrid");
            // 添加格子
            Unit        mapGridUnit = null;
            MapGridData mapGridData = new MapGridData();

            mapGridData.ABName = abName;
            for (int x = 0; x < MapSizeX; x++)
            {
                for (int y = 0; y < MapSizeY; y++)
                {
                    GameObject gameObjectGrid = UnityEngine.Object.Instantiate(bundleGameObjectMapGrid);
                    gameObjectGrid.name = string.Format("Grid[{0}][{1}]", x, y);
                    // 创建地图格子实体
                    int id = gameObjectGrid.GetHashCode();// x * 1000 + y;
                    Log.Debug("创建地图格子实体:{0} ", id);
                    mapGridUnit = ETModel.ComponentFactory.CreateWithId <ETModel.Unit, GameObject>(
                        id, gameObjectGrid);
                    // 添加地图格子组件
                    mapGridData.GridX  = x;
                    mapGridData.GridY  = y;
                    mapGridData.BgName = "Desert";
                    MapGridComponent mapGridComponent = ETModel.ComponentFactory.CreateWithParent <MapGridComponent, MapGridData>(
                        mapGridUnit, mapGridData);
                    mapGridUnit.AddComponent(mapGridComponent);
                    // add
                    unitComponent.Add(mapGridUnit);
                }
            }
            return(mapGridUnit);
        }
Beispiel #10
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        public static UI Create()
        {
            try
            {
                //从模型层的资源组件,然后加载Login的AB包
                ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
                resourcesComponent.LoadBundle(UIType.UIMainPanel.StringToAB());                   //StringToAB() 变小写加unity3d  如:uilogin.unity3d

                //拿到预制体
                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(UIType.UIMainPanel.StringToAB(), UIType.UIMainPanel);
                GameObject gameObject       = UnityEngine.Object.Instantiate(bundleGameObject);

                //通过组件化工厂创建UI
                UI ui = ComponentFactory.Create <UI, string, GameObject>(UIType.UIMainPanel, gameObject, false);

                //添加UILogin的逻辑组件
                ui.AddComponent <UIMainPanelComponent>();
                return(ui);
            }
            catch (Exception e)
            {
                Log.Error(e);
                return(null);
            }
        }
Beispiel #11
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        public UI Create(Scene scene, string type, GameObject gameObject)
        {
            try
            {
                Debug.Log("14124");

                //获取资源管理组件
                ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
                //加载对应的Ab资源包并加载
                resourcesComponent.LoadBundle($"{type}.unity3d");
                //获取对象资源物体
                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{type}.unity3d", $"{type}");
                //创建对象UI
                GameObject lobby = UnityEngine.Object.Instantiate(bundleGameObject);
                //设定UI层
                lobby.layer = LayerMask.NameToLayer(LayerNames.UI);
                //调用组件工厂创建UI lobby大厅
                UI ui = ComponentFactory.Create <UI, GameObject>(lobby);

                //给该ui挂载UI大厅组件
                ui.AddComponent <MyUILobbyComponent>();
                //组装完毕返回出去
                return(ui);
            }
            catch (Exception e)
            {
                Log.Error(e);
                return(null);
            }
        }
Beispiel #12
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        public UI Create(Scene scene, string type, GameObject parent)
        {
            try
            {
                //加载AB包
                ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
                resourcesComponent.LoadBundle($"{type}.unity3d");

                //加载大厅界面预设并生成实例
                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{type}.unity3d", $"{type}");
                GameObject lobby            = UnityEngine.Object.Instantiate(bundleGameObject);

                //设置UI层级,只有UI摄像机可以渲染
                lobby.layer = LayerMask.NameToLayer(LayerNames.UI);
                UI ui = ComponentFactory.Create <UI, GameObject>(lobby);

                ui.AddComponent <LandlordsLobbyComponent>();
                return(ui);
            }
            catch (Exception e)
            {
                Log.Error(e.ToStr());
                return(null);
            }
        }
Beispiel #13
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        public void Awake()
        {
            UI ui = this.GetEntity <UI>();

            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle("LandlordCreateRoom.unity3d");
            GameObject bundleGameObject   = resourcesComponent.GetAsset <GameObject>("LandlordCreateRoom.unity3d", "LandlordCreateRoom");
            GameObject LandlordCreateRoom = UnityEngine.Object.Instantiate(bundleGameObject);

            LandlordCreateRoom.layer = LayerMask.NameToLayer(LayerNames.UI);

            LandlordCreateRoom.transform.SetParent(Hotfix.Scene.GetComponent <UIComponent>().GetCanvas(ui), false);
            mRc = LandlordCreateRoom.GetComponent <ReferenceCollector>();
            Hide();
            Button btn_close = mRc.Get <GameObject>("btn_close").GetComponent <Button>();

            btn_close.onClick.Add(() =>
            {
                Hide();
            });

            Button btn_ok = mRc.Get <GameObject>("btn_ok").GetComponent <Button>();

            btn_ok.onClick.Add(() =>
            {
                SessionComponent.Instance.Session.Send(new C2G_CreateLandlordRoom());
            });
        }
        public void Awake(GameObject parent)
        {
            microphone = Game.Scene.GetComponent <MicrophoneComponent>();
            res        = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            res.LoadBundle(UICowCowAB.CowCow_Prefabs);
            res.LoadBundle(UICowCowAB.CowCow_Texture);
            GameObject ab = (GameObject)res.GetAsset(UICowCowAB.CowCow_Prefabs, UICowCowType.CowCowGameSetting);

            this.GameObject = UnityEngine.Object.Instantiate(ab);
            this.GameObject.transform.SetParent(parent.transform, false);
            this.GameObject.name = UICowCowType.CowCowGameSetting;

            ReferenceCollector rc = this.GameObject.GetComponent <ReferenceCollector>();

            uiVoiceSetting = rc.Get <GameObject>("UIVoiceSetting").GetComponent <CanvasGroup>();
            musicSlider    = rc.Get <GameObject>("MusicSlider").GetComponent <Slider>();
            soundSlider    = rc.Get <GameObject>("SoundSlider").GetComponent <Slider>();
            musicSwitchBtn = rc.Get <GameObject>("MusicSwitchButton").GetComponent <Button>();
            soundSwitchBtn = rc.Get <GameObject>("SoundSwitchButton").GetComponent <Button>();
            Button helpBtn    = rc.Get <GameObject>("HelpBtn").GetComponent <Button>();
            Button comfirmBtn = rc.Get <GameObject>("ComfirmBtn").GetComponent <Button>();

            uiHelp = rc.Get <GameObject>("UIHelp").GetComponent <CanvasGroup>();
            Button hCloseBtn = rc.Get <GameObject>("HCloseBtn").GetComponent <Button>();

            musicSlider.onValueChanged.Add(OnMusicSlider);
            soundSlider.onValueChanged.Add(OnSoundSlider);
            musicSwitchBtn.onClick.Add(OnMusicSwitch);
            soundSwitchBtn.onClick.Add(OnSoundSwitch);
            helpBtn.onClick.Add(OnHelp);
            comfirmBtn.onClick.Add(OnComfirm);
            hCloseBtn.onClick.Add(OnHClose);
        }
        public static UI Create()
        {
            try
            {
                //获取主工程的ResourcesComponent组件
                ResourcesComponent resourcesComponent = ETModel.Game.Scene.
                                                        GetComponent <ResourcesComponent>();
                //加载AB
                resourcesComponent.LoadBundle(UIType.UILogin.StringToAB());
                //获取资源
                GameObject bundleGameObject = (GameObject)resourcesComponent.
                                              GetAsset(UIType.UILogin.StringToAB(), UIType.UILogin);
                //克隆物体
                GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);

                //创建实体,并且内部调用了Awake方法
                UI ui = ComponentFactory.Create <UI, string, GameObject>(UIType.UILogin, gameObject, false);
                //给实体增加组件
                ui.AddComponent <UILoginComponent>();
                return(ui);
            }
            catch (Exception e)
            {
                Log.Error(e);
                return(null);
            }
        }
Beispiel #16
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        public static UnityEngine.Object[] GetAll(string asName)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset(asName + ".unity3d", "Unit");

            UnityEngine.Object[] prefabs = bundleGameObject.GetAll <GameObject>();
            return(prefabs);
        }
Beispiel #17
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        static public GameObject getGameObjByBundle(string bundleName)
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle($"{bundleName}.unity3d");
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{bundleName}.unity3d", $"{bundleName}");

            return(bundleGameObject);
        }
Beispiel #18
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        private async void BeginPlayAni(string key)
        {
            if (this == null || this.InstanceId == 0)
            {
                Log.Error("此FXComponent 组件已经被销毁,请不要再调用此方法");

                return;
            }

            if (!this.FXAnis.TryGetValue(key, out FXAnimationData item))
            {
                Log.Error($"播放传入的key:{key} 没有对应的播放数据");

                return;
            }
            //如果没有,则加载一次
            if (item.FXTarget == null)
            {
                ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(item.AtlasName.StringToAB(), key);

                GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, item.ParentTarget);

                gameObject.transform.localPosition = Vector3.zero;

                GameObject.transform.localScale = Vector3.one;

                item.FXTarget = gameObject.transform;
            }

            await Task.Delay((int)item.Delay * 1000);

            item.FXTarget.gameObject.SetActive(true);

            await Task.Delay((int)item.PlayTime * 1000);

            item.IsPlaying = false;

            if (item.CacheFX)
            {
                item.FXTarget.gameObject.SetActive(false);
            }
            else
            {
                //如果不缓存,直接删掉

                GameObject.Destroy(item.FXTarget.gameObject);

                item.FXTarget = null;
            }

            if (AniTypeEnd.TryGetValue(key, out Action endAction))
            {
                endAction();
            }
        }
Beispiel #19
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        public static GameObject Get(string type)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();

            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("unit.unity3d", "Unit");
            GameObject prefab           = bundleGameObject.Get <GameObject>($"{type}");

            return(prefab);
        }
        public void Awake(GameObject parent)
        {
            ResourcesComponent res = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         ab  = (GameObject)res.GetAsset(UICowCowAB.CowCow_Prefabs, UICowCowType.CowcowChat);

            this.GameObject = UnityEngine.Object.Instantiate(ab);
            this.GameObject.transform.SetParent(parent.transform, false);
            this.GameObject.name = UICowCowType.CowcowChat;

            ReferenceCollector rc = this.GameObject.GetComponent <ReferenceCollector>();

            chatContent = rc.Get <GameObject>("ChatContent").GetComponent <CanvasGroup>();
            GameObject content = rc.Get <GameObject>("Content");

            emoji = rc.Get <GameObject>("Emoji").GetComponent <CanvasGroup>();
            InputField inputChatContent = rc.Get <GameObject>("InputChatContent").GetComponent <InputField>();

            Button sendBtn = rc.Get <GameObject>("SendBtn").GetComponent <Button>();

            Button[] emojiBtn = new Button[emojiLen];
            int      seatId   = Game.Scene.GetComponent <UIComponent>().Get(UICowCowType.CowCowGameRoom).GetComponent <UICowCow_GameRoomComponent>().GamerComponent.LocalSeatID;

            for (int i = 0; i < emojiBtn.Length; i++)
            {
                int n = i;
                emojiBtn[i] = rc.Get <GameObject>($"EmojiBtn{i}").GetComponent <Button>();
                emojiBtn[i].onClick.Add(() => {
                    Actor_SendChatMessageHelper.SendEmoji(n, seatId).Coroutine();
                    this.ShowHideEmoji(false);
                });
            }
            sendBtn.onClick.Add(() => {
                Actor_SendChatMessageHelper.SendFont(customMessage, seatId, inputChatContent.text).Coroutine();
                inputChatContent.text = string.Empty;
                this.ShowHideChatFont(false);
            });
            this.GameObject.GetComponent <Button>().onClick.Add(() => {
                this.ShowHideChatFont(false);
                this.ShowHideEmoji(false);
            });

            Button[]   chatContentBtn = new Button[systemText.Count];
            GameObject prefab         = (GameObject)ETModel.Game.Scene.GetComponent <ResourcesComponent>().GetAsset(UICowCowAB.CowCow_Prefabs, UICowCowType.CowCowChatContentBtn);

            for (int i = 0; i < chatContentBtn.Length; i++)
            {
                int n = i;
                chatContentBtn[i] = UnityEngine.Object.Instantiate(prefab).GetComponent <Button>();
                chatContentBtn[i].transform.SetParent(content.transform, false);
                chatContentBtn[i].transform.GetChild(0).GetComponent <Text>().text = systemText[i];
                chatContentBtn[i].onClick.Add(() => {
                    Actor_SendChatMessageHelper.SendFont(n, seatId, systemText[n]).Coroutine();
                    this.ShowHideChatFont(false);
                });
            }
        }
Beispiel #21
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        public void Initialize()
        {
            button = GameObject.Find("Button").GetComponent <Button>();
            button.onClick.AddListener(OnClickButton);

            ResourcesComponent resourcesComponent = ICE.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle("Cube".StringToAB().BundleNameToLower());
            prefab = resourcesComponent.GetAsset("Cube".StringToAB().BundleNameToLower(), "Cube") as GameObject;
        }
Beispiel #22
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        /// <summary>
        /// 从通用资源加载预置
        /// </summary>
        /// <param name="uiType"></param>
        /// <returns></returns>
        public GameObject LoadUIAsset(string uiType)
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(UIType.CommonUI.StringToAB(), uiType);

            GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);

            return(gameObject);
        }
Beispiel #23
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        static public string getTextFileByBundle(string bundleName, string fileName)
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle($"{bundleName}.unity3d");
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{bundleName}.unity3d", $"{bundleName}");

            TextAsset go = bundleGameObject.Get <TextAsset>($"{fileName}");

            return(go.text);
        }
Beispiel #24
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        static public Sprite getSpriteByBundle(string bundleName, string fileName)
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle($"{bundleName}.unity3d");
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{bundleName}.unity3d", $"{bundleName}");

            Sprite sprite = bundleGameObject.Get <Sprite>($"{fileName}");

            return(sprite);
        }
Beispiel #25
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        public void Awake()
        {
            //从包里读取出组件,保证每次都是最新的文字
            //ETModel.Game.Scene.GetComponent<ResourcesComponent>().LoadBundle("languagesource.unity3d");
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle("languagesource.unity3d");
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("languagesource.unity3d", "LanguageSource");

            GameObject.Instantiate(bundleGameObject);
        }
Beispiel #26
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        public Sprite GetSprite(String atlasName, string spriteName)
        {
            //string prefab = "Icon";
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle(atlasName.StringToAB());

            SpriteAtlas sprintAtlas = (SpriteAtlas)resourcesComponent.GetAsset(atlasName.StringToAB(), atlasName);

            return(sprintAtlas.GetSprite(spriteName));
        }
Beispiel #27
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        public LobbyServer(GameObject parent)
        {
            ResourcesComponent res = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         go  = UnityEngine.Object.Instantiate((GameObject)res.GetAsset(UICowCowAB.CowCow_Prefabs, UICowCowType.CowCowLobbyServer));

            go.transform.SetParent(parent.transform, false);
            this.parent = go.GetComponent <CanvasGroup>();
            Button closeBtn = this.parent.transform.Find("CloseBtn").GetComponent <Button>();

            closeBtn.onClick.Add(() => this.ShowHideLobbyServer(false));
        }
Beispiel #28
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        /*
         * 从ab包中获取预制体
         * param:
         * objName:预制体名称
         */
        public static GameObject LoadPrefabFromAb(string objName)
        {
            GameObject         g = null;
            ResourcesComponent resourcesComponent =
                ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle($"{objName}.unity3d");
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{objName}.unity3d", $"{objName}");

            g = bundleGameObject;
            return(g);
        }
Beispiel #29
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        static public GameObject getGameObjByBundle(string bundleName, string fileName)
        {
            bundleName = bundleName.ToLower();
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle($"{bundleName}.unity3d");
            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset($"{bundleName}.unity3d", $"{bundleName}");

            GameObject go = bundleGameObject.Get <GameObject>($"{fileName}");

            return(go);
        }
Beispiel #30
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        static public AudioClip getAudioClipByAssetBundle(string assetbundleName, string audioName)
        {
            ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            //resourcesComponent.LoadBundle($"{assetbundleName}.unity3d");
            AudioClip abAudioClip = (AudioClip)resourcesComponent.GetAsset($"{assetbundleName}.unity3d", $"{audioName}");

            if (abAudioClip != null)
            {
                return(abAudioClip);
            }

            return(null);
        }