/// <summary> /// 获取贴图(同步) /// </summary> /// <param name="abPath"></param> /// <param name="assetName"></param> /// <returns></returns> public CMTexture GetTexture(string abPath, string assetName, float timeIdleStateKeep = 120, float timeRelaseStateKeep = 10) { CMTexture cmtex = null; if (!m_texs.TryGetValue(assetName, out cmtex)) { cmtex = new CMTexture(abPath, assetName, timeIdleStateKeep, timeRelaseStateKeep); m_texs.Add(assetName, cmtex); } return(cmtex.GetCMResource()); }
/// <summary> /// 获取贴图(异步) /// </summary> /// <param name="abPath"></param> /// <param name="assetName"></param> /// <param name="tex"></param> /// <param name="createDlg"></param> /// <param name="custParam"></param> /// <returns></returns> public bool GetTextureAsyn(string abPath, string assetName, ref CMResAsynSeedData <CMTexture> seedData, CMResEvent <CMTexture> createDlg, float timeIdleStateKeep = 120, float timeRelaseStateKeep = 10, object param1 = null, object param2 = null, object param3 = null) { CMTexture cmtex = null; if (!m_texs.TryGetValue(assetName, out cmtex)) { cmtex = new CMTexture(abPath, assetName, timeIdleStateKeep, timeRelaseStateKeep); m_texs.Add(assetName, cmtex); } cmtex.GetCMResourceAsyn(ref seedData, createDlg, param1, param2, param3); return(true); }
public override void Release(bool depthRelease = true) { base.Release(depthRelease); if (null != m__texture) { m__texture.mainTexture = null; } if (tex != null) { tex.ReleaseReference(); tex = null; } }
protected override void OnShow(object data) { base.OnShow(data); m_sliderPro.value = 0.0f; mapSystem = ClientGlobal.Instance().GetMapSystem(); if (mapSystem != null) { Progress = 0f; update = true; } if (m_lstTips.Count <= 0) { List <table.LoadingTipsDatabase> lstTips = GameTableManager.Instance.GetTableList <table.LoadingTipsDatabase>(); for (int i = 0; i < lstTips.Count; i++) { if (!string.IsNullOrEmpty(lstTips[i].strText)) { m_lstTips.Add(lstTips[i].strText); } } m_lstTexture.Add((uint)TextureID.Loadingbg); m_lstTexture.Add((uint)TextureID.Loadingbg2); } int tipRandom = UnityEngine.Random.Range(0, m_lstTips.Count); int texRandom = UnityEngine.Random.Range(0, m_lstTexture.Count); m_tipsLabel.text = m_lstTips[tipRandom]; if (null != m__texture) { if (null != tex) { tex.ReleaseReference(); tex = null; } tex = UIManager.GetTexture(m_lstTexture[texRandom]); if (tex != null) { m__texture.mainTexture = tex.GetTexture(); m__texture.Update(); m__texture.SetDirty(); m__texture.MarkAsChanged(); } } }