Example #1
0
    /// <summary>
    /// 没有缓存的UI,进行加载
    /// </summary>
    /// <param name="uiData"></param>
    /// <param name="delOpenUI"></param>
    /// <param name="param1"></param>
    void LoadUI(UIPathData uiData, OnOpenUIDelegate delOpenUI = null, object param1 = null)
    {
        GameObject curWindow = null;

#if UNITY_ANDROID
        if (m_PrefabNameList != null && m_PrefabList != null)
        {
            if (m_PrefabNameList.Contains(uiData.name))
            {
                if (m_PrefabList.ContainsKey(uiData.name))
                {
                    curWindow = m_PrefabList[uiData.name];
                }
            }
        }
#endif
        if (curWindow == null)
        {
            curWindow = ResourceManager.LoadResource("Prefab/UI/" + uiData.name) as GameObject;
        }

        //GameObject curWindow = ResourceManager.LoadResource("Prefab/UI/" + uiData.name) as GameObject;
        if (null != curWindow)
        {
            DoAddUI(uiData, curWindow, delOpenUI, param1);
            //LogModule.ErrorLog("can not open controller path not found:" + path);
            return;
        }

        if (uiData.uiGroupName != null)
        {
            GameObject objCacheBundle = BundleManager.GetGroupUIItem(uiData);
            if (null != objCacheBundle)
            {
                DoAddUI(uiData, objCacheBundle, delOpenUI, param1);
                return;
            }
        }

#if UNITY_WP8
        if (UIPathData.UIType.TYPE_POP == uiData.uiType || UIPathData.UIType.TYPE_MENUPOP == uiData.uiType)
        {
            m_UnloadItemBundle = true;
        }
#endif

        StartCoroutine(BundleManager.LoadUI(uiData, DoAddUI, delOpenUI, param1));
    }
Example #2
0
    void LoadUIItem(UIPathData uiData, OnLoadUIItemDelegate delLoadItem, object param = null)
    {
#if UNITY_ANDROID
        if (uiData.name == "MissionItem" && m_MissionItemPrefab != null)
        {
            DoLoadUIItem(uiData, m_MissionItemPrefab, delLoadItem, param);
            return;
        }

        //m_StaicMission
        //if (uiData.name == "MissionItem" && m_StaicMission != null)
        //{
        //    DoLoadUIItem(uiData, m_StaicMission, delLoadItem, param);
        //    return;
        //}
#endif

        GameObject curWindow = ResourceManager.LoadResource("Prefab/UI/" + uiData.name) as GameObject;
        if (null != curWindow)
        {
            DoLoadUIItem(uiData, curWindow, delLoadItem, param);
            return;
        }

        if (uiData.uiGroupName != null)
        {
            GameObject objCacheBundle = BundleManager.GetGroupUIItem(uiData);
            if (null != objCacheBundle)
            {
                DoLoadUIItem(uiData, objCacheBundle, delLoadItem, param);
                return;
            }
        }

#if UNITY_WP8
        if (m_UnloadItemBundle && uiData.name != "MissionItem")
        {
            m_itemBundleNameList.Add(uiData.name);
        }
#endif

        StartCoroutine(BundleManager.LoadUI(uiData, DoLoadUIItem, delLoadItem, param));
    }