public static void CreateGameObjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); AssetDatabase.CreateAsset(poolList, savePath); AssetDatabase.SaveAssets(); }
static void CreateGameObjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); string path = PoolManager.PoolCfgPath; AssetDatabase.CreateAsset(poolList, path); }
static void CreateGameobjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); string path = "Assets/Framework/Resources/gameobjectpool.asset"; AssetDatabase.CreateAsset(poolList, path); AssetDatabase.SaveAssets(); }
static void CreateGameObjectPoolList() { string path = "Assets/" + PoolManager.PoolConfigPath; GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); AssetDatabase.CreateAsset(poolList, path); AssetDatabase.SaveAssets(); }
/// <summary> /// 加载对象池配置文件 /// </summary> private void LoadPoolConfig() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(poolConifgPathMiddle); foreach (GameObjectPool pool in poolList.poolList) { poolDic.Add(pool.name, pool); } }
private PoolManager() { GameObjectPoolList goList = Resources.Load <GameObjectPoolList>(poolConfigPathMiddle); foreach (GameObjectPool pool in goList.poolList) { poolDict.Add(pool.name, pool); } }
static void CreateGameObjectPoolList() { // 不仅只存在于内存当中,还存在与项目里面 GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); AssetDatabase.CreateAsset(poolList, PoolManager.Instance.PoolConifgPath); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public override void OnInit() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(poolConfigPathMiddle); poolDict = new Dictionary <string, GameObjectPool>(); foreach (GameObjectPool pool in poolList.poolList) { poolDict.Add(pool.name, pool); } }
public PoolManager() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>("gameobjectpool"); gunPoolDict = new Dictionary <string, GunPool>(); foreach (GunPool pool in poolList.gunPools) { gunPoolDict.Add(pool.gunName, pool); } }
/// <summary> /// 构造函数 /// </summary> private PoolManager() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(poolConfigPathMiddle); poolDict = new Dictionary <string, GameObjectPool>(); foreach (GameObjectPool pool in poolList.poolList) { poolDict.Add(pool.name, pool); } }
private PoolManager() { // poolDict.Clear(); GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(savePath); foreach (GameObjectPool pool in poolList.poolList) { poolDict.Add(pool.poolName, pool); } }
/// <summary> /// 加载对象池配置文件 /// </summary> private void LoadPoolConfig() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(Const.Pool_Config_Obj_Path); if (null == poolList) { return; } foreach (GameObjectPool pool in poolList.poolList) { poolDic.Add(pool.name, pool); } }
/// <summary> /// 加载对象池配置文件 /// </summary> private void LoadPoolConfig() { ResourceMisc.AssetWrapper aw = ioo.resourceManager.LoadAsset("prefabs\\pool\\gameobjectpool", typeof(GameObjectPoolList)); GameObjectPoolList poolList = (GameObjectPoolList)aw.GetAsset(); if (null == poolList) { return; } foreach (GameObjectPool pool in poolList.poolList) { poolDic.Add(pool.name, pool); } }
private MyPoolManager() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(poolConfigPathMiddle); poolDict = new Dictionary <string, GameObjectPool>(); if (poolList == null) { Debug.LogWarning("gameobjectpool is not exits!!!"); return; } foreach (GameObjectPool pool in poolList.poolList) { poolDict.Add(pool.name, pool); } }
private void CreatePools() { // 不仅只存在于内存当中,还存在与项目里面 GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); poolList.poolList = new List <GameObjectPool>(); foreach (KeyValuePair <string, string> kv in poolDic) { GameObjectPool pool = new GameObjectPool(); pool.name = kv.Key; pool.path = kv.Value; poolList.poolList.Add(pool); } AssetDatabase.CreateAsset(poolList, Const.Pool_Config_Obj_Path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
static void CreatGameobjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); string path = PoolManager.PoolConfigPath; if (File.Exists(path)) { if (EditorUtility.DisplayDialog("提示", path + "资源池文件已存在,是否覆盖!", "是", "否")) { AssetDatabase.CreateAsset(poolList, path); AssetDatabase.SaveAssets(); Debug.Log("资源池列表配置文件覆盖成功"); } } else { AssetDatabase.CreateAsset(poolList, path); AssetDatabase.SaveAssets(); Debug.Log("资源池列表配置文件创建成功"); } }
public void Init() { GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(PoolConfigPath); //初始化poolMap if (poolMap == null) { poolMap = new Dictionary <string, GameObjectPool>(); } poolMap.Clear(); foreach (GameObjectPool pool in poolList.poolList) { if (poolMap.ContainsKey(pool.name)) { continue; } poolMap.Add(pool.name, pool); } // }
static void CreateGameObjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); AssetDatabase.CreateAsset(poolList, "Assets\\Demo2\\Resources\\gameobjectpool.asset"); }
static void CreateGameobjectPoolList() { GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>(); AssetDatabase.CreateAsset(poolList, PoolManager.poolConfigPath); }