Example #1
0
    public static void CreateGameObjectPoolList()
    {
        GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>();

        AssetDatabase.CreateAsset(poolList, savePath);
        AssetDatabase.SaveAssets();
    }
Example #2
0
    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();
    }
Example #4
0
    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);
        }
    }
Example #6
0
    private PoolManager()
    {
        GameObjectPoolList goList = Resources.Load <GameObjectPoolList>(poolConfigPathMiddle);

        foreach (GameObjectPool pool in goList.poolList)
        {
            poolDict.Add(pool.name, pool);
        }
    }
Example #7
0
    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);
        }
    }
Example #9
0
    public PoolManager()
    {
        GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>("gameobjectpool");

        gunPoolDict = new Dictionary <string, GunPool>();
        foreach (GunPool pool in poolList.gunPools)
        {
            gunPoolDict.Add(pool.gunName, pool);
        }
    }
Example #10
0
    /// <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);
        }
    }
Example #11
0
    private PoolManager()
    {
        // poolDict.Clear();

        GameObjectPoolList poolList = Resources.Load <GameObjectPoolList>(savePath);

        foreach (GameObjectPool pool in poolList.poolList)
        {
            poolDict.Add(pool.poolName, pool);
        }
    }
Example #12
0
    /// <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);
        }
    }
Example #13
0
    /// <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);
        }
    }
Example #14
0
    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);
        }
    }
Example #15
0
    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");
        }
    }
Example #17
0
    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");
    }
Example #19
0
    static void CreateGameobjectPoolList()
    {
        GameObjectPoolList poolList = ScriptableObject.CreateInstance <GameObjectPoolList>();

        AssetDatabase.CreateAsset(poolList, PoolManager.poolConfigPath);
    }