public override Transform Realizes(Transform parent = null, int layer = -1)
 {
     if (instantiatedObject == null)
     {
         return(base.Realizes(parent, layer));
     }
     return(InstantiateManager.Realizes(ref instantiatedObject, parent, layer));
 }
    //实例化添加组件
    protected IEnumerator IE_InstantAndAddC()
    {
        yield return(ToolsScripts.StartCoroutine(InstantiateManager.GetInstance().IE_InstantiateObjMain()));

        yield return(ToolsScripts.StartCoroutine(InstantiateManager.GetInstance().IE_AddComponent()));

        yield return(null);
    }
 public LoadAndInstantiateObject(MonoBehaviour mono_behaviour, RESOURCE_CATEGORY category, string resource_name)
 {
     Load(mono_behaviour, category, resource_name, false);
     if (MonoBehaviourSingleton <InstantiateManager> .IsValid() && !base.isLoading && loadedObject != null)
     {
         base.isLoading = true;
         InstantiateManager.Request(resLoad, loadedObject, OnInstantiate, true);
     }
 }
Example #4
0
 public void ClearPoolObjects()
 {
     EffectManager.ClearPoolObjects();
     CoopNetworkManager.ClearPoolObjects();
     ChatNetworkManager.ClearPoolObjects();
     TargetMarkerManager.ClearPoolObjects();
     EnemyLoader.ClearPoolObjects();
     InstantiateManager.ClearPoolObjects();
     ResourceObject.ClearPoolObjects();
     PackageObject.ClearPoolObjects();
     DelayUnloadAssetBundle.ClearPoolObjects();
 }
Example #5
0
 protected virtual void OnLoadComplate(ResourceManager.LoadRequest request, ResourceObject[] objs)
 {
     if (objs != null && objs.Length >= 1 && objs[0] != null)
     {
         loadedObject = objs[0].obj;
     }
     loadedObjects = objs;
     isLoading     = false;
     resLoad.SetReference(loadedObjects);
     if (IsStock(request))
     {
         InstantiateManager.RequestStock(request.category, loadedObject, request.resourceNames[0], true);
     }
 }
 protected override void OnLoadComplate(ResourceManager.LoadRequest request, ResourceObject[] objs)
 {
     if (!MonoBehaviourSingleton <InstantiateManager> .IsValid())
     {
         base.OnLoadComplate(request, objs);
     }
     else if (objs != null && objs.Length == 1 && objs[0] != null)
     {
         loadedObject  = objs[0].obj;
         loadedObjects = objs;
         resLoad.SetReference(loadedObjects);
         InstantiateManager.Request(resLoad, objs[0].obj, OnInstantiate, true);
     }
     else
     {
         base.isLoading = false;
         Log.Warning("LoadAndInstantiateObject : not support.");
     }
 }
 private static Transform GetEffect(RESOURCE_CATEGORY category, string effect_name, Transform parent = null, int layer = -1, bool enable_stock = false)
 {
     //IL_006c: Unknown result type (might be due to invalid IL or missing references)
     //IL_0071: Expected O, but got Unknown
     //IL_0098: Unknown result type (might be due to invalid IL or missing references)
     //IL_009d: Expected O, but got Unknown
     //IL_00b5: Unknown result type (might be due to invalid IL or missing references)
     //IL_00ba: Expected O, but got Unknown
     //IL_00d6: Unknown result type (might be due to invalid IL or missing references)
     //IL_00db: Expected O, but got Unknown
     //IL_00f2: Unknown result type (might be due to invalid IL or missing references)
     //IL_00f7: Expected O, but got Unknown
     //IL_010e: Unknown result type (might be due to invalid IL or missing references)
     //IL_0113: Expected O, but got Unknown
     if (string.IsNullOrEmpty(effect_name))
     {
         return(null);
     }
     if (MonoBehaviourSingleton <EffectManager> .IsValid())
     {
         EffectManager i = MonoBehaviourSingleton <EffectManager> .I;
         effect_name = ResourceName.AddAttributID(effect_name);
         if (MonoBehaviourSingleton <ResourceManager> .IsValid())
         {
             if (parent == null)
             {
                 parent = i._transform;
             }
             GameObject val = null;
             GameObject inactive_inctance = null;
             Transform  val2 = null;
             bool       flag = i.enableStock && enable_stock;
             if (flag)
             {
                 Transform val3 = i.stockParent.FindChild(effect_name);
                 if (val3 != null)
                 {
                     val3.GetComponent <EffectStock>().Recycle(parent, layer);
                     return(val3);
                 }
             }
             inactive_inctance = InstantiateManager.FindStock(category, effect_name);
             if (inactive_inctance != null)
             {
                 val2 = InstantiateManager.Realizes(ref inactive_inctance, parent, layer);
                 inactive_inctance = val2.get_gameObject();
             }
             else
             {
                 val = ((!ResourceManager.enableLoadDirect) ? MonoBehaviourSingleton <ResourceManager> .I.cache.GetCachedObject(category, effect_name) : MonoBehaviourSingleton <ResourceManager> .I.LoadDirect(category, effect_name));
                 if (val != null)
                 {
                     val2 = ResourceUtility.Realizes(val, parent, layer);
                     inactive_inctance = val2.get_gameObject();
                 }
             }
             if (inactive_inctance != null)
             {
                 if (flag)
                 {
                     inactive_inctance.AddComponent <EffectStock>();
                 }
                 return(val2);
             }
         }
     }
     return(null);
 }
 void Awake()
 {
     m_Singleton = this;
     GameplayItemManager.Singleton.LoadDatabase();
 }
    public static UIBehaviour CreatePrefabUI(Object prefab, GameObject inactive_inctance, Type add_component_type, bool initVisible, Transform parent, int depth, GameSceneTables.SectionData section_data)
    {
        //IL_0059: Unknown result type (might be due to invalid IL or missing references)
        //IL_00a4: Unknown result type (might be due to invalid IL or missing references)
        //IL_00aa: Unknown result type (might be due to invalid IL or missing references)
        //IL_00af: Expected O, but got Unknown
        //IL_00bb: Unknown result type (might be due to invalid IL or missing references)
        if (parent == null && MonoBehaviourSingleton <UIManager> .IsValid())
        {
            parent = MonoBehaviourSingleton <UIManager> .I._transform;
        }
        string text = prefab.get_name();

        if (text.StartsWith("internal__"))
        {
            text = text.Substring(text.LastIndexOf("__") + 2);
        }
        Transform val = Utility.CreateGameObject(text, parent, 5);

        val.get_gameObject().AddComponent <UIPanel>();
        Transform val2 = null;

        val2 = ((!(inactive_inctance != null)) ? ResourceUtility.Realizes(prefab, val, 5) : InstantiateManager.Realizes(ref inactive_inctance, val, 5));
        if (add_component_type == null)
        {
            add_component_type = Type.GetType(val2.get_name());
        }
        UIBehaviour uIBehaviour = (add_component_type == null) ? val.get_gameObject().AddComponent <UIBehaviour>() : (val.get_gameObject().AddComponent(add_component_type) as UIBehaviour);

        uIBehaviour.collectUI   = val2;
        uIBehaviour.sectionData = section_data;
        TestTransitionAnim(val2, section_data);
        if (MonoBehaviourSingleton <UIManager> .I.common != null)
        {
            int    num   = 0;
            string text2 = uIBehaviour.GetCaptionText();
            if (section_data != (GameSceneTables.SectionData)null)
            {
                if (text2 == null)
                {
                    text2 = section_data.GetText("CAPTION");
                }
                num = section_data.backButtonIndex;
            }
            if (num > 0)
            {
                MonoBehaviourSingleton <UIManager> .I.common.AttachBackButton(uIBehaviour, num - 1);
            }
            MonoBehaviourSingleton <UIManager> .I.common.AttachCaption(uIBehaviour, num, text2);
        }
        uIBehaviour.InitUI();
        uIBehaviour.baseDepth = depth;
        if (!initVisible)
        {
            val2.GetComponentsInChildren <UIWidget>(Temporary.uiWidgetList);
            int i = 0;
            for (int count = Temporary.uiWidgetList.Count; i < count; i++)
            {
                Temporary.uiWidgetList[i]._Update();
            }
            Temporary.uiWidgetList.Clear();
        }
        uIBehaviour.uiVisible = initVisible;
        return(uIBehaviour);
    }