Example #1
0
    public void LoadAsyncInstance(string name, GameObject parent, Action <UnityEngine.Object> load, Action <float> progress,
                                  int type = ResourceType.RES_UI, bool unloadObject = false, bool isPermanent = false)
    {
        LoadResourceAsync(name, (_obj) =>
        {
            if (_obj == null)
            {
                Debug.LogError("resource load prefab object is null! name:" + name);
                return;
            }

            GameObject ret = MonoExtendUtil.CreateChild(parent, _obj as GameObject);
            if (ret == null)
            {
                Debug.LogError("Instantiate object is null!");
                load(null);
                return;
            }

            UnloadResource(name, unloadObject);

            if (load != null)
            {
                load(ret);
            }
        }
                          , progress, type, isPermanent);
    }
Example #2
0
    /// <summary>
    /// 同步加载核心接口方法
    /// </summary>
    /// <param name="name"></param>
    /// <param name="parent"></param>
    /// <param name="type"></param>
    /// <returns></returns>
    public UnityEngine.Object LoadInstance(string name, GameObject parent, int type = ResourceType.RES_UI,
                                           bool unloadObject = false, bool isPermanent = false)
    {
        UnityEngine.Object prefabObj = LoadResource(name, type, isPermanent);

        GameObject ret = MonoExtendUtil.CreateChild(parent, prefabObj as GameObject);

        StartCoroutine(UnloadResourceCoroutine(name, unloadObject));
        return(ret);
    }
 static int CreateChild(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject));
         UnityEngine.GameObject arg1 = (UnityEngine.GameObject)ToLua.CheckObject(L, 2, typeof(UnityEngine.GameObject));
         UnityEngine.GameObject o    = MonoExtendUtil.CreateChild(arg0, arg1);
         ToLua.PushSealed(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }