//把金币归还给缓冲列表 public static void TrusteeshipCoinToBuffer(UICoinsAnimControl newCoins) { newCoins.m_GuiPlaneAnimationPlayer.Stop(); newCoins.m_GuiPlaneAnimationText.Text = ""; m_EatCoinsBuffer.TrusteeshipObject("AnimControl", newCoins); newCoins.gameObject.SetActive(false); }
//添加入缓存列表 public static void InitCoinsAnim() { for (int i = 0; i < 6; i++) { UICoinsAnimControl newCoins = GameRoot.uiOrthographicCamera.LoadResource_UIPrefabs("Prompt_Coins.prefab", GameRoot.gameResource).GetComponent <UICoinsAnimControl>(); TrusteeshipCoinToBuffer(newCoins); } }
//从金币缓冲表中获取金币 public static UICoinsAnimControl GetCoinFromBuffer() { //从弹珠缓冲表中取弹珠, 如果没有取到弹珠则创建弹珠, 并加入到m_StaticPinballList里面 UICoinsAnimControl newCoins = null; if (m_EatCoinsBuffer.AllocObject("AnimControl", out newCoins)) //是否在缓存列表中 { } else { newCoins = UniGameResources.NormalizePrefabs(GameRoot.uiOrthographicCamera.LoadResource_UIPrefabs("Prompt_Coins.prefab", GameRoot.gameResource), null, typeof(UICoinsAnimControl)) as UICoinsAnimControl; //newCoins.m_GuiPlaneAnimationPlayer.DelegateOnPlayEndEvent = newCoins.fn; } newCoins.gameObject.SetActive(true); newCoins.m_GuiPlaneAnimationPlayer.DelegateOnPlayEndEvent = newCoins.TransToBuffer; return(newCoins); }