Example #1
0
        private void Update()
        {
            if (Input.GetKeyDown(KeyCode.A))
            {
                for (int i = 0; i < 50; i++)
                {
                    SpawnCube();
                }
            }

            if (Input.GetKeyDown(KeyCode.Q))
            {
                AddressableResMgr.S.ReleaseAllAsset();
            }

            if (Input.GetKeyDown(KeyCode.W))
            {
                AddressableResMgr.S.ReleaseRes(handle_Icon);
            }

            if (Input.GetKeyDown(KeyCode.E))
            {
                if (sc)
                {
                    Addressables.Release(handle_scene);
                }
                else
                {
                    handle_scene = AddressableResMgr.S.LoadSceneAsync("AddressDemo", null);
                    sc           = true;
                }
            }
        }
        private void HexTileMapEditor_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
        {
            var txt         = obj.Result.GetComponent <TextMeshProUGUI>();
            var txtPosition = tilemapBackground.WorldToCell(txt.transform.position);

            txtDict.Add(new Vector2Int(txtPosition.x, txtPosition.y), txt);
            txt.SetText($"{txtPosition.x},{txtPosition.y}");
        }
 /// <summary>
 /// Tiel全部资源加载完成
 /// </summary>
 /// <param name="obj"></param>
 private void TileAssetAllLoadCompleted(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <TileBase> > obj)
 {
     this.IsAssetLoadCompleted = true;
     //Debug.Log($"tileAsset load completed");
     this.OnAseetLoadStatusChang(
         new AseetLoadStatusArgs(typeof(TileBase), "TileAsset", AseetLoadStatusArgs.LoadStatus.Completed));
     //TileThroughCostDictInit(TileAssetDict);
 }
Example #4
0
    public void ReplaceAsyncOperationHandle(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle newValue)
    {
        var index     = GameComponentsLookup.AsyncOperationHandle;
        var component = (SemoGames.Common.AsyncOperationHandleComponent)CreateComponent(index, typeof(SemoGames.Common.AsyncOperationHandleComponent));

        component.Value = newValue;
        ReplaceComponent(index, component);
    }
Example #5
0
 private new void OnComplete(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
 {
     base.OnComplete(obj);
     if (totalPrefabsLoaded == currentPrefabOnLoad)
     {
         StartCoroutine(Generator());
     }
 }
 private void Avatar_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <Object> > obj)
 {
     // Ready to go, enable the character and build it.
     //Debug.Log("Avatar preload completed.");
     Avatar.gameObject.SetActive(true);
     // Avatar.BuildCharacter();
     Avatar.BuildCharacterEnabled = true;
     //  Avatar.ChangeRace(Avatar.RacePreset);
 }
Example #7
0
        private static void Asset_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <TextAsset> obj, bool loadSamples)
        {
            if (!obj.IsValid())
            {
                Debug.LogError("[FMOD] Unable to load AssetReference: " + obj.OperationException);
                return;
            }

            TextAsset bank = obj.Result;

            LoadBank(bank, loadSamples);
        }
Example #8
0
 /// <summary>
 /// Called when the addressables assets of the Navigations datas are loaded
 /// </summary>
 /// <param name="_loadedAssets"></param>
 private void OnNavigationsDatasLoaded(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <TextAsset> > _loadedAssets)
 {
     for (int i = 0; i < _loadedAssets.Result.Count; i++)
     {
         if (_loadedAssets.Result[i].name == dataName)
         {
             NavigationDatas = JsonUtility.FromJson <NavData>(_loadedAssets.Result[i].text);
             GenerateTriangles();
             return;
         }
     }
 }
Example #9
0
 void OnLoadDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
 {
     for (int i = 0; i < poolSize; i++)
     {
         foreach (Transform item in shootPoint)
         {
             var gObj = Instantiate(obj.Result, item.position, Quaternion.identity, item);
             gObj.GetComponent <IPooleable>().parent = item;
             pool.Add(gObj);
             gObj.SetActive(false);
         }
     }
 }
Example #10
0
        private void OnLocaleInitialized(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <LocalizationSettings> oper)
        {
            _locale.AddOptions(LocalizationSettings.AvailableLocales.Locales.Select(x => {
                var result      = x.Identifier.CultureInfo.NativeName;
                var firstLetter = Char.ToUpper(result[0]);
                result          = result.Remove(0, 1);
                result          = firstLetter + result;

                return(result);
            }).ToList());

            string currentLocaleCode = GlobalPreferences.Get <string>("current_locale", null);

            if (currentLocaleCode != null)
            {
                LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.Locales.Find(x => x.Identifier.Code == currentLocaleCode);
            }

            LocalizationChanged(LocalizationSettings.SelectedLocale);
        }
Example #11
0
        private void Update()
        {
            if (Input.GetKeyDown(KeyCode.A))
            {
                for (int i = 0; i < 50; i++)
                {
                    SpawnCube();
                }
            }

            if (Input.GetKeyDown(KeyCode.Q))
            {
                GameObject obj = m_objs[m_objs.Count - 1];
                AddressableResMgr.S.ReleaseInstance(obj);
                m_objs.RemoveAt(m_objs.Count - 1);
                //AddressableResMgr.S.ReleaseAllAsset();
            }

            if (Input.GetKeyDown(KeyCode.W))
            {
                handle.ReleaseAll();
                //AddressableResMgr.S.ReleaseRes(handle_Icon);
            }

            if (Input.GetKeyDown(KeyCode.E))
            {
                if (sc)
                {
                    Addressables.Release(handle_scene);
                }
                else
                {
                    handle_scene = AddressableResMgr.S.LoadSceneAsync("AddressDemo", null);
                    sc           = true;
                }
            }
        }
 private void Recipes_Loaded(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <Object> > obj)
 {
     Debug.Log("Recipes loaded: " + obj.Status.ToString());
     Avatar.gameObject.SetActive(true);
 }
 private void Asyncop_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <Object> > obj)
 {
     //Debug.Log("Race Preload Completed.");
     // Preload any default wardrobe items on our avatar, now that the races are preloaded.
     UMAAssetIndexer.Instance.Preload(Avatar, false).Completed += Avatar_Completed;
 }
Example #14
0
 private static void Asset_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <TextAsset> obj)
 {
     Asset_Completed(obj, false);
 }
Example #15
0
 private void Op_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <Object> > obj)
 {
     SetColors();
     SetRecipe();
 }
Example #16
0
        static int _m_LuaLoadPrefab_xlua_st_(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



                {
                    string _path = LuaAPI.lua_tostring(L, 1);

                    UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.GameObject> gen_ret = Game.ResourceManager.LuaLoadPrefab(_path);
                    translator.Push(L, gen_ret);



                    return(1);
                }
            } catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
        }