public T Load <T>(string name, string path) where T : UnityEngine.Object { T res = null; try { res = GetAsset <T>(name); if (AFObject.IsNull(res)) { if (typeof(T) == typeof(AFTextureAtlas)) { res = Add(name, new AFTextureAtlas(name, path, AFTextureAtlas.EFileType.kTextTypes_Csv)) as T; } else { res = Resources.Load <T>(path); if (typeof(T) == typeof(Texture)) { Add(name, res as Texture); } else if (typeof(T) == typeof(GameObject)) { Add(name, res as GameObject); } else if (typeof(T) == typeof(AFSound)) { Add(name, res as AFSound); } else if (typeof(T) == typeof(Texture)) { Add(name, res as Texture); } else { Add(name, res); } Resources.UnloadUnusedAssets(); } UnityEngine.Debug.Log("I'll store an object of: " + typeof(T).ToString()); } } catch (NullReferenceException nullEx) { UnityEngine.Debug.LogError("The asset was not found: " + nullEx.Message); } catch (Exception ex) { //TODO: Discover what happens when unity throw this error UnityEngine.Debug.LogError("The asset was not found: " + ex.Message); } return(res); }
public GameObject Add(string name, GameObject gameObject) { if (!AFObject.IsNull(gameObject)) { m_prefabs.Add(name, gameObject); } else { UnityEngine.Debug.LogWarning("GameObject could not be null"); } return(gameObject); }
public Texture Add(string name, Texture texture) { if (!AFObject.IsNull(texture)) { m_textures.Add(name, texture); } else { UnityEngine.Debug.LogWarning("Texture could not be null"); } return(texture); }
public AFSound Add(string name, AFSound sound) { if (!AFObject.IsNull(sound)) { m_sounds.Add(name, sound); } else { UnityEngine.Debug.LogWarning("AFSound could not be null"); } return(sound); }
public object Add(string name, object obj) { if (!AFObject.IsNull(obj)) { m_custom.Add(name, obj); } else { UnityEngine.Debug.LogWarning("Object could not be null"); } return(obj); }
public AFTextureAtlas Add(string name, AFTextureAtlas obj) { if (!AFObject.IsNull(obj)) { m_texturesAtlas.Add(name, obj); } else { UnityEngine.Debug.LogWarning("TextureAtlas could not be null"); } return(obj); }
override public void AFDestroy() { m_stateManger = null; m_soundManager = null; m_assetManager = null; m_input = null; m_engine = null; for (int i = 0; i < m_objects.Count; ++i) { m_objects[i].AFDestroy(); } for (int i = 0; i < m_gameObjects.Count; ++i) { if (AFObject.IsNull(m_gameObjects[i])) { Destroy(m_gameObjects[i]); } } m_objects.Clear(); m_objects = null; OnStart.RemoveAll(); OnStart = null; OnDestroy.RemoveAll(); OnDestroy = null; OnInitialized.RemoveAll(); OnInitialized = null; OnPause.RemoveAll(); OnPause = null; OnObjectAdded.RemoveAll(); OnObjectAdded = null; OnObjectRemoved.RemoveAll(); OnObjectRemoved = null; base.AFDestroy(); }
public T Instantiate <T>(string nameOrPath) where T : UnityEngine.Object { T L_object = Load <T>(nameOrPath); if (AFObject.IsNull(L_object)) { AFDebug.LogError("Was not Possible to load or instantiate follow gameObject: " + name); } else { T L_objectInstantiated = Instantiate(L_object) as T; if (AFObject.IsNull(L_object)) { AFDebug.LogError("Was not Possible to load or instantiate follow gameObject: " + name); } return(L_objectInstantiated); } return(null); }
public void AddTrasitionView(GameObject transitionGO) { m_trasition = transitionGO; m_updatableComponents = m_trasition.GetComponents <AFObject>(); //Todo: IMPLEMENT MULTHREAD SpriteRenderer[] spRenderer = m_trasition.GetComponents <SpriteRenderer>(); for (int i = 0; i < spRenderer.Length; ++i) { if (!AFObject.IsNull(spRenderer[i])) { spRenderer[i].sortingOrder = SPRITE_SORT_LAYER; } } if (m_updatableComponents.Length > 0) { CreateThread(); } Hide(); }
virtual public AFObject Add(AFObject obj) { AFObject L_object = GetObjectByName(obj.name); if (AFObject.IsNull(L_object)) { L_object = obj; m_objects.Add(L_object); L_object.gameObject.transform.parent = this.gameObject.transform; //Add(L_object.gameObject); } else { UnityEngine.Debug.LogWarning("The object already in the State: " + L_object.name); } if (m_hasEvents) { OnObjectAdded.Dispatch(L_object); } return(L_object); }
public override void BuildState() { #if UNITY_EDITOR AFAssetManager.SimulatedDPI = AFAssetManager.DPI_IPHONE_4_5; AFAssetManager.SimulatePlatform = AFAssetManager.EPlataform.IOS; #endif _cameraGameObject = new GameObject(); _cameraGameObject.name = "StateCam"; m_camera = _cameraGameObject.AddComponent <MyCamera>().GetCamera(); string path = AFAssetManager.GetPathTargetPlatform() + "Prefabs/StartSceneCanvas"; AFDebug.Log(AFAssetManager.GetPathTargetPlatform() + "Prefabs/StartScene"); GameObject startSceneToIntantiate = AFAssetManager.Instance.Load <GameObject>(path); if (!AFObject.IsNull(startSceneToIntantiate)) { m_interface = AFAssetManager.Instance.Instantiate <GameObject>(path); if (!AFObject.IsNull(m_interface)) { Canvas L_canvas = m_interface.GetComponent <Canvas>(); if (!AFObject.IsNull(L_canvas)) { L_canvas.renderMode = RenderMode.ScreenSpaceCamera; L_canvas.worldCamera = m_camera; } else { AFDebug.LogError("Canvas not found!"); } _background = GameObject.Find("Background"); _startButton = GameObject.Find("StartButton"); path = AFAssetManager.GetPathTargetPlatformWithResolution("Scenes/StartScene/Background"); AFDebug.Log(path); Sprite L_sprite = AFAssetManager.Instance.Load <Sprite>(path); _background.GetComponent <Image>().sprite = L_sprite; path = AFAssetManager.GetPathTargetPlatformWithResolution("Scenes/StartScene/StartButton"); L_sprite = AFAssetManager.Instance.Load <Sprite>(path); AFDebug.Log(path); _startButton.GetComponent <Image>().sprite = L_sprite; _startButton.GetComponent <UnityEngine.UI.Button>().onClick.AddListener(() => { OnClick(); }); } else { AFDebug.LogError("Nao foi possivel encontrar a interface do login"); } } else { AFDebug.LogError("Nao foi possivel encontrar a interface do login para clonar"); } Add(m_interface); base.BuildState(); }