public void CreateStage(ConfigDataStage configDataStage, IAssetProvider assetProvider) { var stagePrefab = assetProvider.GetAsset <GameObject>(configDataStage.Prefab); var go = GameObject.Instantiate(stagePrefab); go.transform.SetParent(StageRoot.transform, false); }
public void Play(string soundName, float delay = 0, float volume = 1, SoundChannel.SoundChannelType channel = SoundChannel.SoundChannelType.Default) { AudioClip clip = null; if (m_cache.ContainsKey(soundName)) { clip = m_cache[soundName]; } else { clip = m_assetProvider.GetAsset <AudioClip>("Sound/" + soundName); if (clip != null) { m_cache.Add(soundName, clip); } else { Debug.LogError("can't load audioClip: " + soundName); } } if (clip == null) { return; } m_soundChannelDic[channel].Play(clip, volume, delay); }
protected override Task <HttpResponseMessage> SendAsync(HttpRequestMessage request, CancellationToken cancellationToken) { var assetPath = request.GetRouteData().Values["assetPath"].ToString(); var rootUrl = DefaultRootUrlResolver(request); try { var webAsset = _Provider.GetAsset(rootUrl, assetPath); var content = ContentFor(webAsset); return(TaskFor(new HttpResponseMessage { Content = content })); } catch (AssetNotFound ex) { return(TaskFor(request.CreateErrorResponse(HttpStatusCode.NotFound, ex))); } }
protected override Task <HttpResponseMessage> SendAsync( HttpRequestMessage request, CancellationToken cancellationToken) { IAssetProvider swaggerUiProvider = this._config.GetSwaggerUiProvider(); string rootUrl = this._config.GetRootUrl(request); string assetPath = HttpRequestMessageExtensions.GetRouteData(request).get_Values()["assetPath"].ToString(); try { HttpContent httpContent = this.ContentFor(swaggerUiProvider.GetAsset(rootUrl, assetPath)); return(this.TaskFor(new HttpResponseMessage() { Content = httpContent, RequestMessage = request })); } catch (AssetNotFound ex) { return(this.TaskFor(HttpRequestMessageExtensions.CreateErrorResponse(request, HttpStatusCode.NotFound, (Exception)ex))); } }
public T GetAsset <T>(string path) where T : UnityEngine.Object { return(m_assetProvider.GetAsset <T>(path)); }
public static UAsset LoadAsset(string assetPath) { return(_assetProvider.GetAsset(assetPath)); }