Exemple #1
0
        private void OnLoadUIFinishedEventHandler(IAssetRequest assetRequest)
        {
            try
            {
                IAssetResource assetResource = assetRequest.AssetResource;
                GameObject     gameObject;
                if (assetResource != null && null != assetResource.MainAsset)
                {
                    UnityEngine.Object mainAsset = assetResource.MainAsset;

                    gameObject = (UnityEngine.Object.Instantiate(mainAsset) as GameObject);
                }
                else
                {
                    gameObject = new GameObject(this.fileName + "_NotFound");
                    this.m_log.Fatal(string.Format("null == assetResource: {0}", this.fileName));
                }
                if (null != gameObject)
                {
                    gameObject.name                    = this.fileName;
                    gameObject.transform.parent        = UIManager.singleton.UIRoot;
                    gameObject.transform.localPosition = new Vector3(-0.5f, 0.5f, 0f);
                    gameObject.transform.localScale    = new Vector3(1f, 1f, 1f);
                    TUIBehaviour tUIBehaviour = gameObject.AddComponent <TUIBehaviour>();//添加脚本
                    tUIBehaviour.ParentDlg = this;
                    this._Init(tUIBehaviour);
                }
            }
            catch (Exception ex)
            {
                this.m_log.Fatal(ex.ToString());
            }
        }
Exemple #2
0
 public void OnAssetRequestFinishedHandler(IAssetResource request)
 {
     this.m_isFinished = true;
     if (this.handler != null)
     {
         this.handler(this);
     }
 }
Exemple #3
0
 public void OnAssetLoadFinshed(IAssetResource assetResource)
 {
     this.m_bFinished = true;
     if (this.m_eventHandlerAssetRequestFinished != null)
     {
         this.m_eventHandlerAssetRequestFinished(this);
     }
 }
        /// <summary>
        /// 添加引用资源,赋值depAssetResource[]
        /// </summary>
        /// <param name="depSO">需要添加的资源</param>
        /// <param name="index">添加到哪个位置</param>
        public void AddDep(IAssetResource depSO, int index)
        {
            LocalAssetResource assetResource = depSO as LocalAssetResource;

            if (assetResource != null && this.m_depAssetResources != null && index < this.m_depAssetResources.Length && index >= 0 && !this.HasAssetResource(assetResource))
            {
                this.m_depAssetResources[index] = assetResource;
                assetResource.AddRef();
            }
        }
 /// <summary>
 /// 设置当前资源,初始化assetResource
 /// </summary>
 /// <param name="assetSO"></param>
 public void SetAsset(IAssetResource assetSO)
 {
     if (this.m_assetResource != null)
     {
         AssetLogger.Error(string.Format("null != m_assetResource:{0}", this.GetAssetResourceStates()));
         return;
     }
     if (assetSO != null)
     {
         this.m_assetResource = assetSO as LocalAssetResource;
         this.m_assetResource.AddRef();
     }
 }
    /// <summary>
    /// 加载完资源之后回调,主要是添加格子的贴图
    /// </summary>
    /// <param name="assetRequest"></param>
    public void LoadFinishedEventHandler(IAssetRequest assetRequest)
    {
        IAssetResource assetResource = assetRequest.AssetResource;

        if (assetResource != null)
        {
            UnityEngine.Object mainAsset = assetResource.MainAsset;
            Texture            texture   = mainAsset as Texture;
            if (texture != null)
            {
                base.renderer.material.mainTexture = texture;
            }
        }
    }
Exemple #7
0
        private void OnLoadCursorTextureFinished(IAssetRequest assetRequest)
        {
            IAssetResource assetResource = assetRequest.AssetResource;

            if (null != assetResource)
            {
                UnityEngine.Object mainAsset = assetResource.MainAsset;
                Texture2D          texture2D = mainAsset as Texture2D;
                if (!(null == texture2D))
                {
                    string key = assetRequest.Data as string;
                    this.m_dicCursorTexture[key] = texture2D;
                    this.RefreshCursor();
                }
            }
        }
Exemple #8
0
    private void OnLoadCursorTextureFinished(IAssetRequest assetRequest)
    {
        IAssetResource assetResource = assetRequest.AssetResource;

        if (assetResource == null)
        {
            return;
        }
        UnityEngine.Object mainAsset = assetResource.MainAsset;
        Texture2D          texture2D = mainAsset as Texture2D;

        if (null == texture2D)
        {
            return;
        }
        Cursor.SetCursor(texture2D, this.m_vec2HotSpot, CursorMode.ForceSoftware);
        this.m_dicCursorTexture[this.m_strCursorTextureFile] = texture2D;
    }
Exemple #9
0
    /// <summary>
    /// 加载Texture完成回调,取得资源显示
    /// </summary>
    /// <param name="assetRequest"></param>
    private void OnLoadTextureFinished(IAssetRequest assetRequest)
    {
        IAssetResource assetResource = assetRequest.AssetResource;

        if (assetResource == null)
        {
            return;
        }
        Object  mainAsset = assetResource.MainAsset;
        Texture texture   = mainAsset as Texture;

        if (null == texture)
        {
            return;
        }
        this.m_uiTexture.mainTexture = texture;
        this.m_uiTexture.enabled     = true;
        if (this.m_assetRequestOld != null)
        {
            this.m_assetRequestOld.Dispose();
            this.m_assetRequestOld = null;
        }
    }
 /// <summary>
 /// 资源加载完成之后的委托,主要是检测出加载出错的资源,然后设置finished为true,然后加载主资源,添加委托,卸载assetbundle
 /// </summary>
 /// <param name="resource"></param>
 public void AssetComplete(IAssetResource resource)
 {
     this.DetectComplete();
 }