IEnumerator Load() { var asset = Assets.LoadAsync <GameObject>(assetPath); if (asset != null) { yield return(asset); var prefab = asset.asset; if (prefab != null) { var go = Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); GameObject.Destroy(go, 10); } } yield return(new WaitForSeconds(11)); asset = Assets.Load <GameObject>(assetPath); if (asset != null) { var prefab = asset.asset; if (prefab != null) { var go = Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); GameObject.Destroy(go, 3); } } }
void LoadSyncCallback(MyAsset asset) { if (asset != null) { var prefab = asset.asset; if (prefab != null) { var go = GameObject.Instantiate(prefab) as GameObject; go.AddComponent <DownPanel>(); ReleaseAssetOnDestroy.Register(go, asset); var parent = GameObject.Find("SceneUI/layer1").gameObject; go.transform.parent = parent.transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.Euler(0f, 0f, 0f); go.transform.localScale = Vector3.one; GameObject.Destroy(go, 10); } } Owner.LuaMgr.InitStart(); Owner.LuaMgr.DoFile("Main.lua"); //加载文件,编译文件,并且返回一个函数,不运行。 Util.CallMethod("Main", "start"); Util.CallMethod("Main", "SetValue"); }
void LoadSyphere() { var asset = Assets.Load <GameObject>(sypherePath); if (asset != null) { var prefab = asset.asset; if (prefab != null) { syphereobj = Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(syphereobj, asset); // GameObject.Destroy(go, 10); } } }
void LoadPrefab() { var asset = Assets.Load <GameObject>(assetPath); if (asset != null) { var prefab = asset.asset; if (prefab != null) { testpanel = Instantiate(prefab, GameObject.Find("Canvas").transform) as GameObject; // testpanel.transform.SetParent(GameObject.Find("Canvas").transform); ReleaseAssetOnDestroy.Register(testpanel, asset); // GameObject.Destroy(go, 10); } } }
IEnumerator Load() { string assetPath = "Assets/SampleAssets/Logo.prefab"; Debug.Log("------------------ Assets.Load ------------------"); for (int i = 0; i < 2; i++) { yield return(new WaitForEndOfFrame()); var asset = Assets.Load <GameObject>(assetPath); if (asset.asset != null) { var go = Instantiate(asset.asset) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); DestroyImmediate(go); } } yield return(new WaitForEndOfFrame()); Debug.Log("------------------ Assets.LoadAsync ------------------"); for (int i = 0; i < 2; i++) { yield return(new WaitForEndOfFrame()); var asset = Assets.LoadAsync <GameObject>(assetPath); if (asset != null) { yield return(asset); var prefab = asset.asset; if (prefab != null) { var go = Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); DestroyImmediate(go); go = null; } yield return(new WaitForEndOfFrame()); } } }
public static Unit CreateUnit(string unitName, string path = null) { Asset asset = Assets.Load <GameObject>(path != null ? path : UnitPrefabPath + unitName + ".prefab"); if (asset != null) { var prefab = asset.asset; if (prefab != null) { var go = GameObject.Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); return(go.GetComponent <Unit>()); } else { throw new System.Exception("创建Unit失败:" + unitName); } } else { throw new System.Exception("创建Unit失败:" + unitName); } }
public static PlayableDirector LoadTimeline(string name) { Asset asset = Assets.Load <GameObject>(TimelinePrefabPath + name + ".prefab"); if (asset != null) { var prefab = asset.asset; if (prefab != null) { var go = GameObject.Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); return(go.GetComponent <PlayableDirector>()); } else { throw new System.Exception("创建Unit失败:" + name); } } else { throw new System.Exception("创建Unit失败:" + name); } }
public static GameObject Instantiate(string Path) { Asset asset = Assets.Load <GameObject>(Path + ".prefab"); if (asset != null) { var prefab = asset.asset; if (prefab != null) { var go = GameObject.Instantiate(prefab) as GameObject; ReleaseAssetOnDestroy.Register(go, asset); return(go); } else { throw new System.Exception("创建GO失败:" + Path); } } else { throw new System.Exception("创建GO失败:" + Path); } }