public ResourceLoader(string pPath, Type pType = null, ResouceLoadedCompleteHandler pHandler = null, params object[] pParams) { _path = pPath; _handler = pHandler; _params = pParams; _type = pType == null ? typeof(GameObject) : pType; if (string.IsNullOrEmpty(_path)) { if (pHandler != null) { pHandler(null, pParams); } } else { _resourceRequest = Resources.LoadAsync(_path, _type); CoroutineUtil.StartCoroutine(CheckHasDone()); } }
public abstract void Load(string pPath, Type pType = null, ResouceLoadedCompleteHandler pHandler = null, params object[] pParams);
public void Load(string pPath, Type pType, ResouceLoadedCompleteHandler pHandler, params object[] pParams) { _loader.Load(pPath, pType, pHandler, pParams); }
public void LoadAnimation(string pPath, ResouceLoadedCompleteHandler pHandler, params object[] pParams) { _loader.Load("Animation/" + pPath, typeof(AnimationClip), pHandler, pParams); }
public void LoadSceneModel(string pPath, ResouceLoadedCompleteHandler pHandler, params object[] pParams) { _loader.Load("SceneModel/" + pPath, null, pHandler, pParams); }
public void LoadDataConfig(string pName, ResouceLoadedCompleteHandler pHandler, params object[] pParams) { _loader.Load("DataConfig/" + pName, typeof(TextAsset), pHandler, pParams); }
/// <summary> /// 根据指定的路径生成一个Object,可以是指定的类型,如果未指定类型按GameObject处理 /// 不指定返回类型,所有生成的Object全由回调处理。 /// </summary> /// <param name="pPath"></param> /// <param name="pType"></param> /// <param name="pHandler"></param> /// <param name="pParams"></param> public override void Load(string pPath, Type pType = null, ResouceLoadedCompleteHandler pHandler = null, params object[] pParams) { new ResourceLoader(pPath, pType, pHandler, pParams); }
public override void Load(string pPath, Type pType = null, ResouceLoadedCompleteHandler pHandler = null, params object[] pParams) { throw new NotImplementedException(); }