//实例化添加组件 protected IEnumerator IE_InstantAndAddC() { yield return(ToolsScripts.StartCoroutine(InstantiateManager.GetInstance().IE_InstantiateObjMain())); yield return(ToolsScripts.StartCoroutine(InstantiateManager.GetInstance().IE_AddComponent())); yield return(null); }
//开始时加载资源 public IEnumerator IE_LoadAsset() { yield return(ToolsScripts.StartCoroutine(Init())); //初始化 yield return(ToolsScripts.StartCoroutine(loadAssetMain())); //加载资源完成 yield return(null); }
private IEnumerator loadAssetMain() { ToolsScripts.StartCoroutine(loadSceneObjAsset()); ToolsScripts.StartCoroutine(loadUIAsset()); ToolsScripts.StartCoroutine(loadOtherAsset()); ToolsScripts.StartCoroutine(loadOther2Asset()); yield return(new WaitUntil(() => { return isAssetSceneObjLoadComplete && isUIAssetLoadComplete && isOtherAssetLoadComplete && isOther2AssetLoadComplete; })); Debug.Log(Time.time); }
private IEnumerator loadAsset(AssetManager item) { yield return(ToolsScripts.StartCoroutine(item.IE_GetAsset())); assetsDic.Add(item.Name, item.GetAsset()); GameObject go = GameObject.Instantiate(item.GetAsset()) as GameObject; AssetNumber++; Debug.Log(Time.time); yield return(go); }
//实例化并获取obj public IEnumerator IE_InstantiateObjMain() { foreach (var item in instantObjList) { if (null == item) { continue; } ToolsScripts.StartCoroutine(IE_InstantObj(item));//可等待也可不等待 } yield return(null); }
protected IEnumerator InitManage() { yield return(ToolsScripts.StartCoroutine(LoadAssets())); Debug.Log("<color=red>LoadAssetsComplete</color>"); yield return(ToolsScripts.StartCoroutine(IE_InstantAndAddC())); Debug.Log("<color=red>AddComponentComplete</color>"); yield return(ToolsScripts.StartCoroutine(IE_DataInit())); Debug.Log("<color=red>DataInitComplete</color>"); isInitComplete = true; }
private IEnumerator loadSingleAsset(string Name) { foreach (var item in L_assetManager) { if (item.asset.AssetsName == Name) { yield return(ToolsScripts.StartCoroutine(item.IE_GetAsset())); if (!assetsDic.ContainsKey(item.Name)) { assetsDic.Add(item.Name, item.GetAsset()); } } } yield return(null); }
//加载主场景物体 private IEnumerator loadSceneObjAsset() { foreach (var item in L_assetManager) { if (item.asset.assetsType == E_AssetsType.SceneObj) { yield return(ToolsScripts.StartCoroutine(item.IE_GetAsset())); if (!assetsDic.ContainsKey(item.Name)) { assetsDic.Add(item.Name, item.GetAsset()); } } } isAssetSceneObjLoadComplete = true; yield return(null); }
private IEnumerator loadOtherAsset() { foreach (var item in L_assetManager) { if (item.asset.assetsType == (E_AssetsType)3) { yield return(ToolsScripts.StartCoroutine(item.IE_GetAsset())); if (!assetsDic.ContainsKey(item.Name)) { assetsDic.Add(item.Name, item.GetAsset()); } } AssetNumber++; } isOtherAssetLoadComplete = true; }
public IEnumerator IE_DataInit() { yield return(ToolsScripts.StartCoroutine(PublicData._MainSceneObjScript.IE_Init())); yield return(null); }
//数据脚本初始化 protected IEnumerator IE_DataInit() { yield return(ToolsScripts.StartCoroutine(DataInit.GetInstance().IE_DataInit())); yield return(null); }
//加载资源 protected IEnumerator LoadAssets() { yield return(ToolsScripts.StartCoroutine(AssetsLoader.GetInstance().IE_LoadAsset())); yield return(null); }
protected void Init() { ToolsScripts.StartCoroutine(InitManage()); }
//加载单独资源 public IEnumerator IE_LoadSingleAsset(string Name) { ToolsScripts.StartCoroutine(IE_LoadSingleAsset(Name)); yield return(null); }