Exemple #1
0
        public static GameObject Spawn(this GameObject asset, uint unitId = 0)
        {
            var spawn     = AssetProcess.Spawn <GameObject>(asset);
            var assetData = spawn.GetComponent <AssetData>();

            if (unitId != 0)
            {
                if (assetData == null)
                {
                    assetData = spawn.AddComponent <AssetData>();
                }

                assetData.isSpawned = true;
                assetData.unitId    = unitId;

                var unit = worldMgr.Unit.GetUnit(unitId);
                unit.AddData(assetData);
            }
            else
            {
                if (assetData != null)
                {
                    assetData.isSpawned = true;
                }
            }
            return(spawn);
        }
Exemple #2
0
        static IObservable <Unit> LoadUIRoot()
        {
            if (_uiData.uiRoot != null)
            {
                return(Observable.ReturnUnit());
            }

            return(AssetProcess.Load <GameObject>(UIConstant.UI_ROOT_ASSET_NAME).Do(root =>
            {
                _uiData.uiRoot = root.Spawn();
                GameObject.DontDestroyOnLoad(_uiData.uiRoot);
            }).AsUnitObservable());
        }
Exemple #3
0
        static IObservable <Unit> LoadUI(string assetPath)
        {
            if (_uiData.unitDict.ContainsKey(assetPath))
            {
                return(Observable.ReturnUnit());
            }

            return(AssetProcess.Load <GameObject>(assetPath)
                   .Do(asset =>
            {
                WorldManager.Instance.Factory.CreateUI(assetPath, asset, _uiData);
            })
                   .AsUnitObservable());
        }
Exemple #4
0
        public static void Despawn(this GameObject gameObject)
        {
            var assetData = gameObject.GetComponent <AssetData>();

            if (assetData != null && assetData.unitId != 0)
            {
                var unitId = assetData.unitId;
                assetData.unitId = 0;

                var unit     = worldMgr.Unit.GetUnit(unitId);
                var unitData = unit.GetData <UnitData>();
                unitData.stateTypeProperty.Value = UnitStateType.Destroy;
            }
            else
            {
                if (assetData != null)
                {
                    assetData.isSpawned = false;
                }

                AssetProcess.Despawn(gameObject);
            }
        }
Exemple #5
0
 public static void Prespawn(this GameObject asset, int count)
 {
     AssetProcess.Prespawn(asset, count);
 }