public static void Create(CBaseObject bo) { if (Selectgo == null) { Selectgo = CResourceFactory.CreateInstance <CSelectEffect>(ConstFilePathDefine.SelectEffect, null); } Selectgo.SetOwner(bo); SelectBO = bo; }
public CRawImageObject CreateImage(RawImage image, string name) { name = name.ToLower(); CRawImageObject imageobj = CResourceFactory.CreateInstance <CRawImageObject>(string.Format("res/ui/tex/{0}.tex", name), null); imageobj.SetTexture(image); imageDic.Add(imageobj); return(imageobj); }
private void CreateSPInstance(string AtlasName) { AtlasName = AtlasName.ToLower(); if (spriteDic.ContainsKey(AtlasName)) { return; } spriteDic[AtlasName] = CResourceFactory.CreateInstance <CSimpleSpriteObject>(string.Format("res/ui/sprite/{0}.sp", AtlasName), null); }
// 生成特效对象 public CEffectObject CreateEffect(string filename, Transform parent, Vector3 position, Vector3 scale, Vector3 euler_angle) { filename = filename.ToLower(); CEffectObject obj = CResourceFactory.CreateInstance <CEffectObject>(filename, this); obj.SetParentTransform(parent); obj.SetPosition(position); obj.SetScale(scale); obj.SetRotation(euler_angle); return(obj); }
/// <summary> /// 生成并替换sprite中的atlas /// </summary> /// <param name="image"></param> /// <param name="spname"></param> /// <returns></returns> public CSimpleSpriteObject CreateSPInstance(CImage image, string spname) { if (string.IsNullOrEmpty(spname)) { return(null); } spname = spname.ToLower(); CSimpleSpriteObject Spriteobj; if (!this.spriteDic.TryGetValue(spname, out Spriteobj)) { Spriteobj = CResourceFactory.CreateInstance <CSimpleSpriteObject>(string.Format("res/ui/sprite/{0}.sp", spname), null); spriteDic[spname] = Spriteobj; } Spriteobj.SetImage(image); return(Spriteobj); }
public void LoadUI(Type ui_type, object context = null, bool needwait = false) { if (ui_type == null || !ui_type.IsSubclassOf(typeof(CGameUI))) { return; } string ui_name = rg.Match(ui_type.Name).Value; CGameUI exists = Global.ui_mgr.Get(ui_name) as CGameUI; if (exists != null) { exists.context = context;//在界面还没有show前赋值所传的参数列表 if (!exists.IsShow()) { exists.Show(); } exists.LoadUICallback(); return; } // 防止重复加载 if (IsLoading(ui_name)) { return; } CGameUIAsset asset = CResourceFactory.CreateInstance <CGameUIAsset>(string.Format("res/ui/uiprefab/{0}.ui", ui_name).ToLower(), null); AddLoading(ui_name, asset); asset.RegisterCompleteCallback(delegate(CGameUIAsset e) { CGameUI ui = e.gameObject.AddComponent(ui_type) as CGameUI; ui.SetName(ui_name); ui.SetAsset(e); ui.context = context; Global.ui_mgr.Add(ui); ui.LoadUICallback(); RemoveLoading(ui_name); }); }