// Use this for initialization void Start () { controlScript = GameObject.FindGameObjectWithTag(StateManager.CONTROL_SCRIPT_TAG); loadAssetBundle = controlScript.GetComponent<LoadAssetBundle>(); saveProgress = controlScript.GetComponent<SaveProgress>(); loadProgress = controlScript.GetComponent<LoadProgress>(); stateManager = controlScript.GetComponent<StateManager>(); }
void Awake() { assetPath = Application.streamingAssetsPath; expandedName = ".unity3d"; if(Instance == null) { Instance = this; } }
void Awake() { if (_instance == null) { //If I am the first instance, make me the Singleton _instance = this; DontDestroyOnLoad(this); } else { //If a Singleton already exists and you find //another reference in scene, destroy it! if (this != _instance) { Destroy(this.gameObject); } } //Res.list_avata = Resources.LoadAll<Sprite>("Avata"); //for (int i = 0; i < Res.list_avata.Length; i++) { //} // Res.list_avata = LoadAssetBundle.LoadSprite() // Res.list_emotions = Resources.LoadAll<Sprite>("Emotions"); Res.list_cards = Resources.LoadAll <Sprite>("Cards/cardall"); IMEI = "357238040933272";//SystemInfo.deviceUniqueIdentifier; if (panelWaiting == null) { LoadAssetBundle.LoadPrefab(Res.AS_PREFABS, Res.AS_PREFABS_WAITING, (obj) => { panelWaiting = obj.GetComponent <PanelWaiting>(); panelWaiting.transform.SetParent(parentUI); panelWaiting.transform.localScale = Vector3.one; panelWaiting.transform.localPosition = Vector3.zero; panelWaiting.gameObject.SetActive(false); }); } if (panelMessageSytem == null) { LoadAssetBundle.LoadPrefab(Res.AS_PREFABS, Res.AS_PREFABS_MESSAGE_SYSTEM, (obj) => { panelMessageSytem = obj.GetComponent <PanelMessageSytem>(); panelMessageSytem.transform.SetParent(parentUI); panelMessageSytem.transform.localScale = Vector3.one; panelMessageSytem.transform.localPosition = Vector3.zero; panelMessageSytem.gameObject.SetActive(false); }); } if (toast == null) { LoadAssetBundle.LoadPrefab(Res.AS_PREFABS, Res.AS_PREFABS_TOAST, (obj) => { toast = obj.GetComponent <Toast>(); toast.transform.SetParent(parentUI); toast.transform.localScale = Vector3.one; toast.transform.localPosition = Vector3.zero; toast.gameObject.SetActive(false); }); } }
public void SetInfo(int result) { this.result = result; for (int i = 0; i < img_dices.Length; i++) { LoadAssetBundle.LoadSprite(img_dices[i], BundleName.UI, i < result ? UIName.UI_XD_RED : UIName.UI_XD_WHITE); } }
public void SetCardWithId(int _id) { if (_id > 52 || _id < 0) { _id = 52; } ID = _id; LoadAssetBundle.LoadSprite(img_card, BundleName.CARDS, "bai" + cardPaint[_id]); }
public IEnumerator SetGameName(int gameId) { yield return(new WaitForEndOfFrame()); //Debug.LogError("Game ID " + gameId); LoadAssetBundle.LoadSprite(logoImg, Res.AS_UI, Res.logoName[gameId], () => { logoImg.SetNativeSize(); }); }
public void onDisConnect() { PopupAndLoadingScript.instance.HideLoading(); PopupAndLoadingScript.instance.messageSytem.OnShow(ClientConfig.Language.GetText("reconect_disconnect"), delegate { NetworkUtil.GI().close(); LoadAssetBundle.LoadScene(SceneName.SCENE_MAIN, SceneName.SCENE_MAIN); }); Debug.Log("Mất kết nối!"); }
private void showDatcuoc(long min, long max) { //gameControl.panelCuoc.onShow(min, max); LoadAssetBundle.LoadScene(Res.AS_SUBSCENES, Res.AS_SUBSCENES_CUOC, () => { PanelCuoc.instance.onShow(min, max); }); //btn_bocuoc.gameObject.SetActive(false); //btn_cuoc.gameObject.SetActive(false); //showButtonCuoc(false); }
public void clickAvatar() { SoundManager.instance.startClickButtonAudio(); LoadAssetBundle.LoadScene("sub_info_player", "subInfoPlayer", () => { PanelInfoPlayer.instance.InfoMe(); }); //gameControl.panelInfoPlayer.infoMe(); //gameControl.panelInfoPlayer.onShow(); }
public void clickAvatar() { GameControl.instance.sound.startClickButtonAudio(); //gameControl.panelInfoPlayer.infoMe(); //gameControl.panelInfoPlayer.onShow(); LoadAssetBundle.LoadScene(Res.AS_SUBSCENES, Res.AS_SUBSCENES_PLAYER_INFO, () => { gameControl.panelWaiting.onHide(); PanelInfoPlayer.instance.infoMe(); }); }
public void clickButtonChat() { if (!BaseInfo.gI().isView) { // gameControl.panelChat.onShow(); LoadAssetBundle.LoadScene(Res.AS_SUBSCENES, Res.AS_SUBSCENES_CHAT, () => { PanelChat.instance.onShow(); }); } }
private void LoadSprite(bool isOn, Image bg) { if (isOn) { LoadAssetBundle.LoadSprite(bg, "ui", "icon_on"); } else { LoadAssetBundle.LoadSprite(bg, "ui", "icon_off"); } }
public void InstanceItem(int rank, int idAvata, string playername, long money) { LoadAssetBundle.LoadPrefab(Res.AS_PREFABS, "ItemRank", (prefabAB) => { GameObject go = (GameObject)Instantiate(prefabAB); go.transform.SetParent(parentItem); go.transform.localScale = Vector3.one; go.GetComponent <ItemRanking>().SetData(rank, idAvata, playername, money); list_top.Add(go); }); }
IEnumerator LoadSmile(List <Image> list) { yield return(new WaitForEndOfFrame()); for (int i = 0; i < list.Count; i++) { yield return(new WaitForSeconds(0.1f)); LoadAssetBundle.LoadSprite(list[i], BundleName.EMOTIONS, "a" + (i + 1)); } }
public void OnMoneyFree(long money) { Debug.LogError("Nhan dc tien nhe: " + money); LoadAssetBundle.LoadScene(SceneName.SUB_GIFT_MONEY, SceneName.SUB_GIFT_MONEY, () => { ClientConfig.UserInfo.CASH_FREE += money; if (LobbyControl.instance != null) { LobbyControl.instance.SetMoney(); } }); }
/// <summary> /// 加载(AB 包中)资源 /// </summary> /// <param name="scenesName">场景名称</param> /// <param name="abName">AssetBundle 包名称</param> /// <param name="assetName">资源名称</param> /// <param name="isCache">是否使用缓存</param> /// <returns></returns> public UnityEngine.Object LoadAsset(string assetName, bool isCache) { Debug.Log(GetType() + "\t加载资源文件"); if (_DicAllAB.ContainsKey(assetName)) { LoadAssetBundle multObj = _DicAllAB[assetName]; return(multObj.LoadAsset(assetName, isCache)); } Debug.LogError(GetType() + "/LoadAsset()ab包 或者资源 assetName=" + assetName); return(null); }
public override void OnInspectorGUI() { LoadAssetBundle Lab = (LoadAssetBundle)target; DrawDefaultInspector(); if (GUILayout.Button("Generate")) { Lab.Generate(); } }
public IEnumerator load(string path) { WWW www = new WWW(path); while (!www.isDone) { yield return(www); } lab = new LoadAssetBundle(www.assetBundle); }
public override void setRank(int rank) { sp_typeCard.StopAllCoroutines(); sp_typeCard.gameObject.transform.position = new Vector3(0, -25, 0); switch (rank) { case 0: if (pos == 0) { SoundManager.instance.startLostAudio(); } break; case 1: LoadAssetBundle.LoadPrefab(Res.AS_PREFABS, "Win_Effect", (obj) => { objWinEffect = obj; objWinEffect.transform.SetParent(gameObject.transform); objWinEffect.transform.localPosition = Vector3.zero; //Debug.LogError("Load Win Effect 55"); }); if (pos == 0) { SoundManager.instance.startWinAudio(); } break; case 2: case 3: case 4: if (pos == 0) { SoundManager.instance.startLostAudio(); } break; case 5: LoadAssetBundle.LoadPrefab(Res.AS_PREFABS, "Win_Effect", (obj) => { objWinEffect = obj; objWinEffect.transform.SetParent(gameObject.transform); objWinEffect.transform.localPosition = Vector3.zero; //Debug.LogError("Load Win Effect 55"); }); if (pos == 0) { SoundManager.instance.startWinAudio(); } break; default: break; } Invoke("setVisibleThang", 3f); }
/// <summary> /// 释放资源。 /// </summary> /// <param name="scenesName">资源名称</param> public void DisAssets(string assetName) { if (_DicAllAB.ContainsKey(assetName)) { LoadAssetBundle multObj = _DicAllAB[assetName]; multObj.Dispose(); } else { Debug.LogError(GetType() + "/DisposeAllAssets()/找不到资源名称,无法释放资源,请检查! assetName=" + assetName); } }
public void ClickLock() { isLock = !isLock; if (isLock) { LoadAssetBundle.LoadSprite(lockImg, "ui", "icon_lock"); } else { LoadAssetBundle.LoadSprite(lockImg, "ui", "icon_unlock"); } }
/// <summary> /// Awake function of GameManager. Checks if another instance of this GameObject exists and /// if not, initializes all required atributes and values of the GameManager, creating a new /// one. /// /// If the GameManager already exists, destroy this gameObject. /// </summary> private void Awake() { // If GameManager is not created and initialized... if (_instance == null) { // Set this GameManager as instance _instance = this; // Set this gameObject to not Destroy when changing between scenes DontDestroyOnLoad(gameObject); _gc = LoadingFiles.ReadGameConfig(); // Store canvas' scaling reference resolution _scalingReferenceResolution = _cnv.GetComponent <CanvasScaler>().referenceResolution; // Initialize Scaling with cam values and scalingreference values _scalator = new Scaling(new Vector2(Screen.width, Screen.height), _scalingReferenceResolution, (int)_cam.orthographicSize); // Search all panels for later calculation ReloadPanels(); // Load all AssetBundles _lab = new LoadAssetBundle(); // Depending on OS system, load from a different path and using different techniques #if !UNITY_EDITOR && UNITY_ANDROID _lab.LoadBundlesAndroid(Application.streamingAssetsPath + "/AssetBundles/"); #else _lab.LoadBundlesWindows(Application.streamingAssetsPath + "/AssetBundles/"); #endif // Initialize random value _rnd = new Random(); // Load gameInfo previously generated, data driven information _gi = LoadingFiles.ReadGameInfo(); // Set all values of this information SetGameInfo(); // Get Player information and store it _currentPlayerData = LoadingFiles.ReadPlayerData(_maxDifficulty); // Set the time waiting for challenge info SetTimeForChallenge(); } else if (_instance != this) { Destroy(gameObject); } }
public void BackToLogin() { SoundManager.instance.startClickButtonAudio(); PopupAndLoadingScript.instance.popup.ShowPopupTwoButton("", ClientConfig.Language.GetText("lobby_quit"), () => { //FB.LogOut(); NetworkUtil.GI().close(); bg_change_scene.gameObject.SetActive(true); LoadAssetBundle.LoadScene(Res.LOGIN_AB, Res.LOGIN_NAME); }); //StartCoroutine(WaitToFade(1f)); }
internal void OnBeGinXocDia_MoBat(int quando) { timeCountDown.SetTime(0); MoBat(); SetEnableButton(false, false, false, false, false); Debug.LogError("so quan do: " + quando); for (int i = 0; i < img_dices.Length; i++) { img_dices[i].gameObject.SetActive(true); LoadAssetBundle.LoadSprite(img_dices[i], BundleName.UI, i < quando ? UIName.UI_XD_RED : UIName.UI_XD_WHITE); } UpdateHistory(quando); }
/// <summary> /// 清单文件 /// </summary> /// <param name="dataName"></param> /// <param name="callBack"></param> /// <returns></returns> public IEnumerator LoadAssetBundlePack(LoadABDataCompleteHandle callBack) { //等待maniFest清单文件加载完成 while (!LoadABManiFest.GetInstance()._isLoadManiFestFinshed) { yield return(null); } _currentManiFest = LoadABManiFest.GetInstance().GetABManiFest(); if (_currentManiFest == null) { Debug.LogError(GetType() + "\t _currentManiFest 为空 "); yield return(null); } string[] abName = LoadABManiFest.GetInstance().GetAllABName(); for (int i = 0; i < abName.Length; i++) { string[] name = abName[i].Split('.'); Debug.Log("ab包的名字:\t" + name[0]); } for (int i = 0; i < abName.Length; i++) { string[] name = abName[i].Split('.'); if (!_DicAllAB.ContainsKey(name[0])) { Debug.Log("存储加载的 ab资源:\t" + name[0]); LoadAssetBundle loadAB = new LoadAssetBundle(name[0]); _DicAllAB.Add(name[0], loadAB); } } Debug.Log("一共存储了这么多个 ab包:\t" + _DicAllAB.Count); for (int i = 0; i < abName.Length; i++) { string[] name = abName[i].Split('.'); Debug.Log(name[0]); if (_DicAllAB.ContainsKey(name[0])) { LoadAssetBundle loadAB = _DicAllAB[name[0]]; yield return(loadAB.LoadAssetBundleIE()); } } ///此时调用委托 全局只调用一次 if (callBack != null) { callBack(); } }
public void SetUI() { img_rank.gameObject.SetActive((item.Rank == 1 || item.Rank == 2 || item.Rank == 3)); if (item.Rank == 1 || item.Rank == 2 || item.Rank == 3) { LoadAssetBundle.LoadSprite(img_rank, BundleName.UI, "rank_" + item.Rank); } txt_name.text = item.Name; txt_money.text = MoneyHelper.FormatRelativelyWithoutUnit(item.Money); txt_rank.text = item.Rank + ""; LoadAssetBundle.LoadSprite(img_avata, BundleName.AVATAS, item.Avata_Id + ""); }
private void LoadSceneGame(string scene_ab, string scene_name) { LoadAssetBundle.LoadScene(scene_ab, scene_name, () => { for (int i = 0; i < SceneManager.GetSceneByName(scene_name).rootCount; i++) { if (SceneManager.GetSceneByName(scene_name).GetRootGameObjects()[i].name.Equals("Canvas")) { SceneManager.GetSceneByName(scene_name).GetRootGameObjects()[i].transform.GetChild(0).gameObject.SetActive(false); break; } } }); }
// Use this for initialization void Start() { LoadAssetBundle.LoadPrefab(BundleName.PREFAPS, PrefabsName.PRE_ITEM_RANK, (objPre) => { for (int i = 0; i < GameControl.instance.ListRank.Count; i++) { GameObject obj = Instantiate(objPre); obj.transform.SetParent(tf_parent); obj.transform.localScale = Vector3.one; ItemRankUI it = obj.GetComponent <ItemRankUI>(); it.item = GameControl.instance.ListRank[i]; it.SetUI(); } }); }
private void LoadLobby() { //bg_change_scene.gameObject.SetActive(true); LoadAssetBundle.LoadScene(Res.MAIN_AB, Res.MAIN_NAME); //for (int i = 0; i < objListRoom.transform.childCount; i++) //{ // objListRoom.transform.GetChild(i).transform.DOScale(0, 0.4f); // yield return new WaitForSeconds(.1f); // if (i == objListRoom.transform.childCount - 1) // { // LoadAssetBundle.LoadScene(Res.MAIN_AB, Res.MAIN_NAME); // } //} }
public void clickButtnRutTien() { if (ClientConfig.UserInfo.CASH_FREE < GameConfig.BetMoney * 10) { PopupAndLoadingScript.instance.messageSytem.OnShow("Không đủ tiền để rút, bạn có muốn nạp thêm?"); } else { //Show rut tien Debug.LogError("Show rut tien"); LoadAssetBundle.LoadScene(SceneName.SUB_RUT_TIEN, SceneName.SUB_RUT_TIEN, () => { }); } }
void SetImage(GameObject btn) { for (int i = 0; i < Res.EMOTION_COUNT; i++) { GameObject obj = Instantiate(btn) as GameObject; obj.transform.SetParent(parentSmile); obj.transform.localScale = Vector3.one; obj.name = "" + i; LoadAssetBundle.LoadSprite(obj.GetComponent <Button>().image, Res.AS_UI, "a" + (i + 1)); obj.GetComponent <Button>().onClick.AddListener(delegate { sendSmile(obj); }); } }
public void onMoveto(long money, int type) { soChip = money; if (money <= 0) { gameObject.SetActive(false); } else { gameObject.SetActive(true); string name; if (money > BaseInfo.gI().moneyTable * 20) { name = "chip44"; } else if (money > BaseInfo.gI().moneyTable * 10) { name = "chip43"; } else if (money > BaseInfo.gI().moneyTable * 5) { name = "chip42"; } else if (money > BaseInfo.gI().moneyTable * 1) { name = "chip41"; } else { name = "chip40"; } LoadAssetBundle.LoadSprite(chip1, Res.AS_UI_ICON_CHIP, name); LoadAssetBundle.LoadSprite(chip2, Res.AS_UI_ICON_CHIP, name); LoadAssetBundle.LoadSprite(chip3, Res.AS_UI_ICON_CHIP, name); //chip1.sprite = GameControl.instance.getChipByName(name); //chip2.sprite = GameControl.instance.getChipByName(name); //chip3.sprite = GameControl.instance.getChipByName(name); if (type == 1) { StartCoroutine(Moveto()); } else { StartCoroutine(Moveback()); } } }