Esempio n. 1
0
    public void StartLoadResources(string _sceneName, int _sceneIndex, Action _callBack)
    {
        PlayGameStage stage = GameCenter.curGameStage as PlayGameStage;

        if (stage != null)
        {
            StartCoroutine(LoadResources(mainPath, stage.GetEffectPreloadList(), _callBack));
        }
        else
        {
            if (_callBack != null)
            {
                _callBack();
            }
        }
    }
Esempio n. 2
0
    /// <summary>
    /// 开始加载配置数据
    /// </summary>
    /// <param name="_data"></param>
    /// <param name="_callBack"></param>
    public void StartLoadConfig(string _sceneName, int _sceneIndex, Action _callBack)
    {
        ResourcesTotalCount = 0;
        ResourcesCurCount   = 0;
        List <string> nullList = new List <string>();

        foreach (var item in finalObjDic)
        {
            if (item.Value == null)
            {
                nullList.Add(item.Key);
            }
        }
        foreach (var item in nullList)
        {
            finalObjDic.Remove(item);
        }
        PlayGameStage stage = GameCenter.curGameStage as PlayGameStage;

        if (stage != null)
        {
            List <string> wholeNeeds = stage.GetEffectPreloadList();
            List <string> needDelete = new List <string>();

            List <string> spawnerlist = GameCenter.spawner.effectPoolCacheList;
            for (int i = 0; i < spawnerlist.Count; i++)
            {
                if (!wholeNeeds.Contains(spawnerlist[i]))
                {
                    needDelete.Add(spawnerlist[i]);
                }
            }
            for (int i = 0; i < needDelete.Count; i++)
            {
                GameCenter.spawner.DeleteDefEffecterPool(needDelete[i]);
            }
            StartCoroutine(LoadConfig(mainPath, wholeNeeds, _callBack));
        }
        else
        {
            if (_callBack != null)
            {
                _callBack();
            }
        }
    }