// when the program launches, Grid will check that all the needed elements are in place // that's exactly what you do in the static constructor here: static Grid() { GameObject g; g = safeFind("Map"); map = (Map)SafeComponent(g,"Map"); g = safeFind("Controller"); controller = (Controller)SafeComponent(g,"Controller"); g = safeFind("Camera"); camera = (Camera)SafeComponent(g,"Camera"); g = safeFind("Turn Manager"); turnManager = (TurnManager)SafeComponent(g,"TurnManager"); g = safeFind("Game State"); gameState = (GameState)SafeComponent(g,"GameState"); g = safeFind("Prefab Loader"); prefabLoader = (PrefabLoader)SafeComponent(g,"PrefabLoader"); // PS. annoying arcane technical note - remember that really, in c# static constructors do not run // until the FIRST TIME YOU USE THEM. almost certainly in any large project like this, Grid // would be called zillions of times by all the Awake (etc etc) code everywhere, so it is // a non-issue. but if you're just testing or something, it may be confusing that (for example) // the wake-up alert only appears just before you happen to use Grid, rather than "when you hit play" // you may want to call "SayHello" from the GeneralOperations.cs, just to decisively start this script. }
public void LoadData(string iPath, System.Action iCallback = null) { if (iCallback != null) { m_LoadedCB = iCallback; } PrefabLoader.LoadPrefabWithInstanceNOCoroutine(iPath, AddData); }
public static async UniTask <TDialog> CreateDialog <TDialog>(DialogType dialogType, Action <TDialog> onInitialized = null) where TDialog : DialogPresenterBase { RectTransform parent = UICanvasManager.Instance.DialogRoot; TDialog prefab = PrefabLoader.LoadPrefab <TDialog>(dialogType); return(await CommonDialogManager.Instance.CreateDialog(prefab, onInitialized)); }
BattleGuide getBTGuideUI() { Object obj = PrefabLoader.loadFromUnPack("Ban/BattleGuide", false); GameObject go = Instantiate(obj) as GameObject; //RED.AddChild(go, BattleCamera.Instance.Camera1.gameObject); return(go.GetComponent <BattleGuide>()); }
void Awake() { if (!isLoaded && !isLoading) { isLoading = true; PrefabLoader.LoadPrefab("ui/prefabs.u3dassetbundle", "UICanvas", LoadCallBack, false); } }
void LoadWireframe() { var prefab = PrefabLoader.Load(string.Format("{0}/{1}/{1}_{2}", Paths.Artworks, Data.puzzleName, Paths.Wireframe)); var go = prefab.Instantiate <GameObject>(Data.transform); go.transform.position = new Vector3(0f, 0f, Config.Instance.zorder.wireframe); go.name = prefab.Name; Data.wireframeObject = go.GetComponent <PuzzleWireframe>(); }
public static BuildingSite InstantiateNew(BuildingBlueprint blueprint) { GameObject prefab = PrefabLoader.GetPrefab <GameObject>(prefabPath); GameObject gObj = Instantiate(prefab) as GameObject; BuildingSite site = gObj.GetComponent <BuildingSite>(); site.data.blueprint = blueprint; return(site); }
void SyncAdd() { int index = dropdown.value; var r = resourceInfo[index]; var handle = PrefabLoader.Load(r.path); r.gameObjects.Add(handle.Instantiate <GameObject>()); UpdateInstanceCount(); }
public static ServerList Instance() { if (_instance == null) { _instance = (Instantiate(PrefabLoader.loadFromUnPack(LIST_PATH)) as GameObject).GetComponent <ServerList>(); } return(_instance); }
//先调用这个 public void createGhostly() { if (_ghost == null) { Object obj = PrefabLoader.loadFromUnPack("Ban/Ghost_2D", false); _ghost = Instantiate(obj) as GameObject; Curve = _ghost.GetComponent <BanCurveLine_Shell>(); } }
void CreateMissionReward(int length) { Object prefab = PrefabLoader.loadFromPack("ZQ/MonsterHeadcell"); if (prefab != null) { } _Rewardlistroot.Reposition(); }
/// <summary> /// If no "Node" instance, this method tries to create one /// given the Collide.Shape component in this game object. /// </summary> /// <returns>True if the node was created - otherwise false.</returns> private bool TryInitialize(Shape shape, DebugRenderManager manager) { if (Node != null) { return(false); } Collide.Mesh mesh = shape as Collide.Mesh; HeightField heightField = shape as HeightField; Cone cone = shape as Cone; HollowCone hollowCone = shape as HollowCone; HollowCylinder hollowCylinder = shape as HollowCylinder; if (mesh != null) { Node = InitializeMesh(mesh); } else if (heightField != null) { Node = InitializeHeightField(heightField); } else if (hollowCone != null) { Node = new GameObject(PrefabName); Node.AddComponent <MeshRenderer>().sharedMaterial = manager.ShapeRenderMaterial; Node.AddComponent <MeshFilter>().sharedMesh = ShapeVisualHollowCone.GenerateMesh(shape); } else if (hollowCylinder != null) { Node = new GameObject(PrefabName); Node.AddComponent <MeshRenderer>().sharedMaterial = manager.ShapeRenderMaterial; Node.AddComponent <MeshFilter>().sharedMesh = ShapeVisualHollowCylinder.GenerateMesh(shape); } else if (cone != null) { Node = new GameObject(PrefabName); Node.AddComponent <MeshRenderer>().sharedMaterial = manager.ShapeRenderMaterial; Node.AddComponent <MeshFilter>().sharedMesh = ShapeVisualCone.GenerateMesh(shape); } else { Node = PrefabLoader.Instantiate <GameObject>(PrefabName); Node.transform.localScale = GetShape().GetScale(); } if (Node != null) { var renderers = Node.GetComponentsInChildren <Renderer>(); foreach (var renderer in renderers) { renderer.sharedMaterial = manager.ShapeRenderMaterial; } } return(Node != null); }
void OnGUI() { EditorGUILayout.BeginVertical(); { EditorGUILayout.BeginHorizontal(); { EditorGUILayout.BeginVertical(); { UserName = EditorGUILayout.TextField("Name", UserName); ServerKind = (Server.Name)EditorGUILayout.EnumPopup("Server", ServerKind); CampKind = (Camp.Name)EditorGUILayout.EnumPopup("Camp", CampKind); RacesKind = (Races.Name)EditorGUILayout.EnumPopup("Races", RacesKind); SexKind = (Sex.Name)EditorGUILayout.EnumPopup("Sex", SexKind); ClassesKind = (Classes.Name)EditorGUILayout.EnumPopup("Classes", ClassesKind); EditorGUILayout.EndVertical(); if (GUILayout.Button("Clear")) { } } } EditorGUILayout.EndHorizontal(); g = (GameObject)EditorGUILayout.ObjectField("GameObject", g, typeof(GameObject), false); m = (MonoBehaviour)EditorGUILayout.ObjectField("MonoBehaviour", m, typeof(MonoBehaviour), false); if (GUILayout.Button("Add Part of Player")) { /* * foreach(KeyValuePair<> val in PartsOfPlayer) * { * * } */ } if (GUILayout.Button("Make Player")) { GameObject playerObject = GameObject.Find("Player"); if (playerObject) { DestroyImmediate(playerObject); playerObject = null; } GameObject cameraObject = GameObject.FindWithTag("MainCamera"); if (cameraObject) { Destroy(cameraObject); cameraObject = null; } playerObject = PrefabLoader.LoadPrefab(PrefabLoader.cCharacter, "Player", new Vector3(0, 0.5f, 0)); } } EditorGUILayout.EndVertical(); }
public static void Open3D() { Object obj = PrefabLoader.loadFromPack("LS/pbLSEggCard", true); if (obj != null) { GameObject go = Instantiate(obj) as GameObject; _mInstance = go.GetComponent <EggCard>(); } }
static public void LoadPrefabWithInstanceNOCoroutine(string iFilename, AsyncLoadingPrefabComplete iCallback = null, string iObjname = "Load Prefab", bool iIsFromResources = true) { GameObject _Loader = new GameObject(iObjname); PrefabLoader _Script = _Loader.AddComponent <PrefabLoader>(); if (_Script) { _Script.LoadPrfab(iFilename, iCallback, true, iIsFromResources); } }
/* * 載入Prefab * @parameter 1. 檔名. 2. 資料夾或路徑. 3. Callback函式. 4. 物件名稱,用來辨識 */ static public void LoadPrefab(string iFilename, AsyncLoadingPrefabComplete iCallback = null, string iObjname = "Load Prefab", bool iIsFromResources = true) { GameObject _Loader = new GameObject(iObjname); PrefabLoader _Script = _Loader.AddComponent <PrefabLoader>(); if (_Script != null) { _Script.LoadPrfabByAsync(iFilename, iCallback, false, iIsFromResources); } }
public void Unload() { _prefab = null; if (_loader != null) { _loader.Unload(); _loader = null; } }
public static void OpenUI() { Object obj = PrefabLoader.loadFromPack("LS/pbLSCardPointFx", true); if (obj != null) { GameObject go = Instantiate(obj) as GameObject; _Instance = go.GetComponent <UICardPointFx>(); } }
public void RefreshData() { List <SkillConfigContainer> skillPrefabs = PrefabLoader.LoadAllPrefabsOfType <SkillConfigContainer>("Assets/Resources/Prefabs/Skills", SearchOption.AllDirectories); SkillConfigContainers = skillPrefabs; List <SkillConfigContainer> startSkillPrefabs = PrefabLoader.LoadAllPrefabsOfType <SkillConfigContainer>("Assets/Resources/Prefabs/Skills/StartSkills"); StartSkillConfigContainers = startSkillPrefabs; }
void CreateSecretShopTag() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSScrectShopTag"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; _UISecretShopTag = go.GetComponent <UISecretShopTag>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._TopRoot); } }
/// <summary> /// Initialises the map to be drawn. You need to call DrawMap tp actually draw it. /// </summary> /// <param name="map"> The <c>Map</c> to be drawn.</param> public void Init(Map map) { this.map = map; grassTile = PrefabLoader.GetTile(Tile.Ground.Grass); sandTile = PrefabLoader.GetTile(Tile.Ground.Sand); waterTile = PrefabLoader.GetTile(Tile.Ground.Water); treeProp = PrefabLoader.GetTile(Tile.Object.Tree); stoneProp = PrefabLoader.GetTile(Tile.Object.Stone); }
private void DrawHuman() { GameObject body = Instantiate(PrefabLoader.GetHumanBody(human.Gender, human.BodyType), Vector2.zero, Quaternion.identity) as GameObject; GameObject hair = Instantiate(PrefabLoader.GetHumanHair(human.Gender, human.HairType), Vector2.zero, Quaternion.identity) as GameObject; body.transform.SetParent(transform, false); hair.transform.SetParent(transform, false); }
public static void OpenUI() { Object prefab = PrefabLoader.loadFromPack("JC/JCCreateRole"); if (prefab != null) { GameObject obj = Instantiate(prefab) as GameObject; RED.AddChild(obj, DBUIController.mDBUIInstance._TopRoot); } }
private void InstantiateUnit(Unit unit) { Hex hex = CGM.Battle.GetHex(unit); GameObject prefab = new PrefabLoader().Load(unit); Vector3 position = GetPosition(hex); GameObject gameObject = Instantiate(prefab, position, Quaternion.identity, unitRoot); gameObject.name = prefab.name; unitGOs.Add(unit, gameObject); }
void InitRankCheckInfoPanel() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSDragonBallRankCheckInfo"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; mUIDragonBallRankCheckInfo = go.GetComponent <UIDragonBallRankCheckInfo>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
// information tag... include delete, add friend, receive gift, send message and so on void CreateMessageTag() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSInformationTag"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; mUIMessageTag = go.GetComponent <UIMessageTag>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
void CreateSecretShop() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSDragonBallSecretMall"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; _UISecretShop = go.GetComponent <UISecretShop>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
public static void OpenUI() { UnityEngine.Object obj = PrefabLoader.loadFromPack("LS/pbLSMailAndBattleRoot"); if (obj != null) { GameObject go = RUIMonoBehaviour.Instantiate(obj) as GameObject; _instance = go.GetComponent <UIMailAndBattleMain>(); RED.AddChild(go.gameObject, DBUIController.mDBUIInstance._bottomRoot); } }
private void CreateSlot(int index) { var slotPrefab = PrefabLoader.LoadPrefab("Prefabs/InventorySlot"); var slot = Instantiate(slotPrefab, _options.contentTransform).GetComponent <InventorySlot>(); slot.Init(index); _slots.Add(index, slot); slot.OnItemDropEvent += OnItemDrop; }
public static void Open(string strText = "", float maskAlpha = 0.5f) { if (_instance == null) { Object pro = PrefabLoader.loadFromPack("Comload/pbComLoading"); GameObject prefab = GameObject.Instantiate(pro) as GameObject; GameObject parent = null; if (DBUIController.mDBUIInstance != null) { parent = DBUIController.mDBUIInstance._TopRoot; } else { Behaviour uic = UICamera.currentCamera; if (uic == null) //空的情况下,可以再次去战斗场景里面去相机 { uic = BattleCamera.Instance.Camera1; } if (uic == null) { return; } parent = uic.gameObject; } RED.AddChild(prefab, parent); if (Core.SM.CurScenesName == SceneName.GAME_BATTLE) { prefab.layer = LayerMask.NameToLayer("UI"); } else { prefab.layer = LayerMask.NameToLayer("UITop"); } prefab.name = "ComloadingUI"; _instance = prefab.GetComponent <ComLoading>(); } else { RED.SetActive(true, _instance.gameObject); } if (_instance != null) { if (strText == "") { strText = Core.Data.stringManager.getString(9125); } _instance._txtDesp.text = strText; _instance.Init(); _instance.maskAlpha = maskAlpha; } }
public static CRLuo_ShowStage CreateMonsterComeShowStage() { UnityEngine.Object obj = PrefabLoader.loadFromPack("CRLuo/System/ShowMonsterStage", false); if (obj != null) { GameObject go = Instantiate(obj) as GameObject; CRLuo_ShowStage ss = go.GetComponent <CRLuo_ShowStage>(); return(ss); } return(null); }