Esempio n. 1
0
    IEnumerator LoadPrefabModel()
    {
        DebugLog.DebugLogInfo("--------487055555555555555555555552800-----" + PublicClass.Transform_parent.transform.Find("framework/GG_LuGu_Diff").childCount);

        Model_Group = new List <GameObject>();
        string temp_path = PublicClass.tempPath + "temp.dat";
        AssetBundleCreateRequest assetBundleCreateRequest = null;

        try
        {
            assetBundleCreateRequest = AssetBundle.LoadFromMemoryAsync(Vesal_DirFiles.GetAbfile(PublicClass.filePath + Asset_ab_name, temp_path));
        }
        catch (System.Exception ex)
        {
            UnityEngine.Debug.Log(ex.Message);
            UnityEngine.Debug.Log(ex.StackTrace);
        }

        if (assetBundleCreateRequest != null)
        {
            yield return(assetBundleCreateRequest);

            GameObject obj = (GameObject)assetBundleCreateRequest.assetBundle.LoadAsset(Prefab_Inner_name, typeof(GameObject));
            realObj = Instantiate(obj);

            //载入模型的 信息初始化 destory多余脚本 添加block 脚本
            Manager_Trans = GameObject.Find(Last_group_name).transform;
            last_Object   = Instantiate(Manager_Trans);
            last_Object.SetParent(Model_parent, true);
            last_Object.localPosition = Vector3.zero;
            last_Object.localScale   *= SizeOf_Model;
            realObj.SetActive(false);
            Model[]      remove_models = last_Object.GetComponentsInChildren <Model>();
            List <Model> ya_list       = new List <Model>();
            for (int i = 0; i < remove_models.Length; i++)
            {
                if (remove_models[i].name.Contains("Ya"))
                {
                    ya_list.Add(remove_models[i]);
                    continue;
                }
                Model_Group.Add(remove_models[i].gameObject);
            }
            for (int i = 0; i < ya_list.Count; i++)
            {
                Destroy(ya_list[i].gameObject);
            }
            DebugLog.DebugLogInfo("拼图个数:  " + Model_Group.Count);
            Add_block_componet(Model_Group);
            BlockManager.Instance.InitTargetPosition();//记录显示模型的初始化位置
            //ChangeModel_position(Model_Group);//随机位置

            assetBundleCreateRequest.assetBundle.Unload(false);
        }
    }