Esempio n. 1
0
        /// <summary>
        /// 这个方法要做成适合Editor与各个平台公用
        /// </summary>
        private static IEnumerator _loadAB(string path, System.Action <AssetBundle> cb)
        {
            path = fixedPath(path);

            WWW www = WWW.LoadFromCacheOrDownload(path, 1);

            yield return(www);

            if (string.IsNullOrEmpty(www.error))
            {
                AssetBundle assetBundle = www.assetBundle;
                abMap.Add(path, assetBundle);

                if (null != cb)
                {
                    cb(assetBundle);
                }
            }
            else
            {
                KLogger.LogError(www.error);
            }
        }
Esempio n. 2
0
        /// <summary>
        /// 加载Window
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="data"></param>
        /// <example>
        /// var win = KUI.LoadWindow<MainWindow>(null);
        /// </example>
        /// <returns></returns>
        public static T LoadWindow <T>(object data) where T : KUIWindow
        {
            var sw = new System.Diagnostics.Stopwatch();

            sw.Start();

            string uiName = typeof(T).Name;

            if (!uiMap.ContainsKey(uiName))
            {
                KLogger.LogError("KUI|没有找到对应的UI|" + uiName);
                return(default(T));
            }
            string uiPath = uiMap[uiName];

            var swResLoad = new System.Diagnostics.Stopwatch();

            swResLoad.Start();
            var prefab = Resources.Load <T>(uiPath);

            swResLoad.Stop();
            KLogger.LogError("KUI|Resources.Load|时间|" + swResLoad.ElapsedMilliseconds);

            var swInst = new System.Diagnostics.Stopwatch();

            swInst.Start();
            T go = GameObject.Instantiate <T>(prefab);

            swInst.Stop();
            KLogger.LogError("KUI|GameObject.Instantiate|时间|" + swInst.ElapsedMilliseconds);

            sw.Stop();
            KLogger.LogError("KUI|LoadWindow|时间|" + sw.ElapsedMilliseconds);

            return(go);
        }