public static IEnumerator Load() { if (isReady) { Log.Error("Load called while the fight object factory is already ready.", 61, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightObjectFactory.cs"); yield break; } AssetBundleLoadRequest bundleRequest = AssetManager.LoadAssetBundle("core/factories/fight_object_factory"); while (!bundleRequest.get_isDone()) { yield return(null); } if (AssetManagerError.op_Implicit(bundleRequest.get_error()) != 0) { Log.Error(string.Format("Error while loading bundle: {0} error={1}", "core/factories/fight_object_factory", bundleRequest.get_error()), 74, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightObjectFactory.cs"); yield break; } AllAssetsLoadRequest <FightObjectFactory> assetLoadRequest = AssetManager.LoadAllAssetsAsync <FightObjectFactory>("core/factories/fight_object_factory"); while (!assetLoadRequest.get_isDone()) { yield return(null); } if (AssetManagerError.op_Implicit(assetLoadRequest.get_error()) != 0) { Log.Error(string.Format("Error while loading asset: {0} error={1}", "FightObjectFactory", assetLoadRequest.get_error()), 85, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightObjectFactory.cs"); yield break; } s_instance = assetLoadRequest.get_assets()[0]; s_companionCharacterPool = new GameObjectPool(s_instance.m_companionCharacterPrefab, 2); s_summoningCharacterPool = new GameObjectPool(s_instance.m_summoningCharacterPrefab, 2); s_objectMechanismCharacterPool = new GameObjectPool(s_instance.m_objectMechanismPrefab, 2); s_floorMechanismCharacterPool = new GameObjectPool(s_instance.m_floorMechanismPrefab, 2); s_animatedObjectEffectPool = new GameObjectPool(s_instance.m_animatedObjectEffectPrefab, 2); s_timelineAssetEffectPool = new GameObjectPool(s_instance.m_timelineAssetEffectPrefab, 4); s_valueChangedFeedbackPool = new GameObjectPool(s_instance.m_valueChangedFeedbackPrefab, 4); isReady = true; }
public static IEnumerator Load(int fightCount) { if (isReady) { Log.Error("Load called while the fight object factory is already ready.", 91, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightSpellEffectFactory.cs"); yield break; } AssetBundleLoadRequest bundleRequest = AssetManager.LoadAssetBundle("core/spells/effects"); while (!bundleRequest.get_isDone()) { yield return(null); } if (AssetManagerError.op_Implicit(bundleRequest.get_error()) != 0) { Log.Error(string.Format("Error while loading bundle '{0}': {1}", "core/spells/effects", bundleRequest.get_error()), 103, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightSpellEffectFactory.cs"); yield break; } AllAssetsLoadRequest <FightSpellEffectFactory> assetLoadRequest = AssetManager.LoadAllAssetsAsync <FightSpellEffectFactory>("core/spells/effects"); while (!assetLoadRequest.get_isDone()) { yield return(null); } if (AssetManagerError.op_Implicit(assetLoadRequest.get_error()) != 0) { Log.Error(string.Format("Error while loading asset {0}: {1}", "FightSpellEffectFactory", assetLoadRequest.get_error()), 115, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightSpellEffectFactory.cs"); yield break; } s_instance = assetLoadRequest.get_assets()[0]; SpellEffectReferenceDictionary genericSpellEffects = s_instance.m_genericSpellEffects; Dictionary <SpellEffectKey, SpellEffect> spellEffectCache = s_spellEffectCache = new Dictionary <SpellEffectKey, SpellEffect>(((Dictionary <SpellEffectKey, AssetReference>)genericSpellEffects).Count, SpellEffectKeyComparer.instance); yield return(PreloadEffectAssets(genericSpellEffects, spellEffectCache, "core/spells/effects")); yield return(LoadEffectsResources(spellEffectCache)); PropertyEffectReferenceDictionary propertyEffects = s_instance.m_propertyEffects; Dictionary <PropertyId, AttachableEffect> propertyEffectCache = s_propertyEffectCache = new Dictionary <PropertyId, AttachableEffect>(((Dictionary <PropertyId, AssetReference>)propertyEffects).Count, PropertyIdComparer.instance); yield return(PreloadEffectAssets(propertyEffects, propertyEffectCache, "core/spells/effects")); yield return(LoadEffectsResources(propertyEffectCache)); SightEffectReferenceDictionary sightEffects = s_instance.m_sightEffects; Dictionary <PropertyId, FloatingCounterEffect> sightEffectCache = s_sightEffectCache = new Dictionary <PropertyId, FloatingCounterEffect>(((Dictionary <PropertyId, AssetReference>)sightEffects).Count, PropertyIdComparer.instance); yield return(PreloadEffectAssets(sightEffects, sightEffectCache, "core/spells/effects")); yield return(LoadEffectsResources(sightEffectCache)); FloatingCounterEffectReferenceDictionary floatingCounterEffects = s_instance.m_floatingCounterEffects; Dictionary <CaracId, FloatingCounterEffect> floatingCounterEffectCache = s_floatingCounterEffectCache = new Dictionary <CaracId, FloatingCounterEffect>(((Dictionary <CaracId, AssetReference>)floatingCounterEffects).Count, CaracIdComparer.instance); yield return(PreloadEffectAssets(floatingCounterEffects, floatingCounterEffectCache, "core/spells/effects")); yield return(LoadEffectsResources(floatingCounterEffectCache)); s_floatingCounterFeedbackPool = new GameObjectPool(s_instance.m_floatingCounterFeedbackPrefab.get_gameObject()); s_loadedSpellDefinitions = new List <SpellDefinition>(24); s_currentSpellEffectOverrideData = new SpellEffectOverrideData[fightCount]; isReady = true; }