IEnumerator loadScene() { IDictionary infoValue = LOADINGRES as IDictionary; foreach (string key in infoValue.Keys) { switch (key) { case "UI": on_off = true; for (var i = 0; i < LOADINGRES[key].Count; i++) { Debug.Log((string)CG_Config.RESPath["UI"] + LOADINGRES[key][i]); CG_Games.LoadObject((string)CG_Config.RESPath["UI"] + LOADINGRES[key][i]); progress++; yield return(0); } break; case "model": for (var i = 0; i < LOADINGRES[key].Count; i++) { Debug.Log((string)CG_Config.RESPath["UI"] + LOADINGRES[key][i]); string path = (string)CG_Config.MODEL[LOADINGRES[key][i].ToString()]["path"] + CG_Config.MODEL[LOADINGRES[key][i].ToString()]["model"]; CG_Games.LoadObject(path); progress++; yield return(0); } break; } } on_off = false; yield return(0); }
/// <summary> /// 克隆对象 /// </summary> /// <param name="path">路径</param> /// <returns></returns> public GameObject CloneUI(string path) { GameObject res = CG_Games.LoadObject(path); GameObject obj = MB.MB_Instantiate(res); return(obj); }
//必须在场景 Start中调用; protected GameObject CloneModel(string Path) { GameObject obj = null; GameObject Modelres = CG_Games.LoadObject(Path); obj = MB.MB_Instantiate(Modelres); Vector3 size = new Vector3(1f, 1f, 1f); Vector3 Position = new Vector3(0, 0, 0); Vector3 Rotation = new Vector3(0, 0, 0); obj.transform.localScale = size; obj.transform.localPosition = Position; obj.transform.localRotation = Quaternion.Euler(Rotation); return(obj); }