コード例 #1
0
    IEnumerator LoadUIAssetBundle(string path, string name, CUILoadState openState)
    {
        var assetLoader = CStaticAssetLoader.Load(path);

        openState.UIResourceLoader = assetLoader;  // 基本不用手工释放的
        while (!assetLoader.IsFinished)
        {
            yield return(null);
        }

        GameObject uiObj = (GameObject)assetLoader.TheAsset;

        openState.IsLoading = false;  // Load完

        uiObj.SetActive(false);
        uiObj.name = openState.TemplateName;

        CUIController uiBase = (CUIController)uiObj.AddComponent(openState.UIType);

        UiBridge.UIObjectFilter(uiBase, uiObj);

        openState.UIWindow = uiBase;

        uiBase.UIName = uiBase.UITemplateName = openState.TemplateName;
        InitWindow(openState, uiBase, openState.OpenWhenFinish, openState.OpenArgs);
    }
コード例 #2
0
ファイル: CSpineAnimationDep.cs プロジェクト: qipa/KEngine-1
    // CSpineData 加载完后,在读取依赖的SkeletonDataAsset和SpriteCollection
    protected void LoadCSpineData(string path, Action <SkeletonDataAsset> dataCallback)
    {
        var loader = CStaticAssetLoader.Load(path, (isOk, obj) =>
        {
            //string resourcePath = args[0] as string;
            //Action<SkeletonDataAsset> externalCallback = args[1] as Action<SkeletonDataAsset>;
            if (isOk)
            {
                CSpineData spineData = obj as CSpineData;

                LoadSpineDataAsset(spineData.DataAssetPath, (SkeletonDataAsset dataAsset) =>
                {
                    var loader2 = CTk2dSpriteCollectionDep.LoadSpriteCollection(spineData.SpriteCollectionPath, (_obj) =>
                    {
                        tk2dSpriteCollectionData colData = _obj as tk2dSpriteCollectionData;
                        Logger.Assert(colData);

                        dataAsset.spriteCollection = colData;

                        dataCallback(dataAsset);
                    });
                    ResourceLoaders.Add(loader2);
                });
            }
            else
            {
                Logger.LogWarning("[CSpineAnimationDep:LoadCSpineData] Not Ok {0}", path);
                dataCallback(null);
            }
        });

        ResourceLoaders.Add(loader);
    }
コード例 #3
0
ファイル: CSpineAnimationDep.cs プロジェクト: qipa/KEngine-1
    protected void LoadSpineDataAsset(string path, Action <SkeletonDataAsset> callback)
    {
        var loader = CStaticAssetLoader.Load(path, (_isOk, _obj) =>
        {
            SkeletonDataAsset dataAsset = _obj as SkeletonDataAsset;
            Logger.Assert(dataAsset);
            dataAsset.name = path;
            callback(dataAsset);
        });

        ResourceLoaders.Add(loader);
    }
コード例 #4
0
    IEnumerator InitSetting()
    {
        var assetLoader = CStaticAssetLoader.Load("GameSetting" + CCosmosEngine.GetConfig("AssetBundleExt"), null);

        while (!assetLoader.IsFinished)
        {
            yield return(null);
        }

        CGameSettingFiles gameSetting = (CGameSettingFiles)assetLoader.TheAsset;

        for (int i = 0; i < gameSetting.SettingFiles.Length; ++i)
        {
            GameSettings[gameSetting.SettingFiles[i]] = gameSetting.SettingContents[i];
        }

        CDebug.Log("{0} setting files loaded.", GameSettings.Count);

        Object.Destroy(gameSetting);
        assetLoader.Release();
        LoadFinished = true;
    }
コード例 #5
0
 public static CStaticAssetLoader LoadSpriteCollection(string resourcePath, Action <UnityEngine.Object> callback)
 {
     return(CStaticAssetLoader.Load(resourcePath, (isOk, asset) => OnLoadSpriteCollectionAsset(asset, new object[] { resourcePath, callback })));
 }