コード例 #1
0
    public void OnLoginClick()
    {
        print("Login! Account = " + Account);

        gameObject.SetActive(false);
        GameObject prefab = (GameObject)EditorEnv.LoadMainAssetAtPath("Assets/Prefabs/Game.prefab");
        GameObject go     = (GameObject)Instantiate(prefab);

        go.transform.SetParent(transform.parent, false);
    }
コード例 #2
0
    void OnLoginClick()
    {
        print("Login!");

        gameObject.SetActive(false);
        GameObject prefab = (GameObject)EditorEnv.LoadMainAssetAtPath("Assets/Prefabs/Game.prefab");
        GameObject go     = (GameObject)Instantiate(prefab);

        go.transform.SetParent(transform.parent, false);
        Transform te = go.transform.FindChild("TestEntry");

        te.gameObject.AddComponent <jsb.Test.Logic.TestEntry>();
    }
コード例 #3
0
    void Start()
    {
        // 这个函数是一个演示,他是整个应用程序的入口
        // 逻辑代码不能直接在Inspector中挂上去,那么总得有一个入口点,就是这里
        //
        //
        GameObject prefab = (GameObject)EditorEnv.LoadMainAssetAtPath("Assets/Prefabs/Login.prefab");
        GameObject go     = (GameObject)Instantiate(prefab);

        go.transform.SetParent(transform, false);
#if JS
        Instantiate(AssetDatabase.LoadMainAssetAtPath("Assets/Scripts/JSBinding/_JSEngine.prefab"));

        JSComponent jsComp = go.AddComponent <JSComponent>();
        jsComp.jsClassName = "Login";
        jsComp.jsFail      = false;
        jsComp.init(true);
        jsComp.callAwake(); // 要调用 js 的 Awake
#else
        go.AddComponent <Login>();
#endif
    }