private void OnLoadUIFinishedEventHandler(IAssetRequest assetRequest) { try { IAssetResource assetResource = assetRequest.AssetResource; GameObject gameObject; if (assetResource != null && null != assetResource.MainAsset) { UnityEngine.Object mainAsset = assetResource.MainAsset; gameObject = (UnityEngine.Object.Instantiate(mainAsset) as GameObject); } else { gameObject = new GameObject(this.fileName + "_NotFound"); this.m_log.Fatal(string.Format("null == assetResource: {0}", this.fileName)); } if (null != gameObject) { gameObject.name = this.fileName; gameObject.transform.parent = UIManager.singleton.UIRoot; gameObject.transform.localPosition = new Vector3(-0.5f, 0.5f, 0f); gameObject.transform.localScale = new Vector3(1f, 1f, 1f); TUIBehaviour tUIBehaviour = gameObject.AddComponent <TUIBehaviour>();//添加脚本 tUIBehaviour.ParentDlg = this; this._Init(tUIBehaviour); } } catch (Exception ex) { this.m_log.Fatal(ex.ToString()); } }
public void OnAssetRequestFinishedHandler(IAssetResource request) { this.m_isFinished = true; if (this.handler != null) { this.handler(this); } }
public void OnAssetLoadFinshed(IAssetResource assetResource) { this.m_bFinished = true; if (this.m_eventHandlerAssetRequestFinished != null) { this.m_eventHandlerAssetRequestFinished(this); } }
/// <summary> /// 添加引用资源,赋值depAssetResource[] /// </summary> /// <param name="depSO">需要添加的资源</param> /// <param name="index">添加到哪个位置</param> public void AddDep(IAssetResource depSO, int index) { LocalAssetResource assetResource = depSO as LocalAssetResource; if (assetResource != null && this.m_depAssetResources != null && index < this.m_depAssetResources.Length && index >= 0 && !this.HasAssetResource(assetResource)) { this.m_depAssetResources[index] = assetResource; assetResource.AddRef(); } }
/// <summary> /// 设置当前资源,初始化assetResource /// </summary> /// <param name="assetSO"></param> public void SetAsset(IAssetResource assetSO) { if (this.m_assetResource != null) { AssetLogger.Error(string.Format("null != m_assetResource:{0}", this.GetAssetResourceStates())); return; } if (assetSO != null) { this.m_assetResource = assetSO as LocalAssetResource; this.m_assetResource.AddRef(); } }
/// <summary> /// 加载完资源之后回调,主要是添加格子的贴图 /// </summary> /// <param name="assetRequest"></param> public void LoadFinishedEventHandler(IAssetRequest assetRequest) { IAssetResource assetResource = assetRequest.AssetResource; if (assetResource != null) { UnityEngine.Object mainAsset = assetResource.MainAsset; Texture texture = mainAsset as Texture; if (texture != null) { base.renderer.material.mainTexture = texture; } } }
private void OnLoadCursorTextureFinished(IAssetRequest assetRequest) { IAssetResource assetResource = assetRequest.AssetResource; if (null != assetResource) { UnityEngine.Object mainAsset = assetResource.MainAsset; Texture2D texture2D = mainAsset as Texture2D; if (!(null == texture2D)) { string key = assetRequest.Data as string; this.m_dicCursorTexture[key] = texture2D; this.RefreshCursor(); } } }
private void OnLoadCursorTextureFinished(IAssetRequest assetRequest) { IAssetResource assetResource = assetRequest.AssetResource; if (assetResource == null) { return; } UnityEngine.Object mainAsset = assetResource.MainAsset; Texture2D texture2D = mainAsset as Texture2D; if (null == texture2D) { return; } Cursor.SetCursor(texture2D, this.m_vec2HotSpot, CursorMode.ForceSoftware); this.m_dicCursorTexture[this.m_strCursorTextureFile] = texture2D; }
/// <summary> /// 加载Texture完成回调,取得资源显示 /// </summary> /// <param name="assetRequest"></param> private void OnLoadTextureFinished(IAssetRequest assetRequest) { IAssetResource assetResource = assetRequest.AssetResource; if (assetResource == null) { return; } Object mainAsset = assetResource.MainAsset; Texture texture = mainAsset as Texture; if (null == texture) { return; } this.m_uiTexture.mainTexture = texture; this.m_uiTexture.enabled = true; if (this.m_assetRequestOld != null) { this.m_assetRequestOld.Dispose(); this.m_assetRequestOld = null; } }
/// <summary> /// 资源加载完成之后的委托,主要是检测出加载出错的资源,然后设置finished为true,然后加载主资源,添加委托,卸载assetbundle /// </summary> /// <param name="resource"></param> public void AssetComplete(IAssetResource resource) { this.DetectComplete(); }