コード例 #1
0
        public static void Load_Asyn <T>(string path, string name, Action <T> action) where T : UnityEngine.Object
        {
#if UNITY_EDITOR
            T asset = AssetDatabase.LoadAssetAtPath <T>(CombinePath(path, name));
            if (asset == null)
            {
                Looog.Error("异步加载资源失败! ", "读取路径:", path, name);
            }
            action(asset);
#else
#endif
        }
コード例 #2
0
        /// <summary>
        /// 同步加载(编辑器下和真机下的路径需要区分下)
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <param name="name"></param>
        /// <returns></returns>
        public static T Load <T>(string path, string name) where T : UnityEngine.Object
        {
#if UNITY_EDITOR
            T asset = AssetDatabase.LoadAssetAtPath <T>(CombinePath(path, name));
            if (asset == null)
            {
                Looog.Error("加载资源失败! ", "读取路径:", path, name);
            }
            return(asset);
#else
#endif
        }
コード例 #3
0
 public virtual void Thaw()
 {
     Looog.Warn(name, " Thaw ---------------");
     SafeUtil.DoAction(callback_thaw);
 }
コード例 #4
0
 //非首层显示,但是没有关闭,依然有可能需要刷新
 public virtual void Freeze()
 {
     Looog.Warn(name, " Freeze ---------------");
     SafeUtil.DoAction(callback_freeze);
 }
コード例 #5
0
 public virtual void Hide()
 {
     Looog.Warn(name, " Hide ---------------");
     transform.gameObject.SetActive(false);
     SafeUtil.DoAction(callback_hide);
 }
コード例 #6
0
 public virtual void Show()
 {
     Looog.Warn(name, " Show ---------------");
     transform.gameObject.SetActive(true);
     SafeUtil.DoAction(callback_show);
 }