コード例 #1
0
        public void syncUpdateModel()
        {
            if (m_bNeedReloadModel)
            {
                if (m_modelRes != null)
                {
                    Ctx.m_instance.m_modelMgr.unload(m_modelRes.GetPath(), null);
                    m_modelRes = null;
                }
                if (m_selfGo != null)
                {
                    UtilApi.Destroy(m_selfGo);
                    m_selfGo = null;
                }

                m_modelRes = Ctx.m_instance.m_modelMgr.getAndSyncLoad <ModelRes>(m_modelResPath);

                selfGo = m_modelRes.InstantiateObject(m_modelResPath);
                attach2Parent();

                m_modelInsDisp.dispatchEvent(this);
            }

            m_bNeedReloadModel = false;
        }
コード例 #2
0
        public string m_path;                          // 目录

        public virtual void onLoadEventHandle(IDispatchObject dispObj)
        {
            ModelRes res = dispObj as ModelRes;

            m_go = res.InstantiateObject(m_path);
            m_go.transform.parent = m_parentTran;
            UtilApi.normalPos(m_go.transform);
        }
コード例 #3
0
 public void linkSkelModel()
 {
     m_modelGo = m_modelRes.InstantiateObject(m_modelRes.GetPath());
     UtilApi.SetParent(m_modelGo, m_skelRootGo);
     if (m_skinRes.refCountResLoadResultNotify.resLoadState.hasSuccessLoaded())
     {
         UtilSkin.skinSkel(m_modelGo, m_skelRootGo, m_skinRes.boneArr);
     }
 }
コード例 #4
0
        // 特效对应的精灵 Prefab 改变
        override public void onSpritePrefabChanged()
        {
            clearEffectRes();

            string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathSpriteAni], m_tableBody.m_aniPrefabName);

            m_effectPrefab = Ctx.m_instance.m_modelMgr.getAndSyncLoad <ModelRes>(path);
            selfGo         = m_effectPrefab.InstantiateObject(path);

            if (m_selfGo == null)
            {
                Ctx.m_instance.m_logSys.log(string.Format("Load SpritePrefab Path = {0} Failed", path));
            }
        }
コード例 #5
0
        public void updateModel()
        {
            if (m_bNeedReloadModel)
            {
                if (m_modelRes != null)
                {
                    Ctx.m_instance.m_modelMgr.unload(m_modelRes.GetPath(), null);
                    m_modelRes = null;
                }
                if (m_selfGo != null)
                {
                    UtilApi.Destroy(m_selfGo);
                    m_selfGo = null;
                }

                LoadParam param;
                param        = Ctx.m_instance.m_poolSys.newObject <LoadParam>();
                param.m_path = m_resPath;

                // 这个需要立即加载
                param.m_loadNeedCoroutine = false;
                param.m_resNeedCoroutine  = false;

                m_modelRes = Ctx.m_instance.m_modelMgr.getAndLoad <ModelRes>(param);
                Ctx.m_instance.m_poolSys.deleteObj(param);

                m_selfGo = m_modelRes.InstantiateObject(m_resPath);
                if (m_bNeedPlaceHolderGo)
                {
                    if (m_placeHolderGo == null)
                    {
                        m_placeHolderGo = new UnityEngine.GameObject();
                        UtilApi.SetParent(m_placeHolderGo, m_pntGo, false);
                    }
                    UtilApi.SetParent(m_selfGo, m_placeHolderGo, false);
                }
                else
                {
                    UtilApi.SetParent(m_selfGo, m_pntGo, false);
                }
            }

            m_bNeedReloadModel = false;
        }
コード例 #6
0
        public virtual void onLoadEventHandle(IDispatchObject dispObj)
        {
            m_res = dispObj as ModelRes;
            if (m_res.refCountResLoadResultNotify.resLoadState.hasSuccessLoaded())
            {
                Ctx.m_instance.m_logSys.debugLog_1(LangItemID.eItem0, m_res.GetPath());

                m_selfGo = m_res.InstantiateObject(m_path);
                m_selfGo.transform.SetParent(m_selfLocalGo.transform, false);

                // 不是使用 m_resLoadMgr.load 接口加载的资源,不要使用 m_resLoadMgr.unload 去卸载资源
                // 卸载资源
                //Ctx.m_instance.m_resLoadMgr.unload(m_res.GetPath());
            }
            else if (m_res.refCountResLoadResultNotify.resLoadState.hasFailed())
            {
                m_res = dispObj as ModelRes;
                Ctx.m_instance.m_logSys.debugLog_1(LangItemID.eItem1, m_res.GetPath());

                // 卸载资源
                //Ctx.m_instance.m_resLoadMgr.unload(m_res.GetPath());
            }
        }
コード例 #7
0
        public virtual void onLoadEventHandle(IDispatchObject dispObj)
        {
            m_res = dispObj as ModelRes;
            if (m_res.refCountResLoadResultNotify.resLoadState.hasSuccessLoaded())
            {
                Ctx.m_instance.m_logSys.debugLog_1(LangItemID.eItem0, m_res.GetPath());

                m_selfGo = m_res.InstantiateObject(m_path);
                m_selfGo.transform.SetParent(m_selfLocalGo.transform, false);

                // 不是使用 m_resLoadMgr.load 接口加载的资源,不要使用 m_resLoadMgr.unload 去卸载资源
                // 卸载资源
                //Ctx.m_instance.m_resLoadMgr.unload(m_res.GetPath());
            }
            else if (m_res.refCountResLoadResultNotify.resLoadState.hasFailed())
            {
                m_res = dispObj as ModelRes;
                Ctx.m_instance.m_logSys.debugLog_1(LangItemID.eItem1, m_res.GetPath());

                // 卸载资源
                //Ctx.m_instance.m_resLoadMgr.unload(m_res.GetPath());
            }
        }
コード例 #8
0
        // 特效对应的精灵 Prefab 改变
        override public void onSpritePrefabChanged()
        {
            clearEffectRes();

            string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathSpriteAni], m_tableBody.m_aniPrefabName);
            m_effectPrefab = Ctx.m_instance.m_modelMgr.getAndSyncLoad<ModelRes>(path);
            selfGo = m_effectPrefab.InstantiateObject(path);

            if(m_selfGo == null)
            {
                Ctx.m_instance.m_logSys.log(string.Format("Load SpritePrefab Path = {0} Failed", path));
            }
        }
コード例 #9
0
ファイル: AuxDynModel.cs プロジェクト: zhutaorun/unitygame
        public void syncUpdateModel()
        {
            if (m_bNeedReloadModel)
            {
                if(m_modelRes != null)
                {
                    Ctx.m_instance.m_modelMgr.unload(m_modelRes.GetPath(), null);
                    m_modelRes = null;
                }
                if(m_selfGo != null)
                {
                    UtilApi.Destroy(m_selfGo);
                    m_selfGo = null;
                }

                m_modelRes = Ctx.m_instance.m_modelMgr.getAndSyncLoad<ModelRes>(m_modelResPath);

                selfGo = m_modelRes.InstantiateObject(m_modelResPath);
                attach2Parent();

                m_modelInsDisp.dispatchEvent(this);
            }

            m_bNeedReloadModel = false;
        }