public void OnLoadSucc(string source, UnityObject unityObj) { SingletonManager.Get <SubProgressBlackBoard>().Step(); var manager = new InputManager(); if (!_inputContext.hasUserInputManager) { var helper = new UserInputHelper(manager); _inputContext.SetUserInputManager(manager, helper); } { var cfg = unityObj.As <TextAsset>(); if (null != cfg) { var content = cfg.text; var inputCfg = InputConfigLoader <InputConfig> .Load(content); _inputContext.userInputManager.Instance.SetConfig(inputCfg); } else { Logger.Error("Cfg is null or not text asset"); } } _sessionState.FullfillExitCondition(typeof(InputConfigInitSystem)); }
public void OnLoadSucc(string source, UnityObject unityObj) { var assetInfo = unityObj.Address; var asset = unityObj.As <TextAsset>(); if (null == asset) { Logger.ErrorFormat("Asset {0}:{1} Load Fialed ", assetInfo.BundleName, assetInfo.AssetName); return; } _cfg = asset.text; if (null == _parser) { Logger.ErrorFormat("instance to parse config {0} is null ", typeof(T)); return; } Logger.InfoFormat("ParseConfig {0}:{1}", assetInfo.BundleName, assetInfo.AssetName); if (forceMainThread == false) { ThreadPool.QueueUserWorkItem(ParseConfig, this); } else { ParseConfig(); } SingletonManager.Get <SubProgressBlackBoard>().Step(); }
public void OnLoadSucc(object source, UnityObject unityObj) { var assetInfo = unityObj.Address; if (source is Image) { Texture2D tex = unityObj.As <Texture2D>(); Sprite sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero, 100, 0, SpriteMeshType.FullRect); ReturnGameObject(sprite, assetInfo); } else if (source is RawImage) { ReturnGameObject(unityObj.As <Texture>(), assetInfo); } SetTexture(source, cache[assetInfo.BundleName][assetInfo.AssetName].Dequeue()); }
protected override void OnLoadSuccImpl(UnityObject unityObj) { if (unityObj.AsObject != null) { var asset = unityObj.As <ShaderVariantCollection>(); _logger.InfoFormat("ShaderVariantCollection:{0}, {1}", asset, unityObj.AsObject.GetType()); if (null != asset) { asset.WarmUp(); } } }
private void OnOCDataLoaded(string source, UnityObject unityObj) { var ocData = unityObj.As <TextAsset>(); _ocParam.OCData = ocData == null ? null : ocData.bytes; var ocController = OcclisionCullingControllerFactory.CreateController(_levelType, _ocParam); _contexts.session.clientSessionObjects.OCController = ocController; _sessionState.FullfillExitCondition(typeof(InitOcclusionCullingControllerSystem)); }
public void OnLoadSucc(string source, UnityObject unityObj) { { var asset = unityObj.As <Material>(); if (null == asset) { return; } _contexts.player.flagSelfEntity.throwingLine.Go.GetComponent <MeshRenderer>().material = asset; _assetLoaded = true; } }
public void OnLoadSucc(string source, UnityObject unityObj) { _logger.DebugFormat("OnLoadSucc {0} ", unityObj.Address); TextAsset asset = unityObj.As <TextAsset>(); if (asset == null) { _logger.Error("Null animation config for equipment"); } else { ParseAnimationConfig(asset.text); } ParseComplete(); }
protected override void OnLoadSuccImpl(UnityObject unityObj) { var asset = unityObj.As <TextAsset>(); if (null != asset) { var config = XmlConfigParser <SpeedCurveConfig> .Load(asset.text); SingletonManager.Get <CharacterStateConfigManager>().AirMoveCurve = config.AirMoveCurve.toCurve(); List <MovementCurveInfo> movementCurve = new List <MovementCurveInfo>(); foreach (var info in config.MovementCurveInfos) { movementCurve.Add(info.ToMovementCurveInfo()); } SingletonManager.Get <CharacterStateConfigManager>().MovementCurve = movementCurve; } }
public void LoadedTerrainData(Object obj, UnityObject asset) { --_loadingDataCount; var terrainName = asset.Address.AssetName; var data = asset.As <TextAsset>(); if (data == null) { if (_cachedTerrain.ContainsKey(terrainName)) { var terrainData = _cachedTerrain[terrainName].terrainData; var heightMap = terrainData.GetHeights(0, 0, terrainData.heightmapResolution, terrainData.heightmapResolution); if (!_detailManager.TerrainLoaded(_cachedTerrain[terrainName], _cachedDetailDist[terrainName], _minPosMap[terrainName], heightMap)) { logger.ErrorFormat("{0} will not have grass", terrainName); } // if (!_treeManager.TerrainLoaded(_cachedTerrain[terrainName], _cachedTreeDist[terrainName], // _minPosMap[terrainName], heightMap)) // logger.ErrorFormat("{0} will not have tree", terrainName); } else { logger.ErrorFormat("wrong loaded terraindata name: {0}", terrainName); } } else { if (_cachedTerrain.ContainsKey(terrainName)) { if (!_detailManager.TerrainLoaded(data, _cachedTerrain[terrainName], _cachedDetailDist[terrainName], _minPosMap[terrainName])) { logger.ErrorFormat("{0} will not have grass", terrainName); } // if (!_treeManager.TerrainLoaded(data, _cachedTerrain[terrainName], _cachedTreeDist[terrainName], // _minPosMap[terrainName])) // logger.ErrorFormat("{0} will not have tree", terrainName); } } }
public void OnLoadSucc(string source, UnityObject unityObj) { var assetInfo = unityObj.Address; var obj = unityObj.As <TextAsset>(); foreach (var cfg in _configs) { if (assetInfo.AssetName.Equals(cfg.Asset)) { if (null != cfg.OnReload) { cfg.OnReload(obj as TextAsset); } else { CommonReload(obj as TextAsset, cfg.Parser); } } } }
public void LoadedTerrainData(Object obj, UnityObject asset) { --_loadingDataCount; var terrainName = asset.Address.AssetName; var data = asset.As <TextAsset>(); if (data == null) { if (_cachedTerrain.ContainsKey(terrainName)) { try { if (!_detailManager.TerrainLoaded(_cachedTerrain[terrainName], _cachedDetailDist[terrainName])) { logger.ErrorFormat("unmatch parameter in {0}", terrainName); } } catch (Exception e) { logger.Error(terrainName + "\n" + e.Message + "\n" + e.StackTrace); throw e; } } else { logger.ErrorFormat("wrong loaded terraindata name: {0}", terrainName); } } else { if (_cachedTerrain.ContainsKey(terrainName)) { if (!_detailManager.TerrainLoaded(data, _cachedTerrain[terrainName], _cachedDetailDist[terrainName])) { logger.ErrorFormat("unmatch parameter in {0}", terrainName); } } } }
public void OnLoadSucc(string source, UnityObject unityObj) { SingletonManager.Get <SubProgressBlackBoard>().Step(); if (!Luminosity.IO.InputManager.Exists) { Logger.ErrorFormat("No Luminosity.IO.InputManager exist"); } else { var cfg = unityObj.As <TextAsset>(); if (null != cfg) { var content = cfg.bytes; Luminosity.IO.InputManager.Load(content); } else { Logger.Error("Cfg is null or not text asset"); } } _sessionState.FullfillExitCondition(typeof(InputManagerConfigInitSystem)); }