IEnumerator _LoadFromBundle(int _costumeID, bool _isMine) { Logger.E("costumeID: " + _costumeID); AssetBundle ab = AssetBundle.LoadFromFile(BundleManager.instance.GetItemLoadPath(DownloadType.ASSET, 6, _costumeID)); GameObject objHero = (GameObject)ab.LoadAsset(_costumeID + "_1", typeof(GameObject)); _SpineObject hero = objHero.GetComponent <_SpineObject> (); if (hero) { Logger.E("hero not null"); spineHero = Instantiate(hero, this.transform); if (_isMine) { SetMyPartBack(); } yield return(_WFSUtility.wef); spineHero.transform.localEulerAngles = Vector3.zero; //if (_costumeID == 3) //{ // spineHero.transform.localScale = scaleLuBu; // spineHero.transform.localPosition = posLuBu; //} //else if (_costumeID == 7) //{ spineHero.transform.localScale = Vector3.one; spineHero.transform.localPosition = posLuBu; //} spineHero.StartRandomMove(); } ab.Unload(false); }
IEnumerator _LoadFromBundle(int _costumeID) { _SpineObject hero = BundleManager.instance.LoadFromBundle(_costumeID); if (hero) { Reset(); yield return(_WFSUtility.wef); spineHero = Instantiate(hero, this.transform); yield return(_WFSUtility.wef); spineHero.transform.localEulerAngles = Vector3.zero; spineHero.transform.localPosition = Vector3.one; //if (_costumeID == 10) // spineHero.transform.localScale = scaleLubu; //else //spineHero.transform.localScale = Vector3.one; spineHero.StartStandRandomMove(); } }
public _SpineObject LoadFromBundle(int _costumeID) { AssetBundle ab = AssetBundle.LoadFromFile(GetItemLoadPath(DownloadType.ASSET, 6, _costumeID)); GameObject objHero = (GameObject)ab.LoadAsset(_costumeID + "_0", typeof(GameObject)); _SpineObject hero = objHero.GetComponent <_SpineObject> (); ab.Unload(false); return(hero); //if (!dictStandHeroes.ContainsKey (_costumeID)) //{ // AssetBundle ab = AssetBundle.LoadFromFile (GetItemLoadPath (DownloadType.ASSET, 6, _costumeID)); // GameObject objHero = (GameObject) ab.LoadAsset (_costumeID + "_0", typeof (GameObject)); // _SpineObject hero = objHero.GetComponent<_SpineObject> (); // dictStandHeroes.Add (_costumeID, hero); // ab.Unload (false); // return hero; //} //else //{ // return dictStandHeroes[_costumeID]; //} }