コード例 #1
0
 public void AddPhyRes(string resPath, PhyResouce phyRes)
 {
     if (GetPhyRes(resPath) != null)
     {
         return;
     }
     phyResDic[resPath] = phyRes;
 }
コード例 #2
0
        public UnityEngine.Object getInitiateObject()
        {
            PhyResouce pRes = ResourceManager.Instance.GetPhyRes(resPath);

            if (pRes != null)
            {
                UnityEngine.Object obj = pRes.assetBundle.mainAsset;
                return(GameObject.Instantiate(obj));
            }
            return(null);
        }
コード例 #3
0
ファイル: LoadProcess.cs プロジェクト: hw233/ultimate_war-
        private void OnSceneLoadComplete()
        {
            LogicResouce lRes = ResourceManager.Instance.GetLogicRes(SceneRes);

            //LogicResourceBuilder builder = null;
            LightmapSettings.lightmapsMode = LightmapsMode.Single;
            LightmapSettings.lightmapsMode = LightmapsMode.Single;


            Dictionary <int, Texture2D> lightMapDic = new Dictionary <int, Texture2D>();

            foreach (string s in lRes.phyResList)
            {
                if (s.Contains("LightmapFar"))
                {
                    string[] strs = s.Split(new char[] { '-', '.' });
                    if (strs != null && strs.Length > 0)
                    {
                        int index = Int32.Parse(strs[strs.Length - 2]);//strs[Length - 1];
                        if (lightMapDic.ContainsKey(index))
                        {
                        }
                        else
                        {
                            lightMapDic.Add(index, ResourceManager.Instance.GetPhyRes(s).getTexture());
                        }
                    }
                }
                if (s.Contains("LightProbe"))
                {
                    PhyResouce probe = ResourceManager.Instance.GetPhyRes(s);
                    if (probe != null)
                    {
                        LightProbes probes = (LightProbes)probe.assetBundle.mainAsset;
                        LightmapSettings.lightProbes = probes;
                    }
                }
            }
            LightmapData[] ldarr = new LightmapData[lightMapDic.Count];
            foreach (KeyValuePair <int, Texture2D> kv in lightMapDic)
            {
                LightmapData ld = new LightmapData();
                ld.lightmapFar = kv.Value;
                ldarr[kv.Key]  = ld;
            }
            LightmapSettings.lightmaps = ldarr;



            PhyResouce res = ResourceManager.Instance.GetPhyRes(SceneRes);

            UnityEngine.Object obj = res.assetBundle.mainAsset;
            GameObject.Instantiate(obj);
        }
コード例 #4
0
ファイル: LoadProcess.cs プロジェクト: hw233/ultimate_war-
 private bool isAllLogicRootComplete()
 {
     foreach (LogicLoadRequest r in logicReqDic.Values)
     {
         PhyResouce res = ResourceManager.Instance.GetPhyRes(r.resPath);
         if (res == null)
         {
             return(false);
         }
     }
     return(true);
 }
コード例 #5
0
        //
        public void Update()
        {
            if (loadProcess != null)
            {
                if (loadProcess.isLoading == true)
                {
                    loadProcess.Update();
                }
            }

            List <string> removeLoadList = new List <string>();

            //遍历loadimplement
            foreach (LoadImplement l in loadImplDic.Values)
            {
                if (l.www.isDone == true)
                {
                    if (l.www.error == null)
                    {
                        if (l.createReq == null)
                        {
                            l.createReq = AssetBundle.CreateFromMemory(l.www.bytes);
                        }
                        if (l.createReq.isDone == true)
                        {
                            // GameDefine.GameMethod.DebugError("Load Res Success:" + l.resPath);
                            PhyResouce phyRes = new PhyResouce();
                            phyRes.resPath     = l.resPath;
                            phyRes.phyResType  = l.phyResType;
                            phyRes.assetBundle = l.createReq.assetBundle;
                            //if(phyResDic.ContainsKey(phyRes.resPath) == true)
                            //{
                            //    Debug.LogError("already have:"+phyRes.resPath);
                            //}
                            //else
                            // Debug.LogError("phy res :" + phyRes.resPath);
                            phyResDic.Add(phyRes.resPath, phyRes);
                            // }
                            removeLoadList.Add(l.resPath);
                        }
                    }
                    else
                    {
                        GameDefine.GameMethod.DebugError("Load Res Failed:" + l.www.url + "======" + l.resPath + " error is:" + l.www.error.ToString());
                        removeLoadList.Add(l.resPath);
                    }
                }
            }
            foreach (string s in removeLoadList)
            {
                LoadImplement l = getLoadImplement(s);
                if (l.onResLoaded != null)
                {
                    l.onResLoaded(l.resPath);
                }
                loadImplDic.Remove(s);
            }

            List <string> removeBuilderList = new List <string>();

            foreach (LogicResourceBuilder builder in logicResBuilder.Values)
            {
                bool allLoaded = true;
                foreach (string s in builder.resLists)
                {
                    if (GetPhyRes(s) == null)
                    {
                        allLoaded = false;
                        break;
                    }
                }
                if (allLoaded == true)
                {
                    removeBuilderList.Add(builder.resPath);
                    if (builder.onLogicResourceBuilded != null)
                    {
                        builder.onLogicResourceBuilded(builder.resPath);
                    }
                    LogicResouce logicRes = new LogicResouce();
                    logicRes.resPath      = builder.resPath;
                    logicRes.logicResType = builder.logicResType;
                    logicRes.phyResList   = builder.resLists;
                    if (logicResDic.ContainsKey(logicRes.resPath) == true)
                    {
                        logicResDic[logicRes.resPath] = logicRes;
                    }
                    else
                    {
                        logicResDic.Add(logicRes.resPath, logicRes);
                    }


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
                }
            }
            foreach (string s in removeBuilderList)
            {
                logicResBuilder.Remove(s);
            }
            //
        }