private GameObject GetGameObject(Resource res) { UnityEngine.Object prefab = res.GetAsset(res.path); GameObject go = (GameObject)GameObject.Instantiate(prefab); return(go); }
private void OnResourceLoaded(Resource res) { if (m_cResource != null) { m_cResource.Release(); } m_cResource = res; m_cResource.Retain(); UnityEngine.Object objPrefab = m_cResource.GetAsset(null); this.MainGO = GameObject.Instantiate(objPrefab) as GameObject; if (this.MainGO != null) { this.MainGO.transform.SetParent(ViewSys.Instance.Root2D.transform, false); this.MainGO.name = this.viewName; } this._subViews = this.BuildSubViews(); if (this._subViews != null) { int count = this._subViews.Count; for (int i = 0; i < count; ++i) { this._subViews[i].viewController = this; } } if (this.MainGO != null) { this.MainGO.SetActive(false); } OnResLoad(); }
private void OnResLoadCache(Resource res, string path) { if (res.isSucc) { ResourceObjectQueue resQueue = m_dicGO[path]; resQueue.prefab = res.GetAsset(path); resQueue.isDone = true; List <CacheCallbackStruct> lstCallbackStruct = null; if (m_dicCacheCallback.TryGetValue(path, out lstCallbackStruct)) { while (lstCallbackStruct.Count > 0) { var callbackStruct = lstCallbackStruct[0]; lstCallbackStruct.RemoveAt(0); if (!callbackStruct.isPrefab) { for (int i = 0; i < callbackStruct.count; i++) { var go = GetGameObject(resQueue.prefab, path); SaveObject(path, go); } } callbackStruct.callback.Invoke(path); } } } else { CLog.LogError("加载GameObject资源" + path + "失败"); } }
public static GameObject GetGameObject(Resource res, string name) { var prefab = (GameObject)res.GetAsset(name); if (prefab != null) { return(GameObject.Instantiate(prefab)); } return(null); }
private void OnLoadManifest(Resource res, string path) { if (res.isSucc) { m_cManifest = (AssetBundleManifest)res.GetAsset(null); } else { CLog.LogError("AssetBundleFile文件初始化失败!"); } if (m_cCallback != null) { var callback = m_cCallback; m_cCallback = null; callback.Invoke(res.isSucc); } }
private void OnResourceLoaded(Resource res, string path) { if (m_cResource != null) { m_cResource.Release(); } m_cResource = res; m_cResource.Retain(); UnityEngine.Object objPrefab = m_cResource.GetAsset(path); this.MainGO = GameObject.Instantiate(objPrefab) as GameObject; if (this.MainGO != null) { this.MainGO.transform.SetParent(ViewSys.Instance.Root2D.transform, false); this.MainGO.name = this.viewName; } this._subViews = this.BuildSubViews(); if (this._subViews != null) { int count = this._subViews.Count; for (int i = 0; i < count; ++i) { this._subViews[i].viewController = this; } } if (this.MainGO != null) { Canvas canvas = this.MainGO.AddComponentOnce <Canvas>(); canvas.overrideSorting = true; this.MainGO.AddComponentOnce <UIViewMono>(); canvas.sortingOrder = 0; } if (this.MainGO != null) { this.MainGO.SetActive(false); } OnResLoad(); }