コード例 #1
0
        public void LoadTexture(string path)
        {
            if (m_RawImage == null)
            {
                return;
            }

            m_RawImage.texture = null;
            if (m_AutoHide)
            {
                m_RawImage.enabled = false;
            }
            if (m_ResLoader != null)
            {
                m_ResLoader.ReleaseAllRes();
            }

            m_TexturePath = path;

            if (string.IsNullOrEmpty(m_TexturePath))
            {
                return;
            }

            if (m_ResLoader == null)
            {
                m_ResLoader = ResLoader.Allocate("AyncTexture");
            }

            m_ResLoader.Add2Load(m_TexturePath, OnResLoadFinish);
            m_ResLoader.LoadAsync();
        }
コード例 #2
0
        private void LoadNextPanelRes()
        {
            if (m_NextPanelResLoader != null)
            {
                m_NextPanelResLoader.ReleaseAllRes();
            }
            else
            {
                m_NextPanelResLoader = ResLoader.Allocate("SwitchAnimPanel");
            }

            if (m_OpenParam.nextPanelUIID < 0)
            {
                OnNextPanelResLoadFinish();
            }

            UIData data = UIDataTable.Get(m_OpenParam.nextPanelUIID);

            if (data == null)
            {
                return;
            }

            UIMgr.CollectDynamicResource(data, m_NextPanelResLoader, m_OpenParam.args);

            m_NextPanelResLoader.Add2Load(data.fullPath);

            m_NextPanelResLoader.LoadAsync(OnNextPanelResLoadFinish);
        }
コード例 #3
0
        private static AppConfig LoadInstance()
        {
            ResLoader loader = ResLoader.Allocate("AppConfig", null);

            UnityEngine.Object obj = loader.LoadSync(ProjectPathConfig.appConfigPath);
            if (obj == null)
            {
                Log.w("Not Find App Config, Will Use Default App Config.");
                loader.ReleaseAllRes();
                obj = loader.LoadSync(ProjectPathConfig.DEFAULT_APP_CONFIG_PATH);
                if (obj == null)
                {
                    Log.e("Not Find Default App Config File!");
                    loader.Recycle2Cache();
                    loader = null;
                    return(null);
                }
            }

            //Log.i("Success Load App Config.");
            s_Instance = obj as AppConfig;

            AppConfig newAB = GameObject.Instantiate(s_Instance);

            s_Instance = newAB;

            loader.Recycle2Cache();

            return(s_Instance);
        }
コード例 #4
0
ファイル: SceneMgr.cs プロジェクト: moto2002/Hunter
        public bool LoadBuildInSceneSync(string sceneName, LoadSceneMode mode = LoadSceneMode.Single)
        {
            if (m_CurrentLoader != null)
            {
                m_CurrentLoader.ReleaseAllRes();
                m_CurrentLoader.Recycle2Cache();
                m_CurrentLoader = null;
            }

            try
            {
                SceneManager.LoadScene(sceneName, mode);
            }
            catch (Exception e)
            {
                Log.e("SceneManager LoadBuildInSceneSysn Failed! SceneName:" + sceneName);
                Log.e(e);
                return(false);
            }

            return(true);
        }
コード例 #5
0
        public void PrepareTransition()
        {
            if (m_ResLoader == null)
            {
                m_ResLoader = ResLoader.Allocate("FadeInOutAnim");
            }
            else
            {
                m_ResLoader.ReleaseAllRes();
            }

            m_ResLoader.Add2Load("SwitchAnimShaderAnim", OnResLoadFinish);

            m_ResLoader.LoadAsync();
        }
コード例 #6
0
        public void Load(string sprite)
        {
            if (m_SpriteRenderer == null)
            {
                return;
            }

            if (string.IsNullOrEmpty(sprite))
            {
                return;
            }

            if (m_Loader != null)
            {
                m_Loader.ReleaseAllRes();
            }
            else
            {
                m_Loader = ResLoader.Allocate("AsyncSpriteRenderer");
            }

            m_SpriteName = sprite;

            m_Loader.Add2Load(sprite, (result, res) =>
            {
                if (result)
                {
                    m_SpriteRenderer.sprite = res.asset as Sprite;
                }
            });

            if (m_IsAsync)
            {
                m_Loader.LoadAsync();
            }
            else
            {
                m_Loader.LoadSync();
            }
        }