コード例 #1
0
        public void CreateLayer(SceneLayerType type, string layerName, int instanceID, string resPath, Action <SceneLayer> onComplete)
        {
            GameObject layerPrefab = null;

            switch (type)
            {
            case SceneLayerType.ThreeD:
                layerPrefab = PrefabThreeDSceneLayer;
                break;

            case SceneLayerType.UI:
                layerPrefab = PrefabUISceneLayer;
                break;
            }
            if (layerPrefab == null)
            {
                Debug.LogError("SceneManager:CreateLayer layerPrefab is null");
                onComplete(null);
            }
            var layerGo = GameObject.Instantiate <GameObject>(layerPrefab);
            var layer   = layerGo.GetComponent <SceneLayer>();

            layer.SetName(layerName);
            layerGo.name = string.Format("{0}_{1}_LayerRoot", layerName, instanceID);

            AddLayerToLoadingRoot(layer);

            var iter = AssetLoader.Instance.LoadAsset <GameObject>(resPath, (p, asset) => {
                OnLoadLayerAssetComplete(layer, asset, onComplete);
            });

            m_coroutineManager.StartCorcoutine(iter);
        }
コード例 #2
0
 public void StartLoadAllConfigData()
 {
     m_coroutineHelper.StartCorcoutine(m_configDataLoader.LoadAllConfigData((res) => {
         if (!res)
         {
             Debug.Log("ConfigDataLoader Init Error");
         }
     }));
 }
コード例 #3
0
ファイル: AssetLoader.cs プロジェクト: CyberSys/Mugen3D
 public void StartLoadAssetCoroutine <T>(string path, Action <string, T> onEnd) where T : UnityEngine.Object
 {
     m_coroutineManager.StartCorcoutine(LoadAsset(path, onEnd));
 }