public T GetTexture <T> (string _name, int _index, Action <T, string> _callBack, bool _doNotDispose) where T : UnityEngine.Object { TextureFactoryUnit2 <T> unit; Dictionary <string, ITextureFactoryUnit> tmpDic; if (_doNotDispose) { tmpDic = dic; } else { tmpDic = dicWillDispose; } if (!tmpDic.ContainsKey(_name)) { unit = new TextureFactoryUnit2 <T> (_name); tmpDic.Add(_name, unit); } else { unit = tmpDic [_name] as TextureFactoryUnit2 <T>; } return(unit.GetTexture(_index, _callBack)); }
public T GetTexture <T>(string _name, int _index, Action <T> _callBack, bool _doNotDispose) where T : UnityEngine.Object { ITextureFactoryUnit unit; Dictionary <string, ITextureFactoryUnit> tmpDic; if (_doNotDispose) { tmpDic = dic; } else { tmpDic = dicWillDispose; } if (!tmpDic.TryGetValue(_name, out unit)) { unit = new TextureFactoryUnit2 <T>(_name); tmpDic.Add(_name, unit); } return((unit as TextureFactoryUnit2 <T>).GetTexture(_index, _callBack)); }