コード例 #1
0
 public static FResManager getInstance()
 {
     if (m_inst == null)
     {
         m_inst = new FResManager();
     }
     return(m_inst);
 }
コード例 #2
0
        public override void stop()
        {
            UnityEngine.Object prefab = FResManager.getInstance().getRes(FResID.PREFAB);
            if (prefab == null)
            {
                Debug.LogError("请先执行" + typeof(FLoadAsset).FullName + "(FResID.PREFAB)");
                return;
            }
            GameObject go = GameObject.Instantiate(prefab, m_parent) as GameObject;

            FResManager.getInstance().setRes(FResID.GAMEOBJECT, go);
        }
コード例 #3
0
ファイル: FGenImage.cs プロジェクト: mengtest/x1
        public override void stop()
        {
            GameObject go = new GameObject("genTexture");

            go.transform.parent           = m_parent;
            go.transform.localPosition    = Vector3.zero;
            go.transform.localEulerAngles = Vector3.zero;
            go.transform.localScale       = Vector3.one;

            Sprite sprite = FResManager.getInstance().getRes(FResID.SPRITE) as Sprite;

            if (sprite == null)
            {
                Debug.LogError("请先执行" + typeof(FLoadAsset).FullName + "(FResID.SPRITE)");
                return;
            }
            Image imgCtrl = go.AddComponent <Image> ();

            imgCtrl.sprite = sprite;
            imgCtrl.SetNativeSize();
        }
コード例 #4
0
        public override void stop()
        {
            UnityEngine.Object res = FResManager.getInstance().getRes(m_resId);
            switch (m_resId)
            {
            case FResID.ASSETBUNDLE:
                (res as UnityEngine.AssetBundle).Unload(false);
                break;

            case FResID.PREFAB:
                // UnloadAsset may only be used on individual assets and can not be used on GameObject's / Components or AssetBundles
                break;

            case FResID.TEXTURE:
                UnityEngine.Resources.UnloadAsset(res);
                break;

            case FResID.SPRITE:
                UnityEngine.Resources.UnloadAsset(res);
                break;

            case FResID.FONT:
                UnityEngine.Resources.UnloadAsset(res);
                break;

            case FResID.AUDIO:
                UnityEngine.Resources.UnloadAsset(res);
                break;

            case FResID.FX:
                UnityEngine.Resources.UnloadAsset(res);
                break;

            default:
                UnityEngine.Resources.UnloadAsset(res);
                break;
            }
            FResManager.getInstance().setRes(m_resId, null);
        }
コード例 #5
0
ファイル: FUIManager.cs プロジェクト: mengtest/x1
        public void pushPanel(string uiName, loaded_callback loaded)
        {
            FSequence seq = new FSequence();

            seq.addAction(new FLoadAsset(FResID.PREFAB, "gui/" + uiName));
            seq.addAction(new FGenGameObject(m_canvas.transform));
            seq.addAction(new FUnloadAsset(FResID.PREFAB));
            seq.addAction(new FCallFunc(delegate() {
                GameObject go = FResManager.getInstance().getRes(FResID.GAMEOBJECT) as GameObject;
                go.name       = uiName;
                FLuaBehaviour luaBehaviour = go.GetComponent <FLuaBehaviour> ();
                if (luaBehaviour == null)
                {
                    luaBehaviour = go.AddComponent <FLuaBehaviour> ();
                }

                if (loaded != null)
                {
                    loaded(go);
                }
            }));
            this.runAction(seq);
        }
コード例 #6
0
 public override void stop()
 {
     FResManager.getInstance().setRes(FResID.ASSETBUNDLE, m_request.assetBundle);
 }
コード例 #7
0
ファイル: FLoadBundleAsset.cs プロジェクト: mengtest/x1
 public override void stop()
 {
     FResManager.getInstance().setRes(m_resId, m_request.asset);
 }
コード例 #8
0
ファイル: FLoadBundleAsset.cs プロジェクト: mengtest/x1
 public override void start(System.Object obj)
 {
     UnityEngine.AssetBundle bundle = FResManager.getInstance().getRes(FResID.ASSETBUNDLE) as UnityEngine.AssetBundle;
     m_request = bundle.LoadAssetAsync(m_resPath.ToLower());   // AssetBundle中所有资源名称和路径都是小写
 }