private void RoleCardImage() { int id = RoleCardData.GetRoleConfigID(); Sprite raw = ABs.Get <Sprite>(FWConsts.ASSET_UI_MAIN, "ui_role_card_".Append(id.ToString())); m_RoleCardImage.sprite = raw; }
public override void Init() { base.Init(); ShipDockApp app = ShipDockApp.Instance; Datas = app.Datas; ABs = app.ABs; UIs = app.UIs; if (mUI == default) { GameObject prefab = ABs.Get(ABName, UIAssetName); GameObject ui = UnityEngine.Object.Instantiate(prefab, UIs.UIRoot.MainCanvas.transform); ParamNotice <MonoBehaviour> notice = Pooling <ParamNotice <MonoBehaviour> > .From(); int id = ui.GetInstanceID(); id.Broadcast(notice); mUI = (T)notice.ParamValue; notice.ToPool(); } else { } UILayer layer = mUI.GetComponent <UILayer>(); SetUIParent(ref layer); mUI.Add(UIModularHandler); }
public AssetsLoader() { mOpertions = new Queue <LoaderOpertion>(); mLoader = Loader.GetAssetBundleLoader(); mLoader.CompletedEvent.AddListener(OnCompleted); if (ShipDockApp.Instance.IsStarted) { ABs = ShipDockApp.Instance.ABs; } else { ABs = new AssetBundles(); } AessetManifest = ABs.GetManifest(); }
public override void Init() { base.Init(); Datas = ShipDockApp.Instance.Datas; ABs = ShipDockApp.Instance.ABs; UIs = ShipDockApp.Instance.UIs; GameObject prefab = ABs.Get(ABName, UIName); GameObject ui = Object.Instantiate(prefab, UIs.UIRoot.MainCanvas.transform); ParamNotice <MonoBehaviour> notice = Pooling <ParamNotice <MonoBehaviour> > .From(); int id = ui.GetInstanceID(); id.Broadcast(notice); mUI = (T)notice.ParamValue; Pooling <ParamNotice <MonoBehaviour> > .To(notice); }
public AssetsLoader() { ResList = new List <string>(); mOpertions = new Queue <LoaderOpertion>(); mLoader = Loader.GetAssetBundleLoader(); mLoader.ApplyLoom = true; mLoader.CompleteEvent.AddListener(OnCompleted); AssetBundles abs = Framework.Instance.GetUnit <AssetBundles>(Framework.UNIT_AB); if (Framework.Instance.IsStarted) { ABs = abs; } else { "warning:".Log("AB包管理器为空,请在 Framework 定制模块中定义"); ABs = new AssetBundles(); } AessetManifest = ABs.GetManifest(); }