private void OnGUI() { //释放所有ab if (GUILayout.Button("释放所有ab")) { AssetMgr.dispose(true); } //释放所有池子 if (GUILayout.Button("释放所有池子")) { PoolMgr.Instance.onDispose(); } //释放一个池子 if (GUILayout.Button("释放一个池子")) { if (roleObj != null) { string resName = roleObj.GetComponent <PoolObj>().resName; PoolMgr.Instance.disposePool(resName); UnityEngine.Debug.LogError("释放池子 " + resName); } } //创建一个模型 if (GUILayout.Button("创建一个模型")) { //watch.Start(); string role = "AssetBundle/Prefabs/model/role_ueman/model/role_ueman"; UnityEngine.Debug.LogError("加载role_ueman"); PoolMgr.Instance.getObj(role, onLoadUEManFinish); //UnityEngine.Debug.LogError("取消加载role_ueman"); //PoolMgr.Instance.unLoad(role, onLoadUEManFinish); } //回收一个模型 if (GUILayout.Button("回收一个模型")) { PoolMgr.Instance.recyleObj(roleObj); } //设置img的sprite if (GUILayout.Button("设置img的sprite")) { if (img != null) { string spName = "CZ_5".ToLower(); PoolMgr.Instance.getObj(spName, (sp, resName) => { img.sprite = sp; }); } else { UnityEngine.Debug.LogError("img == null "); } } //预加载模型 if (GUILayout.Button("预加载")) { watch.Start(); foreach (var item in preLoads) { E_PoolType pType = item.Key; int cacheCount = pType == E_PoolType.Model ? 3 : pType == E_PoolType.UICache ? 2 : 0; for (int i = 0; i < item.Value.Count; i++) { PoolMgr.Instance.preLoad(item.Value[i], preLoadCount, E_PoolMode.Overall, pType, cacheCount); } } } //打开技能UI if (GUILayout.Button("打开技能UI")) { string uiName = "assetbundle/prefabs/ui/BottomSkillUI"; PoolMgr.Instance.getObj(uiName, onLoadSkillUIFinish); } }