public override void ProcessEvent(MsgBase msg) { switch (msg.msgId) { case (ushort)LoadingEvent.Initial: { } break; case (ushort)LoadingEvent.Loading: { Debug.Log(" bundle comback !!"); AssetResponseMsg tmpMsg = (AssetResponseMsg)msg; // Resources.load UnityEngine.Object[] tmpObj = tmpMsg.GetBundleRes("Loading", "Loading.prefab"); GameObject tmpGame = GameObject.Instantiate(tmpObj[0]) as GameObject; tmpObj = tmpMsg.GetBundleRes("Regist", "Regist.prefab"); tmpGame = GameObject.Instantiate(tmpObj[0]) as GameObject; } break; default: break; } }
public override void ProcessEvent(MsgBase msg) { switch (msg.msgId) { case (ushort)TestBagEvents.Initial: { Debug.Log("Shop Initial coming1!!"); } break; case (ushort)TestShopEvents.GetResources: { AssetResponseMsg tmpMsg = (AssetResponseMsg)msg; // Resource.load () UnityEngine.Object[] objs = tmpMsg.GetBundleRes("Loading", "Loading.prefab"); GameObject loadObj = InitialPanle(objs[0]); Initial(loadObj.transform); AddButtonLisenter("Regist", ClickRegist); objs = tmpMsg.GetBundleRes("Registing", "Registing.prefab"); GameObject registObj = InitialPanle(objs[0]); // GameObject loadObj = GameObject.Instantiate(objs[0]) as GameObject; // Debug.Log(loadObj.name+"======================"); } break; default: break; } }
public override void ProcessEvent(MsgBase msg) { switch (msg.msgId) { case (ushort)UIDemoLoading.GetResources: { AssetResponseMsg tmpMsg = (AssetResponseMsg)msg; //Resources.load UnityEngine.Object[] tmpObjs = tmpMsg.GetBundleRes("Loading", "Loading.prefab"); GameObject tmpGameObj = InitialPanle(tmpObjs[0]); loadingCtr.LoadingObj = tmpGameObj; Initial(tmpGameObj.transform); InitialLogic(); UnityEngine.Object[] tmpRejest = tmpMsg.GetBundleRes("Regist", "Regist.prefab"); loadingCtr.SettingObj(tmpRejest[0]); } break; case (ushort)UIDemoLoading.Initial: { } break; case (ushort)UIDemoLoading.ShowPanel: { Debug.Log("Show panel recv"); loadingCtr.ShowPanle(); } break; default: break; } }
public override void ProcessEvent(MsgBase msg) { switch (msg.msgId) { case (ushort)CharactorChooseRoleEvents.Initial: //加载两个角色模型,其中一个是未激活状态 AssetResponseMsg tmpMsg = (AssetResponseMsg)msg; UnityEngine.Object[] magicianObjs = tmpMsg.GetBundleRes("Roles", "Magician_idle.prefab"); UnityEngine.Object[] swordmanObjs = tmpMsg.GetBundleRes("Roles", "Swordman_idle.prefab"); GameObject tmpMagicianObj = GameObject.Instantiate(magicianObjs[0], Vector3.zero, Quaternion.identity) as GameObject; GameObject tmpSwordmanObj = GameObject.Instantiate(swordmanObjs[0], Vector3.zero, Quaternion.identity) as GameObject; tmpMagicianObj.transform.Rotate(Vector3.up, 180); tmpSwordmanObj.transform.Rotate(Vector3.up, 180); tmpSwordmanObj.SetActive(false); characters = new GameObject[] { tmpMagicianObj, tmpSwordmanObj }; roleStr.InitialGameObject(characters); break; case (ushort)CharactorChooseRoleEvents.GetResource: break; case (ushort)CharactorChooseRoleEvents.PrevBtn: //Debug.Log("受到lua"); roleStr.OnPrevButtonClick(); break; case (ushort)CharactorChooseRoleEvents.NextBtn: roleStr.OnNextButtonClick(); break; case (ushort)CharactorChooseRoleEvents.AcceptBtn: Debug.Log("accept coming !!"); break; default: break; } }
public override void ProcessEvent(MsgBase msg) { switch (msg.msgId) { case (ushort)UIPlayerEvent.TeacherLoading: { AssetResponseMsg respones = (AssetResponseMsg)msg; //Resources.load 代替 UnityEngine.Object[] tmpObj = respones.GetBundleRes("Loading", "Loading.prefab"); GameObject tmpGame = InitialPanle(tmpObj[0]); this.Initial(tmpGame.transform.parent); InitialLogic(); //regist UnityEngine.Object[] tmpRegist = respones.GetBundleRes("Registing", "Registing.prefab"); logicCtr.RegistPanle = tmpRegist[0]; // UnityEngine.Object[] tmpLevel = respones.GetBundleRes("Scences", "Test.unity"); // logicCtr.RegistPanle = tmpRegist[0]; } break; default: break; } }
static int GetBundleRes(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); AssetResponseMsg obj = (AssetResponseMsg)ToLua.CheckObject(L, 1, typeof(AssetResponseMsg)); string arg0 = ToLua.CheckString(L, 2); string arg1 = ToLua.CheckString(L, 3); UnityEngine.Object[] o = obj.GetBundleRes(arg0, arg1); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }