void OnDestroy() { AssetsMgr.GetInst().Uninit(); CoroutineTaskMgr.GetInst().Uninit(); LoopUpdateMgr.GetInst().Uninit(); LogUtils.Log("main ondestory!"); LogUtils.Uninit(); }
// Start is called before the first frame update void Start() { // var obj = assetsMgr.LoadAsset<GameObject>(AssetsAssetBundlePrefabsGame_2d.BundleName,AssetsAssetBundlePrefabsGame_2d.PREFAB_WORLD); var obj = assetsMgr.LoadAsset <GameObject>(AssetsAssetBundlePrefabsGame_2d.BundleName, "Egg"); if (obj == null) { Debug.LogError($"prefab is not exist "); return; } AssetsMgr.CreateGameObject(obj, null); }
private void Awake() { // Gloabal.ConfigLoader.Instance.Load (); // Gloabal.ConfigLoader1.Instance.Load (); // Gloabal.ConfigLoader2.Instance.Load (); // ResKit.Init(); assetsMgr = new AssetsMgr(); if (!File.Exists(Path.Combine(Application.persistentDataPath, AssetBundlePathConst.RuntimeAssetsRoot, "Version.txt"))) { Debug.LogError("CopyToPersistentDataPath"); CopyToPersistentDataPath(); } }
private void OnReceiveMemoryWarning(string msg) { float currTime = Time.realtimeSinceStartup; if (currTime - m_TimeOfLastGC > gcInterval) { LogMgr.W("内存警告, 强制回收内存"); AssetsMgr.GC(); m_TimeOfLastGC = currTime; } else { LogMgr.W("过于频繁了,等会再回收"); } }
private static int GC(ILuaState lua) { AssetsMgr.GC(); return(0); }