public static MapElement GetMapElement(IRes res, ElementsInMap elementT, Map theMap, bool clickedImage, ElementMovements movements, EventHandler @event, bool isBackground = false) { MapElement element = new MapElement(res, theMap, movements, @event, isBackground) { ElementInMapType = elementT, DontUseClickedImage = !clickedImage, }; element.SetPictureName(element.ElementInMapType.ToString()); element.SetPicture(); element.SetSrcRectangle(); return(element); }
private void OnResLoadFinish(bool result, IRes res) { --mLoadingCount; DoLoadAsync(); if (mLoadingCount == 0) { RemoveAllCallbacks(false); if (mListener != null) { mListener(); } } }
private void OnResLoadFinish(bool result, IRes res) { --mLoadingCount; res.AcceptLoaderStrategyAsync(this, mStrategy); DoLoadAsync(); if (mLoadingCount == 0) { RemoveAllCallbacks(false); mListener.InvokeGracefully(); mStrategy.OnAllTaskFinish(this); } }
public UnityEngine.Object LoadSync(string name) { Add2Load(name); LoadSync(); IRes res = ResMgr.Instance.GetRes(name, false); if (res == null) { Log.e("Failed to Load Res:" + name); return(null); } return(res.Asset); }
public bool Add2Load(string name, Action <bool, IRes> listener = null, bool lastOrder = true) { if (string.IsNullOrEmpty(name)) { Log.e("Res Name Is Null."); return(false); } IRes res = FindResInArray(m_ResArray, name); if (res != null) { if (listener != null) { AddResListenerReward(res, listener); res.RegisteResListener(listener); } return(true); } res = ResMgr.S.GetRes(name, true); if (res == null) { return(false); } if (listener != null) { AddResListenerReward(res, listener); res.RegisteResListener(listener); } //无论该资源是否加载完成,都需要添加对该资源依赖的引用 string[] depends = res.GetDependResList(); if (depends != null) { for (int i = 0; i < depends.Length; ++i) { Add2Load(depends[i]); } } AddRes2Array(res, lastOrder); return(true); }
public void Add2Load(string ownerBundle, string assetName, Action <bool, IRes> listener = null, bool lastOrder = true) { if (string.IsNullOrEmpty(ownerBundle) || string.IsNullOrEmpty(assetName)) { Log.E("Res Name Or Bundle Name Is Null."); return; } IRes res = FindResInArray(mResArray, ownerBundle, assetName); if (res != null) { if (listener != null) { AddResListenerReward(res, listener); res.RegisteResListener(listener); } return; } res = ResMgr.Instance.GetRes(ownerBundle, assetName, true); if (res == null) { return; } if (listener != null) { AddResListenerReward(res, listener); res.RegisteResListener(listener); } //无论该资源是否加载完成,都需要添加对该资源依赖的引用 string[] depends = res.GetDependResList(); if (depends != null) { for (int i = 0; i < depends.Length; ++i) { Add2Load(depends[i]); } } AddRes2Array(res, lastOrder); }
//加载loader持有的res对象内部的具体资源 private void LoadWaitLoadListSync() { while (m_WaitLoadList.Count > 0) { IRes first = m_WaitLoadList.First.Value; --m_LoadingCount; m_WaitLoadList.RemoveFirst(); if (first == null) { return; } first.LoadSync(); } }
public MapSigner(IRes myRes, uint currentStatus, LabelControlSpecies myDesigningMode = LabelControlSpecies.MapDisplayer) : base(myRes, myDesigningMode) { CurrentStatus = currentStatus; switch (DesigningMode) { case LabelControlSpecies.MapSigner: Initialize_ForMapSigner_Component(); break; case LabelControlSpecies.MapDisplayer: Initialize_ForMapDisplayer_Component(); break; } }
private void OnDestroy() { if (m_Res != null) { m_Res.UnRegisteResListener(OnResLoadFinish); m_Res.SubRef(); m_Res = null; } if (m_PreRes != null) { m_PreRes.UnRegisteResListener(OnResLoadFinish); m_PreRes.SubRef(); m_PreRes = null; } }
public static MapElement GetMapElement(IRes res, GameIcon elementIcon, Map theMap, bool clickedImage = false) { MapElement element = new MapElement(res, theMap, elementIcon) { DontUseClickedImage = !clickedImage, }; element.SetPicture(); if (clickedImage) { element.SetClickedPicture(); } element.SetSrcRectangle(); return(element); }
private void OnShaderLoadFinish(bool result, IRes res) { if (!result) { return; } Shader shader = res.asset as Shader; if (shader == null) { return; } AddShader(shader); }
//--------------------------------------------------------- #region Constructor Region /// <summary> /// this is for: <see cref="LabelControlSpecies.RankingPlayerLabel"/> /// </summary> /// <param name="myRes"></param> /// <param name="backLabel"></param> /// <param name="isTitle"></param> public RankingPlayerLabel(IRes myRes, RankingBackGroundLabel backLabel, bool isTitle = false) : base(myRes, LabelControlSpecies.RankingPlayerLabel) { IsTitleRanking = isTitle; BackgroundLabel = backLabel; if (!isTitle) { Movements = ElementMovements.VerticalMovements; } else { Movements = ElementMovements.NoMovements; } Initialize_ForRankingPlayer_Component(); }
public PetSkill Create(int skillId, IRes resource, NebulaObject source) { var skillData = resource.petSkills.GetSkill(skillId); if (skillData == null) { s_Log.InfoFormat("pet skill = {0} not founded".Color(LogColor.orange), skillId); return(null); } switch (skillData.id) { case 1: return(new AccelerationPetSkill(skillData, source)); case 2: return(new DecreaseInputDamageSkill(skillData, source)); case 3: return(new DecreasOwnerSubscriberDamageSkill(skillData, source)); case 4: case 5: return(new ReflectionDamageSkill(skillData, source)); case 6: return(new RestoreHpPetSkill(skillData, source)); case 7: return(new AdditionalDamagePetSkill(skillData, source)); case 8: return(new AbsorbDamagePetSkill(skillData, source)); case 9: return(new IncreaseEnergyCostPetSkill(skillData, source)); case 10: return(new VampirismPetSkill(skillData, source)); case 11: return(new ResurrectGroupMemberPetSkill(skillData, source)); default: return(null); } }
public ModuleDropParams(IRes resource, string inTemplateID, int level, Difficulty difficulty, Dictionary <string, int> incraftingMaterials, ObjectColor color, string set) { this.resource = resource; this.level = level; this.difficulty = difficulty; this.craftingMaterials = incraftingMaterials; templateID = inTemplateID; useTemplateID = true; moduleInfo = resource.ModuleTemplates.Module(templateID); slotType = moduleInfo.Type; workshop = moduleInfo.Workshop; this.color = color; this.set = set; }
public static IRes Create() { IRes result = null; var config = ConfigBase.Load <RuntimeConfig>(); switch (config.LoadType) { case RuntimeConfig.ResType.Resources: result = new ResourcesRes(); break; case RuntimeConfig.ResType.Addressable: result = new AddressableRes(); break; } return(result); }
public IRes GetRes(string name) { IRes res = null; if (m_ResMap.TryGetValue(name, out res)) { return(res); } res = ResFactory.Create(name); if (res != null) { m_ResMap.Add(name, res); m_ResList.Add(res); } return(res); }
protected void OnMeshLoadResult(bool result, IRes res) { if (result) { MeshHolder holder = res.asset as MeshHolder; if (holder != null) { mesh = holder.Find(m_MeshName); } } if (m_PreLoader != null) { m_PreLoader.Recycle2Cache(); m_PreLoader = null; } }
private void OnFinish(bool result, IRes res) { if (result) { completedCount++; if (completedCount >= resList.Count) { onAllCompleted?.Invoke(Name); } } else { if (res.State != ResState.Cancel) { DownloadManager.Instance.AddToRetry(res); } } }
private void ParseInfoJson(bool result, IRes res) { //UnityEngine.Debug.Log($"{InfoUrl} -> {result}"); if (result) { string str = Encoding.UTF8.GetString(res.Datas); JsonData jsonData = JsonParser.GetData(str); currNode = new TreeNode <NodeData>(new NodeData(infoName)); jsonTree = new GenericTree <NodeData>(currNode); TraverseCreate(jsonData, currNode); Check(currNode); view.ShowJsonTree(true); ShowNodeDirItems(); sView.Show(false); mask.SetActive(false); WindowAnimation.Instance.ShowDownloadWindow(null); } }
//------------------------------------------------- #region Constructors Region /// <summary> /// Create a new instance of <see cref="ChatElement"/>. /// </summary> /// <param name="myRes"> /// the woto resources component manager object. /// it will be from game client of the game. /// </param> private ChatElement(IRes myRes, GameControls.ChatBackgroundLabel chatBackgroundLabel, ChatMessage message) : base(myRes) { ChatBackgroundLabel = chatBackgroundLabel; Message = message; IsMe = Message.SenderName == ThereIsServer.GameObjects.MyProfile.PlayerName; /* WARNING: * about StartPoint of the element: * the start point should be default, then you should set it * in the background label, considering other elements' * start point. */ StartPointF = default; InitializeComponent(); }
public T LoadAsset <T>(string ownerBundle, string assetName) where T : UnityEngine.Object { ownerBundle = ownerBundle.ToLower(); if (!ownerBundle.EndsWith("_project_putaogame")) { ownerBundle += "_project_putaogame"; } Add2Load(ownerBundle.ToLower(), assetName.ToLower()); LoadSync(); IRes res = ResMgr.Instance.GetRes(ownerBundle.ToLower(), assetName.ToLower(), false); if (res == null) { Log.E("Failed to Load Res:" + ownerBundle + assetName); return(null); } return(res.Asset as T); }
public WorkhouseStation SourceObject(IRes resourcse) { WorkhouseStation station = new WorkhouseStation(); //if(this.Hold != null ) { // station.SetHold(this.Hold); //} if (this.StationInventoryItems == null) { this.StationInventoryItems = new List <InventoryItemDocumentElement>(); } ServerInventory serverInventory = new ServerInventory(this.StationInventoryMaxSlots); serverInventory.SetItems(DatabaseUtils.TransformForInventory(this.StationInventoryItems)); station.SetInventory(serverInventory); station.SetPetSchemeAdded(petSchemeAdded); return(station); }
private void OnResUpdateFinish(bool result, IRes res) { ABUnit unit = null; if (m_UpdateUnitMap.TryGetValue(res.name, out unit)) { if (!result) { Log.e("Update Res Failed:" + res.name); m_UpdateFailedList.Add(unit); return; } m_AlreadyUpdateFileSize += unit.fileSize; ++m_AlreadyUpdateFileCount; m_Record.AddRecord(unit.abName, unit.md5, unit.fileSize, unit.buildTime); } }
private void OnResLoadFinish(bool result, IRes res) { if (!result) { Release(); return; } mAudioClip = res.Asset as AudioClip; if (mAudioClip == null) { Log.E("Asset Is Invalid AudioClip:" + mName); Release(); return; } PlayAudioClip(); }
public ModuleDropParams( IRes resource, Workshop inWorkshop, ShipModelSlotType inSlotType, int level, Difficulty difficulty, Dictionary <string, int> incraftingMaterials, ObjectColor color, string set) { this.resource = resource; this.level = level; this.difficulty = difficulty; this.craftingMaterials = incraftingMaterials; workshop = inWorkshop; slotType = inSlotType; this.color = color; this.set = set; }
public AsyncOperation LoadAsync(string sceneName, LoadSceneMode loadSceneMode = LoadSceneMode.Single, System.Action listener = null) { mListener = listener; var resSearchRule = ResSearchKeys.Allocate(sceneName); if (ResFactory.AssetBundleSceneResCreator.Match(resSearchRule)) { //加载的为场景 IRes res = ResFactory.AssetBundleSceneResCreator.Create(resSearchRule); #if UNITY_EDITOR if (FromUnityToDll.Setting.SimulationMode) { string path = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle((res as AssetBundleSceneRes).AssetBundleName)[0]; if (!path.IsNullOrEmpty()) { LoadSceneParameters sceneParameters = new LoadSceneParameters(); sceneParameters.loadSceneMode = loadSceneMode; tempDepends.Clear(); return(UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(path, sceneParameters)); } } else { DoLoadAsync(); tempDepends.Clear(); return(SceneManager.LoadSceneAsync(sceneName, loadSceneMode)); } #else DoLoadAsync(); tempDepends.Clear(); return(SceneManager.LoadSceneAsync(sceneName, loadSceneMode)); #endif } else { Log.E("场景名称错误!请检查名称是否正确或资源是否被标记!AssetName:" + sceneName); } return(null); }
//--------------------------------------------- #region Constructor Region public InfoLabel(IRes myRes, SandBoxBase father, InfoLabels iLMode) : base(myRes, LabelControlSpecies.InfoLabel, father, true) { InfoLabelMode = iLMode; switch (InfoLabelMode) { case InfoLabels.MDKSIL: DesigningForInfoLabelMDKSIL(); break; case InfoLabels.KSKISBIL: DesigningForInfoLabelKSKISBIL(); break; default: // None :|| break; } }
public Hashtable GetInfo(IRes res) { return(new Hashtable { { (int)SPC.Active, active }, { (int)SPC.Skills, GetSkillsInfo() }, { (int)SPC.Color, (int)color }, { (int)SPC.Exp, exp }, { (int)SPC.Id, id }, { (int)SPC.PassiveSkill, passiveSkill }, { (int)SPC.Type, type }, { (int)SPC.Damage, Damage(res.petParameters.damage, res.Leveling) }, { (int)SPC.MaxHealth, Hp(res.petParameters.hp, res.Leveling) }, { (int)SPC.OptimalDistance, OptimalDistance(res.petParameters.od, res.Leveling) }, { (int)SPC.Cooldown, Cooldown(res.petParameters.cooldown) }, { (int)SPC.DamageType, (int)(byte)damageType }, { (int)SPC.KilledTime, killedTime }, { (int)SPC.Mastery, mastery }, { (int)SPC.CurrentTime, CommonUtils.SecondsFrom1970() } }); }
public override ServerInventoryItem Roll(IRes resource, int level, Workshop workshop) { DropManager dropManager = DropManager.Get(resource); var cl = resource.colorLists.GetList(colorList); ObjectColor color = cl.Roll(); WeaponDropper.WeaponDropParams dropParams = new WeaponDropper.WeaponDropParams( resource, level, workshop, WeaponDamageType.damage, Difficulty.none ); ColorInfo colorInfo = resource.ColorRes.Color(ColoredObjectType.Weapon, color); WeaponDropper weaponDropper = dropManager.GetWeaponDropper(dropParams); WeaponObject weapon = weaponDropper.DropWeapon(colorInfo); return(new ServerInventoryItem(weapon, 1)); }
private void OnResLoadFinish(bool result, IRes res) { --m_LoadingCount; res.AcceptLoaderStrategyAsync(this, m_Strategy); DoLoadAsync(); if (m_LoadingCount == 0) { RemoveAllCallbacks(false); ResMgr.Instance.timeDebugger.End(); ResMgr.Instance.timeDebugger.Dump(-1); if (m_Listener != null) { m_Listener(); } m_Strategy.OnAllTaskFinish(this); } }