public static void Load_Asyn <T>(string path, string name, Action <T> action) where T : UnityEngine.Object { #if UNITY_EDITOR T asset = AssetDatabase.LoadAssetAtPath <T>(CombinePath(path, name)); if (asset == null) { Looog.Error("异步加载资源失败! ", "读取路径:", path, name); } action(asset); #else #endif }
/// <summary> /// 同步加载(编辑器下和真机下的路径需要区分下) /// </summary> /// <typeparam name="T"></typeparam> /// <param name="path"></param> /// <param name="name"></param> /// <returns></returns> public static T Load <T>(string path, string name) where T : UnityEngine.Object { #if UNITY_EDITOR T asset = AssetDatabase.LoadAssetAtPath <T>(CombinePath(path, name)); if (asset == null) { Looog.Error("加载资源失败! ", "读取路径:", path, name); } return(asset); #else #endif }
public virtual void Thaw() { Looog.Warn(name, " Thaw ---------------"); SafeUtil.DoAction(callback_thaw); }
//非首层显示,但是没有关闭,依然有可能需要刷新 public virtual void Freeze() { Looog.Warn(name, " Freeze ---------------"); SafeUtil.DoAction(callback_freeze); }
public virtual void Hide() { Looog.Warn(name, " Hide ---------------"); transform.gameObject.SetActive(false); SafeUtil.DoAction(callback_hide); }
public virtual void Show() { Looog.Warn(name, " Show ---------------"); transform.gameObject.SetActive(true); SafeUtil.DoAction(callback_show); }