public static LoadConfigInfo Create(string configName, object userData) { LoadConfigInfo loadConfigInfo = ReferencePool.Acquire <LoadConfigInfo>(); loadConfigInfo.m_ConfigName = configName; loadConfigInfo.m_UserData = userData; return(loadConfigInfo); }
/// <summary> /// 加载全局配置。 /// </summary> /// <param name="configName">全局配置名称。</param> /// <param name="configAssetName">全局配置资源名称。</param> /// <param name="loadType">全局配置加载方式。</param> /// <param name="priority">加载全局配置资源的优先级。</param> /// <param name="userData">用户自定义数据。</param> public void LoadConfig(string configName, string configAssetName, LoadType loadType, int priority, object userData) { if (string.IsNullOrEmpty(configName)) { Log.Error("Config name is invalid."); return; } m_ConfigManager.LoadConfig(configAssetName, loadType, priority, LoadConfigInfo.Create(configName, userData)); }
/// <summary> /// 填充加载配置更新事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>加载配置更新事件。</returns> public LoadConfigUpdateEventArgs Fill(GameFramework.Config.LoadConfigUpdateEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; ConfigName = loadConfigInfo.ConfigName; ConfigAssetName = e.ConfigAssetName; Progress = e.Progress; UserData = loadConfigInfo.UserData; return(this); }
/// <summary> /// 填充加载配置成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>加载配置成功事件。</returns> public LoadConfigSuccessEventArgs Fill(GameFramework.Config.LoadConfigSuccessEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; ConfigName = loadConfigInfo.ConfigName; ConfigAssetName = e.ConfigAssetName; Duration = e.Duration; UserData = loadConfigInfo.UserData; return(this); }
/// <summary> /// 填充加载配置失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>加载配置失败事件。</returns> public LoadConfigFailureEventArgs Fill(GameFramework.Config.LoadConfigFailureEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; ConfigName = loadConfigInfo.ConfigName; ConfigAssetName = e.ConfigAssetName; ErrorMessage = e.ErrorMessage; UserData = loadConfigInfo.UserData; return(this); }
/// <summary> /// 创建加载全局配置更新事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载全局配置更新事件。</returns> public static LoadConfigUpdateEventArgs Create(GameFramework.Config.LoadConfigUpdateEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; LoadConfigUpdateEventArgs loadConfigUpdateEventArgs = ReferencePool.Acquire <LoadConfigUpdateEventArgs>(); loadConfigUpdateEventArgs.ConfigName = loadConfigInfo.ConfigName; loadConfigUpdateEventArgs.ConfigAssetName = e.ConfigAssetName; loadConfigUpdateEventArgs.Progress = e.Progress; loadConfigUpdateEventArgs.UserData = loadConfigInfo.UserData; return(loadConfigUpdateEventArgs); }
/// <summary> /// 创建加载全局配置失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载全局配置失败事件。</returns> public static LoadConfigFailureEventArgs Create(GameFramework.Config.LoadConfigFailureEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; LoadConfigFailureEventArgs loadConfigFailureEventArgs = ReferencePool.Acquire <LoadConfigFailureEventArgs>(); loadConfigFailureEventArgs.ConfigName = loadConfigInfo.ConfigName; loadConfigFailureEventArgs.ConfigAssetName = e.ConfigAssetName; loadConfigFailureEventArgs.ErrorMessage = e.ErrorMessage; loadConfigFailureEventArgs.UserData = loadConfigInfo.UserData; ReferencePool.Release(loadConfigInfo); return(loadConfigFailureEventArgs); }
/// <summary> /// 创建加载全局配置成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载全局配置成功事件。</returns> public static LoadConfigSuccessEventArgs Create(GameFramework.Config.LoadConfigSuccessEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; LoadConfigSuccessEventArgs loadConfigSuccessEventArgs = ReferencePool.Acquire <LoadConfigSuccessEventArgs>(); loadConfigSuccessEventArgs.ConfigName = loadConfigInfo.ConfigName; loadConfigSuccessEventArgs.ConfigAssetName = e.ConfigAssetName; loadConfigSuccessEventArgs.Duration = e.Duration; loadConfigSuccessEventArgs.UserData = loadConfigInfo.UserData; ReferencePool.Release(loadConfigInfo); return(loadConfigSuccessEventArgs); }
/// <summary> /// 加载配置。 /// </summary> /// <param name="configName">配置名称。</param> /// <param name="configAssetName">配置资源名称。</param> /// <param name="loadType">配置加载方式。</param> /// <param name="priority">加载配置资源的优先级。</param> /// <param name="userData">用户自定义数据。</param> public void LoadConfig(string configName, string configAssetName, LoadType loadType, int priority, object userData) { if (string.IsNullOrEmpty(configName)) { Log.Error("Config name is invalid."); return; } LoadConfigInfo loadConfigInfo = ReferencePool.Acquire <LoadConfigInfo>(); loadConfigInfo.Initialize(configName, userData); m_ConfigManager.LoadConfig(configAssetName, loadType, priority, loadConfigInfo); }
/// <summary> /// 创建加载配置时加载依赖资源事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载配置时加载依赖资源事件。</returns> public static LoadConfigDependencyAssetEventArgs Create(GameFramework.Config.LoadConfigDependencyAssetEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; LoadConfigDependencyAssetEventArgs loadConfigDependencyAssetEventArgs = ReferencePool.Acquire <LoadConfigDependencyAssetEventArgs>(); loadConfigDependencyAssetEventArgs.ConfigName = loadConfigInfo.ConfigName; loadConfigDependencyAssetEventArgs.ConfigAssetName = e.ConfigAssetName; loadConfigDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName; loadConfigDependencyAssetEventArgs.LoadedCount = e.LoadedCount; loadConfigDependencyAssetEventArgs.TotalCount = e.TotalCount; loadConfigDependencyAssetEventArgs.UserData = loadConfigInfo.UserData; return(loadConfigDependencyAssetEventArgs); }
/// <summary> /// 填充加载配置成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>加载配置成功事件。</returns> public LoadConfigSuccessEventArgs Fill(GameFramework.Config.LoadConfigSuccessEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; ConfigName = loadConfigInfo.ConfigName; ConfigAssetName = e.ConfigAssetName; LoadType = e.LoadType; Duration = e.Duration; UserData = loadConfigInfo.UserData; ReferencePool.Release(loadConfigInfo); return(this); }
/// <summary> /// 填充加载配置失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>加载配置失败事件。</returns> public LoadConfigFailureEventArgs Fill(GameFramework.Config.LoadConfigFailureEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; ConfigName = loadConfigInfo.ConfigName; ConfigAssetName = e.ConfigAssetName; LoadType = e.LoadType; ErrorMessage = e.ErrorMessage; UserData = loadConfigInfo.UserData; ReferencePool.Release(loadConfigInfo); return(this); }
/// <summary> /// 填充加载配置时加载依赖资源事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>加载配置时加载依赖资源事件。</returns> public LoadConfigDependencyAssetEventArgs Fill(GameFramework.Config.LoadConfigDependencyAssetEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; ConfigName = loadConfigInfo.ConfigName; ConfigAssetName = e.ConfigAssetName; DependencyAssetName = e.DependencyAssetName; LoadedCount = e.LoadedCount; TotalCount = e.TotalCount; UserData = loadConfigInfo.UserData; return(this); }
/// <summary> /// 加载配置。 /// </summary> /// <param name="configAsset">配置资源。</param> /// <param name="loadType">配置加载方式。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>是否加载成功。</returns> public bool LoadConfig(object configAsset, LoadType loadType, object userData) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)userData; return(LoadConfig(loadConfigInfo.ConfigName, configAsset, loadType, loadConfigInfo.UserData)); }
/// <summary> /// 加载全局配置。 /// </summary> /// <param name="configAssetName">全局配置资源名称。</param> /// <param name="configObject">全局配置对象。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>是否加载成功。</returns> public bool LoadConfig(string configAssetName, object configObject, object userData) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)userData; return(LoadConfig(loadConfigInfo.ConfigName, configAssetName, configObject, loadConfigInfo.UserData)); }