public void Update() { if (m_LoadingRes.Count > 0) { m_curResInfo = m_LoadingRes[0]; Object asset; if (m_cacheRes.TryGetValue(m_curResInfo.name, out asset)) { //do nothing; } else { asset = AssetDatabase.LoadAssetAtPath(m_curResInfo.name, m_curResInfo.type); m_cacheRes.Add(m_curResInfo.name, asset); } if (asset != null) { m_curResInfo.cb(true, asset); m_LoadingRes.Remove(m_curResInfo); } else { DebugMgr.LogError("加载资源失败:" + m_curResInfo.name); } } }
public override void Init() { m_globalConfig = AssetDatabase.LoadAssetAtPath <GlobalConfig>("Assets/XFramework/GameMgr/ConfigMgr/GlobalConfig.asset"); if (m_globalConfig == null) { DebugMgr.LogError("GlobalConfig is invalid!"); } }
public static UIData GetUIData(UIID uiId) { UIData thisUIData; if (UIDataTableDic.TryGetValue(uiId, out thisUIData)) { return(thisUIData); } DebugMgr.LogError(uiId.ToString() + "Don't init!"); return(null); }
public override void Init() { if (ConfigMgr.S.GlobalConfig.EditorModel) { m_curResLoader = new EditorResLoader(); } else { //m_curResLoader = new RelaseResLoader(); } DebugMgr.Log("资源管理器初始化完成"); }
public TObjofPool GetObj() { if (m_CacheObjList.Count > 0) { TObjofPool item = m_CacheObjList[0]; m_CacheObjList.Remove(m_CacheObjList[0]); item.OnUse(); DebugMgr.Log(string.Format("从对象池{0}的缓存中获取对象", m_name)); return(item); } DebugMgr.Log(string.Format("在对象池{0}中创建对象", m_name)); return(new TObjofPool()); }
public EditorResLoader() { m_LoadingRes = new List <ResInfo>(); m_cacheRes = new Dictionary <string, Object>(); DebugMgr.Log("编辑模式加载器创建完成"); }
public override void Start() { DebugMgr.Log("资源管理器进入游戏"); }
public RelaseResLoader() { DebugMgr.Log("发布加载器创建完成"); }