public GameObject GetGameObject(string _path, Action <GameObject> _callBack) { GameObjectFactoryUnit unit; if (!dic.TryGetValue(_path, out unit)) { unit = new GameObjectFactoryUnit(_path); dic.Add(_path, unit); } return(unit.GetGameObject(_callBack)); }
public void PreloadGameObject(string _path, Action _callBack) { GameObjectFactoryUnit unit; if (!dic.TryGetValue(_path, out unit)) { unit = new GameObjectFactoryUnit(_path); dic.Add(_path, unit); } unit.GetGameObject(_callBack); }
public bool Hold(string _path) { if (!dic.ContainsKey(_path)) { return(false); } else { GameObjectFactoryUnit unit = dic[_path]; unit.AddUseNum(); return(true); } }
public GameObject GetGameObject(string _path, Action <GameObject, string> _callBack) { GameObjectFactoryUnit unit; if (!dic.ContainsKey(_path)) { unit = new GameObjectFactoryUnit(_path); dic.Add(_path, unit); } else { unit = dic [_path]; } return(unit.GetGameObject(_callBack)); }
public void PreloadGameObject(string _path, Action <string> _callBack) { GameObjectFactoryUnit unit; if (!dic.ContainsKey(_path)) { unit = new GameObjectFactoryUnit(_path); dic.Add(_path, unit); } else { unit = dic [_path]; } unit.PreloadGameObject(_callBack); }