Exemplo n.º 1
0
    // assetLoadCallback provides an additional callback AFTER finishCallback that is asynchronous, allowing the view to load resources.
    // The View must override the LoadAssets function to take advantage of this.
    public void Get <ViewT>(Action <ViewT> finishCallback, Action assetLoadCallback = null) where ViewT : NguiView
    {
        string prefabName = "UI/" + _config.GetViewPrefabName(typeof(ViewT));

        ResourceHandle viewHandle = new ResourceHandle(prefabName);

        UnityEngine.Object prefab = Resources.Load(prefabName, typeof(GameObject));
        if (prefab == null)
        {
            _viewLoadError();
            return;
        }
        viewHandle._set(GameObject.Instantiate(prefab));
        viewHandle._acquire();
        if (viewHandle.Resource != null)
        {
            GameObject viewGO = viewHandle.GO;
            viewGO.SetActive(false);
            ViewT viewObject = viewGO.GetComponent <ViewT>();
            _injector.Inject(viewObject);

            // Turn off NGUI cameras
            Camera[] cams = viewGO.GetComponentsInChildren <Camera>();
            foreach (Camera cam in cams)
            {
                if ((cam.cullingMask & (1 << LayerMask.NameToLayer(UI_LAYER_NAME))) > 0)
                {
                    cam.enabled = false;
                }
            }

            // let the view do any initialization it needs before informing the caller its ready
            viewObject._initialize(viewHandle, finishedCallback: () => {
                if (finishCallback != null)
                {
                    finishCallback(viewObject);
                }
            });

            if (assetLoadCallback != null)
            {
                viewObject.LoadAssets(assetLoadCallback);
            }
        }
        else
        {
            _viewLoadError();
        }
    }