Exemplo n.º 1
0
        public static int Display(int luaObjID, int[] icids, float scale, Vector3 targetPos, float offsetX, bool hasScale)
        {
            if (icids == null)
            {
                return(-1);
            }
            int index = 0;

            Example.PackItem item;
            for (int i = 0, count = icids.Length; i < count; i++)
            {
                if (pack_data.TryGetValue(icids[i], out item))
                {
                    items[index] = item;
                    index++;
                }
            }
            Vector3 initPos = new Vector3(targetPos.x, targetPos.y + m_fYOffset, targetPos.z + m_fZOffset);

            display_size.x = scale;
            display_size.y = scale;

            GPUBillboardBuffer_S.Instance().DisplayNumber(luaObjID, camObjID, items, index, display_size, initPos, Color.white, hasScale, offsetX);

            return(0);
        }
Exemplo n.º 2
0
        public static void SetLayer(string layerName)
        {
            GPUBillboardBuffer_S gbs = GPUBillboardBuffer_S.Instance();

            if (gbs)
            {
                gbs.SetLayer(layerName);
            }
        }
Exemplo n.º 3
0
        public static void SetConfig(float[] configs)
        {
            GPUBillboardBuffer_S gbs = GPUBillboardBuffer_S.Instance();

            if (gbs)
            {
                gbs.SetConfigs(configs);
            }
        }
Exemplo n.º 4
0
        private static void EndLoadTex(UnityEngine.Object asset, object param)
        {
            if (asset == null)
            {
                return;
            }
            Texture tex = (Texture)asset;

            GPUBillboardBuffer_S.Instance().SetTexture(tex);
        }
Exemplo n.º 5
0
        private IEnumerator DoLoadScene(string scene)
        {
            if (!alive)
            {
                yield break;
            }
            yield return(new WaitForEndOfFrame());

            //begin load scene clear
            GPUBillboardBuffer_S.Instance().OnLeaveStage();

            AsyncOperation asy = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scene);

            yield return(asy);

            Time.timeScale = 1;
        }