public override void resetProperty() { base.resetProperty(); mNameList.Clear(); mCallback = null; mUserData = null; }
public void createObjectAsync(List <string> fileWithPath, CreateObjectGroupCallback callback, string objectTag, object userData = null) { AsyncLoadGroup group = null; mClassPool.newClass(out group); group.mCallback = callback; group.mUserData = userData; mAsyncLoadGroup.Add(group); foreach (var item in fileWithPath) { group.mNameList.Add(item, null); // 物体如果已经有相同的,则直接返回 ObjectInfo objInfo = getUnusedObject(item); if (objInfo != null) { objInfo.setTag(objectTag); objInfo.setUsing(true); activeObject(objInfo.mObject, false); group.mNameList[item] = objInfo.mObject; } else { // 预设未加载,异步加载预设 mResourceManager.loadResourceAsync <GameObject>(item, onPrefabGroupLoaded, objectTag, true); } } }
public void createObjectAsync(List <string> fileWithPath, CreateObjectGroupCallback callback, int objectTag, object userData = null) { CLASS(out AsyncLoadGroup group); group.mCallback = callback; group.mUserData = userData; mAsyncLoadGroup.Add(group); int count = fileWithPath.Count; for (int i = 0; i < count; ++i) { var item = fileWithPath[i]; group.mNameList.Add(item, null); // 物体如果已经有相同的,则直接返回 ObjectInfo objInfo = getUnusedObject(item); if (objInfo != null) { objInfo.setTag(objectTag); objInfo.setUsing(true); activeObject(objInfo.mObject, false); group.mNameList[item] = objInfo.mObject; } else { // 预设未加载,异步加载预设 mResourceManager.loadResourceAsync <GameObject>(item, mPrefabGroupCallback, objectTag); } } }
public void resetProperty() { mNameList.Clear(); mCallback = null; }