public void Send(API_ID api_id, RES_STATE res, string json) { string strMsg = api_id.ToString() + " " + res.ToString() + " " + json; strMsg += RESTMNT; base.Send(strMsg); }
//加载资源 public void LoadRes() { if (RES_STATE.RES_STATE_NOT_LOAD != m_eLoadState) { return; } m_eLoadState = RES_STATE.RES_STATE_LOADING; AssetLoader.LoadAssetAsync(m_AssetBundleName, m_AssetName, OnResLoaded); }
public void Send(API_ID api_id, RES_STATE res, List <string> Parameters) { string strMsg = api_id.ToString() + " " + res.ToString() + " "; foreach (string para in Parameters) { strMsg += (para + " "); } strMsg += RESTMNT; base.Send(strMsg); }
public ObjectPool(ref string assetBundleName, ref string assetName, UnityAction <T> actionOnGet, UnityAction <T> actionOnRelease, UnityAction <T, ObjectPool <T> > actionOnAdd, UnityAction <T, ObjectPool <T> > actionOnRemove) { m_AssetBundleName = assetBundleName; m_AssetName = assetName; m_ActionOnGet = actionOnGet; m_ActionOnRelease = actionOnRelease; m_ActionOnAdd = actionOnAdd; m_ActionOnRemove = actionOnRemove; m_Callbacks = new List <System.Action <Object> >(); m_eLoadState = RES_STATE.RES_STATE_NOT_LOAD; }
//资源加载完成 private void OnResLoaded(Object go) { m_eLoadState = RES_STATE.RES_STATE_LOADED; prefab = go; if (m_bSyncLoad) { while (m_Callbacks.Count > 0) { System.Action <Object> callback = m_Callbacks[0]; m_Callbacks.RemoveAt(0); callback(Get()); } } //AssetLoader.UnloadAssetBundle(m_AssetBundleName); }
public bool Clear(bool bUnload) { while (m_Stack.Count > 0) { --countAll; var element = m_Stack.Pop(); m_ActionOnRemove(element, this); Object.DestroyImmediate(element); } if (countActive == 0 && bUnload) { prefab = null; AssetLoader.UnloadAssetBundle(m_AssetBundleName); m_eLoadState = RES_STATE.RES_STATE_NOT_LOAD; return(true); } return(false); }
public void Send(API_ID api_id, RES_STATE res) { string strMsg = api_id.ToString() + " " + res.ToString() + " " + RESTMNT; base.Send(strMsg); }