/// <summary> /// 加载场景item /// <param ItemName>场景item名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadSceneItem(string ItemName, Transform parent, bool async, ResLoadHook pfun) { LoadGo(ItemName, ResourcesType.SceneItem, parent, true, async, pfun); }
/// <summary> /// 加载建筑工地模型 /// <param buildingName>建筑名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadBuildingSite(string buildingName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(buildingName, ResourcesType.BuildingSite, parent, IsCache, async, pfun); }
// 加载对象。 private static void LoadGo(string ResName, string ResType, Transform parent, bool IsCacheAsset, bool async, ResLoadHook pfun) { GameObject go = null; g_AssetLoad.LoadPrefab(ResName, ResType, IsCacheAsset, async, (g) => { GameObject prefab = g as GameObject; if (null != prefab) { go = GameObject.Instantiate(prefab); go.name = prefab.name; // 设置父亲结点 if (null != go && null != parent) { go.transform.SetParent(parent, false); } } if (pfun != null) { pfun(go); } }); }
/// <summary> /// 加载英雄 /// <param HeroName>英雄名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadShowHero(string HeroName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(HeroName, ResourcesType.ActorShowHero, parent, IsCache, async, pfun); }
/// <summary> /// 加载树模型 /// <param buildingName>树的名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadCityTree(string TreeName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(TreeName, ResourcesType.CityTree, parent, IsCache, async, pfun); }
/// <summary> /// 加载小兵 /// <param ActorName>小兵名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadActor(string ActorName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(ActorName, ResourcesType.ActorSoldier, parent, IsCache, async, pfun); }
/// <summary> /// 加载技能 /// <param SkillName>技能名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadSkill(string SkillName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(SkillName, ResourcesType.Skill, parent, IsCache, async, pfun); }
/// <summary> /// 加载地图 /// <param MapName>地图名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadMap(string MapName, Transform parent, bool async, ResLoadHook pfun) { LoadGo(MapName, ResourcesType.Map, parent, true, async, pfun); }
/// <summary> /// 加载特效 /// <param EffectName>特效名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadEffect(string EffectName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(EffectName, ResourcesType.Effect, parent, IsCache, async, pfun); }
/// <summary> /// 加载窗口 /// <param WndName>窗口名称</param> /// <param parent>父节点</param> /// <param IsCache>是否缓存</param> /// <param async>是否异步</param> /// <param pfun>回调函数</param> /// </summary> public static void LoadWnd(string WndName, Transform parent, bool IsCache, bool async, ResLoadHook pfun) { LoadGo(WndName, ResourcesType.UIWnd, parent, IsCache, async, pfun); }