/// <summary> /// 创建实例 /// </summary> private void CreateInstance() { while (true) { if (m_CreateTotalCount == m_Types.Count) { return; } if (m_CreateCount == m_EveryCount) { m_CreateCount = 0; return; } m_TypeIndex++; m_CreateCount++; m_CreateTotalCount++; if (m_ExplicitCreatedIndexs.Contains(m_TypeIndex)) { continue; } m_CurrentType = m_Types[m_TypeIndex]; var instance = Activator.CreateInstance(m_CurrentType) as T; #if UNITY_EDITOR || DEBUG AiukDebugUtility.Log(string.Format("加载器{0}成功创建了一个类型{1}的实例!", m_Name, m_CurrentType.Name)); #endif m_Instances.Add(instance); } }
public void BuildAppModule() { CreateAppModuleCsDir(); CrewateAssetDatabaseDir(); CreateOriginalAssetDir(); AiukDebugUtility.Log("更新成功", string.Format("应用模块{0}的文件结构及资源已更新。", m_AppModule.Name), "知道了"); }
private void Update() { if (m_CreateTotalCount == m_Types.Count) { Destroy(this); AiukDebugUtility.Log(string.Format("帧实例加载器{0}已创建完所有实例,加载器将销毁!", m_Name)); return; } CreateInstance(); }
/// <summary> /// 获得目标资源的资源数据。 /// </summary> /// <param name="assetName"></param> /// <returns></returns> public AiukAssetInfo GetAssetInfo(string assetName) { if (!m_AssetTypeMap.ContainsKey(assetName)) { AiukDebugUtility.Log(string.Format("目标资源{0}没有资源数据!", assetName)); return(null); } var type = m_AssetTypeMap[assetName]; var typeInfos = m_AssetInfos[type]; var info = typeInfos[assetName]; return(info); }
public void Close() { if (!m_RunToggle) { return; } #if UNITY_EDITOR || DEBUG var runAtStopTime = (DateTime.Now - m_StarTime).TotalSeconds; AiukDebugUtility.Log(string.Format("编号为{0}的计时器总共运行{1}秒,已停止!" , Id, runAtStopTime)); #endif m_RunToggle = false; m_CloseTime = DateTime.Now; if (m_OnClose != null) { m_OnClose(this); } }
/// <summary> /// 结束一次执行周期。 /// </summary> public virtual void FinishExecute() { #if UNITY_EDITOR || DEBUG AiukDebugUtility.Log(GetType().Name + "_FinishExecute!"); #endif }
public override void HandleMessage(AiukButtonMessage message) { AiukDebugUtility.Log("AiukButtonSystem: HandleMessage, this action name is " + message.EventTypeStr); }