示例#1
0
    private GameObject InnerLoadBlock(PPBlockInfo nodeInfo, Transform parent, BlockLoadInfo blockLoadInfo)
    {
        if (mIsStop)
        {
            return(null);
        }
        string prefabName = nodeInfo.Prefab;

        PPTextureInfo[] textures = nodeInfo.Textures;

        GameObject gameObj;

        GameObject[] texObjs = new GameObject[textures.Length];

#if BLOCK_EDITOR
        gameObj = PEBlockLoader.CreateBlock(prefabName, (PolygonType)mPolygonType);
        for (int tIndex = 0; tIndex < textures.Length; tIndex++)
        {
            texObjs[tIndex] = PEBlockLoader.CreateTexture(textures[tIndex].Prefab);
        }
#else
        //Hide block 还是要创建出来,可能以后搭建中会用到该block的信息,它是作为搭建辅助件用的
        var prefabInfo = GetPrefabInfoByName(prefabName);
        gameObj = nodeInfo.Hide ? new GameObject() : PPLoader.CreateBlock(prefabInfo, () => blockLoadInfo.AllocateBlock());
        for (var tIndex = 0; tIndex < textures.Length; tIndex++)
        {
            texObjs[tIndex] = PPLoader.CreateTexture(prefabInfo.GetPrefabTexInfo(textures[tIndex].Prefab), () => blockLoadInfo.AllocateTexture());
        }
#endif

        gameObj.name = prefabName;
        gameObj.transform.SetParent(parent, false);
        PBBlock pbblock = gameObj.AddComponent <PBBlock>();
        pbblock.animNodeInfo = nodeInfo;
        pbblock.Init();

        //for texture
        for (int tIndex = 0; tIndex < texObjs.Length; tIndex++)
        {
            GameObject texObj = texObjs[tIndex];
            texObj.name = textures[tIndex].Prefab;
            texObj.transform.SetParent(gameObj.transform, false);
            PBTexture pbTex = texObj.AddComponent <PBTexture>();
            pbTex.info = textures[tIndex];
            pbTex.Init();
        }

        //for splines
        PBVersatileInterface.OnLoadBlockObj(gameObj, nodeInfo.VersatileInfo, true);

        if (mAnimNodes != null)
        {
            mAnimNodes.Add(nodeInfo.Id, gameObj);
        }
        return(gameObj);
    }
示例#2
0
    private IEnumerator AsyncLoadBlocks()
    {
        mPolygonType = loadConfig.polygonType;

        //init LoadBlockInfo
        var blockList    = OrderLoadList(loadConfig, sectionInfo);
        var actualBlocks = blockList.Where(t => t.nodeInfo.Type == NodeType.Block).ToList();
        var texCount     = 0;
        var blockCount   = actualBlocks.Count;

        actualBlocks.ForEach(t =>
        {
            texCount += ((PPBlockInfo)t.nodeInfo).Textures.Length;
        });
        mBlockLoadInfo = new BlockLoadInfo()
                         .SetBlockSumCount(blockCount)
                         .SetTexSumCount(texCount);
        //start load blocks
        if (loadConfig.LoadSpeed == -1)
        {
            InnerLoadBlocks(blockList);
        }
        else
        {
            yield return(AsyncInnerLoadBlocks(blockList));
        }
        while (!mIsStop && !mBlockLoadInfo.Finish)
        {
            yield return(null);
        }
        //for spline
        foreach (GameObject obj in mAnimNodes.Values)
        {
            if (mIsStop)
            {
                yield break;
            }
            if (PBVersatileInterface.BuildFromInfo(obj))
            {
                yield return(null);
            }
        }
        if (mIsStop)
        {
            yield break;
        }
        onFinish?.Invoke();

        mAnimNodes     = null;
        mBlockLoadInfo = null;
    }
示例#3
0
    private IEnumerator AsyncLoadBlock()
    {
        mBlockLoadInfo = new BlockLoadInfo()
                         .SetBlockSumCount(1)
                         .SetTexSumCount(nodeInfo.Textures.Length);
        var blockObj = InnerLoadBlock(nodeInfo, parent, mBlockLoadInfo);

        while (!mBlockLoadInfo.Finish)
        {
            yield return(null);
        }

        PBVersatileInterface.OnLoadBlockObj(blockObj, nodeInfo.VersatileInfo, false);
        onFinishWithObj?.Invoke(blockObj);
        mBlockLoadInfo = null;
    }