示例#1
0
        private IEnumerator ViewAsset()
        {
            yield return(new WaitForSeconds(0.5f));

            System.Random ran    = new System.Random();
            int           sIndex = ran.Next(0, pSprites.Count);
            int           pIndex = ran.Next(0, prefabs.Count);

            Set2DSpriteValue(sprites [0], pSprites [sIndex]);

            if (cube != null)
            {
                Destroy(cube);
            }

            Vector3 position = Vector3.zero;

            if (SceneManager.Instance._UIType == UIType.NGUI)
            {
                position = CameraUtil.GetViewportToWorldPoint(containers [0].gameObject, mCam);
            }
            else
            {
                position = containers [0].gameObject.transform.position;
            }

            cube = Instantiate(prefabs [pIndex]) as GameObject;
            cube.transform.localPosition = position;
            cube.transform.parent        = gObj.transform;

            StartCoroutine(ViewAsset());
        }
示例#2
0
        public void OnClickPrefab()
        {
            string[] loads = new string[] {
                "CubeGreen", "CubeYellow"
            };

            List <AssetBundleData> datas = new List <AssetBundleData> ();

            for (int i = 0; i < loads.Length; i++)
            {
                AssetBundleData data = new AssetBundleData("hellgateasset", loads [i]);
                datas.Add(data);
            }

            AssetBundleManager.Instance.LoadAssetBundle(datas, delegate(object obj) {
                List <object> objs = obj as List <object>;
                cubes = Util.GetListObjects <GameObject> (objs);

                System.Random ran = new System.Random();

                Vector3 position = Vector3.zero;
                if (SceneManager.Instance._UIType == UIType.NGUI)
                {
                    position = CameraUtil.GetViewportToWorldPoint(containers [1].gameObject, mCam);
                }
                else
                {
                    position = containers [1].gameObject.transform.position;
                }

                GameObject cube = Instantiate(cubes [ran.Next(0, loads.Length)]) as GameObject;
                cube.transform.localPosition = position;
                cube.transform.parent        = gObj.transform;

                StartCoroutine(DelayDestory(cube));
            });
        }