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()); }
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)); }); }