示例#1
0
    protected void LoadPrfab(string iName, AsyncLoadingPrefabComplete iCallback, bool iIsInstance, bool iIsFromResources)
    {
        m_FilePath    = iName;
        m_IsCompelete = false;
        m_IsInstance  = iIsInstance;

        if (iCallback != null)
        {
            m_PrefabLoadingCB = iCallback;
        }

        if (iIsFromResources)
        {
            GameObject _Obj = CoreTools.LoadResource <GameObject>(m_FilePath, "");

            if (_Obj != null)
            {
                GameObject _TempObj = _Obj;

                if (m_IsInstance)
                {
                    _TempObj = Instantiate(_Obj, Vector3.zero, Quaternion.identity) as GameObject;
                }

                if (m_PrefabLoadingCB != null)
                {
                    m_PrefabLoadingCB(_TempObj);
                }

                _TempObj = null;
            }
            else
            {
                if (m_PrefabLoadingCB != null)
                {
                    m_PrefabLoadingCB(_Obj);
                }
            }

            _Obj = null;
            Resources.UnloadUnusedAssets();
            m_IsCompelete = true;
        }
        else
        {
        }
    }
示例#2
0
    /*
     * 載入Prefab並執行實體化和Callback
     */
    protected IEnumerator LoadPrefabAsync()
    {
        GameObject _Obj = CoreTools.LoadResource <GameObject>(m_FilePath, "");

        yield return(null);

        if (_Obj != null)
        {
            GameObject _TempObj = _Obj;

            if (m_IsInstance)
            {
                _TempObj = Instantiate(_Obj, Vector3.zero, Quaternion.identity) as GameObject;
                yield return(null);
            }

            if (m_PrefabLoadingCB != null)
            {
                m_PrefabLoadingCB(_TempObj);
            }

            _TempObj = null;
            yield return(null);
        }
        else
        {
            if (m_PrefabLoadingCB != null)
            {
                m_PrefabLoadingCB(_Obj);
            }
        }

        _Obj = null;
        Resources.UnloadUnusedAssets();
        m_IsCompelete = true;
    }