private IEnumerator LoadNestedGameObjectCoroutine(string prefabName, IWrappedRef <GameObject> refObject) { refObject.Reference = GetInjectedGO(prefabName); while (refObject.Reference == null) { yield return(null); refObject.Reference = GetInjectedGO(prefabName); } }
private IEnumerator LoadNestedComponentCoroutine <T>(string prefabName, IWrappedRef <T> refObject) where T : Component { refObject.Reference = GetInjectedComponent <T>(prefabName, true); while (refObject.Reference == null) { yield return(null); refObject.Reference = GetInjectedComponent <T>(prefabName, true); } log.DebugMS("LoadNestedComponentCoroutine - success. injectedComponent: " + refObject.Reference + ", refObject.Value: " + refObject.Reference); }
protected void LoadNestedGameObjectAsync(string prefabName, IWrappedRef <GameObject> refObject) { if (refObject == null) { log.Error(_Logger.User.Msaw, "refObject == null"); } refObject.Reference = GetInjectedGO(prefabName, true); if (refObject.Reference == null) { StartCoroutine(LoadNestedGameObjectCoroutine(prefabName, refObject)); } }
protected void LoadNestedComponentAsync <T>(string prefabName, IWrappedRef <T> refObject) where T : Component { if (refObject == null) { log.Error(_Logger.User.Msaw, "refObject == null"); } refObject.Reference = GetInjectedComponent <T>(prefabName, true); if (refObject.Reference == null) { StartCoroutine(LoadNestedComponentCoroutine <T>(prefabName, refObject)); } }
protected void LoadNestedGO(string prefabName, IWrappedRef <GameObject> refObject) { LoadNestedGameObjectAsync(prefabName, refObject); }
protected void LoadNested <T>(string prefabName, IWrappedRef <T> refObject) where T : Component { LoadNestedComponentAsync <T>(prefabName, refObject); }
public void LoadNested <T>(IWrappedRef <T> refObject) where T : Component { LoadNestedComponentAsync <T>(refObject.NestedPrefabName, refObject); }