/// <summary> /// MAP背景画像を設定する. /// </summary> /// <param name="category">リージョンカテゴリ</param> /// <param name="fixId">MasterDataRegionのfix_id</param> private void SetAreaBackground(MasterDataDefineLabel.REGION_CATEGORY category, uint fixId, Action action) { if (m_AreaSelect == null) { return; } // デフォルトの背景を設定する. Sprite defaultSprite = null; switch (m_CurrentRegionMaster.category) { case MasterDataDefineLabel.REGION_CATEGORY.STORY: defaultSprite = m_AreaSelect.backgroundSprites[0]; break; case MasterDataDefineLabel.REGION_CATEGORY.MATERIAL: defaultSprite = m_AreaSelect.backgroundSprites[1]; break; case MasterDataDefineLabel.REGION_CATEGORY.EVENT: defaultSprite = m_AreaSelect.backgroundSprites[2]; break; } var assetBundleName = string.Format("AreaBackGround_{0}", fixId); // 該当ファイルがAssetBundlePathMasterに存在しない場合は、カテゴリ毎のデフォルト画像を設定する. var assetBundlePath = MasterDataUtil.GetMasterDataAssetBundlePath(assetBundleName); if (assetBundlePath != null) { AssetBundler.Create().Set( assetBundleName, (o) => { m_AreaSelect.BackGroundImage = o.GetAsset <Sprite>(); if (action != null) { action(); } }, (s) => { m_AreaSelect.BackGroundImage = defaultSprite; if (action != null) { action(); } } ).Load(); } else { m_AreaSelect.BackGroundImage = defaultSprite; if (action != null) { action(); } } }
public AssetBundler Create(MasterDataChallengeEvent eventMaster, Action finish = null, Action fail = null) { string assetbundleName = (eventMaster.bg_assetbundle_name == null) ? "" : eventMaster.bg_assetbundle_name; if (MasterDataUtil.GetMasterDataAssetBundlePath(assetbundleName) == null) { assetbundleName = "Areamap_default"; } return(Create(assetbundleName, finish, fail)); }
public AssetBundler Set(string assetBundleName, string assetName, System.Type type, Action <AssetBundlerResponse> finishAction = null, Action <string> error = null) { setAction(finishAction, error); this.assetBundleName = assetBundleName.ToLower(); this.assetName = assetName; this.type = type; assetbundlepath = MasterDataUtil.GetMasterDataAssetBundlePath(this.assetBundleName, false); #if BUILD_TYPE_DEBUG gameObject.name = "AssetBundler::" + assetBundleName + "::" + assetName + "::" + type.ToString(); Debug.Log("CALL AssetBundler#Set:" + gameObject.name); #endif return(this); }