private GameObject InnerLoadBlock(PPBlockInfo nodeInfo, Transform parent, BlockLoadInfo blockLoadInfo) { if (mIsStop) { return(null); } string prefabName = nodeInfo.Prefab; PPTextureInfo[] textures = nodeInfo.Textures; GameObject gameObj; GameObject[] texObjs = new GameObject[textures.Length]; #if BLOCK_EDITOR gameObj = PEBlockLoader.CreateBlock(prefabName, (PolygonType)mPolygonType); for (int tIndex = 0; tIndex < textures.Length; tIndex++) { texObjs[tIndex] = PEBlockLoader.CreateTexture(textures[tIndex].Prefab); } #else //Hide block 还是要创建出来,可能以后搭建中会用到该block的信息,它是作为搭建辅助件用的 var prefabInfo = GetPrefabInfoByName(prefabName); gameObj = nodeInfo.Hide ? new GameObject() : PPLoader.CreateBlock(prefabInfo, () => blockLoadInfo.AllocateBlock()); for (var tIndex = 0; tIndex < textures.Length; tIndex++) { texObjs[tIndex] = PPLoader.CreateTexture(prefabInfo.GetPrefabTexInfo(textures[tIndex].Prefab), () => blockLoadInfo.AllocateTexture()); } #endif gameObj.name = prefabName; gameObj.transform.SetParent(parent, false); PBBlock pbblock = gameObj.AddComponent <PBBlock>(); pbblock.animNodeInfo = nodeInfo; pbblock.Init(); //for texture for (int tIndex = 0; tIndex < texObjs.Length; tIndex++) { GameObject texObj = texObjs[tIndex]; texObj.name = textures[tIndex].Prefab; texObj.transform.SetParent(gameObj.transform, false); PBTexture pbTex = texObj.AddComponent <PBTexture>(); pbTex.info = textures[tIndex]; pbTex.Init(); } //for splines PBVersatileInterface.OnLoadBlockObj(gameObj, nodeInfo.VersatileInfo, true); if (mAnimNodes != null) { mAnimNodes.Add(nodeInfo.Id, gameObj); } return(gameObj); }
private IEnumerator AsyncLoadBlock() { mBlockLoadInfo = new BlockLoadInfo() .SetBlockSumCount(1) .SetTexSumCount(nodeInfo.Textures.Length); var blockObj = InnerLoadBlock(nodeInfo, parent, mBlockLoadInfo); while (!mBlockLoadInfo.Finish) { yield return(null); } PBVersatileInterface.OnLoadBlockObj(blockObj, nodeInfo.VersatileInfo, false); onFinishWithObj?.Invoke(blockObj); mBlockLoadInfo = null; }