示例#1
0
    /// <summary>
    /// 从Resourecs中获取物体
    /// </summary>
    public static void GetGameObjectFromResourecs(string _path, Action <PoolLoadData> _callback, object _data = null)
    {
        _path = _path.Substring(0, _path.LastIndexOf("."));
        Transform    tTrans = GameObject.Instantiate(Resources.Load(_path) as GameObject).transform;
        PoolLoadData tData  = new PoolLoadData(_data, tTrans);

        _callback.Invoke(tData);
    }
示例#2
0
    //-----------------内部方法------------------
    #region 内部方法
    /// <summary>
    /// UI加载成功后,会直接调用对应UI的创建成功方法
    /// </summary>
    void LoadUIBack(PoolLoadData _data)
    {
        //将加载完的UI,放在临时存储中
        UIConfigTable tData     = _data.data as UIConfigTable;
        UIToolData    tToolData = new UIToolData(tData.Id, _data.transform, tData);

        tToolData.MyCanvas.renderMode  = RenderMode.ScreenSpaceCamera;
        tToolData.MyCanvas.worldCamera = UICamera;
        //设置父物体
        _AllUI.Add(tToolData.Id, tToolData);
        SetUIParent(tToolData.Id);
        //显示UI
        MyShowUI(tToolData.Id);
        //创建成功后,将obj传过去
        if (_Callback.ContainsKey(tData.Id))
        {
            _Callback[tData.Id].Invoke(_data.transform.gameObject);
            _Callback.Remove(tData.Id);
        }
        //发送MVC消息
        Facade.Instance.SendNotification(string.Concat(_data.transform.gameObject.name, MVCNameConst.UI_UIShow));
    }