public IEnumerator load() { ResourceLoadTaskGroup group = new ResourceLoadTaskGroup(); foreach (TileCfg tileCfg in TileCfg.dataList) { ResourceLoadTask task = new ResourceLoadTask(); task.path = tileCfg.resourcePath; task.name = tileCfg.resourceName; group.addTask(task); } yield return(ResourceLoader.LoadGroupAsync(group)); for (int i = 0; i < TileCfg.dataList.Count; i++) { ResourceLoadTask t = group.getTaskList()[i]; textures.Add(t.asset as Texture2D); Tileset tileset = new Tileset(); tileset.init(t.asset as Texture2D, TileLength); tilesets.Add(TileCfg.dataList[i].id, tileset); } ResourceLoadTask taskMapTilePrefab = new ResourceLoadTask(); taskMapTilePrefab.path = PrefabCfg.get(2).resourcePath; taskMapTilePrefab.name = PrefabCfg.get(2).resourceName; yield return(ResourceLoader.LoadAssetAsync(taskMapTilePrefab)); mapTilePrefab = taskMapTilePrefab.asset as GameObject; }
public IEnumerator init() { InitUnitsMemory(); unitDrawer = new GameObjectPool(new UnitDrawerFactory()); PrefabCfg prefabcfg = PrefabCfg.get(1); ResourceLoadTask task = new ResourceLoadTask(); task.path = prefabcfg.resourcePath; task.name = prefabcfg.resourceName; yield return(ResourceLoader.LoadAssetAsync(task)); if (task.asset == null) { Debug.LogError("load charactor drawer prefab erro"); } characrerDrawerPrefab = task.asset as GameObject; foreach (UnitTypeCfg unitTypeCfg in UnitTypeCfg.dataList) { } yield return(0); }