public Sprite LoadSprite(string name) { if (mSprites.ContainsKey(name)) { return(mSprites[name]); //有没有想过如果性能瓶颈不是resourcesLoad,而是实例化呢?对象池 } else { Sprite sprite = mAssetProxyFactory.LoadSprite(name); mSprites.Add(name, sprite); return(sprite); } }
public Sprite LoadSprite(string name) { if (mSprites.ContainsKey(name)) { return(mSprites[name]); } else { Sprite sprite = mAssetFactory.LoadSprite(name); mSprites.Add(name, sprite); return(sprite); } }
public Sprite LoadSprite(string name) { if (m_Sprites.ContainsKey(name)) { return(m_Sprites[name]); } else { Sprite go = mAssetFactory.LoadSprite(name); m_Sprites.Add(name, go); return(go); } }
public Sprite LoadSprite(string name) { if (mSprites.ContainsKey(name)) { return(mSprites[name]); } else { Sprite asset = mAssetFactory.LoadSprite(name); mSprites[name] = asset; return(asset); } }
public Sprite LoadSprite(string name) { if (mSpriteDicts.ContainsKey(name)) { return(mSpriteDicts[name]); } else { //常量要通过类名来访问 Sprite asset = mAssetFactory.LoadSprite(name); mSpriteDicts.Add(name, asset); return(asset); } }
public Sprite LoadSprite(string name) { return(resourcesAssetFactory.LoadSprite(name)); }