示例#1
0
        public void SetActive(TileIndex rTileIndex, bool bActive)
        {
            SceneTileWrapper rSceneTileWrapper = this.Get(rTileIndex);

            if (rSceneTileWrapper != null)
            {
                rSceneTileWrapper.SetActive(bActive);
            }
        }
示例#2
0
        /// <summary>
        /// 加载单个场景块
        /// </summary>
        public IEnumerator HandleRequest(SceneTileRequest rSceneTileRequest)
        {
            TileIndex rTileIndex = rSceneTileRequest.CurIndex;

            SceneTileWrapper rSceneTileWrapper = mSceneBlockBuffer.Get(rTileIndex);

            if (rSceneTileWrapper != null)
            {
                rSceneTileRequest.SceneTileWrapper = rSceneTileWrapper;
                rSceneTileWrapper.SetActive(true);
                rSceneTileRequest.IsRunning   = false;
                rSceneTileRequest.IsCompleted = true;
                mSceneBlockBuffer.SetActive(rTileIndex, true);
                yield break;
            }

            string rSceneTileConfigPath = string.Format("{0}/tile_{1}_{2}_config", MultiSceneManager.CurrentTestSceneName, rTileIndex.Row, rTileIndex.Col);
            string rSceneTilePath       = string.Format("{0}/tile_{1}_{2}", MultiSceneManager.CurrentTestSceneName, rTileIndex.Row, rTileIndex.Col);

            ResourceRequest rRequest = Resources.LoadAsync <SceneTile>(rSceneTileConfigPath);

            yield return(rRequest);

            SceneTile rSceneTile = rRequest.asset as SceneTile;

            ResourceRequest rDataRequest = Resources.LoadAsync <TerrainData>(rSceneTilePath);

            yield return(rDataRequest);

            TerrainData rTerrainData = rDataRequest.asset as TerrainData;

            rSceneTileWrapper = mSceneBlockBuffer.Alloc(rTileIndex, rSceneTile, rTerrainData);

            rSceneTileRequest.SceneTileWrapper = rSceneTileWrapper;
            rSceneTileRequest.IsRunning        = false;
            rSceneTileRequest.IsCompleted      = true;
        }