public void Init() { AppEvent.OnEvent("unload_asset", o => { if (true == o is string) { var assetName = (string)o; RemovePoolGroup(assetName); } }); }
/// <summary> /// 构造函数 /// </summary> /// <param name="_sceneName"></param> /// <param name="_serializedInfo"></param> public SceneStaticItemLoader(string _sceneName, SceneSerializedInfo _serializedInfo) { sceneName = _sceneName; serializedInfoConfig = _serializedInfo; devicePerformance = (HKCommonDefine.DevicePerformance)ConfigSystemFacade.Instance.Get(HKCommonDefine.KEY_PERFORMANCE_LEVEL, (int)HKCommonDefine.DevicePerformance.MIDDLE); #if UNITY_EDITOR // editor下默认最高品质 devicePerformance = HKCommonDefine.DevicePerformance.HIGHT; #endif // 创建父节点 sceneRootNode = new SceneRootNode(_sceneName); // 切换质量设置 AppEvent.OnEvent(HKCommonDefine.EVENT_PERFORMANCE_SWITH, EventPerformanceSwith); }