示例#1
0
        /// <summary>
        /// 基础界面组件
        /// </summary>
        /// <param name="_ModelContorl"></param>
        /// <param name="_Agr">第一个参数 资源根路径</param>
        public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
        {
            base.Load(_ModelContorl);
            string     PrefabName = (string)_Agr[0];
            GameObject UIRoot     = null;

            switch (ShowLevel)
            {
            case UILevel.LowUI:
                UIRoot = ViewManagerModel.Instance.LowUIRoot;
                break;

            case UILevel.NormalUI:
                UIRoot = ViewManagerModel.Instance.NormalUIRoot;
                break;

            case UILevel.HightUI:
                UIRoot = ViewManagerModel.Instance.HightUIRoot;
                break;
            }
            UIGameobject = MyCentorl.CreateObj("Prefab", PrefabName, UIRoot);
            RectTransform rectTrans = UIGameobject.GetComponent <RectTransform>();

            rectTrans.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 0, 0);
            rectTrans.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, 0);
            rectTrans.anchorMin = Vector2.zero;
            rectTrans.anchorMax = Vector2.one;
        }
示例#2
0
 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     searchPaths = new Dictionary <string, string>();
     zipMap      = new Dictionary <string, AssetBundle>();
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#3
0
 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     m_queue     = new KeyedPriorityQueue <uint, TimerDataBase, ulong>();
     m_stopWatch = new Stopwatch();
     IsQueue     = false;
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#4
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     base.Load(_ModelContorl, _Agr);
     Bundles      = new Dictionary <string, Dictionary <string, AssetBundle> >();
     Assets       = new Dictionary <string, Dictionary <string, UnityEngine.Object> >();
     ResourceInfo = JsonConvert.DeserializeObject <AppBuileInfo>(FilesTools.ReadFileToStr(AppConfig.AppAssetBundleAddress + "/AssetInfo.json"));
     LoadEnd();
 }
示例#5
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 protected void StartModel(string ModelName, ModelContorlBase _Model)
 {
     if (!Lock)
     {
         models[ModelName] = _Model;
     }
     else
     {
         Tmpmodels[ModelName] = _Model;
     }
 }
示例#6
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     if (CoroutineModel.Instance == null)
     {
         LoggerHelper.Error("CoroutineModel User but No Load");
         return;
     }
     CoroutineTasks = new List <CoroutineTask>();
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#7
0
 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     if (TimerModel.Instance == null)
     {
         LoggerHelper.Error("TimerModel User but No Load");
         return;
     }
     Model_VP = new List <uint>();
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#8
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     base.Load(_ModelContorl);
     NetWork_TCP();
     if (SocketConnect() == ServiceModel.SOCKET_CODE.SUCCESS)
     {
         base.LoadEnd();
     }
     else
     {
         LoggerHelper.Error("连接服务器失败");
     }
 }
示例#9
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        public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
        {
            base.Load(_ModelContorl, _Agr);
            Assets = new Dictionary <string, Dictionary <string, Object> >();
            string ConfigPath = Path.Combine(ToolsConfig.RelativeEditorResources, "PackingToolsSetting.asset");

            Config = AssetDatabase.LoadAssetAtPath <PackingConfig>(ConfigPath);
            if (Config == null)
            {
                LoggerHelper.Error("资源编译配置文件没有生成 PackingConfig = null");
            }
            LoadEnd();
        }
示例#10
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     ModelMusicPLayers = new Dictionary <string, ModelSoundPlayerData>();
     base.Load(_ModelContorl, _Agr);
 }
示例#11
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     AllTask = new List <CoroutineTask>();
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#12
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 private bool IsDealMesageing;                           //消息处理中
 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     ReceiveMessageQueue = new Queue <CSMessage>();
     base.Load(_ModelContorl, _Agr);
 }
示例#13
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#14
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     Cheduler = (IScenesChedulerBase)_Agr[0];
     base.Load(_ModelContorl);
     base.LoadEnd();
 }
示例#15
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 public virtual void Close()
 {
     MyCentorl = null;
     State     = ModelCompBaseState.Close;
 }
示例#16
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 public virtual void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     MyCentorl = _ModelContorl;
     State     = ModelCompBaseState.Loading;
 }
示例#17
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 public override void Load(ModelContorlBase _ModelContorl, params object[] _Agr)
 {
     ShowLevel = UILevel.HightUI;
     base.Load(_ModelContorl, "LoadingView");
     LoadProgress = UIGameobject.OnSubmit <Slider>("LoadProgress");
 }