/// <summary> /// 显示默认go, 子类重写 /// </summary> virtual protected void ShowGameObject() { if (m_gameObject == null) { //如果没有, 则创建一个空容器 ShowGameObject(GameObjUtil.CreateGameobj(TypeName), false); } }
//-------∽-★-∽------∽-★-∽--------∽-★-∽CreateChild∽-★-∽--------∽-★-∽------∽-★-∽--------// static public GameObject CreateChildByName(GameObject parent_, string name_) { GameObject go = GameObjUtil.FindChild(parent_, name_); if (go == null) { //还没创建 go = GameObjUtil.CreateGameobj(name_); GameObjUtil.ChangeParent(go, parent_); } return(go); }
static public T CreateChildByName <T>(GameObject parent_, string name_) where T : Component { GameObject go = GameObjUtil.FindChild(parent_, name_); if (go == null) { //还没创建 go = GameObjUtil.CreateGameobj(name_); GameObjUtil.ChangeParent(go, parent_); } T cmpt = ComponentUtil.EnsureComponent <T>(go); return(cmpt); }
//初始化容器 protected void InitGameObject(string name_) { if (m_gameObject) { return; } string name = string.IsNullOrEmpty(name_) ? this.GetType().Name : name_; //容器名称 m_gameObject = GameObjUtil.CreateGameobj(name); m_gameObject.isStatic = true; //设置为静态对象 m_transform = m_gameObject.transform; GameObjUtil.DontDestroyOnLoad(m_gameObject); AllocPoolPos(m_gameObject); }
static void __Setup() { m_appBhv = ComponentUtil.EnsureComponent <CCAppBhv>(m_gRoot); if (!m_trash) { m_trash = GameObjUtil.CreateGameobj("Trash"); GameObjUtil.DontDestroyOnLoad(m_trash); m_trash.transform.position = new Vector3(-1000, -1000, -1000); m_trash.isStatic = true; //设置为静态对象 } m_resMgr = m_resMgr ?? new ResMgr(); m_resMgr.Setup(); m_soundMgr = m_soundMgr ?? new SoundMgr(m_gRoot); m_soundMgr.Setup(); m_keyboard.Setup(); m_classPools = ClassPools.me; // TimerMgr.inst.Setup(); // ActionMgr.inst.Setup(); // UserPrefs.Setup(); if (CCDefine.DEBUG) { //显示帧频 ComponentUtil.EnsureComponent <FpsTicker>(m_gRoot); } LogFile.Run(); }