| | |
| | | GeneralDefine.ModeDefaultConfig[0][1]);
|
| | | }
|
| | |
|
| | | public static void AsyncLoadDefaultFuncNpc(Action<bool, UnityEngine.Object> callBack)
|
| | | {
|
| | | AsyncLoadNpc(GeneralDefine.ModeDefaultConfig[0][0],
|
| | | GeneralDefine.ModeDefaultConfig[0][1],
|
| | | callBack);
|
| | | }
|
| | |
|
| | | public static GameObject LoadDefaultHorse()
|
| | | {
|
| | | return LoadMob(GeneralDefine.ModeDefaultConfig[3][0],
|
| | |
| | | {
|
| | | var bundleName = StringUtility.Contact(ResourcesPath.EFFECT_Folder_Name, config.packageName);
|
| | | AssetBundleUtility.Instance.Co_LoadAsset(bundleName, config.fxName, _callBack);
|
| | | }
|
| | | }
|
| | |
|
| | | public static void AsyncLoadNpc(int npcID, Action<bool, UnityEngine.Object> callBack = null)
|
| | | {
|
| | | NPCConfig _m = Config.Instance.Get<NPCConfig>(npcID);
|
| | |
|
| | | if (_m == null || _m.MODE.Equals("0"))
|
| | | {
|
| | | if (callBack != null)
|
| | | {
|
| | | callBack(false, null);
|
| | | }
|
| | | }
|
| | |
|
| | | string _assetName;
|
| | | string _assetBundleName;
|
| | |
|
| | | if (GAMgr.Instance.s_NpcID2Assetname.TryGetValue(npcID, out _assetName))
|
| | | {
|
| | | _assetBundleName = GAMgr.Instance.s_NpcID2BundleName[npcID];
|
| | | }
|
| | | else
|
| | | {
|
| | | _assetName = StringUtility.Contact(raceSuffix, _m.MODE);
|
| | | _assetBundleName = StringUtility.Contact(ResourcesPath.MOB_FOLDER_NAME, _assetName);
|
| | | GAMgr.Instance.s_NpcID2Assetname[npcID] = _assetName;
|
| | | GAMgr.Instance.s_NpcID2BundleName[npcID] = _assetBundleName;
|
| | | }
|
| | |
|
| | | AsyncLoadNpc(_assetBundleName, _assetName, callBack);
|
| | | }
|
| | |
|
| | | public static void AsyncLoadNpc(string assetBundleName, string assetName, Action<bool, UnityEngine.Object> callBack = null)
|
| | | {
|
| | | if (AssetSource.mobFromEditor)
|
| | | {
|
| | | #if UNITY_EDITOR
|
| | | string _resourcePath = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
|
| | | "Mob/",
|
| | | assetName,
|
| | | ".prefab");
|
| | |
|
| | | var _p = AssetDatabase.LoadAssetAtPath<GameObject>(_resourcePath);
|
| | | if (callBack != null)
|
| | | {
|
| | | callBack(true, _p);
|
| | | }
|
| | | #endif
|
| | | }
|
| | | else
|
| | | {
|
| | | AssetBundleUtility.Instance.Co_LoadAsset(assetBundleName, assetName, callBack);
|
| | | }
|
| | | }
|
| | | }
|