100 lines
2.3 KiB
C#
100 lines
2.3 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Coolape
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{
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public class CLModePool : CLAssetsPoolBase<GameObject>
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{
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public static CLModePool pool = new CLModePool ();
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public override string getAssetPath (string name)
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{
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string path = PStr.b ().a (CLPathCfg.self.basePath).a ("/")
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.a (CLPathCfg.upgradeRes).a ("/other/model").e ();
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return wrapPath (path, name);
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}
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public override void _returnObj (string name, GameObject unit, bool inActive = true, bool setParent = true)
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{
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base._returnObj (name, unit, inActive, setParent);
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}
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public override bool isAutoReleaseAssetBundle
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{
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get
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{
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return false;
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}
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}
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public static void clean ()
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{
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pool._clean ();
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}
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public static bool havePrefab (string name)
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{
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return pool.prefabMap.Contains (name);
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}
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public static bool isNeedDownload (string name)
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{
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#if UNITY_EDITOR
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if (CLCfgBase.self.isEditMode) {
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return false;
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}
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#endif
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string path = pool.getAssetPath (name);
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return CLVerManager.self.checkNeedDownload (path);
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}
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public static void setPrefab (string name, object finishCallback)
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{
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pool._setPrefab (name, finishCallback, null, null);
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}
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public static void setPrefab (string name, object finishCallback, object args)
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{
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pool._setPrefab (name, finishCallback, args, null);
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}
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public static void setPrefab (string name, object finishCallback, object args, object progressCB)
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{
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pool._setPrefab (name, finishCallback, args, progressCB);
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}
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public override GameObject _borrowObj (string name)
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{
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return base._borrowObj (name, true);
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}
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public static GameObject borrowObj (string name)
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{
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return pool._borrowObj (name);
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}
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public static void borrowObjAsyn (string name, object onGetCallbak)
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{
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borrowObjAsyn (name, onGetCallbak, null);
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}
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public static void borrowObjAsyn (string name, object onGetCallbak, object orgs)
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{
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pool._borrowObjAsyn (name, onGetCallbak, orgs, null);
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}
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public static void borrowObjAsyn (string name, object onGetCallbak, object orgs, object progressCB)
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{
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pool._borrowObjAsyn (name, onGetCallbak, orgs, progressCB);
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}
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public static void returnObj (string name)
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{
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pool._returnObj (name, null);
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}
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}
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}
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