• [UGUI]图文混排(三):资源管理


    1.图文混排中的资源,主要是图片。

    2.所谓的资源管理,可以分为资源对象池和资源加载这两部分。这里是为图文混排单独做一套资源管理,当然也可以改为调用项目中的资源管理。

    RichTextResourceManager.cs

     1 using UnityEngine;
     2 using System.Collections.Generic;
     3 using UnityEngine.UI;
     4 using System;
     5 #if UNITY_EDITOR
     6 using UnityEditor;
     7 #endif
     8 
     9 public enum RichTextResourceType
    10 {
    11     Image,
    12 }
    13 
    14 public class RichTextResourceManager : CSharpSingletion<RichTextResourceManager> {
    15 
    16     private Dictionary<RichTextResourceType, List<GameObject>> typeGoDic = new Dictionary<RichTextResourceType, List<GameObject>>();
    17     private DefaultControls.Resources resources = new DefaultControls.Resources();
    18 
    19     public void SetPoolObject(RichTextResourceType type, GameObject go)
    20     {
    21         if (!typeGoDic.ContainsKey(type))
    22         {
    23             List<GameObject> goList = new List<GameObject>();
    24             goList.Add(go);
    25             typeGoDic.Add(type, goList);
    26         }
    27         else
    28         {
    29             typeGoDic[type].Add(go);
    30         }
    31         go.SetActive(false);
    32     }
    33 
    34     public GameObject GetPoolObject(RichTextResourceType type)
    35     {
    36         GameObject go = null;
    37         if (typeGoDic.ContainsKey(type))
    38         {
    39             if (typeGoDic[type].Count > 0)
    40             {
    41                 go = typeGoDic[type][0];
    42                 if (go)
    43                 {
    44                     go.SetActive(true);
    45                     typeGoDic[type].Remove(go);
    46                     return go;
    47                 }
    48             }
    49         }
    50         go = CreatePoolObject(type);
    51         return go;
    52     }
    53 
    54     private GameObject CreatePoolObject(RichTextResourceType type)
    55     {
    56         GameObject go = null;
    57         if (type == RichTextResourceType.Image)
    58         {
    59             go = CreateImage();
    60         }
    61         return go;
    62     }
    63 
    64     public void LoadSprite(string path, Action<Sprite> callback)
    65     {
    66 #if UNITY_EDITOR
    67         Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>("Assets/" + path + ".png");
    68         if ((sprite != null) && (callback != null))
    69         {
    70             callback(sprite);
    71         }
    72 #endif
    73     }
    74 
    75     public void LoadSprite(string path, Action<Sprite[]> callback)
    76     {
    77 #if UNITY_EDITOR
    78         Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath("Assets/" + path + ".png") as Sprite[];
    79         if ((sprites != null) && (callback != null))
    80         {
    81             callback(sprites);
    82         }
    83 #endif
    84     }
    85 
    86     public void SetSprite(string path, Image image)
    87     {
    88         LoadSprite(path, (Sprite sprite) => { image.sprite = sprite; });
    89     }
    90 
    91     private GameObject CreateImage()
    92     {
    93         GameObject go = DefaultControls.CreateImage(resources);
    94         go.layer = LayerMask.NameToLayer("UI");
    95         Image image = go.GetComponent<Image>();
    96         image.raycastTarget = false;
    97         return go;
    98     }
    99 }
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  • 原文地址:https://www.cnblogs.com/lyh916/p/9281816.html
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