[UGUI]图文混排:资源管理

Posted lyh916

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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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