using Thousandto.Core.Framework; using Thousandto.Core.Base; using System; using System.Collections.Generic; using System.Text; using UnityEngine; using FLogger = UnityEngine.Gonbest.MagicCube.FLogger; namespace Thousandto.Plugins.Common { /// /// 手势操作加载处理 /// public class FingerGesturesLoader { #region//常量定义 //资源路径 private const string _prefab_MouseGestures = "Default/FingerGestures/Prefabs/Mouse Gestures"; //资源路径 private const string _prefab_TouchScreenGestures = "Default/FingerGestures/Prefabs/TouchScreen Gestures"; #endregion #region//私有变量 private FingerGestures _fingerGestures = null; #endregion #region//初始化 和 卸载 的操作 public FingerGesturesLoader() { Initialize(); } //加载 private void Initialize() { if (_fingerGestures != null) return; var prefab = Resources.Load(GetResPath()); if (prefab != null) { var go = GameObject.Instantiate(prefab) as GameObject; _fingerGestures = go.GetComponent(); //go.hideFlags = HideFlags.HideInHierarchy; go.SetActive(true); UnityEngine.Object.DontDestroyOnLoad(go); //FLogger.Log("fingerGestures gameObject loaded success!!"); } else { //FLogger.Log("fingerGestures gameObject loaded fail!", GetResPath()); } } #endregion #region//私有方法 //获取资源的路径 private string GetResPath() { #if !UNITY_EDITOR && (UNITY_IPHONE || UNITY_ANDROID) return _prefab_TouchScreenGestures; #else return _prefab_MouseGestures; #endif } #endregion } }