http://www.xiaobao1993.com/886.html
来源与小宝个人笔记【稍作修改】
//使用 Prefabs/Resources/stone1
ResourceMgr.GetInstance().CreateGameObject ("stone1",image,true);
using UnityEngine;
using System.Collections; public class ResourceMgr : MonoBehaviour
{
#region 初始化
private static ResourceMgr mInstance; /// <summary>
/// 获取资源加载实例
/// </summary>
/// <returns></returns>
public static ResourceMgr GetInstance()
{
if(mInstance == null)
{
mInstance = new GameObject("_ResourceMgr").AddComponent<ResourceMgr>();
}
return mInstance;
}
private ResourceMgr()
{
Debug.LogError ("---------------");
hashtable = new Hashtable();
}
#endregion /// <summary> 资源缓存容器 </summary>
private Hashtable hashtable;
/// <summary>
/// Load 资源
/// </summary>
/// <typeparam name="T">资源类型</typeparam>
/// <param name="path">资源路径</param>
/// <param name="cacheAsset">是否要缓存资源</param>
/// <returns></returns>
public T Load<T>(string path, bool cache) where T : Object
{
if (hashtable.Contains(path))
{
return hashtable[path] as T;
} Debug.Log(string.Format("Load assset frome resource folder,path:{0},cache:{1}", path, cache));
T assetObj = Resources.Load<T>(path);
if (assetObj == null)
{
Debug.LogWarning("Resources中找不到资源:" + path);
}
if (cache)
{
hashtable.Add(path, assetObj);
Debug.Log("Asset对象被缓存,Resource'path=" + path);
}
return assetObj;
} /// <summary>
/// 创建Resource中GameObject对象
/// </summary>
/// <param name="path"资源路径</param>
/// <param name="cacheAsset">是否要缓存Asset对象</param>
/// <returns></returns>
public GameObject CreateGameObject(string path,GameObject parent, bool cache)
{
GameObject assetObj = Load<GameObject>(path, cache);
GameObject go = Instantiate(assetObj) as GameObject;
if (go != null && parent != null)
{
Transform t = go.transform;
t.parent = parent.transform;
t.localPosition = Vector3.zero;
t.localRotation = Quaternion.identity;
t.localScale = Vector3.one;
go.layer = parent.layer;
}
if (go == null)
{
Debug.LogWarning("从Resource创建对象失败:" + path);
}
return go;
} // Use this for initialization
void Start () { } // Update is called once per frame
void Update () { }
}