/// <summary> /// 设置资源加载方式 /// </summary> void SetResourceLoadType(bool useCache) { if (UseAssetsBundle) { HotUpdateManager.CheckLocalVersion(); ResourceManager.Initialize(AssetsLoadType.AssetBundle, useCache); } else { ResourceManager.Initialize(AssetsLoadType.Resources, useCache); } }
private void GetHotUpdatePath(List <HotUpdatePathData> datas, string error) { if (!string.IsNullOrEmpty(error)) { Finish("Download HotUpdatePathData failed :" + error); return; } else { string channel = SDKManager.GetProperties(SDKInterfaceDefine.PropertiesKey_ChannelName, "GameCenter"); Debug.Log("Download HotUpdatePathData count:" + datas.Count); HotUpdatePathData pathData = null; foreach (var d in datas) { if (d.m_key == channel) { pathData = d; break; } } if (pathData == null) { Finish("No Channel in HotUpdatePathData Channel:" + channel); return; } string m_HotupdatePath = pathData.m_HotupdatePath; string testPath = PlayerPrefs.GetString(P_SelectHotUpdateTestPath, ""); if (!string.IsNullOrEmpty(testPath)) { //使用测试地址 m_HotupdatePath = testPath; } Debug.Log("Start hotUpdate in Channel:" + channel + "\nPath:" + m_HotupdatePath); if (ApplicationManager.Instance.UseAssetsBundle) { HotUpdateManager.StartHotUpdate(m_HotupdatePath, ReceviceUpdateStatus); } else { HotUpdateStatusInfo info = new HotUpdateStatusInfo(); info.m_status = HotUpdateStatusEnum.NoUpdate; info.m_loadState = new LoadState(); info.m_loadState.isDone = true; info.m_loadState.progress = 1f; ReceviceUpdateStatus(info); } } }
// Use this for initialization void Start() { #if RELEASE m_manager = HotUpdateManager.GetInstance(); m_manager.Initialize(); m_manager.downloadCompletedHandler = () => { UnityEngine.Debug.Log("success"); m_manager.CombineAsset(); }; m_manager.needDownloadHandler = (length) => { UnityEngine.Debug.Log(length); m_manager.Download(); }; m_manager.uncompressProgressHandler = (progress) => { UnityEngine.Debug.Log(progress); }; m_manager.downloadProgressHandler = (progress) => { UnityEngine.Debug.Log(progress); }; m_manager.remoteVersionNetworkErrorHandler = (err) => { UnityEngine.Debug.LogError(err); }; m_manager.remoteChangeInfoNetworkErrorHandler = (err) => { UnityEngine.Debug.LogError(err); }; m_manager.remoteDownloadNetworkErrorHandler = () => { UnityEngine.Debug.LogError("download error"); }; m_manager.remoteRootInfoNetworkErrorHandler = (err) => { UnityEngine.Debug.LogError(err); }; m_manager.combineProgressHandler = (progress) => { UnityEngine.Debug.Log(progress); }; m_manager.combineCompleteHandler = () => { UnityEngine.Debug.Log("combine success"); }; m_manager.CheckVersion(); #endif }
public override void OnEnterStatus() { SDKManager.Init(); //SDKManager.LoadAD(ADType.Banner); SDKManager.LoadAD(ADType.Interstitial); FavoritesService.Init(); PoemLibrary.Init(); LanguageManager.Init(); GameOptionService.Init(); SDKManager.Log("LaunchGame", null); m_window = UIManager.OpenUIWindow <HotUpdateWindow>(); HotUpdateManager.StartHotUpdate(ReceviceHotUpdateProgress); }
protected override void OnFlowStart(params object[] paras) { GameServerAreaDataGenerate gameServerArea = flowManager.GetVariable <GameServerAreaDataGenerate>(P_GameServerAreaData); HotUpdateManager.StartHotUpdate(gameServerArea.m_ClientHotUpdateURL, ReceviceUpdateStatus); }