Beispiel #1
0
    // Use this for initialization
    internal void Start()
    {
        Application.targetFrameRate = 60;
        QualitySettings.vSyncCount  = 1;
        QualitySettings.SetQualityLevel(1);
        try {
            if (!GameControler.IsInited)
            {
                Application.runInBackground = true;
                string dataPath            = Application.dataPath;
                string persistentDataPath  = Application.persistentDataPath;
                string streamingAssetsPath = Application.streamingAssetsPath;
                string tempPath            = Application.temporaryCachePath;
                LogicSystem.GfxLog("dataPath:{0} persistentDataPath:{1} streamingAssetsPath:{2} tempPath:{3}", dataPath, persistentDataPath, streamingAssetsPath, tempPath);
#if UNITY_ANDROID
                GameControler.InitGame(tempPath, streamingAssetsPath);
#elif UNITY_IPHONE
                GameControler.InitGame(tempPath, streamingAssetsPath);
#else
                GameControler.InitGame(dataPath, streamingAssetsPath);
#endif
                GlobalVariables.Instance.IsMobile = true;
                GameControler.StartGame();
                LogicSystem.SetLoadingBarScene("LoadingBar");
                //LogicSystem.PublishLogicEvent("ge_change_scene", "game", 6);
                Application.LoadLevel("Loading");
            }
        } catch (Exception ex) {
            LogicSystem.GfxLog("GameLogic.Start throw exception:{0}\n{1}", ex.Message, ex.StackTrace);
        }
    }
Beispiel #2
0
    internal void RestartLogic()
    {
        try
        {
            LogicSystem.SetLoadingBarScene("LoadingBar");

            // change scene to login
            LogicSystem.PublishLogicEvent("ge_change_scene", "game", 0);

            m_IsInit = true;
        }
        catch (Exception ex)
        {
            LogicSystem.LogErrorFromGfx("[Error]:Exception:{0}\n{1}", ex.Message, ex.StackTrace);
        }
    }
Beispiel #3
0
    private void StartLogic()
    {
        try
        {
            ArkProfiler.Start("StartLogic");

            // initialize all sub system of game, load data from world system
            GameControler.InitLogic();

            // start game logic thread
            GameControler.StartLogic();

            // load ui data table from disk
            UIManager.Instance.Init();

            // store name of loading bar scene to game logic thread
            LogicSystem.SetLoadingBarScene("LoadingBar");

#if LoadDataTableFromCache
            //CleanupCachedTables();
#endif

            // manual change to loading scene if not in shipping mode
            if (!GlobalVariables.Instance.IsPublish)
            {
                UnityEngine.SceneManagement.SceneManager.LoadScene("Loading");
            }

            ArkProfiler.Stop("StartLogic");

            m_IsInit = true;

            // unload all windows, then show login window
            LogicSystem.EventChannelForGfx.Publish("ge_show_login", "ui");
        }
        catch (System.Exception ex)
        {
            // at this time, logic queue may not initialize yet
            UnityEngine.Debug.LogErrorFormat("[Error]:Exception:{0}\n{1}",
                                             ex.Message, ex.StackTrace);
            LogicSystem.LogErrorFromGfx("[Error]:Exception:{0}\n{1}",
                                        ex.Message, ex.StackTrace);
        }
    }