/// <summary> /// 游戏初始化 /// </summary> //static GameManager() private static void Initialize() { //加载场景配置文件 string json = IOUtil.LoadText("scene.conf"); List <SceneConfigModel> sceneConf = JsonMapper.ToObject <List <SceneConfigModel> >(json); foreach (var item in sceneConf) { _sceneConf[item.index] = item; } //加载机关配置文件 json = IOUtil.LoadText("hurt.conf"); List <HurtConfigModel> hurtConf = JsonMapper.ToObject <List <HurtConfigModel> >(json); foreach (var item in hurtConf) { _hurtConf[item.id] = item; } //加载存档 json = IOUtil.LoadPrefs(); if (string.IsNullOrEmpty(json)) { //如果没有存档则初始化存档 Debug.Log("初始化存档"); _prefs = new PrefsModel(); _prefs.Missions = new List <MissionPrefsModel>(); foreach (var item in _sceneConf) { MissionPrefsModel mission = new MissionPrefsModel() { Index = item.Key }; if (mission.Index == 1) { mission.Star = 2; mission.Lock = false; } _prefs.Missions.Add(mission); } IOUtil.SavePrefs(JsonMapper.ToJson(_prefs)); } else { _prefs = JsonMapper.ToObject <PrefsModel>(json); } }
/// <summary> /// 游戏初始化 /// </summary> //static GameManager() private static void Initialize() { //加载场景配置文件 string json = IOUtil.LoadText("scene.conf"); List<SceneConfigModel> sceneConf = JsonMapper.ToObject<List<SceneConfigModel>>(json); foreach (var item in sceneConf) { _sceneConf[item.index] = item; } //加载机关配置文件 json = IOUtil.LoadText("hurt.conf"); List<HurtConfigModel> hurtConf = JsonMapper.ToObject<List<HurtConfigModel>>(json); foreach (var item in hurtConf) { _hurtConf[item.id] = item; } //加载存档 json = IOUtil.LoadPrefs(); if (string.IsNullOrEmpty(json)) { //如果没有存档则初始化存档 Debug.Log("初始化存档"); _prefs = new PrefsModel(); _prefs.Missions = new List<MissionPrefsModel>(); foreach (var item in _sceneConf) { MissionPrefsModel mission = new MissionPrefsModel() { Index = item.Key }; if (mission.Index == 1) { mission.Star = 2; mission.Lock = false; } _prefs.Missions.Add(mission); } IOUtil.SavePrefs(JsonMapper.ToJson(_prefs)); } else { _prefs = JsonMapper.ToObject<PrefsModel>(json); } }