Ejemplo n.º 1
0
        // 一个模板函数,用来加载放在Assets\StreamingAssets\Data目录下的json配置
        public static List <T> LoadJsonConfigs <T>(string configPath)
        {
            List <T> configItems = null;

#if UNITY_STANDALONE || UNITY_IPHONE
            configPath = Application.streamingAssetsPath + "/" + configPath;
            if (false == File.Exists(configPath))
            {
                Debug.Log("DialogManage::LoadDialogs File Not Exists! " + configPath);
                return(null);
            }

            StreamReader   sr         = new StreamReader(configPath);
            JsonSerializer serializer = new JsonSerializer();
            List <T>       nodes      = (List <T>)serializer.Deserialize(new JsonTextReader(sr), typeof(List <T>));
            configItems = nodes;
            sr.Dispose();
#elif UNITY_ANDROID
            string   strJson = AndroidAssetLoadSDK.LoadTextFile(configPath);
            List <T> nodes   = JsonConvert.DeserializeObject <List <T> >(strJson);
            configItems = nodes;
#endif

            return(configItems);
        }
Ejemplo n.º 2
0
    public static byte[] CustomLoader(ref string filepath)
    {
        string scriptPath = string.Empty;

        filepath   = filepath.Replace(".", "/") + ".lua";
        scriptPath = "LuaScripts/" + filepath;

#if UNITY_EDITOR
        if (AssetBundleConfig.IsEditorMode || AssetBundleConfig.IsSimulateMode_UseLuaScripts)
        {
            scriptPath = Path.Combine(Application.dataPath, luaScriptsFolder);
            scriptPath = Path.Combine(scriptPath, filepath);
            //Logger.Log("Load lua script : " + scriptPath);
            return(UtilityGame.SafeReadAllBytes(scriptPath));
        }
#endif
        //优先读取可写目录文件
        string realPath = FileUtil.GetWritePath(scriptPath);
        if (File.Exists(realPath))
        {
            return(UtilityGame.SafeReadAllBytes(realPath));
        }

#if UNITY_ANDROID && !UNITY_EDITOR
        byte[] bytes = AndroidAssetLoadSDK.LoadFile(scriptPath);
        if (bytes != null)
        {
            return(bytes);
        }
#else
        //优先读取可写目录文件
        realPath = FileUtil.GetReadOnlyPath(scriptPath);
        if (File.Exists(realPath))
        {
            return(UtilityGame.SafeReadAllBytes(realPath));
        }
#endif
        Logger.LogError($"Lua File Not Found:({scriptPath})");


//                scriptPath = string.Format("{0}/{1}.bytes", luaAssetbundleAssetName, filepath);
//                string assetbundleName = null;
//                string assetName = null;
//                bool status = AssetBundleManager.Instance.MapAssetPath(scriptPath, out assetbundleName, out assetName);
//                if (!status)
//                {
//                        Logger.LogError("MapAssetPath failed : " + scriptPath);
//                        return null;
//                }
//                var asset = AssetBundleManager.Instance.GetAssetCache(assetName) as TextAsset;
//                if (asset != null)
//                {
//                        //Logger.Log("Load lua script : " + scriptPath);
//                        return asset.bytes;
//                }
//                Logger.LogError("Load lua script failed : " + scriptPath + ", You should preload lua assetbundle first!!!");
        return(null);
    }