Ejemplo n.º 1
0
    /// <summary>
    /// 保存配置树
    /// </summary>
    /// <param name="tType"></param>
    /// <param name="pbData"></param>
    /// <returns></returns>
    static bool SaveConfigTree(TResourceBuildType tType, PBData_ResourceConfigTree pbData)
    {
        bool bRet = false;

        switch (tType)
        {
        case TResourceBuildType.enAssetBuild:
        {
        }
        break;

        case TResourceBuildType.enEditorBuild:
        {
            string strXML    = GameUtil.WriteToXmlString(pbData);
            byte[] dataArray = PackageSetting.cTextFileEncoding.GetBytes(strXML);
            bRet = GameEditorUtil.TextResourceSaveAtPath(PackageSetting.sEditorConfigTreeName, dataArray);
        }
        break;

        case TResourceBuildType.enResourceBuild:
        {
        }
        break;
        }
        return(bRet);
    }
Ejemplo n.º 2
0
    // 获取各个类型配置的文件位置
    static string GetConfigTreeLeafPath(TResourceBuildType tType, string strConfigTreeLeafKey)
    {
        string strPath = string.Empty;

        switch (tType)
        {
        case TResourceBuildType.enAssetBuild:
        {
        }
        break;

        case TResourceBuildType.enEditorBuild:
        {
            strPath = PackageSetting.sEditorConfigPath + strConfigTreeLeafKey + ".xml";
        }
        break;

        case TResourceBuildType.enResourceBuild:
        {
        }
        break;
        }

        return(strPath);
    }
Ejemplo n.º 3
0
    /// <summary>
    /// 获取配置树
    /// </summary>
    /// <param name="tType"></param>
    /// <returns></returns>
    static PBData_ResourceConfigTree GetBuildConfigTree(TResourceBuildType tType)
    {
        PBData_ResourceConfigTree configTree = null;

        switch (tType)
        {
        case TResourceBuildType.enAssetBuild:
            break;

        case TResourceBuildType.enEditorBuild:
        {
            string strConfigXML = GameEditorUtil.TextResourceLoadAtPath(PackageSetting.sEditorConfigTreeName);
            if (string.IsNullOrEmpty(strConfigXML) == false)
            {
                configTree = GameUtil.ReadFromXmlString <PBData_ResourceConfigTree>(strConfigXML);
            }
        }
        break;

        case TResourceBuildType.enResourceBuild:
            break;

        default:
            break;
        }
        return(configTree);
    }