Ejemplo n.º 1
0
        void LoadResourcesTable()
        {
            string    resourcesTablePath = Instance.tablePathTable["ResourcesTable"];
            TextAsset jsonTable          = JResources.Load <TextAsset>(resourcesTablePath);

            ResourcesTable.LoadFromJson(jsonTable.text);
        }
Ejemplo n.º 2
0
        public void Awake()
        {
            TextAsset      bundleList = JResources.Load <TextAsset>(TABLE_PATH);
            BundlePathList tempList   = JsonUtility.FromJson <BundlePathList>(bundleList.text);

            for (int i = 0; i < tempList.bundleList.Count; i++)
            {
                bundlePathes.Add(tempList.bundleList[i].key, tempList.bundleList[i].bundlePath);
            }
        }
Ejemplo n.º 3
0
        void LoadTablePathTable()
        {
            TextAsset      txt  = JResources.Load <TextAsset>("Tables/TablePath");
            string         json = txt.text;
            TablePathTable tpt  = JsonUtility.FromJson <TablePathTable>(json);

            for (int i = 0; i < tpt.pathTable.Count; i++)
            {
                tablePathTable.Add(tpt.pathTable[i].name, tpt.pathTable[i].path);
            }
        }
Ejemplo n.º 4
0
        PoolData SpawnObjectToPool(string name, string path)
        {
            var obj = Instantiate(JResources.Load(path), Vector3.zero, Quaternion.identity) as GameObject;

            obj.SetActive(false);
            var      list    = Instance.GetPooldataList(name);
            PoolData newData = new PoolData(obj, true);

            list.Add(newData);
            return(newData);
        }
Ejemplo n.º 5
0
        IItem CreateItem()
        {
            UnityEngine.Object obj      = JResources.Load(path);
            GameObject         instance = Instantiate(obj) as GameObject;
            IItem item = instance.GetComponent <IItem>();

            items.Add(item);
            instance.transform.parent     = contents;
            instance.transform.localScale = Vector3.one;
            return(item);
        }
Ejemplo n.º 6
0
        public void Awake()
        {
            string    localTablePath = TABLE_PATH;
            TextAsset ta             = JResources.Load <TextAsset>(localTablePath);
            string    localJson      = ta.text;

            LocalizeDataList tempTable = JsonUtility.FromJson <LocalizeDataList>(localJson);
            int index = MapLocalizationToIndex(Application.systemLanguage);

            for (int i = 0; i < tempTable.List.Count; i++)
            {
                string key   = tempTable.List[i].key;
                string value = tempTable.List[i].list[index];
                LocalizeTable.AddLocalString(key, value);
            }
        }
Ejemplo n.º 7
0
        public static void Initialize()
        {
            //find Instance all
            T[] objects = FindObjectsOfType <T>();
            switch (objects.Length)
            {
            case 0:
                //it is in the resources folder?
                string[]           typeNameSplits = typeof(T).ToString().Split('.');
                string             typeName       = typeNameSplits[typeNameSplits.Length - 1];
                UnityEngine.Object loadObj        = JResources.Load("Prefabs/Singletone/" + typeName);
                if (null != loadObj)
                {
                    GameObject go  = Instantiate(loadObj) as GameObject;
                    T          obj = go.GetComponent <T>();
                    _instance = obj;
                }
                else
                {
                    //create new gameobject
                    Debug.LogFormat("{0} was not founded so Instnatiate {0}", typeof(T).ToString());;
                    string[]   splits = typeof(T).ToString().Split('.');
                    string     name   = splits[splits.Length - 1];
                    GameObject go     = new GameObject(name);
                    _instance = go.AddComponent <T>();
                }
                break;

            case 1:
                _instance = objects[0];
                break;

            default:
                Debug.LogWarningFormat("{0} is MonoSingle, so it must be unique, leave only one", typeof(T).ToString());
                for (int i = 1; i < objects.Length; i++)
                {
                    GameObject.Destroy(objects[i]);
                }
                _instance = objects[0];
                objects   = null;
                break;
            }
            DontDestroyOnLoad(_instance);
            Debug.LogFormat("{0} was set DontDestroyOnLoad object", typeof(T).ToString());
        }
Ejemplo n.º 8
0
        //#endregion
        void Awake()
        {
            TableLoader.Initialize();
            GlobalEventQueue.Initialize();
            JResources.Initialize();
            EffectManager.Initialize();
            OnAwake();
            GlobalEventQueue.RegisterListener(DefaultEvent.LoadScene, ListenSceneChange);
            GlobalEventQueue.RegisterListener(DefaultEvent.AddScene, ListenAddScene);
            GlobalEventQueue.RegisterListener(DefaultEvent.UnloadScene, ListenUnloadScene);
            SceneManager.sceneLoaded += LoadedCompleteMethod;
            //gravity = Physics.gravity;


            if (null != appStartMethod)
            {
                appStartMethod.Invoke();
            }
        }