void Start() { InputMgr.Instance.initialize(); ManifestMgr.Init(); AtlasMgr.Instance.Init(); #if UNITY_5 || UNITY_2017 || UNITY_2018 Application.logMessageReceived += Log; #else Application.RegisterLogCallback(Log); #endif lua = new LuaState(); lua.Start(); LuaBinder.Bind(lua); lua.OpenLibs(LuaDLL.luaopen_pb); lua.OpenLibs(LuaDLL.luaopen_struct); lua.OpenLibs(LuaDLL.luaopen_lpeg); #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX luaState.OpenLibs(LuaDLL.luaopen_bit); #endif DelegateFactory.Register(); string dataPath = Application.dataPath; int index = dataPath.LastIndexOf("/"); dataPath = dataPath.Substring(0, index); //lua.AddSearchPath(fullPath); lua.DoFile(Path.Combine(dataPath, "Client/Scripts/__init.lua")); LogicFrame.Instance.initialize(lua); GameSocket.Instance.run("192.168.1.108", "8007"); }
// Use this for initialization void Start() { //图集ab preLoads.Add(E_PoolType.Atlas, new List <string>()); preLoads[E_PoolType.Atlas].Add("assetbundle/atlas/commonatlas"); preLoads[E_PoolType.Atlas].Add("assetbundle/atlas/facebookatlas"); preLoads[E_PoolType.Atlas].Add("assetbundle/atlas/teamatlas"); //ui prefab preLoads.Add(E_PoolType.UICache, new List <string>()); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/bottommidui"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/BottomSkillUI"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/FaceBookUI"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/GuildUI"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/JoyStickUI"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/SkillUI"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/TopLeftUI"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/UICanvas"); preLoads[E_PoolType.UICache].Add("assetbundle/prefabs/ui/UpDownAnimUI"); //model prefab preLoads.Add(E_PoolType.Model, new List <string>()); preLoads[E_PoolType.Model].Add("assetbundle/prefabs/model/role_ueman/model/role_ueman"); preLoads[E_PoolType.Model].Add("assetbundle/prefabs/model/role_fistgirl/model/role_fistgirl"); preLoads[E_PoolType.Model].Add("assetbundle/prefabs/model/role_superman/model/role_superman"); preLoads[E_PoolType.Model].Add("assetbundle/prefabs/model/avatar001/model/avatar_001"); ManifestMgr.Init(); AtlasMgr.Instance.Init(); }
public PackAsset(string resName, string resPath, AssetBundle ab) { this.resName = resName; this.resPath = resPath; this.ab = ab; deps = new List <string>(); ManifestMgr.getDeps(resName, ref deps); mainName = ab.GetAllAssetNames()[0]; }
private List <string> depends = new List <string>(); //依赖 public BasePool(string url, E_PoolType pt) { this.url = url; this.PType = pt; string name = "[{0}][{1}][{2}]"; name = string.Format(name, "root", pt.ToString(), url.ToString()); GameObject go = new GameObject(name); root = go.transform; ManifestMgr.getDepends(url, ref depends); root.SetParent(PoolMgr.Instance.PoolRoot); root.transform.localPosition = Vector3.zero; }
public void addTask(string url, Action <string, bool, TBundle> call) { if (!dictTask.ContainsKey(url)) { List <string> depends = new List <string>(); ManifestMgr.getDepends(url, ref depends); //先加载所有依赖 for (int i = 0; i < depends.Count; i++) { if (depends[i].EndsWith(".assetbundle")) { depends[i] = depends[i].Replace(".assetbundle", ""); } addTask(depends[i], null); } LoaderTask task = new LoaderTask(url, call); dictTask.Add(task.url, task); } else { dictTask[url].addHandler(call); } }
public void addTask(string url, Action <string, bool, TBundle> call, List <string> depends = null) { if (!dictTask.ContainsKey(url)) { if (depends == null) { depends = new List <string>(); ManifestMgr.getDepends(url, ref depends); } //先加载所有依赖 for (int i = 0; i < depends.Count; i++) { if (!dictTask.ContainsKey(depends[i])) { add(depends[i], null); } } add(url, call); } else { dictTask[url].addHandler(call); } }
//池子初始化 protected virtual void initialize() { deps = new List <string>(); ManifestMgr.getDeps(resName, ref deps); cacheLst = new List <GameObject>(); }
//初始化依赖任务 todo private void initDeps() { ManifestMgr.getDeps(resName, ref loadQueue); loadQueue.Add(resName); }