void OnResManagerInited()
        {
            string shuaishuai_prefab_path;

#if ASSETBUNDLE_MODE
            shuaishuai_prefab_path = "role/shuaishuai";
#else
            shuaishuai_prefab_path = "Model/Role/Boy_shuai/Shuaishuai(Merged)";
#endif
            ResContext.LoadAssetAsync(shuaishuai_prefab_path, "Shuaishuai(Merged)", typeof(GameObject), OnLoadShuaishuai);

            string Joe_prefab_path;
#if ASSETBUNDLE_MODE
            Joe_prefab_path = "role/joe";
#else
            Joe_prefab_path = "Model/Role/Joe/Joe(Merged)";
#endif
            ResContext.LoadAssetAsync(Joe_prefab_path, "Joe(Merged)", typeof(GameObject), OnLoadJoe);

            string Mage_prefab_path = "role/mage";
#if ASSETBUNDLE_MODE
            Mage_prefab_path = "role/mage";
#else
            Mage_prefab_path = "Model/Role/Mage/Mage(Merged)";
#endif
            ResContext.LoadAssetAsync(Mage_prefab_path, "Mage(Merged)", typeof(GameObject), OnLoadMage);

            string LittleSister_prefab_path = "role/littlesister";
#if ASSETBUNDLE_MODE
            LittleSister_prefab_path = "role/littlesister";
#else
            LittleSister_prefab_path = "Model/Role/Little_girl/LittleSister(Merged)";
#endif
            ResContext.LoadAssetAsync(LittleSister_prefab_path, "LittleSister(Merged)", typeof(GameObject), OnLoadLittleSister);
        }
Example #2
0
        void OnResourceManagerInitialized()
        {
            ConnectionManager.GetInstance().CreateConnection(ConnectionManager.ServerType.Logic, "127.0.0.1", 6000, null);

            ModelManager.GetSingleton().InitModel();
            AudioAdapter.Instance.Initialize();
#if ASSETBUNDLE_MODE
            ResourceManager.LoadAssetAsync("ui/common/atlas", "NULL", typeof(TextAsset), OnLoadedUICommonAtlas);
            ResourceManager.LoadAssetAsync("ui/common/dialog", "NULL", typeof(TextAsset), OnLoadedUICommonDialogs);
            ResourceManager.LoadAssetAsync("ui/common/font", "NULL", typeof(TextAsset), OnLoadedUIFont);
            ResourceManager.LoadAssetAsync("ui/common/localization", "Chinese", typeof(TextAsset), OnLoadedUILocalization);
#else
            ResContext.LoadAssetAsync("Localization/Chinese", string.Empty, typeof(TextAsset), OnLoadedUILocalization);
#endif
        }
Example #3
0
        public void SetupDatabasePath(LoadAssetCallback func)
        {
            if (IsOpen())
            {
                if (func != null)
                {
                    func(null, null);
                }
                return;
            }

            string root = "sdcard/db/QiuMo.bytes";

            //string root = "C:/QiuMo.bytes";
            if (File.Exists(root))
            {
                Helper.Log("Get Database Success");
                byte[] tembyte = File.ReadAllBytes(root);
                if (tembyte != null)
                {
                    Open(tembyte);
                }
                if (func != null)
                {
                    func(null, null);
                }
                return;
            }
            else
            {
                Helper.Log("File not exist!");
            }

            string filePath = "{0}{1}";

            Helper.Format(filePath, DATABASE_FILE_PATH, DATABASE_NAME);

            LoadAssetCallback tempCallback = delegate(UnityEngine.Object varObj, ResourceLoadParam varParam)
            {
                OnLoadDBFileFinsh(varObj, varParam);
                if (func != null)
                {
                    func(varObj, varParam);
                }
            };

            ResContext.LoadAssetAsync(filePath, DATABASE_NAME, typeof(TextAsset), tempCallback);
        }