Example #1
0
    private static t_mapBeanHF GetConfigImp(int key)
    {
        t_mapBeanHF bean = null;

        GameDll.Tool.StringBuilder.Append("select * from t_mapBean where t_id = ");
        GameDll.Tool.StringBuilder.Append(key);
        if (GameDll.DataManager.BeginRead(GameDll.Tool.StringBuilder.ToString()))
        {
            bean                   = new t_mapBeanHF();
            bean.t_id              = GameDll.DataManager.ReadInt();
            bean.t_name            = GameDll.DataManager.ReadString();
            bean.t_map_pathdata    = GameDll.DataManager.ReadString();
            bean.t_map_data_abname = GameDll.DataManager.ReadString();
            bean.t_map_info        = GameDll.DataManager.ReadString();
            bean.t_map_assetname   = GameDll.DataManager.ReadString();
            bean.t_map_abname      = GameDll.DataManager.ReadString();
            bean.t_jubian          = GameDll.DataManager.ReadString();
            bean.t_brush_id        = GameDll.DataManager.ReadString();
        }
        GameDll.DataManager.EndRead();
        GameDll.Tool.StringBuilder.Clear();
        if (bean == null)
        {
            UnityEngine.Debug.LogError("没有找到配置表,配置表是:t_mapBeanHF Id:" + key);
            return(null);
        }
        return(bean);
    }
Example #2
0
        public void EnterLoginScene()
        {
            UnityEngine.Debug.Log("cshotfix  EnterLogin start");
            t_mapBeanHF map = t_mapBeanHF.GetConfig(2);

            //map = null;
            m_AssetBundleName = map.t_map_abname.ToLower();
            string assetName = map.t_map_assetname;

            m_AssetBundleName = "scene/login/login_scene.jpg";
            assetName         = "login_scene";
            m_ABId            = ResourceManager.LoadLevel(m_AssetBundleName, assetName, 0, LoadedScene);
            UnityEngine.Debug.Log("cshotfix  EnterLogin end");
        }
Example #3
0
    public static t_mapBeanHF GetConfig(int key)
    {
        t_mapBeanHF bean = null;

        if (m_Dic.TryGetValue(key, out bean))
        {
            return(bean);
        }
        else
        {
            bean = GetConfigImp(key);
            m_Dic.Add(key, bean);
            return(bean);
        }
    }