private void AddConfigSystem <T>(ISessionCondition sessionState, string asset, string bundleName = "tables") where T : AbstractConfigManager <T>, IConfigParser, new() { this.Add(new DefaultConfigInitSystem <T>(_assetManager, sessionState, new AssetInfo(bundleName, asset), SingletonManager.Get <T>())); }
public OptionConfigurationInitModule(ISessionCondition sessionState, IUnityAssetManager assetManager) { _assetManager = assetManager; var allMaps = SingletonManager.Get <MapsDescription>(); if (allMaps.CurrentLevelType != LevelType.BigMap) { return; } SceneConfig config = allMaps.BigMapParameters; string preStr = config.PreMapName; int gridNum = config.TerrainDimension; StreamingLevelStructure streamingLevel = SingletonManager.Get <StreamingLevelStructure>(); ScenesLightmapStructure lightmap = SingletonManager.Get <ScenesLightmapStructure>(); ScenesIndoorCullStructure indoor = SingletonManager.Get <ScenesIndoorCullStructure>(); streamingLevel.Clear(); lightmap.Clear(); indoor.Clear(); for (int i = 0; i < gridNum; i++) { for (int j = 0; j < gridNum; j++) { string preName = preStr + "_" + preStr + " " + i + "x" + j; AddConfigSystem <StreamingLevelStructure>(sessionState, preName + StreamingConfig.DataXMLName, StreamingConfig.StreamingABPath + preStr + StreamingConfig.StreamingDataABName, streamingLevel); AddConfigSystem <ScenesLightmapStructure>(sessionState, preName + StreamingConfig.LightXMLName, StreamingConfig.StreamingABPath + preStr + StreamingConfig.StreamingLightDataABName, lightmap); AddConfigSystem <ScenesIndoorCullStructure>(sessionState, preName + StreamingConfig.InDoorXMLName, StreamingConfig.StreamingABPath + preStr + StreamingConfig.StreamingInDoorABName, indoor); } } _sessionState = sessionState; }
private T AddConfigSystem <T>(ISessionCondition sessionState, string asset, string bundleName, T inst) where T : AbstractConfigManager <T>, IConfigParser, new() { this.Add(new DefaultConfigInitSystem <T>(_assetManager, sessionState, new AssetInfo(bundleName, asset), inst, true, true)); return(inst); }
public DefaultConfigInitSystem(IUnityAssetManager assetManager, ISessionCondition sessionState, AssetInfo asset, IConfigParser parser, bool reload = false) { _assetManager = assetManager; _sessionState = sessionState; _assetInfo = asset; _sessionState.CreateExitCondition(GetConditionId()); _parser = parser; if (reload) { SingletonManager.Get <T>().IsInitialized = false; _isDone = false; _isExit = false; } SingletonManager.Get <SubProgressBlackBoard>().Add(); }
public SettingInitSystem(ISessionCondition sessionState) { this.sessionState = sessionState; this.sessionState.CreateExitCondition(this.GetType().Name); }
/// <summary> /// /// 注意:不能加载特定模式地图需要的配置文件 /// </summary> /// <param name="sessionState"></param> public BaseConfigurationInitModule(ISessionCondition sessionState, IUnityAssetManager assetManager) { _assetManager = assetManager; AddConfigSystem <AssetConfigManager>(sessionState, "svn.version"); AddConfigSystem <CharacterStateConfigManager>(sessionState, "SpeedConfig"); AddConfigSystem <AvatarAssetConfigManager>(sessionState, "role_avator_res"); AddConfigSystem <AvatarSkinConfigManager>(sessionState, "AvatarSkin"); AddConfigSystem <MeleeAttackCDConfigManager>(sessionState, "MeleeAttackCDConfig"); AddConfigSystem <FirstPersonOffsetConfigManager>(sessionState, "FirstPersonOffset"); AddConfigSystem <RoleConfigManager>(sessionState, "role"); AddConfigSystem <CharacterInfoManager>(sessionState, "CharacterInfo"); AddConfigSystem <KillFeedBackConfigManager>(sessionState, "killfeedback"); AddConfigSystem <CameraConfigManager>(sessionState, "Camera"); AddConfigSystem <SoundConfigManager>(sessionState, "Sound"); AddConfigSystem <PlayerSoundConfigManager>(sessionState, "PlayerSound"); AddConfigSystem <BulletDropConfigManager>(sessionState, "BulletDrop"); AddConfigSystem <ClientEffectCommonConfigManager>(sessionState, "ClientEffectCommon"); AddConfigSystem <WeaponConfigManagement>(sessionState, "WeaponData"); AddConfigSystem <WeaponResourceConfigManager>(sessionState, "weapon"); AddConfigSystem <ClipDropConfigManager>(sessionState, "ClipDrop"); AddConfigSystem <WeaponPartsConfigManager>(sessionState, "weapon_parts"); AddConfigSystem <WeaponPartSurvivalConfigManager>(sessionState, "weapon_parts_survival"); AddConfigSystem <GameItemConfigManager>(sessionState, "gameitem"); AddConfigSystem <RoleAvatarConfigManager>(sessionState, "role_avator"); AddConfigSystem <CardConfigManager>(sessionState, "card"); AddConfigSystem <TypeForDeathConfigManager>(sessionState, "TypeForDeath"); AddConfigSystem <ChatConfigManager>(sessionState, "chat"); AddConfigSystem <DropAreaConfigManager>(sessionState, "droparea"); AddConfigSystem <DropPoolConfigManager>(sessionState, "droppool"); AddConfigSystem <DropItemConfigManager>(sessionState, "dropitem"); AddConfigSystem <TerrainSoundConfigManager>(sessionState, "TerrainSound"); AddConfigSystem <TerrainEffectConfigManager>(sessionState, "TerrainEffect"); AddConfigSystem <TerrainMaterialConfigManager>(sessionState, "TerrainMaterial"); AddConfigSystem <TerrainTextureConfigManager>(sessionState, "TerrainTexture"); AddConfigSystem <TerrainVehicleFrictionConfigManager>(sessionState, "TerrainFriction"); AddConfigSystem <TerrainTextureTypeConfigManager>(sessionState, "TerrainTextureType"); AddConfigSystem <DynamicPredictionErrorCorrectionConfigManager>(sessionState, "DynamicPredictionErrorCorrectionConfig"); AddConfigSystem <VehicleAssetConfigManager>(sessionState, "VehicleConfig"); AddConfigSystem <VehicleSoundConfigManager>(sessionState, "VehicleSound"); AddConfigSystem <StateTransitionConfigManager>(sessionState, "StateTransition"); AddConfigSystem <RaycastActionConfigManager>(sessionState, "RaycastAction"); AddConfigSystem <LadderRankConfigManager>(sessionState, "ladderrank"); AddConfigSystem <WeaponPropertyConfigManager>(sessionState, "weapon_property"); AddConfigSystem <PropConfigManager>(sessionState, "prop"); AddConfigSystem <EnvironmentTypeConfigManager>(sessionState, "EnvironmentType"); AddConfigSystem <ClientEffectConfigManager>(sessionState, "ClientEffect"); AddConfigSystem <GameModeConfigManager>(sessionState, "gamemode"); AddConfigSystem <WeaponAvatarConfigManager>(sessionState, "weapon_avator"); AddConfigSystem <StreamingLevelStructure>(sessionState, "streaminglevel", "tablesfrombuilding"); AddConfigSystem <ScenesLightmapStructure>(sessionState, "AdditiveScene", "sceneslightmap_additivescene"); AddConfigSystem <ScenesIndoorCullStructure>(sessionState, "AdditiveScene", "scenesindoorcull_additivescene"); AddConfigSystem <MapsDescription>(sessionState, "mapConfig"); AddConfigSystem <AudioWeaponManager>(sessionState, "WeaponAudio"); AddConfigSystem <AudioEventManager>(sessionState, "AudioEvent"); AddConfigSystem <AudioGroupManager>(sessionState, "AudioGroup"); if (!SettingManager.GetInstance().IsInitialized()) { AddConfigSystem <SettingManager>(sessionState, "setting"); } AddConfigSystem <VideoSettingConfigManager>(sessionState, "video_setting"); AddConfigSystem <LoadingTipConfigManager>(sessionState, "loadingtips"); AddConfigSystem <IndividuationConfigManager>(sessionState, "individuation"); _sessionState = sessionState; }
private void AddConfigSystem <T>(Contexts contexts, ISessionCondition sessionState, string asset, string bundleName) where T : AbstractConfigManager <T>, IConfigParser, new() { this.Add(new DefaultConfigInitSystem <T>(contexts.session.commonSession.AssetManager, sessionState, new AssetInfo(bundleName, asset), SingletonManager.Get <T>(), true)); }
public MapConfigInitModule(Contexts contexts, ISessionCondition sessionState) { AddConfigSystem <MapPositionConfigManager>(contexts, sessionState, contexts.session.commonSession.RoomInfo.MapId.ToString(), "gamedata/map"); }