public void OnEnter() { LancherPrefs.SetString(LancherPrefsConst.AssemblyName, Assembly.GetExecutingAssembly().FullName); #if NO_CODE //在没有代码的情况下 需要IOS和其他平台分开处理 dllNameArray = LancherPathConst.DLLPath; #else context.loadingDLLProgress.progress = 1; //在有代码的情况下直接添加入口类即可 var entry = context.gameObject.GetComponent <Main>(); if (entry == null) { entry = context.gameObject.AddComponent <Main>(); } //entry.OnGameStart(context.serverInfo.resServerUrl, context.serverInfo.loginServerUrl, context.serverInfo.opChannel); entry.OnInit(); #endif if (dllNameArray != null && dllNameArray.Length > 0) { LoadDLL(); } else { } }
/// <summary> /// 判断是否是new的逻辑 /// </summary> private void ReadGameFile() { if (LancherPrefs.HasKey(LancherPrefsConst.NoticePrefs) == false) { return; } string gamefile = LancherPrefs.GetString(LancherPrefsConst.NoticePrefs); string[] gamefiles = gamefile.Split('_'); if (passedNotice == null) { passedNotice = new List <string>(); } passedNotice.AddRange(gamefiles); }
/// <summary> /// 在退出的时候保存一些信息 /// </summary> private void SaveWhenDestory() { int count = passedNotice.Count; var sb = new StringBuilder(); if (count > 0) { sb.Append(passedNotice[0]); } for (int i = 1; i < count; i++) { sb.Append("_"); sb.Append(passedNotice[i]); } LancherPrefs.SetString(LancherPrefsConst.NoticePrefs, sb.ToString()); LancherPrefs.Save(); }
/// <summary> /// 加载服务器Json后 /// </summary> /// <param name="_www"></param> /// <returns></returns> private Promise <LancherLoadData> LoadServerJson(LancherLoadData _www) { var promise = new Promise <LancherLoadData>(); context.serverInfo = JsonUtility.FromJson <TgameSvrInfo>(LancherEncodingUtils.GetString(_www.bytes)); if (context.serverInfo != null) { //成功获取到服务器的信息 LancherPrefs.SetInt(LancherPrefsConst.Need_Code, context.serverInfo.needCode ? 1 : 0); LancherPrefs.SetString(LancherPrefsConst.Channel, context.serverInfo.opChannel); promise.Resolve(_www); CompareGameVersion(); } else { promise.Reject(new Exception(LancherConstTable.ParseServerFileError)); } return(promise); }