/// <summary> /// 加载全局配置。 /// </summary> /// <param name="configAssetName">全局配置资源名称。</param> /// <param name="loadType">全局配置加载方式。</param> /// <param name="priority">加载全局配置资源的优先级。</param> /// <param name="userData">用户自定义数据。</param> public void LoadConfig(string configAssetName, LoadType loadType, int priority, object userData) { if (m_ResourceManager == null) { throw new GXException("You must set resource manager first."); } if (m_ConfigHelper == null) { throw new GXException("You must set config helper first."); } LoadConfigInfo loadConfigInfo = LoadConfigInfo.Create(loadType, userData); if (loadType == LoadType.TextFromAsset || loadType == LoadType.BytesFromAsset || loadType == LoadType.StreamFromAsset) { m_ResourceManager.LoadAsset(configAssetName, priority, m_LoadAssetCallbacks, loadConfigInfo); } else { m_ResourceManager.LoadBinary(configAssetName, m_LoadBinaryCallbacks, loadConfigInfo); } }
/// <summary> /// 加载全局配置。 /// </summary> /// <param name="configAssetName">全局配置资源名称。</param> /// <param name="loadType">全局配置加载方式。</param> /// <param name="priority">加载全局配置资源的优先级。</param> /// <param name="userData">用户自定义数据。</param> public void LoadConfig(string configAssetName, LoadType loadType, int priority, object userData) { if (m_ResourceManager == null) { throw new GameFrameworkException("You must set resource manager first."); } if (m_ConfigHelper == null) { throw new GameFrameworkException("You must set config helper first."); } m_ResourceManager.LoadAsset(configAssetName, priority, m_LoadAssetCallbacks, LoadConfigInfo.Create(loadType, userData)); }