public override IEnumerator Start() { Caching.ClearCache(); Global.Initialize(); MVersion versions = new MVersion(); SUser sUser = Global.SUser; List <IEnumerator> list = new List <IEnumerator>(); list.Add(sUser.Download(TileAsset.Url, versions.tile, (AssetBundle assetbundle) => { TileAsset.assetbundle = assetbundle; TileCacher.Instance.Reset(TileAsset.Data.tiles); TileAsset.Clear(); })); list.Add(sUser.Download(ImageAssetBundleManager.mapUrl, versions.map, (AssetBundle assetbundle) => { ImageAssetBundleManager.map = assetbundle; }, false)); /*list.Add(sUser.Download(ConstantAsset.Url, versions.constant, (AssetBundle assetbundle) => { * ConstantAsset.assetbundle = assetbundle; * Global.Constant = ConstantAsset.Data.constant; * }));*/ Debug.Log("Start"); for (int i = 0; i < list.Count; i++) { Debug.Log(i + "/" + list.Count); yield return(this.StartCoroutine(list[i])); } Debug.Log("Start Over"); loadComplete = true; }
public static IEnumerator LoadAssetbundle(MVersion versions) { SUser sUser = Global.SUser; List <IEnumerator> list = new List <IEnumerator>(); list.Add(sUser.Download(ImageAssetBundleManager.horseUrl, versions.horse_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.horse = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.headUrl, versions.head_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.head = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.clothesUrl, versions.clothes_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.clothes = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.weaponUrl, versions.weapon_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.weapon = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.equipmentIconUrl, versions.equipmenticon_icon, (AssetBundle assetbundle) => { ImageAssetBundleManager.equipmentIcon = assetbundle; }, false)); list.Add(sUser.Download(CharacterAsset.Url, versions.character, (AssetBundle assetbundle) => { CharacterAsset.assetbundle = assetbundle; CharacterCacher.Instance.Reset(CharacterAsset.Data.characters); CharacterAsset.Clear(); })); list.Add(sUser.Download(BattlefieldAsset.Url, versions.battlefield, (AssetBundle assetbundle) => { BattlefieldAsset.assetbundle = assetbundle; BattlefieldCacher.Instance.Reset(BattlefieldAsset.Data.battlefields); BattlefieldAsset.Clear(); })); list.Add(sUser.Download(SkillAsset.Url, versions.skill, (AssetBundle assetbundle) => { SkillAsset.assetbundle = assetbundle; SkillCacher.Instance.Reset(SkillAsset.Data.skills); SkillAsset.Clear(); })); list.Add(sUser.Download(NpcAsset.Url, versions.npc, (AssetBundle assetbundle) => { NpcAsset.assetbundle = assetbundle; NpcCacher.Instance.Reset(NpcAsset.Data.npcs); NpcAsset.Clear(); })); list.Add(sUser.Download(TileAsset.Url, versions.tile, (AssetBundle assetbundle) => { TileAsset.assetbundle = assetbundle; TileCacher.Instance.Reset(TileAsset.Data.tiles); TileAsset.Clear(); })); list.Add(sUser.Download(HorseAsset.Url, versions.horse, (AssetBundle assetbundle) => { HorseAsset.assetbundle = assetbundle; EquipmentCacher.Instance.ResetHorse(HorseAsset.Data.equipments); HorseAsset.Clear(); })); list.Add(sUser.Download(WeaponAsset.Url, versions.weapon, (AssetBundle assetbundle) => { WeaponAsset.assetbundle = assetbundle; EquipmentCacher.Instance.ResetWeapon(WeaponAsset.Data.equipments); WeaponAsset.Clear(); })); list.Add(sUser.Download(ClothesAsset.Url, versions.clothes, (AssetBundle assetbundle) => { ClothesAsset.assetbundle = assetbundle; EquipmentCacher.Instance.ResetClothes(ClothesAsset.Data.equipments); ClothesAsset.Clear(); })); list.Add(sUser.Download(ConstantAsset.Url, versions.constant, (AssetBundle assetbundle) => { ConstantAsset.assetbundle = assetbundle; Global.Constant = ConstantAsset.Data.constant; })); float step = 100f / list.Count; for (int i = 0; i < list.Count; i++) { //CLoadingDialog.SetNextProgress((i + 1) * step); yield return(AppManager.CurrentScene.StartCoroutine(list[i])); } yield return(0); }
public IEnumerator Init(MVersion versions) { CScene scene = SceneManager.CurrentScene; SUser sUser = Global.SUser; List <IEnumerator> list = new List <IEnumerator>(); list.Add(sUser.Download(PromptMessageAsset.Url, versions.prompt_message, (AssetBundle assetbundle) => { Debug.Log("CLogo assetbundle=" + assetbundle); PromptMessageAsset.assetbundle = assetbundle; })); list.Add(sUser.Download(LanguageAsset.WORD_URL, versions.word, (AssetBundle assetbundle) => { LanguageAsset.assetbundle = assetbundle; Language.Reset(LanguageAsset.Data.words); LanguageAsset.Clear(); })); list.Add(sUser.Download(ImageAssetBundleManager.horseUrl, versions.horse_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.horse = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.headUrl, versions.head_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.head = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.clothesUrl, versions.clothes_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.clothes = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(ImageAssetBundleManager.weaponUrl, versions.weapon_img, (AssetBundle assetbundle) => { AvatarSpriteAsset.assetbundle = assetbundle; ImageAssetBundleManager.weapon = AvatarSpriteAsset.Data.meshs; })); list.Add(sUser.Download(WorldAsset.Url, versions.world, (AssetBundle assetbundle) => { WorldAsset.assetbundle = assetbundle; Global.worlds = WorldAsset.Data.worlds; })); list.Add(sUser.Download(ConstantAsset.Url, versions.constant, (AssetBundle assetbundle) => { ConstantAsset.assetbundle = assetbundle; Global.Constant = ConstantAsset.Data.constant; })); list.Add(sUser.Download(NpcAsset.Url, versions.npc, (AssetBundle assetbundle) => { NpcAsset.assetbundle = assetbundle; NpcCacher.Instance.Reset(NpcAsset.Data.npcs); NpcAsset.Clear(); })); list.Add(sUser.Download(NpcEquipmentAsset.Url, versions.npc_equipment, (AssetBundle assetbundle) => { NpcEquipmentAsset.assetbundle = assetbundle; NpcEquipmentCacher.Instance.Reset(NpcEquipmentAsset.Data.npc_equipments); NpcEquipmentAsset.Clear(); })); list.Add(sUser.Download(CharacterStarAsset.Url, versions.characterstar, (AssetBundle assetbundle) => { CharacterStarAsset.assetbundle = assetbundle; CharacterStarCacher.Instance.Reset(CharacterStarAsset.Data.characterStars); CharacterStarAsset.Clear(); })); /*list.Add(sUser.Download(AreaAsset.Url, versions.area, (AssetBundle assetbundle)=>{ * AreaAsset.assetbundle = assetbundle; * AreaCacher.Instance.Reset(AreaAsset.Data.areas); * AreaAsset.Clear(); * }));*/ list.Add(sUser.Download(ItemAsset.Url, versions.item, (AssetBundle assetbundle) => { ItemAsset.assetbundle = assetbundle; ItemCacher.Instance.Reset(ItemAsset.Data.items); ItemAsset.Clear(); })); /*list.Add(sUser.Download(MissionAsset.Url, versions.mission, (AssetBundle assetbundle)=>{ * MissionAsset.assetbundle = assetbundle; * MissionCacher.Instance.Reset(MissionAsset.Data.missions); * MissionAsset.Clear(); * }));*/ list.Add(sUser.Download(SkillAsset.Url, versions.skill, (AssetBundle assetbundle) => { SkillAsset.assetbundle = assetbundle; SkillCacher.Instance.Reset(SkillAsset.Data.skills); SkillAsset.Clear(); })); list.Add(sUser.Download(StrategyAsset.Url, versions.strategy, (AssetBundle assetbundle) => { StrategyAsset.assetbundle = assetbundle; StrategyCacher.Instance.Reset(StrategyAsset.Data.strategys); StrategyAsset.Clear(); })); list.Add(sUser.Download(ExpAsset.Url, versions.exp, (AssetBundle assetbundle) => { ExpAsset.assetbundle = assetbundle; ExpCacher.Instance.Reset(ExpAsset.Data.exps); ExpAsset.Clear(); })); list.Add(sUser.Download(BattlefieldAsset.Url, versions.battlefield, (AssetBundle assetbundle) => { BattlefieldAsset.assetbundle = assetbundle; BattlefieldCacher.Instance.Reset(BattlefieldAsset.Data.battlefields); BattlefieldAsset.Clear(); })); list.Add(sUser.Download(BuildingAsset.Url, versions.building, (AssetBundle assetbundle) => { BuildingAsset.assetbundle = assetbundle; BuildingCacher.Instance.Reset(BuildingAsset.Data.buildings); BuildingAsset.Clear(); })); list.Add(sUser.Download(BaseMapAsset.Url, versions.top_map, (AssetBundle assetbundle) => { BaseMapAsset.assetbundle = assetbundle; BaseMapCacher.Instance.Reset(BaseMapAsset.Data.baseMaps); BaseMapAsset.Clear(); })); list.Add(sUser.Download(CharacterAsset.Url, versions.character, (AssetBundle assetbundle) => { CharacterAsset.assetbundle = assetbundle; CharacterCacher.Instance.Reset(CharacterAsset.Data.characters); CharacterAsset.Clear(); })); list.Add(sUser.Download(TileAsset.Url, versions.tile, (AssetBundle assetbundle) => { TileAsset.assetbundle = assetbundle; TileCacher.Instance.Reset(TileAsset.Data.tiles); TileAsset.Clear(); })); list.Add(sUser.Download(LoginBonusAsset.Url, versions.loginbonus, (AssetBundle assetbundle) => { LoginBonusAsset.assetbundle = assetbundle; LoginBonusCacher.Instance.Reset(LoginBonusAsset.Data.loginbonuses); LoginBonusAsset.Clear(); })); list.Add(sUser.Download(ImageAssetBundleManager.mapUrl, versions.map, (AssetBundle assetbundle) => { ImageAssetBundleManager.map = assetbundle; }, false)); list.Add(sUser.Download(ImageAssetBundleManager.equipmentIconUrl, versions.equipmenticon_icon, (AssetBundle assetbundle) => { ImageAssetBundleManager.equipmentIcon = assetbundle; }, false)); list.Add(sUser.Download(ImageAssetBundleManager.itemIconUrl, versions.item_icon, (AssetBundle assetbundle) => { ImageAssetBundleManager.itemIcon = assetbundle; }, false)); list.Add(sUser.Download(ImageAssetBundleManager.skillIconUrl, versions.skill_icon, (AssetBundle assetbundle) => { ImageAssetBundleManager.skillIcon = assetbundle; }, false)); list.Add(sUser.Download(HorseAsset.Url, versions.horse, (AssetBundle assetbundle) => { HorseAsset.assetbundle = assetbundle; EquipmentCacher.Instance.ResetHorse(HorseAsset.Data.equipments); HorseAsset.Clear(); })); list.Add(sUser.Download(WeaponAsset.Url, versions.weapon, (AssetBundle assetbundle) => { WeaponAsset.assetbundle = assetbundle; EquipmentCacher.Instance.ResetWeapon(WeaponAsset.Data.equipments); WeaponAsset.Clear(); })); list.Add(sUser.Download(ClothesAsset.Url, versions.clothes, (AssetBundle assetbundle) => { ClothesAsset.assetbundle = assetbundle; EquipmentCacher.Instance.ResetClothes(ClothesAsset.Data.equipments); ClothesAsset.Clear(); })); list.Add(sUser.Download(StoryProgressAsset.Url, versions.character, (AssetBundle assetbundle) => { StoryProgressAsset.assetbundle = assetbundle; foreach (string key in StoryProgressAsset.Data.keys) { App.Util.LSharp.LSharpVarlable.SetVarlable(key, "0"); } StoryProgressAsset.Clear(); })); if (App.Util.Global.SUser.self != null) { list.Add(sUser.RequestGet()); } float step = 100f / list.Count; for (int i = 0; i < list.Count; i++) { CLoadingDialog.SetNextProgress((i + 1) * step); yield return(scene.StartCoroutine(list[i])); } yield return(0); }
public bool TutorialStart() { if (!Global.SUser.self.IsTutorial) { return(false); } SUser sUser = Global.SUser; int tutorial = sUser.self.GetValue("tutorial"); StartCoroutine(sUser.Download(TutorialAsset.TutorialUrl(tutorial), Global.versions.tutorial, (AssetBundle assetbundle) => { TutorialAsset.assetbundle = assetbundle; App.Util.LSharp.LSharpScript.Instance.Analysis(TutorialAsset.Data.tutorial); /* * if(tutorial <= 0){ * App.Util.LSharp.LSharpScript.Instance.Analysis(TutorialAsset.Data.tutorial); * }else{c * * List<string> script = new List<string>(); * script.Add("Talk.set(4100,0,@player_name,恭喜你打了胜仗啊!,false);"); * script.Add("Talk.setplayer(@player_id,0,差点儿被你害死了,还好友军比较厉害!,true);"); * script.Add("Talk.set(4100,0,你也要继续变强啊,才能完成玄女娘娘交给你的任务!,false);"); * script.Add("Talk.setplayer(@player_id,0,你说的容易,我的法力都被封起来了,一个凡人怎么有那么大的本事啊!,true);"); * script.Add("Talk.set(4100,0,你也不用太担心,被你放走的妖魔星中,也不全是坏人!,false);"); * script.Add("Talk.setplayer(@player_id,0,妖魔中还有好人?,true);"); * script.Add("Talk.set(4100,0,被放走的魔星中,有三十六天罡星和七十二地煞星,这一百单八星虽然也被叫做魔星,但是都心存善念,而且讲义气!,false);"); * script.Add("Talk.setplayer(@player_id,0,哦!?这么说,我可以先找他们帮忙,一起对付另外的妖星魔星?,true);"); * script.Add("Talk.set(4100,0,真聪明!现在再跟你介绍一个比较重要的功能,打开任务菜单看一下!,false);"); * script.Add("Tutorial.clickmask(SceneTop.UICamera.Canvas.LeftMenu.MissionButton,0,0,96,96);"); * script.Add("Tutorial.call(SceneTop,OpenMission);"); * script.Add("Tutorial.wait(MissionDialog(Clone).Panel.Scroll View.Viewport.Content.MissionChild(Clone));"); * script.Add("Talk.set(4100,0,当你完成了一些任务之后,就可以获取一些奖励,你刚刚完成了【援助王进】的任务,先领取奖励吧!,false);"); * script.Add("Tutorial.clickmask(MissionDialog(Clone).Panel.Scroll View.Viewport.Content.MissionChild(Clone).GetButton,0,0,120,40);"); * script.Add("Tutorial.call(MissionDialog(Clone).Panel.Scroll View.Viewport.Content.MissionChild(Clone),ClickComplete);"); * script.Add("Tutorial.wait(ContentsConfirmDialog(Clone));"); * script.Add("Var.setprogress(tutorial,2);"); * script.Add("Talk.set(4100,0,每个任务都有相应的说明,你也可以把这些任务当作是游戏进程的提醒,每天通过任务就可以获得很多奖励哦!,false);"); * script.Add("Talk.set(4100,0,任务功能就介绍到这里了,现在关闭任务窗口!,false);"); * script.Add("Tutorial.clickmask(ContentsConfirmDialog(Clone).Panel.Close,0,0,96,96);"); * script.Add("Tutorial.call(ContentsConfirmDialog(Clone),Close);"); * script.Add("Wait.time(0.1);"); * script.Add("Tutorial.call(MissionDialog(Clone),Close);"); * script.Add("Wait.time(0.4);"); * script.Add("Tutorial.call(SceneTop,TutorialStart);"); * * * script.Add("Tutorial.wait(GachaDialog(Clone).Panel.Scroll View.Viewport.Content.Gacha_tutorial);"); * script.Add("Tutorial.clickmask(GachaDialog(Clone).Panel.Scroll View.Viewport.Content.Gacha_tutorial.ButtonSingle,0,0,160,70);"); * script.Add("Tutorial.call(GachaDialog(Clone).Panel.Scroll View.Viewport.Content.Gacha_tutorial.ButtonSingle,OnClickGacha);"); * script.Add("Tutorial.wait(GachaResultDialog(Clone));"); * script.Add("Wait.time(0.4);"); * script.Add("Talk.set(4100,0,太棒了!召唤除了紫将啊!记得以后要召唤更多的伙伴啊!,false);"); * script.Add("Tutorial.call(GachaResultDialog(Clone),BackgroundClick);"); * script.Add("Wait.time(0.3);"); * script.Add("Tutorial.call(GachaResultDialog(Clone),Close);"); * script.Add("Tutorial.call(GachaDialog(Clone),Close);"); * script.Add("Wait.time(0.3);"); * script.Add("Talk.set(4100,0,好了,我暂时就帮你到这里了,你以后要自己努力了!,false);"); * script.Add("Talk.setplayer(@player_id,0,等等......?,true);"); * script.Add("Talk.setplayer(@player_id,0,走的好快啊...看来以后得靠自己了。,true);"); * script.Add("Talk.setplayer(@player_id,0,总之,要先去寻找天罡星和地煞星这些人的下落了。,true);"); * script.Add("Talk.setplayer(@player_id,0,上次一起帮忙打强盗的那个叫史大郎的英雄好像很厉害,会不会是我要找的人呢,我先去找他聊一聊吧。,true);"); * script.Add("Tutorial.close();"); * //script.Add("Var.setprogress(tutorial,2);"); * * * App.Util.LSharp.LSharpScript.Instance.Analysis(script); * }*/ })); return(true); }