private void OnLoadConfigSuccess(object sender, GameFramework.Config.LoadConfigSuccessEventArgs e)
 {
     if (m_EnableLoadConfigSuccessEvent)
     {
         m_EventComponent.Fire(this, ReferencePool.Acquire <LoadConfigSuccessEventArgs>().Fill(e));
     }
 }
Exemple #2
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        private void LoadBinarySuccessCallback(string configAssetName, byte[] configBytes, float duration, object userData)
        {
            try
            {
                if (!m_ConfigHelper.LoadConfig(configAssetName, configBytes, userData))
                {
                    throw new GameFrameworkException(Utility.Text.Format("Load config failure in helper, asset name '{0}'.", configAssetName));
                }

                if (m_LoadConfigSuccessEventHandler != null)
                {
                    LoadConfigSuccessEventArgs loadConfigSuccessEventArgs = LoadConfigSuccessEventArgs.Create(configAssetName, duration, userData);
                    m_LoadConfigSuccessEventHandler(this, loadConfigSuccessEventArgs);
                    ReferencePool.Release(loadConfigSuccessEventArgs);
                }
            }
            catch (Exception exception)
            {
                if (m_LoadConfigFailureEventHandler != null)
                {
                    LoadConfigFailureEventArgs loadConfigFailureEventArgs = LoadConfigFailureEventArgs.Create(configAssetName, exception.ToString(), userData);
                    m_LoadConfigFailureEventHandler(this, loadConfigFailureEventArgs);
                    ReferencePool.Release(loadConfigFailureEventArgs);
                    return;
                }

                throw;
            }
        }
Exemple #3
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        private void LoadConfigSuccessCallback(string configAssetName, object configAsset, float duration, object userData)
        {
            LoadConfigInfo loadConfigInfo = (LoadConfigInfo)userData;

            if (loadConfigInfo == null)
            {
                throw new GameFrameworkException("Load config info is invalid.");
            }

            try
            {
                if (!m_ConfigHelper.LoadConfig(configAsset, loadConfigInfo.LoadType, loadConfigInfo.UserData))
                {
                    throw new GameFrameworkException(Utility.Text.Format("Load config failure in helper, asset name '{0}'.", configAssetName));
                }

                if (m_LoadConfigSuccessEventHandler != null)
                {
                    LoadConfigSuccessEventArgs loadConfigSuccessEventArgs = LoadConfigSuccessEventArgs.Create(configAssetName, loadConfigInfo.LoadType, duration, loadConfigInfo.UserData);
                    m_LoadConfigSuccessEventHandler(this, loadConfigSuccessEventArgs);
                    ReferencePool.Release(loadConfigSuccessEventArgs);
                }
            }
            catch (Exception exception)
            {
                if (m_LoadConfigFailureEventHandler != null)
                {
                    LoadConfigFailureEventArgs loadConfigFailureEventArgs = LoadConfigFailureEventArgs.Create(configAssetName, loadConfigInfo.LoadType, exception.ToString(), loadConfigInfo.UserData);
                    m_LoadConfigFailureEventHandler(this, loadConfigFailureEventArgs);
                    ReferencePool.Release(loadConfigFailureEventArgs);
                    return;
                }

                throw;
            }
            finally
            {
                ReferencePool.Release(loadConfigInfo);
                m_ConfigHelper.ReleaseConfigAsset(configAsset);
            }
        }
Exemple #4
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        /// <summary>
        /// 加载全局配置。
        /// </summary>
        /// <param name="configAssetName">全局配置资源名称。</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, 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.");
            }

            HasAssetResult result = m_ResourceManager.HasAsset(configAssetName);

            switch (result)
            {
            case HasAssetResult.AssetOnDisk:
            case HasAssetResult.AssetOnFileSystem:
                m_ResourceManager.LoadAsset(configAssetName, priority, m_LoadAssetCallbacks, userData);
                break;

            case HasAssetResult.BinaryOnDisk:
                m_ResourceManager.LoadBinary(configAssetName, m_LoadBinaryCallbacks, userData);
                break;

            case HasAssetResult.BinaryOnFileSystem:
                int    configLength = m_ResourceManager.GetBinaryLength(configAssetName);
                byte[] configBytes  = GlobalBytes.Get(configLength);
                if (configLength != m_ResourceManager.LoadBinaryFromFileSystem(configAssetName, configBytes))
                {
                    throw new GameFrameworkException(Utility.Text.Format("Load binary '{0}' from file system internal error.", configAssetName));
                }

                try
                {
                    if (!m_ConfigHelper.LoadConfig(configAssetName, configBytes, 0, configLength, userData))
                    {
                        throw new GameFrameworkException(Utility.Text.Format("Load config failure in helper, asset name '{0}'.", configAssetName));
                    }

                    if (m_LoadConfigSuccessEventHandler != null)
                    {
                        LoadConfigSuccessEventArgs loadConfigSuccessEventArgs = LoadConfigSuccessEventArgs.Create(configAssetName, 0f, userData);
                        m_LoadConfigSuccessEventHandler(this, loadConfigSuccessEventArgs);
                        ReferencePool.Release(loadConfigSuccessEventArgs);
                    }
                }
                catch (Exception exception)
                {
                    if (m_LoadConfigFailureEventHandler != null)
                    {
                        LoadConfigFailureEventArgs loadConfigFailureEventArgs = LoadConfigFailureEventArgs.Create(configAssetName, exception.ToString(), userData);
                        m_LoadConfigFailureEventHandler(this, loadConfigFailureEventArgs);
                        ReferencePool.Release(loadConfigFailureEventArgs);
                        return;
                    }

                    throw;
                }
                break;

            default:
                throw new GameFrameworkException(Utility.Text.Format("Config asset '{0}' is '{1}'.", configAssetName, result.ToString()));
            }
        }
Exemple #5
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 private void OnLoadConfigSuccess(object sender, GameFramework.Config.LoadConfigSuccessEventArgs e)
 {
     m_EventComponent.Fire(this, LoadConfigSuccessEventArgs.Create(e));
 }