/// <summary> /// 开始写入 /// </summary> /// <param name="_messageId"></param> /// <returns></returns> public IMessageWriter WriteBegin(int _messageId) { ResetWriter(); binaryWrite.Write(MESSAGE_HEAD_TAG.SwapInt16()); binaryWrite.Write(DEFAULT_SIZE.SwapInt16()); binaryWrite.Write(_messageId.SwapInt32()); IsSendLog = LoggerQ.IsLogByMessageCode(_messageId); if (true == IsSendLog) { // 添加消息号 AddSpecifyStringLogCache("SEND = " + _messageId + " TIME : " + string.Format("[{0}]", DateTime.Now.TimeOfDay)); LogCache.Add("—————————————————————"); } return(this); }
/// <summary> /// 显示的初始化 /// </summary> public void Init() { // 资源加载 if (LoggerQ.GetResourceLoadType() == ResourceLoadType.AssetBundle) { // 资源更新模块 assetBundleResUpdate = new AssetBundleResUpdate(); assetBundleResUpdate.Init(); // 资源加载模块 resourcesLoad = new ResourcesAssetBundleLoader(); } else { resourcesLoad = new ResourcesEditorLoader(); // 默认使用Editor } resourcesLoad.Init(); #if UNITY_EDITOR if (true == resourcesLoad is ResourcesAssetBundleLoader) { this.Error("目前在EDITOR环境下使用AssetBundle进行测试,资源全部来自于资源服务器!!!"); } #endif }