Esempio n. 1
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    public IEnumerator UnityFileLoading()
    {
        string strFilePath = GlobalConstants.ASSET_PATH + "townNode.xml";

        DebugWide.Log("-------------" + strFilePath + "-------------");

        MemoryStream memStream = null;

        {
            UnityEngine.WWW wwwUrl = new UnityEngine.WWW(strFilePath);

            while (!wwwUrl.isDone)
            {
                if (wwwUrl.error != null)
                {
                    DebugWide.Log("error : " + wwwUrl.error.ToString());
                    yield break;
                }
                DebugWide.Log("wwwUrl.progress---" + wwwUrl.progress);
                yield return(null);
            }

            if (wwwUrl.isDone)
            {
                DebugWide.Log("wwwUrl.isDone---size : " + wwwUrl.size);
                DebugWide.Log("wwwUrl.isDone---bytesLength : " + wwwUrl.bytes.Length);
                memStream = new MemoryStream(wwwUrl.bytes);
            }
        }

        _nodeInfo.LoadXMLFromMemory(memStream);          //chamto test

        DebugWide.Log("AsyncLoading complete");
        yield return(memStream);
    }
Esempio n. 2
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        //WidUseCoroutine 으로 사용해야 동작함. 유니티코루틴으로는 동작안함
        //ex) CSingleton<WideUseCoroutine>.Instance.StartCoroutine (t.LoadXML (), null, false, "CTableNodeInfo");
        public IEnumerator LoadXML()
        {
            //내부 코루틴 부분
            //------------------------------------------------------------------------
            DebugWide.Log(GlobalConstants.ASSET_PATH + m_strFileName);             //chamto test
            MemoryStream stream = null;

            yield return(ResourceManager.AsyncFileLoading(GlobalConstants.ASSET_PATH + m_strFileName, value => stream = value));

            if (null == stream)
            {
                DebugWide.Log("error : failed LoadFromFile : " + GlobalConstants.ASSET_PATH + m_strFileName);
                yield break;
            }
            this.LoadXMLFromMemory(stream);

            //chamto test
            //PrintValue ();
            //SaveXML ("Assets/StreamingAssets/"+"abc.xml", _data);
        }
Esempio n. 3
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    void TouchBegan()
    {
        //NavGraphNode node = _pathFinder._graph.FindNearNode (Input_Unity.GetTouchWorldPos ());
        //Debug.Log ("findNode : "+node); //chamto test


        //chamto test code - layer collision test
        bool option = true;

        option = Physics2D.GetIgnoreLayerCollision(GlobalConstants.Layer.Num.superCat, GlobalConstants.Layer.Num.building);
        Physics2D.IgnoreLayerCollision(GlobalConstants.Layer.Num.superCat, GlobalConstants.Layer.Num.building, true);

        if (this.gameObject.layer != GlobalConstants.Layer.Num.superCat)
        {
            this.gameObject.layer = GlobalConstants.Layer.Num.superCat;
        }
        else
        {
            this.gameObject.layer = GlobalConstants.Layer.Num.default0;
        }

        DebugWide.Log("began");
    }
Esempio n. 4
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    public void StartCoroutine(IEnumerator routine, coroutineCallBack callBack = null, bool asynchronous = false, string strName = "")
    {
        if (null == routine)
        {
            return;
        }

        coroutineJob job = new coroutineJob();

        if (true == asynchronous)
        {   //********* 비동기 **********
            job.etorRoot         = routine;
            job.etorCurrentDepth = routine;
            job.callBack         = callBack;
            listCoroutine.Add(job);
        }
        else
        {   //********** 동기 **********
            //코루틴 수행
            job.etorRoot         = routine;
            job.etorCurrentDepth = routine;
            //int coroutineCount = 0;

            //float startTime = 0f;
            //float endTime = 0f;
            //float timeElapsed = 0f;
            //while(true)
            int processCount = 1;
            for (int i = 0; i < processCount; i++) //chamto test , while로 무한대로 돌리면 유니티에디터가 정지상태가 됨
            {
                //Time 같은 유니티 전용함수를 쓰면 서버에서 컴파일이 안됨
                //startTime = Time.realtimeSinceStartup;
                //timeElapsed += (endTime - startTime);

                //---------------------------------------------------------------------------------------------------
                if (false == job.etorCurrentDepth.MoveNext())
                {         //******* 현재 코루틴 완료 *******
                    if (job.etorRoot == job.etorCurrentDepth)
                    {     //최상위 부모 코루틴으로 돌아왔을때  콜백호출후, 코루틴 처리를 마친다.
                        if (null != callBack)
                        { //콜백요청이 있다면 처리해 준다.
                            callBack(job.etorCurrentDepth.Current);
                        }

                        DebugWide.Log("현재 코루틴 완료" + "   " + strName);
                        break;
                    }
                    else
                    {
                        processCount++;
                        job.etorCurrentDepth = job.stackPrev.Pop();
                    }
                }
                //---------------------------------------------------------------------------------------------------
                else
                {   //******* 현재 코루틴 진행중 *******
                    processCount++;

                    //DebugWide.Log("현재 코루틴 진행중" + "   " + strName);
                    if (null != job.etorCurrentDepth.Current && job.etorCurrentDepth.Current is IEnumerator)
                    {
                        job.stackPrev.Push(job.etorCurrentDepth);
                        job.etorCurrentDepth = job.etorCurrentDepth.Current as IEnumerator;
                    }
                }//end else

                //System.Threading.Thread.Sleep(10); //while 문에서 CPU계속 점유하는 현상이 있어 넣어봄
                //---------------------------------------------------------------------------------------------------
                //endTime = Time.realtimeSinceStartup;
            } //end while
        }     //end else
    }
Esempio n. 5
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 void TouchEnded()
 {
     DebugWide.Log("ended");
 }
Esempio n. 6
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 void TouchMoved()
 {
     DebugWide.Log("moved");
 }