Esempio n. 1
0
        public NodeGroup LoadNodeGroupByJson(string path)
        {
            string content = "";

#if UNITY_EDITOR
            if (File.Exists(path))
            {
                content = File.ReadAllText(path);
            }
#else
            content = xc.DBManager.Instance.LoadDBFile(path.Replace("Assets/Res/", ""));
#endif
            if (string.IsNullOrEmpty(content) == true)
            {
                return(null);
            }
            NodeGroup             temp   = null;
            FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(content);
            var serializer = new FullSerializer.fsSerializer();
            var processor  = new FileSerializerProcessor();
            serializer.AddProcessor(processor);
            serializer.TryDeserialize(fsdata, ref temp);
            if (temp != null)
            {
                RemoveNodeGroup(temp.Id);
                InitNodeGroup(temp);
                nodeGroups.Add(temp.Id, temp);
                return(temp);
            }
            return(null);
        }
            // Initialization
            void Awake()
            {
#if (UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX) && !SS_GAMESENSE_DISABLED
                if (_mInstance == null)
                {
                    // update the static reference
                    _mInstance = this;
                }
                else
                {
                    // no other instances should exist
                    _logWarning("Another GameSense client script is getting instantiated. Only a single instance should exist at any time");
                    Destroy(this.gameObject);
                    return;
                }

                // need to survive scene loading
                DontDestroyOnLoad(this.gameObject);

                // initialize
                _mSerializer            = new FullSerializer.fsSerializer();
                _mMsgQueue              = new LocklessQueue <QueueMsg>(_MsgQueueSize);
                _mGameSenseWrk          = new System.Threading.Thread(_gamesenseWrk); // check for exceptions
                _mGameSenseWrkShouldRun = true;
                _setClientState(ClientState.Probing);

                try {
                    _mGameSenseWrk.Start();

                    // add events if the script is attached to GameSenseManager prefab
                    if (gameObject.name.Equals(_GameSenseObjName))
                    {
                        _addGUIDefinedEvents();
                    }
                } catch (System.Exception e) {
                    _logException("Could not start the client thread", e);
                    _setClientState(ClientState.Inactive);
                }
#endif  // (UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX) && !SS_GAMESENSE_DISABLED
            }
Esempio n. 3
0
        /// <summary>
        /// 协程加载关卡配置
        /// </summary>
        /// <param name="path"></param>
        /// <returns></returns>\
        private IEnumerator CoLoadLevelFile(string path)
        {
            SGameEngine.AssetResource result = new SGameEngine.AssetResource();

            yield return(MainGame.HeartBehavior.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset(path, typeof(TextAsset), result)));

            if (result.asset_ == null)
            {
                yield break;
            }

            TextAsset textAsset = result.asset_ as TextAsset;

            if (textAsset == null || textAsset.text == null)
            {
                result.destroy();
                Debug.LogError("LevelManager::CoLoadLevelFile, can not read level file:" + path);
                yield break;
            }

            Neptune.Data          data   = new Neptune.Data();
            FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(textAsset.text);
            var serializer = new FullSerializer.fsSerializer();
            var processor  = new Neptune.FileSerializerProcessor();

            serializer.AddProcessor(processor);
            serializer.TryDeserialize <Neptune.Data>(fsdata, ref data);

            if (data == null)
            {
                result.destroy();
                yield break;
            }

            OnLevelLoadFinished(data);
            ObjCachePoolMgr.Instance.RecycleCSharpObject(data, ObjCachePoolType.JSON, path);

            result.destroy();
        }
Esempio n. 4
0
        Neptune.Data LoadLevelFileTemporary(string path)
        {
            Neptune.Data data = null;
            if (m_NepCache.TryGetValue(path, out data))
            {
                return(data);
            }

            string text = DBManager.Instance.LoadDBFile(path.Replace("Assets/Res/", ""));

            if (string.IsNullOrEmpty(text) == true)
            {
                return(null);
            }
            data = new Neptune.Data();
            FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(text);
            var serializer = new FullSerializer.fsSerializer();
            var processor  = new Neptune.FileSerializerProcessor();

            serializer.AddProcessor(processor);
            serializer.TryDeserialize <Neptune.Data>(fsdata, ref data);
            if (data == null)
            {
                return(null);
            }

            if (m_NepCache.Count >= 3)
            {
                string first_path = m_NepPath.Dequeue();
                m_NepCache.Remove(first_path);
            }

            m_NepCache[path] = data;
            m_NepPath.Enqueue(path);

            return(data);
        }