public static StgData LoadStgData(TextAsset textAsset) { XmlDocument document = new XmlDocument(); document.Load(new StringReader(textAsset.text)); XmlNode node = document.SelectSingleNode("ROOT"); StgData data = new StgData { dataHead = StgDataHead.ToStgDataHead(node["H"]) }; XmlNode node2 = node["ES"]; IEnumerator enumerator = node2.ChildNodes.GetEnumerator(); try { while (enumerator.MoveNext()) { XmlNode current = (XmlNode)enumerator.Current; StgEventAbs item = StgEventAbs.ToStgEvent(current); data.evtList.Add(item); } } finally { //IDisposable disposable = enumerator as IDisposable; //if (disposable == null) //{ //} //disposable.Dispose(); } return(data); }
// 读取信息,生成一个StgData,填充其中的StgDataHead和List<StgEventAbs> public static StgData GetStageData(string resName) { XmlDocument document = new XmlDocument(); TextAsset asset = Resources.Load(gameDir + resName, typeof(TextAsset)) as TextAsset; document.Load(new StringReader(asset.text)); XmlNode node = document.SelectSingleNode("ROOT"); StgData data = new StgData { dataHead = StgDataHead.ToStgDataHead(node["H"]) }; XmlNode node2 = node["ES"]; IEnumerator enumerator = node2.ChildNodes.GetEnumerator(); try { while (enumerator.MoveNext()) { XmlNode current = (XmlNode)enumerator.Current; StgEventAbs item = StgEventAbs.ToStgEvent(current); data.evtList.Add(item); } } finally { IDisposable disposable = enumerator as IDisposable; if (disposable == null) { } disposable.Dispose(); } return(data); }
// 2.文本信息包加载完成后加载场景包 private void StgDataBundleLoadEnd(AssetBundleLoader loader) { // 将文本资源存储起来 AssetBundleStorer.Add(stgDataBundleName, loader.bundle); TextAsset textAsset = loader.bundle.LoadAsset(stgConfig.configureName, typeof(TextAsset)) as TextAsset; Debug.Log(textAsset.text); stgData = StgDataManager.LoadStgData(textAsset); sceneName = stgData.dataHead.map; sceneBundleName = "_scene" + sceneName; // 加载场景包 this.LoadScene(); }
private void LoadAllObject() { // 没用上isMocked //if(isMocked) //{ // this.weaponController.EnableWeapon(); // this.stgData = StgDataManager.GetStageData(stageName); //} //else //{ // this.stgData = GameStgLoader.stgData; //} //ZombieTypeManager.LoadAll(); //GameMenu.INSTANCE.SetVisible(true); //GameMenu.INSTANCE.gameInformation.SetStageHead(this.stgData.dataHead); this.stgData = GameStgLoader.stgData; //// 武器初始化 this.weaponController.Init(); }