Esempio n. 1
0
    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);
    }
Esempio n. 2
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    // 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);
    }
Esempio n. 3
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        // 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();
        }
Esempio n. 4
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 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();
 }