// #if UNITY_ANDROID && (!UNITY_EDITOR) /// <summary> /// 复制StreamingAsset资源 /// </summary> private void CopyAssetDirectory() { if (GloablDefine.resbasePathList.Count > 0 && resbaseIndex < GloablDefine.resbasePathList.Count) { var resbasePath = GloablDefine.resbasePathList[resbaseIndex]; var fullresbasePath = Path.Combine(StreamingAssetHelper.AssetPathDir, resbasePath); DirectoryInfo directoryInfo = new DirectoryInfo(fullresbasePath); resbaseIndex++; //Debug.LogWarning("------------------------>resbasePath" + fullresbasePath); //Debug.LogWarning("------------------------>resbasePath Is Exist" + directoryInfo.Exists); if (!directoryInfo.Exists) { UICopyingAssetHelper.Instance().UpdateUI(resbaseIndex, GloablDefine.resbasePathList.Count, "首次运行游戏正在解压资源..."); StreamingAssetHelper.CopyAssetDirectoryInThread(resbasePath, resbasePath, OnCopyAssetDirectoryNext); } else { OnCopyAssetDirectoryNext(true); } } else { OnCopyAssetDirectoryFinished(); } }
void Awake() { instance = this; gameManager = GameManager.Instance; DOTween.Init(); Screen.sleepTimeout = SleepTimeout.NeverSleep; #if UNITY_STANDALONE_WIN Screen.SetResolution(1280, 720, false); #endif Application.targetFrameRate = AppConst.GameFrameRate; DontDestroyOnLoad(gameObject); //加入输入输出管理器 inputMgr = gameObject.AddComponent <InputMgr>(); #if SHOW_FPS fpsHelperObj = new GameObject("FpsHelperObj"); fpsHelper = fpsHelperObj.AddComponent <FPSHelper>(); GameObject.DontDestroyOnLoad(fpsHelperObj); #endif if (AppConst.isLocalGameServer) { var ServerObj = new GameObject("SimulateServer"); ServerObj.AddComponent <ColaFramework.NetWork.SimulateServer>(); GameObject.DontDestroyOnLoad(ServerObj); } #if BUILD_DEBUG_LOG || UNITY_EDITOR #if UNITY_2017_1_OR_NEWER Debug.unityLogger.logEnabled = true; #else Debug.unityLogger.logEnabled = true; #endif #else #if UNITY_2017_1_OR_NEWER Debug.unityLogger.logEnabled = false; #else Debug.logger.logEnabled = false; #endif #endif #if WETEST_SDK gameObject.AddComponent <WeTest.U3DAutomation.U3DAutomationBehaviour>(); #endif #if OUTPUT_LOG GameObject logHelperObj = new GameObject("LogHelperObj"); logHelper = logHelperObj.AddComponent <LogHelper>(); GameObject.DontDestroyOnLoad(logHelperObj); Application.logMessageReceived += logHelper.LogCallback; #endif //初始化多线程工具 ColaLoom.Initialize(); StreamingAssetHelper.SetAssetPathDir(assetPath); }
void Awake() { instance = this; InitPath(); gameManager = GameManager.GetInstance(); Screen.sleepTimeout = SleepTimeout.NeverSleep; #if UNITY_STANDALONE_WIN Screen.SetResolution(1280, 720, false); #endif DontDestroyOnLoad(gameObject); //加入输入输出管理器 inputMgr = gameObject.AddComponent <InputMgr>(); #if SHOW_FPS fpsHelperObj = new GameObject("FpsHelperObj"); fpsHelper = fpsHelperObj.AddComponent <FPSHelper>(); GameObject.DontDestroyOnLoad(fpsHelperObj); #endif #if BUILD_DEBUG_LOG || UNITY_EDITOR #if UNITY_2017 Debug.unityLogger.logEnabled = true; #else Debug.unityLogger.logEnabled = true; #endif #else #if UNITY_2017 Debug.unityLogger.logEnabled = false; #else Debug.logger.logEnabled = false; #endif #endif #if WETEST_SDK gameObject.AddComponent <WeTest.U3DAutomation.U3DAutomationBehaviour>(); #endif #if OUTPUT_LOG GameObject logHelperObj = new GameObject("LogHelperObj"); logHelper = logHelperObj.AddComponent <LogHelper>(); GameObject.DontDestroyOnLoad(logHelperObj); Application.logMessageReceived += logHelper.LogCallback; #endif //初始化多线程工具 ColaLoom.Initialize(); StreamingAssetHelper.SetAssetPathDir(AssetPath); }
/// <summary> /// 复制StreamingAsset资源 /// </summary> private void CopyAssetDirectory() { if (GloablDefine.resbasePathList.Count > 0 && resbaseIndex < GloablDefine.resbasePathList.Count) { resbaseIndex++; var resbasePath = GloablDefine.resbasePathList[resbaseIndex]; var fullresbasePath = Path.Combine(StreamingAssetHelper.AssetPathDir, resbasePath); DirectoryInfo directoryInfo = new DirectoryInfo(fullresbasePath); Debug.LogWarning("------------------------>resbasePath" + fullresbasePath); Debug.LogWarning("------------------------>resbasePath Is Exist" + directoryInfo.Exists); if (!directoryInfo.Exists) { StreamingAssetHelper.CopyAssetDirectoryInThread(resbasePath, resbasePath, OnCopyAssetDirectoryFinished); } } }