public void LoadSceneData() { #if UNITY_EDITOR var settingData = TGSettingData.GetInstance(); var scn = GameObject.FindObjectOfType <TGBaseScene> (); SceneData sceneData = new SceneData(); if (scn != null) { sceneData = settingData.GetSceneData(scn); } else { sceneData = settingData.sceneDatas[0]; } TGData.SetSceneData(sceneData); if (TGData.SceneName != scn.SceneName) { m_controller.ErrorQuit("当前的场景与game.txt中的设备名称不匹配"); } #else var sceneData = LMFileWriter.ReadJSON <SceneData>(TGPaths.SceneData); TGData.SetSceneData(sceneData); #endif }
public override void ExitScene() { AudioMng.Instance.StopAll(); TGData.SaveScore(Score); base.ExitScene(); }
private void LoadInputConfig() { bool testing = false; string deviceName = string.Empty; var scn = GameObject.FindObjectOfType <TGBaseScene>(); deviceName = string.Empty; testing = TGGameConfig.GetValue("测试", 0) == 1; deviceName = TGGameConfig.GetValue("训练器材", string.Empty); TGData.SetDevice(deviceName, testing); }
public static IEnumerator SaveTexture(Texture2D _tex, string _name) { float ratio = ( float )_tex.width / _tex.height; int width = 0, height = 0; // 如果比例大于阈值,则使用Fix width方案 // 反之使用Fix Height方案 if (ratio > FIX_HEIGHT_THRESHOLD) { width = FIX_WIDTH; height = Mathf.RoundToInt(width / ratio); } else { height = FIX_HEIGHT; width = Mathf.RoundToInt(height * ratio); // 如果使用Fix Height方案后,宽度还是超标 // 则再转位Fix Width方案 if (width > FIX_WIDTH) { width = FIX_WIDTH; height = Mathf.RoundToInt(width / ratio); } } Debug.Log("Saved Texture Sizes: " + width + ", " + height); _tex = TextureScaler.ResizeTexture(_tex, width, height); byte[] bytes = _tex.EncodeToPNG(); string path = TGPaths.FullScreenshotPath(_name); Debug.Log("截图路径: " + path); // 写入文件 LMFileWriter.Write(path, bytes); // 写到Dicionary里,好之后写入ret.txt TGData.SaveScreenshot(_name); yield return(null); }