public void Load(string _strPath) { m_FilePath = ViewConfigManager.GetAccountConfigFullPath("TaskViewTimeConfig.csv"); m_mapTaskViewTime = new Dictionary <long, int>(); LoadTaskViewTimeConfig(m_FilePath); }
/// <summary> /// 加载声音配置 /// </summary> private static bool LoadSoundConfig(ref Dictionary <int, SoundConfigData> dataSet) { if (dataSet == null) { SoundSystemLog("参数dataset为null"); return(false); } string patch = ViewConfigManager.GetConfigFullPath(ConfigFileName); ScpReader SoundReader = new ScpReader(patch, true, 2); // 遍歷整個表并存儲起來 for (int i = 0; i < SoundReader.GetRecordCount(); ++i) { SoundConfigData data = new SoundConfigData(); data.nID = SoundReader.GetInt(i, (int)SoundConfigCol.COL_ID, 0); data.soundType = (EMSoundType)SoundReader.GetInt(i, (int)SoundConfigCol.COL_Type, 2); data.mixerGroupType = (AudioMixerGroupType)SoundReader.GetInt(i, (int)SoundConfigCol.COL_MixerGroupType, 1); data.nMixerGroupIndex = SoundReader.GetInt(i, (int)SoundConfigCol.COL_MixerGroupIndex, 0); data.bBypassEffect = SoundReader.GetInt(i, (int)SoundConfigCol.COL_BypassEffect, 0) > 0; data.bBypassReverbZone = SoundReader.GetInt(i, (int)SoundConfigCol.COL_BypassReverbZone, 0) > 0; data.bPlayOnAwake = SoundReader.GetInt(i, (int)SoundConfigCol.COL_PlayOnAwake, 1) > 0; data.nPriority = Mathf.Clamp(SoundReader.GetInt(i, (int)SoundConfigCol.COL_Priority, 128), 0, 256); data.fPitch = Mathf.Clamp(SoundReader.GetFloat(i, (int)SoundConfigCol.COL_Pitch, 1), -3.0f, 3.0f); data.fStereoPan = Mathf.Clamp(SoundReader.GetFloat(i, (int)SoundConfigCol.COL_StereoPan, 0), -1.0f, 1.0f); data.fReverZoneMix = Mathf.Clamp(SoundReader.GetFloat(i, (int)SoundConfigCol.COL_ReverZoneMix, 1), 0, 1.1f); data.b3DSound = SoundReader.GetInt(i, (int)SoundConfigCol.COL_3DSound, 1) > 0; data.fDopplerLv = Mathf.Clamp(SoundReader.GetFloat(i, (int)SoundConfigCol.COL_DopplerLv, 1), 0, 5.0f); data.nSpread = Mathf.Clamp(SoundReader.GetInt(i, (int)SoundConfigCol.COL_Spread, 0), 0, 360);; data.audioRoffType = (AudioRolloffMode)SoundReader.GetInt(i, (int)SoundConfigCol.COL_RolloffMode, 0); data.fMinDistance = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_MinDistance, 1); data.fMaxDistance = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_MaxDistance, 15); data.nPlayTimes = SoundReader.GetInt(i, (int)SoundConfigCol.COL_PlayTimes, 1); data.fDuartion = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_Duartion, 0); data.fDelayPlayTime = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_DelayTime, 0); data.fIntervalBetweenPlayTimes = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_IntervalBetweenPlayTimes, 0); data.AssetBundleName = SoundReader.GetString(i, (int)SoundConfigCol.COL_AssetBundleName, ""); data.AssetName = SoundReader.GetString(i, (int)SoundConfigCol.COL_AssetName, ""); data.AssetGUID = SoundReader.GetString(i, (int)SoundConfigCol.COL_AssetGUID, ""); data.AssetSize_X = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_AssetSize_X, -1); data.AssetSize_Y = SoundReader.GetFloat(i, (int)SoundConfigCol.COL_AssetSize_Y, -1); data.szDependAssetGUID = SoundReader.GetString(i, (int)SoundConfigCol.COL_DependAssetGUID, ""); if (dataSet.ContainsKey(data.nID)) { SoundSystemLog(ConfigFileName + "拥有重复的ID!"); dataSet[data.nID] = data; } else { CheckConfig(data); dataSet.Add(data.nID, data); } } SoundReader.Dispose(); SoundReader = null; return(true); }
public override bool Init(IUISubWnd wnd) { base.Init(wnd); EntityView curHeroView = EntityFactory.MainHeroView; InitSpellSlotConfigCsv(ViewConfigManager.GetConfigFullPath("SpellSlot.csv", true)); //SettingKeyCodeInfo(curHeroView); return(true); }
public override void OnEnter() { PlayerSettingLocalConfig.Instance.Load(ViewConfigManager.GetConfigFullPath("PlayerLocalSetting.csv", false)); ImageSetting.Init(); PerformanceCheckManager.Instance.flowShareData.oldAsyncCout = QualitySettings.vSyncCount; PerformanceCheckManager.Instance.flowShareData.oldTargetFrame = Application.targetFrameRate; QualitySettings.vSyncCount = 0; ImageSetting.SetResolution(ImageSetting.systemResolutions, true, true); PerformanceCheckManager.Instance.flowShareData.currentCheckTime = PerformanceCheckManager.HoldDuringCheckTime; PerformanceCheckManager.Instance.flowShareData.StartCheckTimer = true; PerformanceCheckManager.Instance.flowShareData.CheckUI.OnUpdate(); }
public void OnDestroy() { isOnGameRuning = false; OnDeviceStateChage -= OnDeviceStateChange; OnDeviceStateChage = null; mainCam = null; Effect.EffectNode.ClearTargetCache(); ViewConfigManager.Destroy(); RenderViewAPI.Stop(); GameLogicAPI.Stop(); SceneManager.UnRegisterSceneLoadFinishEvent(SceneLoadFinish); MouseCursorManager.Instance.DestroyMouseCursroManager(); FuntionShortCutCtrl.Destroy(); GUIDE.GuideManager.Destroy(); SceneEffectManager.Destroy(); }
private void onLeaveBattleState() { //Debug.Log("Leave Battle State..."); CurPermissionState = EStage_PermissionState.ESPS_NORMAL; USpeedUI.Blood.UBloodManager.Instance.DestroyALL(); UTopNameManager.Instance.PreWarmTopName(); ViewConfigManager.UnLoadMobaConfigs(); LogicDataCenter.onLeaveBattleState(); InputManager.Available = true; SoundManager.DeleteAll(); UISystem.Instance.SendWndMessage(WndMsgID.WND_MSG_COMMON_BATTLESTATE_LEAVE, null); }
void ExportInfo() { PerformanceCheckManager.PerformanceCheckReslut result = PerformanceCheckManager.Instance.ReslutData; string path = ViewConfigManager.GetConfigFullPath(PerformanceCheckManager.confingFileName, false); System.IO.StreamWriter writer = new System.IO.StreamWriter(path, false, new System.Text.UTF8Encoding(true)); string s = ""; s = "PerformanceCheckVersion" + "," + PerformanceCheckManager.currPerformanceCheckVersion; writer.WriteLine(s); s = "Fps" + "," + PerformanceCheck_FPS.currFPS; writer.WriteLine(s); s = "NotDoPerformanceCheck" + "," + result.NotDoPerformanceCheck; writer.WriteLine(s); s = "VeryLowMachine" + "," + result.VeryLowMachine; writer.WriteLine(s); s = "notSupportRT" + "," + result.notSupportRT; writer.WriteLine(s); s = "notSupportHighLevel" + "," + result.notSupportHighLevel; writer.WriteLine(s); s = "GeometricRenderLevel" + "," + result.GeometricRenderLevel; writer.WriteLine(s); s = "ImageEffectRenderLevel" + "," + result.ImageEffectRenderLevel; writer.WriteLine(s); s = "ReslutImageFlags" + "," + flag; writer.WriteLine(s); writer.Flush(); writer.Close(); writer = null; }
private int GetPerformanceCheckVersion() { int version = -1; string confingFileNamePath = ViewConfigManager.GetConfigFullPath(PerformanceCheckManager.confingFileName, false); if (!System.IO.File.Exists(confingFileNamePath)) { return(version); } string stSchemeAllText = System.IO.File.ReadAllText(confingFileNamePath); //去掉\n,因为ScpReader以"\r"分割 stSchemeAllText = stSchemeAllText.Replace("\n", ""); //再干掉最后的"\r" stSchemeAllText = stSchemeAllText.Remove(stSchemeAllText.Length - 1, 0); ScpReader packageReader = new ScpReader(stSchemeAllText, "per", 0); version = packageReader.GetInt(0, 1, -1); return(version); }
public void AccountLoad() { m_FilePath = ViewConfigManager.GetAccountConfigFullPath("PlayerLocalHeroConfig.csv"); InitPlayerLocalHeroCsv(ref m_SkinDataMap, m_FilePath, false); }
public void Load(string stPath) { InitPlayerLocalHeroCsv(ref m_SkinScpDataMap, ViewConfigManager.GetConfigFullPath("PlayerLocalHeroConfig.csv", true), true); }
public void Load(string strPath) { _LoadGuideNodeConfig(ViewConfigManager.GetConfigFullPath("GuideConfig.csv")); _LoadGuideStateConfig(ViewConfigManager.GetConfigFullPath("GuideStateConfig.csv")); }
/// <summary> /// 创建通用逻辑模块,主场景和战斗场景均使用,依赖配置表,通常情况下需要更新资源后再执行 /// </summary> public IEnumerator CreateEnumerator() { bCreated = false; Type[] types = new Type[] { typeof(AssetSystem), typeof(ShaderLib), typeof(SceneManager), typeof(NatureManager), typeof(WarFogManager), }; CreateModulesAsyn(types); //wait another coroutine finish while (true) { yield return(new WaitForEndOfFrame()); bool bOK = (CreatingModules.Count == 0); if (bOK) { break; } } yield return(new WaitForSeconds(0.1f)); if (!Application.isEditor && System.IO.File.Exists("BreakPoint.txt")) { GameUtil.MsgBox(m_WindowHwnd, "挂断点", "调试", 0); } if (!RenderViewAPI.Start()) { Trace.LogError("Game Start Service failure"); yield break; } Trace.Log("Game Start Service successed"); // 初始化 gameObject.AddComponent <GameViewCommandHandler>(); OnDeviceStateChage += OnDeviceStateChange; // 初始化游戏接口 IntPtrHelper helper = new IntPtrHelper(); //GameLogicAPI.Start(ASpeedGame.Data.GameSettingsXml.GameSettingsXmlManager.Instance.GameSettingsModel.enableMultiThread.AValue, // helper.toPtr(ref RenderViewAPI.g_RenderView)); GameLogicAPI.Start(helper.toPtr(ref RenderViewAPI.g_RenderView)); yield return(new WaitForSeconds(1.0f)); PrintTickCheck("初始化逻辑层API,至少等了1秒", CostThreshold_Lv1, _bStart: true); // 显示层配置价值 ViewConfigManager.Init(); PrintTickCheck("ViewConfigManager.Init"); //资源是要配置初始化 AssetBundleManager.Init(); PrintTickCheck("AssetBundleManager.Init"); LogicDataCenter.Init(); PrintTickCheck("LogicDataCenter.Init"); ImageSetting.Init(); PrintTickCheck("ImageSetting.Init"); ImageEffectManager.API_GameStart(); PrintTickCheck("ImageEffectManager.Init"); //GameViewCommandHandler.Instance.Start(); MouseCursorManager.Instance.InitMouseCursorManager(); PrintTickCheck("MouseCursorManager.Init"); // 初始化实体接口,依赖上面的物件管理器所以顺序不能换 EntityFactory.Init(); PrintTickCheck("EntityFactory.Init"); PrefabManager.Init(); PrintTickCheck("PrefabManager.Init"); SkinManager.Init(); PrintTickCheck("SkinManager.Init"); SoundManager.Init(); PrintTickCheck("SoundManager.Init"); UISystem.Init(); PrintTickCheck("UISystem.Init"); UTopNameManager.Init(); PrintTickCheck("UTopNameManager.Init"); USpeedUI.Blood.UBloodManager.Init(); PrintTickCheck("UBloodManager.Init"); InputManager.Init(); PrintTickCheck("InputManager.Init"); Effect.EffectNode.InitTargetCache(); PrintTickCheck("Effect.EffectNode.InitTargetCache.Init"); GUIDE.GuideManager.Init(); PrintTickCheck(" GUIDE.GuideManager.Init"); SceneEffectManager.Init(); PrintTickCheck("SceneEffectManager.Init"); if (LightingEffectFactory.Instance) { LightingEffectFactory.Instance.InitWhenGameStart(); } PrintTickCheck("LightingEffectFactory.Init"); SafeZoneEffectManager.Init(); PrintTickCheck("SafeZoneEffectManager.Init"); ImageSetting.TraceSettings(); bCreated = true; List <string> argList = new List <string>(); argList.AddRange(System.Environment.GetCommandLineArgs()); CkeckUpdateOk(ref argList); PrintTickCheck("CkeckUpdateOk"); CheckMultclient(); PrintTickCheck("CheckMultclient"); StageManager.Init(); AssetBundleManager.DeleteAssets(ref LoadingWaitngResNode, true); }
public void Start() { if (!CheckMultclient()) { Application.Quit(); return; } if (!CkeckUpdateOk()) { Application.Quit(); return; } Instance = this; Initialize.m_WindowHwnd = GameLogicAPI.getMainWindHwnd(); AssetBundleManager.Init(); UIResNode = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "f8aafccc7fff6e34490e09b186458dd8", true); if (ResNode.isNullOrEmpty(UIResNode)) { Debug.LogError("找不到性能检测UI资源,以最低配置运行"); if (AssetBundleManager.isCanLoadLevel(LoginSceneName)) { AssetBundleManager.LoadLevel(LoginSceneName); } return; } flowShareData.CheckUI = UIResNode.InstanceMainRes <PerformanceCheck_UI>(); if (!flowShareData.CheckUI) { Debug.LogError("找不到性能检测UI,以最低配置运行"); if (AssetBundleManager.isCanLoadLevel(LoginSceneName)) { AssetBundleManager.LoadLevel(LoginSceneName); } return; } ImageEffects.ImageEffectManager.API_ResetSceneBrightness(); FlowTable.Add(CheckFlow.HardWareSupport, new PerformanceCheckFlow_HardWareSupport()); FlowTable.Add(CheckFlow.GeometricRender, new PerformanceCheckFlow_RenderingLevel()); FlowTable.Add(CheckFlow.Finish, new PerformanceCheckFlow_Finish()); ViewConfigManager.SetDefaultViewConfigPath(); if (flowShareData.CheckUI) { flowShareData.CheckUI.Init(); } //本地已经有这个配置了,直接进游戏 if (GetPerformanceCheckVersion() == currPerformanceCheckVersion) { if (AssetBundleManager.isCanLoadLevel(LoginSceneName)) { AssetBundleManager.LoadLevel(LoginSceneName); } } else { InitData(); if (flowShareData.CheckUI) { flowShareData.CheckUI.StartCheck(); } ChangeFlow(CheckFlow.HardWareSupport); StartCoroutine(RunPerformanceCheck()); } }