コード例 #1
0
 // Start is called before the first frame update
 void Start()
 {
     //示例
     carList    = GameConfigDataBase.GetConfigDatas <CarConfigData>();
     text1.text = carList[1].carName;
     text2.text = carList[1].description;
     text3.text = carList[1].beginAcc.ToString();
 }
コード例 #2
0
    private void Start()
    {
        List <test> _test = GameConfigDataBase.GetConfigDatas <test>();

        for (int i = 0; i < _test.Count; i++)
        {
            Debug.Log(_test[i].name);
            Debug.Log(_test[i].age);
            Debug.Log(_test[i].level);
        }
        btn  = this.transform.Find("Button").GetComponent <Button>();
        _key = this.GetComponent <BasekeyState>();

        _key.registerCallBack(btn, this.test);
    }
コード例 #3
0
    public static void SerializerConfig()
    {
        GameConfigData gameConfigData = GameConfigDataBase.GetInstance().GetGameConfigData();

        if (gameConfigData == null)
        {
            Debug.Log("gameConfigData is null");
            return;
        }
        string detailGameConfigPath = string.Format("{0}/../conf/{1}", Application.dataPath, gameConfigData.detailGameConfigPath);
        string datPath = string.Format("{0}/../conf/{1}", Application.dataPath, gameConfigData.datPath);

        GetTargetDirAllFilePath(datPath);

        FunPlus.Util.CheckXML.GetInstance().LoadIgnoreFile();

        GameConfigGroups gameXmlGroups;
        GameConfigGroups gameXmlSheetGroups;

        //GameConfigGroups gameXmlLevelGroups;
        //GameConfigDataBase.GetInstance().TryGetGroups(out gameXmlGroups, out gameXmlSheetGroups, out gameXmlLevelGroups);
        GameConfigDataBase.GetInstance().TryGetGroups(out gameXmlGroups, out gameXmlSheetGroups);
        GetAllFileByXmlGroup(gameXmlGroups);
        SerializeAllXml(mXmlGroups);

        //GetAllFileByXmlLevelGroup(gameXmlLevelGroups);
        //SerializeAllXml(mXmlLevelGroups);

        GetAllFileBySheetGroup(gameXmlSheetGroups);
        SerializeAllXmlSheet(mXmlSheetGroups);

        ConfigGroupsSettings conf = new ConfigGroupsSettings();

        conf.xmlGroups      = mXmlGroups.ToArray();
        conf.xmlSheetGroups = mXmlSheetGroups.ToArray();
        conf.xmlLevelGroups = mXmlLevelGroups.ToArray();
        //删除这次生成之外的文件
        DeleteNotChangePath(conf);

        ReplaceRelativePath(ref conf);
        GameConfigDataBase.GetInstance().DetailPathWriteToFile <ConfigGroupsSettings>(conf, detailGameConfigPath);
    }
コード例 #4
0
    List <CardConfig> cardConfigDatas;//技能数据

    public void Init()
    {
        cardConfigDatas = GameConfigDataBase.GetConfigDatas <CardConfig>();
    }
コード例 #5
0
 public void Init()
 {
     skillConfigDatas = GameConfigDataBase.GetConfigDatas <SkillConfig>();
 }