コード例 #1
0
ファイル: Deck.cs プロジェクト: imacwink/Poker-Alg
    void Start()
    {
        mBackButton.onClick.AddListener(delegate {
            SceneManager.LoadSceneAsync("Boot");
        });

        List <Card> cardList = CardHelper.GetCardShuffleList();

        // 测试排序;
        //CardHelper.SortCards(cardList);

        // Demo 显示牌信息;
        for (int i = 0; i < cardList.Count; i++)
        {
            GameObject ruleItemObj = GameObject.Instantiate(mPrefabObj) as GameObject;
            if (ruleItemObj != null)
            {
                ruleItemObj.SetActive(true);

                ruleItemObj.transform.parent        = mRoot.transform;
                ruleItemObj.transform.localPosition = Vector3.zero;
                ruleItemObj.transform.localScale    = new Vector3(1.0f, 1.0f, 1.0f);
                ruleItemObj.name = i.ToString();

                Image image = ruleItemObj.GetComponent <Image>();
                if (image != null)
                {
                    image.sprite = ResLoad.GetCardSprite(cardList[i].CardSuits, cardList[i].CardWeight);
                }
            }
        }
    }
コード例 #2
0
 public void Reset()
 {
     Log.i("ResMgr Reset!!!", Log.Tag.RES);
     _shaders.Clear();
     ResLoad.clearCach();
     ResLoad.init(this);
     LoadCommonAB();
     LuaRoot.dirty = true;
 }
コード例 #3
0
ファイル: TestRes.cs プロジェクト: daxingyou/AraleEngine
 void createAssetByResLoadAsync(string path)
 {
     Caching.ClearCache();
     tResLoad = Time.realtimeSinceStartup;
     for (int i = 0; i < times; ++i)
     {
         ResLoad.get(path).asyncLoad(onLoadFinish);
     }
 }
コード例 #4
0
    protected override void onAwake()
    {
        TableMgr.TestModel = true;
        WindowMgr.SetWindowRes("ActMainWindow", "UI/ActMainWindow");

        GameObject go = ResLoad.get("UI/UIRoot").gameObject();

        go.GetComponent <GRoot>().mUseLua = false;
    }
コード例 #5
0
    public string path;//动态资源加载路径,不设置则会控制根节点显示隐藏
    // Use this for initialization
    void OnEnable()
    {
        if (string.IsNullOrEmpty(path) || transform.childCount > 0)
        {
            return;
        }
        GameObject go = ResLoad.get(path, ResideType.InScene).gameObject();

        go.transform.SetParent(transform, false);
    }
コード例 #6
0
ファイル: GameSkill.cs プロジェクト: daxingyou/AraleEngine
        public bool loadSkill(string skillPath)
        {
            TextAsset ta = ResLoad.get(skillPath).asset <TextAsset>();

            if (ta == null)
            {
                Log.e("Skill not find by ResLoad path=" + skillPath, Log.Tag.Skill);
                return(false);
            }
            return(ta.bytes[0] == 0x73?loadSkills(ta.bytes):loadSkills(ta.text));
        }
コード例 #7
0
    public void Start()
    {
        Instance = this;

        AssetBundle cubeBundle = GetAssetBundle("cube.myab");
        GameObject  cube       = Instantiate(cubeBundle.LoadAsset("cube")) as GameObject;

        cube.transform.position = new Vector3(0, 0, 5);

        t.text = "wan cheng";
    }
コード例 #8
0
ファイル: TestRes.cs プロジェクト: daxingyou/AraleEngine
    void createAssetByResLoadSync(string path)
    {
        Caching.ClearCache();
        float t1 = Time.realtimeSinceStartup;

        for (int i = 0; i < times; ++i)
        {
            float  t = Time.realtimeSinceStartup;
            Object o = ResLoad.get(path, ResideType.InGame).asset <Object>();
            Debug.Log("use time=" + (Time.realtimeSinceStartup - t));
        }
        Debug.Log("use time=" + (Time.realtimeSinceStartup - t1));
    }
コード例 #9
0
ファイル: GameSkill.cs プロジェクト: daxingyou/AraleEngine
 string getFile(int id)
 {
     if (skillmap == null)
     {
         skillmap = new Dictionary <int, string>();
         TextAsset ta = ResLoad.get("Skill/skillmap").asset <TextAsset>();
         string[]  ss = ta.text.Split(new string[] { "," }, System.StringSplitOptions.RemoveEmptyEntries);
         for (int i = 0; i < ss.Length; i += 2)
         {
             skillmap[int.Parse(ss[i])] = ss[i + 1];
         }
     }
     return(skillmap[id]);
 }
コード例 #10
0
    void LoadCommonAB()
    {
        ResLoad.get("common/font", ResideType.InGame).assetBundle();
        AssetBundle ab = ResLoad.get("common/shader", ResideType.InGame).assetBundle();

        if (ab != null)
        {
            Object[] objs = ab.LoadAllAssets();
            for (int i = 0, max = objs.Length; i < max; ++i)
            {
                Shader sd = objs [i] as Shader;
                _shaders [sd.name] = sd;
            }
        }
    }
コード例 #11
0
 bool StartUnzip()
 {
     Log.i("start unzip res.zip", Log.Tag.RES);
     do
     {
                     #if UNITY_ANDROID && !UNITY_EDITOR
         WWW www = new WWW("jar:file://" + Application.dataPath + "!/assets/resinfo.txt");
         while (!www.isDone)
         {
             Thread.Sleep(100);
             continue;
         }
         string resinfo = www.text;
                     #else
         string resinfo  = null;
         string filePath = Application.streamingAssetsPath + "/resinfo.txt";
         if (File.Exists(filePath))
         {
             resinfo = File.ReadAllText(filePath);
         }
                     #endif
         if (string.IsNullOrEmpty(resinfo))
         {
             break;
         }
         string[] ss            = resinfo.Split('|');
         int      resZipVersion = int.Parse(ss [0]);
         int      resZipSize    = int.Parse(ss [1]);
         int[]    resPart       = ResLoad.str2IntArray(ss[2]);
         string   unzipTagFile  = ResLoad.resPath + resZipVersion;
         if (File.Exists(unzipTagFile))
         {
             break;
         }
         if (Directory.Exists(ResLoad.resPath))
         {
             Directory.Delete(ResLoad.resPath, true);
         }
         _resZipVersion = resZipVersion;
         _resZipSize    = resZipSize;
         _resPart       = resPart;
         _unzipTagFile  = unzipTagFile;
         return(true);
     } while(false);
     EventMgr.single.SendEvent(GRoot.EventResUnzip, true);
     return(false);
 }
コード例 #12
0
    void OnUnzipProgress(float progress, int code)
    {
        if (code == 0)
        {
            progressBar.value = progress;
            unzipInfo.text    = string.Format("正在解压资源...{0:F2}%", 100f * progress);
            if (progress >= 1)
            {            //unzip ok
                List <XmlPatch.DFileInfo> fs = null;
                try
                {
                    XmlPatch patch   = new XmlPatch(Application.persistentDataPath + "/Res/");
                    bool     bcancel = false;
                    fs = patch.listDownFiles(onCheckFileProgress, ref bcancel, _resPart);
                }
                catch (Exception e)
                {
                    Log.e(e);
                    fs = null;
                }

                if (fs == null || fs.Count > 0)
                {
                    Log.e("unzip failed", Log.Tag.RES);
                    unzipInfo.text = "解压资源失败,请确保有足够的存储空间(>" + ToSize(_resZipSize) + ")后重启游戏再试";
                    quitBtn.gameObject.SetActive(true);
                    return;
                }

                File.WriteAllText(_unzipTagFile, "ok");
                ResLoad.setVersionPart(_resZipVersion, _resPart);
                Log.i("^_^ unzip ok", Log.Tag.RES);
                EventMgr.single.SendEvent(GRoot.EventResUnzip, true);
            }
        }
        else
        {        //unzip failed
            Log.e("unzip failed", Log.Tag.RES);
            unzipInfo.text = "解压资源失败,请确保有足够的存储空间(>" + ToSize(_resZipSize) + ")后重启游戏再试";
            quitBtn.gameObject.SetActive(true);
        }
    }
コード例 #13
0
    /// <summary>
    /// 加载游戏数据
    /// </summary>
    public void LoadJsonData()
    {
        FSDataNodeTable <SkillNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("skill"));                 //技能表

        FSDataNodeTable <BulletNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("bullet"));               //子弹表

        FSDataNodeTable <ModelNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("model"));                 //模型表

        FSDataNodeTable <HeroNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("hero"));                   //英雄表

        FSDataNodeTable <HeroSkinNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("skin"));               //英雄皮肤表

        FSDataNodeTable <HeroAttrNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("heroAttr"));           //英雄属性表

        FSDataNodeTable <MonsterAttrNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("monsterAttr"));     //怪物属性表

        FSDataNodeTable <MonsterSkillNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("skill_monster"));  //怪物技能表

        FSDataNodeTable <Moba3v3NaviNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes("Moba3v3NaviNode")); //地图寻路表
    }
コード例 #14
0
ファイル: Deck_2.cs プロジェクト: imacwink/Poker-Alg
    public void SendPoker(GameObject rootObj, List <Card> cardList)
    {
        // Demo 显示牌信息;
        for (int i = 0; i < cardList.Count; i++)
        {
            GameObject ruleItemObj = GameObject.Instantiate(mPrefabObj) as GameObject;
            if (ruleItemObj != null)
            {
                ruleItemObj.SetActive(true);

                ruleItemObj.transform.parent        = rootObj.transform;
                ruleItemObj.transform.localPosition = Vector3.zero;
                ruleItemObj.transform.localScale    = new Vector3(1.0f, 1.0f, 1.0f);
                ruleItemObj.name = i.ToString();

                Image image = ruleItemObj.GetComponent <Image>();
                if (image != null)
                {
                    image.sprite = ResLoad.GetCardSprite(cardList[i].CardSuits, cardList[i].CardWeight);
                }
            }
        }
    }
コード例 #15
0
ファイル: TestRes.cs プロジェクト: daxingyou/AraleEngine
    void OnGUI()
    {
        float y = 0;

        if (GUI.Button(new Rect(200, y, 200, 50), "ClearUnusedAsset"))
        {
            Resources.UnloadUnusedAssets();
        }
        if (GUI.Button(new Rect(0, y, 200, 50), "LoadFromMemory"))
        {
            Debug.Log("----------------------------LoadFromMemory");
            LoadFromMemory(abPath);
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "LoadFromMemoryAsync"))
        {
            Debug.Log("----------------------------LoadFromMemoryAsync");
            StartCoroutine(loadFromMemoryAsync(abPath));
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "loadFromFile"))
        {
            Debug.Log("----------------------------loadFromFile");
            loadFromFile(abPath);
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "loadFromFileAsync"))
        {
            Debug.Log("----------------------------loadFromFileAsync");
            loadFromFileAsync(abPath);
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "LoadFromCacheOrDownload"))
        {
            Debug.Log("----------------------------LoadFromCacheOrDownload");
            StartCoroutine(createAssetByLoadFromCacheOrDownload(abPath));
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "WWW"))
        {
            Debug.Log("----------------------------WWW");
            StartCoroutine(createAssetByWWW(abPath));
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "createAssetByResLoadSync"))
        {
            Debug.Log("----------------------------createAssetByResLoadSync");
            createAssetByResLoadSync(abPath);
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "createAssetByResLoadAsync"))
        {
            Debug.Log("----------------------------createAssetByResLoadAsync");
            createAssetByResLoadAsync(abPath);
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "Test Resource Atlas "))
        {
            Object     o  = Resources.Load("UI/TestRes");
            GameObject go = GameObject.Instantiate(o) as GameObject;
            go.transform.parent        = transform;
            go.transform.localPosition = Vector3.zero;
            go.transform.localRotation = Quaternion.identity;
        }

        if (GUI.Button(new Rect(0, y += 50, 200, 50), "Test Assetbundle Atlas "))
        {
            AssetBundle ab = ResLoad.get("atlas/genera", ResideType.InGame).assetBundle();
            GameObject  go = ResLoad.get("UI/TestRes").gameObject();
            go.transform.parent        = transform;
            go.transform.localPosition = Vector3.zero;
            go.transform.localRotation = Quaternion.identity;
            Image[] i = go.GetComponentsInChildren <Image>(true);
            i [3].sprite = ab.LoadAsset <Sprite> ("Btn_Blue");
            ResLoad.clearByPath("atlas/genera");
        }
    }
コード例 #16
0
 public void SetMaterial(string matPath)
 {
     mEffectMat = ResLoad.get(matPath, ResideType.InScene).asset <Material>();
     OnEnable();
 }
コード例 #17
0
 void Awake()
 {
     Single = this;
     ResLoad.init(this);
     LoadCommonAB();
 }
コード例 #18
0
ファイル: StartLandingShuJu.cs プロジェクト: moto2002/moba
    // 数据存在依赖关系,注意解析顺序
    void loadJson()
    {
        FSDataNodeTable <SkillNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("skill/skill"));                         //技能表

        FSDataNodeTable <SkillBuffNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("skill/skillBuffs"));                //技能buff

        FSDataNodeTable <ModelNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("model/model"));                         //模型表

        FSDataNodeTable <HeroNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("hero/hero"));                            //英雄表

        FSDataNodeTable <HeroAttrNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("hero/heroAttr"));                    //英雄属性表

        FSDataNodeTable <RoleIconAttrNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("player/headicon"));              //修改头像

        FSDataNodeTable <MapNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("map/worldMap"));                          //大关表

        FSDataNodeTable <SceneNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("map/dungeons"));                        //小关表

        FSDataNodeTable <UpGradeSkillConsume> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("skill/upgradeSkillConsume")); //技能消耗表

        FSDataNodeTable <MonsterAttrNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("monster/monsterAttr"));           // 怪物表

        //FSDataNodeTable<ItemNode>.GetSingleton().LoadJson(ResLoad.LoadJsonRes1("item/item"));
        FSDataNodeTable <StarUpGradeNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("hero/upgradeStarConsume"));

        FSDataNodeTable <EquipUpgradeNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("hero/upgradeEquipmentConsume"));

        FSDataNodeTable <HeroUpGradeNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("hero/heroLevelUp"));

        FSDataNodeTable <CommentsStarNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/CommentsStar"));

        FSDataNodeTable <LevelConfigsNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/LevelConfigs"));

        FSDataNodeTable <LevelConfigNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/LevelConfig"));

        FSDataNodeTable <MobaLevelConfigNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/MobaLevelConfig"));

        FSDataNodeTable <TPLevelConfigNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/TPLevelConfig"));

        FSDataNodeTable <TDLevelConfigNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/TDLevelConfig"));

        FSDataNodeTable <AirWallConfig> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/AirWallConfig"));

        FSDataNodeTable <TowerDefenceNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/TowerDefence"));

        FSDataNodeTable <ActivityPropsNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("scene/ActivityProps"));

        FSDataNodeTable <MapInfoNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("mapInfo/ScenceConfigureTable"));

        FSDataNodeTable <ScenceElementFileIndexTableNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("mapInfo/ScenceElementFileIndexTable"));

        FSDataNodeTable <TaskDataNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/taskDetails"));

        FSDataNodeTable <TaskInstructionsNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/taskinstructions"));

        FSDataNodeTable <TaskPropsNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/Useprops"));

        FSDataNodeTable <CollectNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/Collect"));

        FSDataNodeTable <PlotLinesNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/plot_lines"));

        FSDataNodeTable <DailyTasksNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/Daily_tasks"));  //日常任务

        FSDataNodeTable <DayActiveNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/day_active"));    //日常箱子状态

        FSDataNodeTable <RewardTaskNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/Reward_tasks")); //悬赏任务

        FSDataNodeTable <TaskRewardNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("task/taskReward"));   //任务奖励表

        FSDataNodeTable <NPCNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("npc/npc"));

        FSDataNodeTable <ItemNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("item/item"));                       //物品

        FSDataNodeTable <ItemEquipNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("item/equipment"));             //装备

        FSDataNodeTable <MaterialNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("item/material"));               //材料

        FSDataNodeTable <RuneNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("item/rune"));                       //魂石

        FSDataNodeTable <TitleNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("player/title"));                   //称号表

        FSDataNodeTable <ResetLaterNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("player/buyReset"));           //购买重置表

        FSDataNodeTable <PlayerLevelUpNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("player/playerLevelUp"));   //玩家升级表

        FSDataNodeTable <UnLockFunctionNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("system/unlockFunction")); //解锁功能表

        FSDataNodeTable <LevelRewardNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("welfare/upgradeReward"));    //等级奖励表

        FSDataNodeTable <OnlineRewardNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("welfare/onlineReward"));    //在线奖励表

        FSDataNodeTable <UISign_inNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("welfare/signIn"));             //签到

        FSDataNodeTable <NewPlayerRewardNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("welfare/newbieReward")); //新手15日登录礼包

        FSDataNodeTable <MealAttrNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("welfare/meal"));                //定时进餐

        FSDataNodeTable <GoldDrawNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("activity/goldDraw"));           //金币抽奖

        FSDataNodeTable <DiamondDrawNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("activity/diamondDraw"));     //钻石抽奖

        FSDataNodeTable <SoulDrawNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("activity/soulDraw"));           //魂匣抽奖

        FSDataNodeTable <GoldHandNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("activity/luckyDraw"));          //点金手表

        FSDataNodeTable <PlayerNameNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("player/playerName"));         //改名字库表

        FSDataNodeTable <NpcTableNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("mapInfo/NpcTable"));

        FSDataNodeTable <TransferTableNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("mapInfo/TransferTable"));

        FSDataNodeTable <RouteNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("mapInfo/RouteTable"));

        FSDataNodeTable <VipNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("vip/vip"));//vip表

        FSDataNodeTable <UIGameAfficheNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("UIGameAffiche/operate_notice"));

        FSDataNodeTable <GuideNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("guide/guide"));                              //新手引导表

        FSDataNodeTable <UIMountNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("mount/mount"));                            //坐骑表

        FSDataNodeTable <PetNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("pet/pet"));                                    //宠物表

        FSDataNodeTable <UIPetNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("Pet/pet"));                                  //宠物表

        FSDataNodeTable <Archaeology_rewardNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("activity/Archaeology_reward")); //活动-考古

        FSDataNodeTable <ShopNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("shop/shop"));                                 //商店表

        FSDataNodeTable <Moba3SceneConfigNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("Moba/Moba3v3ConfigTable"));       //moba3v3

        FSDataNodeTable <Moba3v3NaviNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("Moba/Moba3v3NaviNode"));               //moba3v3

        FSDataNodeTable <MobaRobotNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("Moba/arena_robot"));

        FSDataNodeTable <AfcNode> .GetSingleton().LoadJson(ResLoad.LoadJsonRes1("hero/afc"));//战斗力表

        //LevelConfigNode
        foreach (MapInfoNode tempMIN in FSDataNodeTable <MapInfoNode> .GetSingleton().DataNodeList.Values)
        {
            foreach (ScenceElementFileIndexTableNode tempSEFITN in FSDataNodeTable <ScenceElementFileIndexTableNode> .GetSingleton().DataNodeList.Values)
            {
                if (tempSEFITN.key == tempMIN.map_info)
                {
                    string name = tempSEFITN.filename;
                    FSDataNodeTable <SceneMapNode> .GetSingleton().LoadJsons(ResLoad.LoadJsonRes1("mapInfo/" + name), name);//野外地图表
                }
            }
        }

        InitItemList();
    }
コード例 #19
0
 void Awake()
 {
     ins = GetComponent <Main>();
     ResLoad.Init();
 }
コード例 #20
0
 void Start()
 {
     _grayMat = ResLoad.get("Mat/GrayMat", ResideType.InGame).asset <Material>();
     InvokeRepeating("checkSate", 0, 0.1f);
 }
コード例 #21
0
 void Start()
 {
     rangeMat = Object.Instantiate(ResLoad.get("Mat/Indicator", ResideType.InScene).asset <Material>());
     rectMat  = Object.Instantiate(ResLoad.get("Mat/Indicator", ResideType.InScene).asset <Material>());
 }
コード例 #22
0
ファイル: TestRes.cs プロジェクト: daxingyou/AraleEngine
 void onLoadFinish(ResLoad resLoad)
 {
     Debug.Log("use time=" + (Time.realtimeSinceStartup - tResLoad));
 }