コード例 #1
0
ファイル: GameManager.cs プロジェクト: Mangiang/FPSDeGenie
    private void InitBases()
    {
        GameObject baseSpawn = GameObject.FindGameObjectWithTag("AllyBaseSpawn");

        if (baseSpawn != null)
        {
            GameObject allyBaseObj = Instantiate(ResourcesData.GetObject(ResourcesData._bases, BasesEnum.BASE), baseSpawn.transform.position, baseSpawn.transform.rotation) as GameObject;
            _allyBaseManager = allyBaseObj.GetComponent <AllyBaseManager>();
            _allyBaseManager.InitRobots();
        }
        else
        {
            throw new System.Exception("Ally base spawn not found");
        }

        baseSpawn = GameObject.FindGameObjectWithTag("EnnemyBaseSpawn");
        if (baseSpawn != null)
        {
            GameObject ennemyBaseObj = Instantiate(ResourcesData.GetObject(ResourcesData._bases, BasesEnum.ENNEMYBASE), baseSpawn.transform.position, baseSpawn.transform.rotation) as GameObject;
            _ennemyBaseManager = ennemyBaseObj.GetComponent <EnnemyBaseManager>();
            _ennemyBaseManager.InitRobots();
        }
        else
        {
            throw new System.Exception("Ennemy base spawn not found");
        }
    }
コード例 #2
0
ファイル: report.cs プロジェクト: denisLavreniuk/elementDat
        private bool isResourceExpireSoon(ResourcesData data, int counter, DataGridViewRow row)
        {
            int days = data.periodMonths * 30 + data.periodMonths / 2;

            if (data.difference > (counter * days) - 61 &&
                data.difference < counter * days)
            {
                switch (data.type)
                {
                case Resources.WARRANTY:
                    //row.Cells["warranty_exploit_period"].Style.BackColor = Color.Orange;
                    break;

                case Resources.BEFORE:
                    row.Cells["before_first_repair_period"].Style.BackColor = Color.Orange;
                    break;

                case Resources.BETWEEN:
                    row.Cells["between_repairs_period"].Style.BackColor = Color.OrangeRed;    //межремонтный срок
                    break;

                case Resources.ASSIGNED:
                    row.Cells["assigned_period"].Style.BackColor = Color.Orange;
                    break;
                }
                return(true);
            }
            return(false);
        }
コード例 #3
0
 /// <summary>
 /// 序列化资源数据
 /// </summary>
 /// <param name="resPath"></param>
 /// <param name="isWriteExcel"></param>
 static void SerializeResInfo(string resPath, ref List <ResourcesData> infos)
 {
     string[] fileNames = Directory.GetFiles(resPath);
     string[] dirNames  = Directory.GetDirectories(resPath);
     for (int i = 0; i < dirNames.Length; i++)
     {
         SerializeResInfo(dirNames[i], ref infos);
     }
     for (int i = 0; i < fileNames.Length; i++)
     {
         ResourcesData info = new ResourcesData();
         if (PathUtils.GetExtension(fileNames[i]) != ".meta")
         {
             info.ID   = FileUtils.GetFileMD5(fileNames[i]);
             info.Name = PathUtils.GetFileNameWithoutExtension(fileNames[i]);
             info.Path = PathUtils.GetRelativePathWithoutRootAndFileName("Resources", fileNames[i]);
             string   assetPath      = PathUtils.GetRelativePath("Assets", fileNames[i]);
             string[] dependencyPath = AssetDatabase.GetDependencies(assetPath);
             for (int j = 0; j < dependencyPath.Length; j++)
             {
                 if (assetPath != dependencyPath[j])
                 {
                     info.Dependencys.Add(PathUtils.GetFileNameWithoutExtension(dependencyPath[j]));
                 }
             }
             info.version = "";
             infos.Add(info);
         }
     }
 }
コード例 #4
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 public void InitResources(ResourcesData resourcesData)
 {
     foreach (var resource in resourcesData.Resources)
     {
         Resources.Add(resource, 200);
     }
 }
コード例 #5
0
ファイル: SHDataManager.cs プロジェクト: shmhlove/LambKebab
 // 다양화 : 싱글턴 종료될때
 public override void OnFinalize()
 {
     TableData.OnFinalize();
     ResourcesData.OnFinalize();
     AssetBundleData.OnFinalize();
     UserData.OnFinalize();
 }
コード例 #6
0
    /// <summary>
    /// 把资源列表加入指定块中,并且返回需下载的资源列表.
    /// 保证如果存在块中,这个资源必然已经加载或者正在加载中.
    /// </summary>
    /// <param name="chunk">Chunk.</param>
    /// <param name="resArray">过滤后需要下载的列表</param>

    private void PushResources(ResourcesChunkData chunkData, ref List <string> resArray)
    {
        for (int i = resArray.Count - 1; i >= 0; i--)
        {
            if (!chunkData.resHash.Contains(resArray[i]))
            {
                int deleteIndex;

                //  如果有缓存不用加入
                if (mCacheData.ContainsKey(resArray[i]))
                {
                    mCacheData[resArray[i]].AddReference();
                    chunkData.resHash.Add(resArray[i]);
                    resArray.RemoveAt(i);
                }
                else if (FindInDelete(resArray[i], out deleteIndex))
                {
                    ResourcesData data = ActivateDeleteCache(deleteIndex);
                    data.AddReference();
                    mCacheData.Add(data.Name, data);
                    chunkData.resHash.Add(resArray[i]);
                    resArray.RemoveAt(i);
                }
                else
                {
                    mCacheData.Add(resArray[i], new ResourcesData(resArray[i]));
                    chunkData.resHash.Add(resArray[i]);
                }
            }
            else
            {
                resArray.RemoveAt(i);
            }
        }
    }
コード例 #7
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    private ResourcesData ActivateDeleteCache(int index)
    {
        ResourcesData result = mDelete[index];

        mDelete.RemoveAt(index);
        return(result);
    }
コード例 #8
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    public void cacheSingeFinish(List <ResourcesData> _list)
    {
        resReady = true;

        if (_list == null || _list.Count < 1)
        {
            //找不到res里直接读取
            if (ResourcesManager.Instance.allowLoadFromRes)
            {
                foreach (Object each in callbackDic.Keys)
                {
                    resourcesLoadTexture(each);
                }
            }
            return;
        }


        if (_list [0].ResourcesBundle == null)
        {
            return;
        }

        data = _list [0];

        foreach (Object each in callbackDic.Keys)
        {
            pushTexture(each);
        }
        callbackDic.Clear();
        TextureManager.instance.clear();
    }
コード例 #9
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    protected override void InitRobot()
    {
        _robotObj = Instantiate(ResourcesData.GetObject(ResourcesData._robots, RobotsEnum.ENNEMYROBOT), transform) as GameObject;
        _robotObj.SetActive(false);

        SetDestination(GameManager.Singleton.GetClosestResource(transform.position).gameObject);
    }
コード例 #10
0
ファイル: WindowBase.cs プロジェクト: xiney1986/SDKProject
 public void releaseResourcesData()
 {
     if (useResData != null && ResourcesManager.Instance != null)
     {
         ResourcesManager.Instance.UnloadAssetUIBundleBlock(useResData.ResourcesName);
         useResData = null;
     }
 }
コード例 #11
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 public void clean()
 {
     pointData     = null;
     resourcesData = null;
     pointList     = null;
     pointRoot     = null;
     drawPoint     = null;
 }
コード例 #12
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 // ReSharper disable once UnusedMember.Global
 public IEnumerator SetUp()
 {
     TestSettings    = Common.LoadTestSettings();
     TerrainSettings = ResourcesData.LoadTerrainSettings();
     TerrainCreator  = InitTerrainCreator();
     SetUpAdditional();
     yield return(null);
 }
コード例 #13
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 private void TakeAwayResourcesRoad(Road road)
 {
     for (int i = 0; i < _amountNeedResource; i++)
     {
         ResourceForConstruction resource     = road.ResourcesForConstruction[i];
         ResourcesData           needRecource = _resources.resourcesData[_resources.FindIndexResourceInList(resource.ResourceType)];
         needRecource.ChangeAmountResource.Invoke(resource.ResourceType, -resource.CostConstruction);
     }
 }
コード例 #14
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 private void TakeAwayResources(Building building)
 {
     for (int i = 0; i < _amountNeedResource; i++)
     {
         ResourceForConstruction resource     = building.LevelsData[building.CurrentLevel].resourcesForConstruction[i];
         ResourcesData           needRecource = _resources.resourcesData[_resources.FindIndexResourceInList(resource.ResourceType)];
         needRecource.ChangeAmountResource.Invoke(resource.ResourceType, -resource.CostConstruction);
     }
 }
コード例 #15
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        private static ResourcesData CreateResourcesData(Type type, Object obj)
        {
            ResourcesData ret = cached_resource_datas.Count > 0 ? cached_resource_datas.Dequeue() : new ResourcesData();

            ret.type     = type;
            ret.obj      = obj;
            ret.refCount = 0;
            return(ret);
        }
コード例 #16
0
ファイル: ConfigManager.cs プロジェクト: xiney1986/SDKProject
    public void resolveConfigTextAsset(ResourcesData rd, string name)
    {
        TextAsset ta = rd.ResourcesBundle.Load(name) as TextAsset;

        if (ta == null)
        {
            return;
        }
        resolveConfig(ta.text);
    }
コード例 #17
0
ファイル: SHDataManager.cs プロジェクト: shmhlove/LambKebab
    // 다양화 : 싱글턴 생성될때
    public override void OnInitialize()
    {
        TableData.OnInitialize();
        ResourcesData.OnInitialize();
        AssetBundleData.OnInitialize();
        ServerData.OnInitialize();
        UserData.OnInitialize();

        SetDontDestroy();
    }
コード例 #18
0
ファイル: SHDataManager.cs プロジェクト: shmhlove/LambKebab
    // 시스템 : 업데이트
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        TableData.FrameMove();
        ResourcesData.FrameMove();
        AssetBundleData.FrameMove();
        ServerData.FrameMove();
        UserData.FrameMove();
    }
コード例 #19
0
ファイル: GameManager.cs プロジェクト: Mangiang/FPSDeGenie
    private void InitResourceNodes()
    {
        GameObject[] resourcesArr = GameObject.FindGameObjectsWithTag("ResourceNode");
        GameObject   resourceObj  = ResourcesData.GetObject(ResourcesData._resources, ResourcesEnum.RESOURCE) as GameObject;

        foreach (var resource in resourcesArr)
        {
            _lResources.Add(Instantiate(resourceObj, resource.transform.position, resource.transform.rotation).GetComponent <NodeResourceManagement>());
        }
    }
コード例 #20
0
ファイル: SHDataManager.cs プロジェクト: shmhlove/LambKebab
    // 유틸 : 로드 리스트
    List <Dictionary <string, SHLoadData> > GetLoadList(eSceneType eType)
    {
        var pLoadList = new List <Dictionary <string, SHLoadData> >();

        pLoadList.Add(ServerData.GetLoadList(eType));
        pLoadList.Add(TableData.GetLoadList(eType));
        pLoadList.Add(ResourcesData.GetLoadList(eType));
        pLoadList.Add(AssetBundleData.GetLoadList(eType));

        return(pLoadList);
    }
コード例 #21
0
ファイル: SHDataManager.cs プロジェクト: shmhlove/LambKebab
    // 유틸 : 패치 리스트
    List <Dictionary <string, SHLoadData> > GetPatchList()
    {
        var pPatchList = new List <Dictionary <string, SHLoadData> >();

        pPatchList.Add(ServerData.GetPatchList());
        pPatchList.Add(TableData.GetPatchList());
        pPatchList.Add(ResourcesData.GetPatchList());
        pPatchList.Add(AssetBundleData.GetPatchList());

        return(pPatchList);
    }
コード例 #22
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        private void SendUpdateSignal()
        {
            var resources = new ResourcesData()
            {
                Gold  = Gold,
                Steel = Steel,
                Wood  = Wood
            };

            signalBus.Publish <UpdateResourcesSignal>(new UpdateResourcesSignal(resources));
        }
コード例 #23
0
ファイル: GameManager.cs プロジェクト: Mangiang/FPSDeGenie
    public GameObject SpawnBulletHole(Vector3 position, NetworkHash128 assetId)
    {
        GameObject bulletHole = GetBulletHole(position);

        if (bulletHole != null)
        {
            return(bulletHole);
        }

        Transform bulletHolesParent = transform.Find("BulletHoles");

        return(Instantiate(ResourcesData.GetObject(ResourcesData._fx, FxEnum.BULLETHOLE), Vector3.zero, Quaternion.identity, bulletHolesParent) as GameObject);
    }
コード例 #24
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        private void OnLoaded1(LoadingData loadingData, Object obj, int count)
        {
            if (obj == null)
            {
                Debug.LogErrorFormat("[ResourcesHolder] Fail to load file '{0}' !", HashString.GetString(loadingData.key));
                return;
            }
            ResourcesData data = CreateResourcesData(loadingData.type, obj);

            data.refCount = count;
            mLoaded.Add(loadingData.key, data);
            mResourcesToPath.Add(GetResourcesKey(loadingData.type, obj), loadingData.key);
        }
コード例 #25
0
 // Update is called once per frame
 void Update()
 {
     if (_PV <= 0 && _alive)
     {
         _alive = false;
         _navAgent.isStopped = true;
         _navAgent.enabled   = false;
         GetComponent <Collider>().enabled = false;
         transform.rotation = Quaternion.Euler(new Vector3(90, transform.rotation.eulerAngles.y, transform.rotation.eulerAngles.z));
         transform.position = new Vector3(transform.position.x, 0, transform.position.z);
         Instantiate(ResourcesData.GetObject(ResourcesData._fx, FxEnum.SMOKE), transform.position, Quaternion.identity);
     }
 }
コード例 #26
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	//卸载指定镜像
	public void UnloadAssetBundleBlock (ResourcesData path, bool forceRemove, string key)
	{
		if (allDataList.ContainsKey (key)) {
			Dictionary<string,ResourcesData> dic = allDataList [key];
			if (dic.ContainsKey (path.ResourcesName)) {
				float size = dic [path.ResourcesName].size;
				dic [path.ResourcesName].ResourcesBundle.Unload (forceRemove);
				dic.Remove (path.ResourcesName);
				changeSize (key, -size);		
			}
			clean ();	
		}	
	}
コード例 #27
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 void Start()
 {
     ggm               = GlobalGameManager.instance;
     resourcesData     = GameObject.Find("GlobalGameManager/ResourcesData").GetComponent <ResourcesData>();
     completionRewards = GameObject.Find("GlobalGameManager/LevelData/Completion").GetComponent <RewardGroup>();
     firstTimeRewards  = GameObject.Find("GlobalGameManager/LevelData/FirstTime").GetComponent <RewardGroup>();
     masteryRewards    = GameObject.Find("GlobalGameManager/LevelData/Mastery").GetComponent <RewardGroup>();
     scoreMarks        = ggm.GetScoreMarks();
     levelName         = ggm.GetLevelName();
     PopulateRewards(completionRewards, rewardContentC, "Completion", 1);
     PopulateRewards(firstTimeRewards, rewardContentFT, "First Time", 1);
     PopulateRewards(masteryRewards, rewardContentM, "Mastery", 1);
 }
コード例 #28
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        public async Task Load()
        {
            var loadingView = (ILoadingView)(await windowNavigation.Show <ILoadingView>(CancellationToken.None));

            loadingView.UpdateProgress(null);

            resourcesData = await resourcesDataProvider.GetData();

            player.InitResources(resourcesData);

            currentGame = await gameLoader.LoadGame(1, CancellationToken.None);

            _ = windowNavigation.Hide <ILoadingView>(CancellationToken.None);
        }
コード例 #29
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ファイル: MainManager.cs プロジェクト: Y0uka1/Diplom
    public void Initialize()
    {
        charSave = ScriptableObject.CreateInstance(typeof(CharactersSave)) as CharactersSave;
        charSave.LoadData();

        resourcesData = ScriptableObject.CreateInstance(typeof(ResourcesData)) as ResourcesData;

        foreach (var temp in managers)
        {
            temp.Initialize();
        }

        Status = ManagerStatus.Online;
        status = ManagerStatus.Online;
    }
コード例 #30
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 private void PlayGoddessMusic(int id)
 {
     if (ResourcesManager.Instance.allowLoadFromRes)
     {
         audioSource.clip = Resources.Load("audio/audio_" + id, typeof(AudioClip)) as AudioClip;
         audioSource.Play();
         audioSource.volume = 1f;
     }
     else
     {
         ResourcesData data = ResourcesManager.Instance.getResource("audio/audio_" + id);
         audioSource.clip = data.ResourcesBundle.mainAsset as AudioClip;
         audioSource.Play();
         audioSource.volume = 1f;
     }
 }