コード例 #1
0
    // 同步大厅资源信息
    public void SyncLobbyAssetInfo(TableGameRes resConfig)
    {
        luaAssetsInfo.Clear();
        lobbyAssetsInfo.Clear();

        LoadLobbyAssetInfo(resConfig);
    }
コード例 #2
0
    private IEnumerator LoadLocalGameResAsync()
    {
        string xmlPath = string.Format("{0}{1}", ABConfiger.PACKAGE_STREAMING_DATA_PATH, TableGameRes.FILE_NAME);

        Debug.Log("streaming xml file path==" + xmlPath);
        WWW xmlWWW = new WWW(xmlPath);

        yield return(xmlWWW);

        byte[] datas = xmlWWW.bytes;
        if (datas == null || datas.Length <= 0)
        {
            Debug.LogError("Load resConfig xml in streaming path error!");
            yield break;
        }

        // copy file to sandbox
        string sandBoxPath = ABConfiger.GetSandboxFilePath(TableGameRes.FILE_NAME);

        File.WriteAllBytes(sandBoxPath, datas);

        xmlWWW.Dispose();
        xmlWWW = null;

        // read file in sandbox
        localTableResConfig = XMLSerializer.Read <TableGameRes>(datas) as TableGameRes;

        LoadResConfigComplete();
    }
コード例 #3
0
    private void LoadLuaAssetsInfo(TableGameRes resConfig)
    {
        List <ResData> datas = resConfig.lobbyResConfig.scripts.luaFiles;

        foreach (ResData data in datas)
        {
            luaAssetsInfo.Add(data.name, data);
        }
    }
コード例 #4
0
    /// <summary>
    /// 读取本地资源配置数据
    /// </summary>
    public void LoadLocalGameRes()
    {
        // 首先读取沙盒目录下资源配置文件
        string xmlPath = ABConfiger.GetSandboxFilePath(TableGameRes.FILE_NAME);

        Debug.Log("Sandbox xml file path====" + xmlPath);
        if (MLFileUtil.CheckFileExits(xmlPath))
        {
            localTableResConfig = XMLSerializer.Read <TableGameRes>(xmlPath) as TableGameRes;
            LoadResConfigComplete();
            return;
        }

        CoroutineManger.Instance.StartCoroutine(LoadLocalGameResAsync());
    }
コード例 #5
0
    /// <summary>
    /// 加载游戏资源配置
    /// </summary>
    /// <param name="resConfig"></param>
    /// <param name="productId">产品ID</param>
    public void LoadGameAssetsInfo(TableGameRes resConfig, int productId)
    {
        GameResConfig gameResConfig = resConfig.gameResConfig;
        BaseRes       gameRes       = gameResConfig.FindProductRes(productId);

        if (gameRes == null)
        {
            return;
        }


        Dictionary <string, ResData> assetInfo = gameAssetsInfo.FindGameAsset(productId);

        if (assetInfo != null)
        {
            return;
        }

        assetInfo = gameAssetsInfo.CreateGameAsset(productId);
        LoadAssetsInfo(gameRes, assetInfo);
    }
コード例 #6
0
    private IEnumerator DownLoadResConfig()
    {
        string url = downLoadMgr.FormatUrl(TableGameRes.FILE_NAME);

        WWW www = new WWW(url);

        yield return(www);

        if (www.error != null)
        {
            Debug.LogError("Down load game res config file error!" + www.error);

            www.Dispose();
            www = null;
            yield break;
        }

        serverTableResConfig = XMLSerializer.Read <TableGameRes>(www.bytes) as TableGameRes;

        www.Dispose();
        www = null;
    }
コード例 #7
0
    private void LoadLobbyAssetsInfo(TableGameRes resConfig)
    {
        LobbyResConfig lobbyResConfig = resConfig.lobbyResConfig;

        ResData data = lobbyResConfig.shader;

        if (data != null)
        {
            lobbyAssetsInfo.Add(data.name, data);
        }

        data = lobbyResConfig.datas;
        if (data != null)
        {
            lobbyAssetsInfo.Add(data.name, data);
        }

        LoadAssetsInfo(lobbyResConfig.common, lobbyAssetsInfo);
        LoadAssetsInfo(lobbyResConfig.hotUpdate, lobbyAssetsInfo);
        LoadAssetsInfo(lobbyResConfig.login, lobbyAssetsInfo);
        LoadAssetsInfo(lobbyResConfig.lobby, lobbyAssetsInfo);
        LoadAssetsInfo(lobbyResConfig.game, lobbyAssetsInfo);
    }
コード例 #8
0
 public void LoadLobbyAssetInfo(TableGameRes resConfig)
 {
     LoadLuaAssetsInfo(resConfig);
     LoadLobbyAssetsInfo(resConfig);
 }
コード例 #9
0
 /// <summary>
 /// 同步游戏资源配置
 /// </summary>
 /// <param name="resConfig"></param>
 /// <param name="productId"></param>
 public void SyncGameAssetInfo(TableGameRes resConfig, int productId)
 {
     gameAssetsInfo.Clean(productId);
     LoadGameAssetsInfo(resConfig, productId);
 }