コード例 #1
0
        //连接
        public void SocketConnect()
        {
            if (isConnected || m_ConnectState == ConnectStateType.Connecting)
            {
                ZLogger.Info("Socket已经连接上了,别再重复进行连接");
                return;
            }
            string        tempStrNewIp      = "";
            AddressFamily tempAddressFamily = AddressFamily.InterNetwork;

            //这里准备以后引入一个解析IP地址的库,从而可以ipv4,还是ipv6 no edit
            ZLogger.Info("Socket AddressFaminly:{0}  原始IP:{1},  结果IP:{2},  端口:{3}", tempAddressFamily, m_IP, tempStrNewIp, m_Port);

            m_ClientSocket                   = new Socket(tempAddressFamily, SocketType.Stream, ProtocolType.Tcp);
            m_ClientSocket.SendTimeout       = 1000;                   //指定同步 Send 调用将超时的时间长度
            m_ClientSocket.ReceiveTimeout    = 5000;                   //指定同步 Receive 调用将超时的时间长度
            m_ClientSocket.NoDelay           = true;                   //指定流 Socket 是否正在使用 Nagle 算法
            m_ClientSocket.SendBufferSize    = 1024 * 8;               //指定 Socket 发送缓冲区的大小
            m_ClientSocket.ReceiveBufferSize = NetConst.TEMP_MSG_SIZE; //获取或设置此 ServicePoint 使用的套接字的接收缓冲区的大小
            m_ClientSocket.Blocking          = true;                   //指示 Socket 是否处于阻止模式

            m_ConnectState = ConnectStateType.Connecting;

            try
            {
                m_ClientSocket.BeginConnect(tempStrNewIp, m_Port, new AsyncCallback(OnConnectCB), m_ClientSocket);
            }
            catch (Exception e)
            {
                //设置失败次数++
                ZLogger.Info("连接不通:{0}  ==>  {1}", e.Message, e.ToString());
                m_ConnectState = ConnectStateType.ConnectFail;
                OnDisconnect(NetResultType.ConnectTimeOut, "连接游戏服务器失败!(-1)");
            }
        }
コード例 #2
0
        //加载失败
        void OnUpdateFailed(string file)
        {
            string message = "游戏环境初始失败!>" + file;

            ZLogger.Info("更新失败!>" + file);
            EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, message, 0);
        }
コード例 #3
0
 /// <summary>
 /// 连接服务器
 /// </summary>
 public void LinkServer(string canIP, int canPort)
 {
     m_Ip   = canIP;
     m_Port = canPort;
     ZLogger.Info("连接------->>id: {0} , port: {1}", m_Ip, m_Port);
     NetMgr.Instance.SendConnect(m_Ip, m_Port);
 }
コード例 #4
0
 //连接上服务器回调
 private void OnConnectCB(IAsyncResult asr)
 {
     try
     {
         Socket tempClientSocket = (Socket)asr.AsyncState;
         if (tempClientSocket.Connected)
         {
             tempClientSocket.EndConnect(asr);
             //重置失败次数=0
             tempClientSocket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.NoDelay, true);
             m_ConnectState       = ConnectStateType.Connected;
             m_DispatchConnectBoo = true;
             //进行广播
             ZLogger.Info("socket 连接成功 net Connected ip={0},prot={1}", m_IP, m_Port);
         }
         else
         {
             //设置连接失败次数++
             m_ConnectState = ConnectStateType.ConnectFail;
             OnDisconnect(NetResultType.ConnectTimeOut, "连接超时!(404)");
         }
     }
     catch (Exception e)
     {
         //设置连接失败次数++
         m_ConnectState = ConnectStateType.ConnectFail;
         OnDisconnect(NetResultType.Exception, "连接超时:" + e.Message);
     }
 }
コード例 #5
0
        public void Init()
        {
            ZLogger.Info("数据管理层初始化");
            m_DataDic.Clear();

            EventMgr.Instance.AddEventListener(ABMgrConst.AB_CONFIG_LOAD_COMPLETE, ExtractData);
        }
コード例 #6
0
        public void Init()
        {
            ZLogger.Info("UTexture层初始化");

            EventMgr.Instance.AddEventListener(ABMgrConst.AB_CONFIG_LOAD_COMPLETE, LoasHoldTexture);
            EventMgr.Instance.AddEventListener(SceneConst.SWITCH_SCENE_STAR_LOAD, ClearCache);
        }
コード例 #7
0
        public void Init(Transform canObjTrs)
        {
            ZLogger.Info("USprite层初始化");
            USpriteRecyclePoolTrs = canObjTrs;
            USpriteRecyclePoolTrs.gameObject.SetActive(false);

            EventMgr.Instance.AddEventListener(ABMgrConst.AB_CONFIG_LOAD_COMPLETE, LoadHoldUSprite);
            EventMgr.Instance.AddEventListener(SceneConst.SWITCH_SCENE_STAR_LOAD, ClearCache);
        }
コード例 #8
0
        public void Init()
        {
            ZLogger.Info("UI管理层辅助层初始化");
            UIClassList = new List <string>();
            ModelDic    = new List <InterfaceModel>();
            ControlDic  = new List <InterfaceControl>();

            EventMgr.Instance.AddEventListener(DataConst.DATA_LOAD_COMPLETE, _InitUIClassList);
        }
コード例 #9
0
 public void OnDestroy()
 {
     if (m_ClientSocket != null)
     {
         m_ClientSocket.Close();
         m_ClientSocket = null;
     }
     CloseReceiveThreadAndDealMsgCor();
     ZLogger.Info("NetworkManager was destroy");
 }
コード例 #10
0
        public DDictionary <int, WeaponComponent> WeaponComDic           = new DDictionary <int, WeaponComponent>();                  //


        public void Init(Transform canSceneTrs, Transform canRecycleTrs)
        {
            ZLogger.Info("世界角色中心层初始化");
            sceneTrs   = canSceneTrs;
            recycleTrs = canRecycleTrs;
            recycleTrs.gameObject.SetActive(false);

            //--------系统数量-------目前:1
            GameObjectSystem.Instance.Init();
        }
コード例 #11
0
        public void Init(Transform recycleTrs, Transform sceneTrs)
        {
            ZLogger.Info("对象池管理层初始化");
            m_ResourceObjClassPool = GetOrCreateClassPool <ResourceObj>(1000);
            RecyclePoolTrs         = recycleTrs;
            RecyclePoolTrs.gameObject.SetActive(false);
            SceneTrs = sceneTrs;

            EventMgr.Instance.AddEventListener(SceneConst.SWITCH_SCENE_STAR_LOAD, ClearCache);
        }
コード例 #12
0
        public void Init(Transform canTrs)
        {
            ZLogger.Info("音效管理层初始化");
            SoundStageTrs = canTrs;
            bgAudio       = GameObject.Find("BGStage").GetComponent <AudioSource>();
            bgAudio.loop  = true;
            uiAudio       = GameObject.Find("UIStage").GetComponent <AudioSource>();

            EventMgr.Instance.AddEventListener(ABMgrConst.AB_CONFIG_LOAD_COMPLETE, LoadHoldAudio);
            EventMgr.Instance.AddEventListener(SceneConst.SWITCH_SCENE_STAR_LOAD, ClearCache);
        }
コード例 #13
0
        public void Init(MonoBehaviour mono)
        {
            ZLogger.Info("资源管理层初始化");
            for (int i = 0; i < (int)LoadResPriority.RES_NUM; i++)
            {
                m_LoadingAssetList[i] = new List <AsynvLoadResParam>();
            }
            //m_StarMono = mono;
            //m_StarMono.StartCoroutine(AsyncLoadCor());
            CoroutineMgr.Instance.StartCoroutine(resourcesLoadCor, AsyncLoadCor());

            EventMgr.Instance.AddEventListener(SceneConst.SWITCH_SCENE_STAR_LOAD, ClearCache);
        }
コード例 #14
0
ファイル: UIMgr.cs プロジェクト: paradisewu/MVC_ECS_Framework
        public void Init()
        {
            ZLogger.Info("UI管理层初始化");

            uiRoot = GameObject.Find("UIRoot");

            _layerTypeDic = new Dictionary <int, GameObject>();

            closeViewLayer = GameObject.Find(CLOSE_LAYER);
            _layerTypeDic.Add(CLOSE_LAYER_INT, closeViewLayer);

            nickLayer = GameObject.Find(NICK_LAYER);
            _layerTypeDic.Add(NICK_LAYER_INT, nickLayer);

            lowLayer = GameObject.Find(LOW_LAYER);
            _layerTypeDic.Add(LOW_LAYER_INT, lowLayer);

            middleLayer = GameObject.Find(MIDDLE_LAYER);
            _layerTypeDic.Add(MIDDLE_LAYER_INT, middleLayer);

            dialogLayer = GameObject.Find(DIALOG_LAYER);
            _layerTypeDic.Add(DIALOG_LAYER_INT, dialogLayer);

            highLayer = GameObject.Find(HIGH_LAYER);
            _layerTypeDic.Add(HIGH_LAYER_INT, highLayer);

            topLayer = GameObject.Find(TOP_LAYER);
            _layerTypeDic.Add(TOP_LAYER_INT, topLayer);

            canvas = GameObject.Find(CANVAS_LAYER);

            WaitOpenViewList    = new List <InterfaceView>();
            OpeningViewsDic     = new Dictionary <int, InterfaceView>();
            ForeverCacheViewDic = new List <InterfaceView>();
            CacheViewDic        = new List <InterfaceView>();
            SortOpenViewsList   = new List <InterfaceView>();
            UpdateErrorViewDic  = new Dictionary <string, bool>();
            _PopViewNameDic     = new Dictionary <string, int>();
            openViewCountDic    = new Dictionary <int, int>();
            topView             = null;

            //打开界面数计数器
            ResetOpenViewIndex();

            InitHideLayer();

            RegisterHandler();
            InitBoo = true;
        }
コード例 #15
0
ファイル: UIMgr.cs プロジェクト: paradisewu/MVC_ECS_Framework
        //委托,在每个界面发生状态变化时候需要做的操作
        private void _ViewStateChange(InterfaceView viewCan, UIMgr.ViewStateType type)
        {
            List <UiExcel> tempUiExcelList = DataMgr.Instance.tableUI.GetInfoByNameAndValue("name", viewCan.ViewName());

            if (tempUiExcelList.Count < 1)
            {
                ZLogger.Error("找不到界面的信息,请查看UIExcel表配置是否正确!");
                return;
            }
            UiExcel uiData = tempUiExcelList[0];

            switch (type)
            {
            case ViewStateType.CLOSE:
                UpdateErrorViewDic.Remove(viewCan.ViewName());
                _UpdateCacheView(uiData.id, viewCan, false, uiData.holdBoo);
                _AdjustMaskAndActive();
                break;

            case ViewStateType.LOAD_COMPLETE:
                break;

            case ViewStateType.UNLOAD:
                _UpdateDel(uiData.id, viewCan);
                break;

            case ViewStateType.LOAD_FAIL:
                _RemoveWaitOpenValue(viewCan);
                break;

            case ViewStateType.GIVE_UP_LOAD:
                ZLogger.Info("请注意:{0}放弃加载!!!,原因是:没加载完成之前,有人调用了closeview()", viewCan.ViewName());
                _RemoveWaitOpenValue(viewCan);
                break;

            case ViewStateType.OPEN:
                _RemoveWaitOpenValue(viewCan);
                _UpdateCacheView(uiData.id, viewCan, true, uiData.holdBoo);
                _CheckExclusion(uiData, viewCan);
                _SortOpeningView();
                _AdjustMaskAndActive();
                break;

            case ViewStateType.LOAD_SUCESS:
                break;
            }
        }
コード例 #16
0
 //失去连接或连接失败
 private void OnDisconnect(NetResultType canType, string canStr = "")
 {
     CloseSocket();//关闭Socket
     //以下是根据不同情况输出
     if (canType == NetResultType.Disconnect)
     {
         ZLogger.Info("net 正常主动断线");
     }
     else if (canType == NetResultType.ConnectTimeOut)
     {
         ZLogger.Info("net 连接服务器超时");
     }
     else if (canType == NetResultType.Exception)
     {
         ZLogger.Error("net 异常断开服务器:{0}, type:{1}", canStr, canType.ToString());
     }
 }
コード例 #17
0
 //更新函数 lua
 private void UpdateForLua()
 {
     if (m_ConnectState == ConnectStateType.Connected)
     {
         if (m_DispatchConnectBoo)
         {
             m_DispatchConnectBoo = false;
             ++connectTimes;
             if (connectTimes > 1)
             {
                 NetCallMethod("OnReConnect");
                 ZLogger.Info("重新连接到 网关服务器 ---> 重新请求");
             }
             else
             {
                 NetCallMethod("OnConnect");
                 ZLogger.Info("成功连接到 网关服务器 ---> 开始游戏");
             }
         }
     }
     else if (m_ConnectState != ConnectStateType.None)
     {
         if (m_ConnectState == ConnectStateType.ConnectFail)
         {
             NetCallMethod("ShowTimeOut", "连接游戏服务器失败, 请稍候再尝试连接!");
         }
         else if (m_ConnectState == ConnectStateType.Disconnect)
         {
             NetCallMethod("OnDisconnect");
         }
         //多次心跳接收不到掉线
         else if (m_ConnectState == ConnectStateType.OffLine)
         {
             NetCallMethod("ShowTimeOut", "您的网络已断开, 请稍候再尝试连接!");
         }
     }
 }
コード例 #18
0
 public void Init()
 {
     ZLogger.Info("AB包管理层初始化");
     EventMgr.Instance.AddEventListener(UpdataConst.LOADER_ALL_COMPLETED, LoadAssetBundleConfig);
 }
コード例 #19
0
 public void Init()
 {
     ZLogger.Info("GameObject系统层初始化");
     world = GameWorld.Instance;
 }
コード例 #20
0
 public void Init()
 {
     ZLogger.Info("事件管理层初始化");
 }
コード例 #21
0
        /// <summary>
        /// 更新本地文件
        /// </summary>
        /// <returns></returns>
        IEnumerator OnUpdateResource()
        {
            string dataPath = UtilTool.DataPath;  //数据目录

            if (!Directory.Exists(dataPath))
            {
                Directory.CreateDirectory(dataPath);
            }

            string[] lastMapList = UtilTool.GetVersionMap(dataPath + "files.txt");
            int      count       = lastMapList.Length; //总文件
            int      step        = 0;                  //第N个文件
            string   lastLine    = lastMapList[count - 1];
            string   lastVersion = lastLine;           //最近版本号

            gameVersion = lastVersion.Trim();

            //不进行更新 no edit

            bool hasUpdate = false;//是否存在必要更新

            #region 本地资源版本
            //收集当前版本文件信息
            for (int i = 0; i < count; i++)
            {
                if (string.IsNullOrEmpty(lastMapList[i]))
                {
                    continue;
                }
                string[] keyValue = lastMapList[i].Split('|');
                if (keyValue.Length != 2)
                {
                    break;
                }
                localVersionInfo.Add(keyValue[0].Trim(), keyValue[1].Trim());
            }
            lastAppVersion = UtilTool.GetVersion(lastLine, 0); //最近app v1
            string lv2 = UtilTool.GetVersion(lastVersion, 1);  //非UI资源
            string lv3 = UtilTool.GetVersion(lastVersion, 2);  //UI资源
            string lv4 = UtilTool.GetVersion(lastVersion, 3);  //脚本资源
            #endregion

            #region  务器资源版本
            EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, "正在通讯中... ", 0);
            string          remoteVersion = lastVersion;//cdn版本号 暂定与本地一样
            string          url           = AppConst.WebUrl;
            string          random        = DateTime.Now.ToString("yyyymmddhhmmss");
            string          webMapUrl     = url + "files.txt?v=" + random;
            UnityWebRequest unityWeb      = new UnityWebRequest(webMapUrl);
            ZLogger.Info("资源位置:" + webMapUrl);
            yield return(unityWeb);

            if (unityWeb.error != null)
            {
                ZLogger.Info("可能网络问题,也可能服务器资源没提交!  此处可以考虑直接进游戏用本地资源[不进行更新 #SyncLocal]");

                #region 临时解决方案(没有连接上cdn 使用本地资源)
                EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, "连接不到服务器中心,应用最近版本进入游戏,建议稍候重启游戏更新!!", 100);
                for (int i = 0; i < count; i++)
                {
                    if (string.IsNullOrEmpty(lastMapList[i]))
                    {
                        continue;
                    }
                    string[] keyValue = lastMapList[i].Split('|');
                    if (keyValue.Length != 2)
                    {
                        break;
                    }
                    string f = keyValue[0];

                    //if (keyValue[0].Contains("scene/"))
                    //{//跳过场景资源,进行动态加载
                    //    loaderMgr.CacheAssetBundleLoaderData(keyValue[0], keyValue[1]);
                    //    continue;
                    //}
                }
                yield return(new WaitForSeconds(1));

                OnResourceInited();
                yield break;
                #endregion

                //EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, "(此过程不消耗任何流量,请放心等待)请求失败,您的网络可能不稳定,请稍后再重新启动游戏!");
                yield break;
            }
            else
            {
                int p    = Mathf.FloorToInt(unityWeb.downloadProgress * 100);
                int size = Mathf.CeilToInt(9877);
                EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, "加载版本配置中,需要消耗流量约 " + size + "kb, 已经完成", p);
            }
            byte[]   webMapData = unityWeb.downloadHandler.data;
            string   webMap     = unityWeb.downloadHandler.text.Trim();
            string[] webMapList = webMap.Split('\n');
            count         = webMapList.Length;
            lastLine      = webMapList[count - 1];
            remoteVersion = lastLine;
            string remoteAppVersion = UtilTool.GetVersion(lastLine, 0);
            string rv2 = UtilTool.GetVersion(remoteVersion, 1); //非UI资源
            string rv3 = UtilTool.GetVersion(remoteVersion, 2); //UI资源
            string rv4 = UtilTool.GetVersion(remoteVersion, 3); //脚本资源
            #endregion
            Debug.Log("服务器版本:" + remoteVersion);
            bool updateV1 = !remoteAppVersion.Equals(lastAppVersion);
            bool updateV2 = (!lv2.Equals(rv2)) || updateV1;
            bool updateV3 = (!lv3.Equals(rv3)) || updateV1;
            bool updateV4 = (!lv4.Equals(rv4)) || updateV1;

            int resCount = 0;
            int resStep  = 0;
            int uiCount  = 0;
            int uiStep   = 0;
            int luaCount = 0;
            int luaStep  = 0;
            if (updateV2 || updateV3 || updateV4) //需要更新时,计算各部分文件总量
            {
                for (int i = 0; i < count; i++)
                {
                    if (string.IsNullOrEmpty(webMapList[i]))
                    {
                        continue;
                    }
                    string[] keyValue = webMapList[i].Split('|');
                    if (keyValue.Length != 2)
                    {
                        break;
                    }
                    if (keyValue[0].Contains("/UI/"))
                    {
                        uiCount++;
                    }
                    else if (keyValue[0].Contains("/Lua/"))
                    {
                        luaCount++;
                    }
                    else
                    {
                        resCount++;
                    }
                }
            }

            for (int i = 0; i < count; i++)
            {
                if (string.IsNullOrEmpty(webMapList[i]))
                {
                    continue;
                }
                string[] keyValue = webMapList[i].Split('|');
                if (keyValue.Length != 2)
                {
                    break;
                }
                string f = keyValue[0].Trim();

                //if (keyValue[0].Contains("scene/"))
                //{//跳过场景资源,进行动态加载
                //    loaderMgr.CacheAssetBundleLoaderData(keyValue[0], keyValue[1]);
                //    continue;
                //}
                if (lastVersion == remoteVersion)//版本一样,不用更新
                {
                    EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, "(此过程不消耗任何流量,请放心等待)初始化游戏环境中... ", Mathf.FloorToInt((++step * 100 / count)));
                    continue;
                }

                string fileUrl     = url + f + "?v=" + random; //接取服务器资源
                string localfile   = (dataPath + f).Trim();
                bool   canUpdate   = false;                    // 是否需要更新
                string path        = "";
                string message     = "";
                bool   checkUpdate = false;
                checkUpdate = ((f.Contains("/UI/") && updateV3) || (f.Contains("/Lua/") && updateV4) || updateV2);

                if (checkUpdate)
                {
                    canUpdate = !File.Exists(localfile);
                    path      = Path.GetDirectoryName(localfile);
                    if (!Directory.Exists(path))
                    {
                        Directory.CreateDirectory(path);
                    }

                    if (!canUpdate) //检查是否更新
                    {
                        string localKey = "*";
                        if (localVersionInfo.ContainsKey(f))
                        {
                            localKey = localVersionInfo[f];
                        }
                        string remoteKey = keyValue[1].Trim();
                        canUpdate = !remoteKey.Equals(localKey);
                        if (canUpdate)
                        {
                            File.Delete(localfile);
                        }
                    }
                }

                if (canUpdate) //更新或新增文件
                {
                    //方式1 UnityWebRequest更新
                    hasUpdate = true; //Debug.Log("更新-->" + fileUrl);
                    unityWeb  = new UnityWebRequest(fileUrl);
                    yield return(unityWeb);

                    if (unityWeb.error != null)
                    {
                        OnUpdateFailed(path);
                        yield break;
                    }
                    int size = 0;
                    if (f.Contains("/UI/"))
                    {
                        size    = 311 * uiCount;
                        message = String.Format("正在更新{0}文件, 需要消耗流量约 {1} kb", "UI", size);
                        EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, message, Mathf.FloorToInt((++uiStep) * 100 / uiCount));
                    }
                    else if (f.Contains("/Lua/"))
                    {
                        size    = 6 * luaCount;
                        message = String.Format("正在更新{0}文件, 需要消耗流量约 {1} kb", "Lua", size);
                        EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, message, Mathf.FloorToInt((++luaStep) * 100 / luaCount));
                    }
                    else
                    {
                        size    = 151 * resCount;
                        message = String.Format("正在更新{0}文件, 需要消耗流量约 {1} kb", "环境", size);
                        EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_PROGRESS, message, Mathf.FloorToInt((++resStep) * 100 / resCount));
                    }
                    //byte[] tempDownByte = unityWeb.downloadHandler.data;
                    File.WriteAllBytes(localfile, unityWeb.downloadHandler.data);
                    yield return(null);
                }
            }
            if (hasUpdate)
            {
                File.WriteAllBytes(dataPath + "files.txt", webMapData);
                PlayerPrefs.SetString(appVesionKey, remoteAppVersion); // 本地记录v1
                cacheAppVersion = remoteAppVersion;                    //解压完成当前的版本号
                gameVersion     = remoteVersion.Trim();
                ZLogger.Info("写入版本号");
            }

            //Debug.Log("=================版本:===================>>最近:" + lastVersion + "| 远程:" + remoteVersion);
            yield return(new WaitForEndOfFrame());

            EventMgr.Instance.TriggerEvent(UpdataConst.LOADER_COMPLETED, " 游戏更新检查完毕!!", 100);
            OnResourceInited();
            yield return(0);
        }
コード例 #22
0
 public void Init()
 {
     ZLogger.Info("资源更新管理层初始化");
 }
コード例 #23
0
 public void AfterInit()
 {
     ZLogger.Info("资源更新检查开始");
     cacheAppVersion = PlayerPrefs.GetString(appVesionKey, "");
     CheckExtractResource();
 }
コード例 #24
0
 public void Init()
 {
     ZLogger.Info("网络管理基础层初始化");
     StarDealMsgCor();
     StarReceiveThread();
 }
コード例 #25
0
        public void Init()
        {
            ZLogger.Info("场景管理层初始化");

            CoroutineMgr.Instance.StartCoroutine(sceneLoadCor, SceneLoadAsyncCor());
        }
コード例 #26
0
 public void Init(GameObject canMainCameraObj)
 {
     ZLogger.Info("摄像机管理层初始化");
     mainCameraObj = canMainCameraObj;
     mainCemara    = canMainCameraObj.GetComponent <Camera>();
 }
コード例 #27
0
ファイル: Main.cs プロジェクト: paradisewu/MVC_ECS_Framework
 private void Awake()
 {
     DontDestroyOnLoad(this);
     ZLogger.Info("<游戏启动初始化");
     this.Init();
 }
コード例 #28
0
 public void Init()
 {
     ZLogger.Info("Move系统层初始化");
     world = GameWorld.Instance;
 }