public bool init() { clean(); #if !UNITY_EDITOR && !UNITY_WEBGL //取得最新的语言 Callback cb = onGetLocalize; StartCoroutine(FileEx.readNewAllBytesAsyn( PStr.b(CLPathCfg.self.localizationPath).a(Localization.language).a(".txt").e(), cb)); #endif return(initAtlas()); }
/// <summary> /// Inits the streaming assets packge. /// 将流目录中优先需要加载的资源集解压到可读写目录 /// </summary> /// <param name="onFinisInitStreaming">On finis init streaming.</param> public void initStreamingAssetsPackge(Callback onFinisInitStreaming) { this.onFinisInitStreaming = onFinisInitStreaming; // clean cache #if UNITY_EDITOR if (CLCfgBase.self.isEditMode) { onFinisInitStreaming(); return; } #endif try { // 当版本不同时, clean cache if (string.Compare(Application.version, clientVersion) != 0) { string path = Application.persistentDataPath; // 先删掉目录下的文件 string[] fEntries = Directory.GetFiles(path); foreach (string f in fEntries) { File.Delete(f); } // 再删掉所有文件夹 string[] dirEntries = Directory.GetDirectories(path); foreach (string dir in dirEntries) { Directory.Delete(dir, true); } clientVersion = Application.version; } // 处理资源释放 if (!File.Exists(hadPoc)) { string path = "priority.r"; Callback cb = onGetStreamingAssets; StartCoroutine(FileEx.readNewAllBytesAsyn(path, cb)); } else { onFinisInitStreaming(); } } catch (System.Exception e) { Debug.LogError(e); onFinisInitStreaming(); } }