public void GetAllConfigBytes(Dictionary <string, byte[]> output) { var types = Game.EventSystem.GetTypes(typeof(ConfigAttribute)); foreach (var kv in types) { output[kv.Name] = XAssetLoader.LoadAsset <TextAsset>(XAssetPathUtilities.GetNormalConfigPath(kv.Name)).bytes; } }
private async ETVoid InternalAwake() { try { // 设置全局模式 GlobalDefine.ILRuntimeMode = this.ILRuntimeMode; GlobalDefine.DevelopMode = this.DevelopMode; GlobalDefine.SetLoginAddress(LoginAddress); // 限制帧率,尽量避免手机发烫 QualitySettings.vSyncCount = 0; Application.targetFrameRate = 60; SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance); DontDestroyOnLoad(gameObject); // 初始化FGUI系统 FUIEntry.Init(); Updater updater = this.GetComponent <Updater>(); m_XAssetUpdater = new XAssetUpdater(updater); FUI_CheckForResUpdateComponent.Init(m_XAssetUpdater.Updater); await m_XAssetUpdater.StartUpdate(); byte[] dllByte = XAssetLoader.LoadAsset <TextAsset>(XAssetPathUtilities.GetHotfixDllPath("Hotfix")) .bytes; byte[] pdbByte = XAssetLoader.LoadAsset <TextAsset>(XAssetPathUtilities.GetHotfixPdbPath("Hotfix")) .bytes; HotfixHelper.GoToHotfix(dllByte, pdbByte); GloabLifeCycle.StartAction?.Invoke(); } catch (Exception e) { Log.Error(e); throw; } }
public byte[] GetOneConfigBytes(string configName) { return(XAssetLoader.LoadAsset <TextAsset>(XAssetPathUtilities.GetNormalConfigPath(configName)).bytes);; }