static public int get_bytes(IntPtr l) { try { Hugula.BytesAsset self = (Hugula.BytesAsset)checkSelf(l); pushValue(l, true); pushValue(l, self.bytes); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { Hugula.BytesAsset o; o = new Hugula.BytesAsset(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_bytes(IntPtr l) { try { Hugula.BytesAsset self = (Hugula.BytesAsset)checkSelf(l); System.Byte[] v; checkArray(l, 2, out v); self.bytes = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
/// <summary> /// Load the specified localization dictionary. /// </summary> static bool LoadDictionary(string value) { if (value.Equals(SystemLanguage.ChineseSimplified.ToString())) { value = SystemLanguage.Chinese.ToString(); } string assetName = Common.LANGUAGE_PREFIX + value.ToLower(); string abName = CUtils.GetRightFileName(assetName + Common.CHECK_ASSETBUNDLE_SUFFIX); CRequest req = CRequest.Get(); req.relativeUrl = abName; req.assetName = assetName; req.assetType = typeof(BytesAsset); req.async = false; var uri = new UriGroup(); uri.Add(CUtils.GetRealPersistentDataPath(), true); uri.Add(CUtils.GetRealStreamingAssetsPath()); req.uris = uri; req.OnComplete += delegate(CRequest req1) { BytesAsset main = req1.data as BytesAsset; //www.assetBundle.mainAsset as TextAsset; byte[] txt = main.bytes; #if UNITY_EDITOR Debug.Log(mLanguage + " is loaded " + txt.Length + " " + Time.frameCount); #endif if (txt != null) { Load(txt); } SelectLanguage(mLanguage); CacheManager.Unload(req1.keyHashCode); localizationHasBeenSet = true; }; req.OnEnd += delegate(CRequest req1) { if (!value.ToLower().Equals(SystemLanguage.English.ToString().ToLower())) { language = SystemLanguage.English.ToString(); } }; ResourcesLoader.LoadAsset(req); return(false); }
/// <summary> /// /// </summary> /// <param name="value"></param> /// <returns></returns> static void LoadDictionaryInEditor(string value) { string url = "Assets/Config/Lan/" + Common.LANGUAGE_PREFIX + value.ToLower() + ".csv"; Debug.Log(url); Object m = UnityEditor.AssetDatabase.LoadAssetAtPath(url, typeof(BytesAsset)); BytesAsset main = m as BytesAsset; if (main) { byte[] txt = main.bytes; // mLanguage = value; // Debug.Log(mLanguage + " Editor is loaded " + txt.Length); //Debug.Log(System.Text.Encoding.UTF8.GetString(txt)); if (txt != null) { Load(txt); } } localizationHasBeenSet = true; }