/// <summary> /// 初始化 UI窗体预设 路径数据 /// </summary> /// <param name="pathdata"></param> private void InitUIFormPathData(string pathdata) { IConfigManager config = new ConfigManagerByJson(pathdata); if (_dicFormsPaths != null) { _dicFormsPaths = config.AppSetting; } }
/// <summary> /// 初始化语言缓存集合 /// </summary> /// <param name="LanguagePath">语言json文件路径</param> private static void InitLanguageCache(LanguageType type) { string LanguagePath = null; switch (type) { case LanguageType.CN: LanguagePath = "LauguageJSONConfig_CN"; break; case LanguageType.EN: LanguagePath = "LauguageJSONConfig"; break; } IConfigManager config = new ConfigManagerByJson(LanguagePath); if (config != null) { _DicLanguageCache.Clear(); _DicLanguageCache = config.AppSetting; } }
/// <summary> /// 初始化语言缓存集合 /// </summary> private void InitLanguageCache(LanguageType type) { string LanguagePath = null; switch (type) { case LanguageType.Cn: LanguagePath = UIFrameSysDefine.PATH_LANGUAGE_CN; break; case LanguageType.En: LanguagePath = UIFrameSysDefine.PATH_LANGUAGE_EN; break; } IConfigManager config = new ConfigManagerByJson(LanguagePath); if (config != null) { _dicLanguageCache.Clear(); _dicLanguageCache = config.AppSetting; } }
private static string strLogBufferNumber = null; //日志缓存最大容量 /// <summary> /// 静态构造函数 /// </summary> static Log() { //日志缓存数据 _TempLogArray = new List <string>(); //日志文件路径 IConfigManager configMgr = new ConfigManagerByJson(SysDefine.SYS_PATN_LOG_CONFIG_INFO); //PC与编辑器环境下的路径,使用配置文件。 #if UNITY_STANDALONE_WIN || UNITY_EDITOR //string strPCTruePath = configMgr.AppSetting[JSON_CONFIG_LOG_DRIVE_NAME] + ":\\" + configMgr.AppSetting[JSON_CONFIG_LOG_PATH] + ".txt"; string strPCTruePath = Application.dataPath + configMgr.AppSetting[JSON_CONFIG_LOG_PATH] + ".txt"; _LogPath = strPCTruePath; #endif //日志状态(部署模式) strLogState = configMgr.AppSetting[JSON_CONFIG_LOG_STATE]; //日志最大容量 strLogMaxCapacity = configMgr.AppSetting[JSON_CONFIG_LOG_MAX_CAPACITY]; //日志缓存容量 strLogBufferNumber = configMgr.AppSetting[JSON_CONFIG_LOG_BUFFER_NUMBER]; //日志文件路径(移动端) if (string.IsNullOrEmpty(_LogPath)) { _LogPath = UnityEngine.Application.persistentDataPath + "//" + JSON_CONFIG_LOG_DEFAULT_PATH; // todo 测试"/AppLog/" + configMgr.AppSetting[JSON_CONFIG_LOG_PATH] + ".txt"; } //日志状态(部署模式) if (!string.IsNullOrEmpty(strLogState)) { switch (strLogState) { case JSON_CONFIG_LOG_STATE_DEVELOP: _LogState = State.Develop; break; case JSON_CONFIG_LOG_STATE_SPECIAL: _LogState = State.Speacial; break; case JSON_CONFIG_LOG_STATE_DEPLOY: _LogState = State.Deploy; break; case JSON_CONFIG_LOG_STATE_STOP: _LogState = State.Stop; break; default: _LogState = State.Stop; break; } } else { _LogState = State.Stop; } //日志最大容量 if (!string.IsNullOrEmpty(strLogMaxCapacity)) { _LogMaxCapacity = Convert.ToInt32(strLogMaxCapacity); } else { _LogMaxCapacity = LOG_DEFAULT_MAX_CACITY_NUMBER; } //日志缓存最大容量 if (!string.IsNullOrEmpty(strLogBufferNumber)) { _LogBufferNumber = Convert.ToInt32(strLogBufferNumber); } else { _LogBufferNumber = LOG_DEFAULT_MAX_LOG_BUFFER_NUMBER; } }//Log_end(构造函数)