void LoadTable() { //运行时热重载配置表数据 var val1 = BillboardSettings.Get("Billboard1"); Log.Info(val1.Title); }
/// <summary> /// After Init Modules, coroutine /// </summary> /// <returns></returns> public override IEnumerator OnGameStart() { WaitForSeconds wait = new WaitForSeconds(1); while (DownloadManager.Instance.DownloadFinish == false) { yield return(wait); } Log.Info(I18N.Get("btn_billboard")); // Print AppConfigs // Log.Info("======================================= Read Settings from C# ================================="); foreach (BillboardSetting setting in BillboardSettings.GetAll()) { Debug.Log(string.Format("C# Read Setting, Key: {0}, Value: {1}", setting.Id, setting.Title)); } //加载公共图集 AssetBundleLoader.Load($"uiatlas/{UIModule.Instance.CommonAtlases[0]}", (isOk, ab) => { if (isOk && ab) { var atlas = ab.LoadAsset <SpriteAtlas>("atlas_common"); ABManager.SpriteAtlases["atlas_common"] = atlas; } }); yield return(null); UIModule.Instance.OpenWindow("UILogin", 888); // Test Load a scene in asset bundle SceneLoader.Load("Scene/Scene1001/Scene1001"); //预加载公告界面 // UIModule.Instance.PreLoadUIWindow("Billboard"); //UIModule.Instance.OpenWindow("Billboard"); // 测试Collect函数,立即回收所有资源 var path = "ui/UIRoleInfo"; var assetLoader = AssetBundleLoader.Load(path); while (!assetLoader.IsCompleted) { yield return(null); } yield return(new WaitForSeconds(1)); assetLoader.Release(); KResourceModule.Collect(); }