LoadFileWithBytes() 공개 정적인 메소드

public static LoadFileWithBytes ( string path, byte &content ) : void
path string
content byte
리턴 void
예제 #1
0
    public static void GenerateScriptVersionContent(out UpdateModuleMessage assetBundle)
    {
        assetBundle = new UpdateModuleMessage();
        int assetSize = 0;

        string        generate = "\tScripts = {\n";
        List <string> fileList = new List <string>();

        GetAllScriptFile(Application.dataPath + "/Resources" + SCRIPT_PATH, fileList);

        for (int i = 0; i < fileList.Count; ++i)
        {
            //TODO:加密每一个script文件,并拷贝到PersistentDataPath
            var    file        = fileList[i];
            byte[] fileContent = null;
            FileManager.LoadFileWithBytes(file, out fileContent);
            var size = FileManager.GetFileSize(FileSizeUnitType.Type_Kb, fileContent.Length);
            generate  += "\t\t{\n";
            generate  += "\t\t\tname=\"" + file.Replace(Application.dataPath + "/Resources/", "") + "\"" + ",\n";
            generate  += "\t\t\tsize=" + Mathf.Ceil(size) + ",\n";
            generate  += "\t\t},\n";
            assetSize += (int)Mathf.Ceil(size);
        }

        generate           += "\t},\n";
        assetBundle.Content = generate;
        assetBundle.Size    = assetSize;
    }
예제 #2
0
 static public int LoadFileWithBytes_s(IntPtr l)
 {
     try {
         System.String a1;
         checkType(l, 1, out a1);
         System.Byte[] a2;
         FileManager.LoadFileWithBytes(a1, out a2);
         pushValue(l, true);
         pushValue(l, a2);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
예제 #3
0
    byte[] LoaderDelegate(string filePath)
    {
        byte[] list = null;

        _sb.Remove(0, _sb.Length);
        _sb.Append(filePath);
        _sb = _sb.Replace('.', '/');

        _sb.Append(".lua");
        FileManager.LoadFileWithBytes(GetExternalDir() + _sb.ToString(), out list);
        if (list != null)
        {
            return(list);
        }
        return(null);
    }
예제 #4
0
    byte[] LoaderDelegate(string filePath)
    {
        byte[] list = null;

        _sb.Remove(0, _sb.Length);
        //_sb.Append(GetScriptPath());
        //_sb.Append("/");
        _sb.Append(filePath);
        _sb = _sb.Replace('.', '/');
        _sb.Append(".txt");

        FileManager.LoadFileWithBytes(_sb.ToString(), out list);
        if (list != null)
        {
            return(list);
        }
        return(null);
    }
예제 #5
0
    public void LoadFromAssetBundle()
    {
        var assetbundlePath = string.Format("{0}{1}/{2}{3}", LuaManager.GetExternalDir(), ResourceManager.PREFIX_ASSETBUNDLE_PATH
                                            , _resourceInfo.ResourcePath, ResourceManager.SUFFIX_ASSETBUNDLE_PATH);

        byte[] assetBundleContent = null;
        FileManager.LoadFileWithBytes(assetbundlePath, out assetBundleContent);

        var bundle = AssetBundle.LoadFromMemory(assetBundleContent);

#if UNITY_5
        _resource = bundle.LoadAsset <GameObject>(_resourceInfo.ResourceName);
#else
        _resource = bundle.Load <GameObject>(_resourceInfo.ResourceName);
#endif
        bundle.Unload(true);

        LoadFinished();
    }
예제 #6
0
    byte[] LoaderDelegate(string filePath)
    {
        byte[] list = null;

        _sb.Remove(0, _sb.Length);
        _sb.Append(filePath);
        _sb = _sb.Replace('.', '/');

        var text = Resources.Load <TextAsset>(_sb.ToString());

        if (text != null)
        {
            return(text.bytes);
        }

        _sb.Append(".txt");
        FileManager.LoadFileWithBytes(_sb.ToString(), out list);
        if (list != null)
        {
            return(list);
        }
        return(null);
    }