예제 #1
0
 static int OpenFromData(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         IniUtil obj  = (IniUtil)ToLua.CheckObject(L, 1, typeof(IniUtil));
         string  arg0 = ToLua.CheckString(L, 2);
         bool    o    = obj.OpenFromData(arg0);
         LuaDLL.lua_pushboolean(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #2
0
    /// <summary>
    /// 初始化游戏管理器
    /// </summary>
    void Awake()
    {
        Screen.sleepTimeout         = SleepTimeout.NeverSleep;
        Application.targetFrameRate = Const.GameFrameRate;

        // 创建日志系统
        LogUtil.GetInstance().Create(PathUtil.LogPath());
        LogUtil.GetInstance().WriteGame("------------------ Game Log Begin ------------------");
        LogUtil.GetInstance().WriteNet("------------------ Net Log Begin ------------------");

        // 本地化系统初始化,再读一遍,因为文字表有更新
        if (Localization.init() < 0)
        {
            LogUtil.GetInstance().WriteGame("Localization Init Failed");
            return;
        }
        LogUtil.GetInstance().WriteGame("STEP 1");
        // 再次读取本地程序配置文件,因为编辑器模式下,启动场景不使用
        if (m_pLocalAppIni.OpenFromData(m_szAppTxt) == false)
        {
            LogUtil.GetInstance().WriteGame(m_szAppTxt + " Not Found!!!");
        }
        else
        {
            m_pLocalAppIni.SetGlobal();
        }
        LogUtil.GetInstance().WriteGame("STEP 2");

        // 再次读取本地资源版本文件,因为编辑器模式下,启动场景不使用
        if (m_pLocalResverIni.OpenFromTXT(PathUtil.ConfigPath() + m_szResverTxt) == false)
        {
            LogUtil.GetInstance().WriteGame(PathUtil.ConfigPath() + m_szResverTxt + " Not Found");
        }
        else
        {
            m_pLocalResverIni.SetGlobal();
        }
        LogUtil.GetInstance().WriteGame("STEP 3");

        Utils.Add <ObjectPoolManager>(gameObject); // 添加对象池管理器
        LogUtil.GetInstance().WriteGame("Add ObjectPoolManager");
        Utils.Add <ResourceManager>(gameObject);   // 添加资源管理器组件
        LogUtil.GetInstance().WriteGame("Add ResourceManager");
        Utils.Add <SocketClient>(gameObject);      // 添加socket组件
        LogUtil.GetInstance().WriteGame("Add SocketClient");
        Utils.Add <NetworkManager>(gameObject);    // 添加网络消息管理器组件
        LogUtil.GetInstance().WriteGame("Add NetworkManager");
        Utils.Add <UIManager>(gameObject);         // 添加UI管理器
        LogUtil.GetInstance().WriteGame("Add UIManager");
        Utils.Add <LuaManager>(gameObject);        // 添加LUA管理器
        LogUtil.GetInstance().WriteGame("Add LuaManager");

        // 初始化LUA
        LuaInited();
        LogUtil.GetInstance().WriteGame("LuaInited");

        // 初始化资源管理
        eye.resourceManager.Initialize(delegate()
        {
            // 先读取部分AssetBundle
            ResourceManager.LoadAssetBundle("ui_dialog_login");

            // 游戏开始
            LuaFun.gameStart.Call();

            // 启动游戏主逻辑, 每分钟调用
            StartCoroutine(GameLogic());
        });
    }
예제 #3
0
    public bool Initialize()
    {
        // 创建日志系统
        LogUtil.GetInstance().Create(PathUtil.LogPath());
        LogUtil.GetInstance().WriteGame("------------------ Game Log Begin ------------------");
        LogUtil.GetInstance().WriteNet("------------------ Net Log Begin ------------------");

        // 本地化系统初始化,再读一遍,因为文字表有更新
        if (Localization.init() < 0)
        {
            LogUtil.GetInstance().WriteGame("Localization Init Failed");
            return(false);
        }
        LogUtil.GetInstance().WriteGame("STEP 1");
        // 再次读取本地程序配置文件,因为编辑器模式下,启动场景不使用
        if (m_pLocalAppIni.OpenFromData(m_szAppTxt) == false)
        {
            LogUtil.GetInstance().WriteGame(m_szAppTxt + " Not Found!!!");
        }
        else
        {
            m_pLocalAppIni.SetGlobal();
        }
        LogUtil.GetInstance().WriteGame("STEP 2");

        // 再次读取本地资源版本文件,因为编辑器模式下,启动场景不使用
        if (m_pLocalResverIni.OpenFromTXT(PathUtil.ConfigPath() + m_szResverTxt) == false)
        {
            LogUtil.GetInstance().WriteGame(PathUtil.ConfigPath() + m_szResverTxt + " Not Found");
        }
        else
        {
            m_pLocalResverIni.SetGlobal();
        }
        LogUtil.GetInstance().WriteGame("STEP 3");

        Utils.Add <ObjectPoolManager>(gameObject); // 添加对象池管理器
        LogUtil.GetInstance().WriteGame("Add ObjectPoolManager");
        Utils.Add <ResourceManager>(gameObject);   // 添加资源管理器组件
        LogUtil.GetInstance().WriteGame("Add ResourceManager");
        Utils.Add <SocketClient>(gameObject);      // 添加socket组件
        LogUtil.GetInstance().WriteGame("Add SocketClient");
        Utils.Add <NetworkManager>(gameObject);    // 添加网络消息管理器组件
        LogUtil.GetInstance().WriteGame("Add NetworkManager");
        Utils.Add <UIManager>(gameObject);         // 添加UI管理器
        LogUtil.GetInstance().WriteGame("Add UIManager");
        Utils.Add <LuaManager>(gameObject);        // 添加LUA管理器
        LogUtil.GetInstance().WriteGame("Add LuaManager");
        Utils.Add <AudioManager>(gameObject);      // 添加音效管理器
        LogUtil.GetInstance().WriteGame("Add AudioManager");

        // 初始化LUA
        LuaInited();
        LogUtil.GetInstance().WriteGame("LuaInited");

        // 初始化资源管理
        eye.resourceManager.Initialize(delegate()
        {
            // 游戏开始
            LuaFun.gameStart.Call();

            // 启动游戏主逻辑, 每秒调用
            InvokeRepeating("GameLogic", 0, 1.0f);

            m_bLuaInit = true;
        });
        return(true);
    }
예제 #4
0
    /// <summary>
    /// 第四步,启动web更新逻辑
    /// </summary>
    IEnumerator OnUpdateResource()
    {
        LogUtil.GetInstance().WriteGame("Start UpdateResource!");
        // 更新过程中,每秒都需要进行网络检查
        StartCoroutine(OnCheckNetwork());

        // 本地平台
        IniUtil plat = new IniUtil();

        plat.OpenFromData("plat.txt");
        Const.platid = Convert.ToInt32(plat.ReadValue("PLATID", ""));
        LogUtil.GetInstance().WriteGame("PlatID:" + Const.platid);

        // 本地资源版本号
        m_local_resource_version = Convert.ToInt32(m_pLocalResverIni.ReadValue("RESOURCE_VERSION", "0"));
        LogUtil.GetInstance().WriteGame("UpdateResource Start local_version:" + m_local_resource_version);

        // 本地资源文件列表,生成字典结构,文件名当索引,以便查找
        Dictionary <string, string> szlocalFileMd5Dict  = new Dictionary <string, string>();
        Dictionary <string, int>    szlocalFileSizeDict = new Dictionary <string, int>();

        // 读取本地文件列表
        string[] szlocalFileList = File.ReadAllLines(PathUtil.LocalPath() + m_szFilesName);
        LogUtil.GetInstance().WriteGame("FileList Readed!");

        // 解析文件列表
        foreach (var localFile in szlocalFileList)
        {
            string[] values   = localFile.Split('|');
            string   fileName = values[0];
            string   fileMd5  = values[1];
            int      fileSize = Convert.ToInt32(values[2]);
            szlocalFileMd5Dict.Add(fileName, fileMd5);
            szlocalFileSizeDict.Add(fileName, fileSize);
        }

        // 更新地址
        bool appSucc = m_pAppIni.OpenFromData(m_szAppTxt);

        LogUtil.GetInstance().WriteGame("Read App.txt:" + appSucc.ToString());
        string url = Convert.ToString(m_pAppIni.ReadValue("UPDATE_URL", ""));

        // 获取服务器的更新文件地址
        // 先取cfg文件,没有文件才取php
        LogUtil.GetInstance().WriteGame(url + "/update_" + m_szFilePrefix + ".cfg");
        WWW www = new WWW(url + "/update_" + m_szFilePrefix + ".cfg");

        yield return(www);

        if (www.error != null)
        {
            // 取php
            LogUtil.GetInstance().WriteGame(url + "/update_" + m_szFilePrefix + ".php");
            www = new WWW(url + "/update_" + m_szFilePrefix + ".php");
            yield return(www);

            if (www.error != null)
            {
                // 更新地址错误也进游戏
                //m_uiText.text = "update url error";
                OnInited();
                yield break;
            }
        }

        LogUtil.GetInstance().WriteGame("www.text:" + www.text);
        string[] result = www.text.Split('|');
        if (result.Length < 2)
        {
            OnInited();
            yield break;
        }
        // 最新版本
        int latest_version = Convert.ToInt32(result[0]);
        // 更新地址
        string updateResUrl = result[1];

        // 强制更新版本号(程序版本),低于这个版本都需要强制更新
        if (result.Length == 3)
        {
            int forceVersion = Convert.ToInt32(result[2]);

            // 本地程序版本号
            string[] appVersionArray = Application.version.Split('.');
            int      appVersion      = Convert.ToInt32(appVersionArray[2]);
            LogUtil.GetInstance().WriteGame("appVersion:" + appVersion);

            if (appVersion < forceVersion)
            {
                // 请前去下载最新版本游戏
                m_uiForceUpdateBox.transform.Find("Text").GetComponent <UIText>().text = Localization.text(425);
                m_uiForceUpdateBox.SetActive(true);
                yield break;
            }
        }

        LogUtil.GetInstance().WriteGame("web_latest_version:" + latest_version);

        if (latest_version < m_local_resource_version)
        {
            // 本地版本大于远端版本,不更新直接进游戏
            //m_uiText.text = Localization.text( 403 );
            LogUtil.GetInstance().WriteGame("Has been the latest version");
            OnInited();
            yield break;
        }

        // 先下载文件列表到本地
        www = new WWW(updateResUrl + "/" + m_szFilesName);
        yield return(www);

        if (www.error != null)
        {
            //m_uiText.text = "files url error";
            LogUtil.GetInstance().WriteGame("files url error:" + www.error);
            OnInited();
            yield break;
        }

        // 如果存在,那么先删除在创建
        if (Directory.Exists(PathUtil.PatchDownloadPath()))
        {
            Directory.Delete(PathUtil.PatchDownloadPath(), true);
        }
        Directory.CreateDirectory(PathUtil.PatchDownloadPath());
        File.WriteAllBytes(PathUtil.PatchDownloadPath() + m_szFilesName, www.bytes);

        // 比较web下载下来的文件列表和本地的两个文件列表的差异数据
        m_downloadsize_total   = 0;
        m_szNeedUpdateFileDict = new Dictionary <string, DownLoadFile>();
        string[] szUpdateFileList = File.ReadAllLines(PathUtil.PatchDownloadPath() + m_szFilesName);
        foreach (var updateFile in szUpdateFileList)
        {
            string[] values              = updateFile.Split('|');
            string   updateFileName      = values[0];
            string   updateFileMd5       = values[1];
            int      updateFileSize      = Convert.ToInt32(values[2]);
            string   updateFilePath      = (PathUtil.PatchDownloadPath() + updateFileName).Trim();
            string   updateFileDirectory = Path.GetDirectoryName(updateFilePath);
            if (!Directory.Exists(updateFileDirectory))
            {
                Directory.CreateDirectory(updateFileDirectory);
#if UNITY_IOS
                UnityEngine.iOS.Device.SetNoBackupFlag(updateFileDirectory);
#endif
            }

            // 1.先找这个文件本地是否存在,不存在直接下载
            bool isUpdate = false;
            // 2.如果存在,比较文件大小,一样大就比较MD5,不一样大就直接下载
            if (szlocalFileSizeDict.ContainsKey(updateFileName) == false)
            {
                isUpdate = true;
                LogUtil.GetInstance().WriteGame("[" + updateFilePath + "]Not Exists,Download!");
            }
            else
            {
                if (szlocalFileSizeDict[updateFileName] != updateFileSize)
                {
                    isUpdate = true;
                    LogUtil.GetInstance().WriteGame("[" + updateFilePath + "] FileSize,Download!");
                }
                else
                {
                    if (!szlocalFileMd5Dict[updateFileName].Equals(updateFileMd5))
                    {
                        isUpdate = true;
                        LogUtil.GetInstance().WriteGame("[" + updateFilePath + "] MD5,Download!");
                    }
                }
            }

            // 如果需要更新
            if (isUpdate)
            {
                m_szNeedUpdateFileDict.Add(updateFileName, new DownLoadFile(updateFileSize, updateFileMd5));
                m_downloadsize_total += updateFileSize;
            }
        }

        // 这里要询问玩家是否进行更新
        if (m_downloadsize_total > 1024 * 1024)
        {
            // 大于1mb提示
            m_AskSureUpdate = true;
            long nTotalSize = m_downloadsize_total;
            if (nTotalSize < 1024)
            {
                nTotalSize = 1024;
            }
            m_uiWarningBox.transform.Find("Text").GetComponent <UIText>().text = string.Format(Localization.text(407), nTotalSize / 1024.0 / 1024.0);
            m_uiWarningBox.SetActive(true);
        }
        else
        {
            // 小于1mb不提示
            m_AskSureUpdate = false;
            m_uiWarningBox.SetActive(false);
        }
        // 等待按钮改变这个值
        while (m_AskSureUpdate)
        {
            yield return(new WaitForEndOfFrame());
        }


        // 初始化线程管理器
        Utils.Add <ThreadManager>(gameObject);

        // 开始更新
        bool isNeedUpdate = false;
        foreach (var updateInfo in m_szNeedUpdateFileDict)
        {
            isNeedUpdate  = true;
            m_uiText.text = Localization.text(404);
            LogUtil.GetInstance().WriteGame("<Download>" + "[name]:" + updateInfo.Key + "|[size]:" + updateInfo.Value.size);

            bool downloadFinish = false;
            while (!downloadFinish)
            {
                // 启动下载文件
                DownloadFile(updateResUrl + "/", updateInfo.Key);
                // 此处轮询检查这个文件时候已经下载
                while (!m_downloadFiles.Contains(updateInfo.Key))
                {
                    yield return(new WaitForEndOfFrame());
                }
                // 刚刚下载完成的文件
                string curr_updateFile = PathUtil.PatchDownloadPath() + updateInfo.Key;
                // 没这个文件
                if (!File.Exists(curr_updateFile))
                {
                    LogUtil.GetInstance().WriteGame("<Download Miss>" + "[path]:" + curr_updateFile);
                    m_downloadFiles.Remove(updateInfo.Key);
                    updateInfo.Value.BytesReceived = 0;
                    continue;
                }

                // 检查下载成功的文件
                LogUtil.GetInstance().WriteGame("<Download MD5 Check>" + "[path]:" + curr_updateFile);
                string curr_md5 = Utils.md5file(curr_updateFile);
                if (updateInfo.Value.md5.Equals(curr_md5))
                {
                    LogUtil.GetInstance().WriteGame("<Download MD5 Succesed>" + "[path]:" + curr_updateFile);
                    downloadFinish = true;
                }
                else
                {
                    // 下载失败,重新下载
                    LogUtil.GetInstance().WriteGame("<Download Failed>" + "[path]:" + curr_updateFile + "[web]:" + updateInfo.Value.md5 + "[local]:" + curr_md5);
                    m_downloadFiles.Remove(updateInfo.Key);
                    updateInfo.Value.BytesReceived = 0;
                }
            }
        }

        // 更新完毕之后将临时补丁文件夹内容拷贝到正式本地目录
        if (isNeedUpdate)
        {
            m_uiText.text = Localization.text(405);
            LogUtil.GetInstance().WriteGame("update success");

            // 拷贝所有文件
            FileUtil.CopyDir(PathUtil.PatchDownloadPath(), PathUtil.LocalPath());
            Directory.Delete(PathUtil.PatchDownloadPath(), true);

            //  更新程序资源版本文件
            File.Copy(PathUtil.LocalPath() + m_szResverTxt, PathUtil.ConfigPath() + m_szResverTxt, true);

            // 重读本地资源版本文件
            m_pLocalResverIni.OpenFromTXT(PathUtil.ConfigPath() + m_szResverTxt);
        }
        else
        {
            //m_uiText.text = Localization.text( 403 );
            m_uiText.text = "";
            LogUtil.GetInstance().WriteGame("Has been the latest version");
        }

        OnInited();
        yield break;
    }
예제 #5
0
    // 根据选择语言进行初始化
    public static int init()
    {
        destroy();

        countryCodeTable  = new Dictionary <string, string[]>();
        countryIdTable    = new Dictionary <int, string[]>();
        languageCodeTable = new Dictionary <string, string[]>();
        languageIdTable   = new Dictionary <int, string[]>();

        // 读取国家信息
        TableUtil _countryTxt = new TableUtil();

        if (_countryTxt.OpenFromData("localization_country.txt") == false)
        {
            return(-1);
        }
        for (int row = 0; row < _countryTxt.GetRecordsNum(); row++)
        {
            string countryCode   = _countryTxt.GetValue(row, 0);       //  国家英文代码(国际标准)
            string CountryID     = _countryTxt.GetValue(row, 1);       //  国家数字代码(国际标准)
            string CountryNameID = _countryTxt.GetValue(row, 2);       //  国家名称ID
            string CountryFlag   = _countryTxt.GetValue(row, 3);       //  国旗资源名
            string CountryMoney  = _countryTxt.GetValue(row, 4);       //  货币简称

            // 英文编码作key
            if (countryCodeTable.ContainsKey(countryCode) == false)
            {
                string[] ls = new string[4];
                ls[0] = CountryID;
                ls[1] = CountryNameID;
                ls[2] = CountryFlag;
                ls[3] = CountryMoney;
                countryCodeTable.Add(countryCode, ls);
            }
            // 数字编码作key
            if (countryIdTable.ContainsKey(Convert.ToInt32(CountryID)) == false)
            {
                string[] ls = new string[4];
                ls[0] = countryCode;
                ls[1] = CountryNameID;
                ls[2] = CountryFlag;
                ls[3] = CountryMoney;
                countryIdTable.Add(Convert.ToInt32(CountryID), ls);
            }
        }

        // 读取语言信息
        TableUtil _languageTxt = new TableUtil();

        if (_languageTxt.OpenFromData("localization_language.txt") == false)
        {
            return(-2);
        }
        for (int row = 0; row < _languageTxt.GetRecordsNum(); row++)
        {
            string LanguageCode      = _languageTxt.GetValue(row, 0);       //  语言英文代码(国际标准)
            string LanguageCustomID  = _languageTxt.GetValue(row, 1);       //  语言自定义ID(无标准,暂时跟u3d里定义的语言ID走)
            string LanguageNameID    = _languageTxt.GetValue(row, 2);       //  语言名称ID
            string LanguageDirectory = _languageTxt.GetValue(row, 3);       //  语言存在目录
            string TranslationCode   = _languageTxt.GetValue(row, 4);       //  翻译Code

            // 英文编码作key
            if (languageCodeTable.ContainsKey(LanguageCode) == false)
            {
                string[] ls = new string[4];
                ls[0] = LanguageCustomID;
                ls[1] = LanguageNameID;
                ls[2] = LanguageDirectory;
                ls[3] = TranslationCode;
                languageCodeTable.Add(LanguageCode, ls);
            }
            // 数字编码作key
            if (languageIdTable.ContainsKey(Convert.ToInt32(LanguageCustomID)) == false)
            {
                string[] ls = new string[4];
                ls[0] = LanguageCode;
                ls[1] = LanguageNameID;
                ls[2] = LanguageDirectory;
                ls[3] = TranslationCode;
                languageIdTable.Add(Convert.ToInt32(LanguageCustomID), ls);
            }
        }

        // 用户本地配置文件里获取玩家已经选择的国家语言
        IniUtil userIni = new IniUtil();

        userIni.OpenFromTXT(PathUtil.ConfigPath() + "user.txt");

        // 读取使用语言
        currentLanguage = userIni.ReadValue("LANGUAGE", "").ToString();
        if (currentLanguage == "")
        {
            // 没有存档的,那么使用配置文件默认的
            IniUtil appIni = new IniUtil();
            appIni.OpenFromData("app.txt");
            currentLanguage = appIni.ReadValue("DEFAULT_LANGUAGE", "").ToString();
            userIni.WriteValue("LANGUAGE", currentLanguage);
        }

        if (currentLanguage == "")
        {
            // 没有默认的,那么使用设备当前的
            currentLanguage = DeviceHelper.getLanguage();
            userIni.WriteValue("LANGUAGE", currentLanguage);
        }

        // 读取使用国家
        currentCountry = userIni.ReadValue("COUNTRY", "").ToString();
        if (currentCountry == "")
        {
            // 没有存档的,使用设备当前的
            currentCountry = DeviceHelper.getCountry();
            userIni.WriteValue("COUNTRY", currentCountry);
        }

        // 先去语言信息里找一下,语言-地区的目录(如zh-cn),没有则直接使用语言(如zh,ru,en等),还是没有则使用英文的
        string localizeDir = languageDirectory(currentLanguage + "-" + currentCountry);

        if (localizeDir == "")
        {
            localizeDir = languageDirectory(currentLanguage);
            if (localizeDir == "")
            {
                //localizeDir = languageDirectory( "en" );
                localizeDir = languageDirectory("tw");
                if (localizeDir == "")
                {
                    return(-3);
                }
            }
        }
        localizeDir = localizeDir + "/";

        // 读取基础文字表
        TableUtil _localizetxt = new TableUtil();

        localize = new Dictionary <int, string>();
        if (_localizetxt.OpenFromData(localizeDir + "localize.txt") == false)
        {
            // 没有对应的语言文件夹,用英语的
            //localizeDir = languageDirectory( "en" ) + "/";
            localizeDir = languageDirectory("tw") + "/";
            if (_localizetxt.OpenFromData(localizeDir + "localize.txt") == false)
            {
                return(-4);
            }
        }

        for (int row = 0; row < _localizetxt.GetRecordsNum(); row++)
        {
            int    key  = Convert.ToInt32(_localizetxt.GetValue(row, 0));
            string text = _localizetxt.GetValue(row, 1);
            text = text.Replace("\\n", "\n");
            localize.Add(key, text);
        }

        // 读取道具文字表
        TableUtil _localizeItemTxt = new TableUtil();

        localize_item = new Dictionary <int, string>();
        if (_localizeItemTxt.OpenFromData(localizeDir + "localize_item.txt") == false)
        {
            // 没有对应的语言文件夹,用英语的
            //localizeDir = languageDirectory( "en" ) + "/";
            localizeDir = languageDirectory("tw") + "/";
            if (_localizeItemTxt.OpenFromData(localizeDir + "localize_item.txt") == false)
            {
                return(-5);
            }
        }

        for (int row = 0; row < _localizeItemTxt.GetRecordsNum(); row++)
        {
            int    key  = Convert.ToInt32(_localizeItemTxt.GetValue(row, 0));
            string text = _localizeItemTxt.GetValue(row, 1);
            text = text.Replace("\\n", "\n");
            localize_item.Add(key, text);
        }

        // 读取任务文字表
        TableUtil _localizeQuestTxt = new TableUtil();

        localize_quest = new Dictionary <int, string>();
        if (_localizeQuestTxt.OpenFromData(localizeDir + "localize_quest.txt") == false)
        {
            // 没有对应的语言文件夹,用英语的
            //localizeDir = languageDirectory( "en" ) + "/";
            localizeDir = languageDirectory("tw") + "/";
            if (_localizeQuestTxt.OpenFromData(localizeDir + "localize_quest.txt") == false)
            {
                return(-6);
            }
        }

        for (int row = 0; row < _localizeQuestTxt.GetRecordsNum(); row++)
        {
            int    key  = Convert.ToInt32(_localizeQuestTxt.GetValue(row, 0));
            string text = _localizeQuestTxt.GetValue(row, 1);
            text = text.Replace("\\n", "\n");
            localize_quest.Add(key, text);
        }

        // 容错处理,所有找不到的文字使用英文
        //localizeDir = languageDirectory( "en" ) + "/";
        localizeDir = languageDirectory("tw") + "/";

        // 读取基础文字表
        TableUtil localizetxt_en_us = new TableUtil();

        localize_en_us = new Dictionary <int, string>();
        localizetxt_en_us.OpenFromData(localizeDir + "localize.txt");
        for (int row = 0; row < localizetxt_en_us.GetRecordsNum(); row++)
        {
            int    key  = Convert.ToInt32(localizetxt_en_us.GetValue(row, 0));
            string text = localizetxt_en_us.GetValue(row, 1);
            text = text.Replace("\\n", "\n");
            localize_en_us.Add(key, text);
        }

        // 读取道具文字表
        TableUtil localizeitemtxt_en_us = new TableUtil();

        localize_item_en_us = new Dictionary <int, string>();
        localizeitemtxt_en_us.OpenFromData(localizeDir + "localize_item.txt");
        for (int row = 0; row < localizeitemtxt_en_us.GetRecordsNum(); row++)
        {
            int    key  = Convert.ToInt32(localizeitemtxt_en_us.GetValue(row, 0));
            string text = localizeitemtxt_en_us.GetValue(row, 1);
            text = text.Replace("\\n", "\n");
            localize_item_en_us.Add(key, text);
        }

        // 读取任务文字表
        TableUtil localizequesttxt_en_us = new TableUtil();

        localize_quest_en_us = new Dictionary <int, string>();
        localizequesttxt_en_us.OpenFromData(localizeDir + "localize_quest.txt");
        for (int row = 0; row < localizequesttxt_en_us.GetRecordsNum(); row++)
        {
            int    key  = Convert.ToInt32(localizequesttxt_en_us.GetValue(row, 0));
            string text = localizequesttxt_en_us.GetValue(row, 1);
            text = text.Replace("\\n", "\n");
            localize_quest_en_us.Add(key, text);
        }
        bInited = true;
        return(0);
    }