public WebRequestManager() { _event = GameFrameworkMode.GetModule <EventManager>(); _httpReadTextSuccess = new HttpReadTextSuccessEventArgs(); _httpReadTextFaile = new HttpReadTextFaileEventArgs(); _downloadSuccess = new DownloadSuccessEventArgs(); _downloadFaile = new DownloadFaileEventArgs(); _downloadProgress = new DownloadProgressEventArgs(); }
public NetworkManager() { _systemManager = GameFrameworkMode.GetModule <SystemManager>(); _responseCallback = new Dictionary <int, Action <object> >(); // _kcpService = new KcpService(_port, ReceiveMessage); _protobufPacker = new ProtobufPacker(); //加载message标记类 LoadMessageAttribute(); }
public ResourceManager() { //获取事件管理器 _event = GameFrameworkMode.GetModule <EventManager>(); //资源异步加载的事件 _resLoadAsyncSuccessEventArgs = new ResourceLoadAsyncSuccessEventArgs(); _resLoadAsyncFailureEventArgs = new ResourceLoadAsyncFailureEventArgs(); //场景事件 _sceneLoadingEventArgs = new SceneLoadingEventArgs(); _sceneLoadedEventArgs = new SceneLoadedEventArgs(); _sceneAsyncOperations = new Dictionary <string, AsyncOperation>(); }
public UIManager() { //获取资源模块 _resource = GameFrameworkMode.GetModule <ResourceManager>(); //获取事件模块 _event = GameFrameworkMode.GetModule <EventManager>(); _uiEnterArgs = new UIEnterEventArgs(); _uiExitArgs = new UIExitEventArgs(); _uiPauseArgs = new UIPauseEventArgs(); _uiResumeArgs = new UIResumeEventArgs(); }
IEnumerator Start() { //默认不销毁 DontDestroyOnLoad(gameObject); #region Module Event = GameFrameworkMode.GetModule <EventManager>(); State = GameFrameworkMode.GetModule <GameStateManager>(); Node = GameFrameworkMode.GetModule <NodeManager>(); Resource = GameFrameworkMode.GetModule <ResourceManager>(); UI = GameFrameworkMode.GetModule <UIManager>(); WebRequest = GameFrameworkMode.GetModule <WebRequestManager>(); #endregion #region resource Resource.ResUpdateType = ResUpdateType; Resource.ResUpdatePath = ResUpdatePath; Resource.LocalPathType = LocalPathType; //添加对象池管理器 GameObject gameObjectPoolHelper = new GameObject("IGameObjectPoolHelper"); gameObjectPoolHelper.transform.SetParent(transform); Resource.SetGameObjectPoolHelper(gameObjectPoolHelper.AddComponent <GameObjectPoolHelper>()); #endregion #region WebRequest //设置帮助类 GameObject webRequestHelper = new GameObject("IWebRequestHelper"); webRequestHelper.transform.SetParent(transform); GameObject webDownloadHelper = new GameObject("IWebDownloadMonoHelper"); webDownloadHelper.transform.SetParent(transform); WebRequest.SetWebRequestHelper(webRequestHelper.AddComponent <WebRquestMonoHelper>()); WebRequest.SetWebDownloadHelper(webDownloadHelper.AddComponent <WebDownloadMonoHelper>()); #endregion #region state //开启整个项目的流程 Assembly = typeof(GameMode).Assembly; State.CreateContext(Assembly); yield return(new WaitForEndOfFrame()); State.SetStateStart(); #endregion }
public void AddPrefab(string assetBundleName, string assetName, PoolPrefabInfo prefabInfo) { if (_prefabs.ContainsKey(assetName)) { Debug.Log("已经存在资源:" + assetName); return; } if (prefabInfo.Prefab == null) { //根据assetName,直接从ResourceManager里面加载 prefabInfo.Prefab = GameFrameworkMode.GetModule <ResourceManager>().LoadAsset <GameObject>(assetBundleName, assetName); if (prefabInfo.Prefab == null) { Debug.Log("预设资源为null:" + assetName); return; } } _prefabs[assetName] = prefabInfo; _spawneds[assetName] = new List <GameObject>(); Initialization(assetName, prefabInfo); }
public DataTableManager() { _allDataTabvles = new Dictionary <int, DataTableBase>(); _resource = GameFrameworkMode.GetModule <ResourceManager>(); }
public AudioManager() { _resourceManager = GameFrameworkMode.GetModule <ResourceManager>(); }
IEnumerator Start() { //默认不销毁 DontDestroyOnLoad(gameObject); #region Module Event = GameFrameworkMode.GetModule <EventManager>(); State = GameFrameworkMode.GetModule <GameStateManager>(); Node = GameFrameworkMode.GetModule <NodeManager>(); Resource = GameFrameworkMode.GetModule <ResourceManager>(); UI = GameFrameworkMode.GetModule <UIManager>(); WebRequest = GameFrameworkMode.GetModule <WebRequestManager>(); Audio = GameFrameworkMode.GetModule <AudioManager>(); Localization = GameFrameworkMode.GetModule <LocalizationManager>(); Setting = GameFrameworkMode.GetModule <SettingManager>(); System = GameFrameworkMode.GetModule <SystemManager>(); Network = GameFrameworkMode.GetModule <NetworkManager>(); Pool = GameFrameworkMode.GetModule <PoolManager>(); #endregion #region resource Resource.ResUpdateType = ResUpdateType; Resource.ResUpdatePath = ResUpdatePath; Resource.LocalPathType = LocalPathType; //添加对象池管理器 GameObject gameObjectPoolHelper = new GameObject("IGameObjectPoolHelper"); gameObjectPoolHelper.transform.SetParent(transform); Resource.SetGameObjectPoolHelper(gameObjectPoolHelper.AddComponent <GameObjectPoolHelper>()); #endregion #region auido //设置音频播放 GameObject audioPlayer = new GameObject("AudioSourcePlayer"); audioPlayer.transform.SetParent(transform); //添加AduioSource Audio.SetDefaultAudioSource(audioPlayer.AddComponent <AudioSource>(), audioPlayer.AddComponent <AudioSource>(), audioPlayer.AddComponent <AudioSource>()); #endregion #region WebRequest //设置帮助类 GameObject webRequestHelper = new GameObject("IWebRequestHelper"); webRequestHelper.transform.SetParent(transform); GameObject webDownloadHelper = new GameObject("IWebDownloadMonoHelper"); webDownloadHelper.transform.SetParent(transform); WebRequest.SetWebRequestHelper(webRequestHelper.AddComponent <WebRquestMonoHelper>()); WebRequest.SetWebDownloadHelper(webDownloadHelper.AddComponent <WebDownloadMonoHelper>()); #endregion #region state //开启整个项目的流程 Assembly = typeof(GameMode).Assembly; State.CreateContext(Assembly); yield return(new WaitForEndOfFrame()); State.SetStateStart(); #endregion #region Setting GameObject debugHelper = new GameObject("DebugHelper"); debugHelper.transform.SetParent(transform); Setting.SetDebugHelper(debugHelper.AddComponent <DebugHelper>()); Setting.DebugEnable = DebugEnable; #endregion }
private void SetUIText(string key) { _uiText.text = GameFrameworkMode.GetModule <LocalizationManager>().Get(key); }