/// <summary> /// 检查运行环境 /// </summary> public static bool CheckEnvironment() { #if UNITY_EDITOR int resultId = Util.CheckRuntimeFile(); if (resultId == -1) { Debug.LogError("没有找到框架所需要的资源,单击Game菜单下Build xxx Resource生成!!"); EditorApplication.isPlaying = false; return(false); } else if (resultId == -2) { Debug.LogError("没有找到Wrap脚本缓存,单击Lua菜单下Gen Lua Wrap Files生成脚本!!"); EditorApplication.isPlaying = false; return(false); } if (Application.loadedLevelName == "Test" && !AppConst.DebugMode) { Debug.LogError("测试场景,必须打开调试模式,AppConst.DebugMode = true!!"); EditorApplication.isPlaying = false; return(false); } #endif return(true); }
/// <summary> /// 执行Lua方法 /// </summary> //public static object[] CallMethod(string module, string func, params object[] args) //{ // // LuaManager luaMgr = AppFacade.Instance.GetManager<LuaManager>(ManagerName.Lua); // // if (luaMgr == null) return null; // // return luaMgr.CallFunction(module + "." + func, args); //} /// <summary> /// 检查运行环境 /// </summary> public static bool CheckEnvironment() { int resultId = Util.CheckRuntimeFile(); if (resultId == -1) { Debug.LogError("没有找到框架所需要的资源,单击Game菜单下Build xxx Resource生成!!"); //EditorApplication.isPlaying = false; return(false); } if (Application.loadedLevelName == "Test" && !AppConst.DebugMode) { Debug.LogError("测试场景,必须打开调试模式,AppConst.DebugMode = true!!"); //EditorApplication.isPlaying = false; return(false); } return(true); }
/// <summary> /// 检查运行环境 /// </summary> public static bool CheckEnvironment() { #if UNITY_EDITOR int resultId = Util.CheckRuntimeFile(); if (resultId == -1) { Debug.LogError("没有找到框架所需要的资源,单击Game菜单下Build xxx Resource生成!!"); EditorApplication.isPlaying = false; return(false); } else if (resultId == -2) { Debug.LogError("没有找到Wrap脚本缓存,单击Lua菜单下Gen Lua Wrap Files生成脚本!!"); EditorApplication.isPlaying = false; return(false); } #endif return(true); }