GameAssetConfig loadGameAssetConfig() { string fullpath = AssetBundleInfo.assetPath_local + "\\" + "gameAssetConfig.txt"; fullpath = fullpath.Replace("/", "\\"); if (File.Exists(fullpath)) { StreamReader sr = File.OpenText(fullpath); string text = sr.ReadToEnd(); sr.Close(); return(GameAssetConfig.FromStr(text)); } else { GameAssetConfig gac = null; TextAsset ta = Resources.Load <TextAsset>("gameAssetConfig") as TextAsset; if (ta != null) { Debug.Log("textasset config is not null:" + ta.text); gac = GameAssetConfig.FromStr(ta.text); } if (gac == null) { Debug.LogError("GameAssetConfig file is not exsit!"); } return(gac); } }
public AssetBase() { gloabalSourceDic = new Dictionary <string, Object>(); sceneSourceDic = new Dictionary <string, Object>(); curAssetVersion = getAssetinfoFromLocal(); abConfig = loadABConfig(); gameAssetConfig = loadGameAssetConfig(); if (curAssetVersion == null) { Debug.LogError("curAssetVersion null"); } else { Debug.Log("本地资源版本号:" + curAssetVersion.assetVersion); // AppFacade.Ins.Log(BugType.log, "本地资源版本号"+ curAssetVersion.assetVersion); } loader = new AssetBundleLoader(); }
/// <summary> /// 拉资源配置信息 /// </summary> /// <param name="url"></param> /// <param name="back"></param> void pullAssetinfoFromSer(System.Action <AssetVersion> back) { string VersionPath = AssetBundleInfo.assetPath_server + "/" + "assetVersionInfo.txt"; //资源版本信息 string ConfigPath = AssetBundleInfo.assetPath_server + "/" + "abConfig.txt"; //资源包配置信息 string GameAssetConfigPath = AssetBundleInfo.assetPath_server + "/" + "gameAssetConfig.txt"; //游戏资源预加载信息 loader.LoadFileFromServer(GameAssetConfigPath, (string str0) => { gameAssetConfig = GameAssetConfig.FromStr(str0); loader.LoadFileFromServer(ConfigPath, (string str) => { Debug.Log("config file download"); abConfig = AssetbundleConfig.FromStr(str); loader.LoadFileFromServer(VersionPath, (string str1) => { AssetVersion av = AssetVersion.FromString(str1); if (back != null) { back(av); } }); }); }); }
public static GameAssetConfig FromStr(string str) { List <string> ga = new List <string>(); Dictionary <string, List <string> > sa = new Dictionary <string, List <string> >(); string[] strs = str.Split(';'); if (strs.Length == 0) { Debug.LogError("1"); return(null); } for (int k = 0; k < strs.Length; k++) { List <string> assetlist = new List <string>(); string[] gaAssets = strs[k].Split('|'); if (gaAssets.Length != 2) { continue; } string[] assetArray = gaAssets[1].Split(','); for (int i = 0; i < assetArray.Length; i++) { assetlist.Add(assetArray[i]); } if (k == 0) { if (gaAssets[0] != "gameassets") { Debug.LogError("2"); return(null); } ga = assetlist; } else { sa.Add(gaAssets[0], assetlist); } } GameAssetConfig config = new GameAssetConfig(ga, sa); return(config); }
public static void Init() { string path1 = sourcePath + "/ForPackWithDependices"; string path2 = sourcePath + "/ForPackWithNoDependices"; if (!Directory.Exists(path1)) { Directory.CreateDirectory(path1); } if (!Directory.Exists(path2)) { Directory.CreateDirectory(path2); } TextAsset ta = Resources.Load <TextAsset>("gameAssetConfig"); if (ta == null) { string str = new GameAssetConfig().ToStr(); Debug.Log(str); FileHelper.CreateFile("D:/", "gameAssetConfig.txt", str, false); Debug.LogError("copy the file:" + "d:/gameAssetConfig.txt " + "to resources"); } }