private void Init() { IConfigManager config = new ConfigManagerByJson("LauguageJSONConfig"); dicLauguageCache = config?.AppSetting; }
private static string strLogBufferNumber = null; //日志缓存最大容量 /// <summary> /// 静态构造函数 /// </summary> static Log() { //日志缓存数据 _LiLogArray = new List <string>(); //日志文件路径 IConfigManager configMgr = new ConfigManagerByJson(SysDefine.SysConfigInfoPath); //PC与编辑器环境下的路径,使用配置文件。 #if UNITY_STANDALONE_WIN || UNITY_EDITOR string strPCTruePath = configMgr.AppSetting[Json_CONFIG_LOG_DRIVE_NAME] + ":\\" + configMgr.AppSetting[Json_CONFIG_LOG_PATH] + ".txt"; _LogPath = strPCTruePath; #endif //日志状态(部署模式) strLogState = configMgr.AppSetting[Json_CONFIG_LOG_STATE]; //日志最大容量 strLogMaxCapacity = configMgr.AppSetting[Json_CONFIG_LOG_MAX_CAPACITY]; //日志缓存最大容量 strLogBufferNumber = configMgr.AppSetting[Json_CONFIG_LOG_BUFFER_NUMBER]; //日志文件路径 if (string.IsNullOrEmpty(_LogPath)) { _LogPath = UnityEngine.Application.persistentDataPath + "//" + Json_CONFIG_LOG_DEFAULT_PATH; } //日志状态(部署模式) if (!string.IsNullOrEmpty(strLogState)) { switch (strLogState) { case Json_CONFIG_LOG_STATE_DEVELOP: _LogState = State.Develop; break; case Json_CONFIG_LOG_STATE_SPECIAL: _LogState = State.Speacial; break; case Json_CONFIG_LOG_STATE_DEPLOY: _LogState = State.Deploy; break; case Json_CONFIG_LOG_STATE_STOP: _LogState = State.Stop; break; default: _LogState = State.Stop; break; } } else { _LogState = State.Stop; } //日志最大容量 if (!string.IsNullOrEmpty(strLogMaxCapacity)) { _LogMaxCapacity = Convert.ToInt32(strLogMaxCapacity); } else { _LogMaxCapacity = LOG_DEFAULT_MAX_CACITY_NUMBER; } //日志缓存最大容量 if (!string.IsNullOrEmpty(strLogBufferNumber)) { _LogBufferMaxNumber = Convert.ToInt32(strLogBufferNumber); } else { _LogBufferMaxNumber = LOG_DEFAULT_MAX_LOG_BUFFER_NUMBER; } }//Log_end(构造函数)
/// <summary> /// 初始化"UI窗体"路径数据 /// </summary> void InitUIPathData() { IConfigManager configManager = new ConfigManagerByJson(SysDefine.UIConfigPath); UIPaths = configManager?.AppSetting; }