public void LoadResReturnWWW(string name, Action <WWW> callback) { string path = MyUnityTools.AppContentPath() + name; Debug.Log("加载:" + path); StartCoroutine(LoaderRes(path, callback)); }
public virtual void init(int type, Vector2 minPos, Vector2 maxPos) { MyUnityTools.dflt(ref lm, "LevelController"); //pseudo-constructor //initialize a newly spawned ghost from script Type = type; transform.position = new Vector2(UnityEngine.Random.Range(minPos.x, maxPos.x), UnityEngine.Random.Range(minPos.y, maxPos.y)); }
public Text goScoreText; //GameOver... void Awake() { Debug.Log("Het is wel aan het starten!"); //initialize the elements array elements = GetComponentsInChildren <Graphic>(); //initize special elemets; its repeat code I know, its a gamejam get off my back MyUnityTools.dflt(ref scoreText, "ScoreText"); MyUnityTools.dflt(ref typeIcon, "TypeIcon"); MyUnityTools.dflt(ref timerText, "TimerText"); MyUnityTools.dflt(ref gameOver, "GameOver"); MyUnityTools.dflt(ref goScoreText, "GO_ScoreText"); MyUnityTools.dflt(ref splash, "Splash"); }
int[] presentTypes() { /* * returns a list of all types present in the current ghosts */ var typesFound = new HashSet <int>(); GameObject[] ghosts = GameObject.FindGameObjectsWithTag("Ghost"); foreach (GameObject ghost in ghosts) { Debug.Log(ghost); typesFound.Add(ghost.GetComponent <Ghost>().Type); } Debug.Log("Found " + typesFound.Count + " types."); return(MyUnityTools.ToArray(typesFound)); }
// Use this for initialization void Start() { Debug.Log("Het is wel aan het starten!"); spawnGhosts(startingGhosts); MyUnityTools.dflt(ref hud, "TopBar"); MyUnityTools.dflt(ref pointsPopup, "PointsPopup"); Debug.Log("Het is nog steds aan het starten!"); //because gamejam; typeIcons = new Sprite[baseNumTypes] { policeSprt, //Resources.Load<Sprite>("Sprites/ghost_police_hat"), //cyan //0 magicSprt, //1 construcSprt, //2 armySprt, //3 chefSprt, //4 cowSprt //5 }; reset(); }
void Awake() { //ignor that this is in Dutch... //Debug.Log("Het is wel aan het starten!"); //defaults for variables MyUnityTools.dflt(ref text, "SplashText"); MyUnityTools.dflt(ref image, "SplashImage"); /* * } * * void Start(){ */ //become invisible //Debug.Log("Turning splash elements off."); image.gameObject.SetActive(false); text.gameObject.SetActive(false); //Debug.Log("Splash elemenents are " + image.gameObject.activeSelf.ToString() + "," + text.gameObject.activeSelf.ToString()); }
/// <summary> /// 释放资源,把streamasset下的资源拷贝到平台对应的沙盒目录 /// </summary> IEnumerator OnExtractResource() { string resPath = MyUnityTools.AppContentPath(); //游戏包资源目录 string dataPath = MyUnityTools.DataPath; //数据目录 if (Directory.Exists(dataPath)) { Directory.Delete(dataPath, true); } Directory.CreateDirectory(dataPath); string infile = resPath + m_versionTxtName; string outfile = dataPath + m_versionTxtName; if (File.Exists(outfile)) { File.Delete(outfile); } string message = "正在解包文件:>" + m_versionTxtName; Debug.Log("infile:" + infile); Debug.Log("outfile:" + outfile); Debug.Log(message); //dispatcher.Dispatch (NotiConst.UPDATE_MESSAGE, message); //只有Android平台要流方式www,其它平台都可以IO方式 if (Application.platform == RuntimePlatform.Android) { WWW www = new WWW(infile); yield return(www); if (www.isDone) { File.WriteAllBytes(outfile, www.bytes); } yield return(0); } else { File.Copy(infile, outfile, true); } yield return(new WaitForEndOfFrame()); //释放所有文件到数据目录 string[] files = File.ReadAllLines(outfile); for (int i = 0; i < files.Length; i++) { if (i == 0) //第一行不处理 { continue; } string file = files[i]; string[] fs = file.Split('|'); infile = resPath + fs[0]; outfile = dataPath + fs[0]; message = "正在解包文件:>" + fs[0]; Debug.Log("正在解包文件:>" + infile); //dispatcher.Dispatch (NotiConst.UPDATE_MESSAGE, message); string dir = Path.GetDirectoryName(outfile); if (!Directory.Exists(dir)) { Directory.CreateDirectory(dir); } if (Application.platform == RuntimePlatform.Android) { WWW www = new WWW(infile); yield return(www); if (www.isDone) { File.WriteAllBytes(outfile, www.bytes); } yield return(0); } else { if (File.Exists(outfile)) { File.Delete(outfile); } File.Copy(infile, outfile, true); } yield return(new WaitForEndOfFrame()); } message = "解包完成!!!"; Debug.Log(message); //dispatcher.Dispatch (NotiConst.UPDATE_MESSAGE,""); //dispatcher.Dispatch (NotiConst.UPDATE_STATE, message); //dispatcher.Dispatch (NotiConst.UPDATE_PROGRESS, 0.5f); yield return(new WaitForSeconds(0.1f)); message = string.Empty; //释放完成,开始启动更新资源 StartUpdateVersion(); }
protected void Awake() { MyUnityTools.dflt(ref lm, "LevelController"); }
void Start() { MyUnityTools.dflt(ref mainButtons, "MainButtons"); MyUnityTools.dflt(ref credits, "Credits"); }