Пример #1
0
    /** 写回 */
    public void write()
    {
        Ctrl.print("保存场景", config.id);

        if (_stream == null)
        {
            _stream = new BytesWriteStream();
        }
        else
        {
            _stream.clear();
        }

        _stream.writeLen(elements.size());

        foreach (int k in elements.getSortedKeyList())
        {
            ScenePlaceElementConfig scenePlaceElementConfig = elements.get(k).config;
            scenePlaceElementConfig.writeBytesSimple(_stream);
        }

        string path = SceneEditorWindow.getScenePlaceFilePath(config.id);

        FileUtils.writeFileForBytesWriteStream(path, _stream);
    }
Пример #2
0
        /** 写出版本 */
        private void writeVersion()
        {
            VersionSaveData  versionSaveData = _newVersion.createOriginalData();
            BytesWriteStream stream          = new BytesWriteStream();

            stream.writeVersion(ShineGlobal.versionInfoVersion);
            versionSaveData.writeBytes(stream);
            FileUtils.writeFileForBytesWriteStream(getTargetSourcePath() + "/" + ShineGlobal.versionInfoPath, stream);

            // XML vXml=new XML();
            // vXml.name="info";
            // vXml.setProperty("version",ShineToolSetting.bundlePackVersion);
            // FileUtils.writeFileForXML(ShineToolGlobal.clientBundleRecordPath,vXml);

            //发布包
            if (_isReleasePack)
            {
                EditorPrefs.SetString("AssetBundleWindow_version", _newVersion.version);

                stream.clear();
                stream.writeVersion(ShineGlobal.versionInfoVersion);
                _newVersion.writeBytes(stream);

                FileUtils.writeFileForBytesWriteStream(getTargetSavePath() + "/" + ShineGlobal.versionInfoPath, stream);

                VersionRecordData recordData = _newVersion.createRecordData();
                XML xml = recordData.writeXML();
                FileUtils.writeFileForXML(getTargetSavePath() + "/" + "versionRecord.xml", xml);

                Ctrl.print("已覆盖原记录,当前版本为:", _newVersion.version);
            }
        }
Пример #3
0
    /** 保存一次 */
    public void saveOnce()
    {
        if (!_playerLoaded)
        {
            return;
        }

        //初始化过的
        if (GameC.player.system.inited())
        {
            string path = _playerSavePath;

            PlayerListData data = GameC.player.createListData();
            GameC.player.writeListData(data);

            BaseData exData = _offLineExData?.clone();

            ThreadControl.addAssistFunc(() =>
            {
                _stream.clear();
                _stream.writeInt(BaseC.config.getDBDataVersion());

                data.writeBytesFull(_stream);
                _offlineWorkListData.writeBytesFull(_stream);

                exData?.writeBytesFull(_stream);

                FileUtils.writeFileForBytesWriteStream(path, _stream);
            });
        }
    }
Пример #4
0
    private void doSave(KeepSaveData data)
    {
        _stream.clear();
        _stream.writeVersion(ShineGlobal.localSaveVersion);

        data.writeBytesFull(_stream);

        FileUtils.writeFileForBytes(_localSavePath, _stream);
    }
Пример #5
0
        private static void callNative(NavMeshConfig config, SceneRecastData data, int currentMapID)
        {
            BytesWriteStream stream = new BytesWriteStream();

            stream.setUseBitBoolean(false);

            config.write(stream);

            string cStr   = ShineToolGlobal.mapInfoPath + "/navConfig.bin";
            string dStr   = SceneEditorWindow.getMapFilePathFront(currentMapID) + "_navData.bin";
            string objStr = SceneEditorWindow.getMapFilePathFront(currentMapID) + "_navData.obj";

            FileUtils.writeFileForBytesWriteStream(cStr, stream);

            stream.clear();
            data.write(stream);
            FileUtils.writeFileForBytesWriteStream(dStr, stream);

            if (_needObjFile)
            {
                StringBuilder sb = new StringBuilder();

                foreach (Vector3 vec in data.vertices)
                {
                    sb.Append('v');
                    sb.Append(' ');
                    sb.Append(vec.x);
                    sb.Append(' ');
                    sb.Append(vec.y);
                    sb.Append(' ');
                    sb.Append(vec.z);
                    sb.Append('\n');
                }

                int[] navIndices = data.triangles.getValues();
                int   len        = data.triangles.size() / 3;

                for (int i = 0; i < len; i++)
                {
                    sb.Append('f');
                    sb.Append(' ');
                    sb.Append(navIndices[i * 3] + 1);
                    sb.Append(' ');
                    sb.Append(navIndices[i * 3 + 1] + 1);
                    sb.Append(' ');
                    sb.Append(navIndices[i * 3 + 2] + 1);
                    sb.Append('\n');
                }

                FileUtils.writeFileForUTF(objStr, sb.ToString());
            }

            Ctrl.print("callJar");
            ToolFileUtils.executeServerTool("exportNav", currentMapID.ToString());
            Ctrl.print("OK");
        }
Пример #6
0
    private void doWrite()
    {
        ClientPlayerLocalCacheData data = GameC.factory.createClientPlayerLocalCacheData();

        data.copy(_data);

        //缓存一手
        string path = _savePath;

        ThreadControl.addIOFunc(() =>
        {
            _stream.clear();
            _stream.writeVersion(ShineGlobal.playerSaveVersion);

            data.writeBytesFull(_stream);
            FileUtils.writeFileForBytes(path, _stream);
        });
    }