Пример #1
0
        public static FSaveHandle Create(string fileName, FFilePath pathType, FOpenType ot = FOpenType.OT_ReadWrite)
        {
            FSaveHandle sh = new FSaveHandle();

            sh.Open(fileName, pathType, ot);
            return(sh);
        }
Пример #2
0
        public static string ConvertPath(string fileName, FFilePath pathType = FFilePath.FP_Cache)
        {
            string converPath = "";

            if (pathType == FFilePath.FP_Relative)
            {
                converPath = fileName.ToLower();
                if (FEConfigure.mIsNoPack)
                {
                    converPath = _fbengine.GetEditorPath(converPath);
                }
                else
                {
                    converPath = WRPath + ResConfig.FDESASSETBUNDLE + "/" + converPath;
                }
            }
            else if (pathType == FFilePath.FP_Cache)
            {
                converPath = WRPath + fileName;
            }
            else
            {
                converPath = fileName;
            }
            return(converPath);
        }
Пример #3
0
        public void Build(string path, FFilePath type = FFilePath.FP_Abs)
        {
            Init();
            FSaveHandle handle = FSaveHandle.Create(path, type, FOpenType.OT_Txt);

            handle.SetContext(mTool.Build());
            handle.Save();
        }
Пример #4
0
 public bool Open(string fileName, FFilePath pathType, FOpenType ot = FOpenType.OT_ReadWrite)
 {
     mFOpenType = ot;
     mFilePath  = FEngineManager.ConvertPath(fileName, pathType);
     Init();
     if (!IsHaveSameType(mFOpenType, FOpenType.OT_Write))
     {
         mIsLoad = File.Exists(mFilePath);
         return(mIsLoad ? ReadFile() : false);
     }
     return(false);
 }
Пример #5
0
        public string LoadFile(string name, FFilePath pathType)
        {
            mStateTimeEvent = new StateTimeEvent(UpdateTimeState);
            string tempPath = "." + ResConfig.BEHAVIORTREE;

            if (!name.EndsWith(tempPath))
            {
                name += tempPath;
            }

            //加载配置
            FSaveHandle  sd     = FSaveHandle.Create(name, pathType);
            SaveTreeFile stFree = new SaveTreeFile();

            return(stFree.typeName);
        }
Пример #6
0
 public void SaveAs(string fileName, FFilePath pathType)
 {
     mFilePath = FEngineManager.ConvertPath(fileName, pathType);
     Save();
 }
Пример #7
0
        public string LoadFile(string name, FFilePath pathType = FFilePath.FP_Relative)
        {
            string tempPath = "." + ResConfig.ARPGEX;

            if (!name.EndsWith(tempPath))
            {
                name += tempPath;
            }

            NewRoot();
            //加载配置
            FSaveHandle  sd  = FSaveHandle.Create(name, pathType);
            ArpgFileData afd = new ArpgFileData();

            sd.FromObject(afd);
            mStartNodeName = afd.headHodeName;
            IList baseData = (IList)StringSerialize.Deserialize(afd.param, typeof(List <>).MakeGenericType(Assembly.Load("Assembly-CSharp").GetType(afd.typeName)));

            if (afd != null)
            {
                FArpgNode roots = GetRoots();
                for (int i = 0; i < afd.data.Length; i++)
                {
                    var           d         = afd.data[i];
                    FArgpBaseData farpgData = (FArgpBaseData)baseData[i];
                    if (d.conditionMothods != null)
                    {
                        farpgData.ConditionCallBack = new Func <FArpgNode, FArpgNode, bool> [d.conditionMothods.Length];
                        for (int c = 0; c < d.conditionMothods.Length; c++)
                        {
                            farpgData.ConditionCallBack[c] = (System.Func <FArpgMachine.FArpgNode, FArpgMachine.FArpgNode, bool>)System.Delegate.CreateDelegate(typeof(System.Func <FArpgMachine.FArpgNode, FArpgMachine.FArpgNode, bool>), farpgData, d.conditionMothods[c]);
                        }
                    }

                    if (d.playMothods != null)
                    {
                        farpgData.PlayStateCallBacks = new Action <FArpgNode, float, int> [d.playMothods.Length];
                        for (int c = 0; c < d.playMothods.Length; c++)
                        {
                            farpgData.PlayStateCallBacks[c] = (System.Action <FArpgNode, float, int>)System.Delegate.CreateDelegate(typeof(System.Action <FArpgNode, float, int>), farpgData, d.playMothods[c]);
                        }
                    }


                    FArpgNode node = roots.Regs(farpgData, true, null);
                    node.mRect = d.rect.GetRect();
                }

                for (int i = 0; i < afd.data.Length; i++)
                {
                    var           d         = afd.data[i];
                    FArgpBaseData farpgData = (FArgpBaseData)baseData[i];
                    FArpgNode     node      = roots.mMainBuffs[farpgData.nodeName];
                    if (d.skipNode != "")
                    {
                        node.mSkipNode = roots.mMainBuffs[d.skipNode];
                    }
                    if (d.nextData != null)
                    {
                        for (int j = 0; j < d.nextData.Length; j++)
                        {
                            var nextNode = roots.mMainBuffs[d.nextData[j]];
                            node.Regs(nextNode);
                        }
                    }
                }
            }

            SetStartNode(mStartNodeName);
            return(afd.typeName);
        }