public void Begin() { // 检测网络状态 if (Application.internetReachability == NetworkReachability.NotReachable) { // 开启网络状态提示框 m_uiNetworkBox.SetActive(true); return; } else { // 关闭网络状态提示框 m_uiNetworkBox.SetActive(false); } // 读取包里的资源版本文件 m_pPackageResverIni.OpenFromStreamingAssets(m_szResverTxt); // 读取本地的资源版本文件 m_pLocalResverIni.OpenFromTXT(PathUtil.ConfigPath() + m_szResverTxt); if (Const.ResourceMode == "assetbundle") { // 其它模式先检查源 CheckResource(); } else { // 非assetbundle模式直接从Resource目录读取资源 OnInited(); } }
static int OpenFromTXT(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); IniUtil obj = (IniUtil)ToLua.CheckObject(L, 1, typeof(IniUtil)); string arg0 = ToLua.CheckString(L, 2); bool o = obj.OpenFromTXT(arg0); LuaDLL.lua_pushboolean(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary> /// 初始化游戏管理器 /// </summary> void Awake() { Screen.sleepTimeout = SleepTimeout.NeverSleep; Application.targetFrameRate = Const.GameFrameRate; // 创建日志系统 LogUtil.GetInstance().Create(PathUtil.LogPath()); LogUtil.GetInstance().WriteGame("------------------ Game Log Begin ------------------"); LogUtil.GetInstance().WriteNet("------------------ Net Log Begin ------------------"); // 本地化系统初始化,再读一遍,因为文字表有更新 if (Localization.init() < 0) { LogUtil.GetInstance().WriteGame("Localization Init Failed"); return; } LogUtil.GetInstance().WriteGame("STEP 1"); // 再次读取本地程序配置文件,因为编辑器模式下,启动场景不使用 if (m_pLocalAppIni.OpenFromData(m_szAppTxt) == false) { LogUtil.GetInstance().WriteGame(m_szAppTxt + " Not Found!!!"); } else { m_pLocalAppIni.SetGlobal(); } LogUtil.GetInstance().WriteGame("STEP 2"); // 再次读取本地资源版本文件,因为编辑器模式下,启动场景不使用 if (m_pLocalResverIni.OpenFromTXT(PathUtil.ConfigPath() + m_szResverTxt) == false) { LogUtil.GetInstance().WriteGame(PathUtil.ConfigPath() + m_szResverTxt + " Not Found"); } else { m_pLocalResverIni.SetGlobal(); } LogUtil.GetInstance().WriteGame("STEP 3"); Utils.Add <ObjectPoolManager>(gameObject); // 添加对象池管理器 LogUtil.GetInstance().WriteGame("Add ObjectPoolManager"); Utils.Add <ResourceManager>(gameObject); // 添加资源管理器组件 LogUtil.GetInstance().WriteGame("Add ResourceManager"); Utils.Add <SocketClient>(gameObject); // 添加socket组件 LogUtil.GetInstance().WriteGame("Add SocketClient"); Utils.Add <NetworkManager>(gameObject); // 添加网络消息管理器组件 LogUtil.GetInstance().WriteGame("Add NetworkManager"); Utils.Add <UIManager>(gameObject); // 添加UI管理器 LogUtil.GetInstance().WriteGame("Add UIManager"); Utils.Add <LuaManager>(gameObject); // 添加LUA管理器 LogUtil.GetInstance().WriteGame("Add LuaManager"); // 初始化LUA LuaInited(); LogUtil.GetInstance().WriteGame("LuaInited"); // 初始化资源管理 eye.resourceManager.Initialize(delegate() { // 先读取部分AssetBundle ResourceManager.LoadAssetBundle("ui_dialog_login"); // 游戏开始 LuaFun.gameStart.Call(); // 启动游戏主逻辑, 每分钟调用 StartCoroutine(GameLogic()); }); }
public bool Initialize() { // 创建日志系统 LogUtil.GetInstance().Create(PathUtil.LogPath()); LogUtil.GetInstance().WriteGame("------------------ Game Log Begin ------------------"); LogUtil.GetInstance().WriteNet("------------------ Net Log Begin ------------------"); // 本地化系统初始化,再读一遍,因为文字表有更新 if (Localization.init() < 0) { LogUtil.GetInstance().WriteGame("Localization Init Failed"); return(false); } LogUtil.GetInstance().WriteGame("STEP 1"); // 再次读取本地程序配置文件,因为编辑器模式下,启动场景不使用 if (m_pLocalAppIni.OpenFromData(m_szAppTxt) == false) { LogUtil.GetInstance().WriteGame(m_szAppTxt + " Not Found!!!"); } else { m_pLocalAppIni.SetGlobal(); } LogUtil.GetInstance().WriteGame("STEP 2"); // 再次读取本地资源版本文件,因为编辑器模式下,启动场景不使用 if (m_pLocalResverIni.OpenFromTXT(PathUtil.ConfigPath() + m_szResverTxt) == false) { LogUtil.GetInstance().WriteGame(PathUtil.ConfigPath() + m_szResverTxt + " Not Found"); } else { m_pLocalResverIni.SetGlobal(); } LogUtil.GetInstance().WriteGame("STEP 3"); Utils.Add <ObjectPoolManager>(gameObject); // 添加对象池管理器 LogUtil.GetInstance().WriteGame("Add ObjectPoolManager"); Utils.Add <ResourceManager>(gameObject); // 添加资源管理器组件 LogUtil.GetInstance().WriteGame("Add ResourceManager"); Utils.Add <SocketClient>(gameObject); // 添加socket组件 LogUtil.GetInstance().WriteGame("Add SocketClient"); Utils.Add <NetworkManager>(gameObject); // 添加网络消息管理器组件 LogUtil.GetInstance().WriteGame("Add NetworkManager"); Utils.Add <UIManager>(gameObject); // 添加UI管理器 LogUtil.GetInstance().WriteGame("Add UIManager"); Utils.Add <LuaManager>(gameObject); // 添加LUA管理器 LogUtil.GetInstance().WriteGame("Add LuaManager"); Utils.Add <AudioManager>(gameObject); // 添加音效管理器 LogUtil.GetInstance().WriteGame("Add AudioManager"); // 初始化LUA LuaInited(); LogUtil.GetInstance().WriteGame("LuaInited"); // 初始化资源管理 eye.resourceManager.Initialize(delegate() { // 游戏开始 LuaFun.gameStart.Call(); // 启动游戏主逻辑, 每秒调用 InvokeRepeating("GameLogic", 0, 1.0f); m_bLuaInit = true; }); return(true); }
/// <summary> /// 打包 /// </summary> public static void BuildAssets(BuildTarget target) { // StreamingAssets 目录 string streamingAssetsPath = Application.dataPath + "/StreamingAssets/"; string StreamingAssetsPathUpload = Application.dataPath + "/../StreamingAssetsUpload/"; // 没有StreamingAssets就创建 if (!Directory.Exists(streamingAssetsPath)) { Directory.CreateDirectory(streamingAssetsPath); } if (!Directory.Exists(StreamingAssetsPathUpload)) { Directory.CreateDirectory(StreamingAssetsPathUpload); } // 清空StreamingAssets目录 clearDirectory(streamingAssetsPath); clearDirectory(StreamingAssetsPathUpload); //if ( Const.ResourceMode == "assetbundle" ) //{ BuildPipeline.BuildAssetBundles(StreamingAssetsPathUpload, BuildAssetBundleOptions.ChunkBasedCompression, target); //} //else // UnityEngine.Debug.Log( "Const.ResourceMode = " + Const.ResourceMode ); FileInfo fi = new FileInfo(StreamingAssetsPathUpload + "StreamingAssetsUpload"); fi.MoveTo(StreamingAssetsPathUpload + "StreamingAssets"); fi = new FileInfo(StreamingAssetsPathUpload + "StreamingAssetsUpload.manifest"); fi.MoveTo(StreamingAssetsPathUpload + "StreamingAssets.manifest"); // -------------------------------------- 资源版本文件部分 ------------------------------------------- // 修改app配置的版本号,每次打包+1 IniUtil resverIni = new IniUtil(); resverIni.OpenFromTXT(Application.dataPath + "/../Config/resver.txt"); int new_resource_version = Convert.ToInt32(resverIni.ReadValue("RESOURCE_VERSION", "0")) + 1; resverIni.WriteValue("RESOURCE_VERSION", new_resource_version); File.Copy(Application.dataPath + "/../Config/resver.txt", StreamingAssetsPathUpload + "resver.txt", true); // -------------------------------------- 配置文件部分 ------------------------------------------- // 配置文件在StreamingAssets文件夹中的路径 string targetTxtPath = StreamingAssetsPathUpload + "/Data/"; if (Directory.Exists(targetTxtPath)) { Directory.Delete(targetTxtPath, true); } Directory.CreateDirectory(targetTxtPath); paths.Clear(); files.Clear(); // 配置文件源路径 string sourceTxtPath = Application.dataPath + "/Resources/PackAssets/Data/"; // 递归遍历所有文件文件夹 Recursive(sourceTxtPath); // 遍历所有文件并复制 foreach (string f in files) { if (f.EndsWith(".meta") || f.EndsWith(".DS_Store")) { continue; } string newfile = f.Replace(sourceTxtPath, ""); if (newfile.Equals("user.txt")) { continue; } string newpath = targetTxtPath + newfile; string path = Path.GetDirectoryName(newpath); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } File.Copy(f, newpath, true); } // -------------------------------------- lua脚本部分 ------------------------------------------- // lua脚本在StreamingAssets文件夹中的路径 string luaPath = StreamingAssetsPathUpload + "Lua/"; if (Directory.Exists(luaPath)) { Directory.Delete(luaPath, true); } Directory.CreateDirectory(luaPath); paths.Clear(); files.Clear(); // lua脚本源路径 string luaDataPath = Application.dataPath + "/Lua/"; // 递归遍历所有文件文件夹 Recursive(luaDataPath); // 遍历所有文件并复制 foreach (string f in files) { if (!f.EndsWith(".lua")) { continue; } string newfile = f.Replace(luaDataPath, ""); string newpath = luaPath + newfile; string path = Path.GetDirectoryName(newpath); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } File.Copy(f, newpath, true); // if ( target == BuildTarget.StandaloneWindows || target == BuildTarget.StandaloneOSXUniversal ) // File.Copy( f, newpath, true ); // else //#if UNITY_STANDALONE_WIN // Execute( Application.dataPath + "/../../Public/ghlua.exe", f + " " + newpath, 0 ); //#else // Execute(Application.dataPath+"/../../Public/ghlua", f + " " + newpath, 0); //#endif //Execute(Application.dataPath+"/../../Public/luajit/luajit.exe", " -b " + f + " " + newpath, 0); //Execute(Application.dataPath + "/../../Public/luac/Luac.exe", " -o " + newpath + " " + f, 0); } // -------------------------------------- 所有文件列表部分 ------------------------------------------- // 文件列表 string newFilePath = StreamingAssetsPathUpload + "files.txt"; if (target == BuildTarget.Android) { newFilePath = StreamingAssetsPathUpload + "android_files.txt"; } else if (target == BuildTarget.iOS) { newFilePath = StreamingAssetsPathUpload + "ios_files.txt"; } else if (target == BuildTarget.StandaloneWindows) { newFilePath = StreamingAssetsPathUpload + "windows_files.txt"; } else if (target == BuildTarget.StandaloneOSXUniversal) { newFilePath = StreamingAssetsPathUpload + "osx_files.txt"; } // 如果文件存在删除文件 if (File.Exists(newFilePath)) { File.Delete(newFilePath); } paths.Clear(); files.Clear(); // 递归遍历所有文件文件夹 Recursive(StreamingAssetsPathUpload); // 创建文件列表 FileStream fs = new FileStream(newFilePath, FileMode.CreateNew); StreamWriter sw = new StreamWriter(fs); for (int i = 0; i < files.Count; i++) { string file = files[i]; string ext = Path.GetExtension(file); if (ext.Equals(".meta") || ext.Equals(".manifest") || ext.Equals(".DS_Store")) { continue; } // md5 值 string md5 = Utils.md5file(file); // 文件大小 FileInfo fileInfo = new FileInfo(file); long size = fileInfo.Length; // 文件相对路径 string value = file.Replace(StreamingAssetsPathUpload, string.Empty); sw.WriteLine(value + "|" + md5 + "|" + size); } sw.Close(); fs.Close(); // ------------------------------------------------------------------------------------------------------------------------------------------------------------ // -------------------------------------- 完毕以后,把StreamingAssetsUpload里的文件拷贝到StreamingAssets,刨去需要过滤的 ------------------------------------------- if (target == BuildTarget.Android || target == BuildTarget.StandaloneWindows) { foreach (string f in files) { //string filename = Path.GetFileName( f ); //if ( filename.Equals( "android_files.txt" ) ) // continue; //if ( filename.Equals( "ui_background" ) ) // continue; //if ( filename.Equals( "ui_background.manifest" ) ) // continue; //if ( filename.Equals( "ui_building" ) ) // continue; //if ( filename.Equals( "ui_building.manifest" ) ) // continue; //if ( filename.Equals( "ui_dialog" ) ) // continue; //if ( filename.Equals( "ui_dialog.manifest" ) ) // continue; //if ( filename.Equals( "ui_film" ) ) // continue; //if ( filename.Equals( "ui_film.manifest" ) ) // continue; //if ( filename.Equals( "ui_pre" ) ) // continue; //if ( filename.Equals( "ui_pre.manifest" ) ) // continue; //if ( filename.Equals( "tiled2unity" ) ) // continue; //if ( filename.Equals( "tiled2unity.manifest" ) ) // continue; //if ( filename.Equals( "mapthumb" ) ) // continue; //if ( filename.Equals( "mapthumb.manifest" ) ) // continue; //if ( filename.Equals( "mapcity" ) ) // continue; //if ( filename.Equals( "mapcity.manifest" ) ) // continue; //if ( filename.Equals( "building" ) ) // continue; //if ( filename.Equals( "building.manifest" ) ) // continue; //if ( filename.Equals( "char_1" ) ) // continue; //if ( filename.Equals( "char_1.manifest" ) ) // continue; //if ( filename.Equals( "city_0" ) ) // continue; //if ( filename.Equals( "city_0.manifest" ) ) // continue; //if ( filename.Equals( "effect_0" ) ) // continue; //if ( filename.Equals( "effect_0.manifest" ) ) // continue; //if ( filename.Equals( "effect_2" ) ) // continue; //if ( filename.Equals( "effect_2.manifest" ) ) // continue; string newfile = f.Replace("../StreamingAssetsUpload", "StreamingAssets"); string path = Path.GetDirectoryName(newfile); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } File.Copy(f, newfile, true); } } else if (target == BuildTarget.iOS) { foreach (string f in files) { string filename = Path.GetFileName(f); if (filename.Equals("ios_files.txt")) { continue; } string newfile = f.Replace("../StreamingAssetsUpload", "StreamingAssets"); string path = Path.GetDirectoryName(newfile); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } File.Copy(f, newfile, true); } } newFilePath = newFilePath.Replace("../StreamingAssetsUpload", "StreamingAssets"); // 如果文件存在删除文件 if (File.Exists(newFilePath)) { File.Delete(newFilePath); } paths.Clear(); files.Clear(); // 递归遍历所有文件文件夹 Recursive(streamingAssetsPath); // 从新创建文件列表 fs = new FileStream(newFilePath, FileMode.CreateNew); sw = new StreamWriter(fs); for (int i = 0; i < files.Count; i++) { string file = files[i]; string ext = Path.GetExtension(file); if (ext.Equals(".meta") || ext.Equals(".manifest") || ext.Equals(".DS_Store")) { continue; } // md5 值 string md5 = Utils.md5file(file); // 文件大小 FileInfo fileInfo = new FileInfo(file); long size = fileInfo.Length; // 文件相对路径 string value = file.Replace(streamingAssetsPath, string.Empty); sw.WriteLine(value + "|" + md5 + "|" + size); } sw.Close(); fs.Close(); AssetDatabase.Refresh(); //ZipProxy.compless(resPath, "z.zip"); }
// 根据选择语言进行初始化 public static int init() { destroy(); countryCodeTable = new Dictionary <string, string[]>(); countryIdTable = new Dictionary <int, string[]>(); languageCodeTable = new Dictionary <string, string[]>(); languageIdTable = new Dictionary <int, string[]>(); // 读取国家信息 TableUtil _countryTxt = new TableUtil(); if (_countryTxt.OpenFromData("localization_country.txt") == false) { return(-1); } for (int row = 0; row < _countryTxt.GetRecordsNum(); row++) { string countryCode = _countryTxt.GetValue(row, 0); // 国家英文代码(国际标准) string CountryID = _countryTxt.GetValue(row, 1); // 国家数字代码(国际标准) string CountryNameID = _countryTxt.GetValue(row, 2); // 国家名称ID string CountryFlag = _countryTxt.GetValue(row, 3); // 国旗资源名 string CountryMoney = _countryTxt.GetValue(row, 4); // 货币简称 // 英文编码作key if (countryCodeTable.ContainsKey(countryCode) == false) { string[] ls = new string[4]; ls[0] = CountryID; ls[1] = CountryNameID; ls[2] = CountryFlag; ls[3] = CountryMoney; countryCodeTable.Add(countryCode, ls); } // 数字编码作key if (countryIdTable.ContainsKey(Convert.ToInt32(CountryID)) == false) { string[] ls = new string[4]; ls[0] = countryCode; ls[1] = CountryNameID; ls[2] = CountryFlag; ls[3] = CountryMoney; countryIdTable.Add(Convert.ToInt32(CountryID), ls); } } // 读取语言信息 TableUtil _languageTxt = new TableUtil(); if (_languageTxt.OpenFromData("localization_language.txt") == false) { return(-2); } for (int row = 0; row < _languageTxt.GetRecordsNum(); row++) { string LanguageCode = _languageTxt.GetValue(row, 0); // 语言英文代码(国际标准) string LanguageCustomID = _languageTxt.GetValue(row, 1); // 语言自定义ID(无标准,暂时跟u3d里定义的语言ID走) string LanguageNameID = _languageTxt.GetValue(row, 2); // 语言名称ID string LanguageDirectory = _languageTxt.GetValue(row, 3); // 语言存在目录 string TranslationCode = _languageTxt.GetValue(row, 4); // 翻译Code // 英文编码作key if (languageCodeTable.ContainsKey(LanguageCode) == false) { string[] ls = new string[4]; ls[0] = LanguageCustomID; ls[1] = LanguageNameID; ls[2] = LanguageDirectory; ls[3] = TranslationCode; languageCodeTable.Add(LanguageCode, ls); } // 数字编码作key if (languageIdTable.ContainsKey(Convert.ToInt32(LanguageCustomID)) == false) { string[] ls = new string[4]; ls[0] = LanguageCode; ls[1] = LanguageNameID; ls[2] = LanguageDirectory; ls[3] = TranslationCode; languageIdTable.Add(Convert.ToInt32(LanguageCustomID), ls); } } // 用户本地配置文件里获取玩家已经选择的国家语言 IniUtil userIni = new IniUtil(); userIni.OpenFromTXT(PathUtil.ConfigPath() + "user.txt"); // 读取使用语言 currentLanguage = userIni.ReadValue("LANGUAGE", "").ToString(); if (currentLanguage == "") { // 没有存档的,使用设备当前的 currentLanguage = DeviceHelper.getLanguage(); userIni.WriteValue("LANGUAGE", currentLanguage); } // 读取使用国家 currentCountry = userIni.ReadValue("COUNTRY", "").ToString(); if (currentCountry == "") { // 没有存档的,使用设备当前的 currentCountry = DeviceHelper.getCountry(); userIni.WriteValue("COUNTRY", currentCountry); } // 先去语言信息里找一下,语言-地区的目录(如zh-cn),没有则直接使用语言(如zh,ru,en等),还是没有则使用英文的 string localizeDir = languageDirectory(currentLanguage + "-" + currentCountry); if (localizeDir == "") { localizeDir = languageDirectory(currentLanguage); if (localizeDir == "") { localizeDir = languageDirectory("en"); if (localizeDir == "") { return(-3); } } } localizeDir = localizeDir + "/"; // 读取基础文字表 TableUtil _localizetxt = new TableUtil(); localize = new Dictionary <int, string>(); if (_localizetxt.OpenFromData(localizeDir + "localize.txt") == false) { // 没有对应的语言文件夹,用英语的 localizeDir = languageDirectory("en") + "/"; if (_localizetxt.OpenFromData(localizeDir + "localize.txt") == false) { return(-4); } } for (int row = 0; row < _localizetxt.GetRecordsNum(); row++) { int key = Convert.ToInt32(_localizetxt.GetValue(row, 0)); string text = _localizetxt.GetValue(row, 1); text = text.Replace("\\n", "\n"); localize.Add(key, text); } // 读取道具文字表 TableUtil _localizeItemTxt = new TableUtil(); localize_item = new Dictionary <int, string>(); if (_localizeItemTxt.OpenFromData(localizeDir + "localize_item.txt") == false) { // 没有对应的语言文件夹,用英语的 localizeDir = languageDirectory("en") + "/"; if (_localizeItemTxt.OpenFromData(localizeDir + "localize_item.txt") == false) { return(-5); } } for (int row = 0; row < _localizeItemTxt.GetRecordsNum(); row++) { int key = Convert.ToInt32(_localizeItemTxt.GetValue(row, 0)); string text = _localizeItemTxt.GetValue(row, 1); text = text.Replace("\\n", "\n"); localize_item.Add(key, text); } // 读取任务文字表 TableUtil _localizeQuestTxt = new TableUtil(); localize_quest = new Dictionary <int, string>(); if (_localizeQuestTxt.OpenFromData(localizeDir + "localize_quest.txt") == false) { // 没有对应的语言文件夹,用英语的 localizeDir = languageDirectory("en") + "/"; if (_localizeQuestTxt.OpenFromData(localizeDir + "localize_quest.txt") == false) { return(-6); } } for (int row = 0; row < _localizeQuestTxt.GetRecordsNum(); row++) { int key = Convert.ToInt32(_localizeQuestTxt.GetValue(row, 0)); string text = _localizeQuestTxt.GetValue(row, 1); text = text.Replace("\\n", "\n"); localize_quest.Add(key, text); } // 容错处理,所有找不到的文字使用英文 localizeDir = languageDirectory("en") + "/"; // 读取基础文字表 TableUtil localizetxt_en_us = new TableUtil(); localize_en_us = new Dictionary <int, string>(); localizetxt_en_us.OpenFromData(localizeDir + "localize.txt"); for (int row = 0; row < localizetxt_en_us.GetRecordsNum(); row++) { int key = Convert.ToInt32(localizetxt_en_us.GetValue(row, 0)); string text = localizetxt_en_us.GetValue(row, 1); text = text.Replace("\\n", "\n"); localize_en_us.Add(key, text); } // 读取道具文字表 TableUtil localizeitemtxt_en_us = new TableUtil(); localize_item_en_us = new Dictionary <int, string>(); localizeitemtxt_en_us.OpenFromData(localizeDir + "localize_item.txt"); for (int row = 0; row < localizeitemtxt_en_us.GetRecordsNum(); row++) { int key = Convert.ToInt32(localizeitemtxt_en_us.GetValue(row, 0)); string text = localizeitemtxt_en_us.GetValue(row, 1); text = text.Replace("\\n", "\n"); localize_item_en_us.Add(key, text); } // 读取任务文字表 TableUtil localizequesttxt_en_us = new TableUtil(); localize_quest_en_us = new Dictionary <int, string>(); localizequesttxt_en_us.OpenFromData(localizeDir + "localize_quest.txt"); for (int row = 0; row < localizequesttxt_en_us.GetRecordsNum(); row++) { int key = Convert.ToInt32(localizequesttxt_en_us.GetValue(row, 0)); string text = localizequesttxt_en_us.GetValue(row, 1); text = text.Replace("\\n", "\n"); localize_quest_en_us.Add(key, text); } bInited = true; return(0); }