Пример #1
0
 public static void BuildAll()
 {
     ProjectConfig.IsEditor = true;
     ProjectConfig.DoInit("");
     BuildTools.BuildAssetBundles();
     BuildTools.PackData();
     BuildTools.BuildPlayer();
     Debug.Log("Done!");
 }
Пример #2
0
    protected override void Awake()
    {
#if UNITY_EDITOR
        ProjectConfig.IsEditor = true;
        UnityEngine.Debug.Log("ProjectConfig.IsBuildWithUnity " + ProjectConfig.IsBuildWithUnity);

        ProjectConfig.DoInit();
#endif
        base.Awake();
    }
Пример #3
0
 protected virtual void Awake()
 {
     ProjectConfig.DoInit("");
     this.HasInit = true;
     Debug.Log(Application.persistentDataPath);
     TableManager.Init(ProjectConfig.ExcelPath, ".bytes");
     Debug.Log(ProjectConfig.ExcelPath);
     Logger.OnMessage      += UnityLogHandler.OnLog;
     this._serviceContainer = this.CreateServiceContainer();
     this._serviceContainer.GetService <IGlobalStateService>().GameName      = ProjectConfig.GameName;
     this._serviceContainer.GetService <IGlobalStateService>().IsClientMode  = this.IsClientMode;
     this._serviceContainer.GetService <IGlobalStateService>().IsVideoMode   = this.IsVideoMode;
     this._serviceContainer.GetService <ISimulatorService>().FuncCreateWorld = new FuncCreateWorld(this.CreateWorld);
     this.launcher.DoAwake(this._serviceContainer);
 }