Пример #1
0
 // 如果s_ShapeData没有初始化,则去初始化他
 static void ShapeDataCheckInit()
 {
     if (s_ShapeData == null)
     {
         s_ShapeData = new Dictionary <int, Shape>();
         TableUtil objectTable = new TableUtil();
         objectTable.OpenFromData("shape.txt");
         for (int row = 0; row < objectTable.GetRecordsNum(); row++)
         {
             Shape shape = new Shape();
             shape.shape = objectTable.GetValue(row, 1);
             for (int i = 0; i < 6; i++)
             {
                 shape.action[i] = short.Parse(objectTable.GetValue(row, 2 + i));
             }
             shape.row    = short.Parse(objectTable.GetValue(row, 8));
             shape.col    = short.Parse(objectTable.GetValue(row, 9));
             shape.shadow = float.Parse(objectTable.GetValue(row, 10));
             ColorUtility.TryParseHtmlString(objectTable.GetValue(row, 11), out shape.color);
             shape.ai          = short.Parse(objectTable.GetValue(row, 12));
             shape.overridePre = objectTable.GetValue(row, 13);
             shape.abname      = objectTable.GetValue(row, 15);
             s_ShapeData.Add(int.Parse(objectTable.GetValue(row, 0)), shape);
         }
     }
 }
Пример #2
0
    static public T LoadAny <T>(String reskeyname) where T : UnityEngine.Object
    {
#if UNITY_EDITOR
        if (m_resmap_object == null)
        {
            // object资源映射表
            m_resmap_object = new Dictionary <string, string[]>();
            TableUtil objectTable = new TableUtil();
            objectTable.OpenFromData("resmap_object.txt");
            for (int row = 0; row < objectTable.GetRecordsNum(); row++)
            {
                string[] s = new string[3];
                s[0] = objectTable.GetValue(row, 1);
                s[1] = objectTable.GetValue(row, 2);
                s[2] = objectTable.GetValue(row, 3);
                m_resmap_object.Add(objectTable.GetValue(row, 0), s);
            }
        }
#endif
        if (m_resmap_object == null || m_resmap_object.ContainsKey(reskeyname) == false)
        {
            Debug.Log(reskeyname + " is not found");
            LogUtil.GetInstance().WriteGame(reskeyname + " is not found");
            return(default(T));
        }

        if (Const.ResourceMode == "assetbundle")
        {
            return((T)Load(m_resmap_object[reskeyname][1], m_resmap_object[reskeyname][2], typeof(T)) as T);
        }
        else
        {
            return(Resources.Load <T>(m_resmap_object[reskeyname][0]));
        }
    }
Пример #3
0
    void InitResMap()
    {
        // sprite资源映射表
        m_resmap_sprite = new Dictionary <string, string[]>();
        TableUtil spriteTable = new TableUtil();

        spriteTable.OpenFromData("resmap_sprite.txt");
        for (int row = 0; row < spriteTable.GetRecordsNum(); row++)
        {
            string[] s = new string[3];
            s[0] = spriteTable.GetValue(row, 1);
            s[1] = spriteTable.GetValue(row, 2);
            s[2] = spriteTable.GetValue(row, 3);
            m_resmap_sprite.Add(spriteTable.GetValue(row, 0), s);
        }

        // prefab资源映射表
        m_resmap_prefab = new Dictionary <string, string[]>();
        TableUtil prefabTable = new TableUtil();

        prefabTable.OpenFromData("resmap_prefab.txt");
        for (int row = 0; row < prefabTable.GetRecordsNum(); row++)
        {
            string[] s = new string[3];
            s[0] = prefabTable.GetValue(row, 1);
            s[1] = prefabTable.GetValue(row, 2);
            s[2] = prefabTable.GetValue(row, 3);
            m_resmap_prefab.Add(prefabTable.GetValue(row, 0), s);
        }

        // object资源映射表
        m_resmap_object = new Dictionary <string, string[]>();
        TableUtil objectTable = new TableUtil();

        objectTable.OpenFromData("resmap_object.txt");
        for (int row = 0; row < objectTable.GetRecordsNum(); row++)
        {
            string[] s = new string[3];
            s[0] = objectTable.GetValue(row, 1);
            s[1] = objectTable.GetValue(row, 2);
            s[2] = objectTable.GetValue(row, 3);
            m_resmap_object.Add(objectTable.GetValue(row, 0), s);
        }
    }
Пример #4
0
    /// <summary>
    /// 初始化
    /// </summary>
    private void Init()
    {
        for (int i = 1; i <= 4; i++)
        {
            _AudioSwitches.Add((AudioType)i, true);
            _AudioSources.Add((AudioType)i, null);
        }

        _AudioRoot = GameObject.Find("Audio").transform;
        _AudioSources[AudioType.UI]     = _AudioRoot.Find("Audio_UI").GetComponent <AudioSourceAgent>();
        _AudioSources[AudioType.BGM]    = _AudioRoot.Find("Audio_BGM").GetComponent <AudioSourceAgent>();
        _AudioSources[AudioType.EFFECT] = _AudioRoot.Find("Audio_Effect").GetComponent <AudioSourceAgent>();
        _AudioSources[AudioType.EVENT]  = _AudioRoot.Find("Audio_Event").GetComponent <AudioSourceAgent>();

        /*GameObject go = new GameObject("Audio_Effect");
         * go.transform.SetParent(_AudioRoot);
         * _AudioSources[AudioType.EFFECT] = go.AddComponent<AudioSourceAgent>();
         * _AudioSources[AudioType.EFFECT].audioType = AudioType.EFFECT;
         * _AudioSources[AudioType.EFFECT].AudioSource.volume = 0.5f;
         *
         * go = new GameObject("Audio_Event");
         * go.transform.SetParent(_AudioRoot);
         * _AudioSources[AudioType.EVENT] = go.AddComponent<AudioSourceAgent>();
         * _AudioSources[AudioType.EVENT].audioType = AudioType.EVENT;
         * _AudioSources[AudioType.EVENT].AudioSource.volume = 0.5f;*/

        // 读取配置
        TableUtil config = new TableUtil();

        config.OpenFromData("audio.txt");

        for (int i = 0; i < config.GetRecordsNum(); i++)
        {
            int         id = Convert.ToInt32(config.GetValue(i, 0));
            AudioConfig ac = new AudioConfig();
            ac.Type      = (AudioType)Convert.ToInt32(config.GetValue(i, 1));
            ac.ResName   = config.GetValue(i, 2);
            ac.IsOverlay = config.GetValue(i, 4) == "1" ? true : false;
            _Configs.Add(id, ac);
        }
    }
Пример #5
0
 static int GetValue(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         TableUtil obj  = (TableUtil)ToLua.CheckObject(L, 1, typeof(TableUtil));
         int       arg0 = (int)LuaDLL.luaL_checknumber(L, 2);
         int       arg1 = (int)LuaDLL.luaL_checknumber(L, 3);
         string    o    = obj.GetValue(arg0, arg1);
         LuaDLL.lua_pushstring(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Пример #6
0
    public static void MaskWordInit()
    {
        if (s_MaskWord == null)
        {
            s_MaskWord = new List <string>();

            TableUtil objectTable = new TableUtil();
            objectTable.OpenFromData("MaskWord.txt");
            for (int row = 0; row < objectTable.GetRecordsNum(); row++)
            {
                string word = objectTable.GetValue(row, 0);
                if (word != "")
                {
                    s_MaskWord.Add(word);
                }
            }
        }
    }
Пример #7
0
    // 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);
    }