private static void Initialize()
        {
            if (isInit)
            {
                return;
            }
            isInit = true;

            if (string.IsNullOrEmpty(filePath))
            {
                filePath = PathUtils.GetSpecialPath(savePathDir, SpecialPathType.Resources);
            }
            AssetData[] res  = ResourcesManager.LoadAssetsByName("GlobalGameSettingsIConfig");
            string      text = "";

            if (res.Length > 0)
            {
                TextAsset tx = (TextAsset)res[0].asset;
                text = tx.text;
            }

            if (string.IsNullOrEmpty(text))
            {
                return;
            }
            storeDataDic = InternalConfigManager.LoadData(text);
        }
        // Use this for initialization
        private static void Initialize()
        {
            if (isInit)
            {
                return;
            }
            isInit = true;

            AssetData[] res  = ResourcesManager.LoadAssetsByName(LanguagesTypeFileName);
            string      text = "";

            if (res.Length > 0)
            {
                TextAsset tx = (TextAsset)res[0].asset;
                text = tx.text;
            }
            LanguageTypeNames = JsonUtils.JsonToList <string>(text);

            string userSelect = GameRuntimeStoreManager.GetValue(GameRuntimeStore_UserSelectLanguage, "");

            if (!string.IsNullOrEmpty(userSelect))
            {
                LoadLanguageData(userSelect);
                return;
            }

            bool   IsUseSystemLanguage             = GameSettingStoreManager.GetValue(GameSettingKeyName_IsUseSystemLanguage, true);
            string PriorityLanguage                = GameSettingStoreManager.GetValue(GameSettingKeyName_PriorityLanguage, "");
            string ChineseLanguagePriorityLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_ChineseLanguagePriorityLanguage, "");

            if (IsUseSystemLanguage)
            {
                string sysLan = Application.systemLanguage.ToString();
                if (LanguageTypeNames.Contains(sysLan))
                {
                    LoadLanguageData(sysLan);
                    return;
                }
                else
                {
                    if (sysLan == SystemLanguage.Chinese.ToString())
                    {
                        if (LanguageTypeNames.Contains(ChineseLanguagePriorityLanguage))
                        {
                            LoadLanguageData(ChineseLanguagePriorityLanguage);
                        }
                        else if (LanguageTypeNames.Contains(chineseLangusge[0]))
                        {
                            LoadLanguageData(chineseLangusge[0]);
                        }
                        else if (LanguageTypeNames.Contains(chineseLangusge[1]))
                        {
                            LoadLanguageData(chineseLangusge[1]);
                        }
                    }
                }
            }

            LoadLanguageData(PriorityLanguage);
        }
Пример #3
0
 public static T LoadUnityAssetByName <T>(string name) where T : UnityEngine.Object
 {
     AssetData[] res = ResourcesManager.LoadAssetsByName(name);
     if (res.Length == 0 || res[0].asset == null)
     {
         return(null);
     }
     return((T)res[0].asset);
 }
Пример #4
0
 public static AudioClip GetAudioClip(string name)
 {
     AssetData[] red = ResourcesManager.LoadAssetsByName(name);
     if (red.Length > 0 && red[0].asset != null)
     {
         return(red[0].asset as AudioClip);
     }
     Debug.LogError("Can not find AudioClip:" + name);
     return(null);
 }
        private static void LoadLanguageData(string languageName)
        {
            currentLanguage = languageName;

            AssetData[] res  = ResourcesManager.LoadAssetsByName(LanguagesTypeFileName);
            string      text = "";

            if (res.Length > 0)
            {
                TextAsset tx = (TextAsset)res[0].asset;
                text = tx.text;
            }
            languageDataDic = JsonUtils.JsonToDictionary <string, string>(text);
        }
Пример #6
0
 private static string[][] LoadConfigData(string fileName)
 {
     AssetData[]        dats  = ResourcesManager.LoadAssetsByName(fileName);
     UnityEngine.Object temp  = dats[0].asset;
     string[][]         temp1 = null;
     if (temp != null)
     {
         string data = (temp as TextAsset).text;
         temp1 = ParseConfigData(data);
     }
     else
     {
         Debug.LogError("加载配置失败! 文件路径:" + fileName);
     }
     return(temp1);
 }