protected void AddSection(string section, string key, string value) { if (this.m_SectionDic.ContainsKey(section)) { if (this.m_SectionDic[section].ContainsKey(key)) { GameLogger.Warning(LOG_CHANNEL.LOGIC, string.Format("INI配置文件{0}中key重复", new object[] { section })); } else { this.m_SectionDic[section][key] = value; } } else { this.m_SectionDic.Add(section, new Dictionary <string, string>()); this.m_SectionDic[section][key] = value; } }
public void HandleGMCommand(string command) { string[] strs = command.Split(' '); if (strs.Length <= 0) { return; } string key = strs[0]; if (!m_GMCommandDict.ContainsKey(key)) { GameLogger.Error(LOG_CHANNEL.LOGIC, "GMCommand don't contain this command!"); return; } List <string> list = new List <string>(strs); list.RemoveAt(0); object[] objs = list.ToArray(); m_GMCommandDict[key](objs); }
protected void OnEngineObjectLoadEnd(LoadResult result) { if (!result.isSuccess) { GameLogger.Error(LOG_CHANNEL.ERROR, "Load Engine Object Failed! modelName : " + m_strName); return; } m_ModelResObj = result.assets[0] as GameObject; m_EngineObj = GameObject.Instantiate(result.assets[0] as GameObject); //GameLogger.LogFormat(Galaxy.LOG_CHANNEL.LOGIC, "actor name = " + result.assetNames[0]); if (m_EngineObj == null) { GameLogger.Error(LOG_CHANNEL.ERROR, "Create Engine Object Failed! modelName : " + m_strName); return; } ClientID = m_EngineObj.gameObject.GetInstanceID(); AfterCreateEngineObj(); SetOwner(this); }