/// <summary> /// 读取serverab版本表文件 /// </summary> public void LoadServerABVerDataFile() { //CReadCsvBase.ReaderCsvData(GameDefine.CsvAssetbundleName, GameDefine.AssetbundleCsvFileName, out strList); string path = GameDefine.AppPersistentDataPath + GameDefine.ServerAssetbundleVersionDataFile; //检测文件是否存在 if (!File.Exists(path)) { HttpDownloadMgr.DownFile(GameDefine.LuancherURL, GameDefine.AppPersistentDataPath, GameDefine.ServerAssetbundleVersionDataFile); } List <string[]> strList; CReadCsvBase.ReaderCsvDataFromFile(path, out strList); int columnCount = strList.Count; for (int i = 2; i < columnCount; i++) { CServerABVerData tempData = new CServerABVerData(); uint.TryParse(strList[i][0], out tempData.AssetBundleId); tempData.AssetBundleName = strList[i][1]; //tempData.DownloadUrlPath = strList[i][2]; uint.TryParse(strList[i][2], out tempData.AssetbundleVersion); tempData.AssetbundleMd5Str = strList[i][3]; tempData.DescriptionStr = strList[i][4]; ABDataDictionary.Add(tempData.AssetBundleName, tempData); } }
/// <summary> /// 读取本地ab版本数据 /// </summary> public void LoadLocalABVerDataFile() { string path = GameDefine.AssetBundleSavePath + GameDefine.LocalAssetbundleVersionDataFile; //检测文件是否存在 if (!File.Exists(path)) { return; } List <string[]> strlist; CReadCsvBase.ReaderCsvDataFromFile(path, out strlist); int columnCount = strlist.Count; for (int i = 0; i < columnCount; i++) { string abname = strlist[i][0]; uint version; uint.TryParse(strlist[i][1], out version); LocalABVersion tempData = new LocalABVersion(abname, version); LocalABVersionDictionary.Add(abname, tempData); } }