/// <summary> /// 加载表格 /// </summary> public void LoadDataTable() { //每个都要loaddata Sys_CodeDBModel.LoadData(); Sys_EffectDBModel.LoadData(); LocalizationDBModel.LoadData(); Sys_PrefabDBModel.LoadData(); Sys_SoundDBModel.LoadData(); Sys_StorySoundDBModel.LoadData(); Sys_UIFormDBModel.LoadData(); Sys_UIItemDBModel.LoadData(); Sys_SceneDBModel.LoadData(); Sys_SceneDatailDBModel.LoadData(); ChapterDBModel.LoadData(); GameLevelDBModel.LoadData(); TaskDBModel.LoadData(); JobDBModel.LoadData(); //所有加载表格完毕(c#里的) //GameEntry.Event.CommonEvent.Dispatch(SysEventId.LoadDataTableComplete); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.D)) { ChapterDBModel cp = new ChapterDBModel(); cp.LoadData(); List <ChapterEntity> list = cp.GetList(); for (int i = 0; i < list.Count; i++) { Debug.Log(list[i].ChapterName); } } }
/// <summary> /// 初始化表格 /// </summary> private void InitDBModel() { //每个表都new ChapterDBModel = new ChapterDBModel(); GameLevelDBModel = new GameLevelDBModel(); Sys_CodeDBModel = new Sys_CodeDBModel(); Sys_EffectDBModel = new Sys_EffectDBModel(); Sys_PrefabDBModel = new Sys_PrefabDBModel(); Sys_SoundDBModel = new Sys_SoundDBModel(); Sys_StorySoundDBModel = new Sys_StorySoundDBModel(); Sys_UIFormDBModel = new Sys_UIFormDBModel(); LocalizationDBModel = new LocalizationDBModel(); //load完毕 }
public void LoadDataTable() { //可能在lua中读取load,只load自己需要的表 //每个表都LoadData ChapterDBModel.LoadData(); GameLevelDBModel.LoadData(); Sys_CodeDBModel.LoadData(); Sys_EffectDBModel.LoadData(); Sys_PrefabDBModel.LoadData(); Sys_SoundDBModel.LoadData(); Sys_StorySoundDBModel.LoadData(); Sys_UIFormDBModel.LoadData(); LocalizationDBModel.LoadData(); }
public void Clear() { //每个表都Clear Sys_UIFormDBModel.Clear(); Sys_EffectDBModel.Clear(); Sys_PrefabDBModel.Clear(); Sys_SoundDBModel.Clear(); Sys_StorySoundDBModel.Clear(); Sys_UIFormDBModel.Clear(); LocalizationBModel.Clear(); ChapterDBModel.Clear(); GameLevelDBModel.Clear(); TaskDBModel.Clear(); }
/// <summary> /// 加载表格 /// </summary> public void LoadDataTable() { //每个表都 LoadData ChapterDBModel.LoadData(); GameLevelDBModel.LoadData(); TaskDBModel.LoadData(); JobDBModel.LoadData(); JobLevelDBModel.LoadData(); ShopDBModel.LoadData(); EquipDBModel.LoadData(); ItemDBModel.LoadData(); MaterialDBModel.LoadData(); WorldMapDBModel.LoadData(); SkillDBModel.LoadData(); SkillLevelDBModel.LoadData(); }
/// <summary> /// 加载表格 /// </summary> public void LoadDataTable() { //每个表都 LoadData Sys_CodeDBModel.LoadData(); Sys_EffectDBModel.LoadData(); LocalizationDBModel.LoadData(); Sys_PrefabDBModel.LoadData(); Sys_SoundDBModel.LoadData(); Sys_StorySoundDBModel.LoadData(); Sys_UIFormDBModel.LoadData(); Sys_SceneDBModel.LoadData(); Sys_SceneDetailDBModel.LoadData(); ChapterDBModel.LoadData(); // GameLevelDBModel.LoadData(); //TaskDBModel.LoadData(); }
/// <summary> /// 初始化DBModel /// </summary> private void InitDBModel() { //每个表都new Sys_CodeDBModel = new Sys_CodeDBModel(); Sys_EffectDBModel = new Sys_EffectDBModel(); LocalizationDBModel = new LocalizationDBModel(); Sys_PrefabDBModel = new Sys_PrefabDBModel(); Sys_SoundDBModel = new Sys_SoundDBModel(); Sys_StorySoundDBModel = new Sys_StorySoundDBModel(); Sys_UIFormDBModel = new Sys_UIFormDBModel(); Sys_SceneDBModel = new Sys_SceneDBModel(); Sys_SceneDetailDBModel = new Sys_SceneDetailDBModel(); ChapterDBModel = new ChapterDBModel(); GameLevelDBModel = new GameLevelDBModel(); TaskDBModel = new TaskDBModel(); }
/// <summary> /// 初始化DBModel /// </summary> private void InitDBModel() { //每个表都new ChapterDBModel = new ChapterDBModel(); GameLevelDBModel = new GameLevelDBModel(); TaskDBModel = new TaskDBModel(); JobDBModel = new JobDBModel(); JobLevelDBModel = new JobLevelDBModel(); ShopDBModel = new ShopDBModel(); EquipDBModel = new EquipDBModel(); ItemDBModel = new ItemDBModel(); MaterialDBModel = new MaterialDBModel(); WorldMapDBModel = new WorldMapDBModel(); SkillDBModel = new SkillDBModel(); SkillLevelDBModel = new SkillLevelDBModel(); }
public void LoadDataTable() { //可能在lua中读取load,只load自己需要的表 //每个表都LoadData ChapterDBModel.LoadData(); GameLevelDBModel.LoadData(); Sys_CodeDBModel.LoadData(); Sys_EffectDBModel.LoadData(); Sys_PrefabDBModel.LoadData(); Sys_SoundDBModel.LoadData(); Sys_StorySoundDBModel.LoadData(); Sys_UIFormDBModel.LoadData(); LocalizationDBModel.LoadData(); //所有表加载完毕 GameEntry.Event.CommonEvent.Dispatch(SysEventId.LoadDataTableComplete); }
public void LoadDataTable() { //每个表都LoadData Sys_UIFormDBModel.LoadData(); Sys_EffectDBModel.LoadData(); Sys_PrefabDBModel.LoadData(); Sys_SoundDBModel.LoadData(); Sys_StorySoundDBModel.LoadData(); Sys_UIFormDBModel.LoadData(); LocalizationBModel.LoadData(); ChapterDBModel.LoadData(); GameLevelDBModel.LoadData(); TaskDBModel.LoadData(); //所有表Load完毕 GameEntry.Event.CommonEvent.Dispatch(SysEventId.LoadDataTableComplete); }
// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.B)) { GameEntry.DataTable.LoadDataTable <ChapterDBModel>("Assets/DownLoad/DataTable/Chapter.bytes", 0, 132); } if (Input.GetKeyUp(KeyCode.C)) { ChapterDBModel chapterDBModel = GameEntry.DataTable.GetDataTable <ChapterDBModel>(); ChapterEntity chapterEntity = chapterDBModel.Get(1); Debug.Log(chapterEntity.ChapterName); chapterEntity = chapterDBModel.Get(2); Debug.Log(chapterEntity.ChapterName); } if (Input.GetKeyUp(KeyCode.D)) { GameEntry.DataTable.DestroyDataTable <ChapterDBModel>(); } }
public void Clear() { //每个都要Clear Sys_CodeDBModel.Clear(); Sys_EffectDBModel.Clear(); LocalizationDBModel.Clear(); Sys_PrefabDBModel.Clear(); Sys_StorySoundDBModel.Clear(); Sys_StorySoundDBModel.Clear(); Sys_UIFormDBModel.Clear(); Sys_UIItemDBModel.Clear(); Sys_SceneDBModel.Clear(); Sys_SceneDatailDBModel.Clear(); ChapterDBModel.Clear(); GameLevelDBModel.Clear(); TaskDBModel.Clear(); JobDBModel.Clear(); }
public void Clear() { //每个表都clear ChapterDBModel.Clear(); }