static int _m_LogYellow_xlua_st_(RealStatePtr L) { try { { #if UNITY_EDITOR string text = LuaAPI.lua_tostring(L, 1); GameDebug.LogYellow(text); #else LuaAPI.lua_tostring_noret(L, 1); #endif return(0); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } }
/// <summary> /// 根据InstanceInfo,查询其需要的场景资源 /// 成功返回true /// </summary> /// <param name="instanceInfo"></param> /// <param name="asset_path"></param> /// <returns></returns> protected static bool TryGetSceneResByInstanceInfo(DBInstance.InstanceInfo instanceInfo, out string asset_path) { asset_path = string.Empty; if (instanceInfo.mStages == null || instanceInfo.mStages.Count <= 0) { return(false); } var stage_id = instanceInfo.mStages[0]; var map_ids = DBManager.Instance.QuerySqliteField <string>(GlobalConfig.DBFile, "data_stage_map", "id", stage_id, "map"); if (map_ids == null || map_ids.Count <= 0) { return(false); } var map_id = Convert.ToUInt32(map_ids[0]); var db = DBManager.GetInstance().GetDB <DBMap>(); if (db == null) { return(false); } var map_info = db.GetMapInfo(map_id); if (map_info == null) { return(false); } asset_path = map_info.SceneResPath; GameDebug.LogYellow(asset_path); return(true); }