// Start is called before the first frame update IEnumerator Start() { //yield return new WaitForSeconds(GlobalParameter.INTERVAL_TIME_1); #region testing codes //test xml mgr //find file and load file Log.ClearLogFileAndBufferData(); XMLDialogsDataAnalysisMgr.GetInstance().SetXMLPathAndRootNodeName(KernalParameter.GetDialogConfigXMLPath(), KernalParameter.GetDialogConfigXMLRootNodeName()); //get data from file yield return(new WaitForSeconds(0.5f)); List <DialogDataFormat> lIDialogsDataArray = XMLDialogsDataAnalysisMgr.GetInstance().GetAllXMLDatas(); bool result = DialogDataMgr.GetInstance().LoadAllDialogData(lIDialogsDataArray); if (!result) { Log.Write(GetType() + "/Start()/LoadFiled"); } GlobalParaMgr.NextScenesName = ScenesEnum.MajorCity; StartCoroutine("LoadingScenesProgress"); #endregion //StartCoroutine("LoadingScenesProgress"); }
/// <summary> /// preload level one /// </summary> /// <returns></returns> IEnumerator ScenesPreProgressing_LeveOne() { yield return(new WaitForSeconds(GlobalParameter.INTERVAL_TIME_0DOT1)); Log.ClearLogFileAndBufferData(); XMLDialogsDataAnalysisMgr.GetInstance().SetXMLPathAndRootNodeName(KernalParameter.GetDialogConfigXMLPath(), KernalParameter.GetDialogConfigXMLRootNodeName()); //get data from file yield return(new WaitForSeconds(0.5f)); List <DialogDataFormat> lIDialogsDataArray = XMLDialogsDataAnalysisMgr.GetInstance().GetAllXMLDatas(); bool result = DialogDataMgr.GetInstance().LoadAllDialogData(lIDialogsDataArray); if (!result) { Log.Write(GetType() + "/Start()/LoadFiled", Log.Level.High); } }
/// <summary> /// 静的構造関数 /// </summary> static Log() { //Logデータ _LiLogArray = new List <string>(); #if UNITY_STANDALONE_WIN //Log ファイルパス MyConfigManger configMgr = new ConfigManger(KernalParameter.GetLogPath(), KernalParameter.GetLogRootNodeName()); _LogPath = configMgr.AppSetting[XML_CONFIG_LOG_PATH]; //Log 状態(配置モード) string strLogState = configMgr.AppSetting[XML_CONFIG_LOG_STATE]; //Log 最大容量 string strLogMaxCapacity = configMgr.AppSetting[XML_CONFIG_LOG_MAXCAPACITY]; //Log バッファの最大容量 string strLogBufferNumber = configMgr.AppSetting[XML_CONFIG_LOG_BUFFERNUMBER]; #endif //Log ファイルパス if (string.IsNullOrEmpty(_LogPath)) { _LogPath = UnityEngine.Application.persistentDataPath + "\\" + XML_CONFIG_LOG_DEFAULT_PATH; } //Log 状態(配置モード) if (!string.IsNullOrEmpty(strLogState)) { switch (strLogState) { case XML_CONFIG_LOG_STATE_DEVELOP: _LogState = State.Develop; break; case XML_CONFIG_LOG_STATE_SPEACIAL: _LogState = State.Speacial; break; case XML_CONFIG_LOG_STATE_DEPLOY: _LogState = State.Deploy; break; case XML_CONFIG_LOG_STATE_STOP: _LogState = State.Stop; break; default: _LogState = State.Stop; break; } } else { _LogState = State.Stop; } //Log 最大容量 if (!string.IsNullOrEmpty(strLogMaxCapacity)) { _LogMaxCapacity = Convert.ToInt32(strLogMaxCapacity); } else { _LogMaxCapacity = LOG_DEFAULT_MAX_CACITY_NUMBER; } //Log バッファの最大容量 if (!string.IsNullOrEmpty(strLogBufferNumber)) { _LogBufferMaxNumer = Convert.ToInt32(strLogBufferNumber); } else { _LogBufferMaxNumer = LOG_DEFAULT_MAX_BUFFER_NUMBER; } //ファイルクリエイト if (!File.Exists(_LogPath)) { File.Create(_LogPath); //スレッド閉める Thread.CurrentThread.Abort(); } //LogのデータをLog”キャッシュ”の中に書き込み SyncFileDataToLogArray(); }//Log_end(構造関数)