} // end instance #region ******** 初始化配置信息 ******** private IconConfig() { skillConfig = new Dictionary<string, ISkillInfo>(); AssetBundle assetbundle = PlatformTool.LoadFromStreamingAssets("config/res_config.unity3d"); string skillJson = assetbundle.LoadAsset<TextAsset>("skill_info_config.json").text; assetbundle.Unload(false); InitSkillConfig(skillJson); } // end IconConfig
} // end SqliteDatabase /// <summary> /// 连接数据库 /// </summary> /// <param name="connectionString"> 数据库名 </param> public void Connect(string connectionString) { string path = PlatformTool.GetSqliteDatabasePath(connectionString); try { dbConnection = new SqliteConnection(path); dbConnection.Open(); } catch (Exception ex) { ConsoleTool.SetConsole(ex.ToString()); } // end try } // end Open
public GameSetting() { currentQuality = "Simple"; path = PlatformTool.GetPersistentDataPath("GameSetting.bin"); GameSetting setting = SerializeTool.GetDataWithPath<GameSetting>(path); if (setting == null) { musicValue = 0.5f; soundValue = 0.5f; return; } // end if musicValue = setting.musicValue; soundValue = setting.soundValue; SetQuality(setting.currentQuality); } // end GameSetting
} // end instance #region ******** 初始化角色配置信息 ******** private CharacterConfigMgr() { characterConfig = new Dictionary <string, ICharacterConfig>(); AssetBundle assetbundle = PlatformTool.LoadFromStreamingAssets("config/res_config.unity3d"); string jsonInfo = assetbundle.LoadAsset <TextAsset>("character_config.json").text; assetbundle.Unload(false); JsonData data = JsonMapper.ToObject(jsonInfo); JsonData list = data["itemlist"]; for (int i = 0; i < list.Count; i++) { characterConfig.Add((string)list[i]["id"], new CharacterConfig(list[i])); } // end for } // end CharacterConfigMgr
} // end instance #region ******** 初始化物品配置信息 ******** private ItemConfig() { itemConfig = new Dictionary <string, Dictionary <string, IItemInfo> >(); AssetBundle assetbundle = PlatformTool.LoadFromStreamingAssets("config/res_config.unity3d"); string stuffJson = assetbundle.LoadAsset <TextAsset>("stuff_res_config.json").text; string equipJson = assetbundle.LoadAsset <TextAsset>("equipment_res_config.json").text; string consumeJson = assetbundle.LoadAsset <TextAsset>("consumable_res_config.json").text; string bluePrintJson = assetbundle.LoadAsset <TextAsset>("blueprint_res_config.json").text; assetbundle.Unload(false); InitStuffConfig(stuffJson); InitEquipConfig(equipJson); InitConsumeConfig(consumeJson); InitBluePrintConfig(bluePrintJson); } // end ItemConfig