//**************************** CSVのロード用 ****************************// /// <summary> /// CSVファイルからロードして初期化 /// </summary> /// <param name="parent">コルーチンをまわすためのMonoBehaviour</param> /// <param name="url">ファイルパス</param> /// <param name="version">シナリオバージョン(-1以下で必ずサーバーからデータを読み直す)</param> /// <returns></returns> public IEnumerator LoadCsvAsync(MonoBehaviour parent, string url, int version) { //起動ファイルの読み込み { AssetFile file = AssetFileManager.GetFileCreateIfMissing(url); if (version < 0) { file.Version = file.CacheVersion + 1; } AssetFileManager.Load(file, this); while (!file.IsLoadEnd) { yield return(0); } SettingData.InitFromCsv(file.Csv, url); file.Unuse(this); } parent.StartCoroutine(ScenarioSetting.LoadCsvAsync(SettingData.ScenarioSettingUrlList)); parent.StartCoroutine(CharacterSetting.LoadCsvAsync(SettingData.CharacterSettingUrlList)); parent.StartCoroutine(TextureSetting.LoadCsvAsync(SettingData.TextureSettingUrlList)); parent.StartCoroutine(SoundSetting.LoadCsvAsync(SettingData.SoundSettingUrlList)); parent.StartCoroutine(DefaultParam.LoadCsvAsync(SettingData.ParamSettingUrlList)); parent.StartCoroutine(LayerSetting.LoadCsvAsync(SettingData.LayerSettingUrlList)); parent.StartCoroutine(SceneGallerySetting.LoadCsvAsync(SettingData.SceneGallerySettingUrlList)); while (!IsLoadEndCsv()) { yield return(0); } }
public void ParseScenarioSettings(List <ScenarioSetting> kgSettings, List <Vertex> rootVertexes) { Dictionary <string, ScenarioSetting> scenarioCache = new Dictionary <string, ScenarioSetting>(); if (kgSettings != null && kgSettings.Count > 0) { foreach (ScenarioSetting setting in kgSettings) { scenarioCache.Add(setting.scenarioName, setting); } } foreach (Vertex vertex in rootVertexes) { if (vertex.nodeType == "ROOT" && vertex.scenarios != null) { foreach (string scenarioName in vertex.scenarios) { if (scenarioCache.ContainsKey(scenarioName)) { scenarioCache[scenarioName].root = vertex; } else { ScenarioSetting defaultSetting = new ScenarioSetting(scenarioName, vertex); scenarioCache.Add(scenarioName, defaultSetting); } } } } NLUStore.GetInstance().SetSceanrioCache(scenarioCache); }
//**************************** CSVのロード用 ****************************// /// <summary> /// CSVファイルからロードして初期化 /// </summary> /// <param name="parent">コルーチンをまわすためのMonoBehaviour</param> /// <param name="url">ファイルパス</param> /// <param name="version">シナリオバージョン(-1以下で必ずサーバーからデータを読み直す)</param> /// <returns></returns> public IEnumerator LoadCsvAsync(MonoBehaviour parent, string url, int version) { //起動ファイルの読み込み { AssetFile file = AssetFileManager.Load(url, version, this); Debug.Log("Boot Scenario Version:" + file.Version); while (!file.IsLoadEnd) { yield return(0); } SettingData.InitFromCsv(file.Csv, url); file.Unuse(this); } importVersion = Version; parent.StartCoroutine(ScenarioSetting.LoadCsvAsync(SettingData.ScenarioSettingUrlList)); parent.StartCoroutine(CharacterSetting.LoadCsvAsync(SettingData.CharacterSettingUrlList)); parent.StartCoroutine(TextureSetting.LoadCsvAsync(SettingData.TextureSettingUrlList)); parent.StartCoroutine(SoundSetting.LoadCsvAsync(SettingData.SoundSettingUrlList)); parent.StartCoroutine(DefaultParam.LoadCsvAsync(SettingData.ParamSettingUrlList)); parent.StartCoroutine(LayerSetting.LoadCsvAsync(SettingData.LayerSettingUrlList)); parent.StartCoroutine(SceneGallerySetting.LoadCsvAsync(SettingData.SceneGallerySettingUrlList)); while (!IsLoadEndCsv()) { yield return(0); } }
/// <summary> /// 起動時の初期化 /// </summary> /// <param name="rootDirResource">ルートディレクトリのリソース</param> public void BootInit(string rootDirResource) { SettingData.BootInit(rootDirResource); LayerSetting.BootInit(SettingData); ScenarioSetting.BootInit(SettingData); CharacterSetting.BootInit(SettingData); TextureSetting.BootInit(SettingData); SoundSetting.BootInit(SettingData); SceneGallerySetting.BootInit(SettingData); }
/// <summary> /// データをクリア /// </summary> public void Clear() { settingData = new AdvBootSetting(); LayerSetting.Clear(); CharacterSetting.Clear(); TextureSetting.Clear(); SoundSetting.Clear(); ScenarioSetting.Clear(); DefaultParam.Clear(); SceneGallerySetting.Clear(); }
/// <summary> /// 起動時の初期化 /// </summary> /// <param name="rootDirResource">ルートディレクトリのリソース</param> public void BootInit(string rootDirResource) { if (importVersion < Version) { Debug.LogError("Version Error! Please Import Scenario Data"); } SettingData.BootInit(rootDirResource); LayerSetting.BootInit(SettingData); CharacterSetting.BootInit(SettingData); TextureSetting.BootInit(SettingData); SoundSetting.BootInit(SettingData); DefaultParam.BootInit(); SceneGallerySetting.BootInit(SettingData); ScenarioSetting.BootInit(SettingData); PageContoroller.Clear(); }
/// <summary> /// 設定データのエクセルシートを読み込む /// </summary> /// <param name="sheetName">シート名</param> /// <param name="grid">シートのStringGridデータ</param> public void ParseFromExcel(string sheetName, StringGrid grid) { importVersion = Version; switch (sheetName) { case SheetNameBoot: SettingData.InitFromStringGrid(grid); break; case SheetNameScenario: ScenarioSetting.InitFromStringGrid(grid); break; case SheetNameCharacter: CharacterSetting.InitFromStringGrid(grid); break; case SheetNameTexture: TextureSetting.InitFromStringGrid(grid); break; case SheetNameSound: SoundSetting.InitFromStringGrid(grid); break; case SheetNameLayer: LayerSetting.InitFromStringGrid(grid); break; case SheetNameParam: DefaultParam.InitFromStringGrid(grid); break; case SheetNameSceneGallery: SceneGallerySetting.InitFromStringGrid(grid); break; default: Debug.LogError(LanguageAdvErrorMsg.LocalizeTextFormat(AdvErrorMsg.NotSettingSheet, sheetName)); break; } }