/// <summary>
        /// - Create a factory instance. (typically only one global factory instance is required)
        /// </summary>
        /// <version>DragonBones 3.0</version>
        /// <language>en_US</language>

        /// <summary>
        /// - 创建一个工厂实例。 (通常只需要一个全局工厂实例)
        /// </summary>
        /// <version>DragonBones 3.0</version>
        /// <language>zh_CN</language>
        public BaseFactory(DataParser dataParser = null)
        {
            if (BaseFactory._objectParser == null)
            {
                BaseFactory._objectParser = new ObjectDataParser();
            }

            if (BaseFactory._binaryParser == null)
            {
                BaseFactory._binaryParser = new BinaryDataParser();
            }

            this._dataParser = dataParser != null ? dataParser : BaseFactory._objectParser;
        }
示例#2
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        public static UnityDragonBonesData CreateUnityDragonBonesData(TextAsset dragonBonesAsset, UnityDragonBonesData.TextureAtlas[] textureAtlas)
        {
            if (dragonBonesAsset != null)
            {
                bool   isDirty = false;
                string path    = AssetDatabase.GetAssetPath(dragonBonesAsset);
                path = path.Substring(0, path.Length - 5);
                int index = path.LastIndexOf("_ske");
                if (index > 0)
                {
                    path = path.Substring(0, index);
                }
                //
                string dataPath = path + "_Data.asset";

                var jsonObject = (Dictionary <string, object>)MiniJSON.Json.Deserialize(dragonBonesAsset.text);
                if (dragonBonesAsset.text == "DBDT")
                {
                    int headerLength = 0;
                    jsonObject = BinaryDataParser.DeserializeBinaryJsonData(dragonBonesAsset.bytes, out headerLength);
                }
                else
                {
                    jsonObject = MiniJSON.Json.Deserialize(dragonBonesAsset.text) as Dictionary <string, object>;
                }

                var dataName = jsonObject.ContainsKey("name") ? jsonObject["name"] as string : "";

                //先从缓存里面取
                UnityDragonBonesData data = UnityFactory.factory.GetCacheUnityDragonBonesData(dataName);

                //缓存中没有,从资源里面取
                if (data == null)
                {
                    data = AssetDatabase.LoadAssetAtPath <UnityDragonBonesData>(dataPath);
                }

                //资源里面也没有,那么重新创建
                if (data == null)
                {
                    data          = UnityDragonBonesData.CreateInstance <UnityDragonBonesData>();
                    data.dataName = dataName;
                    AssetDatabase.CreateAsset(data, dataPath);
                    isDirty = true;
                }

                //
                if (string.IsNullOrEmpty(data.dataName) || !data.dataName.Equals(dataName))
                {
                    //走到这里,说明原先已经创建了,之后手动改了名字,既然又走了创建流程,那么名字也重置下
                    data.dataName = dataName;
                    isDirty       = true;
                }

                if (data.dragonBonesJSON != dragonBonesAsset)
                {
                    data.dragonBonesJSON = dragonBonesAsset;
                    isDirty = true;
                }

                if (textureAtlas != null && textureAtlas.Length > 0 && textureAtlas[0] != null && textureAtlas[0].texture != null)
                {
                    if (data.textureAtlas == null || data.textureAtlas.Length != textureAtlas.Length)
                    {
                        isDirty = true;
                    }
                    else
                    {
                        for (int i = 0; i < textureAtlas.Length; ++i)
                        {
                            if (textureAtlas[i].material != data.textureAtlas[i].material ||
                                textureAtlas[i].uiMaterial != data.textureAtlas[i].uiMaterial ||
                                textureAtlas[i].texture != data.textureAtlas[i].texture ||
                                textureAtlas[i].textureAtlasJSON != data.textureAtlas[i].textureAtlasJSON
                                )
                            {
                                isDirty = true;
                                break;
                            }
                        }
                    }
                    data.textureAtlas = textureAtlas;
                }

                if (isDirty)
                {
                    AssetDatabase.Refresh();
                    EditorUtility.SetDirty(data);
                }

                //
                UnityFactory.factory.AddCacheUnityDragonBonesData(data);

                AssetDatabase.SaveAssets();
                return(data);
            }
            return(null);
        }