示例#1
0
文件: ModulesStart.cs 项目: xqy/game
        private static void unZipEnd(LoadData data)
        {
            if(data.fullName == LoadConstant.DB_FILE)
            {
                GameStart.setProgressData(97, "加载进程:");
                DBXMLManager.instance.init((data.assets[0] as TextAsset).text);

                //加载MainUI
                LoadManager.instance.addLoad("mainui.assets", LoadPriority.zero, LoadType.local,
                    null, null, null, null, null, null, unZipEnd);
            }
            else if (data.fullName == "mainui.assets")
            {
                GameStart.setProgressData(99, "加载进程:");
                AssetsManager.instance.setMainUIAssets(data.assets[0] as GameObject);

                //加载模块第一个场景
                LoadManager.instance.addLoad("cell_war_scene.assets", LoadPriority.two, LoadType.local,
                    null, null, null, null, null, null, unZipEnd);
            }
            else if (data.fullName == "cell_war_scene.assets")
            {
                GameStart.setProgressData(100, "加载进程:");

                LevelModel levelModel = MVCCharge.instance.getInstance(typeof(LevelModel) as ICLRType) as LevelModel;
                levelModel.initLevelData();

                Application.LoadLevel("cell_war_scene");
                OpenGateView view = MVCCharge.instance.getInstance(typeof(OpenGateView) as ICLRType) as OpenGateView;
                view.show();
            }
        }
示例#2
0
文件: LoadData.cs 项目: xqy/game
 /// <summary>
 /// 创建一个的LoadData
 /// </summary>
 /// <param name="fullName"></param>
 /// <param name="loadProgressNum"></param>
 /// <param name="error"></param>
 /// <param name="assetBundle"></param>
 /// <param name="unZipProgressNum"></param>
 /// <param name="objects"></param>
 /// <returns></returns>
 public static LoadData getLoadData(string fullName, float loadProgressNum = 0, string error = null,
     AssetBundle assetBundle = null, float unZipProgressNum = 0, Object[] assets = null)
 {
     LoadData data = new LoadData();
     data.fullName = fullName;
     data.loadProgressNum = loadProgressNum;
     data.error = error;
     data.assetBundle = assetBundle;
     data.unZipProgressNum = unZipProgressNum;
     data.assets = assets;
     return data;
 }
示例#3
0
文件: GameManager.cs 项目: xqy/game
 private void unZipStart(LoadData data)
 {
 }
示例#4
0
文件: GameManager.cs 项目: xqy/game
 private void unZipProgress(LoadData data)
 {
 }
示例#5
0
文件: GameManager.cs 项目: xqy/game
 private void unZipEnd(LoadData data)
 {
     if (data.fullName == LoadConstant.MANIFEST_FILE)
     {
         //从网络下载更新资源包到本地
         List<string> list = ManifestManager.instance.getAllFullName;
         for (int i = 0, len = list.Count; i < len; i++)
         {
             BundleLoadManager.instance.addLoad(list[i], LoadPriority.zero, LoadType.web,
                 loadStart, loadProgress, loadEnd, loadFail);
         }
     }
     else if (data.fullName == GameConstant.MODULES + GameConstant.SUFFIX)
     {
         GameStart.setProgressData(95, "加载进程:");
         //加载并解压dll文件包结束
         CLRSharpManager.instance.init(data.assets[0] as TextAsset);
         //开启模块
         startModules();
     }
 }
示例#6
0
文件: GameManager.cs 项目: xqy/game
 private void loadStart(LoadData data)
 {
     if (data.fullName == LoadConstant.MANIFEST_FILE)
     {
         GameStart.setProgressData(0, "加载进程:");
     }
 }
示例#7
0
文件: GameManager.cs 项目: xqy/game
 private void loadProgress(LoadData data)
 {
     if (data.fullName == LoadConstant.MANIFEST_FILE)
     {
         GameStart.setProgressData((int)data.loadProgressNum * 10, "加载进程:");
     }
 }
示例#8
0
文件: GameManager.cs 项目: xqy/game
        private void loadFail(LoadData data)
        {
            if (data.fullName == LoadConstant.MANIFEST_FILE)
            {
                Debug.Log(LoadConstant.MANIFEST_FILE + "网络加载失败,放弃更新!");

                string url = LoadConstant.LOCAL_TITLE + LoadConstant.localFilesPath + "/" + LoadConstant.MANIFEST_FILE;
                ManifestManager.instance.init(url, loadStart, loadProgress, loadEnd, loadFail, unZipStart, unZipProgress, unZipEnd);
            }
        }
示例#9
0
文件: GameManager.cs 项目: xqy/game
 private void loadEnd(LoadData data)
 {
     if (data.fullName != LoadConstant.MANIFEST_FILE)
     {
         if (BundleLoadManager.instance.loadingAndWaitNum == 0)
         {
             GameStart.setProgressData(90, "加载进程:");
             LoadManager.instance.addLoad(GameConstant.MODULES + GameConstant.SUFFIX, LoadPriority.zero,
                 LoadType.local, null, null, null, null, unZipStart, unZipProgress, unZipEnd);
         }
         else
         {
             int totleCount = ManifestManager.instance.getAllFullName.Count;
             int loadingAndWaitNum = BundleLoadManager.instance.loadingAndWaitNum;
             int progress = 10 + 80 * (totleCount - loadingAndWaitNum) / totleCount;
             GameStart.setProgressData(progress, "加载进程:");
         }
     }
     else
     {
         GameStart.setProgressData(10, "加载进程:");
     }
 }
示例#10
0
文件: Window.cs 项目: xqy/game
        private void unZipEnd(LoadData data)
        {
            string viewName = clrType.Name;
            if (data.fullName == viewName.ToLower() + ".assets")
            {
                UIManager.instance.setModel(viewName, false);

                GameObject assetsGO = data.assets[0] as GameObject;
                Assets assets = assetsGO.GetComponent<Assets>();
                if (assets == null)
                {
                    throw new Exception(clrType.FullName + "面板资源包中不存在Assets组件");
                }

                assetsDic = new Dictionary<string, UnityEngine.Object>();
                foreach (UnityEngine.Object obj in assets.assetsList)
                {
                    assetsDic.Add(obj.name, obj);
                }

                GameObject prefab = getAssetsByName(viewName) as GameObject;
                GameObject go = GameObject.Instantiate<GameObject>(prefab);
                go.name = viewName;
                init(go);
            }
        }
示例#11
0
文件: LoadManager.cs 项目: xqy/game
        /// <summary>
        /// 开始解压
        /// </summary>
        /// <param name="loadData"></param>
        private void unZipStart(LoadData loadData)
        {
            LoadInfo loadInfo = loadDic[loadData.fullName];
            loadInfo.request = loadData.assetBundle.LoadAllAssetsAsync();

            unZipList.add(loadData.fullName, loadInfo);
            loadDic.Remove(loadData.fullName);
            EnterFrame.instance.addEnterFrame(enterFrame);

            if (loadInfo.unZipStart != null)
            {
                loadInfo.unZipStart(loadData);
            }
        }
示例#12
0
文件: LoadManager.cs 项目: xqy/game
        /// <summary>
        /// 解压完毕
        /// </summary>
        /// <param name="loadData"></param>
        private void unZipEnd(LoadData loadData)
        {
            LoadInfo loadInfo = unZipList.remove(loadData.fullName);
            Debug.Log(loadInfo.fullName + "解压完成");

            if (unZipList.count == 0)
            {
                EnterFrame.instance.removeEnterFrame(enterFrame);
            }

            if (loadInfo.unZipEnd != null)
            {
                loadInfo.unZipEnd(loadData);
            }
        }
示例#13
0
文件: LoadManager.cs 项目: xqy/game
 /// <summary>
 /// 加载结束
 /// </summary>
 /// <param name="loadData"></param>
 private void loadEnd(LoadData loadData)
 {
     if (loadDic.ContainsKey(loadData.fullName))
     {
         unZipStart(loadData);
     }
 }