private static void Initialize() { if (isInit) { return; } isInit = true; if (string.IsNullOrEmpty(filePath)) { filePath = PathUtils.GetSpecialPath(savePathDir, SpecialPathType.Resources); } AssetData[] res = ResourcesManager.LoadAssetsByName("GlobalGameSettingsIConfig"); string text = ""; if (res.Length > 0) { TextAsset tx = (TextAsset)res[0].asset; text = tx.text; } if (string.IsNullOrEmpty(text)) { return; } storeDataDic = InternalConfigManager.LoadData(text); }
// Use this for initialization private static void Initialize() { if (isInit) { return; } isInit = true; AssetData[] res = ResourcesManager.LoadAssetsByName(LanguagesTypeFileName); string text = ""; if (res.Length > 0) { TextAsset tx = (TextAsset)res[0].asset; text = tx.text; } LanguageTypeNames = JsonUtils.JsonToList <string>(text); string userSelect = GameRuntimeStoreManager.GetValue(GameRuntimeStore_UserSelectLanguage, ""); if (!string.IsNullOrEmpty(userSelect)) { LoadLanguageData(userSelect); return; } bool IsUseSystemLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_IsUseSystemLanguage, true); string PriorityLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_PriorityLanguage, ""); string ChineseLanguagePriorityLanguage = GameSettingStoreManager.GetValue(GameSettingKeyName_ChineseLanguagePriorityLanguage, ""); if (IsUseSystemLanguage) { string sysLan = Application.systemLanguage.ToString(); if (LanguageTypeNames.Contains(sysLan)) { LoadLanguageData(sysLan); return; } else { if (sysLan == SystemLanguage.Chinese.ToString()) { if (LanguageTypeNames.Contains(ChineseLanguagePriorityLanguage)) { LoadLanguageData(ChineseLanguagePriorityLanguage); } else if (LanguageTypeNames.Contains(chineseLangusge[0])) { LoadLanguageData(chineseLangusge[0]); } else if (LanguageTypeNames.Contains(chineseLangusge[1])) { LoadLanguageData(chineseLangusge[1]); } } } } LoadLanguageData(PriorityLanguage); }
public static T LoadUnityAssetByName <T>(string name) where T : UnityEngine.Object { AssetData[] res = ResourcesManager.LoadAssetsByName(name); if (res.Length == 0 || res[0].asset == null) { return(null); } return((T)res[0].asset); }
public static AudioClip GetAudioClip(string name) { AssetData[] red = ResourcesManager.LoadAssetsByName(name); if (red.Length > 0 && red[0].asset != null) { return(red[0].asset as AudioClip); } Debug.LogError("Can not find AudioClip:" + name); return(null); }
private static void LoadLanguageData(string languageName) { currentLanguage = languageName; AssetData[] res = ResourcesManager.LoadAssetsByName(LanguagesTypeFileName); string text = ""; if (res.Length > 0) { TextAsset tx = (TextAsset)res[0].asset; text = tx.text; } languageDataDic = JsonUtils.JsonToDictionary <string, string>(text); }
private static string[][] LoadConfigData(string fileName) { AssetData[] dats = ResourcesManager.LoadAssetsByName(fileName); UnityEngine.Object temp = dats[0].asset; string[][] temp1 = null; if (temp != null) { string data = (temp as TextAsset).text; temp1 = ParseConfigData(data); } else { Debug.LogError("加载配置失败! 文件路径:" + fileName); } return(temp1); }