GlobalGenerator完成初始化后交给GameManager
Util类 取得数据的存放目录
/// 取得数据存放目录,资源下载到本地的目录
public static string DataPath {
get
{
//获取游戏的名称,SimpleFramework
string game = AppConst.AppName.ToLower();
if (Application.isMobilePlatform) {
return Application.persistentDataPath + "/" + game + "/";
}
if (AppConst.DebugMode) {
return Application.dataPath + "/" + AppConst.AssetDirname + "/";
}
return "c:/" + game + "/";
}
}
GameManager类:
首次,从服务端下载资源,然后
public class GameManager : LuaBehaviour
{
//加载lua脚本的
public LuaScriptMgr uluaMgr;
private List<string> downloadFiles = new List<string>();
/// <summary>
/// 初始化游戏管理器
/// </summary>
void Awake() {
Init();
}
/// <summary>
/// 初始化
/// </summary>
void Init() {
DontDestroyOnLoad(gameObject); //防止销毁自己
CheckExtractResource(); //释放资源
//屏幕不休眠
Screen.sleepTimeout = SleepTimeout.NeverSleep;
//设置帧率
Application.targetFrameRate = AppConst.GameFrameRate;
}
/// <summary>
/// 释放资源
/// </summary>
public void CheckExtractResource()
{
//检测目录,检测lua文件夹,检测files.txt基本配置文件
bool isExists = Directory.Exists(Util.DataPath) &&
Directory.Exists(Util.DataPath + "lua/") && File.Exists(Util.DataPath + "files.txt");
//有这些文件,或者是内部测试
if (isExists || AppConst.DebugMode)
{
//进行差异化更新
StartCoroutine(OnUpdateResource());
return; //文件已经解压过了,自己可添加检查文件列表逻辑
}
//首次进入游戏
StartCoroutine(OnExtractResource());
}
IEnumerator OnExtractResource()
{
//资源下载存放目录
//游戏包内的资源下载到存放目录,用这个目录与服务端的资源进行比对
//Application.persistentDataPath
string dataPath = Util.DataPath;
//游戏包资源目录,应用程序内容路径
string resPath = Util.AppContentPath();
if (Directory.Exists(dataPath)) Directory.Delete(dataPath, true);
Directory.CreateDirectory(dataPath);
string infile = resPath + "files.txt";
string outfile = dataPath + "files.txt";
if (File.Exists(outfile)) File.Delete(outfile);
string message = "正在解包文件:>files.txt";
Debug.Log(infile);
Debug.Log(outfile);
if (Application.platform == RuntimePlatform.Android)
{
WWW www = new WWW(infile);
yield return www;
if (www.isDone)
{
File.WriteAllBytes(outfile, www.bytes);
}
yield return 0;
}
else File.Copy(infile, outfile, true);
yield return new WaitForEndOfFrame();
//释放所有文件到数据目录
string[] files = File.ReadAllLines(outfile);
foreach (var file in files) {
string[] fs = file.Split('|');
infile = resPath + fs[0]; //
outfile = dataPath + fs[0];
message = "正在解包文件:>" + fs[0];
Debug.Log("正在解包文件:>" + infile);
facade.SendNotification(NotiConst.UPDATE_MESSAGE, message);
string dir = Path.GetDirectoryName(outfile);
if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
if (Application.platform == RuntimePlatform.Android)
{
WWW www = new WWW(infile);
yield return www;
if (www.isDone)
{
File.WriteAllBytes(outfile, www.bytes);
}
yield return 0;
}
else
{
if (File.Exists(outfile)) {
File.Delete(outfile);
}
File.Copy(infile, outfile, true);
}
yield return new WaitForEndOfFrame();
}
message = "解包完成!!!";
facade.SendNotification(NotiConst.UPDATE_MESSAGE, message);
yield return new WaitForSeconds(0.1f);
message = string.Empty;
//释放完成,开始启动更新资源
StartCoroutine(OnUpdateResource());
}
// 启动更新下载,这里只是个思路演示,此处可启动线程下载更新
//从服务端下载fest与客户端的对比,差异化更新
IEnumerator OnUpdateResource()
{
//默认关闭,开启后会与服务端对比
if (!AppConst.UpdateMode)
{
//对游戏初始化
OnResourceInited();
yield break;
}
string dataPath = Util.DataPath; //数据目录
string url = AppConst.WebUrl;
string message = string.Empty;
string random = DateTime.Now.ToString("yyyymmddhhmmss");
string listUrl = url + "files.txt?v=" + random;
Debug.LogWarning("LoadUpdate---->>>" + listUrl);
WWW www = new WWW(listUrl); yield return www;
if (www.error != null)
{
OnUpdateFailed(string.Empty);
yield break;
}
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
File.WriteAllBytes(dataPath + "files.txt", www.bytes);
string filesText = www.text;
string[] files = filesText.Split('\n');
for (int i = 0; i < files.Length; i++) {
if (string.IsNullOrEmpty(files[i])) continue;
string[] keyValue = files[i].Split('|');
string f = keyValue[0];
string localfile = (dataPath + f).Trim();
string path = Path.GetDirectoryName(localfile);
if (!Directory.Exists(path)) {
Directory.CreateDirectory(path);
}
string fileUrl = url + f + "?v=" + random;
bool canUpdate = !File.Exists(localfile);
if (!canUpdate)
{
string remoteMd5 = keyValue[1].Trim();
string localMd5 = Util.md5file(localfile);
canUpdate = !remoteMd5.Equals(localMd5);
if (canUpdate) File.Delete(localfile);
}
if (canUpdate)
{ //本地缺少文件
Debug.Log(fileUrl);
message = "downloading>>" + fileUrl;
facade.SendNotification(NotiConst.UPDATE_MESSAGE, message);
BeginDownload(fileUrl, localfile);
while (!(IsDownOK(localfile))) { yield return new WaitForEndOfFrame(); }
}
}
yield return new WaitForEndOfFrame();
message = "更新完成!!";
facade.SendNotification(NotiConst.UPDATE_MESSAGE, message);
//对游戏初始化
OnResourceInited();
}
void OnUpdateFailed(string file) {
string message = "更新失败!>" + file;
facade.SendNotification(NotiConst.UPDATE_MESSAGE, message);
}
/// <summary>
/// 是否下载完成
/// </summary>
bool IsDownOK(string file) {
return downloadFiles.Contains(file);
}
/// <summary>
/// 线程下载
/// </summary>
void BeginDownload(string url, string file) { //线程下载
object[] param = new object[2] { url, file };
ThreadEvent ev = new ThreadEvent();
ev.Key = NotiConst.UPDATE_DOWNLOAD;
ev.evParams.AddRange(param);
ThreadManager.AddEvent(ev, OnThreadCompleted); //线程下载
}
/// <summary>
/// 线程完成
/// </summary>
/// <param name="data"></param>
void OnThreadCompleted(NotiData data)
{
switch (data.evName) {
case NotiConst.UPDATE_EXTRACT: //解压一个完成
//
break;
case NotiConst.UPDATE_DOWNLOAD: //下载一个完成
downloadFiles.Add(data.evParam.ToString());
break;
}
}
/// <summary>
/// 对游戏进行初始化
/// </summary>
public void OnResourceInited()
{
LuaManager.Start();
//加载网络
LuaManager.DoFile("Logic/Network");
//加载游戏
LuaManager.DoFile("Logic/GameManager");
initialize = true;
NetManager.OnInit(); //初始化网络
object[] panels = CallMethod("LuaScriptPanel");
//---------------------Lua面板---------------------------
foreach (object o in panels)
{
string name = o.ToString().Trim();
if (string.IsNullOrEmpty(name)) continue;
name += "Panel"; //添加
LuaManager.DoFile("View/" + name);
Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
}
//------------------------------------------------------------
CallMethod("OnInitOK"); //初始化完成
}
void Update() {
if (LuaManager != null && initialize) {
LuaManager.Update();
}
}
void LateUpdate() {
if (LuaManager != null && initialize) {
LuaManager.LateUpate();
}
}
void FixedUpdate() {
if (LuaManager != null && initialize) {
LuaManager.FixedUpdate();
}
}
/// <summary>
/// 析构函数
/// </summary>
void OnDestroy()
{
if (NetManager != null) {
NetManager.Unload();
}
if (LuaManager != null) {
LuaManager.Destroy();
LuaManager = null;
}
Debug.Log("~GameManager was destroyed");
}
}
LuaManager.DoFile("Logic/Network");
LuaScriptMgr类