源战役客户端
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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.IO;
  4. namespace LuaFramework {
  5. public class Main : MonoBehaviour {
  6. void Start() {
  7. //直接在unity导出apk测试时设置false
  8. //AppConst.SupportSDKMode = false;
  9. if(AppConst.SupportSDKMode)
  10. BuglyInit.Init();
  11. INIReader.InitConfig();
  12. if (Application.isMobilePlatform)
  13. AppConst.DebugMode = false;
  14. if (!AppConst.DebugMode)
  15. {
  16. AppConst.LuaBundleMode = true;
  17. AppConst.UpdateMode = true;
  18. }
  19. Caching.ClearCache();
  20. #if !(UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN)
  21. SoundManager.ClearCache();
  22. #endif
  23. if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer)
  24. gameObject.AddComponent<LogHandler>();
  25. AppFacade.Instance.AddManager<LuaManager>(ManagerName.Lua);
  26. AppFacade.Instance.AddManager<InlineSpriteManager>(ManagerName.InlineSprite);
  27. AppFacade.Instance.AddManager<SDKManager>(ManagerName.SDKManager);
  28. AppFacade.Instance.AddManager<RecordManager>(ManagerName.RecordManager);
  29. LuaBinder.Bind(AppFacade.Instance.GetManager<LuaManager>(ManagerName.Lua).GetState());
  30. LuaBinderManual.Bind(AppFacade.Instance.GetManager<LuaManager>(ManagerName.Lua).GetState());
  31. AppFacade.Instance.StartUp();
  32. #if UNITY_EDITOR
  33. var resMgr = AppFacade.Instance.GetManager<ResourceManager>(ManagerName.Resource);
  34. resMgr.LocalResLoader = new ResourceManagerEx();
  35. resMgr.LocalResLoader.Init(resMgr);
  36. #endif
  37. }
  38. }
  39. }