using UnityEngine; using System.Collections; using System.IO; namespace LuaFramework { public class Main : MonoBehaviour { void Start() { //直接在unity导出apk测试时设置false //AppConst.SupportSDKMode = false; if(AppConst.SupportSDKMode) BuglyInit.Init(); INIReader.InitConfig(); if (Application.isMobilePlatform) AppConst.DebugMode = false; if (!AppConst.DebugMode) { AppConst.LuaBundleMode = true; AppConst.UpdateMode = true; } Caching.ClearCache(); #if !(UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN) SoundManager.ClearCache(); #endif if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer) gameObject.AddComponent(); AppFacade.Instance.AddManager(ManagerName.Lua); AppFacade.Instance.AddManager(ManagerName.InlineSprite); AppFacade.Instance.AddManager(ManagerName.SDKManager); AppFacade.Instance.AddManager(ManagerName.RecordManager); LuaBinder.Bind(AppFacade.Instance.GetManager(ManagerName.Lua).GetState()); LuaBinderManual.Bind(AppFacade.Instance.GetManager(ManagerName.Lua).GetState()); AppFacade.Instance.StartUp(); #if UNITY_EDITOR var resMgr = AppFacade.Instance.GetManager(ManagerName.Resource); resMgr.LocalResLoader = new ResourceManagerEx(); resMgr.LocalResLoader.Init(resMgr); #endif } } }