源战役客户端
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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<LogHandler>();
AppFacade.Instance.AddManager<LuaManager>(ManagerName.Lua);
AppFacade.Instance.AddManager<InlineSpriteManager>(ManagerName.InlineSprite);
AppFacade.Instance.AddManager<SDKManager>(ManagerName.SDKManager);
AppFacade.Instance.AddManager<RecordManager>(ManagerName.RecordManager);
LuaBinder.Bind(AppFacade.Instance.GetManager<LuaManager>(ManagerName.Lua).GetState());
LuaBinderManual.Bind(AppFacade.Instance.GetManager<LuaManager>(ManagerName.Lua).GetState());
AppFacade.Instance.StartUp();
#if UNITY_EDITOR
var resMgr = AppFacade.Instance.GetManager<ResourceManager>(ManagerName.Resource);
resMgr.LocalResLoader = new ResourceManagerEx();
resMgr.LocalResLoader.Init(resMgr);
#endif
}
}
}