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