using System; using System.Collections.Generic; using UnityEngine; namespace ET.Client { [Callback(CallbackType.GetAllConfigBytes)] public class GetAllConfigBytes: IAction> { public void Handle(ConfigComponent configComponent, Dictionary output) { using (Game.Scene.AddComponent()) { const string configBundleName = "config.unity3d"; ResourcesComponent.Instance.LoadBundle(configBundleName); HashSet configTypes = Game.EventSystem.GetTypes(typeof (ConfigAttribute)); foreach (Type configType in configTypes) { TextAsset v = ResourcesComponent.Instance.GetAsset(configBundleName, configType.Name) as TextAsset; output[configType.Name] = v.bytes; } } } } [Callback(CallbackType.GetOneConfigBytes)] public class GetOneConfigBytes: IFunc { public byte[] Handle(string configName) { //TextAsset v = ResourcesComponent.Instance.GetAsset("config.unity3d", configName) as TextAsset; //return v.bytes; throw new NotImplementedException("client cant use LoadOneConfig"); } } }