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); Dictionary keys = ResourcesComponent.Instance.GetBundleAll(configBundleName); foreach (var kv in keys) { TextAsset v = kv.Value as TextAsset; string key = kv.Key; output[key] = 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"); } } }