| using System.Collections;  | 
| using System.Collections.Generic;  | 
| using UnityEngine;  | 
|   | 
| public partial class PriorBundleConfig : ConfigBase<int, PriorBundleConfig>  | 
| {  | 
|     static Dictionary<string, PriorBundleConfig> m_Audios = new Dictionary<string, PriorBundleConfig>();  | 
|     static Dictionary<string, PriorBundleConfig> m_Effects = new Dictionary<string, PriorBundleConfig>();  | 
|     static Dictionary<string, PriorBundleConfig> m_Scenes = new Dictionary<string, PriorBundleConfig>();  | 
|     static Dictionary<string, PriorBundleConfig> m_Mobs = new Dictionary<string, PriorBundleConfig>();  | 
|     static Dictionary<string, PriorBundleConfig> m_Video = new Dictionary<string, PriorBundleConfig>();  | 
|     static Dictionary<string, PriorBundleConfig> m_UI = new Dictionary<string, PriorBundleConfig>();  | 
|     static bool categoryInited = false;  | 
|   | 
|     static void Init()  | 
|     {  | 
|         var values = PriorBundleConfig.GetValues();  | 
|   | 
|         foreach (var value in values)  | 
|         {  | 
|             switch (value.AssetType)  | 
|             {  | 
|                 case 1:  | 
|                     m_Scenes[value.AssetABName.ToLower()] = value;  | 
|                     break;  | 
|                 case 2:  | 
|                     m_Mobs[value.AssetABName.ToLower()] = value;  | 
|                     break;  | 
|                 case 3:  | 
|                     m_Audios[value.AssetABName.ToLower()] = value;  | 
|                     break;  | 
|                 case 4:  | 
|                     m_Effects[value.AssetABName.ToLower()] = value;  | 
|                     break;  | 
|                 case 5:  | 
|                     m_Video[value.AssetABName.ToLower()] = value;  | 
|                     break;  | 
|                 case 6:  | 
|                     m_UI[value.AssetABName.ToLower()] = value;  | 
|                     break;  | 
|             }  | 
|         }  | 
|   | 
|         categoryInited = true;  | 
|     }  | 
|   | 
|     //资源的优先级,<=1 为前置资源  | 
|     public static int GetAssetPrior(AssetVersion.AssetCategory category, string fileName)  | 
|     {  | 
|         if (!categoryInited)  | 
|         {  | 
|             Init();  | 
|         }  | 
|         fileName = fileName.ToLower();  | 
|         switch (category)  | 
|         {  | 
|             case AssetVersion.AssetCategory.Scene:  | 
|                 if (fileName == "Map139_Zxt".ToLower())  | 
|                     return 0;  | 
|                 return m_Scenes.ContainsKey(fileName) ? m_Scenes[fileName].Prior : 100;  | 
|             case AssetVersion.AssetCategory.Mob:  | 
|                 return m_Mobs.ContainsKey(fileName) ? m_Mobs[fileName].Prior : 101;  | 
|             case AssetVersion.AssetCategory.Effect:  | 
|                 return m_Effects.ContainsKey(fileName) ? m_Effects[fileName].Prior : 102;  | 
|             case AssetVersion.AssetCategory.Audio:  | 
|                 return m_Audios.ContainsKey(fileName) ? m_Audios[fileName].Prior : 103;  | 
|             case AssetVersion.AssetCategory.Video:  | 
|                 return m_Video.ContainsKey(fileName) ? m_Video[fileName].Prior : 104;  | 
| //             case AssetVersion.AssetCategory.UI:  | 
| //                 {  | 
|   | 
| // #if UNITY_EDITOR  | 
| //                     if (m_UI.ContainsKey(fileName))  | 
| //                     {  | 
| //                         //有配置的优先级为1的 也不包含在包内  | 
| //                         if (Launch.GetLaunchStage() != 0)  | 
| //                         {  | 
| //                             return m_UI[fileName].Prior;  | 
| //                         }  | 
| //                         else  | 
| //                         {   | 
| //                             return 2;  | 
| //                         }  | 
| //                     }  | 
| //                     return 0;  | 
| // #else  | 
| //                     return 0;  | 
|                     //return m_UI.ContainsKey(fileName) ? m_UI[fileName].Prior : 0;  | 
| // #endif  | 
|   | 
|                 // }  | 
|             default:  | 
|                 return 0;  | 
|         }  | 
|     }  | 
|   | 
|     //获取资源归属的地图id  | 
|     public static int GetAssetBelongToMap(AssetVersion.AssetCategory category, string fileName)  | 
|     {  | 
|         if (!categoryInited)  | 
|         {  | 
|             Init();  | 
|         }  | 
|   | 
|         fileName = fileName.ToLower();  | 
|         switch (category)  | 
|         {  | 
|             case AssetVersion.AssetCategory.Scene:  | 
|                 return m_Scenes.ContainsKey(fileName) ? m_Scenes[fileName].mapId : 0;  | 
|             case AssetVersion.AssetCategory.Mob:  | 
|                 return m_Mobs.ContainsKey(fileName) ? m_Mobs[fileName].mapId : 0;  | 
|             case AssetVersion.AssetCategory.Effect:  | 
|                 return m_Effects.ContainsKey(fileName) ? m_Effects[fileName].mapId : 0;  | 
|             case AssetVersion.AssetCategory.Audio:  | 
|                 return m_Audios.ContainsKey(fileName) ? m_Audios[fileName].mapId : 0;  | 
|             default:  | 
|                 return 0;  | 
|         }  | 
|     }  | 
|   | 
|   | 
| } |