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本帖最后由 羊驼骑士 于 2013-8-12 08:35 编辑
<?xml version="1.0" encoding="us-ascii"?>
<Preload>
<Asset path="DSicon.tga" Type="Image"/>
<Asset path="Assets\Textures\icon-mineral.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-ability-terran-bombardmentstrike-color.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-building-terran-commandcenter.dds" Type="Image"/>
<Asset path="Assets\Textures\glow_yellow1.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-techupgrade-terran-defensivematrix.dds" Type="Image"/>
<Asset path="Assets\Textures\ui_tip_questionmark.dds" Type="Image"/>
<Asset path="Assets\Textures\tj_startwinkle_purple.lvl0" Type="Image"/>
<Asset path="Assets\Textures\btn-building-terran-bunker.dds" Type="Image"/>
<Asset path="Assets\Textures\icon-time-zerg.dds" Type="Image"/>
<Asset path="Assets\Textures\ui-editoricon-triggercategories_unitgroup.dds" Type="Image"/>
<Asset path="Assets\Textures\star1_yellow.lvl0" Type="Image"/>
<Asset path="Assets\Textures\glow_purple1.dds" Type="Image"/>
<Asset path="Assets\Textures\tj_startwinkle_purple.dds" Type="Image"/>
<Asset path="Assets\Textures\star1_yellow.dds" Type="Image"/>
<Asset path="Assets\Textures\ui_ingame_help_techtree_questionmark.dds" Type="Image"/>
<Asset path="Assets\Textures\btn-unit-terran-marine.dds" Type="Image"/>
<Actor id="SYSTEM_ActorConfig"/>
<Actor id="BlinkStopSound"/>
<Actor id="ZerusChrysalisEggBase"/>
<Actor id="HallucinationBirth"/>
<Actor id="BlinkStopModel"/>
<Behavior id="VoodooShield"/>
<Behavior id="SJHyperionShield"/>
<Behavior id="StaticTimeBombB2"/>
<Effect id="FungalGrowthSearch"/>
<Effect id="NukePersistent"/>
<Effect id="NukeDetonate"/>
<Light id="DefaultLight"/>
<Light id="Zerus"/>
<Light id="ZhakulDas"/>
<Light id="TerranSpecial"/>
<Light id="Redstone"/>
<Sound id="UI_TerranMissionFailed"/>
<Sound id="Shuttle_Load" Variations="0"/>
<Sound id="Ghost_NukeExplode"/>
<Sound id="Silent"/>
<Sound id="NullCircuit_Explode"/>
<Sound id="Ultralisk_Roar"/>
<Sound id="Protoss_PowerDownLarge"/>
<Sound id="Probe_Ready" Variations="0"/>
<Sound id="UI_GenericError" Variations="0"/>
<Sound id="Uni_RockExplosionLarge" Variations="0"/>
<Terrain id="Zerus"/>
<Unit id="Goliath"/>
<Unit id="Sentry"/>
<Unit id="Archon"/>
<Unit id="Battlecruiser"/>
<Unit id="Predator"/>
<Unit id="Oracle"/>
<Unit id="Banshee"/>
<Unit id="HybridReaver"/>
<Unit id="RoachBurrowed"/>
<Unit id="Raven"/>
<Unit id="ScienceVessel"/>
<Unit id="Mutalisk"/>
<Unit id="HighTemplar"/>
<Unit id="Scourge"/>
<Unit id="Leviathan"/>
<Unit id="Roach2"/>
<Unit id="WarpPrismPhasing"/>
<Unit id="SpacePlatformGeyser"/>
<Unit id="Reaper2"/>
<Unit id="Hellion"/>
<Unit id="Baneling"/>
<Unit id="Zealot"/>
<Unit id="Marine"/>
<Unit id="Phoenix"/>
<Unit id="VespeneGeyser"/>
<Unit id="InfestorBurrowed"/>
<Unit id="SiegeTank"/>
<Unit id="Scout"/>
<Unit id="Carrier"/>
<Unit id="Firebat"/>
<Unit id="Stalker"/>
<Unit id="WidowMine"/>
<Unit id="Observer"/>
<Unit id="Queen"/>
<Unit id="VoidRay2"/>
<Unit id="CommandCenter2" Variations="0"/>
<Unit id="Beacon_Protoss"/>
<Unit id="SwarmHostMP"/>
<Unit id="Zealot2"/>
<Unit id="Corruptor"/>
<Unit id="Vulture"/>
<Unit id="Zealot3"/>
<Unit id="Hydralisk"/>
<Unit id="HunterKiller"/>
<Unit id="Thor3"/>
<Unit id="Tassadar2"/>
<Unit id="BroodlingEscort"/>
<Unit id="Diamondback"/>
<Unit id="Blimp"/>
<Unit id="Impaler"/>
<Unit id="Ghost"/>
<Unit id="StaticTimeBomb"/>
<Unit id="VoidRay"/>
<Unit id="Tempest"/>
<Unit id="PhotonCannon2"/>
<Unit id="DestructibleRock2x6Vertical"/>
<Unit id="Medivac"/>
<Unit id="DarkTemplar"/>
<Unit id="BroodLord"/>
<Unit id="WarpPrism2"/>
<Unit id="PhotonCannon4"/>
<Unit id="MothershipCore2"/>
<Unit id="VikingAssault"/>
<Unit id="WarHound"/>
<Unit id="InfestedAbomination"/>
<Unit id="CreepTumor"/>
<Unit id="Brutalisk"/>
<Unit id="Colossus"/>
<Unit id="HotSRaptor"/>
<Unit id="HotSSwarmling"/>
<Unit id="Mothership"/>
<Unit id="Thor"/>
<Unit id="Overseer"/>
<Unit id="Viper"/>
<Unit id="Marauder"/>
<Unit id="Immortal"/>
<Unit id="Zergling22"/>
<Unit id="Scoutspeed"/>
<Unit id="Ultralisk"/>
<Unit id="Nexus2"/>
<Unit id="DarkStalker"/>
<Unit id="Medic"/>
<Unit id="Wraith"/>
<Unit id="Lurker"/>
<Unit id="Immortal2"/>
<Unit id="VikingFighter"/>
<Unit id="Reaper"/>
<Unit id="SS_SwarmGuardian"/>
</Preload>
这是我制作地图后的加载文件,可以看到,挺大,所以加载挺慢。
我的地图有6M,但你相信这也是一个有着6M,有着大量自定义数据的地图的Preload吗:
<?xml version="1.0" encoding="us-ascii"?>
<Preload>
<Actor id="RockWaterfall" Variations="0,2,5,6"/>
<Actor id="XilTree" Variations="6"/>
<Actor id="SYSTEM_ActorConfig"/>
<Actor id="TempleBridgeBroken"/>
<Actor id="Fish"/>
<Actor id="ZhakulDasTree" Variations="0,1,2,3,4,5,6,7"/>
<Actor id="BelShirTree" Variations="0,1,2,3,4,5,6,7"/>
<Actor id="MarSaraTreeDead" Variations="0,1,3,5"/>
<Actor id="AiurTempleBuildings" Variations="5"/>
<Terrain id="MarSara"/>
<Unit id="WarpPrismPhasing"/>
<Unit id="SpacePlatformGeyser"/>
<Unit id="VespeneGeyser"/>
<Unit id="CommandCenter2" Variations="0"/>
<Unit id="Beacon_Protoss"/>
<Unit id="PhotonCannon2"/>
<Unit id="DestructibleRock2x6Vertical"/>
<Unit id="PhotonCannon4"/>
<Unit id="Nexus2"/>
</Preload>
而且实际加载也不会出任何的差错。
什么意思呢?
不知道对不对,我的猜测是这个Preload文件越小,加载就越快
那就是谈到“如何能同时保证足够自定义数据的情况下还能避免这个Preload文件过大”了。
大家认为呢?
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