Assets/Watson/Scripts/Utilities/Config.cs
/// <summary>
/// Invoking this function will start the co-routine to load the configuration. The user should check the 
/// ConfigLoaded property to check when the configuration is actually loaded.
/// </summary>
Invoking this function will start the co-routine to load the configuration. The user should check the
ConfigLoaded property to check when the configuration is actually loaded.
Invoking this function will start the co - routine to load the configuration . The user should check the ConfigLoaded property to check when the configuration is actually loaded .
public void LoadConfig()
        {
#if !UNITY_ANDROID || UNITY_EDITOR
            try
            {
                if (!Directory.Exists(Application.streamingAssetsPath))
                    Directory.CreateDirectory(Application.streamingAssetsPath);
                LoadConfig(System.IO.File.ReadAllText(Application.streamingAssetsPath + Constants.Path.CONFIG_FILE));
            }
            catch (System.IO.FileNotFoundException)
            {
                Log.Error("Config", "Failed to load config file.");
                ConfigLoaded = true;
            }
#else
            Runnable.Run(LoadConfigCR());
#endif
        }
public void LoadConfig ( ) { if ! UNITY_ANDROID || UNITY_EDITOR try { if ( ! Directory . Exists ( Application . streamingAssetsPath ) ) Directory . CreateDirectory ( Application . streamingAssetsPath ) ; LoadConfig ( System . IO . File . ReadAllText ( Application . streamingAssetsPath + Constants . Path . CONFIG_FILE ) ) ; } catch ( System . IO . FileNotFoundException ) { Log . Error ( " " , " " ) ; ConfigLoaded = true ; } else Runnable . Run ( LoadConfigCR ( ) ) ; endif }
Invoking this function will start the co-routine to load the configuration.
Invoking this function will start the co - routine to load the configuration .
// mark as loaded anyway, so we don't keep retrying..