mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
Update FrameworkGlobalSettings.cs
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@@ -1,6 +1,11 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using Sirenix.OdinInspector;
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using UnityEditor;
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#endif
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/// <summary>
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/// APP更新类型。
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@@ -8,10 +13,12 @@ using UnityEngine;
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public enum UpdateType
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{
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None = 0,
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//资源更新
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ResourceUpdate = 1,
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//底包更新
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PackageUpdate = 2,
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PackageUpdate = 2,
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}
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/// <summary>
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@@ -20,8 +27,8 @@ public enum UpdateType
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public enum UpdateStyle
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{
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None = 0,
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Force = 1, //强制(不更新无法进入游戏。)
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Optional = 2, //非强制(不更新可以进入游戏。)
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Force = 1, //强制(不更新无法进入游戏。)
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Optional = 2, //非强制(不更新可以进入游戏。)
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}
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/// <summary>
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@@ -30,10 +37,10 @@ public enum UpdateStyle
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public enum UpdateNotice
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{
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None = 0,
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Notice = 1, //提示
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NoNotice = 2, //非提示
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Notice = 1, //提示
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NoNotice = 2, //非提示
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}
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public enum GameStatus
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{
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First = 0,
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@@ -48,13 +55,13 @@ public class UpdateData
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/// <summary>
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/// 是否底包更新。
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/// </summary>
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public UpdateType UpdateType;
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public UpdateType UpdateType;
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/// <summary>
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/// 是否强制更新。
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/// </summary>
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public UpdateStyle UpdateStyle;
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/// <summary>
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/// 是否提示。
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/// </summary>
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@@ -157,7 +164,7 @@ public class FrameworkGlobalSettings
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{
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get { return m_AppStage; }
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}
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// // 资源更新类型
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// public UpdateType UpdateType = UpdateType.PackageUpdate;
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//
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@@ -186,20 +193,19 @@ public class FrameworkGlobalSettings
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get { return m_AtlasFolder; }
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}
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[Header("Hotfix")] [SerializeField]
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private string m_ResourceVersionFileName = "ResourceVersion.txt";
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[Header("Hotfix")] [SerializeField] private string m_ResourceVersionFileName = "ResourceVersion.txt";
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public string HostServerURL = "http://127.0.0.1:8081";
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public string FallbackHostServerURL = "http://127.0.0.1:8081";
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public string ResourceVersionFileName
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{
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get { return m_ResourceVersionFileName; }
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}
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public bool EnableUpdateData = false;
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public string WindowsUpdateDataUrl = "http://127.0.0.1";
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public string MacOSUpdateDataUrl = "http://127.0.0.1";
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public string IOSUpdateDataUrl = "http://127.0.0.1";
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@@ -232,4 +238,76 @@ public class FrameworkGlobalSettings
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{
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get { return m_ConfigFolderName; }
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}
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}
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[LabelText("代码生成脚本命名空间")]
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[SerializeField] private string @namespace = "GameLogic";
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public string NameSpace => @namespace;
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[SerializeField] [LabelText("代码生成脚本名映射")]
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private List<ScriptGenerateRuler> scriptGenerateRule = new List<ScriptGenerateRuler>()
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{
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new("m_go", "GameObject"),
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new("m_item", "GameObject"),
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new("m_tf", "Transform"),
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new("m_rect", "RectTransform"),
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#if ENABLE_TEXTMESHPRO
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{"m_textPro","TextMeshProUGUI"},
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#else
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new("m_text", "Text"),
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#endif
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new("m_richText", "RichTextItem"),
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new("m_btn", "Button"),
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new("m_img", "Image"),
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new("m_rimg", "RawImage"),
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new("m_scrollBar", "Scrollbar"),
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new("m_scroll", "ScrollRect"),
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new("m_input", "InputField"),
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new("m_grid", "GridLayoutGroup"),
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new("m_hlay", "HorizontalLayoutGroup"),
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new("m_vlay", "VerticalLayoutGroup"),
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new("m_red", "RedNoteBehaviour"),
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new("m_slider", "Slider"),
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new("m_group", "ToggleGroup"),
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new("m_curve", "AnimationCurve"),
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new("m_canvasGroup", "CanvasGroup"),
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#if ENABLE_TEXTMESHPRO
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new("m_tmp","TextMeshProUGUI"),
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#endif
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};
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public List<ScriptGenerateRuler> ScriptGenerateRule => scriptGenerateRule;
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}
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[Serializable]
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public class ScriptGenerateRuler
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{
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public string uiElementRegex;
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public string componentName;
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public ScriptGenerateRuler(string uiElementRegex, string componentName)
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{
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this.uiElementRegex = uiElementRegex;
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this.componentName = componentName;
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}
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}
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#if UNITY_EDITOR
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[CustomPropertyDrawer(typeof(ScriptGenerateRuler))]
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public class ScriptGenerateRulerDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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EditorGUI.BeginProperty(position, label, property);
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position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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var uiElementRegexRect = new Rect(position.x, position.y, 120, position.height);
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var componentNameRect = new Rect(position.x + 125, position.y, 150, position.height);
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EditorGUI.PropertyField(uiElementRegexRect, property.FindPropertyRelative("uiElementRegex"), GUIContent.none);
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EditorGUI.PropertyField(componentNameRect, property.FindPropertyRelative("componentName"), GUIContent.none);
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EditorGUI.indentLevel = indent;
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EditorGUI.EndProperty();
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}
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}
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#endif
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