mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
[+] 接入ET8服务端
[+] 接入ET8服务端
This commit is contained in:
15
Assets/GameScripts/DotNet/Core/Analyzer/ChildOfAttribute.cs
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15
Assets/GameScripts/DotNet/Core/Analyzer/ChildOfAttribute.cs
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using System;
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namespace ET
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class ChildOfAttribute : Attribute
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{
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public Type type;
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public ChildOfAttribute(Type type = null)
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{
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this.type = type;
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}
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}
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}
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fileFormatVersion: 2
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guid: 9e06bd31e846d9a4abe88d5864a0a4d3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System;
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namespace ET
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{
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/// <summary>
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/// 组件类父级实体类型约束
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/// 父级实体类型唯一的 标记指定父级实体类型[ComponentOf(typeof(parentType)]
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/// 不唯一则标记[ComponentOf]
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/// </summary>
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[AttributeUsage(AttributeTargets.Class)]
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public class ComponentOfAttribute : Attribute
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{
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public Type Type;
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public ComponentOfAttribute(Type type = null)
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{
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this.Type = type;
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}
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}
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}
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fileFormatVersion: 2
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guid: 3e17786fd2fafce4f9d9fbdcdbf5b9fc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,15 @@
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using System;
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namespace ET
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{
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/// <summary>
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/// 当方法或属性内需要访问Entity类的child和component时 使用此标签
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/// 仅供必要时使用 大多数情况推荐通过Entity的子类访问
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/// </summary>
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[AttributeUsage(AttributeTargets.Method|AttributeTargets.Property)]
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public class EnableAccessEntiyChildAttribute : Attribute
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{
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}
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}
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fileFormatVersion: 2
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guid: 5b4d17f76cb73474e94eb82e30be2560
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,6 @@
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namespace ET
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{
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public class EnableClassAttribute: BaseAttribute
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{
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}
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}
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fileFormatVersion: 2
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guid: 41028c857d1434bd78bb45a748e476e8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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using System;
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namespace ET
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{
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/// <summary>
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/// 对于特殊实体类 允许类内部声明方法的标签
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, Inherited = false)]
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public class EnableMethodAttribute : Attribute
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{
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}
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}
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fileFormatVersion: 2
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guid: ce20015df46fb774eaf1cacc7cd9e35b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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26
Assets/GameScripts/DotNet/Core/Analyzer/EntitySystemOf.cs
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26
Assets/GameScripts/DotNet/Core/Analyzer/EntitySystemOf.cs
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using System;
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namespace ET
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class EntitySystemOfAttribute: BaseAttribute
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{
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public Type type;
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public EntitySystemOfAttribute(Type type)
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{
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this.type = type;
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}
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class LSEntitySystemOfAttribute: BaseAttribute
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{
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public Type type;
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public LSEntitySystemOfAttribute(Type type)
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{
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this.type = type;
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}
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}
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}
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fileFormatVersion: 2
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guid: 50901d1f8551c05499583f1a5d362d06
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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16
Assets/GameScripts/DotNet/Core/Analyzer/FriendOfAttribute.cs
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16
Assets/GameScripts/DotNet/Core/Analyzer/FriendOfAttribute.cs
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using System;
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namespace ET
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{
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = true, Inherited = false)]
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public class FriendOfAttribute : Attribute
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{
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public Type Type;
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public FriendOfAttribute(Type type)
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{
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this.Type = type;
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}
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}
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}
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fileFormatVersion: 2
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guid: 516811198a72ec541a5f8f0e40454fa5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,36 @@
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using System;
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namespace ET
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{
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/// <summary>
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/// 静态字段需加此标签
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/// valueToAssign: 初始化时的字段值
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/// assignNewTypeInstance: 从默认构造函数初始化
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/// </summary>
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[AttributeUsage(AttributeTargets.Field)]
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public class StaticFieldAttribute: Attribute
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{
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public readonly object valueToAssign;
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public readonly bool assignNewTypeInstance;
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public StaticFieldAttribute()
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{
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this.valueToAssign = null;
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this.assignNewTypeInstance = false;
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}
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public StaticFieldAttribute(object valueToAssign )
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{
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this.valueToAssign = valueToAssign ;
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this.assignNewTypeInstance = false;
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}
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public StaticFieldAttribute(bool assignNewTypeInstance)
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{
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this.valueToAssign = null;
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this.assignNewTypeInstance = assignNewTypeInstance;
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}
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}
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}
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fileFormatVersion: 2
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guid: f0f1fd366c9df9c439b8e552ac26e607
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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24
Assets/GameScripts/DotNet/Core/Analyzer/UniqueIdAttribute.cs
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24
Assets/GameScripts/DotNet/Core/Analyzer/UniqueIdAttribute.cs
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@@ -0,0 +1,24 @@
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using System;
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namespace ET
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{
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/// <summary>
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/// 唯一Id标签
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/// 使用此标签标记的类 会检测类内部的 const int 字段成员是否唯一
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/// 可以指定唯一Id的最小值 最大值区间
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, Inherited = false)]
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public class UniqueIdAttribute : Attribute
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{
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public int Min;
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public int Max;
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public UniqueIdAttribute(int min = int.MinValue, int max = int.MaxValue)
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{
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this.Min = min;
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this.Max = max;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 62584bd88ecb9ce439aeaaf2f76605f5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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