mirror of
https://github.com/Alex-Rachel/TEngine.git
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编码格式to utf-8
编码格式to utf-8
This commit is contained in:
@@ -384,9 +384,9 @@ namespace LitJson
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}
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}
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[CLSCompliant(false)]
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[CLSCompliant(false)]
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#pragma warning disable CS3021 // <EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD> CLSCompliant <EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͻ<EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ CLSCompliant <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#pragma warning disable CS3021 // 由于程序集没有 CLSCompliant 特性,因此类型或成员不需要 CLSCompliant 特性
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public void Write (ulong number)
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public void Write (ulong number)
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#pragma warning restore CS3021 // <EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD> CLSCompliant <EFBFBD><EFBFBD><EFBFBD>ԣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͻ<EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ CLSCompliant <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#pragma warning restore CS3021 // 由于程序集没有 CLSCompliant 特性,因此类型或成员不需要 CLSCompliant 特性
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{
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{
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DoValidation (Condition.Value);
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DoValidation (Condition.Value);
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PutNewline ();
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PutNewline ();
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@@ -1,27 +1,20 @@
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using System.Collections;
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using System.Collections.Generic;
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using TEngine.Runtime;
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using UnityEngine;
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using UnityEngine;
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namespace TEngine.Runtime
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namespace TEngine.Runtime
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{
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{
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/// <summary>
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/// <summary>
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/// <EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// 资源组件。
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/// </summary>
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/// </summary>
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[DisallowMultipleComponent]
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[DisallowMultipleComponent]
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[AddComponentMenu("TEngine/Resource")]
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[AddComponentMenu("TEngine/Resource")]
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public class ResourceComponent : UnitySingleton<ResourceComponent>
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public class ResourceComponent : UnitySingleton<ResourceComponent>
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{
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{
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[SerializeField]
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[SerializeField] public ResourceMode ResourceMode = ResourceMode.Package;
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public ResourceMode ResourceMode = ResourceMode.Package;
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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[SerializeField]
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[SerializeField] public bool EditorResourceMode = true;
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public bool EditorResourceMode = true;
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#else
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#else
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public bool EditorResourceMode = false;
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public bool EditorResourceMode = false;
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#endif
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#endif
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@@ -32,5 +25,4 @@ namespace TEngine.Runtime
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base.Awake();
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base.Awake();
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}
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}
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}
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}
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}
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}
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@@ -1,7 +1,7 @@
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namespace TEngine.Runtime
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namespace TEngine.Runtime
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{
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{
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/// <summary>
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/// <summary>
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/// <EFBFBD><EFBFBD><EFBFBD>̼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
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/// 流程加载器 - 开始起点
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/// </summary>
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/// </summary>
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public class ProcedureLaunch : ProcedureBase
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public class ProcedureLaunch : ProcedureBase
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{
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{
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@@ -3,7 +3,7 @@ using UnityEngine;
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namespace TEngine.Runtime
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namespace TEngine.Runtime
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{
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{
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/// <summary>
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/// <summary>
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/// <EFBFBD><EFBFBD><EFBFBD>̼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> - <20><>Դ<EFBFBD><D4B4>ʼ<EFBFBD><CABC>
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/// 流程加载器 - 资源初始化
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/// </summary>
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/// </summary>
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public class ProcedureResourcesInit : ProcedureBase
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public class ProcedureResourcesInit : ProcedureBase
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{
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{
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@@ -51,7 +51,7 @@ namespace TEngine.Runtime
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private void OnInitResourceComplete()
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private void OnInitResourceComplete()
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{
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{
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m_initResourceComplete = true;
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m_initResourceComplete = true;
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Log.Info("OnInitResourceComplete <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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Log.Info("OnInitResourceComplete 初始化资源完成");
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}
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}
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}
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}
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}
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}
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