mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
const 变量名
This commit is contained in:
@@ -18,10 +18,10 @@ namespace GameLogic
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private readonly List<UIWindow> _uiStack = new List<UIWindow>(100);
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public const int LayerDeep = 2000;
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public const int WindowDeep = 100;
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public const int WindowHideLayer = 2; // Ignore Raycast
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public const int WindowShowLayer = 5; // UI
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public const int LAYER_DEEP = 2000;
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public const int WINDOW_DEEP = 100;
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public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
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public const int WINDOW_SHOW_LAYER = 5; // UI
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public static IUIResourceLoader Resource;
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@@ -445,13 +445,13 @@ namespace GameLogic
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private void OnSortWindowDepth(int layer)
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{
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int depth = layer * LayerDeep;
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int depth = layer * LAYER_DEEP;
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for (int i = 0; i < _uiStack.Count; i++)
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{
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if (_uiStack[i].WindowLayer == layer)
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{
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_uiStack[i].Depth = depth;
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depth += WindowDeep;
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depth += WINDOW_DEEP;
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}
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}
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}
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@@ -265,7 +265,7 @@ namespace GameLogic
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for (var index = 0; index < listCanvas.Length; index++)
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{
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var childCanvas = listCanvas[index];
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childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WindowDeep;
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childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WINDOW_DEEP;
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}
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}
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}
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@@ -138,7 +138,7 @@ namespace GameLogic
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{
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if (_canvas != null)
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{
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return _canvas.gameObject.layer == UIModule.WindowShowLayer;
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return _canvas.gameObject.layer == UIModule.WINDOW_SHOW_LAYER;
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}
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else
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{
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@@ -150,7 +150,7 @@ namespace GameLogic
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{
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if (_canvas != null)
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{
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int setLayer = value ? UIModule.WindowShowLayer : UIModule.WindowHideLayer;
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int setLayer = value ? UIModule.WINDOW_SHOW_LAYER : UIModule.WINDOW_HIDE_LAYER;
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if (_canvas.gameObject.layer == setLayer)
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return;
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@@ -15,7 +15,7 @@ namespace Procedure
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{
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private int _curTryCount;
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private const int MaxTryCount = 3;
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private const int MAX_TRY_COUNT = 3;
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public override bool UseNativeDialog { get; }
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@@ -18,7 +18,7 @@ namespace Launcher
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public Text _label_package;
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private Dictionary<StyleEnum, Dictionary<BtnEnum, StyleItem>> loadConfig;
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private const string ConfigPath = "RawBytes/UIStyle/Style.json";
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private const string CONFIG_PATH = "RawBytes/UIStyle/Style.json";
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public enum StyleEnum
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{
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@@ -7,34 +7,34 @@ namespace TEngine.Editor
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/// </summary>
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public static class LogScriptingDefineSymbols
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{
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private const string EnableLogScriptingDefineSymbol = "ENABLE_LOG";
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private const string EnableDebugAndAboveLogScriptingDefineSymbol = "ENABLE_DEBUG_AND_ABOVE_LOG";
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private const string EnableInfoAndAboveLogScriptingDefineSymbol = "ENABLE_INFO_AND_ABOVE_LOG";
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private const string EnableWarningAndAboveLogScriptingDefineSymbol = "ENABLE_WARNING_AND_ABOVE_LOG";
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private const string EnableErrorAndAboveLogScriptingDefineSymbol = "ENABLE_ERROR_AND_ABOVE_LOG";
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private const string EnableFatalAndAboveLogScriptingDefineSymbol = "ENABLE_FATAL_AND_ABOVE_LOG";
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private const string EnableDebugLogScriptingDefineSymbol = "ENABLE_DEBUG_LOG";
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private const string EnableInfoLogScriptingDefineSymbol = "ENABLE_INFO_LOG";
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private const string EnableWarningLogScriptingDefineSymbol = "ENABLE_WARNING_LOG";
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private const string EnableErrorLogScriptingDefineSymbol = "ENABLE_ERROR_LOG";
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private const string EnableFatalLogScriptingDefineSymbol = "ENABLE_FATAL_LOG";
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private const string ENABLE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_LOG";
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private const string ENABLE_DEBUG_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_DEBUG_AND_ABOVE_LOG";
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private const string ENABLE_INFO_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_INFO_AND_ABOVE_LOG";
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private const string ENABLE_WARNING_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_WARNING_AND_ABOVE_LOG";
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private const string ENABLE_ERROR_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_ERROR_AND_ABOVE_LOG";
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private const string ENABLE_FATAL_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_FATAL_AND_ABOVE_LOG";
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private const string ENABLE_DEBUG_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_DEBUG_LOG";
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private const string ENABLE_INFO_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_INFO_LOG";
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private const string ENABLE_WARNING_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_WARNING_LOG";
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private const string ENABLE_ERROR_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_ERROR_LOG";
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private const string ENABLE_FATAL_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_FATAL_LOG";
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private static readonly string[] AboveLogScriptingDefineSymbols = new string[]
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{
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EnableDebugAndAboveLogScriptingDefineSymbol,
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EnableInfoAndAboveLogScriptingDefineSymbol,
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EnableWarningAndAboveLogScriptingDefineSymbol,
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EnableErrorAndAboveLogScriptingDefineSymbol,
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EnableFatalAndAboveLogScriptingDefineSymbol
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ENABLE_DEBUG_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_INFO_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_WARNING_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_ERROR_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_FATAL_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL
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};
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private static readonly string[] SpecifyLogScriptingDefineSymbols = new string[]
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{
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EnableDebugLogScriptingDefineSymbol,
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EnableInfoLogScriptingDefineSymbol,
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EnableWarningLogScriptingDefineSymbol,
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EnableErrorLogScriptingDefineSymbol,
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EnableFatalLogScriptingDefineSymbol
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ENABLE_DEBUG_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_INFO_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_WARNING_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_ERROR_LOG_SCRIPTING_DEFINE_SYMBOL,
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ENABLE_FATAL_LOG_SCRIPTING_DEFINE_SYMBOL
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};
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/// <summary>
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@@ -43,7 +43,7 @@ namespace TEngine.Editor
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[MenuItem("TEngine/Log Scripting Define Symbols/Disable All Logs", false, 30)]
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public static void DisableAllLogs()
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{
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ScriptingDefineSymbols.RemoveScriptingDefineSymbol(EnableLogScriptingDefineSymbol);
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ScriptingDefineSymbols.RemoveScriptingDefineSymbol(ENABLE_LOG_SCRIPTING_DEFINE_SYMBOL);
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foreach (string specifyLogScriptingDefineSymbol in SpecifyLogScriptingDefineSymbols)
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{
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@@ -63,7 +63,7 @@ namespace TEngine.Editor
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public static void EnableAllLogs()
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{
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DisableAllLogs();
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ScriptingDefineSymbols.AddScriptingDefineSymbol(EnableLogScriptingDefineSymbol);
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ScriptingDefineSymbols.AddScriptingDefineSymbol(ENABLE_LOG_SCRIPTING_DEFINE_SYMBOL);
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}
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/// <summary>
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@@ -72,7 +72,7 @@ namespace TEngine.Editor
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[MenuItem("TEngine/Log Scripting Define Symbols/Enable Debug And Above Logs", false, 32)]
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public static void EnableDebugAndAboveLogs()
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{
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SetAboveLogScriptingDefineSymbol(EnableDebugAndAboveLogScriptingDefineSymbol);
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SetAboveLogScriptingDefineSymbol(ENABLE_DEBUG_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
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}
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/// <summary>
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@@ -81,7 +81,7 @@ namespace TEngine.Editor
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[MenuItem("TEngine/Log Scripting Define Symbols/Enable Info And Above Logs", false, 33)]
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public static void EnableInfoAndAboveLogs()
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{
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SetAboveLogScriptingDefineSymbol(EnableInfoAndAboveLogScriptingDefineSymbol);
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SetAboveLogScriptingDefineSymbol(ENABLE_INFO_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
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}
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/// <summary>
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@@ -90,7 +90,7 @@ namespace TEngine.Editor
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[MenuItem("TEngine/Log Scripting Define Symbols/Enable Warning And Above Logs", false, 34)]
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public static void EnableWarningAndAboveLogs()
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{
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SetAboveLogScriptingDefineSymbol(EnableWarningAndAboveLogScriptingDefineSymbol);
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SetAboveLogScriptingDefineSymbol(ENABLE_WARNING_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
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}
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/// <summary>
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@@ -99,7 +99,7 @@ namespace TEngine.Editor
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[MenuItem("TEngine/Log Scripting Define Symbols/Enable Error And Above Logs", false, 35)]
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public static void EnableErrorAndAboveLogs()
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{
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SetAboveLogScriptingDefineSymbol(EnableErrorAndAboveLogScriptingDefineSymbol);
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SetAboveLogScriptingDefineSymbol(ENABLE_ERROR_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
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}
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/// <summary>
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@@ -108,7 +108,7 @@ namespace TEngine.Editor
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[MenuItem("TEngine/Log Scripting Define Symbols/Enable Fatal And Above Logs", false, 36)]
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public static void EnableFatalAndAboveLogs()
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{
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SetAboveLogScriptingDefineSymbol(EnableFatalAndAboveLogScriptingDefineSymbol);
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SetAboveLogScriptingDefineSymbol(ENABLE_FATAL_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
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}
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/// <summary>
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@@ -7,13 +7,13 @@ namespace TEngine.Editor
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/// </summary>
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public class ProfilerDefineSymbols
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{
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private const string EnableFirstProfiler = "FIRST_PROFILER";
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private const string EnableDinProFiler = "T_PROFILER";
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private const string ENABLE_FIRST_PROFILER = "FIRST_PROFILER";
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private const string ENABLE_DIN_PROFILER = "T_PROFILER";
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private static readonly string[] AllProfilerDefineSymbols = new string[]
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{
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EnableFirstProfiler,
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EnableDinProFiler,
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ENABLE_FIRST_PROFILER,
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ENABLE_DIN_PROFILER,
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};
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/// <summary>
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@@ -5,7 +5,7 @@ using System.IO;
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[CanEditMultipleObjects, CustomEditor(typeof(DefaultAsset), false)]
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public class DefaultAssetInspector : Editor
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{
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private const int MaxColum = 10240;
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private const int MAX_COLUM = 10240;
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private GUIStyle _textStyle;
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@@ -34,9 +34,9 @@ public class DefaultAssetInspector : Editor
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else
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{
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text = luaFile;
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if (text.Length > MaxColum)
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if (text.Length > MAX_COLUM)
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{
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text = text.Substring(0, MaxColum) + "...\n\n<...etc...>";
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text = text.Substring(0, MAX_COLUM) + "...\n\n<...etc...>";
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}
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}
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@@ -5,7 +5,7 @@ using System.IO;
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[CanEditMultipleObjects, CustomEditor(typeof(TextAsset))]
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public class TextAssetInspector : Editor
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{
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private const int MaxColum = 10240;
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private const int MAX_COLUM = 10240;
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private GUIStyle _textStyle;
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@@ -35,9 +35,9 @@ public class TextAssetInspector : Editor
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else
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{
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text = luaFile;
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if (text.Length > MaxColum)
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if (text.Length > MAX_COLUM)
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{
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text = text.Substring(0, MaxColum) + "...\n\n<...etc...>";
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text = text.Substring(0, MAX_COLUM) + "...\n\n<...etc...>";
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}
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}
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@@ -10,7 +10,7 @@ namespace TEngine.Editor
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[CustomEditor(typeof(RootModule))]
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internal sealed class RootModuleInspector : GameFrameworkInspector
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{
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private const string NoneOptionName = "<None>";
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private const string NONE_OPTION_NAME = "<None>";
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private static readonly float[] GameSpeed = new float[] { 0f, 0.01f, 0.1f, 0.25f, 0.5f, 1f, 1.5f, 2f, 4f, 8f };
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private static readonly string[] GameSpeedForDisplay = new string[] { "0x", "0.01x", "0.1x", "0.25x", "0.5x", "1x", "1.5x", "2x", "4x", "8x" };
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@@ -161,7 +161,7 @@ namespace TEngine.Editor
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{
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List<string> textHelperTypeNames = new List<string>
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{
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NoneOptionName
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NONE_OPTION_NAME
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};
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textHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(Utility.Text.ITextHelper)));
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@@ -179,7 +179,7 @@ namespace TEngine.Editor
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List<string> logHelperTypeNames = new List<string>
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{
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NoneOptionName
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NONE_OPTION_NAME
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};
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logHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(GameFrameworkLog.ILogHelper)));
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@@ -197,7 +197,7 @@ namespace TEngine.Editor
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List<string> jsonHelperTypeNames = new List<string>
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{
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NoneOptionName
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NONE_OPTION_NAME
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};
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jsonHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(Utility.Json.IJsonHelper)));
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@@ -38,10 +38,10 @@ public class SpritePostprocessor : AssetPostprocessor
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public static class EditorSpriteSaveInfo
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{
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private const string NormalAtlasDir = "Assets/AssetArt/Atlas";
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private const string UISpritePath = "Assets/AssetRaw/UIRaw";
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private const string UIAtlasPath = "Assets/AssetRaw/UIRaw/Atlas";
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private const string UIRawPath = "Assets/AssetRaw/UIRaw/UIRaw";
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private const string NORMAL_ATLAS_DIR = "Assets/AssetArt/Atlas";
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private const string UI_SPRITE_PATH = "Assets/AssetRaw/UIRaw";
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private const string UI_ATLAS_PATH = "Assets/AssetRaw/UIRaw/Atlas";
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private const string UI_RAW_PATH = "Assets/AssetRaw/UIRaw/UIRaw";
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private static readonly List<string> _dirtyAtlasList = new List<string>();
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private static readonly Dictionary<string, List<string>> _allASprites = new Dictionary<string, List<string>>();
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private static readonly Dictionary<string, string> _uiAtlasMap = new Dictionary<string, string>();
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@@ -58,7 +58,7 @@ public static class EditorSpriteSaveInfo
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EditorApplication.update += CheckDirty;
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//读取所有图集信息
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string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NormalAtlasDir });
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string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NORMAL_ATLAS_DIR });
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foreach (var findAsset in findAssets)
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{
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var path = AssetDatabase.GUIDToAssetPath(findAsset);
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@@ -123,7 +123,7 @@ public static class EditorSpriteSaveInfo
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public static void OnImportSprite(string assetPath)
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{
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if (!assetPath.StartsWith(UISpritePath))
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if (!assetPath.StartsWith(UI_SPRITE_PATH))
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{
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return;
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}
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@@ -134,7 +134,7 @@ public static class EditorSpriteSaveInfo
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{
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var modify = false;
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if (assetPath.StartsWith(UISpritePath))
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if (assetPath.StartsWith(UI_SPRITE_PATH))
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{
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if (ti.textureType != TextureImporterType.Sprite)
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{
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@@ -314,7 +314,7 @@ public static class EditorSpriteSaveInfo
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return;
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}
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if (!assetPath.StartsWith(UISpritePath))
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if (!assetPath.StartsWith(UI_SPRITE_PATH))
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{
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return;
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}
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@@ -332,7 +332,7 @@ public static class EditorSpriteSaveInfo
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return;
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}
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if (assetPath.StartsWith(UISpritePath))
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if (assetPath.StartsWith(UI_SPRITE_PATH))
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{
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var spriteName = Path.GetFileNameWithoutExtension(assetPath);
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if (_uiAtlasMap.ContainsKey(spriteName))
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@@ -369,8 +369,8 @@ public static class EditorSpriteSaveInfo
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}
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}
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var pathv2 = $"{NormalAtlasDir}/{atlasName}.spriteatlasv2";
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var path = $"{NormalAtlasDir}/{atlasName}.asset";
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var pathv2 = $"{NORMAL_ATLAS_DIR}/{atlasName}.spriteatlasv2";
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var path = $"{NORMAL_ATLAS_DIR}/{atlasName}.asset";
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if (spriteList.Count == 0)
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{
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@@ -449,7 +449,7 @@ public static class EditorSpriteSaveInfo
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List<string> needSaveAtlas = new List<string>();
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m_tempAllASprites.Clear();
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_allASprites.Clear();
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var findAssets = AssetDatabase.FindAssets("t:sprite", new[] { UIAtlasPath });
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var findAssets = AssetDatabase.FindAssets("t:sprite", new[] { UI_ATLAS_PATH });
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foreach (var findAsset in findAssets)
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{
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var path = AssetDatabase.GUIDToAssetPath(findAsset);
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|
@@ -26,14 +26,14 @@ namespace TEngine
|
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fixedWidth = 60
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};
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ToolBarTextStyle = new GUIStyle(ButtonStyleName)
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ToolBarTextStyle = new GUIStyle(BUTTON_STYLE_NAME)
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{
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padding = new RectOffset(2, 8, 2, 2),
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alignment = TextAnchor.MiddleCenter,
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fontStyle = FontStyle.Bold
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};
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ToolBarButtonGuiStyle = new GUIStyle(ButtonStyleName)
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ToolBarButtonGuiStyle = new GUIStyle(BUTTON_STYLE_NAME)
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{
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padding = new RectOffset(2, 8, 2, 2),
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alignment = TextAnchor.MiddleCenter,
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@@ -48,7 +48,7 @@ namespace TEngine
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_resourceModeIndex = EditorPrefs.GetInt("EditorPlayMode", 0);
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}
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private const string ButtonStyleName = "Tab middle";
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private const string BUTTON_STYLE_NAME = "Tab middle";
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static GUIStyle _buttonGuiStyle;
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private static readonly string[] _resourceModeNames =
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|
@@ -12,12 +12,12 @@ namespace TEngine
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/// 默认设计的模块数量。
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/// <remarks>有增删可以自行修改减少内存分配与GCAlloc。</remarks>
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||||
/// </summary>
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internal const int DesignModuleCount = 16;
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internal const int DESIGN_MODULE_COUNT = 16;
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private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(DesignModuleCount);
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private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(DESIGN_MODULE_COUNT);
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private static readonly LinkedList<Module> _modules = new LinkedList<Module>();
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private static readonly LinkedList<Module> _updateModules = new LinkedList<Module>();
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private static readonly List<IUpdateModule> _updateExecuteList = new List<IUpdateModule>(DesignModuleCount);
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private static readonly List<IUpdateModule> _updateExecuteList = new List<IUpdateModule>(DESIGN_MODULE_COUNT);
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||||
private static bool _isExecuteListDirty;
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||||
|
||||
|
@@ -27,7 +27,7 @@ namespace TEngine
|
||||
Exception,
|
||||
}
|
||||
|
||||
private const ELogLevel FilterLevel = ELogLevel.Info;
|
||||
private const ELogLevel FILTER_LEVEL = ELogLevel.Info;
|
||||
private static readonly StringBuilder _stringBuilder = new StringBuilder(1024);
|
||||
|
||||
/// <summary>
|
||||
@@ -126,7 +126,7 @@ namespace TEngine
|
||||
|
||||
private static void LogImp(ELogLevel type, string logString)
|
||||
{
|
||||
if (type < FilterLevel)
|
||||
if (type < FILTER_LEVEL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@@ -8,7 +8,7 @@ namespace TEngine
|
||||
/// </summary>
|
||||
public class DefaultTextHelper : Utility.Text.ITextHelper
|
||||
{
|
||||
private const int StringBuilderCapacity = 1024;
|
||||
private const int STRING_BUILDER_CAPACITY = 1024;
|
||||
|
||||
[ThreadStatic]
|
||||
private static StringBuilder s_CachedStringBuilder = null;
|
||||
@@ -577,7 +577,7 @@ namespace TEngine
|
||||
{
|
||||
if (s_CachedStringBuilder == null)
|
||||
{
|
||||
s_CachedStringBuilder = new StringBuilder(StringBuilderCapacity);
|
||||
s_CachedStringBuilder = new StringBuilder(STRING_BUILDER_CAPACITY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -10,8 +10,8 @@ namespace TEngine
|
||||
/// </summary>
|
||||
public static class Converter
|
||||
{
|
||||
private const float InchesToCentimeters = 2.54f; // 1 inch = 2.54 cm
|
||||
private const float CentimetersToInches = 1f / InchesToCentimeters; // 1 cm = 0.3937 inches
|
||||
private const float INCHES_TO_CENTIMETERS = 2.54f; // 1 inch = 2.54 cm
|
||||
private const float CENTIMETERS_TO_INCHES = 1f / INCHES_TO_CENTIMETERS; // 1 cm = 0.3937 inches
|
||||
|
||||
/// <summary>
|
||||
/// 获取数据在此计算机结构中存储时的字节顺序。
|
||||
@@ -39,7 +39,7 @@ namespace TEngine
|
||||
throw new GameFrameworkException("You must set screen DPI first.");
|
||||
}
|
||||
|
||||
return InchesToCentimeters * pixels / ScreenDpi;
|
||||
return INCHES_TO_CENTIMETERS * pixels / ScreenDpi;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -54,7 +54,7 @@ namespace TEngine
|
||||
throw new GameFrameworkException("You must set screen DPI first.");
|
||||
}
|
||||
|
||||
return CentimetersToInches * centimeters * ScreenDpi;
|
||||
return CENTIMETERS_TO_INCHES * centimeters * ScreenDpi;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@@ -10,7 +10,7 @@ namespace TEngine
|
||||
/// <remarks>非托管内存相关的实用函数。</remarks>
|
||||
public static class Marshal
|
||||
{
|
||||
private const int BlockSize = 1024 * 4;
|
||||
private const int BLOCK_SIZE = 1024 * 4;
|
||||
private static IntPtr _cachedHGlobalPtr = IntPtr.Zero;
|
||||
private static int _cachedHGlobalSize = 0;
|
||||
|
||||
@@ -33,7 +33,7 @@ namespace TEngine
|
||||
if (_cachedHGlobalPtr == IntPtr.Zero || _cachedHGlobalSize < ensureSize)
|
||||
{
|
||||
FreeCachedHGlobal();
|
||||
int size = (ensureSize - 1 + BlockSize) / BlockSize * BlockSize;
|
||||
int size = (ensureSize - 1 + BLOCK_SIZE) / BLOCK_SIZE * BLOCK_SIZE;
|
||||
_cachedHGlobalPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(size);
|
||||
_cachedHGlobalSize = size;
|
||||
}
|
||||
|
@@ -18,7 +18,7 @@ namespace TEngine
|
||||
private float _volume = 1.0f;
|
||||
private float _duration;
|
||||
private float _fadeoutTimer;
|
||||
private const float FadeoutDuration = 0.2f;
|
||||
private const float FADEOUT_DURATION = 0.2f;
|
||||
private bool _inPool;
|
||||
|
||||
/// <summary>
|
||||
@@ -273,7 +273,7 @@ namespace TEngine
|
||||
{
|
||||
if (fadeout)
|
||||
{
|
||||
_fadeoutTimer = FadeoutDuration;
|
||||
_fadeoutTimer = FADEOUT_DURATION;
|
||||
_audioAgentRuntimeState = AudioAgentRuntimeState.FadingOut;
|
||||
}
|
||||
else
|
||||
@@ -379,7 +379,7 @@ namespace TEngine
|
||||
if (_fadeoutTimer > 0f)
|
||||
{
|
||||
_fadeoutTimer -= elapseSeconds;
|
||||
_source.volume = _volume * _fadeoutTimer / FadeoutDuration;
|
||||
_source.volume = _volume * _fadeoutTimer / FADEOUT_DURATION;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@@ -76,7 +76,7 @@ namespace TEngine
|
||||
this.audioMixer = audioMixer;
|
||||
_maxChannel = maxChannel;
|
||||
_audioGroupConfig = audioGroupConfig;
|
||||
AudioMixerGroup[] audioMixerGroups = audioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", audioGroupConfig.audioType.ToString()));
|
||||
AudioMixerGroup[] audioMixerGroups = audioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", audioGroupConfig.AudioType.ToString()));
|
||||
if (audioMixerGroups.Length > 0)
|
||||
{
|
||||
_audioMixerGroup = audioMixerGroups[0];
|
||||
|
@@ -22,7 +22,7 @@ namespace TEngine
|
||||
/// 音效分类,可分别关闭/开启对应分类音效。
|
||||
/// </summary>
|
||||
/// <remarks>命名与AudioMixer中分类名保持一致。</remarks>
|
||||
public AudioType audioType;
|
||||
public AudioType AudioType;
|
||||
|
||||
/// <summary>
|
||||
/// 音频源中3D声音的衰减模式。
|
||||
|
@@ -10,9 +10,9 @@ namespace TEngine
|
||||
{
|
||||
internal class AudioModule : Module, IAudioModule, IUpdateModule
|
||||
{
|
||||
public const string MusicVolumeName = "MusicVolume";
|
||||
public const string UISoundVolumeName = "UISoundVolume";
|
||||
public const string VoiceVolumeName = "VoiceVolume";
|
||||
public const string MUSIC_VOLUME_NAME = "MusicVolume";
|
||||
public const string UI_SOUND_VOLUME_NAME = "UISoundVolume";
|
||||
public const string VOICE_VOLUME_NAME = "VoiceVolume";
|
||||
|
||||
private AudioMixer _audioMixer;
|
||||
private Transform _instanceRoot = null;
|
||||
@@ -113,7 +113,7 @@ namespace TEngine
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.Music] = volume;
|
||||
_audioMixer.SetFloat(MusicVolumeName, Mathf.Log10(volume) * 20f);
|
||||
_audioMixer.SetFloat(MUSIC_VOLUME_NAME, Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -167,7 +167,7 @@ namespace TEngine
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.UISound] = volume;
|
||||
_audioMixer.SetFloat(UISoundVolumeName, Mathf.Log10(volume) * 20f);
|
||||
_audioMixer.SetFloat(UI_SOUND_VOLUME_NAME, Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -194,7 +194,7 @@ namespace TEngine
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.Voice] = volume;
|
||||
_audioMixer.SetFloat(VoiceVolumeName, Mathf.Log10(volume) * 20f);
|
||||
_audioMixer.SetFloat(VOICE_VOLUME_NAME, Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -210,7 +210,7 @@ namespace TEngine
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_audioMixer.GetFloat(MusicVolumeName, out var db))
|
||||
if (_audioMixer.GetFloat(MUSIC_VOLUME_NAME, out var db))
|
||||
{
|
||||
return db > -80f;
|
||||
}
|
||||
@@ -231,11 +231,11 @@ namespace TEngine
|
||||
// 音乐采用0音量方式,避免恢复播放时的复杂逻辑
|
||||
if (value)
|
||||
{
|
||||
_audioMixer.SetFloat(MusicVolumeName, Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
|
||||
_audioMixer.SetFloat(MUSIC_VOLUME_NAME, Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_audioMixer.SetFloat(MusicVolumeName, -80f);
|
||||
_audioMixer.SetFloat(MUSIC_VOLUME_NAME, -80f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -389,7 +389,7 @@ namespace TEngine
|
||||
for (int index = 0; index < (int)AudioType.Max; ++index)
|
||||
{
|
||||
AudioType audioType = (AudioType)index;
|
||||
AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.audioType == audioType);
|
||||
AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.AudioType == audioType);
|
||||
_audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, _audioMixer, audioGroupConfig);
|
||||
_categoriesVolume[index] = audioGroupConfig.Volume;
|
||||
}
|
||||
|
@@ -11,7 +11,7 @@ namespace TEngine
|
||||
{
|
||||
private sealed partial class RuntimeMemoryInformationWindow<T> : ScrollableDebuggerWindowBase where T : UnityEngine.Object
|
||||
{
|
||||
private const int ShowSampleCount = 300;
|
||||
private const int SHOW_SAMPLE_COUNT = 300;
|
||||
|
||||
private readonly List<Sample> _samples = new List<Sample>();
|
||||
private readonly Comparison<Sample> _sampleComparer = SampleComparer;
|
||||
@@ -69,7 +69,7 @@ namespace TEngine
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
count++;
|
||||
if (count >= ShowSampleCount)
|
||||
if (count >= SHOW_SAMPLE_COUNT)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@@ -6,7 +6,7 @@ namespace TEngine
|
||||
{
|
||||
private abstract class ScrollableDebuggerWindowBase : IDebuggerWindow
|
||||
{
|
||||
private const float TitleWidth = 240f;
|
||||
private const float TITLE_WIDTH = 240f;
|
||||
private Vector2 _scrollPosition = Vector2.zero;
|
||||
|
||||
public virtual void Initialize(params object[] args)
|
||||
@@ -44,7 +44,7 @@ namespace TEngine
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
{
|
||||
GUILayout.Label(title, GUILayout.Width(TitleWidth));
|
||||
GUILayout.Label(title, GUILayout.Width(TITLE_WIDTH));
|
||||
if (GUILayout.Button(content, "label"))
|
||||
{
|
||||
CopyToClipboard(content);
|
||||
|
@@ -8,9 +8,9 @@ namespace TEngine
|
||||
/// </summary>
|
||||
internal sealed partial class ObjectPoolModule : Module, IObjectPoolModule, IUpdateModule
|
||||
{
|
||||
private const int DefaultCapacity = int.MaxValue;
|
||||
private const float DefaultExpireTime = float.MaxValue;
|
||||
private const int DefaultPriority = 0;
|
||||
private const int DEFAULT_CAPACITY = int.MaxValue;
|
||||
private const float DEFAULT_EXPIRE_TIME = float.MaxValue;
|
||||
private const int DEFAULT_PRIORITY = 0;
|
||||
|
||||
private readonly Dictionary<TypeNamePair, ObjectPoolBase> _objectPools;
|
||||
private readonly List<ObjectPoolBase> _cachedAllObjectPools;
|
||||
@@ -370,7 +370,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>() where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -380,7 +380,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -391,7 +391,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -402,7 +402,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -413,7 +413,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -424,7 +424,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -435,7 +435,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -446,7 +446,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -458,7 +458,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -470,7 +470,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -482,7 +482,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, false, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -494,7 +494,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, false, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -506,7 +506,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -518,7 +518,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -530,7 +530,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -542,7 +542,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -554,7 +554,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -566,7 +566,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -579,7 +579,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, false, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -592,7 +592,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, false, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -605,7 +605,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, false, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool<T>(name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -618,7 +618,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, false, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -631,7 +631,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, false, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool<T>(name, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -644,7 +644,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许单次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, false, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, name, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -739,7 +739,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>() where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -749,7 +749,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -760,7 +760,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -771,7 +771,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -782,7 +782,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -793,7 +793,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -804,7 +804,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -815,7 +815,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -827,7 +827,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -839,7 +839,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -851,7 +851,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, true, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -863,7 +863,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, true, expireTime, DefaultCapacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -875,7 +875,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -887,7 +887,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -899,7 +899,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -911,7 +911,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -923,7 +923,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -935,7 +935,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -948,7 +948,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, true, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool<T>(name, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -961,7 +961,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, float expireTime)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, true, expireTime, capacity, expireTime, DefaultPriority);
|
||||
return InternalCreateObjectPool(objectType, name, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -974,7 +974,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, true, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool<T>(name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -987,7 +987,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, true, DefaultExpireTime, capacity, DefaultExpireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1000,7 +1000,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase
|
||||
{
|
||||
return InternalCreateObjectPool<T>(name, true, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool<T>(name, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1013,7 +1013,7 @@ namespace TEngine
|
||||
/// <returns>要创建的允许多次获取的对象池。</returns>
|
||||
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime, int priority)
|
||||
{
|
||||
return InternalCreateObjectPool(objectType, name, true, expireTime, DefaultCapacity, expireTime, priority);
|
||||
return InternalCreateObjectPool(objectType, name, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@@ -13,7 +13,7 @@ namespace TEngine
|
||||
{
|
||||
#region Propreties
|
||||
|
||||
private const int DefaultPriority = 0;
|
||||
private const int DEFAULT_PRIORITY = 0;
|
||||
|
||||
private IResourceModule _resourceModule;
|
||||
|
||||
|
@@ -9,25 +9,33 @@ namespace TEngine
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class RootModule : MonoBehaviour
|
||||
{
|
||||
private const int DefaultDpi = 96; // default windows dpi
|
||||
private const int DEFAULT_DPI = 96; // default windows dpi
|
||||
|
||||
private float _gameSpeedBeforePause = 1f;
|
||||
|
||||
[SerializeField] private Language editorLanguage = Language.Unspecified;
|
||||
[SerializeField]
|
||||
private Language editorLanguage = Language.Unspecified;
|
||||
|
||||
[SerializeField] private string textHelperTypeName = "TEngine.DefaultTextHelper";
|
||||
[SerializeField]
|
||||
private string textHelperTypeName = "TEngine.DefaultTextHelper";
|
||||
|
||||
[SerializeField] private string logHelperTypeName = "TEngine.DefaultLogHelper";
|
||||
[SerializeField]
|
||||
private string logHelperTypeName = "TEngine.DefaultLogHelper";
|
||||
|
||||
[SerializeField] private string jsonHelperTypeName = "TEngine.DefaultJsonHelper";
|
||||
[SerializeField]
|
||||
private string jsonHelperTypeName = "TEngine.DefaultJsonHelper";
|
||||
|
||||
[SerializeField] private int frameRate = 120;
|
||||
[SerializeField]
|
||||
private int frameRate = 120;
|
||||
|
||||
[SerializeField] private float gameSpeed = 1f;
|
||||
[SerializeField]
|
||||
private float gameSpeed = 1f;
|
||||
|
||||
[SerializeField] private bool runInBackground = true;
|
||||
[SerializeField]
|
||||
private bool runInBackground = true;
|
||||
|
||||
[SerializeField] private bool neverSleep = true;
|
||||
[SerializeField]
|
||||
private bool neverSleep = true;
|
||||
|
||||
/// <summary>
|
||||
/// 获取或设置编辑器语言(仅编辑器内有效)。
|
||||
@@ -102,7 +110,7 @@ namespace TEngine
|
||||
Utility.Converter.ScreenDpi = Screen.dpi;
|
||||
if (Utility.Converter.ScreenDpi <= 0)
|
||||
{
|
||||
Utility.Converter.ScreenDpi = DefaultDpi;
|
||||
Utility.Converter.ScreenDpi = DEFAULT_DPI;
|
||||
}
|
||||
|
||||
Application.targetFrameRate = frameRate;
|
||||
|
Reference in New Issue
Block a user