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857 Commits

Author SHA1 Message Date
ALEXTANG
90f84a2764 更新README
更新README
2023-12-20 12:43:39 +08:00
ALEXTANG
6107b41770 修正动态添加/异步添加ui组件的脏数据问题
修正动态添加/异步添加ui组件的脏数据问题
2023-12-19 18:24:33 +08:00
ALEXTANG
1423a3716a 编辑器模式重定向所有热更dll,以防编辑器运行AB时出现两份元数据。
编辑器模式重定向所有热更dll,以防编辑器运行AB时出现两份元数据。
2023-12-18 19:49:46 +08:00
ALEXTANG
6a87db76ee 优化局部单位事件分发器ActorEventDispatcher,EventRegInfo池化
优化局部单位事件分发器ActorEventDispatcher,EventRegInfo池化
2023-12-15 15:11:12 +08:00
ALEXTANG
3a6170dca6 Update UIWidget.cs 2023-12-15 14:25:41 +08:00
ALEXTANG
9d137d613a 修正Utility.Unity注入非Mono的LateUpdate时序问题
修正Utility.Unity注入非Mono的LateUpdate时序问题
2023-12-15 14:15:08 +08:00
ALEXTANG
ba77ec6b45 Update EventInterfaceGenerate.cs 2023-12-14 15:07:04 +08:00
ALEXTANG
b661da68f2 Update EventInterfaceGenerate.cs 2023-12-14 10:12:56 +08:00
ALEXTANGXIAO
e1040110bb 升级拓展GameEvent,支持基于Interface的方法调用抛出事件,以及自动化根据声明的Interface来生成实现代码。
升级拓展GameEvent,支持基于Interface的方法调用抛出事件,以及自动化根据声明的Interface来生成实现代码。
2023-12-13 23:27:54 +08:00
ALEXTANGXIAO
2d53fa1687 升级HybridCLR 4.0.13=>4.0.14
升级HybridCLR 4.0.13=>4.0.14
2023-12-13 19:27:05 +08:00
ALEXTANG
c4ef07f13e Update UnityExtension.cs 2023-12-12 13:00:53 +08:00
ALEXTANG
1f2d99ddc9 修正UIWindow资源句柄时序导致UI同步显示失效的问题。 2023-12-08 10:38:19 +08:00
ALEXTANG
edf4925a7a UIWidget增加Visible设置
UIWidget增加Visible设置
2023-12-07 16:32:54 +08:00
ALEXTANG
5d67238c8f 统一封装对shader的管理和示例。
统一封装对shader的管理和示例。
2023-12-07 10:55:50 +08:00
ALEXTANG
6cfd352482 关闭ResourceCacheMgr测试日志
关闭ResourceCacheMgr测试日志
2023-12-07 10:30:50 +08:00
ALEXTANG
40373c473d 修改通过Tag加载资源对象集合接口。(Operation需要自行管理生命周期释放)
修改通过Tag加载资源对象集合接口。(Operation需要自行管理生命周期释放)
2023-12-07 10:27:17 +08:00
ALEXTANG
d799f9fdf0 优化资源引用类与资源分组类。 2023-12-06 17:57:54 +08:00
ALEXTANG
15735c3d2d 修正循环列表GetItem,增加普通列表组件。 2023-12-06 14:41:31 +08:00
ALEXTANG
818a74f437 释放资源前判断资源合法性 2023-12-06 11:35:33 +08:00
ALEXTANG
f248757401 消除Editor引用隐患
消除Editor引用隐患
2023-12-01 17:41:43 +08:00
ALEXTANG
6ada0e7de7 移除测试日志 2023-12-01 17:18:13 +08:00
ALEXTANG
7ea472f97e 修正日志重定向下层日志跳转功能
修正日志重定向下层日志跳转功能
2023-12-01 10:45:57 +08:00
ALEXTANG
fb8528ff52 音频代理类增加暂停和取消暂停接口。
音频代理类增加暂停和取消暂停接口。
2023-11-30 16:17:35 +08:00
ALEXTANG
e3ac92ef46 修正音频模块回收池
修正音频模块回收池
2023-11-30 15:30:01 +08:00
ALEXTANG
be6a19c26a 修正Sound轨道不受SoundVolume的影响,调整AudioMixer音频Group命名
修正Sound轨道不受SoundVolume的影响,调整AudioMixer音频Group命名
2023-11-30 13:18:20 +08:00
ALEXTANG
e7f0636f30 拓展细分内存对象生命周期。
拓展细分内存对象生命周期。
2023-11-30 00:13:23 +08:00
ALEXTANG
fb38e96e9e 修正循环列表根据下标获取索引Item
修正循环列表根据下标获取索引Item
2023-11-29 19:48:18 +08:00
ALEXTANG
dd658c7e1d 对象池支持ShutDown
对象池支持ShutDown
2023-11-29 15:39:44 +08:00
ALEXTANG
4d7cb7641d 修正LoadGameObjectAsync接口传参
修正LoadGameObjectAsync接口传参
2023-11-29 15:24:02 +08:00
ALEXTANG
ae075b1fad 修正ProcedureDownloadFile更新时网速计算
修正ProcedureDownloadFile更新时网速计算
2023-11-29 12:55:36 +08:00
ALEXTANG
02827ce3b8 优化/新增超牛逼且很方便使用的对象池。
优化/新增超牛逼且很方便使用的对象池。
2023-11-28 19:36:26 +08:00
ALEXTANG
1a0e3f91e0 优化/新增超牛逼且很方便使用的对象池。
优化/新增超牛逼且很方便使用的对象池。
2023-11-28 15:27:34 +08:00
ALEXTANG
6d376b0e07 增加安全定时器GameTimerTick
增加安全定时器GameTimerTick
2023-11-28 14:25:25 +08:00
ALEXTANGXIAO
cb73c9a9eb 升级HybridCLR 4.0.12=>4.0.13 强烈建议升级,修复了若干bug
升级HybridCLR 4.0.12=>4.0.13 强烈建议升级,修复了若干bug
2023-11-27 22:47:30 +08:00
ALEXTANG
7dda73a7ac 增加泛用加载资源并绑定资源引用到GameObject上。
增加泛用加载资源并绑定资源引用到GameObject上。
2023-11-23 13:34:33 +08:00
ALEXTANG
9bcb636ed7 修正SetSprite接口绑定资源引用关系,避免0引用导致AssetBundle被释放使图片丢失。
修正SetSprite接口绑定资源引用关系,避免0引用导致AssetBundle被释放使图片丢失。
2023-11-23 11:44:43 +08:00
ALEXTANG
bd0cfc5577 增加计时器TimerModule。
增加计时器TimerModule。
2023-11-22 12:20:08 +08:00
ALEXTANG
ff613e4130 更新修复导入图集初始化信息不全的bug
更新修复导入图集初始化信息不全的bug
2023-11-20 17:49:08 +08:00
ALEXTANG
fea1ae2278 Merge pull request #59 from AlanWeekend/main
优化分包资源下载逻辑,统一WebGL平台与其他平台的远程热更资源引用方式
2023-11-20 11:56:04 +08:00
Weekend
866c440479 add:初始化Package流程中增加webgl平台更新update配置 2023-11-19 02:01:15 +08:00
Weekend
48ff839d64 Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-11-19 01:43:59 +08:00
Weekend
69be3cfa23 update:统一WebGL平台与其他平台的远程热更资源引用方式 2023-11-19 01:41:47 +08:00
Weekend
5f2c27ecf0 Merge branch 'ALEXTANGXIAO:main' into main 2023-11-18 21:46:00 +08:00
Weekend
ef17cd851b add:优化分包下载 2023-11-18 21:44:24 +08:00
ALEXTANG
f186d6b058 Merge pull request #58 from AlanWeekend/main
增加初始化指定资源包操作,单独下载指定地址的资源文件
2023-11-16 10:52:14 +08:00
Weekend
4385123976 add:设置图片资源支持从指定资源包中加载 2023-11-15 15:39:04 +08:00
Weekend
1334dc30f9 Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-11-15 15:15:11 +08:00
Weekend
af822add2c add:下载资源包中指定地址的资源文件 2023-11-15 15:14:47 +08:00
Weekend
ffb1f214ad Merge branch 'ALEXTANGXIAO:main' into main 2023-11-15 14:41:45 +08:00
Weekend
213aaed426 add:初始化指定资源包 2023-11-15 14:40:35 +08:00
ALEXTANG
623d301e41 修正异步创建子Widget时SetParent的问题
修正异步创建子Widget时SetParent的问题
2023-11-15 14:06:49 +08:00
ALEXTANG
2870383afe Resource模块支持操作指定资源包的资源
Resource模块支持操作指定资源包的资源
2023-11-15 10:48:28 +08:00
ALEXTANG
1ad435958a Merge pull request #57 from AlanWeekend/main
add:Resource模块支持操作指定资源包的资源
2023-11-15 10:08:53 +08:00
Weekend
386787c6ec add:Resource模块支持操作指定资源包的资源 2023-11-15 00:14:07 +08:00
ALEXTANG
cd65dde4c3 ReleasePreLoadAssets修正在webgl模式下Shutdown的问题
ReleasePreLoadAssets修正在webgl模式下Shutdown的问题
2023-11-14 16:00:09 +08:00
ALEXTANG
8321e77421 Merge pull request #56 from AlanWeekend/main
fixed:looplistitem重复赋值问题
2023-11-13 13:09:25 +08:00
Weekend
1b6f80952e fixed:looplistitem重复赋值问题
fixed:looplistitem重复赋值问题
2023-11-12 19:49:02 +08:00
ALEXTANG
b52e655c30 更正错误注释
更正错误注释
2023-11-07 11:04:59 +08:00
ALEXTANG
8c0df95626 修正CancellationTokenSource重复Dispose问题
修正CancellationTokenSource重复Dispose问题
2023-11-03 16:58:42 +08:00
ALEXTANG
0d1e308f1c Update ResourceModule.cs 2023-11-03 10:07:25 +08:00
ALEXTANG
f8797538fd Update UIBase.cs 2023-11-03 09:55:36 +08:00
ALEXTANG
fe4e168041 Update ProcedurePreload.cs 2023-11-02 15:35:01 +08:00
ALEXTANG
8e9047d3a3 基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
2023-11-02 13:16:05 +08:00
ALEXTANG
04bfaeccc8 示例CLI工作流
示例CLI工作流
2023-11-02 12:55:27 +08:00
ALEXTANG
d66c823c15 更新优化启用UpdateData时UILoadUpdate时序的问题
更新优化启用UpdateData时UILoadUpdate时序的问题
2023-11-02 11:48:47 +08:00
ALEXTANG
0ec1424f0a 升级HybridCLR 4.0.11=>4.0.12
升级HybridCLR 4.0.11=>4.0.12
2023-11-02 11:12:56 +08:00
ALEXTANG
01f8eb9d57 升级HybridCLR 4.0.10=>4.0.11 强烈建议升级,修复了若干bug
升级HybridCLR 4.0.10=>4.0.11 强烈建议升级,修复了若干bug
2023-11-02 10:01:30 +08:00
ALEXTANG
f5021a9688 修正Utility生命周期注入OnDestroy和OnDrawGizmos无效的问题
修正Utility生命周期注入OnDestroy和OnDrawGizmos无效的问题
2023-10-31 12:45:40 +08:00
ALEXTANG
a632f7a5ad Merge pull request #55 from AlanWeekend/main
修复demo流程的下载网速显示错误问题
2023-10-30 23:48:17 +08:00
Weekend
5f968f4154 优化网速计算
优化网速计算
2023-10-30 23:47:07 +08:00
Weekend
c9fe83c2bd Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-10-30 23:04:05 +08:00
Weekend
2c00d103cb Update ProcedureDownloadFile.cs
fixed:demo流程的下载网速错误显示问题
2023-10-30 23:04:01 +08:00
ALEXTANG
1d56437d9f Update Utility.Http.cs 2023-10-30 11:15:52 +08:00
ALEXTANG
69db1ff977 修正音频模块音频代理类赋值问题
#54 修正音频模块音频代理类赋值问题
2023-10-30 10:40:22 +08:00
ALEXTANG
48887b1aee 框架支持Shudown不关闭游戏重启
框架支持Shudown不关闭游戏重启
2023-10-27 13:18:12 +08:00
ALEXTANG
381ea8bb8d 增加支持ComponentAutoBindTool自动绑定UI元素组件。
增加支持ComponentAutoBindTool自动绑定UI元素组件。
2023-10-27 10:48:21 +08:00
ALEXTANG
7401edac15 移除UIElement代码绑定工具,为后续AutoBind代码绑定工具做准备
移除UIElement代码绑定工具,为后续AutoBind代码绑定工具做准备
2023-10-27 00:13:04 +08:00
ALEXTANG
b1c7f30be9 ErrorLogger屏幕显示开启与DebugModule关联。
ErrorLogger屏幕显示开启与DebugModule关联。
2023-10-26 23:45:26 +08:00
ALEXTANG
cfaf82a623 释放资源判断资源是否有效
释放资源判断资源是否有效
2023-10-26 14:07:38 +08:00
ALEXTANG
6992d12c6c 修复循环列表主动GetItemByIndex和GetItemList的问题
修复循环列表主动GetItemByIndex和GetItemList的问题
2023-10-26 13:12:35 +08:00
ALEXTANG
119d9683ad Merge pull request #53 from AlanWeekend/main
修复UIListBase和UILoopListWidget赋值问题
2023-10-26 12:49:00 +08:00
ALEXTANG
9478868513 修正HttpDispose
修正HttpDispose
2023-10-26 12:28:06 +08:00
ALEXTANG
6ed32082e1 修正HttpDispose
修正HttpDispose
2023-10-26 11:43:32 +08:00
ALEXTANG
6ee515e8c5 增加局部单位事件分发器的封装。
增加局部单位事件分发器的封装。
2023-10-26 10:28:05 +08:00
ALEXTANG
b839afa76a 释放资源判断资源是否有效、支持YooAssets日志重定向
释放资源判断资源是否有效、支持YooAssets日志重定向
2023-10-26 00:22:02 +08:00
Weekend
d9605b348a 修复UILoopListWidget赋值问题 2023-10-25 22:34:02 +08:00
Weekend
dfef83919c 修复UIListBase和UIUILoopListWidget赋值问题 2023-10-25 22:18:57 +08:00
ALEXTANG
f5f983f220 移除资源模块加载场景,加载场景统一走场景管理模块。增加场景加载进度回调。
移除资源模块加载场景,加载场景统一走场景管理模块。增加场景加载进度回调。
2023-10-23 17:01:06 +08:00
ALEXTANG
d61b1206ee 通过CommandLineReader可以不前台开启Unity实现静默打包,详见CommandLineReader.cs example1
通过CommandLineReader可以不前台开启Unity实现静默打包,详见CommandLineReader.cs example1
2023-10-23 15:22:34 +08:00
ALEXTANG
3650ba1a8b 更新转表bat自动拷贝ConfigSystem
更新转表bat自动拷贝ConfigSystem
2023-10-23 13:00:40 +08:00
ALEXTANG
8f14a4d2cb 日志重定向相关的实用函数。
日志重定向相关的实用函数。
2023-10-23 11:41:44 +08:00
ALEXTANG
dc22e595c9 拓展支持AssetInspector,支持更多文件类型在Inspector显示
拓展支持AssetInspector,支持更多文件类型在Inspector显示
2023-10-23 11:41:33 +08:00
ALEXTANG
0e70f7d446 日志重定向相关的实用函数。
日志重定向相关的实用函数。
2023-10-23 11:27:06 +08:00
ALEXTANG
039569b2d4 提交配置表加载模板
提交配置表加载模板
2023-10-23 10:15:11 +08:00
ALEXTANG
ea38004ba2 luban-next支持懒加载 感谢半仙儿提供支持
luban-next支持懒加载 感谢半仙儿提供支持
2023-10-20 16:24:00 +08:00
ALEXTANG
cc97c0583a 升级luban-next
升级luban-next
2023-10-20 11:53:29 +08:00
ALEXTANG
887094a4b1 升级luban-next
升级luban-next
2023-10-20 11:38:51 +08:00
ALEXTANG
0d09a7e73b 增加场景管理模块。
增加场景管理模块。
2023-10-18 16:42:44 +08:00
ALEXTANG
d8f8514f9d WebGL下不对YooAssets.Destroy();
WebGL下不对YooAssets.Destroy();
2023-10-18 11:23:20 +08:00
ALEXTANG
f2f6b2422f 资源模块优化、UI模块优化,增加接口参数是否使用缓存资源操作句柄。
资源模块优化、UI模块优化,增加接口参数是否使用缓存资源操作句柄、如果需要则不会淘汰缓存队列中的资源清单。
2023-10-18 10:30:12 +08:00
ALEXTANG
3a9cad9397 Update ResourceManager.cs 2023-10-16 16:38:13 +08:00
ALEXTANG
5e70e7972e 更新资源模块接口
更新资源模块接口
2023-10-16 13:03:41 +08:00
ALEXTANG
8d2b4200d6 升级HybridCLR 4.0.8=>4.0.10
升级HybridCLR 4.0.8=>4.0.10
2023-10-13 16:09:34 +08:00
ALEXTANG
b983e85416 资源模块优化-使用资源缓存表以及资源淘汰算法,缓存常用资源,利于获取、淘汰不常用资源。
资源模块优化-使用资源缓存表以及资源淘汰算法,缓存常用资源,利于获取、淘汰不常用资源。
2023-10-13 15:53:16 +08:00
ALEXTANG
99d2afdbd7 事件模块通用命名。
事件模块通用命名。
2023-10-10 21:00:21 +08:00
ALEXTANG
57ce836b3c 升级HybridCLR 4.0.7=>4.0.8
升级HybridCLR 4.0.7=>4.0.8
2023-10-10 20:21:33 +08:00
ALEXTANG
8dce78d6fb 事件模块拓展参数支持。
事件模块拓展参数支持。
2023-10-10 18:13:51 +08:00
ALEXTANG
6d41adffd9 音频模块初始化可自定义音频混响器.
音频模块初始化可自定义音频混响器.
2023-10-10 18:09:35 +08:00
ALEXTANG
cb9129261b 增加通过Tag加载资源对象集合的接口。
增加通过Tag加载资源对象集合的接口。
2023-10-09 19:37:00 +08:00
ALEXTANG
89dd6214d4 修复首次图集导入bug
修复首次图集导入bug
2023-10-09 19:37:00 +08:00
ALEXTANG
1aec76d64c 更新packages
1.升级HybridCLR 4.0.6=>4.0.7
2.使用Unity新版MemoryProfiler
2023-10-09 19:37:00 +08:00
ALEXTANG
859f654f6d 关闭垂直同步,避免设置帧率失效
关闭垂直同步,避免设置帧率失效
2023-10-09 19:37:00 +08:00
ALEXTANG
391d690f9d Merge pull request #49 from ALEXTANGXIAO/TEngine_v4.0.0
TEngine v4.0.0
2023-10-08 16:02:59 +08:00
ALEXTANG
bb0b4104f9 Create about.txt 2023-10-08 15:49:30 +08:00
ALEXTANG
20d0ecd8da Init TEngine4.0.0
Init TEngine4.0.0
2023-10-08 15:47:33 +08:00
ALEXTANG
8c3d6308b9 Init TEngine4.0.0
Init TEngine4.0.0
2023-10-08 15:21:33 +08:00
ALEXTANGXIAO
4c8c37ffd8 异步加载原生文件接口问题修正。
异步加载原生文件接口问题修正。
2023-10-04 18:58:45 +08:00
ALEXTANG
5f694c2bed WebGL毛玻璃效果使用默认
WebGL毛玻璃效果使用默认
2023-09-18 16:41:08 +08:00
ALEXTANG
7ff74bb747 Update GameTime.cs 2023-09-18 16:40:51 +08:00
ALEXTANG
a5de63397a Update 3-4-对象池模块.md 2023-09-18 12:00:36 +08:00
ALEXTANG
13cc62f3f1 增加打印输出协议
增加打印输出协议
2023-09-15 14:07:26 +08:00
ALEXTANGXIAO
95dfac5294 支持普通协议对象数据结构不加入opcode
支持普通协议对象数据结构不加入opcode
2023-09-06 00:13:14 +08:00
ALEXTANGXIAO
14e95107c9 服务器ByteBuf消除警告
服务器ByteBuf消除警告
2023-09-05 23:57:12 +08:00
ALEXTANGXIAO
caf5b2b54e 导出网络协议增加了缓存文件保证一致性
导出网络协议增加了缓存文件保证一致性
2023-09-05 23:56:50 +08:00
ALEXTANG
285483034e Update Exporter.cs 2023-09-05 21:08:54 +08:00
ALEXTANG
1cdd8b63b4 同步服务器导出SceneType
同步服务器导出SceneType
2023-09-05 21:07:33 +08:00
ALEXTANG
4c748df7ac Update ProcedureInitPackage.cs 2023-09-05 20:53:56 +08:00
ALEXTANG
e1229b5a4b 移除无用Extension
移除无用Extension
2023-09-05 20:28:37 +08:00
ALEXTANG
b937fb1a37 [-] 移除Luban无用转表bat
[-] 移除Luban无用转表bat
2023-09-05 19:08:02 +08:00
ALEXTANG
87ab99b363 修复了KCPClientNetwork断开网络连接会发生异常的问题
修复了KCPClientNetwork断开网络连接会发生异常的问题
2023-09-05 14:39:53 +08:00
ALEXTANG
e3a47393f4 [+] 新增游戏物体缓存池ResourcePool
[+] 新增游戏物体缓存池ResourcePool
2023-09-05 14:35:19 +08:00
ALEXTANG
75725314ad FIxed 网络模块对象池复使用问题
FIxed 网络模块对象池复使用问题
2023-09-04 10:06:20 +08:00
ALEXTANG
d3ed2b21b9 Update AudioModule.cs 2023-08-28 20:53:40 +08:00
ALEXTANG
ec34dfbb16 Delete protobuf-net.csproj.meta 2023-08-28 20:41:10 +08:00
ALEXTANG
bd76e3a651 移除示例配置资源.
移除示例配置资源.
2023-08-28 20:35:30 +08:00
ALEXTANG
278c8f23be Update DefaultSettingSerializer.cs 2023-08-28 20:24:31 +08:00
ALEXTANG
42568db2ab Add System.Runtime.CompilerServices.Unsafe.dll
Add System.Runtime.CompilerServices.Unsafe.dll
2023-08-28 20:13:06 +08:00
ALEXTANG
b033c59b00 Aot程序集不查找热更域的Type
Aot程序集不查找热更域的Type
2023-08-28 15:08:18 +08:00
ALEXTANG
04a43a3f11 1.增加重启流程Procedure接口。2.增加进入热更域后的流程Procedure。
1.增加重启流程Procedure接口。2.增加进入热更域后的流程Procedure。
2023-08-26 11:08:46 +08:00
ALEXTANG
54214cdd0b 程序集AssemblyDefine增加对UniTask textmeshpro和dotween的拓展
程序集AssemblyDefine增加对UniTask textmeshpro和dotween的拓展
2023-08-25 14:50:20 +08:00
ALEXTANG
fa870b6228 DotNet支持自定义协议目录
DotNet支持自定义协议目录
2023-08-24 18:38:05 +08:00
ALEXTANG
8a49d3437b Delete proto_csOuterMessage.proto 2023-08-24 17:47:42 +08:00
ALEXTANG
f19b889deb DotNet支持自定义协议目录
DotNet支持自定义协议目录
2023-08-24 17:47:21 +08:00
ALEXTANG
d55f6e29d9 Update RootModule.cs 2023-08-22 11:27:58 +08:00
ALEXTANG
8e4af31f26 修改默认UI资源组的PackRule为PackSeparately
修改默认UI资源组的PackRule为PackSeparately
2023-08-21 20:21:59 +08:00
ALEXTANG
58a4b3e043 YooAsset增加补丁包导入工具和补丁包对比工具
YooAsset增加补丁包导入工具和补丁包对比工具
2023-08-21 20:21:03 +08:00
ALEXTANG
576bf3bb48 增加可选的JsonHelper - NewtonsoftJsonHelper
增加可选的JsonHelper - NewtonsoftJsonHelper
2023-08-21 20:20:28 +08:00
ALEXTANG
d282b81546 增加使用UniTask的常用资源加载接口
增加使用UniTask的常用资源加载接口
2023-08-19 16:23:19 +08:00
ALEXTANG
d6dcd8851c 更新文档
更新文档
2023-08-18 17:49:28 +08:00
ALEXTANG
bbea9c4cee Update UIExtension.cs 2023-08-18 17:10:41 +08:00
ALEXTANG
b1ccb1fd53 Update Utility.Http.cs 2023-08-18 16:54:17 +08:00
ALEXTANG
0f2ad3c71d [+] UI循环列表拓展Grid 用法和List一样
[+] UI循环列表拓展Grid 用法和List一样
2023-08-18 16:32:08 +08:00
ALEXTANG
0e6851e691 Remove unused ogg
Remove unused ogg
2023-08-18 15:24:33 +08:00
ALEXTANG
75b9956261 流程初始音效设置开启 2023-08-18 14:33:49 +08:00
ALEXTANG
401c397fc8 流程初始音效设置开启
流程初始音效设置开启
2023-08-18 14:25:10 +08:00
ALEXTANG
94b314e91f TEngine设置面板增加从Hybrid同步AOT与热更程序集的按钮
TEngine设置面板增加从Hybrid同步AOT与热更程序集的按钮
2023-08-18 13:06:08 +08:00
ALEXTANG
a6573d9336 Update ConfigLoader.cs 2023-08-18 13:05:02 +08:00
ALEXTANG
abf5357f49 给不支持WEBGL的增加宏定义
给不支持WEBGL的增加宏定义
2023-08-18 13:04:53 +08:00
ALEXTANG
aab353cca3 Remove Unused Codes.
Remove Unused Codes.
2023-08-17 23:11:11 +08:00
ALEXTANG
e13071c4db 移除调试luban残留的日志
移除调试luban残留的日志
2023-08-17 23:10:14 +08:00
ALEXTANG
e071c20214 拓展自定义鲁班加载配置,支持懒加载 默认使用懒加载,未使用的配置不会载入内存
拓展自定义鲁班加载配置,支持懒加载 默认使用懒加载,未使用的配置不会载入内存
2023-08-17 23:07:07 +08:00
ALEXTANG
bf73ce333b 拓展自定义鲁班加载配置,支持UniTask异步 默认使用同步加载
拓展自定义鲁班加载配置,支持UniTask异步 默认使用同步加载
2023-08-17 22:00:55 +08:00
ALEXTANG
d7a60002d4 ErrorLog使用异步显示UI
ErrorLog使用异步显示UI
2023-08-17 21:41:30 +08:00
ALEXTANG
61f657322d 增加WebGLUpdateDataUrl
增加WebGLUpdateDataUrl
2023-08-17 21:41:07 +08:00
ALEXTANG
33223dc02e 处理DotNet网络层对WebGL导出的兼容 2023-08-17 21:38:21 +08:00
ALEXTANG
0661c59877 处理DotNet网络层对WebGL导出的兼容
处理DotNet网络层对WebGL导出的兼容
2023-08-17 14:06:09 +08:00
ALEXTANG
7c74e10857 提供单独销毁UIWidget的接口。增加UIWidget异步创建接口。
提供单独销毁UIWidget的接口。增加UIWidget异步创建接口。
2023-08-17 10:59:37 +08:00
ALEXTANG
db935bfb5f DotNet 加入热更域,修正GameProto的依赖
DotNet 加入热更域,修正GameProto的依赖
2023-08-16 15:31:16 +08:00
ALEXTANG
dc6b7bb21e 增加使用UniTask的常用资源加载接口
增加使用UniTask的常用资源加载接口
2023-08-15 17:24:02 +08:00
ALEXTANG
d32f3cb768 增加使用UniTask的常用资源加载接口
增加使用UniTask的常用资源加载接口
2023-08-15 17:22:05 +08:00
ALEXTANG
a32ab30444 修改luban模板配置,支持异步加载配置实例,客户端使用UniTask异步加载配置,避免WebGL不支持原生Task
修改luban模板配置,支持异步加载配置实例,客户端使用UniTask异步加载配置,避免WebGL不支持原生Task
2023-08-15 12:54:15 +08:00
ALEXTANG
aa0d40c758 修改luban模板配置,支持异步加载配置实例
修改luban模板配置,支持异步加载配置实例
2023-08-15 12:07:21 +08:00
ALEXTANGXIAO
5239b89326 DotNet 加入热更域
DotNet 加入热更域
2023-08-12 23:39:21 +08:00
ALEXTANG
53f0ecb6c1 [+] UI循环列表拓展与示例
[+] UI循环列表拓展与示例
2023-08-10 23:25:43 +08:00
ALEXTANG
ea9447d0ea Update ClientGm.cs 2023-08-10 10:10:50 +08:00
ALEXTANG
0c6d59f53e Fixed BehaviourSingleton #45
Fixed BehaviourSingleton #45
2023-08-10 10:09:59 +08:00
ALEXTANG
9986e22d18 [-] Remove Old ProtoGenerate
[-] Remove Old Proto Generate
2023-08-09 14:22:39 +08:00
ALEXTANG
7deb049769 更新Entity接口 泛型获取父级、Define增加unit[]类型
更新Entity接口 泛型获取父级、Define增加unit[]类型
2023-08-09 11:09:38 +08:00
ALEXTANG
fce8bd4d60 Update DebuggerModule.SettingsWindow.cs 2023-08-08 19:54:37 +08:00
ALEXTANG
7ec14c670f Luban配置表拓展分组-分组为c和client的为仅客户端字段s和server为仅服务器字段
Luban配置表拓展分组-分组为c和client的为仅客户端字段s和server为仅服务器字段
2023-08-07 15:14:43 +08:00
ALEXTANGXIAO
efe3d2b25b Update README
Update README
2023-08-06 00:36:29 +08:00
ALEXTANGXIAO
2107282368 Update Readme
Update Readme
2023-08-05 00:54:25 +08:00
ALEXTANG
fb26ea2297 Update AddressableManageComponent.cs 2023-08-04 01:42:26 +08:00
ALEXTANG
9ac150425f Update IntDictionaryConfig.cs 2023-08-04 01:42:00 +08:00
ALEXTANG
36d2c146b0 1、修复了MongoDB在2.18.0以后需要自定义注册ObjectSerializer的问题。 2、Addressable的AddAddressable接口增加isLock参数、用来决定是否需要添加携程锁。 3、修复了APackInfo因为网络多线程的原因导致线程安全的问题。
1、修复了MongoDB在2.18.0以后需要自定义注册ObjectSerializer的问题。
2、Addressable的AddAddressable接口增加isLock参数、用来决定是否需要添加携程锁。
3、修复了APackInfo因为网络多线程的原因导致线程安全的问题。
2023-08-04 01:41:31 +08:00
ALEXTANG
774b73bbbf 注释防裁剪脚本中相机权限的引用
注释防裁剪脚本中相机权限的引用
2023-08-01 16:57:43 +08:00
ALEXTANG
32366eb127 移除防裁剪脚本中相机权限的引用
移除防裁剪脚本中相机权限的引用
2023-08-01 16:54:49 +08:00
ALEXTANG
a843617e5f Update README.md 2023-08-01 10:44:15 +08:00
ALEXTANGXIAO
46b139f7cf 补充IOS运行快照到Books下
补充IOS运行快照到Books下
2023-08-01 00:06:07 +08:00
ALEXTANG
e6ff1dec3f Update BuglyAgent.cs 2023-07-31 20:36:44 +08:00
ALEXTANG
4429732010 Update ConfigLoader.cs 2023-07-31 15:01:11 +08:00
ALEXTANGXIAO
60a5caebae 1、Scene.Create接口增加了一个泛型方法接口。 2、SceneConfig增加了SceneTypeConfig和SceneSubType
1、Scene.Create接口增加了一个泛型方法接口。 2、SceneConfig增加了SceneTypeConfig和SceneSubType
2023-07-29 01:03:35 +08:00
ALEXTANGXIAO
f7c95d8216 服务器启动防呆提示需要转表
服务器启动防呆提示需要转表
2023-07-29 00:12:52 +08:00
ALEXTANGXIAO
98dcb80942 更新编辑器MenuItem导表与导出协议
更新编辑器MenuItem导表与导出协议
2023-07-29 00:03:54 +08:00
ALEXTANG
30192d52cf 调整网络demo场景路径
调整网络demo场景路径
2023-07-27 10:18:02 +08:00
ALEXTANGXIAO
b7b2262d53 合理化服务器命名,使开发者更容易理解。
Scene的routeId更名为locationId
2023-07-27 00:33:39 +08:00
ALEXTANG
d1c93f15d6 Application.OpenURL 调用bat的cmd运行时问题
Application.OpenURL 调用bat的cmd运行时问题
2023-07-26 15:39:20 +08:00
ALEXTANGXIAO
1ac1ff7d56 [+] Update HybridCLR v3.4.0
[+] Update HybridCLR v3.4.0
2023-07-26 00:07:47 +08:00
ALEXTANG
863788f303 Update UIWidget.cs 2023-07-25 23:37:02 +08:00
ALEXTANG
74790c7486 Update UIWindow.cs 2023-07-25 23:34:42 +08:00
ALEXTANG
1c223c8ad0 [+] DOTweenExtension
[+] DOTweenExtension
2023-07-25 17:08:57 +08:00
ALEXTANG
e75b3a4e66 [+] UniTask External YooAsset、Dotween、TextMeshPro 2023-07-25 16:28:09 +08:00
ALEXTANG
91b0995911 [+] UniTask External YooAsset、Dotween、TextMeshPro
[+] UniTask External YooAsset、Dotween、TextMeshPro
2023-07-25 16:22:13 +08:00
ALEXTANG
14c886ea8f [+] UniTask External YooAsset、Dotween、TextMeshPro
[+] UniTask External YooAsset、Dotween、TextMeshPro
2023-07-25 16:20:26 +08:00
ALEXTANG
9babc0ba85 [+] 合理化目录结构 精简非必要插件如确定性物理库以及Recast插件。
[+] 合理化目录结构 精简非必要插件如确定性物理库以及Recast插件。
2023-07-25 14:34:05 +08:00
ALEXTANG
f8056aef32 调整服务器逻辑
1、调整Entity.AddComponent方法添加的组件Id为父组件的Id。
2、增加了ISupportedSingleCollection和ISingleCollectionRoot接口.
3、增加了SingleCollection、用于把子组件保存到单独的数据库表的功能,配合ISupportedSingleCollection和ISingleCollectionRoot。
2023-07-24 16:49:23 +08:00
ALEXTANG
846dc4d4bc Fixed the session dispose
Fixed the session dispose
2023-07-24 13:17:59 +08:00
ALEXTANG
03ab7fb353 Create start_export.bat 2023-07-23 22:18:47 +08:00
ALEXTANG
3c11980e7c Create start_develop.bat 2023-07-23 22:18:45 +08:00
ALEXTANG
c23aa0bd71 Revert "Update Core.csproj"
This reverts commit df76d0b77a.
2023-07-23 21:32:22 +08:00
ALEXTANG
df76d0b77a Update Core.csproj 2023-07-23 21:32:01 +08:00
ALEXTANG
35d2012546 1.替换了KCP为C#版本 2.KCP增加了Memery<T>支持。 3.框架增加了对Memery<T>的支持,服务器网络消息采用Memery<T>,性能得大幅度的提升 4.优化了消息调度执行逻辑
1.替换了KCP为C#版本
2.KCP增加了Memery<T>支持。
3.框架增加了对Memery<T>的支持,服务器网络消息采用Memery<T>,性能得大幅度的提升
4.优化了消息调度执行逻辑
2023-07-23 00:25:47 +08:00
ALEXTANG
c96d20a89a [+] GameFrameworkModuleSystem
[+] GameFrameworkModuleSystem
2023-07-22 17:53:00 +08:00
ALEXTANG
5787d0f9dc [+] GameModuleSystem
[+] GameModuleSystem
2023-07-22 17:51:24 +08:00
ALEXTANG
8b35c8ca07 Update ProjectSettings.asset 2023-07-22 17:50:06 +08:00
ALEXTANG
e5456da482 合理化Address协议逻辑
合理化Address协议逻辑
2023-07-21 17:50:47 +08:00
ALEXTANG
144ba9f222 完善AddressableManageComponent与ClientNetworkComponent
完善AddressableManageComponent与ClientNetworkComponent
2023-07-21 14:32:20 +08:00
ALEXTANG
889fbdc8e1 Update UIGaussianBlurLayer.cs 2023-07-19 17:34:02 +08:00
ALEXTANG
0d177e6868 Update AssetGroup.cs 2023-07-19 17:33:56 +08:00
ALEXTANG
29135228be Update AssetReference.cs 2023-07-19 17:33:52 +08:00
ALEXTANG
c1a1de73cd Update ResourceManager.cs 2023-07-19 17:33:48 +08:00
ALEXTANG
612e9b7eba Update ResourceModule.cs 2023-07-19 17:33:44 +08:00
ALEXTANG
5ed6b8c378 Update UIModule.cs 2023-07-19 17:33:41 +08:00
ALEXTANG
06dad5a68a Update UIWidget.cs 2023-07-19 17:33:28 +08:00
ALEXTANG
9e0462043c Update WindowAttribute.cs 2023-07-19 17:33:25 +08:00
ALEXTANG
c1178e284b Update DUnityUtil.cs 2023-07-19 17:33:21 +08:00
ALEXTANG
8e3dd138a6 Merge pull request #44 from ALEXTANGXIAO/3.0.0-network
TEngine-3.0.0 NetWork And Server
2023-07-19 16:32:03 +08:00
ALEXTANG
405253c507 Update BuildAssetsCommand.cs 2023-07-19 16:03:02 +08:00
ALEXTANG
66ef50a9e0 WebGL适配 2023-07-19 15:51:16 +08:00
ALEXTANG
413f4dcda7 Update GameClient.cs 2023-07-19 15:23:46 +08:00
ALEXTANG
75fdb4d7de Update GameClient.cs 2023-07-19 15:20:05 +08:00
ALEXTANG
1ada1e4e33 Update H_C2G_LoginAddressRequestHandler.cs 2023-07-19 15:20:01 +08:00
ALEXTANG
3848b6aaaa Create AddressableSceneHelper.cs 2023-07-19 15:19:57 +08:00
ALEXTANG
2b33b405c0 Update SceneConfig.cs 2023-07-19 15:19:44 +08:00
ALEXTANG
6766b930d7 更新机器内网配置
更新机器内网配置
2023-07-19 13:08:03 +08:00
ALEXTANG
526baf45fa 完善网络框架,增加服务器断开连接回调 2023-07-18 17:36:48 +08:00
ALEXTANG
a473971cfb Update H_C2G_LoginAddressRequestHandler.cs 2023-07-18 13:06:00 +08:00
ALEXTANG
51effd2c97 Update TCPClientNetwork.cs 2023-07-18 13:05:57 +08:00
ALEXTANG
4205220b64 Network Example2
Network Example2
2023-07-18 13:05:48 +08:00
ALEXTANG
e95c18ca67 Update README.md
Update README.md
2023-07-18 10:08:46 +08:00
ALEXTANG
f5571716a2 Update SkillDisplayData.cs 2023-07-17 20:59:13 +08:00
ALEXTANG
d61a8dfa4b GMPanel
GMPanel
2023-07-17 20:59:04 +08:00
ALEXTANG
068ec709d0 [+] Add GamePlayScene
[+] Add GamePlayScene
2023-07-17 19:00:24 +08:00
ALEXTANG
8b26b790ee GameServerScene
GameServerScene
2023-07-17 18:38:50 +08:00
ALEXTANG
da35b4306b EnumHelper
EnumHelper
2023-07-17 18:29:41 +08:00
ALEXTANG
ee2147e3d9 Update BattleDemo
Update BattleDemo
2023-07-17 18:09:07 +08:00
ALEXTANG
a273e9d5f8 Entitas
Entitas
2023-07-17 15:28:27 +08:00
ALEXTANG
31d4d6c0b8 Update
Update
2023-07-17 01:05:12 +08:00
ALEXTANG
6a6f0591f1 完善Entity状态
完善Entity状态
2023-07-17 01:00:33 +08:00
ALEXTANG
9cd0bac81e 完善登录注册Demo
完善登录注册Demo
2023-07-17 01:00:10 +08:00
ALEXTANG
4abe10eecf IDataBase Last
IDataBase Last
2023-07-16 19:06:45 +08:00
ALEXTANG
bd10297dfa [+] HybridCLR=》v3.3.0
[+] HybridCLR=》v3.3.0
2023-07-16 15:51:44 +08:00
ALEXTANG
7ce72b8aa8 合理化框架
合理化框架
2023-07-16 15:37:38 +08:00
ALEXTANG
c6ecb48944 注册登录Demo
注册登录Demo
2023-07-16 00:57:20 +08:00
ALEXTANG
c178f8bb75 配置目录同步程序集调整
配置目录同步程序集调整
2023-07-15 18:45:38 +08:00
ALEXTANG
d4f160d284 合理化程序集,服务器Logic无需共享的代码存放解决方案目录,无需走Unity目录
合理化程序集,服务器Logic无需共享的代码存放解决方案目录,无需走Unity目录
2023-07-15 18:39:42 +08:00
ALEXTANG
d87653a9fb 调整对于Linux打包的支持
调整对于Linux打包的支持
2023-07-15 00:58:40 +08:00
ALEXTANG
04a5a0e048 Update Demo
Update Demo
2023-07-14 14:23:51 +08:00
ALEXTANG
c825f4d920 Streamline Unity Engineering
Streamline Unity Engineering
2023-07-14 13:38:05 +08:00
ALEXTANG
b3e59b92d6 Update ThirdParty.csproj 2023-07-14 12:47:52 +08:00
ALEXTANG
37af620d71 Update RootNameSpace
Update RootNameSpace
2023-07-14 12:45:06 +08:00
ALEXTANG
493172a925 Update
Update
2023-07-13 23:54:38 +08:00
ALEXTANG
1382db8c61 Update
Update
2023-07-13 21:13:29 +08:00
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72b7149aa1 Update
Update
2023-07-13 21:02:29 +08:00
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0c51ae7bdd Update
Update
2023-07-13 19:40:12 +08:00
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79dc302f14 Update Utility.Http.cs 2023-07-13 19:34:30 +08:00
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95e4dd93a8 Update
Update
2023-07-13 19:05:40 +08:00
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2b310c00f2 Update ThirdParty.csproj 2023-07-13 18:22:01 +08:00
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fbb26ea9ea Update
Update
2023-07-13 18:20:39 +08:00
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bff8f20af3 Refresh Plugins 2023-07-13 17:41:23 +08:00
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0c7ce5f28c Refresh Plugins 2023-07-13 17:37:44 +08:00
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31fc9abdf9 Update OdinModuleConfig.asset 2023-07-13 17:36:37 +08:00
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a087f40e8a [-] Remove Cysharp.MemoryPack
[-] Remove Cysharp.MemoryPack
2023-07-13 17:31:53 +08:00
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7b2fc7ce9f Update DotNet sln
Update DotNet sln
2023-07-13 17:27:57 +08:00
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dc4bb8cc9c Unity低版本语法兼容
Unity低版本语法兼容
2023-07-13 17:24:37 +08:00
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0c8f3a5f92 [+] TEngineServer
[+] TEngineServer
2023-07-13 17:17:26 +08:00
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a69f53592e 移除 重构
移除 重构
2023-07-13 12:46:26 +08:00
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8757e1f550 [+] add et8 csproject
[+] add et8 csproject
2023-07-13 12:26:12 +08:00
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336d4b2eb9 [+] 接入ET8服务端
[+] 接入ET8服务端
2023-07-13 12:23:48 +08:00
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e0be062006 Remove old networkmodule 2023-07-12 17:36:29 +08:00
ALEXTANG
5e69129667 Remove old networkmodule
Remove old networkmodule
2023-07-12 17:35:05 +08:00
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4c39ab79ca [+] Books 2023-07-12 17:28:08 +08:00
ALEXTANG
a710d1cb76 [+] Books 2023-07-10 13:59:56 +08:00
ALEXTANG
8472839394 [+] Books 2023-07-10 13:51:32 +08:00
ALEXTANG
4988c99d31 [+] Books
[+] Books
2023-07-10 12:51:13 +08:00
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4fa62b2d79 Update README.md 2023-07-10 12:35:48 +08:00
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f549514d7c Update ResourceManager.cs 2023-07-09 00:07:32 +08:00
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f588038848 Update UIButtonScale.cs 2023-07-06 19:17:16 +08:00
ALEXTANG
9e0e3ebd50 Fixed the bug of CreateWidgetByPath
Fixed the bug of CreateWidgetByPath
2023-07-06 19:07:45 +08:00
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b07ef836a9 Update ProcedureLoadAssembly.cs 2023-07-05 15:20:18 +08:00
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7a1d593195 Update UnityExtension.cs 2023-07-05 15:20:12 +08:00
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bc113c5c6e [+] Update版本更新时CDN地址也可更新
[+] Update版本更新时CDN地址也可更新
2023-07-04 20:57:26 +08:00
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753bbdfb82 [+] HybridCLR IOS相机权限问题
大坑 没有任何异常、警告、日志 如果不写这个,就是没有响应
2023-06-29 11:25:33 +08:00
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6a6d33c536 Update AudioAgent.cs 2023-06-25 17:51:17 +08:00
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57a014a83a [+] Fixed UIWidget
[+] Fixed UIWidget
2023-06-25 15:26:40 +08:00
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9d1a8e8c9d Create UIEventItem.cs.meta 2023-06-25 15:26:17 +08:00
ALEXTANG
86c26cd21b Create UIEventItem.cs 2023-06-25 15:26:13 +08:00
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b60b9fff42 Update UIExtension.cs 2023-06-25 15:26:08 +08:00
ALEXTANG
990e17a6cc [+] HybridCLR 补充元数据设置
[+] HybridCLR 补充元数据设置
2023-06-25 15:21:46 +08:00
ALEXTANG
be531bfad0 Fixed the bug for AssetsGroup
Fixed the bug for AssetsGroup
2023-06-23 00:00:58 +08:00
ALEXTANG
6c46f3e5fd [+] Update HybridCLR v3.2.0
[+] Update HybridCLR v3.2.0
2023-06-19 17:17:13 +08:00
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e4b48e3c58 Update README.md 2023-06-16 14:27:56 +08:00
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68e5b1d482 Update README.md 2023-06-09 11:40:59 +08:00
ALEXTANG
abd152b072 [+] SubAssetsOperationHandle LoadSubAssetsSync(string location)
[+] SubAssetsOperationHandle LoadSubAssetsSync(string location)
2023-06-06 19:28:44 +08:00
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470e62d9c4 Update ResourceModule.cs 2023-06-06 15:19:28 +08:00
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481b5911ab Update ResourceManager.cs 2023-06-06 15:19:24 +08:00
ALEXTANG
05d3aff05e Update IResourceManager.cs 2023-06-06 15:19:20 +08:00
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86bb6353dc Update ResourceManager.Services.cs
同步修复IOS平台流解密失败的问题。
2023-06-06 09:55:01 +08:00
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334698b6e6 Update RootModule.cs 2023-06-05 19:31:32 +08:00
ALEXTANG
2684bd29f5 Update GameClient.cs 2023-06-05 14:49:26 +08:00
ALEXTANG
c568c62404 [+] Update HybridCLR v2.4.2
[+] Update HybridCLR v2.4.2
2023-06-05 12:34:27 +08:00
ALEXTANG
699ccb3b09 [+] Update YooAssets v1.4.14
[+] Update YooAssets v1.4.14
2023-06-05 12:19:24 +08:00
ALEXTANG
f92bf5c602 Update GameClient.cs 2023-05-20 12:23:45 +08:00
ALEXTANG
cd87c71281 Update MsgDispatcher.cs 2023-05-20 12:23:41 +08:00
ALEXTANG
94c137b3c6 Update ILogicSys.cs 2023-05-20 11:27:11 +08:00
ALEXTANG
120a86b396 Create Redux.cs 2023-05-20 11:25:49 +08:00
ALEXTANG
383dc50fe3 Create Redux.cs.meta 2023-05-20 11:25:46 +08:00
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2369e8723c Update TSingleton.cs 2023-05-20 11:25:44 +08:00
ALEXTANG
344f3293ad Update ILogicSys.cs 2023-05-20 11:25:37 +08:00
ALEXTANG
5d361dd188 Update BehaviourSingleton.cs 2023-05-20 11:25:09 +08:00
ALEXTANG
a2f7fe907a Update BaseLogicSys.cs 2023-05-20 11:25:02 +08:00
ALEXTANG
5b3f64689f Create Attribute.cs.meta 2023-05-20 11:24:58 +08:00
ALEXTANG
2258c13892 Create Attribute.cs 2023-05-20 11:24:55 +08:00
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a70d2e7d17 Update main.unity 2023-05-20 11:11:14 +08:00
ALEXTANG
b15f51631a Update Network.cs 2023-05-20 11:10:46 +08:00
ALEXTANG
da12bd7cab Update GameClient.cs 2023-05-20 11:10:41 +08:00
ALEXTANG
98bcaef6b7 Update UnitySingleton.cs 2023-05-20 11:10:39 +08:00
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71d1286144 Update TSingleton.cs 2023-05-20 11:10:34 +08:00
ALEXTANG
9359a81a96 Update ProtobufUtility.cs 2023-05-20 11:01:38 +08:00
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a9542646c1 Update NetworkChannelHelper.cs 2023-05-20 11:01:33 +08:00
ALEXTANG
0890ca9bdb [+] Network
[+] Network
2023-05-19 19:40:05 +08:00
ALEXTANG
ec409c7e15 Update Network
Update Network
2023-05-19 17:01:04 +08:00
ALEXTANG
4bc63fafc8 Update gen_pb_code.bat 2023-05-19 00:43:28 +08:00
ALEXTANG
fe0f9afd6d Update gen_pb_code.bat 2023-05-19 00:42:38 +08:00
ALEXTANG
4632a0c099 [+] UpdateNetwork Module
[+] UpdateNetwork Module
2023-05-19 00:31:15 +08:00
ALEXTANG
60e57bb80b Update ProtoUtil.cs 2023-05-19 00:08:23 +08:00
ALEXTANG
b7c79d0438 [+] ProtoCs
[+] ProtoCs
2023-05-19 00:08:11 +08:00
ALEXTANG
62b7c9e4d6 [+] Protobuf.dll
[+] Protobuf.dll
2023-05-19 00:07:24 +08:00
ALEXTANG
75a6977afb [+] ProtobufUtility
[+] ProtobufUtility
2023-05-19 00:06:43 +08:00
ALEXTANG
659da836ac Update GameLogic.asmdef 2023-05-19 00:05:52 +08:00
ALEXTANG
07c459051f [+] Proto
[+] Proto
2023-05-19 00:03:18 +08:00
ALEXTANG
4253a81e78 Update
Update
2023-05-19 00:02:43 +08:00
ALEXTANG
e498abacd1 Update ICSharpCode.SharpZipLib.dll.meta 2023-05-19 00:02:17 +08:00
ALEXTANG
f16759483f [+] NetProto
[+] NetProto
2023-05-17 23:07:17 +08:00
ALEXTANG
899472a5db [+] Network
[+] Network
2023-05-17 23:06:29 +08:00
ALEXTANG
e65245371a Update TEngineLogHelper.cs 2023-05-17 23:05:58 +08:00
ALEXTANG
b04fff4ec9 [+] proto 2023-05-17 21:38:44 +08:00
ALEXTANG
d8f8fd01d9 [+] proto 2023-05-17 21:38:24 +08:00
ALEXTANG
9b1c5e6f0a [+] proto
[+] proto
2023-05-17 21:38:14 +08:00
ALEXTANG
b2b5c9274c Update RuleConfig.asset 2023-05-15 14:09:38 +08:00
ALEXTANG
b814d689d8 [-] AnimationHierarchyEditorTool
[-] AnimationHierarchyEditorTool
2023-05-14 10:31:33 +08:00
ALEXTANG
ca6de42d67 Update main.unity 2023-05-13 14:56:47 +08:00
ALEXTANG
c3e9b76fd6 Update main.unity 2023-05-13 14:56:02 +08:00
ALEXTANG
dca7b71457 [+] DisStripCode 防裁剪
[+] DisStripCode 防裁剪
2023-05-13 14:55:55 +08:00
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7106454dfb Update ProjectSettings.asset 2023-05-13 22:22:01 +08:00
ALEXTANG
b97e24aa6d Create BurstAotSettings_iOS.json 2023-05-13 22:21:49 +08:00
ALEXTANG
bec4cba501 Update .gitignore 2023-05-13 22:13:50 +08:00
ALEXTANG
0568d5f8b2 Update ProcedureLaunch.cs 2023-05-13 21:21:03 +08:00
ALEXTANG
49db48e7fc Update GameModule.cs 2023-05-13 21:20:42 +08:00
ALEXTANG
92fc5e0bcd Update ProcedureLaunch.cs 2023-05-13 21:12:41 +08:00
ALEXTANG
11391e597e Update AudioModule.cs 2023-05-13 21:12:36 +08:00
ALEXTANG
6b64f3b261 Update Constant.cs 2023-05-13 21:12:29 +08:00
ALEXTANG
dff6ba4e6d Update GameApp_RegisterSystem.cs 2023-05-13 20:35:36 +08:00
ALEXTANG
036c89a6d1 Update BehaviourSingleton.cs 2023-05-13 20:35:34 +08:00
ALEXTANG
fd7d8a798b Update LogUI.prefab 2023-05-13 10:22:29 +08:00
ALEXTANG
4db89019dd [+] Enable Skip Unity Logo
[+] Enable Skip Unity Logo
2023-05-12 23:41:59 +08:00
ALEXTANG
de0d4e58a5 [+] Editor Tool Bar 2023-05-12 23:28:00 +08:00
ALEXTANG
d64a7d6777 [+] PlayerPrefsEditor 2023-05-12 22:36:06 +08:00
ALEXTANG
0c32dad70b [+] LruAssetGroup
[+] LruAssetGroup
2023-05-12 22:32:17 +08:00
ALEXTANG
c44c3e8c67 [+] AssetReference
[+] AssetReference
2023-05-12 22:31:27 +08:00
ALEXTANG
dfc8b5eb8f Update README.md 2023-05-12 21:03:18 +08:00
ALEXTANG
80f004c942 Create BurstAotSettings_StandaloneLinux64.json 2023-05-12 14:09:43 +08:00
ALEXTANG
da11c0915f Update Utility.DevicePerformance.cs 2023-05-12 14:09:37 +08:00
ALEXTANG
fdc526cfca [+] 编辑器拓展资源运行模式
[+] 编辑器拓展资源运行模式
2023-05-12 12:24:19 +08:00
ALEXTANG
73b3ae6527 [+] ToolbarExt
[+] ToolbarExt
2023-05-12 10:56:45 +08:00
ALEXTANG
0ce268aaf6 AssetRefrenceEditor
AssetRefrenceEditor
2023-05-12 00:35:36 +08:00
ALEXTANG
c7ff2de374 Update ScriptGenerator.cs 2023-05-12 00:35:16 +08:00
ALEXTANG
050003bd7b Update TEngineGlobalSettings.asset 2023-05-12 00:35:13 +08:00
ALEXTANG
43c49aabbb Update SettingsUtils.cs 2023-05-12 00:34:41 +08:00
ALEXTANG
29985b819e Update FrameworkGlobalSettings.cs 2023-05-12 00:34:38 +08:00
ALEXTANG
5a07650f73 Update SceneSwitcher.cs 2023-05-12 00:32:04 +08:00
ALEXTANG
fd199e344a [+] SerializableDictionary
[+] SerializableDictionary
2023-05-12 00:27:05 +08:00
ALEXTANG
a827e501f2 [+] EditorToolbar
[+] EditorToolbar
2023-05-11 23:52:42 +08:00
ALEXTANG
35f7c9309c Update UIWidget.cs 2023-05-11 23:42:21 +08:00
ALEXTANG
d8149dc743 Update UIWidget.cs 2023-05-11 23:23:08 +08:00
ALEXTANG
ec357fa5fb Update AssetReference.cs 2023-05-11 23:22:00 +08:00
ALEXTANG
1c2dec1381 [+] Srienix
[+] Srienix
2023-05-11 22:40:44 +08:00
ALEXTANG
30ad711907 Update UIButtonScale.cs 2023-05-11 20:04:51 +08:00
ALEXTANG
3be06cac21 [+] UIExtension UIButtonScale
[+] UIExtension UIButtonScale
2023-05-11 19:52:53 +08:00
ALEXTANG
22ead28974 Update ScriptGenerator.cs 2023-05-11 19:11:21 +08:00
ALEXTANG
c40391a65b Update AssetReference.cs 2023-05-11 19:11:19 +08:00
ALEXTANG
5c7223213b [+] UI AssetRefrence
[+] UI AssetRefrence
2023-05-11 00:25:26 +08:00
ALEXTANG
699930f6e8 [+] AssetRefrence
[+] AssetRefrence
2023-05-11 00:25:00 +08:00
ALEXTANG
026a1f458c [+] AssetReference 自动引用计数
[+] AssetReference 自动引用计数
2023-05-10 22:45:31 +08:00
ALEXTANG
6fddedf0b2 Update Odin meta
Update Odin meta
2023-05-10 21:53:05 +08:00
ALEXTANG
e88d54e63f Update RuleConfig.asset 2023-05-10 21:49:32 +08:00
ALEXTANG
6a04371045 Update main.unity 2023-05-10 16:30:25 +08:00
ALEXTANG
0f51878471 [+] Odin
[+] Odin
2023-05-10 16:20:22 +08:00
ALEXTANG
8cab13da79 [+] UIGaussianBlurLayer
[+] UIGaussianBlurLayer
2023-05-10 16:04:51 +08:00
ALEXTANG
9c110e23a6 [+] TShader & ActorShaderMgr
[+] TShader & ActorShaderMgr
2023-05-10 15:45:40 +08:00
ALEXTANG
1ee6dc2611 Update UILoadUpdate.cs 2023-05-10 14:07:08 +08:00
ALEXTANG
a602633c9b Update UILoadTip.prefab 2023-05-10 11:05:54 +08:00
ALEXTANG
f32d42db62 [+] EditorResourceBuilder
[+] EditorResourceBuilder
2023-05-10 00:16:23 +08:00
ALEXTANG
eac9d4a68e Update UILoadTip.prefab 2023-05-09 23:15:04 +08:00
ALEXTANG
e7c2fb6938 Update UILoadUpdate.prefab 2023-05-09 23:15:00 +08:00
ALEXTANG
4b7fed2745 Update LoadText.cs 2023-05-09 23:14:57 +08:00
ALEXTANG
02c3055e11 Update SafeTop.cs 2023-05-09 23:14:49 +08:00
ALEXTANG
2f76cc012c Update ProcedureCreateDownloader.cs 2023-05-09 21:02:55 +08:00
ALEXTANG
9016dd9e61 Update 2023-05-09 21:02:24 +08:00
ALEXTANG
878a05b614 UpdateData
UpdateData
2023-05-09 20:56:33 +08:00
ALEXTANG
25e2617782 [+] UpdateData.json
[+] UpdateData.json
2023-05-09 20:54:02 +08:00
ALEXTANG
de1558680c [+] Update LoadData
[+] Update LoadData
2023-05-09 20:47:51 +08:00
ALEXTANG
079ff980a3 [=]SafeTop ImageBackGround
[=]SafeTop ImageBackGround
2023-05-09 14:34:14 +08:00
ALEXTANG
edc83c8989 Update EditorUserSettings.asset 2023-05-09 00:17:38 +08:00
ALEXTANG
80c4676430 [+] Dotween Pro
[+] Dotween Pro
2023-05-09 00:17:11 +08:00
ALEXTANG
53ffc64699 Revert "[+] Import Dotween Free Version"
This reverts commit c072b82239.
2023-05-09 00:06:03 +08:00
ALEXTANG
c072b82239 [+] Import Dotween Free Version
[+] Import Dotween Free Version
2023-05-08 23:30:06 +08:00
ALEXTANG
598f1ef36b Update ProjectSettings.asset 2023-05-07 14:23:20 +08:00
ALEXTANG
991dddfdae Update packages-lock.json 2023-05-07 14:23:02 +08:00
ALEXTANG
11fe2a8d18 Update manifest.json 2023-05-07 14:22:58 +08:00
ALEXTANG
1992f4cda4 Update GameApp.cs 2023-05-07 12:21:59 +08:00
ALEXTANG
5fb16b442e ResourceModule UpdateMainfest Info and Save operation.SavePackageVersion();
ResourceModule UpdateMainfest Info and Save operation.SavePackageVersion();
2023-05-07 12:20:29 +08:00
ALEXTANG
ece41a730e Update UILoadUpdate.prefab 2023-05-07 11:18:25 +08:00
ALEXTANG
12105f649a UILoadTip
UILoadTip
2023-05-07 11:16:27 +08:00
ALEXTANG
fd728d037c ProcedureClearCache
ProcedureClearCache
2023-05-07 11:06:28 +08:00
ALEXTANG
23ee21162f Enable Mono Build
Enable Mono Build
2023-05-07 10:40:09 +08:00
ALEXTANG
4634de28d7 Create BurstAotSettings_Android.json 2023-05-06 19:52:57 +08:00
ALEXTANG
ef507c383d Update Android-RunSuccessed.png 2023-05-06 19:52:46 +08:00
ALEXTANG
9423fdc193 Update Resource Update HostServer
Update Resource Update HostServer
2023-05-06 14:22:00 +08:00
ALEXTANG
c7b25e4781 Merge branch 'TEngine_v_3.0.0' 2023-05-06 13:18:40 +08:00
ALEXTANG
2ec2546230 Update EditorUserSettings.asset 2023-05-06 13:15:20 +08:00
ALEXTANG
0815a30f83 Update TimelineSettings.asset 2023-05-06 13:15:14 +08:00
ALEXTANG
27549f11b2 Update HybridCLRSettings.asset 2023-05-06 13:15:07 +08:00
ALEXTANG
713661417b Update UILoadUpdate.prefab 2023-05-06 13:15:04 +08:00
ALEXTANG
906ec80904 Update .gitignore 2023-05-06 11:39:16 +08:00
ALEXTANG
455c700953 Update .gitignore 2023-05-06 11:22:57 +08:00
ALEXTANG
007b136724 [+] ConfigUtility
[+] ConfigUtility
2023-05-05 23:23:13 +08:00
ALEXTANG
6aaec0599b Update ScriptGenerator.cs 2023-05-05 23:13:51 +08:00
ALEXTANG
8549179a43 Update GameLogic.asmdef 2023-05-05 23:13:40 +08:00
ALEXTANG
7b239ee4da [+] 升级至2021.3.20f1c1
[+] 2020.3.33f1c2升级至2021.3.20f1c1
2023-05-05 23:09:17 +08:00
ALEXTANG
f32159f19c Update main.unity 2023-05-05 23:08:05 +08:00
ALEXTANG
3196cf3b5e Update .gitignore 2023-05-05 23:07:58 +08:00
ALEXTANG
b59139b94a 程序集调整
程序集调整
2023-05-05 23:07:51 +08:00
ALEXTANG
2a15db0690 Update AnimationHierarchyEditorTool.cs 2023-05-05 22:50:59 +08:00
ALEXTANG
f3691e2145 [+] NetProto
[+] NetProto
2023-05-05 22:38:50 +08:00
ALEXTANG
da39314f34 [+] ByteHelper
[+] ByteHelper
2023-05-04 13:23:55 +08:00
ALEXTANG
6ea42a28cd Update AnimationHierarchyEditorTool.cs 2023-05-04 13:23:21 +08:00
ALEXTANG
cd99f15374 Revert "[-] Remove Thirdly of Animation"
This reverts commit cb2b9331cf.
2023-05-04 10:47:49 +08:00
ALEXTANG
0e43421606 [+] BaseLogicSys
[+] BaseLogicSys
2023-05-03 21:36:35 +08:00
ALEXTANG
64e39673d3 ENABLE_URP asmdef
ENABLE_URP asmdef
2023-05-03 12:23:00 +08:00
ALEXTANG
d839808bce Merge pull request #37 from ALEXTANGXIAO/TEngine_v_3.0.0
Adjust asmdef
2023-05-03 12:16:18 +08:00
ALEXTANG
2e1bbee994 Delete GameMain.asmdef.meta 2023-05-03 12:14:06 +08:00
ALEXTANG
373a06bfd5 Delete GameMain.asmdef 2023-05-03 12:14:02 +08:00
ALEXTANG
4996dba84a Update HybridCLRSettings.asset 2023-05-03 12:01:50 +08:00
ALEXTANG
95afaa2a4d Update TEngineGlobalSettings.asset 2023-05-03 12:01:47 +08:00
ALEXTANG
d204675bd6 Delete UIGroup.meta 2023-05-03 11:59:30 +08:00
ALEXTANG
9e4a2b34da Merge pull request #36 from ALEXTANGXIAO/TEngine_v_3.0.0
[+] Update Procedure Path And asmdef
2023-04-26 13:31:23 +08:00
ALEXTANG
d3272e1bb1 [+] Update Procedure Path And asmdef
[+] Update Procedure Path And asmdef
2023-04-26 13:30:23 +08:00
ALEXTANG
7db0d3fcc4 [+] ZipWrapper
[+] ZipWrapper
2023-04-25 15:44:29 +08:00
ALEXTANG
293ea2e128 Update start.bat 2023-04-25 15:44:19 +08:00
ALEXTANG
9f187109a5 Merge pull request #35 from ALEXTANGXIAO/TEngine_v_3.0.0
[+] FileServer
2023-04-25 15:18:19 +08:00
ALEXTANG
1c0a570d74 [+] FileServer
[+] FileServer
2023-04-25 15:12:28 +08:00
ALEXTANG
621a315eec Merge pull request #34 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0 HybridCLR RunAble
2023-04-25 14:13:05 +08:00
ALEXTANG
4db58f507d Update 0-RunAble.md 2023-04-25 14:11:53 +08:00
ALEXTANG
89b5bc21ee Create Android-RunSuccessed.png 2023-04-25 14:11:49 +08:00
ALEXTANG
6320e75e7c Update 0-RunAble.md 2023-04-25 13:48:35 +08:00
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02d4e6686c Create Win64-RunSuccessed.png 2023-04-25 13:48:32 +08:00
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0c564f8571 Update EditorUserSettings.asset 2023-04-25 13:46:22 +08:00
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c4c345c5f7 Update ProjectSettings.asset 2023-04-25 13:46:15 +08:00
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bf1d71d0f9 Update HybridCLRSettings.asset 2023-04-25 13:46:11 +08:00
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9f6f314ac9 Update HybridCLRCustomGlobalSettings.cs 2023-04-25 13:46:01 +08:00
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a8588114b0 Update DefaultSettingHelper.cs 2023-04-25 13:45:55 +08:00
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4d35e61614 Update TEngineGlobalSettings.asset 2023-04-25 13:45:40 +08:00
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03e58b921f Update AudioModule.cs 2023-04-25 13:45:33 +08:00
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3228aed4db Update AssetBundleBuilderSetting.asset 2023-04-25 13:44:14 +08:00
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aa3cf05f4a [+] HotUpdateProcedure
[+] HotUpdateProcedure
2023-04-25 13:44:01 +08:00
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d1fdedaaac Update ProcedureLoadAssembly.cs 2023-04-25 11:32:33 +08:00
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b79fe23229 Update packages-lock.json 2023-04-25 11:25:59 +08:00
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2de3fd2a1d Update manifest.json 2023-04-25 11:25:53 +08:00
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1328f71c9e Merge pull request #33 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-25 00:43:41 +08:00
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ab532c73d7 Update EditorExtUtil.cs 2023-04-25 00:42:32 +08:00
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3f67b27e45 [+] EditorExtUtil 2023-04-25 00:33:32 +08:00
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a285a635b9 [+] EditorExtUtil
[+] EditorExtUtil
2023-04-25 00:32:21 +08:00
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08c2ff4dcc [+] BattleCore
[+] BattleCore
2023-04-25 00:23:42 +08:00
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e0b42d3dbe [+] Utility.Bit
[+] Utility.Bit
2023-04-25 00:16:55 +08:00
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688b76b745 [+] Extension
[+] Extension
2023-04-25 00:16:40 +08:00
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8f972f9340 Update Extension 2023-04-25 00:14:17 +08:00
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ac25925406 [+] Extension
[+] Extension
2023-04-25 00:12:57 +08:00
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a5f0c395f0 [+] Books
[+] Books
2023-04-25 00:08:18 +08:00
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4bdea1d7ce Merge pull request #32 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0     [+]HybridCLR
2023-04-25 00:03:50 +08:00
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4c46af709a Create Editor-RunSuccessed.png 2023-04-25 00:02:34 +08:00
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8531332df1 Update HybridCLRCustomGlobalSettings.cs 2023-04-25 00:01:31 +08:00
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db619e6b6b Update TEngineGlobalSettings.asset 2023-04-25 00:01:23 +08:00
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f628380347 Update TEngine.Editor.asmdef 2023-04-25 00:01:20 +08:00
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71cf223426 Update BuildAssetsCommand.cs 2023-04-25 00:01:16 +08:00
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e9ecdf2d16 Update ProcedureLoadAssembly.cs 2023-04-25 00:00:59 +08:00
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506f2835be Update ProcedureLoadAssembly.cs 2023-04-24 23:31:18 +08:00
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90c22db2d2 Update ProcedureLoadAssembly.cs 2023-04-24 23:29:34 +08:00
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72ffc58030 Update HybridCLRSettings.asset 2023-04-24 23:12:55 +08:00
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f3663947cf Update .gitignore 2023-04-24 23:12:50 +08:00
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d5eced7471 Update ProjectSettings.asset 2023-04-24 23:02:03 +08:00
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6b8d88fe67 [+] HybridCLR newAble
[+] HybridCLR newAble
2023-04-24 22:56:48 +08:00
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b50ef83c4f [+] BattleCore Empty
[+] BattleCore Empty
2023-04-24 22:50:37 +08:00
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8b03807dae Update ProjectSettings.asset 2023-04-23 23:20:44 +08:00
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3e67aeb455 Update ProtoBase.cs 2023-04-23 23:19:08 +08:00
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2a1217558a Update ProtoBase.cs 2023-04-23 23:19:06 +08:00
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1957e30210 Update ProjectSettings.asset 2023-04-23 19:20:12 +08:00
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77af3ac457 Update ProtoGenTools.cs 2023-04-23 15:54:20 +08:00
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c9016bf72e [+] UpdateProtoGenTools
[+] UpdateProtoGenTools
2023-04-23 14:32:20 +08:00
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c4df46eb57 [-][+] Change .proto
[-][+] Change .proto
2023-04-23 14:29:19 +08:00
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0dd2716c8e ProtoBase
ProtoBase
2023-04-23 14:27:48 +08:00
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17c4b9a05f [+] ProtoGenTools
[+] ProtoGenTools
2023-04-23 14:27:34 +08:00
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18770e55d5 [+] ProtoGenTools
[+] ProtoGenTools
2023-04-23 14:25:30 +08:00
ALEXTANG
30f425ada2 ProtoGenTools
ProtoGenTools
2023-04-23 14:22:44 +08:00
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977eeb6fef Update BuglyAgent.cs
#pragma warning disable CS0414
2023-04-23 11:44:35 +08:00
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cdc9d5c99d [-] UIGroup
[-] UIGroup
2023-04-22 15:57:47 +08:00
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31d9834387 Merge pull request #31 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-22 00:47:50 +08:00
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a31646a2ec [+] 基于UniTask的Kcp实现
[+] 基于UniTask的Kcp实现
2023-04-22 00:44:10 +08:00
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cb2b9331cf [-] Remove Thirdly of Animation
[-] Remove Thirdly of Animation because of it`s bad for editor
2023-04-21 23:59:44 +08:00
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2caa6e686e [+] NetworkChannelUdp & Todo NetworkChannelKcp
[+] NetworkChannelUdp & Todo NetworkChannelKcp
2023-04-21 23:49:59 +08:00
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54c545b1eb [+] Thirdly AnimationTools
[+] Thirdly AnimationTools
2023-04-21 23:36:51 +08:00
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f8f9d999a8 Merge pull request #30 from ALEXTANGXIAO/TEngine_v_3.0.0
Update ProjectSettings.asset
2023-04-21 22:57:57 +08:00
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57ddbdb20b Update ProjectSettings.asset 2023-04-21 14:07:01 +08:00
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786c2b319c Merge pull request #29 from ALEXTANGXIAO/TEngine_v_3.0.0
T engine v 3.0.0
2023-04-21 14:05:26 +08:00
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6ba385d59e Update UIExtension.cs 2023-04-21 14:03:23 +08:00
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ef8fe7f3a0 Update .gitignore 2023-04-21 14:03:18 +08:00
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b9b132d778 Update ProjectSettings.asset 2023-04-21 14:00:04 +08:00
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663c1342f7 [+] Implementation SendAndRegister
[+] Implementation SendAndRegister
2023-04-21 13:41:28 +08:00
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b791c1a44d Update NetworkChannelHelper.cs 2023-04-21 13:26:49 +08:00
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14abeb2427 Update TEngineLogHelper.cs 2023-04-21 13:26:40 +08:00
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508607a87b [Fix] GameEvent
[Fix] GameEvent
2023-04-21 11:46:00 +08:00
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ec8fb24256 [+] Network Module
[+] Network Module
2023-04-21 11:39:51 +08:00
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cc5654b9ed [+] UI ErrorLog
[+] UI ErrorLog
2023-04-21 10:55:12 +08:00
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f1c8a91660 [+] Network Module
[+] Network Module
2023-04-21 10:50:04 +08:00
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2fcd02d69e [=] GameTickWatcher
[=] GameTickWatcher
2023-04-21 10:37:01 +08:00
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4f908d46af [+] Network Module
[+] Network Module
2023-04-21 10:29:42 +08:00
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91fff462cb [+] Network
[+] Network
2023-04-20 20:23:00 +08:00
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7c0d24cd2d Merge pull request #28 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-20 20:17:47 +08:00
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ec25b314e0 [+] Utility.DevicePerformance
[+] Utility.DevicePerformance
2023-04-20 19:40:25 +08:00
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c850ec359c [+] SingletonSystem
[+] SingletonSystem
2023-04-20 19:34:37 +08:00
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ec17437782 [+] Loom
[+] Loom
2023-04-20 19:34:13 +08:00
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069c5b93e0 [+] GameTickWacher
[+] GameTickWacher
2023-04-20 19:34:01 +08:00
ALEXTANG
385d789c96 Create GameTickWatcher.meta 2023-04-20 19:33:35 +08:00
ALEXTANG
db5985a236 Merge pull request #27 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-20 17:57:18 +08:00
ALEXTANG
05a589e958 [+] Repleace LubanLib => LubanLib.dll
[+] Repleace LubanLib => LubanLib.dll
2023-04-20 17:55:45 +08:00
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65a0323e6e Update EditorBuildSettings.asset 2023-04-19 22:42:28 +08:00
ALEXTANG
e1afc4bd67 Merge pull request #25 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-19 17:58:19 +08:00
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d5826551b4 Bugly
Bugly
2023-04-19 17:49:29 +08:00
ALEXTANG
4db704930d Bugly
Bugly
2023-04-19 17:45:25 +08:00
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4c78b70293 Update main.unity 2023-04-19 17:09:14 +08:00
ALEXTANG
c4a6efc1ca [+] LocalizationModule
[+] LocalizationModule
2023-04-19 17:09:07 +08:00
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6192b99bb1 Update RootModuleInspector.cs 2023-04-19 16:04:26 +08:00
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d8ff81d61f Update GameApp_RegisterSystem.cs 2023-04-19 15:42:56 +08:00
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366ff5c127 Update GameApp.cs 2023-04-19 15:42:51 +08:00
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b4afdb112a Update Singleton.cs 2023-04-19 15:41:55 +08:00
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2f194bbb4a Update LogUI.cs 2023-04-19 15:34:57 +08:00
ALEXTANG
a6f3514665 Merge pull request #24 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-19 15:28:09 +08:00
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6cccf0b80f Update main.unity 2023-04-19 15:27:35 +08:00
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8b1880b4fb Update main.unity 2023-04-19 15:27:17 +08:00
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979a2039cf Update main.unity 2023-04-19 15:26:36 +08:00
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323d05c53f Update ScriptGenerator.cs 2023-04-19 15:26:17 +08:00
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218348a836 Merge pull request #23 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-19 14:21:07 +08:00
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611f1ffab9 Update GameFrameworkEntry.cs 2023-04-19 14:20:05 +08:00
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3c908a7955 Update PackageManagerSettings.asset 2023-04-19 14:14:13 +08:00
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f8365525cb Update packages-lock.json 2023-04-19 14:14:07 +08:00
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7cabdfeb7b Update manifest.json 2023-04-19 14:14:02 +08:00
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529dc232ee Create TimerManager.cs.meta 2023-04-19 14:13:39 +08:00
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76d9e82d69 Create TimerModule.cs.meta 2023-04-19 14:13:33 +08:00
ALEXTANG
112aba9aca Timer
Timer
2023-04-18 20:58:53 +08:00
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744fcdee22 Update UIExtension.cs 2023-04-18 20:50:22 +08:00
ALEXTANG
7eaa932984 Merge pull request #22 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-18 20:03:29 +08:00
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db2ee2cd77 Update TEngineLogHelper.cs 2023-04-18 19:31:41 +08:00
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46804603b7 Update GameLogic.asmdef 2023-04-18 17:08:49 +08:00
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14356bbaf0 Update TEngineLogHelper.cs 2023-04-18 17:07:50 +08:00
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7cb4d9ecf9 Update SafeTop.cs 2023-04-18 17:07:18 +08:00
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be0fd4de1b Update ImageBackGroundStretch.cs 2023-04-18 17:07:14 +08:00
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033cd12bc8 ErrorLogger
ErrorLogger
2023-04-18 17:07:11 +08:00
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c98cef4e1e Create LogUI.prefab.meta 2023-04-18 17:06:50 +08:00
ALEXTANG
52f8a4f03f Create LogUI.prefab 2023-04-18 17:06:46 +08:00
ALEXTANG
264626c7dd Merge pull request #21 from ALEXTANGXIAO/TEngine_v_3.0.0
T engine v 3.0.0
2023-04-17 19:06:48 +08:00
ALEXTANG
2d52b1683b Create Editor.meta 2023-04-17 19:05:27 +08:00
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33264e6526 Update ResourceManager.cs 2023-04-17 18:48:36 +08:00
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2800f42acd Update FrameworkGlobalSettings.cs 2023-04-17 18:48:31 +08:00
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9f271036fd Update EditorUserSettings.asset 2023-04-13 16:29:42 +08:00
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3c02e1bc2a Update EditorBuildSettings.asset 2023-04-13 16:29:36 +08:00
ALEXTANG
1a0cd4b68d Merge pull request #20 from ALEXTANGXIAO/TEngine_v_3.0.0
TEngine v 3.0.0
2023-04-13 16:17:34 +08:00
ALEXTANG
9d6225b71b Create Atlas.meta 2023-04-13 16:13:19 +08:00
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6f22fb2177 Create SpritePostprocessor.cs.meta 2023-04-13 16:11:18 +08:00
ALEXTANG
8061a124f3 Create SpritePostprocessor.cs 2023-04-13 16:11:15 +08:00
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20f7451766 Update TEngineGlobalSettings.asset 2023-04-13 16:11:10 +08:00
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fa634c47f9 [+] UIRaw
[+] UIRaw
2023-04-13 15:56:35 +08:00
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4953a46118 Update UIExtension.cs 2023-04-13 15:37:46 +08:00
ALEXTANG
fe69c18b4e [+] UIExtension
[+] UIExtension
2023-04-13 15:35:54 +08:00
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7a80f79b16 Update UILoadMgr.cs 2023-04-13 14:52:32 +08:00
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3744860ef6 [+] ResourceModule 2023-04-13 14:50:27 +08:00
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8d1078cb91 [+] Module
[+] Module
2023-04-13 14:50:16 +08:00
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1766500f7c Update BuildAssetsCommand.cs 2023-04-13 14:38:00 +08:00
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51254bba57 [+] Procedure
[+] Procedure
2023-04-13 14:37:49 +08:00
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a6958f39e7 Update Fsm.cs 2023-04-13 14:36:13 +08:00
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7bc055dd00 Update ProjectSettings.asset 2023-04-13 14:34:01 +08:00
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71816b04c7 Update ResourceModule.cs 2023-04-13 14:33:49 +08:00
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b5d76e1f22 Update DownloaderOperation.cs 2023-04-13 11:48:34 +08:00
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74ae3fb349 Launcher
Launcher
2023-04-12 17:43:38 +08:00
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402a35bfc2 Extension 2023-04-12 17:40:39 +08:00
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52f7e1bd60 Update GameApp_RegisterSystem.cs 2023-04-12 15:06:55 +08:00
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75594e3680 Update GameApp.cs 2023-04-12 15:06:50 +08:00
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21d2a96d51 GameProto
GameProto
2023-04-11 20:19:20 +08:00
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9d70c9d3fd Update gen_code_json.bat 2023-04-11 20:11:11 +08:00
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df97407c5f Update GameModule.cs 2023-04-11 20:00:02 +08:00
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a1f1af1b86 Update TProfiler.cs 2023-04-11 19:58:43 +08:00
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6e0785623d GameScripts
GameScripts
2023-04-11 19:58:38 +08:00
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4e2b3756c9 Update TEngineGlobalSettings.asset 2023-04-11 17:37:22 +08:00
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9ac5c4e172 Update main.unity 2023-04-11 17:37:18 +08:00
ALEXTANG
5dc6243d56 SettingsMenu
SettingsMenu
2023-04-11 17:28:43 +08:00
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00ba79baf0 Update WindowAttribute.cs 2023-04-11 16:58:11 +08:00
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8da93ff447 Update UIModule.cs 2023-04-11 16:58:03 +08:00
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c99500f723 Update WindowAttribute.cs 2023-04-11 16:56:57 +08:00
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280bca87fb Update UIModule.cs 2023-04-11 16:43:17 +08:00
ALEXTANG
50a6181718 UIModule
UIModule
2023-04-11 16:35:48 +08:00
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749ae956d3 Update UIWidget.cs 2023-04-11 15:17:39 +08:00
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2e0d7731b9 Update UIWindow.cs 2023-04-11 14:23:51 +08:00
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db25782920 Update ScriptGenerator.cs 2023-04-11 14:13:09 +08:00
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c1e543d3d9 Update AssetOperationHandle.cs 2023-04-11 11:28:43 +08:00
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30ab1fbbff Update ResourceManager.cs 2023-04-11 11:17:52 +08:00
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687e767e02 Update ResourceModule.cs 2023-04-11 11:12:17 +08:00
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aa694767af Update ResourceModule.cs 2023-04-11 11:08:19 +08:00
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5a663298a6 Update AssetGroup.cs 2023-04-11 11:08:13 +08:00
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0d27f784f4 Update IUIBehaviour.cs 2023-04-11 10:38:01 +08:00
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3ccc030cba Update UIModule.cs 2023-04-11 10:37:59 +08:00
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406d71ab2b Update GameModule.cs 2023-04-10 21:01:53 +08:00
ALEXTANG
bd68a143c5 UIModule 2023-04-10 21:01:45 +08:00
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51b2eaf6b4 TProfile
TProfile
2023-04-10 20:40:19 +08:00
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7d9c5eac69 Delete Resource.cs.meta 2023-04-10 19:07:58 +08:00
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063c96b3f0 Delete Resource.cs 2023-04-10 19:07:55 +08:00
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447a0532d2 protobuf-net
protobuf-net
2023-04-10 17:41:46 +08:00
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1c8b3c1081 newtonsoft-json
newtonsoft-json
2023-04-10 17:41:32 +08:00
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86615c3a8c Update AudioAgent.cs 2023-04-10 17:38:48 +08:00
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b2068655aa Update QueueNode.cs 2023-04-10 17:38:34 +08:00
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48724e4bde Update ArcCacheTable.cs 2023-04-10 17:38:24 +08:00
ALEXTANG
3809da762c 缓存替换策略(Cache Replacement Policy)- ARC(Adaptive Replacement Cache)。
缓存替换策略(Cache Replacement Policy)- ARC(Adaptive Replacement Cache)。
2023-04-07 18:02:33 +08:00
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af825a860e Remove AssetTag
Remove AssetTag
2023-04-07 16:05:44 +08:00
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3366a692ed Update gen_code_bin.bat 2023-04-07 16:05:18 +08:00
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4519a3bad0 AudioModule
AudioModule
2023-04-06 20:32:55 +08:00
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3ad9323e9b Update AssetBundleBuilderSetting.asset 2023-04-06 19:06:34 +08:00
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ecfde4d3a8 Update AssetGroup.cs 2023-04-06 18:01:20 +08:00
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1660c53035 UI
UI
2023-04-06 18:01:16 +08:00
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04a646d330 Update AssetGroup.cs 2023-04-06 17:32:35 +08:00
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9375c0acec Update AudioCategory.cs 2023-04-06 17:10:41 +08:00
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8adeb50f31 Update GameModule.cs 2023-04-06 16:56:49 +08:00
ALEXTANG
714d6ffc56 声效模块 2023-04-06 16:36:55 +08:00
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6014793f75 AssetGroup
AssetGroup
2023-04-06 13:40:03 +08:00
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1bda5c7d8e Commit AudioMixer
Commit AudioMixer
2023-04-05 21:57:36 +08:00
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d058043ac6 Update main.unity 2023-04-05 17:31:07 +08:00
ALEXTANG
ba7b635bd1 流程管理模块
流程管理模块
2023-04-05 11:06:06 +08:00
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ee9fb75407 Update ResourceModule.cs 2023-04-05 10:52:40 +08:00
ALEXTANG
aa09ecd176 Update ResourceModule.cs 2023-04-05 10:44:03 +08:00
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2dd29a1328 Update ResourceModule.cs 2023-04-04 16:23:39 +08:00
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5d83df6b29 ResourceModule
ResourceModule
2023-04-04 16:04:55 +08:00
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774b48849c ResourceModule
ResourceModule
2023-04-04 14:50:45 +08:00
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a8ebc5dd31 模块 2023-04-04 13:00:31 +08:00
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08e28edacc Update main.unity 2023-04-04 12:56:31 +08:00
ALEXTANG
fd2bc3e2b1 GameModule
GameModule
2023-04-04 12:56:17 +08:00
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8b164173ac GameModules
GameModules
2023-04-04 12:48:54 +08:00
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890723d4c9 RootModule
RootModule
2023-04-04 11:56:13 +08:00
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a6069af417 Update GameModule.cs 2023-04-04 11:54:54 +08:00
ALEXTANG
9b041b2dc7 UIModule
UIModule
2023-04-04 11:51:33 +08:00
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41a0243d91 Update
Update
2023-04-04 11:32:21 +08:00
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6fbe17d7d5 UIWindow 2023-04-03 20:57:10 +08:00
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3f22fb72ee Update WindowAttribute.cs 2023-04-03 20:43:15 +08:00
ALEXTANG
aa6455f23e Update GameModule
Update GameModule
2023-04-03 20:42:54 +08:00
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3d13d5c8e5 Update main.unity 2023-04-03 20:42:35 +08:00
ALEXTANG
469a6287cf Update .gitignore 2023-04-03 20:42:25 +08:00
ALEXTANG
7ef52245ac UIComponent
UIComponent
2023-04-03 18:54:48 +08:00
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99ff4a443f Update RootComponent.cs 2023-04-03 15:46:30 +08:00
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cbf145c5cd Update GameTime.cs 2023-04-03 15:46:27 +08:00
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12712870d6 Update FsmComponent.cs 2023-04-03 15:46:24 +08:00
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2c1b9a8743 Update main.unity 2023-04-03 15:46:20 +08:00
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0b4f17d2c8 RootComponent
RootComponent
2023-04-03 14:52:11 +08:00
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505354f82d Version
Version
2023-04-03 14:51:46 +08:00
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eb153270a1 Update main.unity 2023-04-03 14:50:28 +08:00
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b0559ec6be FsmComponent
FsmComponent
2023-04-03 14:49:38 +08:00
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0dca33f123 Create Encryption.cs.meta 2023-04-03 14:42:55 +08:00
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b0e33b3c3a Create Encryption.cs 2023-04-03 14:42:51 +08:00
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0c401e4713 GameEvent
GameEvent
2023-04-03 14:35:24 +08:00
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8d547ee4de Update RootComponent.cs 2023-04-03 14:10:09 +08:00
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2a91275eea Update ResourceComponent.cs 2023-04-03 14:09:33 +08:00
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172b0d55e8 Update main.unity 2023-04-03 14:07:26 +08:00
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212f4192ac Update
Update
2023-04-03 14:05:14 +08:00
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db425ff58a RootComponent 2023-04-03 10:38:32 +08:00
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aeed0f9230 Update BaseComponent.cs 2023-04-03 10:00:29 +08:00
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5e86bc279e Update ResourceManager.cs 2023-04-01 23:24:47 +08:00
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933785205d ResourceModule
ResourceModule
2023-04-01 23:13:04 +08:00
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f571605b9a Update 2023-04-01 17:40:10 +08:00
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aeb1ff29f3 Update
Update
2023-04-01 17:22:44 +08:00
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2213588713 GameFrameworkBase
GameFrameworkBase
2023-04-01 16:24:25 +08:00
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d2e940248a AssetSettings
AssetSettings
2023-04-01 15:49:12 +08:00
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7067dcc8e6 ReDesign Resource Module
ReDesign Resource Module
2023-04-01 14:09:16 +08:00
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7768727ab1 Utity
Utity
2023-04-01 13:22:36 +08:00
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090cf7433a 游戏事件 2023-03-31 23:04:54 +08:00
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90a2398105 GameEvent
GameEvent
2023-03-31 22:50:05 +08:00
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aff27b7e5d Update 2023-03-31 22:44:08 +08:00
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8dbecb3f33 Update MemoryPool.MemoryCollection.cs 2023-03-31 22:39:48 +08:00
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75f6c670ac Update IMemory.cs 2023-03-31 22:39:40 +08:00
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0fc4fabdba Update main.unity 2023-03-31 22:36:23 +08:00
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020f538e79 Update 2023-03-31 18:05:04 +08:00
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1c393ae1e4 Update TEngine.Runtime.asmdef 2023-03-31 17:48:45 +08:00
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17fe247cb8 Update TEngine.Editor.asmdef 2023-03-31 17:48:42 +08:00
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2df234e999 内置UniTask
内置UniTask
2023-03-31 17:47:04 +08:00
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717ecfed07 Update
Update
2023-03-31 17:35:22 +08:00
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36353294d6 Start TEngine3.0
Start TEngine3.0
2023-03-31 17:27:49 +08:00
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179765c43c Update README.md 2023-02-10 12:15:40 +08:00
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bc5f12ed88 下载资源MD5校验问题修正,支持断点续传
下载资源MD5校验问题修正,支持断点续传
2023-02-10 12:11:20 +08:00
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1edbfcc086 升级HybridCLR 1.1.20
升级HybridCLR 1.1.20
2023-02-10 12:06:15 +08:00
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f1bd8e4a5f Json库更新
Json库更新
2023-02-01 16:05:13 +08:00
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3dafe7ec45 UIManager ShowWindowsAsync
UIManager ShowWindowsAsync
2022-10-27 20:18:40 +08:00
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74092e6399 事件系统优化更新
事件系统优化更新
1.使用静态代替单例,静态方法调用时候内存地址无需二次偏移定位
2.UI事件在关闭UI时自动反监听
2022-10-26 15:14:04 +08:00
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2e175fbcac Update ProcedureCodeInit.cs 2022-10-25 11:11:04 +08:00
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54ff5fab41 更新HybirdCLR Procedure
更新HybirdCLR Procedure
2022-10-25 11:06:27 +08:00
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3146dfdc73 Update gitignore
Update gitignore
2022-10-24 20:41:02 +08:00
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94be77bec5 Update Demo目录
Update Demo目录
2022-10-24 20:39:01 +08:00
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5186b2f8fc 更新HybirdCLR
更新HybirdCLR
2022-10-24 20:36:52 +08:00
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6eb4f25137 Fix SettingComponent
Fix SettingComponent
2022-10-24 20:29:05 +08:00
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a3d4b39443 Update BehaviourSingleton.cs 2022-10-08 19:04:24 +08:00
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9195856bb9 Update UIManager.cs 2022-10-08 17:52:29 +08:00
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06d60c35f5 Update UIWindowBase.cs 2022-10-08 17:52:25 +08:00
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7f919f1bd4 Update TEngine.Demo.asmdef 2022-10-08 15:12:15 +08:00
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c7478134f4 DefaultSetting
DefaultSetting
2022-09-29 17:25:02 +08:00
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e3b78989cd Update DefaultSettingHelper.cs 2022-09-29 17:20:05 +08:00
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0af3e8facc Update DefaultSettingHelper.cs 2022-09-29 17:18:26 +08:00
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f0af27bde6 Update TEngine.prefab 2022-09-29 17:15:02 +08:00
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9bf3a97050 Update DefaultSettingHelper
Update DefaultSettingHelper
2022-09-29 17:14:59 +08:00
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d9b8e75fbb Create BinaryExtension
Create BinaryExtension
2022-09-29 17:14:31 +08:00
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5e85b546f3 Update GameObjectHelper.cs 2022-09-29 17:13:54 +08:00
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44ef66fc39 Remove UniTask
Remove UniTask
2022-09-27 17:55:11 +08:00
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eac570dd74 Update GameObjectHelper.cs 2022-09-27 11:40:32 +08:00
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8f8101e566 Simpale GameObject Pool
Simpale GameObject Pool
2022-09-27 11:37:09 +08:00
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28d480b07d Update NetDemo.unity 2022-09-23 17:06:55 +08:00
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bd5bb60680 Update NetTestMain.cs 2022-09-23 16:10:07 +08:00
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49c9ee4e97 Update ReadmeEditor.cs 2022-09-23 16:06:54 +08:00
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bdd4a1cff7 UIDemo
UIDemo
2022-09-23 16:05:21 +08:00
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eb19b04cee HotUpdateDemo
HotUpdateDemo
2022-09-23 16:05:05 +08:00
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f121d83fbe Update Readme.asset 2022-09-23 15:57:52 +08:00
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50d9ca28d0 Update PlayerActor.cs 2022-09-23 15:57:47 +08:00
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b8421a393e Update PlayerActor.cs 2022-09-23 15:54:55 +08:00
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b4eb10cc50 ActorDemo
ActorDemo
2022-09-23 15:49:58 +08:00
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3aedadc060 UIWindowBaseExt
UIWindowBaseExt
2022-09-23 15:49:03 +08:00
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7f33bd76f7 PlayerActor
PlayerActor
2022-09-23 15:44:51 +08:00
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9f14200da7 ActorDemo
ActorDemo
2022-09-23 15:34:19 +08:00
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f775c2abfb Entity Demo
Entity Demo
2022-09-23 15:06:27 +08:00
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a23f74c2f9 增加Demo示例
增加Demo示例
2022-09-23 10:38:22 +08:00
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752cf4bad6 Update GameActor.cs 2022-09-19 19:59:04 +08:00
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87e502ed21 Update GameActorExt.cs 2022-09-19 19:48:01 +08:00
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82c76052c2 Update ActorComponent.cs 2022-09-19 19:47:58 +08:00
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2c9a77e346 Update GameActor.cs 2022-09-19 19:37:34 +08:00
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a2cc78cf52 Update ActorManager.cs 2022-09-19 19:37:31 +08:00
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818bd8eafd ACSystem
ACSystem
2022-09-19 17:44:41 +08:00
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a35830a912 OnDrawGizmos
OnDrawGizmos
2022-09-14 20:40:08 +08:00
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d7ca31596d Remove LeanTween
Remove LeanTween
2022-09-07 19:34:20 +08:00
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f3e0b46fe7 Update README.md 2022-09-07 17:59:56 +08:00
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38aa170529 Update README.md 2022-09-07 17:55:45 +08:00
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642eab2849 UIWindows 2022-09-07 17:35:58 +08:00
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af7ff8749b Plugins UniTask
Plugins UniTask
2022-09-07 17:35:34 +08:00
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3a4e40e53d Time
Time
2022-09-07 15:13:06 +08:00
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f0c9ec2000 EntitySystem
EntitySystem
2022-09-07 14:50:18 +08:00
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8b84530d0e Update EntityExtension.cs 2022-09-06 20:56:52 +08:00
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f25015ec39 ObjectPool
ObjectPool
2022-09-06 20:37:54 +08:00
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625167430d Update
Update
2022-09-06 20:15:23 +08:00
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7c5641a860 Entity
Entity
2022-09-06 20:14:33 +08:00
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adfe06bc04 Delete TestUI.prefab.meta 2022-09-06 19:15:20 +08:00
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20e0de606b Update ScriptGenerator.cs 2022-09-06 19:12:57 +08:00
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511abf0a87 Tween
Tween
2022-09-06 19:12:53 +08:00
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b7cad18b16 Entity
Entity
2022-09-05 18:52:18 +08:00
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9c22db2b7a Update GameEventMgr.cs 2022-09-05 18:10:24 +08:00
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6f3808a97e Update TResource.cs 2022-09-05 17:45:45 +08:00
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196d2b0666 Update GameEvent.cs 2022-09-05 17:45:38 +08:00
ALEXTANG
1a9ab2d78c LoadAssetCallBack
LoadAssetCallBack
2022-09-05 15:15:51 +08:00
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219649e684 ObjectPool
ObjectPool
2022-09-05 14:47:26 +08:00
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0766482fab Update
Update
2022-09-05 14:27:27 +08:00
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455e57b435 Update
Update
2022-09-05 14:27:02 +08:00
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092de9937c Update gen_client_cfg_list.bat 2022-09-05 13:58:43 +08:00
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f27cfa2158 FileServer
FileServer
2022-09-05 13:57:46 +08:00
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4a6cf28df3 ConfigTabel
ConfigTabel
2022-09-05 13:57:06 +08:00
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a0d811ee16 Update DefaultObjectPoolHelper.cs 2022-09-04 17:18:19 +08:00
ALEXTANG
cddb45b654 ObjectPool
ObjectPool
2022-09-04 17:11:10 +08:00
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7f3b8efbd8 Update UpdateInstance.cs 2022-09-04 16:46:07 +08:00
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4bd5cb4f08 统一Update,实现Priority优先级轮询
统一Update,实现Priority优先级轮询
2022-09-04 13:21:58 +08:00
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284c16a4d7 Update Helper
Update Helper
2022-09-03 17:03:03 +08:00
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5bfa23bcf9 Update ProcedureCodeInit.cs 2022-09-03 16:52:57 +08:00
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73007437ac Update NetworkChannelHelper.cs 2022-09-02 17:33:16 +08:00
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6bb7dcc672 Update NetworkManager.TcpNetworkChannel.cs 2022-09-02 17:19:29 +08:00
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1a6b17cd5f Update NetworkManager.TcpNetworkChannel.cs 2022-09-02 17:16:37 +08:00
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0236a79da4 Update ProtoUtils.cs 2022-09-02 17:16:31 +08:00
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4af929beb6 Update NetworkManager.TcpNetworkChannel.cs 2022-09-02 17:06:28 +08:00
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b0119b711c Update UIManager.cs 2022-09-02 17:04:34 +08:00
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fee3e475f0 Update UIWindow.cs 2022-09-02 17:04:29 +08:00
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fb668bfb48 Update UIManager.cs 2022-09-02 17:03:03 +08:00
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d85e49e923 Update NetworkChannelHelper.cs 2022-09-02 16:52:48 +08:00
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c2f0e03c80 Update
Update
2022-09-02 16:51:31 +08:00
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a2503421b8 Update ProtoUtils.cs 2022-09-02 16:01:10 +08:00
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af96cd0649 Update README.md 2022-09-02 11:06:11 +08:00
ALEXTANG
610e1e847f 移除冗余设计
移除冗余设计
2022-09-01 17:53:31 +08:00
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e1a0f851f2 Update NetworkManager.NetworkChannelBase.cs 2022-09-01 17:48:09 +08:00
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acd7b09320 Update UnityResourceHelper.cs 2022-09-01 15:03:52 +08:00
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d0b18aebfe #pragma warning disable CS0162
#pragma warning disable CS0162
2022-09-01 15:00:22 +08:00
ALEXTANG
c6691d9e2f 泛型约束
泛型约束
2022-09-01 15:00:09 +08:00
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5f6054c986 资源桥接器实现IResourceHelper
资源桥接器实现IResourceHelper
2022-09-01 14:18:44 +08:00
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adc2cbd3db Update Network.cs 2022-09-01 11:45:51 +08:00
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3d7c49a94a Update Network.cs 2022-09-01 11:37:50 +08:00
ALEXTANG
b9e68ed948 Packet & ProtoTools
Packet & ProtoTools
2022-09-01 11:30:38 +08:00
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6d38c5ae68 NetUtil
NetUtil
2022-08-31 17:59:34 +08:00
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5223d4f936 DataCenter
DataCenter
2022-08-31 17:58:03 +08:00
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f72821443c Update
Update
2022-08-31 17:49:48 +08:00
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789341701a Update
Update
2022-08-31 16:25:16 +08:00
ALEXTANG
63d3817dde 先移除网络
先移除网络
2022-08-31 10:28:06 +08:00
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13c2e53693 Update 2022-08-31 10:15:15 +08:00
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6765125f25 Update
Update
2022-08-30 17:20:12 +08:00
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4368c0a2b8 Update
Update
2022-08-30 17:00:13 +08:00
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5fc0015144 DebugerComponent 2022-08-30 11:02:24 +08:00
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8c1c3b7291 Core Helper
Core Helper
2022-08-29 20:57:41 +08:00
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f5e783a42c NetWorkInspect
NetWorkInspect
2022-08-29 20:48:33 +08:00
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7158915169 NetWork
NetWork
2022-08-29 20:34:39 +08:00
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ce1eab346b Update ProcedureCodeInit.cs 2022-08-29 15:58:57 +08:00
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793b9e8b36 Update .gitignore 2022-08-29 15:51:55 +08:00
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a3fde33dfc HotFix demo
HotFix demo
2022-08-29 15:51:51 +08:00
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2c7367fab7 Update ProcedureCodeInit.cs 2022-08-29 15:51:03 +08:00
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8e563e4877 Update
Update
2022-08-29 15:39:31 +08:00
ALEXTANG
baa26dba51 移除HubirdBuildProcessors
移除HubirdBuildProcessors
2022-08-29 15:01:54 +08:00
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702e29177e HybirdCLRInjector
HybirdCLRInjector
2022-08-29 14:54:19 +08:00
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072a117643 HybirdCLR Helper
HybirdCLR Helper
2022-08-29 14:33:00 +08:00
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052d81e039 GameTimeWather
GameTimeWather
2022-08-29 13:26:49 +08:00
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9640b55a79 Update ResourceComponent.cs 2022-08-29 11:50:37 +08:00
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d89ebf85b1 Demo
Demo
2022-08-29 11:48:13 +08:00
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7302010182 Update ProcedureStartGame.cs 2022-08-29 11:41:50 +08:00
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6b096d5ade UIModule
UIModule
2022-08-26 17:23:29 +08:00
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41dc431897 warning disable CS0649
warning disable CS0649
2022-08-26 17:21:31 +08:00
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8983c52b59 UIModule
UIModule
2022-08-26 17:12:43 +08:00
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776b84adc2 UIModule
UIModule
2022-08-26 17:08:45 +08:00
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158d6a1cd8 UIModule Resources
UIModule Resources
2022-08-26 16:21:34 +08:00
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50aec0cb06 Prefabs ReadMe
Prefabs ReadMe
2022-08-26 15:46:00 +08:00
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edf32a6fcd 调整目录结构
调整目录结构
2022-08-26 15:43:30 +08:00
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a9b6466334 Update ResConfigUtil.cs 2022-08-26 15:38:52 +08:00
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ed4a75011f Update .gitignore 2022-08-26 14:56:30 +08:00
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2a920fcb36 Update .gitignore 2022-08-26 14:55:56 +08:00
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d2806b3c0c Update Newtonsoft.Json.dll 2022-08-26 14:50:12 +08:00
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dc0b132bf1 编码格式to utf-8
编码格式to utf-8
2022-08-26 14:18:22 +08:00
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cd18e98a8b Update GameEventMgr.cs 2022-08-26 14:03:47 +08:00
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a12ee7699e Update TAudio.cs 2022-08-26 14:00:15 +08:00
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8be2dc5ec3 Update Language.cs 2022-08-26 13:58:13 +08:00
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0c6aa88ac5 Update LoaderUtilities.cs 2022-08-26 13:50:57 +08:00
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de58febd79 Update LoadStyle.cs 2022-08-26 13:48:58 +08:00
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9d53c68de6 Update .gitignore 2022-08-26 13:44:56 +08:00
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6bdb44abc8 Update ProcedureCheckVersion.cs 2022-08-26 13:33:53 +08:00
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54d7a4558c Update .gitignore 2022-08-26 13:30:47 +08:00
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d1bf852371 Update DemoScene.unity 2022-08-25 22:58:56 +08:00
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e614be853f Update TEngine.prefab 2022-08-25 22:58:21 +08:00
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40bc2d3491 Rmv
Rmv
2022-08-25 22:56:37 +08:00
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cc908c2b99 重置2.0.0(beta)
重置2.0.0(beta)
2022-08-25 22:53:10 +08:00
2447 changed files with 216927 additions and 123233 deletions

80
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@@ -1,73 +1,15 @@
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#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
/EditorBuild/
# /[Aa]ssets/TResources/DLL/
/[Aa]ssets/StreamingAssets
/BuildBundleInfo/
/[Aa]ssets/AATest/
# Asset meta data should only be ignored when the corresponding asset is also ignored UnityProject/UserSettings/Layouts/default-2021.dwlt
!/[Aa]ssets/**/*.meta UnityProject/UserSettings/Search.settings
# Uncomment this line if you wish to ignore the asset store tools plugin #Luban
# /[Aa]ssets/AssetStoreTools* Tools/Luban/
Tools/Luban.ClientServer/
Configs/.cache.meta
GenerateDatas/
# Autogenerated Jetbrains Rider plugin #FileServer
[Aa]ssets/Plugins/Editor/JetBrains* Tools/FileServer/AssetRoot
# Visual Studio cache directory UnityProject/ProjectSettings/CommonBurstAotSettings.json
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# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
# Crashlytics generated file
crashlytics-build.properties
# Log
TEnginePersistentDataPath/Log
# Hotfix
TEngineHotUpdate/bin
TEngineHotUpdate/obj
#HybirdCLR(HuaTuo)
/HybirdCLRData/

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConsoleToSceen : MonoBehaviour
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const int maxLineLength = 120;
private string _logStr = "";
GUIStyle titleStyle2 = new GUIStyle();
private readonly List<string> _lines = new List<string>();
void OnEnable() { Application.logMessageReceived += Log; }
void OnDisable() { Application.logMessageReceived -= Log; }
void Update() { }
public void Log(string logString, string stackTrace, LogType type)
{
foreach (var line in logString.Split('\n'))
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_lines.Add(line);
continue;
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if (_lines.Count > maxLines)
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_lines.RemoveRange(0, _lines.Count - maxLines);
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_logStr = string.Join("\n", _lines);
}
void OnGUI()
{
titleStyle2.fontSize = 26;
titleStyle2.normal.textColor = Color.white;
//GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(Screen.width / 1920f, Screen.height / 800.0f, 1.0f));
GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
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<?xml version="1.0"?>
<doc>
<assembly>
<name>ExcelDataReader.DataSet</name>
</assembly>
<members>
<member name="T:ExcelDataReader.ExcelDataReaderExtensions">
<summary>
ExcelDataReader DataSet extensions
</summary>
</member>
<member name="M:ExcelDataReader.ExcelDataReaderExtensions.AsDataSet(ExcelDataReader.IExcelDataReader,ExcelDataReader.ExcelDataSetConfiguration)">
<summary>
Converts all sheets to a DataSet
</summary>
<param name="self">The IExcelDataReader instance</param>
<param name="configuration">An optional configuration object to modify the behavior of the conversion</param>
<returns>A dataset with all workbook contents</returns>
</member>
<member name="T:ExcelDataReader.ExcelDataSetConfiguration">
<summary>
Processing configuration options and callbacks for IExcelDataReader.AsDataSet().
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataSetConfiguration.UseColumnDataType">
<summary>
Gets or sets a value indicating whether to set the DataColumn.DataType property in a second pass.
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataSetConfiguration.ConfigureDataTable">
<summary>
Gets or sets a callback to obtain configuration options for a DataTable.
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataSetConfiguration.FilterSheet">
<summary>
Gets or sets a callback to determine whether to include the current sheet in the DataSet. Called once per sheet before ConfigureDataTable.
</summary>
</member>
<member name="T:ExcelDataReader.ExcelDataTableConfiguration">
<summary>
Processing configuration options and callbacks for AsDataTable().
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataTableConfiguration.EmptyColumnNamePrefix">
<summary>
Gets or sets a value indicating the prefix of generated column names.
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataTableConfiguration.UseHeaderRow">
<summary>
Gets or sets a value indicating whether to use a row from the data as column names.
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataTableConfiguration.ReadHeaderRow">
<summary>
Gets or sets a callback to determine which row is the header row. Only called when UseHeaderRow = true.
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataTableConfiguration.FilterRow">
<summary>
Gets or sets a callback to determine whether to include the current row in the DataTable.
</summary>
</member>
<member name="P:ExcelDataReader.ExcelDataTableConfiguration.FilterColumn">
<summary>
Gets or sets a callback to determine whether to include the specific column in the DataTable. Called once per column after reading the headers.
</summary>
</member>
</members>
</doc>

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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.1" />
</startup>
</configuration>

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@@ -1,15 +0,0 @@
@SET EXCEL_FOLDER=xls
@SET JSON_FOLDER=..\..\TResources\Config
@SET EXE= Tools\excel2json\excel2json.exe
@SET CsharpPath=..\..\ConfigStruct
@ECHO Del old Config...
del %JSON_FOLDER% /S /Q
del %CsharpPath% /S /Q
@ECHO Converting excel files in folder %EXCEL_FOLDER% ...
for /f "delims=" %%i in ('dir /b /a-d /s %EXCEL_FOLDER%\*.xlsx') do (
@echo processing %%~nxi
@CALL %EXE% --excel %EXCEL_FOLDER%\%%~nxi --json %JSON_FOLDER%\%%~ni.json --p %CsharpPath%\%%~ni.cs --header 3 --cell_json true --exclude_prefix #
)
pause

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@@ -1,15 +0,0 @@
@SET EXCEL_FOLDER=xls
@SET JSON_FOLDER=..\..\TResources\Config
@SET EXE= Tools\excel2json\excel2json.exe
@SET CsharpPath=..\..\ConfigStruct
@ECHO Del old Config...
del %JSON_FOLDER% /S /Q
del %CsharpPath% /S /Q
@ECHO Converting excel files in folder %EXCEL_FOLDER% ...
for /f "delims=" %%i in ('dir /b /a-d /s %EXCEL_FOLDER%\*.xlsx') do (
@echo processing %%~nxi
@CALL %EXE% --excel %EXCEL_FOLDER%\%%~nxi --json %JSON_FOLDER%\%%~ni.json --p %CsharpPath%\%%~ni.cs --header 3 --cell_json true --a --exclude_prefix #
)
pause

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@@ -1,147 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
public class TEngineEditorUtil
{
[MenuItem("TEngine/Utils/生成MD5ListGenMd5List", priority = 1500)]
public static void GenMd5List()
{
try
{
//string targetPath = Path.GetDirectoryName(target);
//if (!Directory.Exists(targetPath))
//{
// Directory.CreateDirectory(targetPath);
//}
string source = FileSystem.ResourceRootInStreamAsset;
var files = Directory.GetFiles(source, "*", SearchOption.AllDirectories);
var fileNames = new List<string>();
var fileInfos = new Dictionary<string,long>();
foreach (var file in files)
{
if (file.EndsWith(".meta"))
{
continue;
}
fileNames.Add(file.Substring(source.Length + 1));
fileInfos.Add(file, GetFileSize(file));
}
GeneralMd5CheckList(source, files, fileInfos, fileNames);
//FastZip.compress_File_List(9, target, fileList.ToArray(), null, false, fileNames.ToArray());
}
catch (Exception e)
{
TLogger.LogError(e.ToString());
throw;
}
}
/// <summary>
/// 获取文件大小
/// </summary>
/// <param name="sFullName"></param>
/// <returns></returns>
public static long GetFileSize(string sFullName)
{
long lSize = 0;
if (File.Exists(sFullName))
{
lSize = new FileInfo(sFullName).Length;
}
return lSize;
}
/// <summary>
/// 生成md5文件列表
/// </summary>
/// <param name="source">目录</param>
/// <param name="files">文件列表</param>
/// <param name="fileList">压缩的文件列表</param>
/// <param name="fileNames">文件名字列表</param>
private static void GeneralMd5CheckList(string source, string[] files, Dictionary<string, long> fileInfos, List<string> fileNames)
{
try
{
var md5List = new List<fileMd5>();
foreach (var fileInfo in fileInfos)
{
var file = fileInfo.Key;
if (file.EndsWith(".meta") || file.EndsWith(".DS_Store"))
{
continue;
}
var md5 = GetMd5Hash(file);
var fd5 = new fileMd5
{
fileName = file.Substring(source.Length + 1).Replace('\\', '/'),
md5 = md5,
fileSize = fileInfo.Value,
};
md5List.Add(fd5);
}
var configPath = $"{source}/{FileSystem.Md5List}";
var stream = new FileStream(configPath, FileMode.OpenOrCreate);
var writer = new StreamWriter(stream);
writer.Write(JsonUtility.ToJson(new Serialization<fileMd5>(md5List)));
writer.Flush();
writer.Dispose();
writer.Close();
//fileList.Add(configPath);
fileNames.Add(FileSystem.Md5List);
}
catch (Exception e)
{
TLogger.LogError(e.ToString());
throw;
}
TLogger.LogInfoSuccessd("Gen Md5 List Success");
}
/// <summary>
/// 获取文件的md5码
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
public static string GetMd5Hash(string fileName)
{
if (!File.Exists(fileName))
{
TLogger.LogWarning($"not exit file,path:{fileName}");
return string.Empty;
}
try
{
using (FileStream file = new FileStream(fileName, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
MD5 md5 = new MD5CryptoServiceProvider();
byte[] retVal = md5.ComputeHash(file);
StringBuilder sb = new StringBuilder();
for (int i = 0; i < retVal.Length; i++)
{
sb.Append(retVal[i].ToString("x2"));
}
return sb.ToString();
}
}
catch (Exception ex)
{
TLogger.LogError("GetMD5Hash() fail,error:" + ex.Message);
return string.Empty;
}
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 73167965a9ecb894388e4fcbe7fa797d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,421 +0,0 @@
using System;
using System.IO;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using LitJson;
using UnityEngine.Networking;
namespace TEngine.Editor
{
public class PackageManagerInternal : EditorWindow
{
private const string OnlineUrl = "http://1.12.241.46:8081/TEngine/";
[MenuItem("TEngine/模块商店|在线Package Manager", priority = 1500)]
private static void Open()
{
var window = GetWindow<PackageManagerInternal>("在线模块商店|Package Manager");
window.minSize = new Vector2(600f, 400f);
window.Show();
}
/// <summary>
/// 资源包数据结构
/// </summary>
[Serializable]
private class PackageTemplate
{
/// <summary>
/// 名称
/// </summary>
public string name = string.Empty;
/// <summary>
/// 作者
/// </summary>
public string author = string.Empty;
/// <summary>
/// 版本
/// </summary>
public string version = string.Empty;
/// <summary>
/// 发布日期
/// </summary>
public string releasedDate = string.Empty;
/// <summary>
/// 简介
/// </summary>
public string description = string.Empty;
/// <summary>
/// 依赖项
/// </summary>
public string[] dependencies = null;
}
//资源包信息列表
private List<List<PackageTemplate>> packages;
//折叠状态
private Dictionary<string, bool> foldoutDic;
//列表滚动视图
private Vector2 listScroll;
//最后更新日期
private string lastUpdateDate;
//当前选中的资源包信息
private PackageTemplate currentSelected;
//搜索内容
private string searchContent;
private void OnEnable()
{
packages = new List<List<PackageTemplate>>();
foldoutDic = new Dictionary<string, bool>();
EditorCoroutineRunner.StartEditorCoroutine(GetPackagesInfo());
}
private void OnGUI()
{
//水平布局
GUILayout.BeginHorizontal("Toolbar");
{
//搜索
OnSearchGUI();
}
GUILayout.EndHorizontal();
//水平布局
GUILayout.BeginHorizontal(GUILayout.ExpandHeight(true));
{
//垂直布局 设置左侧列表宽度
GUILayout.BeginVertical(GUILayout.Width(200f));
{
//绘制列表
OnListGUI();
}
GUILayout.EndVertical();
//分割线
GUILayout.Box(string.Empty, "EyeDropperVerticalLine", GUILayout.ExpandHeight(true), GUILayout.Width(1f));
//垂直布局
GUILayout.BeginVertical(GUILayout.ExpandHeight(true));
{
//绘制详情
OnDetailGUI();
}
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
}
private void OnSearchGUI()
{
var newSearchContent = GUILayout.TextField(searchContent, "SearchTextField");
if (newSearchContent != searchContent)
{
searchContent = newSearchContent;
currentSelected = null;
Repaint();
}
if (UnityEngine.Event.current.type == EventType.MouseDown && !GUILayoutUtility.GetLastRect().Contains(UnityEngine.Event.current.mousePosition))
{
GUI.FocusControl(null);
}
}
private void OnListGUI()
{
//滚动视图
listScroll = GUILayout.BeginScrollView(listScroll);
{
GUIStyle versionStyle = new GUIStyle(GUI.skin.label) { fontStyle = FontStyle.Italic };
for (int i = 0; i < packages.Count; i++)
{
List<PackageTemplate> list = packages[i];
PackageTemplate first = list[0];
if (!string.IsNullOrEmpty(searchContent) && !first.name.ToLower().Contains(searchContent.ToLower())) continue;
if (foldoutDic[first.name])
{
foldoutDic[first.name] = EditorGUILayout.Foldout(foldoutDic[first.name], first.name);
for (int n = 0; n < list.Count; n++)
{
GUILayout.BeginHorizontal(currentSelected == list[n] ? "SelectionRect" : "IN Title");
GUILayout.FlexibleSpace();
GUILayout.Label(list[n].version, versionStyle);
GUILayout.Space(30f);
GUILayout.EndHorizontal();
if (GUILayoutUtility.GetLastRect().Contains(UnityEngine.Event.current.mousePosition) && UnityEngine.Event.current.type == EventType.MouseDown)
{
currentSelected = list[n];
UnityEngine.Event.current.Use();
}
}
}
else
{
GUILayout.BeginHorizontal(currentSelected == first ? "SelectionRect" : "Toolbar");
{
foldoutDic[first.name] = EditorGUILayout.Foldout(foldoutDic[first.name], first.name);
GUILayout.FlexibleSpace();
GUILayout.Label(first.version, versionStyle);
}
GUILayout.EndHorizontal();
//鼠标点击选中
if (GUILayoutUtility.GetLastRect().Contains(UnityEngine.Event.current.mousePosition) && UnityEngine.Event.current.type == EventType.MouseDown)
{
currentSelected = first;
UnityEngine.Event.current.Use();
}
}
}
}
GUILayout.EndScrollView();
//分割线
GUILayout.Box(string.Empty, "EyeDropperHorizontalLine", GUILayout.ExpandWidth(true), GUILayout.Height(1f));
//水平布局 设置高度
GUILayout.BeginHorizontal(GUILayout.Height(23f));
{
//最后更新日期
GUILayout.Label(lastUpdateDate);
//刷新按钮
if (GUILayout.Button(EditorGUIUtility.IconContent("Refresh"), GUILayout.Width(30f)))
{
//清空当前的资源包信息列表
packages.Clear();
//清空折叠栏信息
foldoutDic.Clear();
//当前选中的资源包设为空
currentSelected = null;
//发起网络请求
EditorCoroutineRunner.StartEditorCoroutine(GetPackagesInfo());
}
}
GUILayout.EndHorizontal();
}
private void OnDetailGUI()
{
if (currentSelected != null)
{
//名称
GUILayout.Label(currentSelected.name, new GUIStyle(GUI.skin.label) { fontSize = 25, fontStyle = FontStyle.Bold });
EditorGUILayout.Space();
//作者
GUILayout.Label(currentSelected.author, new GUIStyle(GUI.skin.label) { fontSize = 12 });
EditorGUILayout.Space();
//版本 + 发布日期
GUILayout.Label($"Version {currentSelected.version} - {currentSelected.releasedDate}", new GUIStyle(GUI.skin.label) { fontSize = 14, fontStyle = FontStyle.Bold });
EditorGUILayout.Space();
//分割线
GUILayout.Box(string.Empty, GUILayout.ExpandWidth(true), GUILayout.Height(1f));
//简介
GUILayout.Label(currentSelected.description);
}
GUILayout.FlexibleSpace();
//分割线
GUILayout.Box(string.Empty, "EyeDropperHorizontalLine", GUILayout.ExpandWidth(true), GUILayout.Height(1f));
//水平布局 设置高度
GUILayout.BeginHorizontal(GUILayout.Height(21f));
{
GUILayout.FlexibleSpace();
//下载并导入
if (GUILayout.Button("Import", GUILayout.Width(50f)))
{
if (currentSelected != null)
{
EditorCoroutineRunner.StartEditorCoroutine(DownloadPackage(currentSelected));
}
}
}
GUILayout.EndHorizontal();
}
//获取资源包信息
private IEnumerator GetPackagesInfo()
{
string url = $"{OnlineUrl}packages.json";
UnityWebRequest www = UnityWebRequest.Get(url);
UnityWebRequestAsyncOperation request = www.SendWebRequest();
while (true)
{
if (request.isDone)
break;
}
yield return request.isDone;
if (www.error == null)
{
List<PackageTemplate> list = JsonMapper.ToObject<List<PackageTemplate>>(www.downloadHandler.text);
for (int i = 0; i < list.Count; i++)
{
var package = list[i] as PackageTemplate;
//查找列表中是否已经存在该资源包其他版本
int index = packages.FindIndex(m => m != null && m.Count > 0 && m[0].name == package.name);
if (index == -1)
{
var newList = new List<PackageTemplate> { package };
packages.Add(newList);
foldoutDic.Add(package.name, false);
}
else
{
packages[index].Add(package);
}
}
//更新最后刷新日期
lastUpdateDate = DateTime.Now.ToString();
}
else
{
Debug.LogError(www.error);
}
}
//下载并导入资源包
private IEnumerator DownloadPackage(PackageTemplate package)
{
string url = $"{OnlineUrl}packages/{package.name}/{package.version}/{package.name}.unitypackage";
//Debug.Log(url);
UnityWebRequest www = UnityWebRequest.Get(url);
UnityWebRequestAsyncOperation request = www.SendWebRequest();
while (true)
{
if (request.isDone)
break;
}
yield return request.isDone;
if (www.error == null)
{
byte[] bytes = www.downloadHandler.data;
string path = $"{Application.dataPath}/{package.name}-{package.version}.unitypackage";
//写入本地
using (FileStream fs = new FileStream(path, FileMode.Create))
{
fs.Write(bytes, 0, bytes.Length);
}
//导入
AssetDatabase.ImportPackage(path, false);
//删除
File.Delete(path);
}
else
{
Debug.LogError(www.error);
}
}
}
public static class EditorCoroutineRunner
{
private class EditorCoroutine : IEnumerator
{
private Stack<IEnumerator> executionStack;
public EditorCoroutine(IEnumerator iterator)
{
executionStack = new Stack<IEnumerator>();
executionStack.Push(iterator);
}
public bool MoveNext()
{
IEnumerator i = executionStack.Peek();
if (i.MoveNext())
{
object result = i.Current;
if (result != null && result is IEnumerator)
{
executionStack.Push((IEnumerator)result);
}
return true;
}
else
{
if (executionStack.Count > 1)
{
executionStack.Pop();
return true;
}
}
return false;
}
public void Reset()
{
throw new NotSupportedException("This Operation Is Not Supported.");
}
public object Current
{
get { return executionStack.Peek().Current; }
}
public bool Find(IEnumerator iterator)
{
return executionStack.Contains(iterator);
}
}
private static List<EditorCoroutine> editorCoroutineList;
private static List<IEnumerator> buffer;
public static IEnumerator StartEditorCoroutine(IEnumerator iterator)
{
if (editorCoroutineList == null)
{
editorCoroutineList = new List<EditorCoroutine>();
}
if (buffer == null)
{
buffer = new List<IEnumerator>();
}
if (editorCoroutineList.Count == 0)
{
EditorApplication.update += Update;
}
buffer.Add(iterator);
return iterator;
}
private static bool Find(IEnumerator iterator)
{
foreach (EditorCoroutine editorCoroutine in editorCoroutineList)
{
if (editorCoroutine.Find(iterator))
{
return true;
}
}
return false;
}
private static void Update()
{
editorCoroutineList.RemoveAll(coroutine => { return coroutine.MoveNext() == false; });
if (buffer.Count > 0)
{
foreach (IEnumerator iterator in buffer)
{
if (!Find(iterator))
{
editorCoroutineList.Add(new EditorCoroutine(iterator));
}
}
buffer.Clear();
}
if (editorCoroutineList.Count == 0)
{
EditorApplication.update -= Update;
}
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 113eb36e240bc1d4fb5966fc1567386e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,78 +0,0 @@
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
public class TEngineWindow : EditorWindow
{
public enum ModuleType
{
/// <summary>
/// 存在Package中
/// </summary>
InPackage,
/// <summary>
/// 存在项目中
/// </summary>
InProject
}
public static ModuleType showModuleType;
[MenuItem("TEngine/管理面板|TEngine管理面板", priority = 1500)]
private static void Open()
{
var window = GetWindow<TEngineWindow>("管理面板|TEngine管理面板");
window.minSize = new Vector2(900, 600);
window.maxSize = new Vector2(900, 600);
window.Show();
}
private void OnEnable()
{
showModuleType = (ModuleType)EditorPrefs.GetInt("showModuleType", 0);
}
private void OnGUI()
{
//水平布局
GUILayout.BeginHorizontal("Toolbar");
{
//搜索
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.EndHorizontal();
//水平布局
GUILayout.BeginHorizontal(GUILayout.ExpandHeight(true));
{
//垂直布局 设置左侧列表宽度
GUILayout.BeginVertical(GUILayout.Width(200f));
{
//绘制列表
}
GUILayout.EndVertical();
//分割线
GUILayout.Box(string.Empty, "EyeDropperVerticalLine", GUILayout.ExpandHeight(true), GUILayout.Width(1f));
//垂直布局
GUILayout.BeginVertical(GUILayout.ExpandHeight(true));
{
//绘制详情
}
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: ba0cda009780e234aaafb08af74ba86c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: f87ece69175a947429b8682faf108803
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,34 +0,0 @@
using System;
using TEngine;
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
[CustomEditor(typeof(AssetTag), true)]
public class AssetTagEditor : UnityEditor.Editor
{
private AssetTag _target;
private void OnEnable()
{
_target = (AssetTag)target;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.TextField("AssetPath", _target.Path);
if (GUILayout.Button("定位资源", GUILayout.Width(68)))
{
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>($"{AssetConfig.AssetRootPath}/{_target.Path}");
if (obj)
{
EditorGUIUtility.PingObject(obj);
}
}
EditorGUILayout.EndHorizontal();
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 359f39a3ec66f904cb18b85b9bbe85a7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,96 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
public class TEngineEditor
{
#if UNITY_EDITOR
internal class EditorMenus
{
[MenuItem("TEngine/打开文档|Open TEngine Document", priority = 1500)]
public static void OpenTEngineDocument()
{
Application.OpenURL("http://1.12.241.46:5000/");
}
//[UnityEditor.MenuItem("TEngine/Install TEngineWithToolKits")]
//public static void InstallPackageKit()
//{
// Application.OpenURL("http://1.12.241.46:9000");
//}
}
public static void LoadData(string filePath, ICollection<string> data)
{
try
{
FileStream fileStream = new FileStream(filePath, FileMode.OpenOrCreate);
StreamReader streamReader = new StreamReader(fileStream);
string content = streamReader.ReadLine();
while (!string.IsNullOrEmpty(content))
{
data.Add(content);
content = streamReader.ReadLine();
}
streamReader.Close();
}
catch (Exception ex)
{
Debug.LogError("读取文件失败:" + ex);
}
}
public static void SaveData(string filePath, ICollection<string> data)
{
try
{
FileStream fileStream = new FileStream(filePath, FileMode.Create);
StreamWriter streamWriter = new StreamWriter(fileStream);
foreach (var content in data)
{
streamWriter.WriteLine(content);
}
streamWriter.Flush();
streamWriter.Close();
AssetDatabase.Refresh();
}
catch (Exception ex)
{
Debug.LogError("写入文件失败:" + ex);
}
}
[MenuItem("Assets/导出Unity资源包", false, 20)]
static void ExportPackage()
{
if (Selection.objects.Length == 0)
{
return;
}
var assetPaths = new string[Selection.objects.Length];
for (var i = 0; i < assetPaths.Length; i++)
{
assetPaths[i] = AssetDatabase.GetAssetPath(Selection.objects[i]);
}
ExportPackage(assetPaths);
}
public static void ExportPackage(string[] assetPaths)
{
var path = EditorUtility.SaveFilePanel("导出Unity资源包", "", "", "unitypackage");
if (string.IsNullOrEmpty(path))
{
return;
}
assetPaths = AssetDatabase.GetDependencies(assetPaths);
AssetDatabase.ExportPackage(assetPaths, path, ExportPackageOptions.Interactive | ExportPackageOptions.Recurse | ExportPackageOptions.IncludeDependencies);
}
#endif
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 62f4122050f8a064185060a90e3b25ec
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 454f812e3f7fc7c469cc878382e5cf00
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,58 +0,0 @@
using UnityEditor;
namespace TEngine.Editor
{
/// <summary>
/// 游戏框架 Inspector 抽象类。
/// </summary>
public abstract class TEngineInspector : UnityEditor.Editor
{
private bool m_IsCompiling = false;
/// <summary>
/// 绘制事件。
/// </summary>
public override void OnInspectorGUI()
{
if (m_IsCompiling && !EditorApplication.isCompiling)
{
m_IsCompiling = false;
OnCompileComplete();
}
else if (!m_IsCompiling && EditorApplication.isCompiling)
{
m_IsCompiling = true;
OnCompileStart();
}
}
/// <summary>
/// 编译开始事件。
/// </summary>
protected virtual void OnCompileStart()
{
}
/// <summary>
/// 编译完成事件。
/// </summary>
protected virtual void OnCompileComplete()
{
}
protected bool IsPrefabInHierarchy(UnityEngine.Object obj)
{
if (obj == null)
{
return false;
}
#if UNITY_2018_3_OR_NEWER
return PrefabUtility.GetPrefabAssetType(obj) != PrefabAssetType.Regular;
#else
return PrefabUtility.GetPrefabType(obj) != PrefabType.Prefab;
#endif
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 05b15d046064d604d8cbdb1c30c2617b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,77 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
[CustomEditor(typeof(MemPoolComponent))]
internal sealed class MemPoolInspector : TEngineInspector
{
private readonly HashSet<string> m_OpenedItems = new HashSet<string>();
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!EditorApplication.isPlaying)
{
EditorGUILayout.HelpBox("Available during runtime only.", MessageType.Info);
return;
}
MemPoolComponent t = (MemPoolComponent)target;
if (IsPrefabInHierarchy(t.gameObject))
{
EditorGUILayout.LabelField("Object Pool Count", t.Count.ToString());
var objectPools = t.GetAllObjectPools();
foreach (var objectPool in objectPools)
{
DrawObjectPool(objectPool);
}
}
Repaint();
}
private void OnEnable()
{
}
private void DrawObjectPool(IMemPoolBase objectPool)
{
bool lastState = m_OpenedItems.Contains(objectPool.GetName());
bool currentState = EditorGUILayout.Foldout(lastState, objectPool.GetName());
if (currentState != lastState)
{
if (currentState)
{
m_OpenedItems.Add(objectPool.GetName());
}
else
{
m_OpenedItems.Remove(objectPool.GetName());
}
}
if (currentState)
{
EditorGUILayout.BeginVertical("box");
{
EditorGUILayout.LabelField("Name", objectPool.GetName());
EditorGUILayout.LabelField("Type", objectPool.GetName());
EditorGUILayout.LabelField("Capacity", objectPool.GetPoolItemCount().ToString());
EditorGUILayout.LabelField("Used Count", objectPool.GetPoolItemCount().ToString());
EditorGUILayout.LabelField("Can Release Count", objectPool.GetPoolItemCount().ToString());
}
EditorGUILayout.EndVertical();
EditorGUILayout.Separator();
}
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: e1793e1900fd65841aec71776ecbd91e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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folderAsset: yes
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@@ -1,28 +0,0 @@
using UnityEditor;
using UnityEditor.UI;
namespace TEngine
{
[CustomEditor(typeof(LocalizeText), true)]
[CanEditMultipleObjects]
public class LocalizeTextEditor : TextEditor
{
public SerializedProperty Key;
protected override void OnEnable()
{
UnityEngine.Debug.Log(serializedObject.FindProperty("Key"));
base.OnEnable();
Key = serializedObject.FindProperty("Key");
}
public override void OnInspectorGUI()
{
EditorGUILayout.Space();
serializedObject.Update();
EditorGUILayout.PropertyField(Key);
serializedObject.ApplyModifiedProperties();
base.OnInspectorGUI();
}
}
}

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@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 934a3a22bbb07c649b7f5e40e0d960e2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: c812e03dce25c4f4a8773e1ccd870158
folderAsset: yes
DefaultImporter:
externalObjects: {}
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@@ -1,336 +0,0 @@
using ScriptGenerator = TEngine.Editor.ScriptGenerator;
#if UNITY_EDITOR
namespace TEngine.Editor
{
using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
public class ScriptGenerator
{
private static string gap = "/";
[MenuItem("GameObject/ScriptGenerator/UIProperty", priority = 49)]
public static void MemberProperty()
{
Generate(false);
}
[MenuItem("GameObject/ScriptGenerator/UIPropertyAndListener", priority = 49)]
public static void MemberPropertyAndListener()
{
Generate(true);
}
[MenuItem("GameObject/ScriptGenerator/UISwitchGroup", priority = 49)]
public static void UISwitchGroup()
{
var root = Selection.activeTransform;
if (root == null)
{
return;
}
var content = ScriptGenerator.SwitchGroupGenerator.Instance.Process(root);
TextEditor te = new TextEditor();
te.text = content;
te.SelectAll();
te.Copy();
}
private static void Generate(bool includeListener)
{
var root = Selection.activeTransform;
if (root != null)
{
StringBuilder strVar = new StringBuilder();
StringBuilder strBind = new StringBuilder();
StringBuilder strOnCreate = new StringBuilder();
StringBuilder strCallback = new StringBuilder();
Ergodic(root, root, ref strVar, ref strBind, ref strOnCreate, ref strCallback);
StringBuilder strFile = new StringBuilder();
if (includeListener)
{
strFile.Append("using UI;\n");
strFile.Append("using TEngine;\n");
strFile.Append("using UnityEngine;\n");
strFile.Append("using UnityEngine.UI;\n\n");
strFile.Append("\tclass " + root.name + " : UIWindow\n");
strFile.Append("\t{\n");
}
// 脚本工具生成的代码
strFile.Append("\t#region 脚本工具生成的代码\n");
strFile.Append(strVar);
strFile.Append("\tprotected override void ScriptGenerator()\n");
strFile.Append("\t{\n");
strFile.Append(strBind);
strFile.Append(strOnCreate);
strFile.Append("\t}\n");
strFile.Append("\t#endregion");
if (includeListener)
{
strFile.Append("\n\n");
// #region 事件
strFile.Append("\t#region 事件\n");
strFile.Append(strCallback);
strFile.Append("\t#endregion\n\n");
strFile.Append("}\n");
}
TextEditor te = new TextEditor();
te.text = strFile.ToString();
te.SelectAll();
te.Copy();
}
}
private static void Ergodic(Transform root, Transform transform, ref StringBuilder strVar, ref StringBuilder strBind, ref StringBuilder strOnCreate, ref StringBuilder strCallback)
{
for (int i = 0; i < transform.childCount; ++i)
{
Transform child = transform.GetChild(i);
WriteScript(root, child, ref strVar, ref strBind, ref strOnCreate, ref strCallback);
if (child.name.StartsWith("m_item"))
{
// 子 Item 不再往下遍历
continue;
}
Ergodic(root, child, ref strVar, ref strBind, ref strOnCreate, ref strCallback);
}
}
private static string GetRelativePath(Transform child, Transform root)
{
StringBuilder path = new StringBuilder();
path.Append(child.name);
while (child.parent != null && child.parent != root)
{
child = child.parent;
path.Insert(0, gap);
path.Insert(0, child.name);
}
return path.ToString();
}
private static string GetBtnFuncName(string varName)
{
return "OnClick" + varName.Replace("m_btn", string.Empty) + "Btn";
}
private static string GetToggleFuncName(string varName)
{
return "OnToggle" + varName.Replace("m_toggle", string.Empty) + "Change";
}
public static Dictionary<string, string> dicWidget = new Dictionary<string, string>()
{
{"m_go", "GameObject"},
{"m_item", "GameObject"},
{"m_tf", "Transform"},
{"m_rect","RectTransform"},
{"m_text","Text"},
{"m_richText","RichTextItem"},
{"m_tbtn","TextButtonItem"},
{"m_btn","Button"},
{"m_img","Image"},
{"m_rimg","RawImage"},
{"m_scroll","ScrollRect"},
{"m_input","InputField"},
{"m_grid","GridLayoutGroup"},
{"m_clay","CircleLayoutGroup"},
{"m_hlay","HorizontalLayoutGroup"},
{"m_vlay","VerticalLayoutGroup"},
{"m_slider","Slider"},
{"m_group","ToggleGroup"},
{"m_toggle","Toggle"},
{"m_curve","AnimationCurve"},
};
private static void WriteScript(Transform root, Transform child, ref StringBuilder strVar, ref StringBuilder strBind, ref StringBuilder strOnCreate, ref StringBuilder strCallback)
{
string varName = child.name;
string varType = string.Empty;
foreach (var pair in dicWidget)
{
if (varName.StartsWith(pair.Key))
{
varType = pair.Value;
break;
}
}
if (varType == string.Empty)
{
return;
}
string varPath = GetRelativePath(child, root);
if (!string.IsNullOrEmpty(varName))
{
strVar.Append("\t\tprivate " + varType + " " + varName + ";\n");
switch (varType)
{
case "Transform":
strBind.Append(string.Format("\t\t\t{0} = FindChild(\"{1}\");\n", varName, varPath));
break;
case "GameObject":
strBind.Append(string.Format("\t\t\t{0} = FindChild(\"{1}\").gameObject;\n", varName, varPath));
break;
case "AnimationCurve":
strBind.Append(string.Format("\t\t\t{0} = FindChildComponent<AnimCurveObject>(\"{1}\").m_animCurve;\n", varName, varPath));
break;
case "RichItemIcon":
strBind.Append(string.Format("\t\t\t{0} = CreateWidgetByType<{1}>(\"{2}\");\n", varName, varType, varPath));
break;
case "RedNoteBehaviour":
case "TextButtonItem":
case "SwitchTabItem":
case "UIActorWidget":
case "UIEffectWidget":
strBind.Append(string.Format("\t\t\t{0} = CreateWidget<{1}>(\"{2}\");\n", varName, varType, varPath));
break;
default:
strBind.Append(string.Format("\t\t\t{0} = FindChildComponent<{1}>(\"{2}\");\n", varName, varType, varPath));
break;
}
if (varType == "Button")
{
string varFuncName = GetBtnFuncName(varName);
strOnCreate.Append(string.Format("\t\t\t{0}.onClick.AddListener({1});\n", varName, varFuncName));
strCallback.Append(string.Format("\t\tprivate void {0}()\n", varFuncName));
strCallback.Append("\t\t{\n\t\t}\n");
}
if (varType == "Toggle")
{
string varFuncName = GetToggleFuncName(varName);
strOnCreate.Append(string.Format("\t\t\t{0}.onValueChanged.AddListener({1});\n", varName, varFuncName));
strCallback.Append(string.Format("\t\tprivate void {0}(bool isOn)\n", varFuncName));
strCallback.Append("\t\t{\n\t\t}\n");
}
}
}
public class GeneratorHelper : EditorWindow
{
[MenuItem("GameObject/ScriptGenerator/About", priority = 49)]
public static void About()
{
ScriptGenerator.GeneratorHelper welcomeWindow = (ScriptGenerator.GeneratorHelper)EditorWindow.GetWindow(typeof(ScriptGenerator.GeneratorHelper), false, "About ScriptGenerator");
}
public void Awake()
{
minSize = new Vector2(400, 600);
}
protected void OnGUI()
{
GUILayout.BeginVertical();
foreach (var item in ScriptGenerator.dicWidget)
{
GUILayout.Label(item.Key + "\t" + item.Value);
}
}
}
public class SwitchGroupGeneratorHelper : EditorWindow
{
[MenuItem("GameObject/ScriptGenerator/AboutSwitchGroup", priority = 50)]
public static void About()
{
GetWindow(typeof(SwitchGroupGeneratorHelper), false, "AboutSwitchGroup");
}
public void Awake()
{
minSize = new Vector2(400, 600);
}
protected void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.Label(SwitchGroupGenerator.CONDITION + "\t" + "SwitchTabItem[]");
}
}
public class SwitchGroupGenerator
{
/*
遍历子节点,找到所有名为 m_switchGroup 开始的节点,输出该节点
*/
public const string CONDITION = "m_switchGroup";
public static readonly SwitchGroupGenerator Instance = new SwitchGroupGenerator();
public string Process(Transform root)
{
var sbd = new StringBuilder();
var list = new List<Transform>();
Collect(root, list);
foreach (var node in list)
{
sbd.AppendLine(Process(root, node)).AppendLine();
}
return sbd.ToString();
}
public void Collect(Transform node, List<Transform> nodeList)
{
if (node.name.StartsWith(CONDITION))
{
nodeList.Add(node);
return;
}
var childCnt = node.childCount;
for (var i = 0; i < childCnt; i++)
{
var child = node.GetChild(i);
Collect(child, nodeList);
}
}
public string Process(Transform root, Transform groupTf)
{
var parentPath = GetPath(root, groupTf);
var _name = groupTf.name;
var sbd = new StringBuilder(@"
var _namePath = ""#parentPath"";
var _nameTf = FindChild(_namePath);
var childCnt = _nameTf.childCount;
SwitchTabItem[] _name;
_name = new SwitchTabItem[childCnt];
for (var i = 0; i < childCnt; i++)
{
var child = _nameTf.GetChild(i);
_name[i] = CreateWidget<SwitchTabItem>(_namePath + ""/"" + child.name);
}");
sbd.Replace("_name", _name);
sbd.Replace("#parentPath", parentPath);
return sbd.ToString();
}
public string GetPath(Transform root, Transform childTf)
{
if (childTf == null)
{
return string.Empty;
}
if (childTf == root)
{
return childTf.name;
}
var parentPath = GetPath(root, childTf.parent);
if (parentPath == string.Empty)
{
return childTf.name;
}
return parentPath + "/" + childTf.name;
}
}
}
}
#endif

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@@ -1,98 +0,0 @@
//-----------------------------------------------------------------------
// Copyright (c) TEngine. All rights reserved.
// Author: TangXiao
// Date: 2022/5/14 16:29:13
//-----------------------------------------------------------------------
const http = require("http");
const url = require("url");
const fs = require("fs");
const path = require("path");
const mime = {
css: "text/css",
gif: "image/gif",
html: "text/html",
ico: "image/x-icon",
jpeg: "image/jpeg",
jpg: "image/jpeg",
js: "text/javascript",
json: "application/json",
pdf: "application/pdf",
png: "image/png",
svg: "image/svg+xml",
swf: "application/x-shockwave-flash",
tiff: "image/tiff",
txt: "text/plain",
wav: "audio/x-wav",
wma: "audio/x-ms-wma",
wmv: "video/x-ms-wmv",
xml: "text/xml",
};
const port = 8081;
const httpServer = http.createServer((request, response) => {
const requestUrl = request.url;
let pathName = url.parse(requestUrl).pathname;
// 对路径解码,防止中文乱码
pathName = decodeURI(pathName);
// 绝对路径
const filePath = path.resolve(__dirname + pathName);
// 扩展名
let ext = path.extname(pathName);
ext = ext ? ext.slice(1) : "unknown";
// 未知的类型一律用"text/plain"类型
const contentType = mime[ext] || "text/plain";
// fs.stat()方法用于判断给定的路径是否存在
fs.stat(filePath, (err, stats) => {
// 路径不存在则返回404
if (err) {
response.writeHead(404, { "content-type": "text/html" });
response.end("<h1>404 Not Found</h1>");
}
// 如果是文件
if (!err && stats.isFile()) {
response.writeHead(200, { "content-type": contentType });
// 建立流对象,读文件
const stream = fs.createReadStream(filePath);
// 错误处理
stream.on("error", function() {
response.writeHead(500, { "content-type": contentType });
response.end("<h1>500 Server Error</h1>");
});
// 读取文件
stream.pipe(response);
//response.end(); // 这个地方有坑,加了会关闭对话,看不到内容了
}
// 如果是路径
if (!err && stats.isDirectory()) {
let html = " <head><meta charset = 'utf-8'/></head>";
// 读取该路径下文件
fs.readdir(filePath, (err, files) => {
if (err) {
response.writeHead(500, { "content-type": contentType });
response.end("<h1>路径读取失败!</h1>");
} else {
for (const file of files) {
if (file === "index.html") {
response.writeHead(200, { "content-type": "text/html" });
response.end(file);
break;
}
html += `<div><a href='${file}'>${file}</a></div>`;
}
response.writeHead(200, { "content-type": "text/html" });
response.end(html);
}
});
}
});
});
httpServer.listen(port, function() {
console.log(`File Service: ${port}`);
});

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node FileSys.js

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node FileSys.js

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# TEngine
TEngine
<p align="center">
<img src="http://1.12.241.46:8081/temp/TEngine512.png" alt="logo" width="256" height="256">
</p>
<h3 align="center">TEngine</h3>
<p align="center">
Unity框架解决方案
<br>
<a style="text-decoration:none">
<img src="https://img.shields.io/badge/Unity%20Ver-2019.4.12++-blue.svg?style=flat-square" alt="status" />
</a>
<a style="text-decoration:none">
<img src="https://img.shields.io/github/license/ALEXTANGXIAO/TEngine" alt="license" />
</a>
<a style="text-decoration:none">
<img src="https://img.shields.io/github/last-commit/ALEXTANGXIAO/TEngine" alt="last" />
</a>
<a style="text-decoration:none">
<img src="https://img.shields.io/github/issues/ALEXTANGXIAO/TEngine" alt="issue" />
</a>
<a style="text-decoration:none">
<img src="https://img.shields.io/github/languages/top/ALEXTANGXIAO/TEngine" alt="topLanguage" />
</a>
<a style="text-decoration:none">
<img src="https://app.fossa.com/api/projects/git%2Bgithub.com%2FJasonXuDeveloper%2FJEngine.svg?type=shield" alt="status" />
</a>
<br>
<br>
<a href="http://1.12.241.46:5000/"><strong>框架文档 »</strong></a>
<br>
·
<br>
<a href="https://github.com/ALEXTANGXIAO/TEngine">框架首页 »</a>
</p>
# TEngine v1.0.0
TEngine
```Json
TEngine项目结构
Assets
├── TResources // TResources资源加载和打包目录
├── ConfigStruct // 生成的配置表结构体
├── TEngine // TEngine
└── Scripts // 脚本资源
com.tx.tengine
├── Tools~ // 常用工具
├── Config~ // 转表工具
├── FileServer~ // 基于Node.js热更服务器有条件用OSS
├── Runtime // TEngine 脚本资源
└── TEnginePackage~ // TEngine 差异化插件如UI、网络、热更等
com.tx.tengine/Runtime
├── ClientSaveData // 本地化储存
├── 3rd // 三方插件Json库、Protobuf
├── Config // Config配置表
├── Editor // Editor
├── Event // Event事件驱动系统
├── ECS // ECS架构
├── FileSystem // FileSystem
├── Json // Json库文件
├── Game // 核心逻辑
├── Unitity // Unitity工具类
├── Res // Res资源加载模块
└── Core // TEngine核心
├── BaseLogicSys // 基础系统模块依赖TEngine实现生命周期
├── MemPoolMgr // 内存缓存池
├── TEngineRedux // DVA/Redux
├── TSingleton // 单例以及单例管理器
└── TEngine // 主入口
可定制化模块
Assets/TEngine/Runtime/UI
├── Editor // 脚本从预制体自动生成UI代码
├── Extend // 转表工具
├── Res // 基于Node.js热更服务器有条件用OSS
//TODO
```

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