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5 Commits

Author SHA1 Message Date
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
6 changed files with 243 additions and 9 deletions

View File

@@ -0,0 +1,191 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Globalization;
using System.Reflection;
using System.Text;
namespace TEngine
{
public static class StringHelper
{
public static IEnumerable<byte> ToBytes(this string str)
{
byte[] byteArray = Encoding.Default.GetBytes(str);
return byteArray;
}
public static byte[] ToByteArray(this string str)
{
byte[] byteArray = Encoding.Default.GetBytes(str);
return byteArray;
}
public static byte[] ToUtf8(this string str)
{
byte[] byteArray = Encoding.UTF8.GetBytes(str);
return byteArray;
}
public static byte[] HexToBytes(this string hexString)
{
if (hexString.Length % 2 != 0)
{
throw new ArgumentException(String.Format(CultureInfo.InvariantCulture, "The binary key cannot have an odd number of digits: {0}",
hexString));
}
var hexAsBytes = new byte[hexString.Length / 2];
for (int index = 0; index < hexAsBytes.Length; index++)
{
string byteValue = "";
byteValue += hexString[index * 2];
byteValue += hexString[index * 2 + 1];
hexAsBytes[index] = byte.Parse(byteValue, NumberStyles.HexNumber, CultureInfo.InvariantCulture);
}
return hexAsBytes;
}
public static string Fmt(this string text, params object[] args)
{
return string.Format(text, args);
}
public static string ListToString<T>(this List<T> list)
{
StringBuilder sb = new StringBuilder();
foreach (T t in list)
{
sb.Append(t);
sb.Append(",");
}
return sb.ToString();
}
public static string ArrayToString<T>(this T[] args)
{
if (args == null)
{
return "";
}
string argStr = " [";
for (int arrIndex = 0; arrIndex < args.Length; arrIndex++)
{
argStr += args[arrIndex];
if (arrIndex != args.Length - 1)
{
argStr += ", ";
}
}
argStr += "]";
return argStr;
}
public static string ArrayToString<T>(this T[] args, int index, int count)
{
if (args == null)
{
return "";
}
string argStr = " [";
for (int arrIndex = index; arrIndex < count + index; arrIndex++)
{
argStr += args[arrIndex];
if (arrIndex != args.Length - 1)
{
argStr += ", ";
}
}
argStr += "]";
return argStr;
}
public static string PrintProto(this AProto proto, int stackIndex = 0, string propertyInfoName = "", bool isList = false, int listIndex = 0)
{
if (proto == null)
{
return "";
}
StringBuilder _stringBuilder = new StringBuilder();
_stringBuilder.Clear();
Type type = proto.GetType();
_stringBuilder.Append($"\n");
for (int i = 0; i < stackIndex; i++)
{
_stringBuilder.Append("\t");
}
propertyInfoName = isList ? $"[{propertyInfoName}][{listIndex}]" : $"[{propertyInfoName}]";
_stringBuilder.Append(stackIndex == 0? $"[{type.Name}]" : propertyInfoName);
var bindingFlags = BindingFlags.Public | BindingFlags.Instance;
var propertyInfos = type.GetProperties(bindingFlags);
for (var i = 0; i < propertyInfos.Length; ++i)
{
var propertyInfo = propertyInfos[i];
if (propertyInfo.PropertyType.BaseType == typeof (AProto))
{
_stringBuilder.Append(PrintProto((AProto)propertyInfo.GetValue(proto), stackIndex + 1, propertyInfo.Name));
}
else if (propertyInfo.PropertyType.IsList() && propertyInfo.PropertyType.IsGenericType)
{
object value = propertyInfo.GetValue(proto, null);
if (value != null)
{
Type objType = value.GetType();
int count = Convert.ToInt32(objType.GetProperty("Count").GetValue(value, null));
for (int j = 0; j < count; j++)
{
object item = objType.GetProperty("Item").GetValue(value, new object[] { j });
_stringBuilder.Append(PrintProto((AProto)item, stackIndex + 1, propertyInfo.Name, isList: true, listIndex: j));
}
}
}
else
{
_stringBuilder.Append($"\n");
for (int j = 0; j < stackIndex + 1; j++)
{
_stringBuilder.Append("\t");
}
_stringBuilder.Append($"[{propertyInfo.Name}]");
_stringBuilder.Append(": ");
_stringBuilder.Append(propertyInfo.GetValue(proto));
}
}
return _stringBuilder.ToString();
}
/// <summary>
/// 判断类型是否为可操作的列表类型
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public static bool IsList(this Type type)
{
if (typeof (System.Collections.IList).IsAssignableFrom(type))
{
return true;
}
foreach (var it in type.GetInterfaces())
{
if (it.IsGenericType && typeof (IList<>) == it.GetGenericTypeDefinition())
return true;
}
return false;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c253fa0108e29234f9198e6b720bdbf7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -104,7 +104,7 @@ namespace TEngine
int renderWidth = src.width >> DownSampleNum;
int renderHeight = src.height >> DownSampleNum;
m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
m_renderTexture.filterMode = FilterMode.Bilinear;
Graphics.Blit(src, m_renderTexture, material, 0);
@@ -117,7 +117,7 @@ namespace TEngine
material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
// 【2.2】处理Shader的通道1垂直方向模糊处理 || Pass1,for vertical blur
// 定义一个临时渲染的缓存tempBuffer
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
// 清空rawTexture
@@ -126,7 +126,7 @@ namespace TEngine
m_renderTexture = tempBuffer;
// 【2.3】处理Shader的通道2竖直方向模糊处理 || Pass2,for horizontal blur
// 获取临时渲染纹理
tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture

View File

@@ -4,20 +4,38 @@ namespace TEngine
{
/// <summary>
/// 游戏时间。
/// <remarks>统一封装调用。</remarks>
/// <remarks>提供从Unity获取时间信息的接口。</remarks>
/// </summary>
public static class GameTime
{
/// <summary>
/// 此帧开始时的时间(只读)。
/// </summary>
public static float time;
/// <summary>
/// 从上一帧到当前帧的间隔(秒)(只读)。
/// </summary>
public static float deltaTime;
/// <summary>
/// timeScale从上一帧到当前帧的独立时间间隔以秒为单位只读
/// </summary>
public static float unscaledDeltaTime;
/// <summary>
/// 执行物理和其他固定帧速率更新如MonoBehavior的MonoBehaviour.FixedUpdate的时间间隔以秒为单位
/// </summary>
public static float fixedDeltaTime;
/// <summary>
/// 自游戏开始以来的总帧数(只读)。
/// </summary>
public static float frameCount;
/// <summary>
/// timeScale此帧的独立时间只读。这是自游戏开始以来的时间以秒为单位
/// </summary>
public static float unscaledTime;
public static void StartFrame()

View File

@@ -587,14 +587,13 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>原生文件资源实例操作句柄。</returns>
/// <remarks>需要自行释放资源句柄(RawFileOperationHandle)。</remarks>
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken)
{
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
handle.Dispose();
return cancelOrFailed ? null : handle;
}

View File

@@ -13,6 +13,19 @@ public class Actor : ObjectBase
/// </summary>
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
protected override void Release(bool isShutdown){}
/// <summary>
/// 创建Actor对象。
/// </summary>
/// <param name="actorName">对象名称。</param>
/// <param name="target">对象持有实例。</param>
/// <returns></returns>
public static Actor Create(string name, object target)
{
var actor = MemoryPool.Acquire<Actor>();
actor.Initialize(name, target);
return actor;
}
}
/// <summary>
@@ -29,8 +42,10 @@ void Start()
/// <summary>
/// 创建Actor对象。
/// </summary>
/// <returns>Actor对象实例。</returns>
public Actor CreateActor()
/// <param name="actorName">对象名称。</param>
/// <param name="target">对象持有实例。</param>
/// <returns>Actor对象实例</returns>
public Actor CreateActor(string actorName, GameObject target)
{
Actor ret = null;
if (_actorPool.CanSpawn())
@@ -39,7 +54,7 @@ public Actor CreateActor()
}
else
{
ret = MemoryPool.Acquire<Actor>();
ret = Actor.Create(actorName, target);
_actorPool.Register(ret,true);
}