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TEngine3.1
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TEngine3.1
Author | SHA1 | Date | |
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4c8c37ffd8 | ||
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5f694c2bed | ||
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7ff74bb747 | ||
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a5de63397a | ||
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13cc62f3f1 |
191
Assets/GameScripts/DotNet/Core/Helper/StringHelper.cs
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191
Assets/GameScripts/DotNet/Core/Helper/StringHelper.cs
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@@ -0,0 +1,191 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.Reflection;
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using System.Text;
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namespace TEngine
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{
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public static class StringHelper
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{
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public static IEnumerable<byte> ToBytes(this string str)
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{
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byte[] byteArray = Encoding.Default.GetBytes(str);
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return byteArray;
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}
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public static byte[] ToByteArray(this string str)
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{
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byte[] byteArray = Encoding.Default.GetBytes(str);
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return byteArray;
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}
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public static byte[] ToUtf8(this string str)
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{
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byte[] byteArray = Encoding.UTF8.GetBytes(str);
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return byteArray;
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}
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public static byte[] HexToBytes(this string hexString)
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{
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if (hexString.Length % 2 != 0)
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{
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throw new ArgumentException(String.Format(CultureInfo.InvariantCulture, "The binary key cannot have an odd number of digits: {0}",
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hexString));
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}
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var hexAsBytes = new byte[hexString.Length / 2];
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for (int index = 0; index < hexAsBytes.Length; index++)
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{
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string byteValue = "";
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byteValue += hexString[index * 2];
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byteValue += hexString[index * 2 + 1];
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hexAsBytes[index] = byte.Parse(byteValue, NumberStyles.HexNumber, CultureInfo.InvariantCulture);
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}
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return hexAsBytes;
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}
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public static string Fmt(this string text, params object[] args)
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{
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return string.Format(text, args);
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}
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public static string ListToString<T>(this List<T> list)
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{
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StringBuilder sb = new StringBuilder();
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foreach (T t in list)
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{
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sb.Append(t);
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sb.Append(",");
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}
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return sb.ToString();
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}
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public static string ArrayToString<T>(this T[] args)
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{
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if (args == null)
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{
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return "";
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}
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string argStr = " [";
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for (int arrIndex = 0; arrIndex < args.Length; arrIndex++)
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{
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argStr += args[arrIndex];
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if (arrIndex != args.Length - 1)
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{
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argStr += ", ";
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}
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}
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argStr += "]";
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return argStr;
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}
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public static string ArrayToString<T>(this T[] args, int index, int count)
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{
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if (args == null)
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{
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return "";
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}
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string argStr = " [";
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for (int arrIndex = index; arrIndex < count + index; arrIndex++)
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{
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argStr += args[arrIndex];
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if (arrIndex != args.Length - 1)
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{
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argStr += ", ";
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}
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}
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argStr += "]";
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return argStr;
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}
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public static string PrintProto(this AProto proto, int stackIndex = 0, string propertyInfoName = "", bool isList = false, int listIndex = 0)
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{
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if (proto == null)
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{
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return "";
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}
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StringBuilder _stringBuilder = new StringBuilder();
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_stringBuilder.Clear();
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Type type = proto.GetType();
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_stringBuilder.Append($"\n");
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for (int i = 0; i < stackIndex; i++)
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{
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_stringBuilder.Append("\t");
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}
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propertyInfoName = isList ? $"[{propertyInfoName}][{listIndex}]" : $"[{propertyInfoName}]";
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_stringBuilder.Append(stackIndex == 0? $"[{type.Name}]" : propertyInfoName);
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var bindingFlags = BindingFlags.Public | BindingFlags.Instance;
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var propertyInfos = type.GetProperties(bindingFlags);
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for (var i = 0; i < propertyInfos.Length; ++i)
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{
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var propertyInfo = propertyInfos[i];
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if (propertyInfo.PropertyType.BaseType == typeof (AProto))
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{
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_stringBuilder.Append(PrintProto((AProto)propertyInfo.GetValue(proto), stackIndex + 1, propertyInfo.Name));
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}
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else if (propertyInfo.PropertyType.IsList() && propertyInfo.PropertyType.IsGenericType)
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{
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object value = propertyInfo.GetValue(proto, null);
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if (value != null)
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{
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Type objType = value.GetType();
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int count = Convert.ToInt32(objType.GetProperty("Count").GetValue(value, null));
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for (int j = 0; j < count; j++)
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{
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object item = objType.GetProperty("Item").GetValue(value, new object[] { j });
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_stringBuilder.Append(PrintProto((AProto)item, stackIndex + 1, propertyInfo.Name, isList: true, listIndex: j));
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}
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}
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}
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else
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{
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_stringBuilder.Append($"\n");
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for (int j = 0; j < stackIndex + 1; j++)
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{
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_stringBuilder.Append("\t");
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}
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_stringBuilder.Append($"[{propertyInfo.Name}]");
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_stringBuilder.Append(": ");
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_stringBuilder.Append(propertyInfo.GetValue(proto));
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}
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}
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return _stringBuilder.ToString();
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}
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/// <summary>
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/// 判断类型是否为可操作的列表类型
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public static bool IsList(this Type type)
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{
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if (typeof (System.Collections.IList).IsAssignableFrom(type))
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{
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return true;
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}
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foreach (var it in type.GetInterfaces())
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{
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if (it.IsGenericType && typeof (IList<>) == it.GetGenericTypeDefinition())
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return true;
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}
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return false;
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}
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}
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}
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11
Assets/GameScripts/DotNet/Core/Helper/StringHelper.cs.meta
Normal file
11
Assets/GameScripts/DotNet/Core/Helper/StringHelper.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c253fa0108e29234f9198e6b720bdbf7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -104,7 +104,7 @@ namespace TEngine
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int renderWidth = src.width >> DownSampleNum;
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int renderWidth = src.width >> DownSampleNum;
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int renderHeight = src.height >> DownSampleNum;
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int renderHeight = src.height >> DownSampleNum;
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m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
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m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
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m_renderTexture.filterMode = FilterMode.Bilinear;
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m_renderTexture.filterMode = FilterMode.Bilinear;
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Graphics.Blit(src, m_renderTexture, material, 0);
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Graphics.Blit(src, m_renderTexture, material, 0);
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@@ -117,7 +117,7 @@ namespace TEngine
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material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
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material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs);
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// 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur
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// 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur
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// 定义一个临时渲染的缓存tempBuffer
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// 定义一个临时渲染的缓存tempBuffer
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RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
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RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
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// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
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// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据
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Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
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Graphics.Blit(m_renderTexture, tempBuffer, material, 1);
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// 清空rawTexture
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// 清空rawTexture
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@@ -126,7 +126,7 @@ namespace TEngine
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m_renderTexture = tempBuffer;
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m_renderTexture = tempBuffer;
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// 【2.3】处理Shader的通道2,竖直方向模糊处理 || Pass2,for horizontal blur
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// 【2.3】处理Shader的通道2,竖直方向模糊处理 || Pass2,for horizontal blur
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// 获取临时渲染纹理
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// 获取临时渲染纹理
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tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float);
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tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default);
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// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
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// 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据
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Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
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Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2);
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//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture
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//【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture
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@@ -4,20 +4,38 @@ namespace TEngine
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{
|
{
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/// <summary>
|
/// <summary>
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/// 游戏时间。
|
/// 游戏时间。
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/// <remarks>统一封装调用。</remarks>
|
/// <remarks>提供从Unity获取时间信息的接口。</remarks>
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/// </summary>
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/// </summary>
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public static class GameTime
|
public static class GameTime
|
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{
|
{
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/// <summary>
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/// 此帧开始时的时间(只读)。
|
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/// </summary>
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public static float time;
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public static float time;
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|
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/// <summary>
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/// 从上一帧到当前帧的间隔(秒)(只读)。
|
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|
/// </summary>
|
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public static float deltaTime;
|
public static float deltaTime;
|
||||||
|
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||||||
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/// <summary>
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/// timeScale从上一帧到当前帧的独立时间间隔(以秒为单位)(只读)。
|
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|
/// </summary>
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public static float unscaledDeltaTime;
|
public static float unscaledDeltaTime;
|
||||||
|
|
||||||
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/// <summary>
|
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/// 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;
|
public static float fixedDeltaTime;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 自游戏开始以来的总帧数(只读)。
|
||||||
|
/// </summary>
|
||||||
public static float frameCount;
|
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 float unscaledTime;
|
||||||
|
|
||||||
public static void StartFrame()
|
public static void StartFrame()
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|
@@ -587,14 +587,13 @@ namespace TEngine
|
|||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <returns>原生文件资源实例操作句柄。</returns>
|
/// <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)
|
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken)
|
||||||
{
|
{
|
||||||
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
|
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
|
||||||
|
|
||||||
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
||||||
|
|
||||||
handle.Dispose();
|
|
||||||
|
|
||||||
return cancelOrFailed ? null : handle;
|
return cancelOrFailed ? null : handle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -13,6 +13,19 @@ public class Actor : ObjectBase
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
|
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
|
||||||
protected override void Release(bool isShutdown){}
|
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>
|
/// <summary>
|
||||||
@@ -29,8 +42,10 @@ void Start()
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// 创建Actor对象。
|
/// 创建Actor对象。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns>Actor对象实例。</returns>
|
/// <param name="actorName">对象名称。</param>
|
||||||
public Actor CreateActor()
|
/// <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;
|
Actor ret = null;
|
||||||
if (_actorPool.CanSpawn())
|
if (_actorPool.CanSpawn())
|
||||||
@@ -39,7 +54,7 @@ public Actor CreateActor()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
ret = MemoryPool.Acquire<Actor>();
|
ret = Actor.Create(actorName, target);
|
||||||
_actorPool.Register(ret,true);
|
_actorPool.Register(ret,true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user