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87 Commits

Author SHA1 Message Date
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
182 changed files with 8198 additions and 3941 deletions

View File

@@ -0,0 +1,9 @@
cd /d %~dp0
call path_define.bat
%UNITYEDITOR_PATH%/Unity.exe %WORKSPACE% -logFile %BUILD_LOGFILE% -executeMethod TEngine.ReleaseTools.AutomationBuildAndroid -quit -batchmode -CustomArgs:Language=en_US; %WORKSPACE%
@REM for /f "delims=[" %%i in (%BUILD_LOGFILE%) do echo %%i
pause

6
BuildCLI/path_define.bat Normal file
View File

@@ -0,0 +1,6 @@
cd /d %~dp0
set WORKSPACE=G:/github/TEngine/UnityProject
set UNITYEDITOR_PATH=G:/UnityEditor/2021.3.20f1c1/Editor
set BUILD_DLL_LOGFILE=./build_dll.log
set BUILD_LOGFILE=./build.log

View File

@@ -1,61 +0,0 @@
using Bright.Serialization;
using GameBase;
using GameConfig;
using TEngine;
using UnityEngine;
/// <summary>
/// 配置加载器。
/// </summary>
public class ConfigSystem : Singleton<ConfigSystem>
{
private bool _init = false;
private Tables _tables;
public Tables Tables
{
get
{
if (!_init)
{
Load();
}
return _tables;
}
}
/// <summary>
/// 加载配置。
/// </summary>
public void Load()
{
_tables = new Tables(LoadIdxByteBuf, LoadByteBuf);
_init = true;
}
/// <summary>
/// 加载二进制配置。
/// </summary>
/// <param name="file">FileName</param>
/// <returns>ByteBuf</returns>
private ByteBuf LoadByteBuf(string file)
{
var textAssets = GameModule.Resource.LoadAsset<TextAsset>(file);
byte[] ret = textAssets.bytes;
return new ByteBuf(ret);
}
/// <summary>
/// 加载懒加载Index。
/// </summary>
/// <param name="file"></param>
/// <returns></returns>
private ByteBuf LoadIdxByteBuf(string file)
{
var textAssets = GameModule.Resource.LoadAsset<TextAsset>($"Idx_{file}");
byte[] ret = textAssets.bytes;
return new ByteBuf(ret);
}
}

View File

@@ -1,87 +0,0 @@
using Bright.Serialization;
using System.Collections.Generic;
{{
name = x.name
parent_def_type = x.parent_def_type
export_fields = x.export_fields
hierarchy_export_fields = x.hierarchy_export_fields
}}
namespace {{x.namespace_with_top_module}}
{
{{~if x.comment != '' ~}}
/// <summary>
/// {{x.escape_comment}}
/// </summary>
{{~end~}}
public {{x.cs_class_modifier}} partial class {{name}} : {{if parent_def_type}} {{x.parent}} {{else}} Bright.Config.BeanBase {{end}}
{
public {{name}}(ByteBuf _buf) {{if parent_def_type}} : base(_buf) {{end}}
{
{{~ for field in export_fields ~}}
{{cs_deserialize '_buf' field.convention_name field.ctype}}
{{~if field.index_field~}}
foreach(var _v in {{field.convention_name}})
{
{{field.convention_name}}_Index.Add(_v.{{field.index_field.convention_name}}, _v);
}
{{~end~}}
{{~end~}}
PostInit();
}
public static {{name}} Deserialize{{name}}(ByteBuf _buf)
{
{{~if x.is_abstract_type~}}
switch (_buf.ReadInt())
{
{{~for child in x.hierarchy_not_abstract_children~}}
case {{child.full_name}}.__ID__: return new {{child.full_name}}(_buf);
{{~end~}}
default: throw new SerializationException();
}
{{~else~}}
return new {{x.full_name}}(_buf);
{{~end~}}
}
{{~ for field in export_fields ~}}
{{~if field.comment != '' ~}}
/// <summary>
/// {{field.escape_comment}}
/// </summary>
{{~end~}}
public {{cs_define_type field.ctype}} {{field.convention_name}} { get; private set; }
{{~if field.index_field~}}
public readonly Dictionary<{{cs_define_type field.index_field.ctype}}, {{cs_define_type field.ctype.element_type}}> {{field.convention_name}}_Index = new Dictionary<{{cs_define_type field.index_field.ctype}}, {{cs_define_type field.ctype.element_type}}>();
{{~end~}}
{{~if field.gen_ref~}}
public {{field.cs_ref_validator_define}}
{{~end~}}
{{~if (gen_datetime_mills field.ctype) ~}}
public long {{field.convention_name}}_Millis => {{field.convention_name}} * 1000L;
{{~end~}}
{{~if field.gen_text_key~}}
public {{cs_define_text_key_field field}} { get; }
{{~end~}}
{{~end~}}
{{~if !x.is_abstract_type~}}
public const int __ID__ = {{x.id}};
public override int GetTypeId() => __ID__;
{{~end~}}
public override string ToString()
{
return "{{full_name}}{ "
{{~for field in hierarchy_export_fields ~}}
+ "{{field.convention_name}}:" + {{cs_to_string field.convention_name field.ctype}} + ","
{{~end~}}
+ "}";
}
partial void PostInit();
}
}

View File

@@ -1,413 +0,0 @@
using Bright.Serialization;
using System.Collections.Generic;
using System.Linq;
namespace {{x.namespace_with_top_module}}
{
{{
name = x.name
key_type = x.key_ttype
key_type1 = x.key_ttype1
key_type2 = x.key_ttype2
value_type = x.value_ttype
}}
{{~if x.comment != '' ~}}
/// <summary>
/// {{x.escape_comment}}
/// </summary>
{{~end~}}
public partial class {{name}}
{
public static {{name}} Instance { get; private set; }
{{~if x.is_map_table ~}}
private bool _readAll = false;
private Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}> _dataMap;
private List<{{cs_define_type value_type}}> _dataList;
public Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}> DataMap
{
get
{
if(!_readAll)
{
ReadAll();
_readAll = true;
}
return _dataMap;
}
}
public List<{{cs_define_type value_type}}> DataList
{
get
{
if(!_readAll)
{
ReadAll();
_readAll = true;
}
return _dataList;
}
}
private Dictionary<{{cs_define_type key_type}},int> _indexMap;
public List<{{cs_define_type key_type}}> Indexes;
private System.Func<ByteBuf> _dataLoader;
private void ReadAll()
{
_dataList.Clear();
foreach(var index in Indexes)
{
var v = Get(index);
_dataMap[index] = v;
_dataList.Add(v);
}
}
public {{name}}(ByteBuf _buf, string _tbName, System.Func<string, ByteBuf> _loader)
{
Instance = this;
_dataMap = new Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}>();
_dataList = new List<{{cs_define_type value_type}}>();
_indexMap = new Dictionary<{{cs_define_type key_type}}, int>();
_dataLoader = new System.Func<ByteBuf>(() => _loader(_tbName));
for (int n = _buf.ReadSize(); n > 0; --n)
{
{{cs_define_type key_type}} key;
{{cs_deserialize '_buf' 'key' key_type}}
int index = _buf.ReadInt();
_indexMap[key] = index;
}
Indexes = _indexMap.Keys.ToList();
PostInit();
}
{{~if value_type.is_dynamic~}}
public T GetOrDefaultAs<T>({{cs_define_type key_type}} key) where T : {{cs_define_type value_type}}
{
if(_indexMap.TryGetValue(key,out var _))
{
return (T)Get(key);
}
return default(T);
}
public T GetAs<T>({{cs_define_type key_type}} key) where T : {{cs_define_type value_type}} => (T)Get(key);
{{~end~}}
public {{cs_define_type value_type}} this[{{cs_define_type key_type}} key] => Get(key);
public {{cs_define_type value_type}} Get({{cs_define_type key_type}} key)
{
{{cs_define_type value_type}} _v;
if(_dataMap.TryGetValue(key, out _v))
{
return _v;
}
ResetByteBuf(_indexMap[key]);
{{cs_deserialize '_buf' '_v' value_type}}
_dataMap[_v.{{x.index_field.convention_name}}] = _v;
_v.Resolve(tables);
if(_indexMap.Count == _dataMap.Count)
{
_buf = null;
}
return _v;
}
public {{cs_define_type value_type}} GetOrDefault({{cs_define_type key_type}} key)
{
if(_indexMap.TryGetValue(key,out var _))
{
return Get(key);
}
return null;
}
{{~else if x.is_list_table ~}}
private bool _readAllList = false;
private List<{{cs_define_type value_type}}> _dataList;
public List<{{cs_define_type value_type}}> DataList
{
get
{
if(!_readAllList)
{
ReadAllList();
_readAllList = true;
}
return _dataList;
}
}
private System.Func<ByteBuf> _dataLoader;
{{~if x.is_union_index~}}
private bool _readAll;
private {{cs_table_union_map_type_name x}} _dataMapUnion;
public {{cs_table_union_map_type_name x}} DataMapUnion
{
get
{
if(!_readAll)
{
ReadAll();
_readAll = true;
}
return _dataMapUnion;
}
}
private void ReadAll()
{
foreach(var index in Indexes)
{
var ({{cs_table_get_param_name_list x}}) = index;
var v = Get({{cs_table_get_param_name_list x}});
_dataMapUnion[({{cs_table_get_param_name_list x}})] = v;
}
}
private void ReadAllList()
{
_dataList.Clear();
foreach(var index in Indexes)
{
var ({{cs_table_get_param_name_list x}}) = index;
var v = Get({{cs_table_get_param_name_list x}});
_dataList.Add(v);
}
}
private Dictionary<({{cs_table_get_param_def_list x}}),int> _indexMap;
public List<({{cs_table_get_param_def_list x}})> Indexes;
{{~else if !x.index_list.empty?~}}
{{~for idx in x.index_list~}}
private bool _readAll{{idx.index_field.convention_name}} = false;
private Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}> _dataMap_{{idx.index_field.name}};
public Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}> DataMap_{{idx.index_field.name}}
{
get
{
if(!_readAll{{idx.index_field.convention_name}})
{
ReadAll{{idx.index_field.convention_name}}();
_readAll{{idx.index_field.convention_name}} = true;
}
return _dataMap_{{idx.index_field.name}};
}
}
{{~if for.first ~}}
private void ReadAllList()
{
_dataList.Clear();
foreach(var index in Indexes_{{idx.index_field.name}})
{
var v = GetBy{{idx.index_field.convention_name}}(index);
_dataList.Add(v);
}
}
{{~end~}}
private void ReadAll{{idx.index_field.convention_name}}()
{
foreach(var index in Indexes_{{idx.index_field.name}})
{
var v = GetBy{{idx.index_field.convention_name}}(index);
_dataMap_{{idx.index_field.name}}[index] = v;
}
}
private Dictionary<{{cs_define_type idx.type}},int> _indexMap_{{idx.index_field.name}};
public List<{{cs_define_type idx.type}}> Indexes_{{idx.index_field.name}};
{{~end~}}
{{~else~}}
private bool _readAll = false;
private Dictionary<int,int> _indexMap;
public List<int> Indexes;
private Dictionary<int, {{cs_define_type value_type}}> _dataMap;
private Dictionary<int, {{cs_define_type value_type}}> DataMap
{
get
{
if(!_readAll)
{
ReadAllList();
}
return _dataMap;
}
}
private void ReadAllList()
{
_dataList.Clear();
foreach(var index in Indexes)
{
var v = Get(index);
_dataList.Add(v);
}
}
{{~end~}}
public {{name}}(ByteBuf _buf, string _tbName, System.Func<string, ByteBuf> _loader)
{
Instance = this;
_dataList = new List<{{cs_define_type value_type}}>();
_dataLoader = new System.Func<ByteBuf>(()=> _loader(_tbName));
{{~if x.is_union_index~}}
_dataMapUnion = new {{cs_table_union_map_type_name x}}();
_indexMap = new Dictionary<({{cs_table_get_param_def_list x}}),int>();
{{key_value ='('}}
for (int i = _buf.ReadSize(); i > 0; i--)
{
{{~for idx in x.index_list~}}
{{field_name = 'key'+for.index}}
{{cs_define_type idx.type}} {{field_name}};
{{cs_deserialize '_buf' field_name idx.type}}
{{~if for.last~}}
{{key_value=key_value+field_name+')'}}
{{~else~}}
{{key_value=key_value+field_name+', '}}
{{~end~}}
{{~end~}}
_indexMap.Add({{key_value}}, _buf.ReadInt());
}
Indexes = _indexMap.Keys.ToList();
{{~else if !x.index_list.empty?~}}
{{~for idx in x.index_list~}}
_dataMap_{{idx.index_field.name}} = new Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}>();
_indexMap_{{idx.index_field.name}} = new Dictionary<{{cs_define_type idx.type}},int>();
{{~end~}}
int size = _buf.ReadSize();
for(int i = 0; i < size; i++)
{
{{~for idx in x.index_list~}}
{{cs_define_type idx.type}} key_{{idx.index_field.name}};
{{cs_deserialize '_buf' 'key_'+idx.index_field.name idx.type}}
{{~end~}}
int index = _buf.ReadInt();
{{~for idx in x.index_list~}}
_indexMap_{{idx.index_field.name}}.Add(key_{{idx.index_field.name}},index);
{{~end~}}
}
{{~for idx in x.index_list~}}
Indexes_{{idx.index_field.name}} = _indexMap_{{idx.index_field.name}}.Keys.ToList();
{{~end~}}
{{~else~}}
_indexMap = new Dictionary<int,int>();
_dataMap = new Dictionary<int, {{cs_define_type value_type}}>();
int size = _buf.ReadSize();
for(int i = 0; i < size; i++)
{
_indexMap.Add(i,_buf.ReadInt());
}
Indexes = _indexMap.Keys.ToList();
{{~end~}}
}
{{~if x.is_union_index~}}
public {{cs_define_type value_type}} Get({{cs_table_get_param_def_list x}})
{
{{cs_define_type value_type}} __v;
if(_dataMapUnion.TryGetValue(({{cs_table_get_param_name_list x}}), out __v))
{
return __v;
}
ResetByteBuf(_indexMap[({{cs_table_get_param_name_list x}})]);
{{cs_deserialize '_buf' '__v' value_type}}
_dataList.Add(__v);
_dataMapUnion.Add(({{cs_table_get_param_name_list x}}), __v);
__v.Resolve(tables);
if(_indexMap.Count == _dataMapUnion.Count)
{
_buf = null;
}
return __v;
}
{{~else if !x.index_list.empty? ~}}
{{~for idx in x.index_list~}}
public {{cs_define_type value_type}} GetBy{{idx.index_field.convention_name}}({{cs_define_type idx.type}} key)
{
if(_dataMap_{{idx.index_field.name}}.TryGetValue(key,out var value))
{
return value;
}
int index = _indexMap_{{idx.index_field.name}}[key];
ResetByteBuf(index);
{{cs_define_type value_type}} _v;
{{cs_deserialize '_buf' '_v' value_type}}
_dataMap_{{idx.index_field.name}}[key] = _v;
_v.Resolve(tables);
return _v;
}
{{~end~}}
{{~else if x.index_list.empty? ~}}
public {{cs_define_type value_type}} this[int index] => Get(index);
public {{cs_define_type value_type}} Get(int index)
{
{{cs_define_type value_type}} _v;
if(_dataMap.TryGetValue(index, out _v))
{
return _v;
}
ResetByteBuf(_indexMap[index]);
{{cs_deserialize '_buf' '_v' value_type}}
_dataMap[index] = _v;
_v.Resolve(tables);
if(_indexMap.Count == _dataMap.Count)
{
_buf = null;
}
return _v;
}
{{~end~}}
{{~else~}}
private {{cs_define_type value_type}} _data;
public {{name}} (ByteBuf _buf, string _tbName, System.Func<string, ByteBuf> _loader)
{
Instance = this;
ByteBuf _dataBuf = _loader(_tbName);
int n = _buf.ReadSize();
int m = _dataBuf.ReadSize();
if (n != 1 || m != 1) throw new SerializationException("table mode=one, but size != 1");
{{cs_deserialize '_dataBuf' '_data' value_type}}
}
{{~ for field in value_type.bean.hierarchy_export_fields ~}}
{{~if field.comment != '' ~}}
/// <summary>
/// {{field.escape_comment}}
/// </summary>
{{~end~}}
public {{cs_define_type field.ctype}} {{field.convention_name}} => _data.{{field.convention_name}};
{{~if field.gen_ref~}}
public {{cs_define_type field.ref_type}} {{field.convention_name}}_Ref => _data.{{field.convention_name}}_Ref;
{{~end~}}
{{~end~}}
{{~end~}}
{{~if x.is_map_table||x.is_list_table ~}}
private void ResetByteBuf(int readerInex = 0)
{
if( _buf == null)
{
if (_buf == null)
{
_buf = _dataLoader();
}
}
_buf.ReaderIndex = readerInex;
}
{{~end~}}
{{~if x.mode != 'ONE'~}}
private ByteBuf _buf = null;
private Dictionary<string, object> tables;
{{~end~}}
public void CacheTables(Dictionary<string, object> _tables)
{
{{~if x.mode == 'ONE'~}}
_data.Resolve(_tables);
{{~else~}}
tables = _tables;
{{~end~}}
}
partial void PostInit();
}
}

View File

@@ -1,40 +0,0 @@
using Bright.Serialization;
{{
name = x.name
namespace = x.namespace
tables = x.tables
}}
namespace {{namespace}}
{
public partial class {{name}}
{
{{~for table in tables ~}}
{{~if table.comment != '' ~}}
/// <summary>
/// {{table.escape_comment}}
/// </summary>
{{~end~}}
public {{table.full_name}} {{table.name}} {get; }
{{~end~}}
public {{name}}(System.Func<string, ByteBuf> idxLoader,System.Func<string, ByteBuf> dataLoader)
{
var tables = new System.Collections.Generic.Dictionary<string, object>();
{{~for table in tables ~}}
{{table.name}} = new {{table.full_name}}(idxLoader("{{table.output_data_file}}"),"{{table.output_data_file}}",dataLoader);
tables.Add("{{table.full_name}}", {{table.name}});
{{~end~}}
PostInit();
{{~for table in tables ~}}
{{table.name}}.CacheTables(tables);
{{~end~}}
}
partial void PostInit();
}
}

View File

@@ -1,95 +0,0 @@
using System.Collections.Generic;
using System.Threading;
using Bright.Serialization;
using Cysharp.Threading.Tasks;
using GameBase;
using GameConfig;
using TEngine;
using UnityEngine;
/// <summary>
/// 配置加载器
/// </summary>
public class ConfigSystem : Singleton<ConfigSystem>
{
private bool _init = false;
private Tables _tables;
public Tables Tables
{
get
{
if (!_init)
{
#if !UNITY_WEBGL
_init = true;
#endif
Log.Error("Config not loaded. You need Take LoadAsync at first.");
}
return _tables;
}
}
private readonly Dictionary<string, TextAsset> _configs = new Dictionary<string, TextAsset>();
/// <summary>
/// 异步加载配置。
/// </summary>
public async UniTask LoadAsync()
{
_tables = new Tables();
await _tables.LoadAsync(LoadByteBufAsync);
_init = true;
}
/// <summary>
/// 异步加载二进制配置。
/// </summary>
/// <param name="file">FileName</param>
/// <returns>ByteBuf</returns>
private async UniTask<ByteBuf> LoadByteBufAsync(string file)
{
#if false
GameTickWatcher gameTickWatcher = new GameTickWatcher();
#endif
byte[] ret;
var location = file;
if (_configs.TryGetValue(location, out var config))
{
ret = config.bytes;
}
else
{
var textAssets = await GameModule.Resource.LoadAssetAsync<TextAsset>(location, CancellationToken.None);
ret = textAssets.bytes;
RegisterTextAssets(file, textAssets);
}
#if false
Log.Warning($"LoadByteBuf {file} used time {gameTickWatcher.ElapseTime()}");
#endif
return new ByteBuf(ret);
}
/// <summary>
/// 注册配置资源。
/// </summary>
/// <param name="key">资源Key。</param>
/// <param name="value">资源实例。</param>
/// <returns>注册成功。</returns>
private bool RegisterTextAssets(string key, TextAsset value)
{
if (string.IsNullOrEmpty(key))
{
return false;
}
if (value == null)
{
return false;
}
_configs[key] = value;
return true;
}
}

View File

@@ -1,115 +0,0 @@
using Bright.Serialization;
using System.Collections.Generic;
{{
name = x.name
parent_def_type = x.parent_def_type
export_fields = x.export_fields
hierarchy_export_fields = x.hierarchy_export_fields
}}
{{cs_start_name_space_grace x.namespace_with_top_module}}
{{~if x.comment != '' ~}}
/// <summary>
/// {{x.escape_comment}}
/// </summary>
{{~end~}}
public {{x.cs_class_modifier}} partial class {{name}} : {{if parent_def_type}} {{x.parent}} {{else}} Bright.Config.BeanBase {{end}}
{
public {{name}}(ByteBuf _buf) {{if parent_def_type}} : base(_buf) {{end}}
{
{{~ for field in export_fields ~}}
{{cs_deserialize '_buf' field.convention_name field.ctype}}
{{~if field.index_field~}}
foreach(var _v in {{field.convention_name}})
{
{{field.convention_name}}_Index.Add(_v.{{field.index_field.convention_name}}, _v);
}
{{~end~}}
{{~end~}}
PostInit();
}
public static {{name}} Deserialize{{name}}(ByteBuf _buf)
{
{{~if x.is_abstract_type~}}
switch (_buf.ReadInt())
{
{{~for child in x.hierarchy_not_abstract_children~}}
case {{child.full_name}}.__ID__: return new {{child.full_name}}(_buf);
{{~end~}}
default: throw new SerializationException();
}
{{~else~}}
return new {{x.full_name}}(_buf);
{{~end~}}
}
{{~ for field in export_fields ~}}
{{~if field.comment != '' ~}}
/// <summary>
/// {{field.escape_comment}}
/// </summary>
{{~end~}}
public {{cs_define_type field.ctype}} {{field.convention_name}} { get; private set; }
{{~if field.index_field~}}
public readonly Dictionary<{{cs_define_type field.index_field.ctype}}, {{cs_define_type field.ctype.element_type}}> {{field.convention_name}}_Index = new Dictionary<{{cs_define_type field.index_field.ctype}}, {{cs_define_type field.ctype.element_type}}>();
{{~end~}}
{{~if field.gen_ref~}}
public {{field.cs_ref_validator_define}}
{{~end~}}
{{~if (gen_datetime_mills field.ctype) ~}}
public long {{field.convention_name}}_Millis => {{field.convention_name}} * 1000L;
{{~end~}}
{{~if field.gen_text_key~}}
public {{cs_define_text_key_field field}} { get; }
{{~end~}}
{{~end~}}
{{~if !x.is_abstract_type~}}
public const int __ID__ = {{x.id}};
public override int GetTypeId() => __ID__;
{{~end~}}
public {{x.cs_method_modifier}} void Resolve(Dictionary<string, object> _tables)
{
{{~if parent_def_type~}}
base.Resolve(_tables);
{{~end~}}
{{~ for field in export_fields ~}}
{{~if field.gen_ref~}}
{{cs_ref_validator_resolve field}}
{{~else if field.has_recursive_ref~}}
{{cs_recursive_resolve field '_tables'}}
{{~end~}}
{{~end~}}
PostResolve();
}
public {{x.cs_method_modifier}} void TranslateText(System.Func<string, string, string> translator)
{
{{~if parent_def_type~}}
base.TranslateText(translator);
{{~end~}}
{{~ for field in export_fields ~}}
{{~if field.gen_text_key~}}
{{cs_translate_text field 'translator'}}
{{~else if field.has_recursive_text~}}
{{cs_recursive_translate_text field 'translator'}}
{{~end~}}
{{~end~}}
}
public override string ToString()
{
return "{{full_name}}{ "
{{~for field in hierarchy_export_fields ~}}
+ "{{field.convention_name}}:" + {{cs_to_string field.convention_name field.ctype}} + ","
{{~end~}}
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
{{cs_end_name_space_grace x.namespace_with_top_module}}

View File

@@ -1,173 +0,0 @@
using Bright.Serialization;
using System.Collections.Generic;
{{cs_start_name_space_grace x.namespace_with_top_module}}
{{
name = x.name
key_type = x.key_ttype
key_type1 = x.key_ttype1
key_type2 = x.key_ttype2
value_type = x.value_ttype
}}
{{~if x.comment != '' ~}}
/// <summary>
/// {{x.escape_comment}}
/// </summary>
{{~end~}}
public partial class {{name}}
{
{{~if x.is_map_table ~}}
private readonly Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}> _dataMap;
private readonly List<{{cs_define_type value_type}}> _dataList;
public {{name}}(ByteBuf _buf)
{
_dataMap = new Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}>();
_dataList = new List<{{cs_define_type value_type}}>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
{{cs_define_type value_type}} _v;
{{cs_deserialize '_buf' '_v' value_type}}
_dataList.Add(_v);
_dataMap.Add(_v.{{x.index_field.convention_name}}, _v);
}
PostInit();
}
public Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}> DataMap => _dataMap;
public List<{{cs_define_type value_type}}> DataList => _dataList;
{{~if value_type.is_dynamic~}}
public T GetOrDefaultAs<T>({{cs_define_type key_type}} key) where T : {{cs_define_type value_type}} => _dataMap.TryGetValue(key, out var v) ? (T)v : null;
public T GetAs<T>({{cs_define_type key_type}} key) where T : {{cs_define_type value_type}} => (T)_dataMap[key];
{{~end~}}
public {{cs_define_type value_type}} GetOrDefault({{cs_define_type key_type}} key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public {{cs_define_type value_type}} Get({{cs_define_type key_type}} key) => _dataMap[key];
public {{cs_define_type value_type}} this[{{cs_define_type key_type}} key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
{{~else if x.is_list_table ~}}
private readonly List<{{cs_define_type value_type}}> _dataList;
{{~if x.is_union_index~}}
private {{cs_table_union_map_type_name x}} _dataMapUnion;
{{~else if !x.index_list.empty?~}}
{{~for idx in x.index_list~}}
private Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}> _dataMap_{{idx.index_field.name}};
{{~end~}}
{{~end~}}
public {{name}}(ByteBuf _buf)
{
_dataList = new List<{{cs_define_type value_type}}>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
{{cs_define_type value_type}} _v;
{{cs_deserialize '_buf' '_v' value_type}}
_dataList.Add(_v);
}
{{~if x.is_union_index~}}
_dataMapUnion = new {{cs_table_union_map_type_name x}}();
foreach(var _v in _dataList)
{
_dataMapUnion.Add(({{cs_table_key_list x "_v"}}), _v);
}
{{~else if !x.index_list.empty?~}}
{{~for idx in x.index_list~}}
_dataMap_{{idx.index_field.name}} = new Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}>();
{{~end~}}
foreach(var _v in _dataList)
{
{{~for idx in x.index_list~}}
_dataMap_{{idx.index_field.name}}.Add(_v.{{idx.index_field.convention_name}}, _v);
{{~end~}}
}
{{~end~}}
PostInit();
}
public List<{{cs_define_type value_type}}> DataList => _dataList;
{{~if x.is_union_index~}}
public {{cs_define_type value_type}} Get({{cs_table_get_param_def_list x}}) => _dataMapUnion.TryGetValue(({{cs_table_get_param_name_list x}}), out {{cs_define_type value_type}} __v) ? __v : null;
{{~else if !x.index_list.empty? ~}}
{{~for idx in x.index_list~}}
public {{cs_define_type value_type}} GetBy{{idx.index_field.convention_name}}({{cs_define_type idx.type}} key) => _dataMap_{{idx.index_field.name}}.TryGetValue(key, out {{cs_define_type value_type}} __v) ? __v : null;
{{~end~}}
{{~end~}}
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
{{~else~}}
private readonly {{cs_define_type value_type}} _data;
public {{name}}(ByteBuf _buf)
{
int n = _buf.ReadSize();
if (n != 1) throw new SerializationException("table mode=one, but size != 1");
{{cs_deserialize '_buf' '_data' value_type}}
PostInit();
}
{{~ for field in value_type.bean.hierarchy_export_fields ~}}
{{~if field.comment != '' ~}}
/// <summary>
/// {{field.escape_comment}}
/// </summary>
{{~end~}}
public {{cs_define_type field.ctype}} {{field.convention_name}} => _data.{{field.convention_name}};
{{~end~}}
public void Resolve(Dictionary<string, object> _tables)
{
_data.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
_data.TranslateText(translator);
}
{{~end~}}
partial void PostInit();
partial void PostResolve();
}
{{cs_end_name_space_grace x.namespace_with_top_module}}

View File

@@ -1,53 +0,0 @@
using Bright.Serialization;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
{{
name = x.name
namespace = x.namespace
tables = x.tables
}}
namespace {{namespace}}
{
public sealed class {{name}}
{
{{~for table in tables ~}}
{{~if table.comment != '' ~}}
/// <summary>
/// {{table.escape_comment}}
/// </summary>
{{~end~}}
public {{table.full_name}} {{table.name}} {get; private set; }
{{~end~}}
public {{name}}() { }
public async UniTask LoadAsync(System.Func<string, UniTask<ByteBuf>> loader)
{
var tables = new System.Collections.Generic.Dictionary<string, object>();
List<UniTask> list = new List<UniTask>();
{{~for table in tables ~}}
list.Add(UniTask.Create(async () =>
{
{{table.name}} = new {{table.full_name}}(await loader("{{table.output_data_file}}"));
tables.Add("{{table.full_name}}", {{table.name}});
}));
{{~end~}}
await UniTask.WhenAll(list);
{{~for table in tables ~}}
{{table.name}}.Resolve(tables);
{{~end~}}
}
public void TranslateText(System.Func<string, string, string> translator)
{
{{~for table in tables ~}}
{{table.name}}.TranslateText(translator);
{{~end~}}
}
}
}

View File

@@ -1,115 +0,0 @@
using Bright.Serialization;
using System.Collections.Generic;
{{
name = x.name
parent_def_type = x.parent_def_type
export_fields = x.export_fields
hierarchy_export_fields = x.hierarchy_export_fields
}}
{{cs_start_name_space_grace x.namespace_with_top_module}}
{{~if x.comment != '' ~}}
/// <summary>
/// {{x.escape_comment}}
/// </summary>
{{~end~}}
public {{x.cs_class_modifier}} partial class {{name}} : {{if parent_def_type}} {{x.parent}} {{else}} Bright.Config.BeanBase {{end}}
{
public {{name}}(ByteBuf _buf) {{if parent_def_type}} : base(_buf) {{end}}
{
{{~ for field in export_fields ~}}
{{cs_deserialize '_buf' field.convention_name field.ctype}}
{{~if field.index_field~}}
foreach(var _v in {{field.convention_name}})
{
{{field.convention_name}}_Index.Add(_v.{{field.index_field.convention_name}}, _v);
}
{{~end~}}
{{~end~}}
PostInit();
}
public static {{name}} Deserialize{{name}}(ByteBuf _buf)
{
{{~if x.is_abstract_type~}}
switch (_buf.ReadInt())
{
{{~for child in x.hierarchy_not_abstract_children~}}
case {{child.full_name}}.__ID__: return new {{child.full_name}}(_buf);
{{~end~}}
default: throw new SerializationException();
}
{{~else~}}
return new {{x.full_name}}(_buf);
{{~end~}}
}
{{~ for field in export_fields ~}}
{{~if field.comment != '' ~}}
/// <summary>
/// {{field.escape_comment}}
/// </summary>
{{~end~}}
public {{cs_define_type field.ctype}} {{field.convention_name}} { get; private set; }
{{~if field.index_field~}}
public readonly Dictionary<{{cs_define_type field.index_field.ctype}}, {{cs_define_type field.ctype.element_type}}> {{field.convention_name}}_Index = new Dictionary<{{cs_define_type field.index_field.ctype}}, {{cs_define_type field.ctype.element_type}}>();
{{~end~}}
{{~if field.gen_ref~}}
public {{field.cs_ref_validator_define}}
{{~end~}}
{{~if (gen_datetime_mills field.ctype) ~}}
public long {{field.convention_name}}_Millis => {{field.convention_name}} * 1000L;
{{~end~}}
{{~if field.gen_text_key~}}
public {{cs_define_text_key_field field}} { get; }
{{~end~}}
{{~end~}}
{{~if !x.is_abstract_type~}}
public const int __ID__ = {{x.id}};
public override int GetTypeId() => __ID__;
{{~end~}}
public {{x.cs_method_modifier}} void Resolve(Dictionary<string, object> _tables)
{
{{~if parent_def_type~}}
base.Resolve(_tables);
{{~end~}}
{{~ for field in export_fields ~}}
{{~if field.gen_ref~}}
{{cs_ref_validator_resolve field}}
{{~else if field.has_recursive_ref~}}
{{cs_recursive_resolve field '_tables'}}
{{~end~}}
{{~end~}}
PostResolve();
}
public {{x.cs_method_modifier}} void TranslateText(System.Func<string, string, string> translator)
{
{{~if parent_def_type~}}
base.TranslateText(translator);
{{~end~}}
{{~ for field in export_fields ~}}
{{~if field.gen_text_key~}}
{{cs_translate_text field 'translator'}}
{{~else if field.has_recursive_text~}}
{{cs_recursive_translate_text field 'translator'}}
{{~end~}}
{{~end~}}
}
public override string ToString()
{
return "{{full_name}}{ "
{{~for field in hierarchy_export_fields ~}}
+ "{{field.convention_name}}:" + {{cs_to_string field.convention_name field.ctype}} + ","
{{~end~}}
+ "}";
}
partial void PostInit();
partial void PostResolve();
}
{{cs_end_name_space_grace x.namespace_with_top_module}}

View File

@@ -1,173 +0,0 @@
using Bright.Serialization;
using System.Collections.Generic;
{{cs_start_name_space_grace x.namespace_with_top_module}}
{{
name = x.name
key_type = x.key_ttype
key_type1 = x.key_ttype1
key_type2 = x.key_ttype2
value_type = x.value_ttype
}}
{{~if x.comment != '' ~}}
/// <summary>
/// {{x.escape_comment}}
/// </summary>
{{~end~}}
public partial class {{name}}
{
{{~if x.is_map_table ~}}
private readonly Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}> _dataMap;
private readonly List<{{cs_define_type value_type}}> _dataList;
public {{name}}(ByteBuf _buf)
{
_dataMap = new Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}>();
_dataList = new List<{{cs_define_type value_type}}>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
{{cs_define_type value_type}} _v;
{{cs_deserialize '_buf' '_v' value_type}}
_dataList.Add(_v);
_dataMap.Add(_v.{{x.index_field.convention_name}}, _v);
}
PostInit();
}
public Dictionary<{{cs_define_type key_type}}, {{cs_define_type value_type}}> DataMap => _dataMap;
public List<{{cs_define_type value_type}}> DataList => _dataList;
{{~if value_type.is_dynamic~}}
public T GetOrDefaultAs<T>({{cs_define_type key_type}} key) where T : {{cs_define_type value_type}} => _dataMap.TryGetValue(key, out var v) ? (T)v : null;
public T GetAs<T>({{cs_define_type key_type}} key) where T : {{cs_define_type value_type}} => (T)_dataMap[key];
{{~end~}}
public {{cs_define_type value_type}} GetOrDefault({{cs_define_type key_type}} key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public {{cs_define_type value_type}} Get({{cs_define_type key_type}} key) => _dataMap[key];
public {{cs_define_type value_type}} this[{{cs_define_type key_type}} key] => _dataMap[key];
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
{{~else if x.is_list_table ~}}
private readonly List<{{cs_define_type value_type}}> _dataList;
{{~if x.is_union_index~}}
private {{cs_table_union_map_type_name x}} _dataMapUnion;
{{~else if !x.index_list.empty?~}}
{{~for idx in x.index_list~}}
private Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}> _dataMap_{{idx.index_field.name}};
{{~end~}}
{{~end~}}
public {{name}}(ByteBuf _buf)
{
_dataList = new List<{{cs_define_type value_type}}>();
for(int n = _buf.ReadSize() ; n > 0 ; --n)
{
{{cs_define_type value_type}} _v;
{{cs_deserialize '_buf' '_v' value_type}}
_dataList.Add(_v);
}
{{~if x.is_union_index~}}
_dataMapUnion = new {{cs_table_union_map_type_name x}}();
foreach(var _v in _dataList)
{
_dataMapUnion.Add(({{cs_table_key_list x "_v"}}), _v);
}
{{~else if !x.index_list.empty?~}}
{{~for idx in x.index_list~}}
_dataMap_{{idx.index_field.name}} = new Dictionary<{{cs_define_type idx.type}}, {{cs_define_type value_type}}>();
{{~end~}}
foreach(var _v in _dataList)
{
{{~for idx in x.index_list~}}
_dataMap_{{idx.index_field.name}}.Add(_v.{{idx.index_field.convention_name}}, _v);
{{~end~}}
}
{{~end~}}
PostInit();
}
public List<{{cs_define_type value_type}}> DataList => _dataList;
{{~if x.is_union_index~}}
public {{cs_define_type value_type}} Get({{cs_table_get_param_def_list x}}) => _dataMapUnion.TryGetValue(({{cs_table_get_param_name_list x}}), out {{cs_define_type value_type}} __v) ? __v : null;
{{~else if !x.index_list.empty? ~}}
{{~for idx in x.index_list~}}
public {{cs_define_type value_type}} GetBy{{idx.index_field.convention_name}}({{cs_define_type idx.type}} key) => _dataMap_{{idx.index_field.name}}.TryGetValue(key, out {{cs_define_type value_type}} __v) ? __v : null;
{{~end~}}
{{~end~}}
public void Resolve(Dictionary<string, object> _tables)
{
foreach(var v in _dataList)
{
v.Resolve(_tables);
}
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
foreach(var v in _dataList)
{
v.TranslateText(translator);
}
}
{{~else~}}
private readonly {{cs_define_type value_type}} _data;
public {{name}}(ByteBuf _buf)
{
int n = _buf.ReadSize();
if (n != 1) throw new SerializationException("table mode=one, but size != 1");
{{cs_deserialize '_buf' '_data' value_type}}
PostInit();
}
{{~ for field in value_type.bean.hierarchy_export_fields ~}}
{{~if field.comment != '' ~}}
/// <summary>
/// {{field.escape_comment}}
/// </summary>
{{~end~}}
public {{cs_define_type field.ctype}} {{field.convention_name}} => _data.{{field.convention_name}};
{{~end~}}
public void Resolve(Dictionary<string, object> _tables)
{
_data.Resolve(_tables);
PostResolve();
}
public void TranslateText(System.Func<string, string, string> translator)
{
_data.TranslateText(translator);
}
{{~end~}}
partial void PostInit();
partial void PostResolve();
}
{{cs_end_name_space_grace x.namespace_with_top_module}}

View File

@@ -1,46 +0,0 @@
using Bright.Serialization;
using System.Threading.Tasks;
{{
name = x.name
namespace = x.namespace
tables = x.tables
}}
namespace {{namespace}}
{
public sealed class {{name}}
{
{{~for table in tables ~}}
{{~if table.comment != '' ~}}
/// <summary>
/// {{table.escape_comment}}
/// </summary>
{{~end~}}
public {{table.full_name}} {{table.name}} {get; private set; }
{{~end~}}
public {{name}}() { }
public async Task LoadAsync(System.Func<string, Task<ByteBuf>> loader)
{
var tables = new System.Collections.Generic.Dictionary<string, object>();
{{~for table in tables ~}}
{{table.name}} = new {{table.full_name}}(await loader("{{table.output_data_file}}"));
tables.Add("{{table.full_name}}", {{table.name}});
{{~end~}}
{{~for table in tables ~}}
{{table.name}}.Resolve(tables);
{{~end~}}
}
public void TranslateText(System.Func<string, string, string> translator)
{
{{~for table in tables ~}}
{{table.name}}.TranslateText(translator);
{{~end~}}
}
}
}

View File

@@ -1,36 +0,0 @@
<module name="Battle">
<enum name="ActorAttrDataType">
<var name="None" alias="无效数据" value="0"/>
<var name="MaxHp" alias="最大血量" value="1"/>
<var name="Attack" alias="攻击力" value="2"/>
<var name="PhyDamage" alias="物理伤害" value="3"/>
<var name="PhyDef" alias="物理防御" value="4"/>
<var name="MagicDamage" alias="法术伤害" value="5"/>
<var name="MagicDef" alias="法术防御" value="6"/>
<var name="MoveSpeed" alias="移动速度" value="7"/>
<var name="AttackSpeed" alias="攻击速度" value="8"/>
<var name="Hit" alias="命中率" value="9"/>
<var name="Dodge" alias="闪避率" value="10"/>
<var name="CriticalAtkRatio" alias="暴击率" value="11"/>
<var name="SanValue" alias="San值(疯狂值)" value="12"/>
<var name="MaxMp" alias="最大MP" value="13"/>
<var name="PhyDamageRatio" alias="物理伤害倍率" value="14"/>
<var name="MagicDamageRatio" alias="魔法伤害倍率" value="15"/>
<var name="CriticalRatio" alias="暴击倍率" value="16"/>
<var name="CriticalReduce" alias="暴击减免" value="17"/>
</enum>
<enum name="ActorAttrAddType">
<var name="NONE" alias="无效数据" value="0"/>
<var name="ABSOLUTE_VAL" alias="加法计算" value="1"/>
<var name="SUM_PERCENT_VAL" alias="多个项结果累加,然后对加法做乘法" value="2"/>
<var name="MUL_PERCENT_VAL" alias="每一项都是对最终结果做乘法" value="3"/>
</enum>
<bean name="ResAttrImpactData" sep="," parent="">
<var name="DataType" type="ActorAttrDataType"/>
<var name="AddType" type="ActorAttrAddType"/>
<var name="Value" type="float"/>
</bean>
</module>

View File

@@ -1,68 +0,0 @@
<module name="Battle">
<enum name="BuffTimeType">
<var name="BUFF_TIME_DURING" alias="指定持续时间" value="0"/>
<var name="BUFF_TIME_INFINIT" alias="无尽时间" value="1"/>
</enum>
<enum name="BuffReplaceType">
<var name="BUFF_REPLACE_INSTEAD" alias="更新时间范围" value="0"/>
<var name="BUFF_REPLACE_FORBIT" alias="不允许叠加" value="1"/>
<var name="BUFF_REPLACE_ADD_TIME" alias="累加时间范围" value="2"/>
<var name="BUFF_REPLACE_ADD_ATTR" alias="叠加数值" value="3"/>
<var name="BUFF_REPLACE_TYPE_COUNT" alias="叠加种类" value="4"/>
</enum>
<enum name="BuffStateID">
<var name="BUFF_STATE_NONE" alias="无状态" value="0"/>
<var name="BUFF_STATE_STUN" alias="眩晕状态" value="1"/>
<var name="BUFF_STATE_UNDEAD" alias="无敌状态" value="2"/>
<var name="BUFF_STATE_INVISIBLE" alias="隐身状态" value="3"/>
<var name="BUFF_STATE_BIGGER" alias="体形变大" value="4"/>
<var name="BUFF_STATE_NO_MOVE" alias="定身,不能移动" value="5"/>
<var name="BUFF_STATE_NO_SKILL" alias="沉默,不能放技能" value="6"/>
<var name="BUFF_STATE_SLEEP" alias="昏睡" value="7"/>
<var name="BUFF_STATE_FORCE_COLLIDER" alias="强制开启阻挡" value="8"/>
<var name="BUFF_STATE_IGNORE_COLLIDER" alias="无视阻挡" value="9"/>
<var name="BUFF_STATE_MAX" alias="最大状态" value="10"/>
</enum>
<enum name="BuffResultType">
<var name="BUFF_RESULT_NONE" alias="无" value="0"/>
<var name="BUFF_RESULT_PHY_ATK_UP" alias="物理攻击提升" value="1"/>
<var name="BUFF_RESULT_PHY_ATK_DOWN" alias="物理攻击降低" value="2"/>
<var name="BUFF_RESULT_PHY_DEF_UP" alias="物理防御提升" value="3"/>
<var name="BUFF_RESULT_PHY_DEF_DOWN" alias="物理防御降低" value="4"/>
<var name="BUFF_RESULT_PHY_HIT_UP" alias="物理命中提升" value="5"/>
<var name="BUFF_RESULT_PHY_HIT_DOWN" alias="物理命中降低" value="6"/>
<var name="BUFF_RESULT_PHY_LOSE_HP" alias="物理持续掉血" value="7"/>
<var name="BUFF_RESULT_MAG_ATK_UP" alias="法术攻击提升" value="8"/>
<var name="BUFF_RESULT_MAG_ATK_DOWN" alias="法术攻击降低" value="9"/>
<var name="BUFF_RESULT_MAG_DEF_UP" alias="法术防御提升" value="10"/>
<var name="BUFF_RESULT_MAG_DEF_DOWN" alias="法术防御降低" value="11"/>
<var name="BUFF_RESULT_MAG_HIT_UP" alias="法术命中提升" value="12"/>
<var name="BUFF_RESULT_MAG_HIT_DOWN" alias="法术命中降低" value="13"/>
<var name="BUFF_RESULT_MAG_LOSE_HP" alias="法术持续掉血" value="14"/>
<var name="BUFF_RESULT_CIRT_UP" alias="暴击率提升" value="15"/>
<var name="BUFF_RESULT_CIRT_DOWN" alias="暴击率降低" value="16"/>
<var name="BUFF_RESULT_CIRT_VALUE_UP" alias="暴击倍率提升" value="17"/>
<var name="BUFF_RESULT_CIRT_VALUE_DOWN" alias="暴击倍率降低" value="18"/>
<var name="BUFF_RESULT_MOVE_SPEED_UP" alias="移速提升" value="19"/>
<var name="BUFF_RESULT_MOVE_SPEED_DOWN" alias="移速降低" value="20"/>
</enum>
<bean name="BuffTriggleState" sep="," parent="">
<var name="StateID" type="BuffStateID"/>
<var name="StateParam" type="float"/>
</bean>
<bean name="BuffDotTickConfig" sep="," parent="">
<!-- 触发间隔,如果为0, 则只加一次 -->
<var name="TickTime" type="float"/>
<!-- 1增加buff的时候立刻触发,否则等待TickTime后再触发 -->
<var name="TickWhenAdd" type="int"/>
</bean>
</module>

View File

@@ -1,25 +0,0 @@
<module name="Battle">
<enum name="SkillMagicType"> 技能元素类型
<var name="SKILL_TYPE_NONE" alias="无类型" value="0"/>
<var name="SKILL_TYPE_DMG_PHY" alias="物理伤害属性" value="1"/>
<var name="SKILL_TYPE_DMG_MAGIC" alias="魔法伤害属性" value="2"/>
</enum>
<enum name="SkillAttrDamageType"> 伤害类型
<var name="ATTR_TYPE_NONE" alias="无数值" value="0"/>
<var name="ATTR_TYPE_DMG_WEAPON" alias="按释放者的伤害类型*X%+固定值计算,目标有防御计算" value="1"/>
<var name="ATTR_TYPE_DMG_NO_DEFEND" alias="按释放者的伤害类型*X%+固定值计算(无视目标的防御)" value="2"/>
<var name="ATTR_TYPE_DMG_TARGET_HP_NO_DEFEND" alias="按受击者的气血上限*X%+固定值计算(无视目标的防御)" value="3"/>
<var name="ATTR_TYPE_HP_AS_ATK" alias="按释放者的攻击类型*X%+固定值计算,恢复当前生命" value="4"/>
<var name="ATTR_TYPE_HP_RATIO" alias="按受击者的HP上限*X%+固定值计算,恢复当前生命" value="5"/>
</enum>
<bean name="SkillAttrDamageData" sep="," parent="">
<var name="MagicType" type="SkillMagicType"/>
<var name="AttrType" type="SkillAttrDamageType"/>
<var name="Param1" type="float"/>
<var name="Param2" type="float"/>
<var name="Param3" type="float"/>
<var name="MaxLimit" type="float"/>
</bean>
</module>

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@@ -1,23 +0,0 @@
<root>
<topmodule name="GameConfig"/>
<externalselector name="unity"/>
<patch name="cn"/>
<patch name="en"/>
<group name="c,client" default="1"/> client
<group name="s,server" default="1"/> server
<group name="e" default="1"/> editor
<import name="."/>
<importexcel name="__tables__.xlsx" type="table"/> 相对data目录
<importexcel name="__enums__.xlsx" type="enum"/>相对data目录
<importexcel name="__beans__.xlsx" type="bean"/>相对data目录
<service name="server" manager="Tables" group="s"/>
<service name="client" manager="Tables" group="c"/>
<service name="all" manager="Tables" group="c,s,e"/>
</root>

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@@ -1,4 +1,4 @@
using Bright.Serialization;
using Luban;
using GameBase;
using GameConfig;
using TEngine;
@@ -21,6 +21,7 @@ public class ConfigSystem : Singleton<ConfigSystem>
{
Load();
}
return _tables;
}
}
@@ -41,8 +42,16 @@ public class ConfigSystem : Singleton<ConfigSystem>
/// <returns>ByteBuf</returns>
private ByteBuf LoadByteBuf(string file)
{
var textAssets = GameModule.Resource.LoadAsset<TextAsset>(file);
byte[] ret = textAssets.bytes;
return new ByteBuf(ret);
TextAsset textAsset = null;
textAsset = GameModule.Resource.GetPreLoadAsset<TextAsset>(file);
if (textAsset != null)
{
return new ByteBuf(textAsset.bytes);
}
else
{
textAsset = GameModule.Resource.LoadAsset<TextAsset>(file);
return new ByteBuf(textAsset.bytes);
}
}
}

View File

@@ -0,0 +1,55 @@
using Luban;
{{namespace_with_grace_begin __namespace}}
public partial class {{__name}}
{
#region The Tables
{{~for table in __tables ~}}
{{~if table.comment != '' ~}}
/// <summary>
/// {{escape_comment table.comment}}
/// </summary>
{{~end~}}
private {{table.full_name}} m_{{table.name}};
public {{table.full_name}} {{format_property_name __code_style table.name}}
{
get
{
if (m_{{table.name}} == null)
{
m_{{table.name}} = new {{table.full_name}}(defaultLoader("{{table.output_data_file}}"));
m_{{table.name}}.ResolveRef(this);
}
return m_{{table.name}};
}
set
{
m_{{table.name}} = value;
m_{{table.name}}.ResolveRef(this);
}
}
{{~end~}}
#endregion
System.Func<string, ByteBuf> defaultLoader;
public {{__name}}(System.Func<string, ByteBuf> loader)
{
SetDefaultLoader(loader);
Init();
}
public void SetDefaultLoader(System.Func<string, ByteBuf> loader)
{
defaultLoader = null;
defaultLoader = loader;
}
//public partial void Init();
public void Init(){}
}
{{namespace_with_grace_end __namespace}}

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@@ -0,0 +1,17 @@
<module name="">
<bean name="vector2" valueType="1" sep=",">
<var name="x" type="float"/>
<var name="y" type="float"/>
</bean>
<bean name="vector3" valueType="1" sep=",">
<var name="x" type="float"/>
<var name="y" type="float"/>
<var name="z" type="float"/>
</bean>
<bean name="vector4" valueType="1" sep=",">
<var name="x" type="float"/>
<var name="y" type="float"/>
<var name="z" type="float"/>
<var name="w" type="float"/>
</bean>
</module>

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@@ -0,0 +1,17 @@
set WORKSPACE=../..
set LUBAN_DLL=%WORKSPACE%\Tools\Luban\Luban.dll
set CONF_ROOT=.
set DATA_OUTPATH=%WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/
set CODE_OUTPATH=%WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig/
xcopy /s /e /i /y "%CONF_ROOT%\CustomTemplate\ConfigSystem.cs" "%WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs"
dotnet %LUBAN_DLL% ^
-t client ^
-c cs-bin ^
-d bin^
--conf %CONF_ROOT%\luban.conf ^
-x outputCodeDir=%CODE_OUTPATH% ^
-x outputDataDir=%DATA_OUTPATH%
pause

View File

@@ -0,0 +1,18 @@
set WORKSPACE=../..
set LUBAN_DLL=%WORKSPACE%\Tools\Luban\Luban.dll
set CONF_ROOT=.
set DATA_OUTPATH=%WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/
set CODE_OUTPATH=%WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig/
xcopy /s /e /i /y "%CONF_ROOT%\CustomTemplate\ConfigSystem.cs" "%WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs"
dotnet %LUBAN_DLL% ^
-t client ^
-c cs-bin ^
-d bin^
--conf %CONF_ROOT%\luban.conf ^
--customTemplateDir %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_LazyLoad ^
-x outputCodeDir=%CODE_OUTPATH% ^
-x outputDataDir=%DATA_OUTPATH%
pause

View File

@@ -0,0 +1,15 @@
set WORKSPACE=../../
set LUBAN_DLL=%WORKSPACE%/Tools/Luban/Luban.dll
set CONF_ROOT=.
set DATA_OUTPATH=%WORKSPACE%/Server/GameConfig
set CODE_OUTPATH=%WORKSPACE%/Server/Hotfix/Config/GameConfig
dotnet %LUBAN_DLL% ^
-t server^
-c cs-bin ^
-d bin^
--conf %CONF_ROOT%\luban.conf ^
-x outputCodeDir=%CODE_OUTPATH% ^
-x outputDataDir=%DATA_OUTPATH%
pause

View File

@@ -0,0 +1,22 @@
{
"groups":
[
{"names":["c"], "default":true},
{"names":["s"], "default":true},
{"names":["e"], "default":true}
],
"schemaFiles":
[
{"fileName":"Defines", "type":""},
{"fileName":"Datas/__tables__.xlsx", "type":"table"},
{"fileName":"Datas/__beans__.xlsx", "type":"bean"},
{"fileName":"Datas/__enums__.xlsx", "type":"enum"}
],
"dataDir": "Datas",
"targets":
[
{"name":"server", "manager":"Tables", "groups":["s"], "topModule":"GameConfig"},
{"name":"client", "manager":"Tables", "groups":["c"], "topModule":"GameConfig"},
{"name":"all", "manager":"Tables", "groups":["c,s,e"], "topModule":"GameConfig"}
]
}

View File

@@ -1,21 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
set CUSTOM_TEMP=%WORKSPACE%\Configs\CustomTemplate\CustomTemplate_Client
xcopy %CUSTOM_TEMP%\ConfigSystem.cs %WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs /s /e /i /y
%GEN_CLIENT% -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir %WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/ ^
--gen_types code_cs_unity_bin,data_bin ^
-s client
echo ======== 生成配置文件结束 ========
pause

View File

@@ -1,40 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
set CUSTOM_TEMP=%WORKSPACE%\Configs\CustomTemplate\CustomTemplate_Client_LazyLoad
xcopy %CUSTOM_TEMP%\ConfigSystem.cs %WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs /s /e /i /y
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_LazyLoad -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir %WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/ ^
--gen_types data_bin ^
-s client
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_LazyLoad -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir ..\GenerateDatas\bidx ^
--gen_types code_cs_unity_bin,data_bidx ^
-s client
echo ======== 生成配置文件结束 ========
set WORKSPACE=..
set "prefix=Idx_"
for %%a in (%DATA_OUTPUT%\bidx\*) do (
ren "%%a" "Idx_%%~nxa"
)
echo ======== 所有文件已添加前缀 ========
xcopy %DATA_OUTPUT%\bidx\ %WORKSPACE%\UnityProject\Assets\AssetRaw\Configs\bidx\ /s /e /i /y
pause

View File

@@ -1,21 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
set CUSTOM_TEMP=%WORKSPACE%\Configs\CustomTemplate\CustomTemplate_Client_UniTask
xcopy %CUSTOM_TEMP%\ConfigSystem.cs %WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs /s /e /i /y
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_UniTask -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir %WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/ ^
--gen_types code_cs_unity_bin,data_bin ^
-s client
echo ======== 生成配置文件结束 ========
pause

View File

@@ -1,18 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Server_Task -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/DotNet/Logic/src/Config/GameConfig ^
--output_data_dir ..\DotNet\Config\GameConfig ^
--gen_types code_cs_bin,data_bin ^
-s server
echo ======== 生成配置文件结束 ========
pause

View File

@@ -1 +0,0 @@
目前使用luban-classic请自行导入

1
Tools/Luban/about.txt Normal file
View File

@@ -0,0 +1 @@
使用luban-next, 请前往Tools/build-luban编译或者自行导入

View File

@@ -0,0 +1,16 @@
[
{
"ResPath": "Assets/AssetRaw/Effects",
"CacheTime": 300,
"MaxPoolCnt": 30,
"PoolGoFreeTime": 300,
"MinPoolCnt": 0
},
{
"ResPath": "Assets/AssetRaw/PoolObjects/",
"CacheTime": 300,
"MaxPoolCnt": 30,
"PoolGoFreeTime": 300,
"MinPoolCnt": 0
}
]

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c9f7d9280641e9a4b87697ace96a4315
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -9,10 +9,10 @@ namespace GameLogic
/// <summary>
/// UI列表Item
/// </summary>
/// <typeparam name="DataT"></typeparam>
public interface IListDataItem<in DataT>
/// <typeparam name="TData"></typeparam>
public interface IListDataItem<in TData>
{
void SetItemData(DataT d);
void SetItemData(TData d);
}
/// <summary>
@@ -180,8 +180,7 @@ namespace GameLogic
/// <param name="n"></param>
public void SetDatas(List<DataT> dataList, int n = -1)
{
AdjustItemNum(Mathf.Max(0, n >= 0 ? n : (dataList == null ? 0 : (dataList.Count - dataStartOffset))),
dataList);
AdjustItemNum(Mathf.Max(0, n >= 0 ? n : (dataList == null ? 0 : (dataList.Count - dataStartOffset))), dataList);
}
/// <summary>
@@ -215,8 +214,7 @@ namespace GameLogic
return;
}
var listDataItem = item as IListDataItem<DataT>;
if (listDataItem != null)
if (item is IListDataItem<DataT> listDataItem)
{
listDataItem.SetItemData(GetData(i));
}
@@ -271,8 +269,7 @@ namespace GameLogic
var preIndex = selectIndex;
m_selectIndex = i;
var item = GetItem(preIndex) as IListSelectItem;
if (item != null)
if (GetItem(preIndex) is IListSelectItem item)
{
item.SetSelected(false);
}
@@ -282,13 +279,20 @@ namespace GameLogic
{
item.SetSelected(true);
}
UpdateSnapTargetItem();
if (triggerEvt && funcOnSelectChange != null)
{
funcOnSelectChange.Invoke();
}
}
/// <summary>
/// 刷新Snap
/// </summary>
protected virtual void UpdateSnapTargetItem()
{
}
/// <summary>
/// 获取当前选中的数据
/// </summary>
@@ -319,6 +323,11 @@ namespace GameLogic
return null;
}
/// <summary>
/// 点击选择
/// </summary>
public bool SelectByClick = true;
/// <summary>
/// item被点击
/// </summary>
@@ -331,7 +340,10 @@ namespace GameLogic
funcOnItemClick.Invoke(i);
}
if (SelectByClick)
{
selectIndex = i;
}
}
}
}

View File

@@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using TEngine;
namespace GameLogic
{
/// <summary>
/// 普通UI列表。
/// </summary>
public class UIListWidget<TItem, TData> : UIListBase<TItem, TData> where TItem : UIWidget, new()
{
/// <summary>
/// item列表。
/// </summary>
protected List<TItem> m_items = new List<TItem>();
/// <summary>
/// item列表。
/// </summary>
public List<TItem> items => m_items;
/// <summary>
/// 设置显示数据。
/// </summary>
/// <param name="n"></param>
/// <param name="datas"></param>
/// <param name="funcItem"></param>
protected override void AdjustItemNum(int n, List<TData> datas = null, Action<TItem, int> funcItem = null)
{
base.AdjustItemNum(n, datas, funcItem);
AdjustIconNum(m_items, n, gameObject.transform, itemBase);
UpdateList(funcItem);
}
/// <summary>
/// 刷新列表。
/// </summary>
/// <param name="funcItem"></param>
protected void UpdateList(Action<TItem, int> funcItem = null)
{
for (var i = 0; i < m_items.Count; i++)
{
UpdateListItem(m_items[i], i, funcItem);
}
}
/// <summary>
/// 获取item
/// </summary>
/// <param name="i"></param>
/// <returns></returns>
public override TItem GetItem(int i)
{
return i >= 0 && i < m_items.Count ? m_items[i] : null;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 96f732d895e94fbc99c904d66ca844ca
timeCreated: 1701844130

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using TEngine;
using UnityEngine;
namespace GameLogic
@@ -17,7 +18,7 @@ namespace GameLogic
/// <summary>
/// Item字典
/// </summary>
private Dictionary<int, TItem> m_itemCache = new Dictionary<int, TItem>();
private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
/// <summary>
/// 计算偏差后的ItemList
@@ -65,6 +66,7 @@ namespace GameLogic
LoopRectView.SetListItemCount(n);
LoopRectView.RefreshAllShownItem();
m_tpFuncItem = null;
UpdateAllItemSelect();
}
/// <summary>
@@ -147,11 +149,20 @@ namespace GameLogic
/// <summary>
/// 获取item
/// </summary>
/// <param name="i"></param>
/// <param name="index"></param>
/// <returns></returns>
public override TItem GetItem(int i)
public override TItem GetItem(int index)
{
return i >= 0 && i < m_items.Count ? m_items[i] : null;
for (var i = 0; i < m_itemCache.Count; i++)
{
var item = m_itemCache.GetValueByIndex(i);
if (item.GetItemIndex() == index)
{
return item;
}
}
return null;
}
/// <summary>
@@ -163,9 +174,35 @@ namespace GameLogic
m_items.Clear();
for (int i = 0; i < m_itemCache.Count; i++)
{
m_items.Add(m_itemCache[i]);
m_items.Add(m_itemCache.GetValueByIndex(i));
}
return m_items;
}
/// <summary>
/// 获取Item。
/// </summary>
/// <param name="index">索引。</param>
/// <returns>TItem。</returns>
public TItem GetItemByIndex(int index)
{
return m_itemCache.GetValueByIndex(index);
}
/// <summary>
/// 刷新所有item选中状态
/// </summary>
/// <returns></returns>
public void UpdateAllItemSelect()
{
var index = selectIndex;
for (var i = 0; i < m_itemCache.Count; i++)
{
if (m_itemCache.GetValueByIndex(i) is IListSelectItem item)
{
item.SetSelected(item.GetItemIndex() == index);
}
}
}
}
}

View File

@@ -8,7 +8,7 @@ namespace GameLogic
{
public LoopListView LoopRectView { private set; get; }
private Dictionary<int, T> m_itemCache = new Dictionary<int, T>();
private GameFrameworkDictionary<int, T> m_itemCache = new GameFrameworkDictionary<int, T>();
public override void BindMemberProperty()
{
@@ -71,9 +71,8 @@ namespace GameLogic
List<T> list = new List<T>();
for (int i = 0; i < m_itemCache.Count; i++)
{
list.Add(m_itemCache[i]);
list.Add(m_itemCache.GetValueByIndex(i));
}
return list;
}
@@ -85,11 +84,11 @@ namespace GameLogic
/// <summary>
/// 获取Item。
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
/// <param name="index">索引。</param>
/// <returns>TItem。</returns>
public T GetItemByIndex(int index)
{
return m_itemCache[index];
return m_itemCache.GetValueByIndex(index);
}
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using TEngine;
using UnityEngine;
namespace GameLogic
@@ -16,8 +17,9 @@ namespace GameLogic
/// <summary>
/// Item字典
/// <remarks>Key => GameObjectHashCode | Value => TItem.</remarks>
/// </summary>
private Dictionary<int, TItem> m_itemCache = new Dictionary<int, TItem>();
private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
/// <summary>
/// 计算偏差后的ItemList
@@ -65,6 +67,7 @@ namespace GameLogic
LoopRectView.SetListItemCount(n);
LoopRectView.RefreshAllShownItem();
m_tpFuncItem = null;
UpdateAllItemSelect();
}
/// <summary>
@@ -145,11 +148,20 @@ namespace GameLogic
/// <summary>
/// 获取item
/// </summary>
/// <param name="i"></param>
/// <param name="index"></param>
/// <returns></returns>
public override TItem GetItem(int i)
public override TItem GetItem(int index)
{
return i >= 0 && i < m_items.Count ? m_items[i] : null;
for (var i = 0; i < m_itemCache.Count; i++)
{
var item = m_itemCache.GetValueByIndex(i);
if (item.GetItemIndex() == index)
{
return item;
}
}
return null;
}
/// <summary>
@@ -161,7 +173,7 @@ namespace GameLogic
m_items.Clear();
for (int i = 0; i < m_itemCache.Count; i++)
{
m_items.Add(m_itemCache[i]);
m_items.Add(m_itemCache.GetValueByIndex(i));
}
return m_items;
}
@@ -174,5 +186,40 @@ namespace GameLogic
{
return LoopRectView.GetItemStartIndex();
}
/// <summary>
/// 获取Item。
/// </summary>
/// <param name="index">索引。</param>
/// <returns>TItem。</returns>
public TItem GetItemByIndex(int index)
{
return m_itemCache.GetValueByIndex(index);
}
/// <summary>
/// 刷新所有item选中状态
/// </summary>
/// <returns></returns>
public void UpdateAllItemSelect()
{
var index = selectIndex;
for (var i = 0; i < m_itemCache.Count; i++)
{
if (m_itemCache.GetValueByIndex(i) is IListSelectItem item)
{
item.SetSelected(item.GetItemIndex() == index);
}
}
}
protected override void UpdateSnapTargetItem()
{
base.UpdateSnapTargetItem();
if (LoopRectView != null && LoopRectView.ItemSnapEnable)
{
LoopRectView.SetSnapTargetItemIndex(selectIndex);
}
}
}
}

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 49afb8bbdbfbf014baadbaed2e2bebee
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
namespace Luban
{
public abstract class BeanBase
{
public abstract int GetTypeId();
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 893ae545d065e534bbb7ec9df68e48fe
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4e75cc385e3ba2a4a928b3beb7f69b13
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,7 @@
namespace Luban
{
public interface ITypeId
{
int GetTypeId();
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 09af473d0f77f7f43ba793fc8c3996a0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,52 @@
using System.Collections.Generic;
using System.Text;
namespace Luban
{
public static class StringUtil
{
public static string ToStr(object o)
{
return ToStr(o, new StringBuilder());
}
public static string ToStr(object o, StringBuilder sb)
{
foreach (var p in o.GetType().GetFields())
{
sb.Append($"{p.Name} = {p.GetValue(o)},");
}
foreach (var p in o.GetType().GetProperties())
{
sb.Append($"{p.Name} = {p.GetValue(o)},");
}
return sb.ToString();
}
public static string ArrayToString<T>(T[] arr)
{
return "[" + string.Join(",", arr) + "]";
}
public static string CollectionToString<T>(IEnumerable<T> arr)
{
return "[" + string.Join(",", arr) + "]";
}
public static string CollectionToString<TK, TV>(IDictionary<TK, TV> dic)
{
var sb = new StringBuilder('{');
foreach (var e in dic)
{
sb.Append(e.Key).Append(':');
sb.Append(e.Value).Append(',');
}
sb.Append('}');
return sb.ToString();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 353da197a63f6004ba2cbd8751e717bf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -812,7 +812,6 @@ GameObject:
- component: {fileID: 4070374929253206932}
- component: {fileID: 4872533144352319846}
- component: {fileID: 3352775805385032060}
- component: {fileID: 3859027068210555860}
m_Layer: 5
m_Name: UILoadTip
m_TagString: Untagged
@@ -880,31 +879,6 @@ MonoBehaviour:
m_BlockingMask:
serializedVersion: 2
m_Bits: 55
--- !u!114 &3859027068210555860
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7666412045263395013}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bcd11033283847ee8f7c71eedd9a4771, type: 3}
m_Name:
m_EditorClassIdentifier:
elements:
m_keys:
- m_btnUpdate
- m_btnIgnore
- m_textInfo
- m_textTittle
- m_btnPackage
m_values:
- {fileID: 2745714441875214452}
- {fileID: 467775921333773033}
- {fileID: 3862717357071106210}
- {fileID: 9127528276671758327}
- {fileID: 1387175525974173601}
--- !u!1 &8012535748721374403
GameObject:
m_ObjectHideFlags: 0

View File

@@ -773,7 +773,6 @@ GameObject:
- component: {fileID: 1633508802563447727}
- component: {fileID: 5827342734203288403}
- component: {fileID: 4835021223508371640}
- component: {fileID: 903919243524269039}
m_Layer: 5
m_Name: UILoadUpdate
m_TagString: Untagged
@@ -843,33 +842,6 @@ MonoBehaviour:
m_BlockingMask:
serializedVersion: 2
m_Bits: 55
--- !u!114 &903919243524269039
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9130266365217219149}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bcd11033283847ee8f7c71eedd9a4771, type: 3}
m_Name:
m_EditorClassIdentifier:
elements:
m_keys:
- m_imgBackGround
- m_scrollbarProgress
- m_textDesc
- m_btnClear
- m_textAppid
- m_textResid
m_values:
- {fileID: 4652061626151979521}
- {fileID: 2347891492826839465}
- {fileID: 8666815445422661327}
- {fileID: 4232232858152633415}
- {fileID: 3038352660368000718}
- {fileID: 8143980099109665604}
--- !u!1 &9157096376857424144
GameObject:
m_ObjectHideFlags: 0

View File

@@ -20,26 +20,22 @@ namespace GameMain
public MessageShowType ShowType = MessageShowType.None;
#region
private Button m_btnPackage;
private Text m_textTittle;
private Text m_textInfo;
private Button m_btnIgnore;
private Button m_btnUpdate;
public override void ScriptGenerator()
{
CheckUIElement();
m_btnPackage = FChild<Button>("m_btnPackage");
m_textTittle = FChild<Text>("m_textTittle");
m_textInfo = FChild<Text>("m_textInfo");
m_btnIgnore = FChild<Button>("m_btnIgnore");
m_btnUpdate = FChild<Button>("m_btnUpdate");
m_btnPackage = FindChildComponent<Button>("BgImage/m_btnPackage");
m_textTittle = FindChildComponent<Text>("BgImage/m_textTittle");
m_textInfo = FindChildComponent<Text>("BgImage/m_textInfo");
m_btnIgnore = FindChildComponent<Button>("BgImage/Group/m_btnIgnore");
m_btnUpdate = FindChildComponent<Button>("BgImage/Group/m_btnUpdate");
m_btnPackage.onClick.AddListener(OnClickPackageBtn);
m_btnIgnore.onClick.AddListener(OnClickIgnoreBtn);
m_btnUpdate.onClick.AddListener(OnClickUpdateBtn);
}
#endregion
#region

View File

@@ -8,22 +8,22 @@ namespace GameMain
[Window(UILayer.UI, fromResources: true, location: "AssetLoad/UILoadUpdate",fullScreen:true)]
public class UILoadUpdate : UIWindow
{
private Scrollbar m_scrollbarProgress;
#region
private Image m_imgBackGround;
private Scrollbar m_scrollbarProgress;
private Text m_textDesc;
private Button m_btnClear;
private Text m_textAppid;
private Text m_textResid;
public override void ScriptGenerator()
{
CheckUIElement();
m_imgBackGround = FChild<Image>("m_imgBackGround");
m_scrollbarProgress = FChild<Scrollbar>("m_scrollbarProgress");
m_textDesc = FChild<Text>("m_textDesc");
m_btnClear = FChild<Button>("m_btnClear");
m_textAppid = FChild<Text>("m_textAppid");
m_textResid = FChild<Text>("m_textResid");
m_imgBackGround = FindChildComponent<Image>("m_imgBackGround");
m_textDesc = FindChildComponent<Text>("m_textDesc");
m_btnClear = FindChildComponent<Button>("TopNode/m_btnClear");
m_textAppid = FindChildComponent<Text>("TopNode/m_textAppid");
m_textResid = FindChildComponent<Text>("TopNode/m_textResid");
m_scrollbarProgress = FindChildComponent<Scrollbar>("m_scrollbarProgress");
m_btnClear.onClick.AddListener(OnClickClearBtn);
}
#endregion
@@ -38,10 +38,15 @@ namespace GameMain
m_btnClear.gameObject.SetActive(true);
}
public override void RegisterEvent()
{
base.RegisterEvent();
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
}
public override void OnRefresh()
{
base.OnRefresh();
RefreshVersion();
}
#region
@@ -118,12 +123,12 @@ namespace GameMain
m_scrollbarProgress.size = progress;
}
protected override void Close()
public override void OnDestroy()
{
base.OnDestroy();
OnStop(null);
LoadUpdateLogic.Instance.DownloadCompleteAction -= DownLoad_Complete_Action;
LoadUpdateLogic.Instance.DownProgressAction -= DownLoad_Progress_Action;
base.Close();
}
}
}

View File

@@ -13,10 +13,18 @@ namespace GameMain
private ProcedureOwner _procedureOwner;
private float _currentDownloadTime;
private float CurrentSpeed =>
(GameModule.Resource.Downloader.TotalDownloadBytes -
GameModule.Resource.Downloader.CurrentDownloadBytes) / _currentDownloadTime;
private float _lastUpdateDownloadedSize;
private float CurrentSpeed
{
get
{
float interval = GameTime.deltaTime;
var sizeDiff = GameModule.Resource.Downloader.CurrentDownloadBytes - _lastUpdateDownloadedSize;
_lastUpdateDownloadedSize = GameModule.Resource.Downloader.CurrentDownloadBytes;
var speed = (float)Math.Floor(sizeDiff / interval);
return speed;
}
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
@@ -64,7 +72,7 @@ namespace GameMain
Utility.File.GetByteLengthString(currentDownloadBytes),
Utility.File.GetByteLengthString(totalDownloadBytes),
GameModule.Resource.Downloader.Progress,
Utility.File.GetByteLengthString((int)CurrentSpeed));
Utility.File.GetLengthString((int)CurrentSpeed));
LoadUpdateLogic.Instance.DownProgressAction?.Invoke(GameModule.Resource.Downloader.Progress);
UILoadMgr.Show(UIDefine.UILoadUpdate,descriptionText);

View File

@@ -29,7 +29,8 @@ namespace GameMain
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
{
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode)
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
{
if (SettingsUtils.EnableUpdateData())
{
@@ -44,7 +45,8 @@ namespace GameMain
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL = updateData.FallbackHostServerURL;
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
updateData.FallbackHostServerURL;
}
}
}
@@ -60,8 +62,8 @@ namespace GameMain
{
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
//热更新UI初始化
UILoadMgr.Initialize();
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
EPlayMode playMode = GameModule.Resource.PlayMode;
@@ -107,7 +109,9 @@ namespace GameMain
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>", MessageShowType.TwoButton,
UILoadTip.ShowMessageBox(
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
}

View File

@@ -15,6 +15,9 @@ namespace GameMain
{
base.OnEnter(procedureOwner);
//热更新UI初始化
UILoadMgr.Initialize();
// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
InitLanguageSettings();

View File

@@ -16,23 +16,23 @@ namespace GameMain
{
private float _progress = 0f;
private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
private readonly Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
public override bool UseNativeDialog => true;
private bool m_needProLoadConfig = false;
private readonly bool _needProLoadConfig = true;
private bool m_InitConfigXml = false;
private bool _hadInitConfigXml = false;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_LoadedFlag.Clear();
_loadedFlag.Clear();
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
}
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
@@ -46,11 +46,11 @@ namespace GameMain
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
var totalCount = _loadedFlag.Count <= 0 ? 1 : _loadedFlag.Count;
var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
var loadCount = _loadedFlag.Count <= 0 ? 1 : 0;
foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
{
if (!loadedFlag.Value)
{
@@ -62,7 +62,7 @@ namespace GameMain
}
}
if (m_LoadedFlag.Count != 0)
if (_loadedFlag.Count != 0)
{
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
}
@@ -87,7 +87,7 @@ namespace GameMain
return;
}
if (m_InitConfigXml == false)
if (_hadInitConfigXml == false)
{
return;
}
@@ -116,13 +116,13 @@ namespace GameMain
await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
if (m_needProLoadConfig)
if (_needProLoadConfig)
{
LoadAllConfig();
}
else
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
}
}
@@ -130,14 +130,27 @@ namespace GameMain
{
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
return;
}
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
foreach (var assetInfo in assetInfos)
{
LoadConfig(assetInfo.Address);
}
#if UNITY_WEBGL
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
foreach (var assetInfo in webAssetInfos)
{
LoadConfig(assetInfo.Address);
}
#endif
_hadInitConfigXml = true;
}
private void LoadConfig(string configName)
{
m_LoadedFlag.Add(configName, false);
_loadedFlag.Add(configName, false);
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
}
@@ -147,10 +160,11 @@ namespace GameMain
{
return;
}
var name = assetOperationHandle.GetAssetInfo().Address;
m_LoadedFlag[name] = true;
Log.Info("Load config '{0}' OK.", name);
var location = assetOperationHandle.GetAssetInfo().Address;
_loadedFlag[location] = true;
GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
Log.Info("Load config '{0}' OK.", location);
assetOperationHandle.Dispose();
}
}
}

View File

@@ -22,7 +22,7 @@ namespace GameMain
base.OnEnter(procedureOwner);
UILoadMgr.Show(UIDefine.UILoadUpdate,$"更新静态版本文件...");
UILoadMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件...");
//检查设备是否能够访问互联网
if (Application.internetReachability == NetworkReachability.NotReachable)
@@ -34,6 +34,7 @@ namespace GameMain
GetStaticVersion().Forget,
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
}
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
// 用户尝试更新静态版本。
@@ -49,6 +50,8 @@ namespace GameMain
var operation = GameModule.Resource.UpdatePackageVersionAsync();
try
{
await operation.ToUniTask();
if (operation.Status == EOperationStatus.Succeed)
@@ -60,12 +63,22 @@ namespace GameMain
}
else
{
Log.Error(operation.Error);
OnGetStaticVersionError(operation.Error);
}
}
catch (Exception e)
{
OnGetStaticVersionError(e.Message);
}
}
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
private void OnGetStaticVersionError(string error)
{
Log.Error(error);
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
}
}
}
}

View File

@@ -123,6 +123,50 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &450845952
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 450845953}
- component: {fileID: 450845954}
m_Layer: 0
m_Name: Scene
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &450845953
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 450845952}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 11
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &450845954
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 450845952}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 86342cc6845c403da1a3f6db507fae9d, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &553327090
GameObject:
m_ObjectHideFlags: 0
@@ -337,7 +381,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 6
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &683825228
MonoBehaviour:
@@ -397,6 +441,7 @@ Transform:
m_Children:
- {fileID: 964133197}
- {fileID: 1751957488}
- {fileID: 1029867562}
- {fileID: 877336934}
- {fileID: 803382966}
- {fileID: 790894654}
@@ -405,6 +450,7 @@ Transform:
- {fileID: 1666908677}
- {fileID: 1863338241}
- {fileID: 914171638}
- {fileID: 450845953}
- {fileID: 1047779124}
m_Father: {fileID: 1195690679}
m_RootOrder: 0
@@ -460,7 +506,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 4
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &790894655
MonoBehaviour:
@@ -526,7 +572,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 3
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &803382967
MonoBehaviour:
@@ -572,7 +618,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 2
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &877336935
MonoBehaviour:
@@ -651,7 +697,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 9
m_RootOrder: 10
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &914171639
MonoBehaviour:
@@ -745,7 +791,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 5
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &965975542
MonoBehaviour:
@@ -768,6 +814,51 @@ MonoBehaviour:
milliseconds: 30
downloadingMaxNum: 3
failedTryAgain: 3
adaptiveReplacementCacheCapacity: 32
--- !u!1 &1029867561
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1029867562}
- component: {fileID: 1029867563}
m_Layer: 0
m_Name: Timer
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1029867562
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1029867561}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1029867563
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1029867561}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5e79c115d5054209810f42dc6e25cf94, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1047779123
GameObject:
m_ObjectHideFlags: 0
@@ -798,7 +889,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 10
m_RootOrder: 12
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1047779125
MonoBehaviour:
@@ -921,7 +1012,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 7
m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1666908678
MonoBehaviour:
@@ -1009,7 +1100,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 8
m_RootOrder: 9
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1863338242
MonoBehaviour:

View File

@@ -14,6 +14,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
ShowPackageView: 0
EnableAddressable: 1
LocationToLower: 0
IncludeAssetGUID: 0
UniqueBundleName: 0
ShowEditorAlias: 0
Packages:
@@ -78,7 +80,7 @@ MonoBehaviour:
AddressRuleName: AddressByFileName
PackRuleName: PackDirectory
FilterRuleName: CollectAll
AssetTags:
AssetTags: WEBGL_PRELOAD
UserData:
- GroupName: DLL
GroupDesc: "\u4EE3\u7801"

View File

@@ -4,7 +4,7 @@ using TEngine.Editor;
using UnityEditor;
using UnityEngine;
public static class BuildAssetsCommand
public static class BuildDLLCommand
{
private const string EnableHybridClrScriptingDefineSymbol = "ENABLE_HYBRIDCLR";
@@ -35,6 +35,12 @@ public static class BuildAssetsCommand
CopyAOTHotUpdateDlls(target);
}
public static void BuildAndCopyDlls(BuildTarget target)
{
CompileDllCommand.CompileDll(target);
CopyAOTHotUpdateDlls(target);
}
public static void CopyAOTHotUpdateDlls(BuildTarget target)
{
CopyAOTAssembliesToAssetPath();

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1d6f43591dfb9c54fbbebda60c1210fa
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,52 @@
using UnityEngine;
using UnityEditor;
using System.IO;
[CanEditMultipleObjects, CustomEditor(typeof(DefaultAsset), false)]
public class DefaultAssetInspector : Editor
{
private const int MaxColum = 10240;
private GUIStyle _textStyle;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (_textStyle == null)
{
_textStyle = "ScriptText";
}
bool enabled = GUI.enabled;
GUI.enabled = true;
string assetPath = AssetDatabase.GetAssetPath(target);
if (assetPath.EndsWith(".lua") ||
assetPath.EndsWith(".properties") ||
assetPath.EndsWith(".gradle")
)
{
string luaFile = File.ReadAllText(assetPath);
string text;
if (targets.Length > 1)
{
text = Path.GetFileName(assetPath);
}
else
{
text = luaFile;
if (text.Length > MaxColum)
{
text = text.Substring(0, MaxColum) + "...\n\n<...etc...>";
}
}
Rect rect = GUILayoutUtility.GetRect(new GUIContent(text), _textStyle);
rect.x = 0f;
rect.y -= 3f;
rect.width = EditorGUIUtility.currentViewWidth + 1f;
GUI.Box(rect, text, _textStyle);
}
GUI.enabled = enabled;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 83f53d2e775d0ff449616ff946f1be55
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,53 @@
using UnityEngine;
using UnityEditor;
using System.IO;
[CanEditMultipleObjects, CustomEditor(typeof(TextAsset))]
public class TextAssetInspector : Editor
{
private const int MaxColum = 10240;
private GUIStyle _textStyle;
public override void OnInspectorGUI()
{
if (_textStyle == null)
{
_textStyle = "ScriptText";
}
bool enabled = GUI.enabled;
GUI.enabled = true;
string assetPath = AssetDatabase.GetAssetPath(target);
if (assetPath.EndsWith(".md")
|| assetPath.EndsWith(".xml")
|| assetPath.EndsWith(".txt")
|| assetPath.EndsWith(".html")
|| assetPath.EndsWith(".csv")
)
{
string luaFile = File.ReadAllText(assetPath);
string text;
if (base.targets.Length > 1)
{
text = Path.GetFileName(assetPath);
}
else
{
text = luaFile;
if (text.Length > MaxColum)
{
text = text.Substring(0, MaxColum) + "...\n\n<...etc...>";
}
}
Rect rect = GUILayoutUtility.GetRect(new GUIContent(text), _textStyle);
rect.x = 0f;
rect.y -= 3f;
rect.width = EditorGUIUtility.currentViewWidth + 1f;
GUI.Box(rect, text, _textStyle);
}
GUI.enabled = enabled;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ad0327765273616459117746a53a35e6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -4,6 +4,7 @@ using System.IO;
using UnityEditor;
using UnityEditor.U2D;
using UnityEngine;
using UnityEngine.U2D;
using Object = UnityEngine.Object;
/// <summary>
@@ -55,6 +56,33 @@ public static class EditorSpriteSaveInfo
}
EditorApplication.update += CheckDirty;
//读取所有图集信息
string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NormalAtlasDir });
foreach (var findAsset in findAssets)
{
var path = AssetDatabase.GUIDToAssetPath(findAsset);
SpriteAtlas sa = AssetDatabase.LoadAssetAtPath(path, typeof(SpriteAtlas)) as SpriteAtlas;
if (sa == null)
{
Debug.LogError($"加载图集数据{path}失败");
continue;
}
string atlasName = Path.GetFileNameWithoutExtension(path);
var objects = sa.GetPackables();
foreach (var o in objects)
{
if (!m_allASprites.TryGetValue(atlasName, out var list))
{
list = new List<string>();
m_allASprites.Add(atlasName, list);
}
list.Add(AssetDatabase.GetAssetPath(o));
}
}
m_inited = true;
}
public static void CheckDirty()

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: defa3b5ccfc64b0392d67db95b3c528d
timeCreated: 1698043573

View File

@@ -0,0 +1,192 @@
using System;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
using YooAsset.Editor;
using BuildResult = UnityEditor.Build.Reporting.BuildResult;
namespace TEngine
{
/// <summary>
/// 打包工具类。
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包以及CLI工作流详见CommandLineReader.cs example1</remarks>
/// </summary>
public static class ReleaseTools
{
public static void BuildDll()
{
string platform = CommandLineReader.GetCustomArgument("platform");
if (string.IsNullOrEmpty(platform))
{
Debug.LogError($"Build Asset Bundle Errorplatform is null");
return;
}
BuildTarget target = GetBuildTarget(platform);
BuildDLLCommand.BuildAndCopyDlls(target);
}
public static void BuildAssetBundle()
{
string outputRoot = CommandLineReader.GetCustomArgument("outputRoot");
if (string.IsNullOrEmpty(outputRoot))
{
Debug.LogError($"Build Asset Bundle ErroroutputRoot is null");
return;
}
string packageVersion = CommandLineReader.GetCustomArgument("packageVersion");
if (string.IsNullOrEmpty(packageVersion))
{
Debug.LogError($"Build Asset Bundle ErrorpackageVersion is null");
return;
}
string platform = CommandLineReader.GetCustomArgument("platform");
if (string.IsNullOrEmpty(platform))
{
Debug.LogError($"Build Asset Bundle Errorplatform is null");
return;
}
BuildTarget target = GetBuildTarget(platform);
BuildInternal(target, outputRoot);
Debug.LogWarning($"Start BuildPackage BuildTarget:{target} outputPath:{outputRoot}");
}
private static BuildTarget GetBuildTarget(string platform)
{
BuildTarget target = BuildTarget.NoTarget;
switch (platform)
{
case "Android":
target = BuildTarget.Android;
break;
case "IOS":
target = BuildTarget.iOS;
break;
case "Windows":
target = BuildTarget.StandaloneWindows64;
break;
case "MacOS":
target = BuildTarget.StandaloneOSX;
break;
case "Linux":
target = BuildTarget.StandaloneLinux64;
break;
case "WebGL":
target = BuildTarget.WebGL;
break;
case "Switch":
target = BuildTarget.Switch;
break;
case "PS4":
target = BuildTarget.PS4;
break;
case "PS5":
target = BuildTarget.PS5;
break;
}
return target;
}
private static void BuildInternal(BuildTarget buildTarget, string outputRoot, string packageVersion = "1.0")
{
Debug.Log($"开始构建 : {buildTarget}");
BuildParameters.SBPBuildParameters sbpBuildParameters = new BuildParameters.SBPBuildParameters();
sbpBuildParameters.WriteLinkXML = true;
// 构建参数
BuildParameters buildParameters = new BuildParameters();
buildParameters.StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot();
buildParameters.BuildOutputRoot = outputRoot; //AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
buildParameters.BuildTarget = buildTarget;
buildParameters.BuildPipeline = EBuildPipeline.ScriptableBuildPipeline;
buildParameters.BuildMode = EBuildMode.IncrementalBuild;
buildParameters.PackageName = "DefaultPackage";
buildParameters.PackageVersion = packageVersion;
buildParameters.VerifyBuildingResult = true;
buildParameters.SharedPackRule = new ZeroRedundancySharedPackRule();
buildParameters.CompressOption = ECompressOption.LZMA;
buildParameters.OutputNameStyle = EOutputNameStyle.HashName;
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.ClearAndCopyAll;
buildParameters.SBPParameters = sbpBuildParameters;
// 执行构建
AssetBundleBuilder builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
if (buildResult.Success)
{
Debug.Log($"构建成功 : {buildResult.OutputPackageDirectory}");
}
else
{
Debug.LogError($"构建失败 : {buildResult.ErrorInfo}");
}
}
[MenuItem("TEngine/Build/一键打包Windows", false, 30)]
public static void AutomationBuild()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.StandaloneWindows64, Application.dataPath + "/../Builds/Windows", "1.0");
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64, $"{Application.dataPath}/../Builds/Windows/{GetBuildPackageVersion()}Windows.exe");
}
// 构建版本相关
private static string GetBuildPackageVersion()
{
int totalMinutes = DateTime.Now.Hour * 60 + DateTime.Now.Minute;
return DateTime.Now.ToString("yyyy-MM-dd") + "-" + totalMinutes;
}
[MenuItem("TEngine/Build/一键打包Android", false, 30)]
public static void AutomationBuildAndroid()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.Android);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.Android, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.Android, BuildTarget.Android, $"{Application.dataPath}/../Build/Android/{GetBuildPackageVersion()}Android.apk");
}
[MenuItem("TEngine/Build/一键打包IOS", false, 30)]
public static void AutomationBuildIOS()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.iOS);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.iOS, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.iOS, BuildTarget.iOS, $"{Application.dataPath}/../Build/IOS/XCode_Project");
}
public static void BuildImp(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string locationPathName)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions
{
scenes = new[] { "Assets/Scenes/main.unity" },
locationPathName = locationPathName,
targetGroup = buildTargetGroup,
target = buildTarget,
options = BuildOptions.None
};
var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
BuildSummary summary = report.summary;
if (summary.result == BuildResult.Succeeded)
{
Debug.Log($"Build success: {summary.totalSize / 1024 / 1024} MB");
}
else
{
Debug.Log($"Build Failed" + summary.result);
}
}
}
}

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fileFormatVersion: 2
guid: 336706b48f93452ea43f7272872e5451
timeCreated: 1698043593

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fileFormatVersion: 2
guid: bf1e53a3963b4dbf8c5f139ee8d80c3d
timeCreated: 1698301726

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using Sirenix.OdinInspector;
using UnityEngine;
using UnityEditor;
/// <summary>
/// 自动绑定全局设置
/// </summary>
public class AutoBindGlobalSetting : ScriptableObject
{
[FolderPath]
[LabelText("默认组件代码保存路径")]
[SerializeField]
private string m_CodePath;
[LabelText("绑定代码命名空间")]
[SerializeField]
private string m_Namespace;
[LabelText("子组件名称(不会往下继续遍历)")]
[SerializeField]
private string m_WidgetName = "m_item";
public string CodePath => m_CodePath;
public string Namespace => m_Namespace;
public string WidgetName => m_WidgetName;
[MenuItem("TEngine/CreateAutoBindGlobalSetting")]
private static void CreateAutoBindGlobalSetting()
{
string[] paths = AssetDatabase.FindAssets("t:AutoBindGlobalSetting");
if (paths.Length >= 1)
{
string path = AssetDatabase.GUIDToAssetPath(paths[0]);
EditorUtility.DisplayDialog("警告", $"已存在AutoBindGlobalSetting路径:{path}", "确认");
return;
}
AutoBindGlobalSetting setting = CreateInstance<AutoBindGlobalSetting>();
AssetDatabase.CreateAsset(setting, "Assets/TEngine/ResRaw/AutoBindGlobalSetting.asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}

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fileFormatVersion: 2
guid: 3dac541dae7b4c4d8b5497057739cfb0
timeCreated: 1698304721

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using Sirenix.OdinInspector.Editor;
using UnityEditor;
[CustomEditor(typeof(AutoBindGlobalSetting))]
public class AutoBindGlobalSettingInspector : OdinEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.ApplyModifiedProperties();
}
}

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fileFormatVersion: 2
guid: 020e5781e8c44c90bfbdf2cb12441e79
timeCreated: 1698304745

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@@ -0,0 +1,534 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using BindData = ComponentAutoBindTool.BindData;
using System.Reflection;
using System.IO;
[CustomEditor(typeof(ComponentAutoBindTool))]
public class ComponentAutoBindToolInspector : Editor
{
private ComponentAutoBindTool m_Target;
private SerializedProperty m_BindDatas;
private SerializedProperty m_BindComs;
private List<BindData> m_TempList = new List<BindData>();
private List<string> m_TempFiledNames = new List<string>();
private List<string> m_TempComponentTypeNames = new List<string>();
private string[] s_AssemblyNames = { "Assembly-CSharp", "TEngine.Runtime" };
private string[] m_HelperTypeNames;
private string m_HelperTypeName;
private int m_HelperTypeNameIndex;
private AutoBindGlobalSetting m_Setting;
private SerializedProperty m_Namespace;
private SerializedProperty m_ClassName;
private SerializedProperty m_CodePath;
private SerializedProperty m_IsWidget;
private void OnEnable()
{
m_Target = (ComponentAutoBindTool)target;
m_BindDatas = serializedObject.FindProperty("BindDatas");
m_BindComs = serializedObject.FindProperty("bindComponents");
m_HelperTypeNames = GetTypeNames(typeof(IAutoBindRuleHelper), s_AssemblyNames);
string[] paths = AssetDatabase.FindAssets("t:AutoBindGlobalSetting");
if (paths.Length == 0)
{
Debug.LogError("不存在AutoBindGlobalSetting");
return;
}
if (paths.Length > 1)
{
Debug.LogError("AutoBindGlobalSetting数量大于1");
return;
}
string path = AssetDatabase.GUIDToAssetPath(paths[0]);
m_Setting = AssetDatabase.LoadAssetAtPath<AutoBindGlobalSetting>(path);
m_Namespace = serializedObject.FindProperty("m_Namespace");
m_ClassName = serializedObject.FindProperty("m_ClassName");
m_CodePath = serializedObject.FindProperty("m_CodePath");
m_IsWidget = serializedObject.FindProperty("m_IsWidget");
m_Namespace.stringValue = string.IsNullOrEmpty(m_Namespace.stringValue) ? m_Setting.Namespace : m_Namespace.stringValue;
m_ClassName.stringValue = string.IsNullOrEmpty(m_ClassName.stringValue) ? m_Target.gameObject.name : m_ClassName.stringValue;
m_CodePath.stringValue = string.IsNullOrEmpty(m_CodePath.stringValue) ? m_Setting.CodePath : m_CodePath.stringValue;
serializedObject.ApplyModifiedProperties();
}
public override void OnInspectorGUI()
{
serializedObject.Update();
DrawTopButton();
DrawHelperSelect();
DrawSetting();
DrawKvData();
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// 绘制顶部按钮
/// </summary>
private void DrawTopButton()
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("排序"))
{
Sort();
}
if (GUILayout.Button("全部删除"))
{
RemoveAll();
}
if (GUILayout.Button("删除空引用"))
{
RemoveNull();
}
if (GUILayout.Button("自动绑定组件"))
{
AutoBindComponent();
}
if (GUILayout.Button("生成绑定代码"))
{
GenAutoBindCode();
}
EditorGUILayout.EndHorizontal();
}
/// <summary>
/// 排序
/// </summary>
private void Sort()
{
m_TempList.Clear();
foreach (BindData data in m_Target.BindDatas)
{
m_TempList.Add(new BindData(data.Name, data.BindCom, data.IsGameObject));
}
m_TempList.Sort((x, y) => string.Compare(x.Name, y.Name, StringComparison.Ordinal));
m_BindDatas.ClearArray();
foreach (BindData data in m_TempList)
{
AddBindData(data.Name, data.BindCom, data.IsGameObject);
}
SyncBindComs();
}
/// <summary>
/// 全部删除
/// </summary>
private void RemoveAll()
{
m_BindDatas.ClearArray();
SyncBindComs();
}
/// <summary>
/// 删除空引用
/// </summary>
private void RemoveNull()
{
for (int i = m_BindDatas.arraySize - 1; i >= 0; i--)
{
SerializedProperty element = m_BindDatas.GetArrayElementAtIndex(i).FindPropertyRelative("BindCom");
if (element.objectReferenceValue == null)
{
m_BindDatas.DeleteArrayElementAtIndex(i);
}
}
SyncBindComs();
}
/// <summary>
/// 自动绑定组件
/// </summary>
private void AutoBindComponent()
{
m_BindDatas.ClearArray();
var transform = m_Target.transform;
Ergodic(transform, transform);
SyncBindComs();
}
private void Ergodic(Transform rootTransform, Transform currentTransform)
{
for (int i = 0; i < currentTransform.childCount; ++i)
{
Transform child = currentTransform.GetChild(i);
m_TempFiledNames.Clear();
m_TempComponentTypeNames.Clear();
if (m_Target.RuleHelper.IsValidBind(child, m_TempFiledNames, m_TempComponentTypeNames))
{
for (int index = 0; index < m_TempFiledNames.Count; index++)
{
string componentName = m_TempComponentTypeNames[index];
bool isGameObject = componentName.Equals("GameObject");
componentName = isGameObject ? "Transform" : componentName;
Component com = child.GetComponent(componentName);
if (com == null)
{
Debug.LogError($"{child.name}上不存在{componentName}的组件");
}
else
{
AddBindData(m_TempFiledNames[index], child.GetComponent(componentName), isGameObject);
}
}
}
if (!child.name.StartsWith(m_Setting.WidgetName))
{
Ergodic(rootTransform, child);
}
}
}
/// <summary>
/// 绘制辅助器选择框
/// </summary>
private void DrawHelperSelect()
{
m_HelperTypeName = m_HelperTypeNames[0];
if (m_Target.RuleHelper != null)
{
m_HelperTypeName = m_Target.RuleHelper.GetType().Name;
for (int i = 0; i < m_HelperTypeNames.Length; i++)
{
if (m_HelperTypeName == m_HelperTypeNames[i])
{
m_HelperTypeNameIndex = i;
}
}
}
else
{
IAutoBindRuleHelper helper = (IAutoBindRuleHelper)CreateHelperInstance(m_HelperTypeName, s_AssemblyNames);
m_Target.RuleHelper = helper;
}
foreach (GameObject go in Selection.gameObjects)
{
ComponentAutoBindTool autoBindTool = go.GetComponent<ComponentAutoBindTool>();
if (autoBindTool.RuleHelper == null)
{
IAutoBindRuleHelper helper = (IAutoBindRuleHelper)CreateHelperInstance(m_HelperTypeName, s_AssemblyNames);
autoBindTool.RuleHelper = helper;
}
}
int selectedIndex = EditorGUILayout.Popup("AutoBindRuleHelper", m_HelperTypeNameIndex, m_HelperTypeNames);
if (selectedIndex != m_HelperTypeNameIndex)
{
m_HelperTypeNameIndex = selectedIndex;
m_HelperTypeName = m_HelperTypeNames[selectedIndex];
IAutoBindRuleHelper helper = (IAutoBindRuleHelper)CreateHelperInstance(m_HelperTypeName, s_AssemblyNames);
m_Target.RuleHelper = helper;
}
}
/// <summary>
/// 绘制设置项
/// </summary>
private void DrawSetting()
{
EditorGUILayout.BeginHorizontal();
m_Namespace.stringValue = EditorGUILayout.TextField(new GUIContent("命名空间:"), m_Namespace.stringValue);
if (GUILayout.Button("默认设置"))
{
m_Namespace.stringValue = m_Setting.Namespace;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
m_ClassName.stringValue = EditorGUILayout.TextField(new GUIContent("类名:"), m_ClassName.stringValue);
if (GUILayout.Button("物体名"))
{
m_ClassName.stringValue = m_Target.gameObject.name;
}
EditorGUILayout.EndHorizontal();
bool isWidget = EditorGUILayout.Toggle("是否是组件", m_IsWidget.boolValue);
if (isWidget != m_IsWidget.boolValue)
{
m_IsWidget.boolValue = isWidget;
}
EditorGUILayout.LabelField("代码保存路径:");
EditorGUILayout.LabelField(m_CodePath.stringValue);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("选择路径"))
{
string temp = m_CodePath.stringValue;
m_CodePath.stringValue = EditorUtility.OpenFolderPanel("选择代码保存路径", Application.dataPath, "");
if (string.IsNullOrEmpty(m_CodePath.stringValue))
{
m_CodePath.stringValue = temp;
}
}
if (GUILayout.Button("默认设置"))
{
m_CodePath.stringValue = m_Setting.CodePath;
}
EditorGUILayout.EndHorizontal();
}
/// <summary>
/// 绘制键值对数据
/// </summary>
private void DrawKvData()
{
//绘制key value数据
int needDeleteIndex = -1;
EditorGUILayout.BeginVertical();
SerializedProperty property;
for (int i = 0; i < m_BindDatas.arraySize; i++)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField($"[{i}]", GUILayout.Width(25));
property = m_BindDatas.GetArrayElementAtIndex(i).FindPropertyRelative("Name");
property.stringValue = EditorGUILayout.TextField(property.stringValue, GUILayout.Width(150));
property = m_BindDatas.GetArrayElementAtIndex(i).FindPropertyRelative("BindCom");
property.objectReferenceValue = EditorGUILayout.ObjectField(property.objectReferenceValue, typeof(Component), true);
if (GUILayout.Button("X"))
{
//将元素下标添加进删除list
needDeleteIndex = i;
}
EditorGUILayout.EndHorizontal();
}
//删除data
if (needDeleteIndex != -1)
{
m_BindDatas.DeleteArrayElementAtIndex(needDeleteIndex);
SyncBindComs();
}
EditorGUILayout.EndVertical();
}
/// <summary>
/// 添加绑定数据
/// </summary>
private void AddBindData(string name, Component bindCom, bool isGameObject = false)
{
int index = m_BindDatas.arraySize;
m_BindDatas.InsertArrayElementAtIndex(index);
SerializedProperty element = m_BindDatas.GetArrayElementAtIndex(index);
element.FindPropertyRelative("Name").stringValue = name;
element.FindPropertyRelative("BindCom").objectReferenceValue = bindCom;
element.FindPropertyRelative("IsGameObject").boolValue = isGameObject;
}
/// <summary>
/// 同步绑定数据
/// </summary>
private void SyncBindComs()
{
m_BindComs.ClearArray();
for (int i = 0; i < m_BindDatas.arraySize; i++)
{
SerializedProperty property = m_BindDatas.GetArrayElementAtIndex(i).FindPropertyRelative("BindCom");
m_BindComs.InsertArrayElementAtIndex(i);
m_BindComs.GetArrayElementAtIndex(i).objectReferenceValue = property.objectReferenceValue;
}
}
/// <summary>
/// 获取指定基类在指定程序集中的所有子类名称
/// </summary>
private string[] GetTypeNames(Type typeBase, string[] assemblyNames)
{
List<string> typeNames = new List<string>();
foreach (string assemblyName in assemblyNames)
{
Assembly assembly = null;
try
{
assembly = Assembly.Load(assemblyName);
}
catch
{
continue;
}
if (assembly == null)
{
continue;
}
Type[] types = assembly.GetTypes();
foreach (Type type in types)
{
if (type.IsClass && !type.IsAbstract && typeBase.IsAssignableFrom(type))
{
typeNames.Add(type.FullName);
}
}
}
typeNames.Sort();
return typeNames.ToArray();
}
/// <summary>
/// 创建辅助器实例
/// </summary>
private object CreateHelperInstance(string helperTypeName, string[] assemblyNames)
{
foreach (string assemblyName in assemblyNames)
{
Assembly assembly = Assembly.Load(assemblyName);
object instance = assembly.CreateInstance(helperTypeName);
if (instance != null)
{
return instance;
}
}
return null;
}
/// <summary>
/// 生成自动绑定代码
/// </summary>
private void GenAutoBindCode()
{
GameObject go = m_Target.gameObject;
string className = !string.IsNullOrEmpty(m_Target.ClassName) ? m_Target.ClassName : go.name;
string codePath = !string.IsNullOrEmpty(m_Target.CodePath) ? m_Target.CodePath : m_Setting.CodePath;
if (!Directory.Exists(codePath))
{
Debug.LogError($"{go.name}的代码保存路径{codePath}无效");
}
using (StreamWriter sw = new StreamWriter($"{codePath}/{className}.BindComponents.cs"))
{
sw.WriteLine(
"//------------------------------------------------------------------------------\n//\t<auto-generated>\n//\t\tTime:[" + DateTime.Now +
"].\n//\t\tThis code was generated by autoBindTool.\n//\t\tChanges to this file may cause incorrect behavior and will be lost if\n//\t\tthe code is regenerated.\n//\t</auto-generated>\n//------------------------------------------------------------------------------");
sw.WriteLine("using UnityEngine;");
sw.WriteLine("using UnityEngine.UI;");
sw.WriteLine("using TEngine;");
sw.WriteLine("");
if (!string.IsNullOrEmpty(m_Target.Namespace))
{
//命名空间
sw.WriteLine("namespace " + m_Target.Namespace);
sw.WriteLine("{");
}
//类名
// if (!m_Target.IsWidget)
// {
// sw.WriteLine($"\tpublic partial class {className} : UIWindow");
// }
// else
// {
// sw.WriteLine($"\tpublic partial class {className} : UIWidget");
// }
sw.WriteLine($"\tpublic partial class {className}");
sw.WriteLine("\t{");
//组件字段
foreach (BindData data in m_Target.BindDatas)
{
if (data.IsGameObject)
{
sw.WriteLine($"\t\tprivate GameObject m_{data.Name};");
}
else
{
sw.WriteLine($"\t\tprivate {data.BindCom.GetType().Name} m_{data.Name};");
}
}
sw.WriteLine("");
// sw.WriteLine(
// "\t\tpublic override void ScriptGenerator()\n\t\t{\n\t\t\tbase.ScriptGenerator();\n\t\t\tGetBindComponents(transform.gameObject);\n\t\t}");
sw.WriteLine("\t\tprivate void GetBindComponents(GameObject go)");
sw.WriteLine("\t\t{");
//获取autoBindTool上的Component
sw.WriteLine($"\t\t\tComponentAutoBindTool autoBindTool = go.GetComponent<ComponentAutoBindTool>();");
sw.WriteLine("");
//根据索引获取
for (int i = 0; i < m_Target.BindDatas.Count; i++)
{
BindData data = m_Target.BindDatas[i];
string filedName = $"m_{data.Name}";
if (data.IsGameObject)
{
sw.WriteLine($"\t\t\t{filedName} = autoBindTool.GetBindComponent<{data.BindCom.GetType().Name}>({i}).gameObject;");
}
else
{
sw.WriteLine($"\t\t\t{filedName} = autoBindTool.GetBindComponent<{data.BindCom.GetType().Name}>({i});");
}
}
sw.WriteLine("\t\t}");
sw.WriteLine("\t}");
if (!string.IsNullOrEmpty(m_Target.Namespace))
{
sw.WriteLine("}");
}
}
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("提示", "代码生成完毕", "OK");
}
}

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fileFormatVersion: 2
guid: 77f2df681a094ff5a14e92e380ba90e7
timeCreated: 1698304775

View File

@@ -1,179 +0,0 @@
using System.Collections.Generic;
using System.Text;
using Sirenix.OdinInspector.Editor;
using TEngine.Editor.UI;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
namespace TEngine
{
[CanEditMultipleObjects]
[CustomEditor(typeof(UIElement), true)]
public class UIElementEditor : OdinEditor
{
protected UIElement Element;
protected override void OnEnable()
{
base.OnEnable();
Element = target as UIElement;
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
if (GUILayout.Button("Generate", GUILayout.Width(130)))
{
CheckUiItems();
}
serializedObject.ApplyModifiedProperties();
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(Element);
}
base.OnInspectorGUI();
}
protected void CheckUiItems()
{
if (Element == null) return;
ClearUnusedItems();
var root = Element.transform;
StringBuilder strVar = new StringBuilder();
StringBuilder strBind = new StringBuilder();
StringBuilder strOnCreate = new StringBuilder();
StringBuilder strOnCreateRedNote = new StringBuilder();
StringBuilder strCallback = new StringBuilder();
Ergodic(root, root, ref strVar, ref strBind, ref strOnCreate, ref strOnCreateRedNote, ref strCallback);
StringBuilder strFile = new StringBuilder();
// 脚本工具生成的代码
strFile.Append("\t\t#region 脚本工具生成的代码\n");
strFile.Append(strVar);
strFile.Append("\t\tpublic override void ScriptGenerator()\n");
strFile.Append("\t\t{\n");
strFile.Append("\t\t\tCheckUIElement();\n");
strFile.Append(strBind);
strFile.Append(strOnCreate);
strFile.Append(strOnCreateRedNote);
strFile.Append("\t\t}\n");
strFile.Append("\t\t#endregion");
TextEditor te = new TextEditor();
te.text = strFile.ToString();
te.SelectAll();
te.Copy();
}
private void ClearUnusedItems()
{
if (Element == null || Element.Elements == null) return;
List<string> ids = new List<string>();
foreach (var kv in Element.Elements)
{
if (kv.Value == null || !string.IsNullOrEmpty(GetVerType(kv.Key)))
{
ids.Add(kv.Key);
}
}
foreach (var id in ids)
{
Element.Elements.Remove(id);
}
}
private void Ergodic(Transform root, Transform transform, ref StringBuilder strVar, ref StringBuilder strBind, ref StringBuilder strOnCreate,
ref StringBuilder strOnCreateRedNote, 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 strOnCreateRedNote, ref strCallback);
if (child.name.StartsWith("m_item"))
{
continue;
}
Ergodic(root, child, ref strVar, ref strBind, ref strOnCreate, ref strOnCreateRedNote, ref strCallback);
}
}
private void WriteScript(Transform root, Transform child, ref StringBuilder strVar, ref StringBuilder strBind, ref StringBuilder strOnCreate,
ref StringBuilder strOnCreateRedNote, ref StringBuilder strCallback)
{
var varName = child.name;
var varType = GetVerType(varName);
if (varType == string.Empty) return;
if (Element.Elements.Contains(varName))
{
Debug.LogError("有重复的key:" + varName);
return;
}
Element.Elements[varName] = child;
if (!string.IsNullOrEmpty(varName))
{
strVar.Append("\t\tprivate " + varType + " " + varName + ";\n");
switch (varType)
{
case "Transform":
strBind.Append($"\t\t\t{varName} = FChild(\"{varName}\");\n");
break;
case "GameObject":
strBind.Append($"\t\t\t{varName} = FChild(\"{varName}\").gameObject;\n");
break;
case "RichItemIcon":
strBind.Append($"\t\t\t{varName} = CreateWidgetByType<{varType}>(FChild(\"{varName}\"));\n");
break;
case "RedNoteWidget":
break;
case "TextButtonItem":
case "SwitchTabItem":
case "UIActorWidget":
case "UIEffectWidget":
case "UISpineWidget":
case "UIMainPlayerWidget":
strBind.Append($"\t\t\t{varName} = CreateWidget<{varType}>(FChild(\"{varName}\").gameObject);\n");
break;
default:
strBind.Append($"\t\t\t{varName} = FChild<{varType}>(\"{varName}\");\n");
break;
}
if (varType == "Button")
{
string varFuncName = ScriptGenerator.GetBtnFuncName(varName);
strOnCreate.Append($"\t\t\t{varName}.onClick.AddListener({varFuncName});\n");
strCallback.Append($"\t\tprivate void {varFuncName}()\n");
strCallback.Append("\t\t{\n\t\t}\n");
}
else if (varType == "Toggle")
{
string varFuncName = ScriptGenerator.GetToggleFuncName(varName);
strOnCreate.Append($"\t\t\t{varName}.onValueChanged.AddListener({varFuncName});\n");
strCallback.Append($"\t\tprivate void {varFuncName}(bool isOn)\n");
strCallback.Append("\t\t{\n\t\t}\n");
}
}
}
protected string GetVerType(string uiName)
{
foreach (var pair in SettingsUtils.GetScriptGenerateRule())
{
if (uiName.StartsWith(pair.uiElementRegex))
{
return pair.componentName;
}
}
return string.Empty;
}
}
}
#endif

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 02ba9976b78c4a079e16aa9302c1b43e
timeCreated: 1696659319

View File

@@ -0,0 +1,69 @@
using UnityEditor;
using UnityEngine;
/// <summary>
/// Unity编辑器类帮助类。
/// </summary>
public static class ClassHelper
{
/// <summary>
/// 获取MonoBehaviour的脚本Id。
/// </summary>
/// <param name="type">脚本类型。</param>
/// <returns>脚本Id。</returns>
public static int GetClassID(System.Type type)
{
GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave);
Component component = gameObject.AddComponent(type);
SerializedObject @class = new SerializedObject(component);
int classID = @class.FindProperty("m_Script").objectReferenceInstanceIDValue;
Object.DestroyImmediate(gameObject);
return classID;
}
/// <summary>
/// 获取MonoBehaviour的脚本Id。
/// </summary>
/// <typeparam name="T">脚本类型。</typeparam>
/// <returns>脚本Id。</returns>
public static int GetClassID<T>() where T : MonoBehaviour
{
return GetClassID(typeof(T));
}
#region Method Documentation
/************************************************************************************************************
Example:
[MenuItem("GameObject/UI/转化成CustomText", false, 1999)]
public static void ConvertToCustomText(MenuCommand menuCommand)
{
GameObject go = menuCommand.context as GameObject;
if (go != null)
{
Text text = go.GetComponent<Text>();
if (text != null)
{
var ob = ClassHelper.ReplaceClass(text, typeof(CustomText));
ob.ApplyModifiedProperties();
}
}
}
************************************************************************************************************/
#endregion
/// <summary>
/// 替换MonoBehaviour脚本。
/// </summary>
/// <param name="monoBehaviour"></param>
/// <param name="type"></param>
/// <returns></returns>
public static SerializedObject ReplaceClass(MonoBehaviour monoBehaviour, System.Type type)
{
int classID = GetClassID(type);
SerializedObject @class = new SerializedObject(monoBehaviour);
@class.Update();
@class.FindProperty("m_Script").objectReferenceInstanceIDValue = classID;
@class.ApplyModifiedProperties();
@class.Update();
return @class;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa5c786315234462bb549c4533d4d858
timeCreated: 1698042158

View File

@@ -0,0 +1,120 @@
#region Class Documentation
/************************************************************************************************************
Class Name: CommandLineReader.cs
Type: Util, Static
Definition:
CommandLineReader.cs give the ability to access [Custom Arguments] sent
through the command line. Simply add your custom arguments under the
keyword '-CustomArgs:' and seperate them by ';'.
Example:
C:\Program Files (x86)\Unity\Editor\Unity.exe [ProjectLocation] -executeMethod [Your entrypoint] -quit -CustomArgs:Language=en_US;Version=1.02
Example1:
set WORKSPACE=.
set UNITYEDITOR_PATH=G:/UnityEditor/2021.3.20f1c1/Editor
set LOGFILE=./build.log
set BUILDROOT=G:/github/TEngine/UnityProject/Bundles
%UNITYEDITOR_PATH%/Unity.exe %WORKSPACE%/UnityProject -logFile %LOGFILE% -executeMethod TEngine.ReleaseTools.BuildPackage -quit -batchmode -CustomArgs:Language=en_US;Version=1.02;outputRoot=%BUILDROOT%
@REM for /f "delims=[" %%i in (%LOGFILE%) do echo %%i
pause
************************************************************************************************************/
#endregion
#region Using
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using Debug = UnityEngine.Debug;
#endregion
/// <summary>
/// Unity命令行拓展帮助类。
/// <remarks>可以用来制定自己项目的打包、编辑器工作流。</remarks>
/// </summary>
public class CommandLineReader
{
//Config
private const string CUSTOM_ARGS_PREFIX = "-CustomArgs:";
private const char CUSTOM_ARGS_SEPARATOR = ';';
public static string[] GetCommandLineArgs()
{
return Environment.GetCommandLineArgs();
}
public static string GetCommandLine()
{
string[] args = GetCommandLineArgs();
if (args.Length > 0)
{
return string.Join(" ", args);
}
else
{
Debug.LogError("CommandLineReader.cs - GetCommandLine() - Can't find any command line arguments!");
return "";
}
}
public static Dictionary<string,string> GetCustomArguments()
{
Dictionary<string, string> customArgsDict = new Dictionary<string, string>();
string[] commandLineArgs = GetCommandLineArgs();
string[] customArgs;
string[] customArgBuffer;
string customArgsStr = "";
try
{
customArgsStr = commandLineArgs.Where(row => row.Contains(CUSTOM_ARGS_PREFIX)).Single();
}
catch (Exception e)
{
Debug.LogError("CommandLineReader.cs - GetCustomArguments() - Can't retrieve any custom arguments in the command line [" + commandLineArgs + "]. Exception: " + e);
return customArgsDict;
}
customArgsStr = customArgsStr.Replace(CUSTOM_ARGS_PREFIX, "");
customArgs = customArgsStr.Split(CUSTOM_ARGS_SEPARATOR);
foreach (string customArg in customArgs)
{
customArgBuffer = customArg.Split('=');
if (customArgBuffer.Length == 2)
{
customArgsDict.Add(customArgBuffer[0], customArgBuffer[1]);
}
else
{
Debug.LogWarning("CommandLineReader.cs - GetCustomArguments() - The custom argument [" + customArg + "] seem to be malformed.");
}
}
return customArgsDict;
}
/// <summary>
/// 获取cmd输入的自定义参数数值。
/// </summary>
/// <param name="argumentName">自定义参数名称。</param>
/// <returns>自定义参数数值。</returns>
public static string GetCustomArgument(string argumentName)
{
Dictionary<string, string> customArgsDict = GetCustomArguments();
if (customArgsDict.TryGetValue(argumentName, out var argument))
{
return argument;
}
else
{
Debug.LogError("CommandLineReader.cs - GetCustomArgument() - Can't retrieve any custom argument named [" + argumentName + "] in the command line [" + GetCommandLine() + "].");
return "";
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9f4bc66bca9a460cb714a36a127739e7
timeCreated: 1698041943

View File

@@ -0,0 +1,123 @@
using System;
using System.Reflection;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditorInternal;
namespace TEngine.Editor
{
/// <summary>
/// 日志重定向相关的实用函数。
/// </summary>
internal static class LogRedirection
{
[OnOpenAsset(0)]
private static bool OnOpenAsset(int instanceID, int line)
{
if (line <= 0)
{
return false;
}
// 获取资源路径
string assetPath = AssetDatabase.GetAssetPath(instanceID);
// 判断资源类型
if (!assetPath.EndsWith(".cs"))
{
return false;
}
bool autoFirstMatch = assetPath.Contains("Logger.cs") ||
assetPath.Contains("DefaultLogHelper.cs") ||
assetPath.Contains("GameFrameworkLog.cs") ||
assetPath.Contains("AssetsLogger.cs") ||
assetPath.Contains("Log.cs");
var stackTrace = GetStackTrace();
if (!string.IsNullOrEmpty(stackTrace) && (stackTrace.Contains("[Debug]") ||
stackTrace.Contains("[INFO]") ||
stackTrace.Contains("[ASSERT]") ||
stackTrace.Contains("[WARNING]") ||
stackTrace.Contains("[ERROR]") ||
stackTrace.Contains("[EXCEPTION]")))
{
if (!autoFirstMatch)
{
var fullPath = UnityEngine.Application.dataPath.Substring(0, UnityEngine.Application.dataPath.LastIndexOf("Assets", StringComparison.Ordinal));
fullPath = $"{fullPath}{assetPath}";
// 跳转到目标代码的特定行
InternalEditorUtility.OpenFileAtLineExternal(fullPath.Replace('/', '\\'), line);
return true;
}
// 使用正则表达式匹配at的哪个脚本的哪一行
var matches = Regex.Match(stackTrace, @"\(at (.+)\)",
RegexOptions.IgnoreCase);
while (matches.Success)
{
var pathLine = matches.Groups[1].Value;
if (!pathLine.Contains("Logger.cs") &&
!pathLine.Contains("DefaultLogHelper.cs") &&
!pathLine.Contains("GameFrameworkLog.cs") &&
!pathLine.Contains("AssetsLogger.cs") &&
!pathLine.Contains("Log.cs"))
{
var splitIndex = pathLine.LastIndexOf(":", StringComparison.Ordinal);
// 脚本路径
var path = pathLine.Substring(0, splitIndex);
// 行号
line = Convert.ToInt32(pathLine.Substring(splitIndex + 1));
var fullPath = UnityEngine.Application.dataPath.Substring(0, UnityEngine.Application.dataPath.LastIndexOf("Assets", StringComparison.Ordinal));
fullPath = $"{fullPath}{path}";
// 跳转到目标代码的特定行
InternalEditorUtility.OpenFileAtLineExternal(fullPath.Replace('/', '\\'), line);
break;
}
matches = matches.NextMatch();
}
return true;
}
return false;
}
/// <summary>
/// 获取当前日志窗口选中的日志的堆栈信息。
/// </summary>
/// <returns>选中日志的堆栈信息实例。</returns>
private static string GetStackTrace()
{
// 通过反射获取ConsoleWindow类
var consoleWindowType = typeof(EditorWindow).Assembly.GetType("UnityEditor.ConsoleWindow");
// 获取窗口实例
var fieldInfo = consoleWindowType.GetField("ms_ConsoleWindow",
BindingFlags.Static |
BindingFlags.NonPublic);
if (fieldInfo != null)
{
var consoleInstance = fieldInfo.GetValue(null);
if (consoleInstance != null)
if (EditorWindow.focusedWindow == (EditorWindow)consoleInstance)
{
// 获取m_ActiveText成员
fieldInfo = consoleWindowType.GetField("m_ActiveText",
BindingFlags.Instance |
BindingFlags.NonPublic);
// 获取m_ActiveText的值
if (fieldInfo != null)
{
var activeText = fieldInfo.GetValue(consoleInstance).ToString();
return activeText;
}
}
}
return null;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8e219db54fde57a4aae694a55da3e1b1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -4,6 +4,9 @@ using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// Unity编辑器主动执行cmd帮助类。
/// </summary>
public static class ShellHelper
{
public static void Run(string cmd, string workDirectory, List<string> environmentVars = null)

View File

@@ -0,0 +1,17 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3dac541dae7b4c4d8b5497057739cfb0, type: 3}
m_Name: AutoBindGlobalSetting
m_EditorClassIdentifier:
m_CodePath: Assets/GameScripts
m_Namespace: GameLogic
m_WidgetName: m_item

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