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@@ -1,16 +1,16 @@
|
||||
# TEngine
|
||||
|
||||
## TEngine-Runtime
|
||||
### AOT内核基于Gameframework,最简化以及商业化适配。
|
||||
### AOT内核基于Gameframework,优化、最简化以及商业化适配。
|
||||

|
||||
|
||||
## AOT游戏框架模块基类。
|
||||
#### 框架思路为面向接口编程,如Resource资源模块,开发白皮书为先定义IResourceManager的接口规范,然后编写ResourceManager继承框架具体实现(GameFrameworkModule)以及实现接口。最后实现调用层GameFrameworkModuleBase,调用层可以拓展编辑器供开发者自定义模块参数。
|
||||
#### 框架思路为面向接口编程,如Resource资源模块,开发白皮书为先定义IResourceManager的接口规范,然后编写ResourceManager继承框架具体实现(ModuleImp)以及实现接口。最后实现调用层Module,调用层可以拓展编辑器供开发者自定义模块参数。
|
||||
``` csharp
|
||||
/// <summary>
|
||||
/// 游戏框架模块抽象类。GameFrameworkModule为具体框架模块实现。
|
||||
/// 游戏框架模块抽象类。ModuleImp为具体框架模块实现。
|
||||
/// </summary>
|
||||
internal abstract class GameFrameworkModule
|
||||
internal abstract class ModuleImp
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取游戏框架模块优先级。
|
||||
@@ -34,16 +34,16 @@ internal abstract class GameFrameworkModule
|
||||
//=====================================================================//
|
||||
|
||||
/// <summary>
|
||||
/// 游戏框架模块抽象类。GameFrameworkModuleBase 为Mono调用层。
|
||||
/// 游戏框架模块抽象类。Module 为Mono调用层。
|
||||
/// </summary>
|
||||
public abstract class GameFrameworkModuleBase : MonoBehaviour
|
||||
public abstract class Module : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏框架模块初始化。
|
||||
/// </summary>
|
||||
protected virtual void Awake()
|
||||
{
|
||||
GameEntry.RegisterModule(this);
|
||||
ModuleSystem.RegisterModule(this);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
@@ -1,11 +1,19 @@
|
||||
# 3-6.配置表模块 - ConfigLoader
|
||||
# 3-6.配置表模块 - ConfigSystem
|
||||
接入最佳游戏配置解决方案 - <a href="https://github.com/focus-creative-games/luban"><strong>Luban</strong></a>
|
||||
|
||||
<a href="https://luban.doc.code-philosophy.com/#/manual/traits"><strong>Luban文档 </strong></a>
|
||||
|
||||
### 在TEngine中Luban工具集位于以下目录
|
||||
### 在TEngine中Luban配置表目录位于以下目录
|
||||

|
||||
|
||||
### 安装luban配置表
|
||||
1.在TEngine根目录同级克隆下最新的luban-next仓库。
|
||||

|
||||
2.Tools目录执行build-luban完成
|
||||

|
||||
|
||||
3.转表则去luban配置目录执行对应bat
|
||||
|
||||
TEngine内置默认使用懒加载配置,也支持基于UniTask的异步加载,同步加载,包括服务器的Task异步加载,使用对应转表的bat即可。
|
||||
|
||||
### 介绍
|
||||
|
@@ -14,3 +14,10 @@
|
||||
|
||||
### IOS真机运行
|
||||

|
||||
|
||||
### 索尼 PS5 真机运行
|
||||
|
||||

|
||||
|
||||
|
||||

|
16
Books/Donate.md
Normal file
@@ -0,0 +1,16 @@
|
||||
## <strong>Buy me a coffee.
|
||||
|
||||
您的赞助会让我们做得更快更好,如果觉得TEngine对您有帮助,不妨赞助我买杯咖啡吧~
|
||||
|
||||
|
||||
<p align="center">
|
||||
|
||||
<img src="src/Donate-微信.jpg" alt="logo" width="384" height="562">
|
||||
|
||||
</p>
|
||||
|
||||
<p align="center">
|
||||
|
||||
<img src="src/Donate-支付宝.jpg" alt="logo" width="384" height="562">
|
||||
|
||||
</p>
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 74 KiB |
BIN
Books/src/3-6-2.png
Normal file
After Width: | Height: | Size: 32 KiB |
BIN
Books/src/3-6-3.png
Normal file
After Width: | Height: | Size: 40 KiB |
BIN
Books/src/Console Output.png
Normal file
After Width: | Height: | Size: 124 KiB |
BIN
Books/src/Console Viewer.png
Normal file
After Width: | Height: | Size: 477 KiB |
BIN
Books/src/Donate-微信.jpg
Normal file
After Width: | Height: | Size: 113 KiB |
BIN
Books/src/Donate-支付宝.jpg
Normal file
After Width: | Height: | Size: 214 KiB |
9
BuildCLI/build_android.bat
Normal 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
@@ -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
|
@@ -42,8 +42,9 @@ 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 = GameModule.Resource.LoadAsset<TextAsset>(file);
|
||||
byte[] bytes = textAsset.bytes;
|
||||
GameModule.Resource.UnloadAsset(textAsset);
|
||||
return new ByteBuf(bytes);
|
||||
}
|
||||
}
|
@@ -1,3 +1,6 @@
|
||||
Cd /d %~dp0
|
||||
echo %CD%
|
||||
|
||||
set WORKSPACE=../..
|
||||
set LUBAN_DLL=%WORKSPACE%\Tools\Luban\Luban.dll
|
||||
set CONF_ROOT=.
|
||||
|
@@ -1,3 +1,6 @@
|
||||
Cd /d %~dp0
|
||||
echo %CD%
|
||||
|
||||
set WORKSPACE=../..
|
||||
set LUBAN_DLL=%WORKSPACE%\Tools\Luban\Luban.dll
|
||||
set CONF_ROOT=.
|
||||
|
@@ -1,3 +1,6 @@
|
||||
Cd /d %~dp0
|
||||
echo %CD%
|
||||
|
||||
set WORKSPACE=../../
|
||||
set LUBAN_DLL=%WORKSPACE%/Tools/Luban/Luban.dll
|
||||
set CONF_ROOT=.
|
||||
|
35
README.md
@@ -33,9 +33,6 @@
|
||||
|
||||
#### TEngine是一个简单(新手友好开箱即用)且强大的Unity框架全平台解决方案,对于需要一套上手快、文档清晰、高性能且可拓展性极强的商业级解决方案的开发者或者团队来说是一个很好的选择。
|
||||
|
||||
|
||||
## <a href="http://1.12.241.46:5000/"><strong>文档快速入门 »</strong></a>
|
||||
|
||||
## 文档快速预览 - 5分钟
|
||||
* [全平台跑通示意](Books/99-各平台运行RunAble.md): 全平台跑通示意。
|
||||
* [01_介绍](Books/0-介绍.md): 简单介绍。
|
||||
@@ -46,27 +43,23 @@
|
||||
* [06_对象池模块](Books/3-4-%E5%AF%B9%E8%B1%A1%E6%B1%A0%E6%A8%A1%E5%9D%97.md): 展示对象池模块概览。
|
||||
* [07_配置表模块](Books/3-6-%E9%85%8D%E7%BD%AE%E8%A1%A8%E6%A8%A1%E5%9D%97.md): 展示配置表模块概览。
|
||||
* [08_流程模块](Books/3-7-%E6%B5%81%E7%A8%8B%E6%A8%A1%E5%9D%97.md): 展示商业化流程模块。
|
||||
* [09_UI模块](Books/3-5-UI模块.md): 展示商业化UI模块。
|
||||
|
||||
|
||||
## <strong>为什么要使用TEngine
|
||||
0. 开箱即用5分钟即可上手整套开发流程,代码整洁,思路清晰,功能强大。高内聚低耦合。您可以很轻易的把您不需要的模块进行移除替换。
|
||||
1. 严格按照商业要求使用次世代的HybridClr进行热更新、最佳的Luban配置表(TEngine支持懒加载、异步加载、同步加载配置。)、百万DAU游戏验证过的YooAsset资源框架(框架管理资源引用与释放。),全平台热更新流程已跑通。
|
||||
2. 严格按照商业化流程执行的热更新、商业化的UI开发流程、以及资源管理等等,设计并实现了YooAsset资源自动释放、支持LRU、ARC严格管理资源内存。
|
||||
3. C#双端解决方案,服务器使用Fantasy,是一套源于ETServer,但极为简洁,性能更强,更好上手的一套商业级服务器框架。
|
||||
4. 支持全平台,已有项目使用TEngine上架Steam、Wechat-minigame、AppStore。
|
||||
3. 支持全平台,已有项目使用TEngine上架Steam、Wechat-minigame、AppStore。
|
||||
|
||||
## <strong>资源重要拓展概念
|
||||
* AssetReference (资源引用标识) 通用加载资源的时候绑定一个引用标识使你无需关心手动Dispose资源句柄。
|
||||
## <strong>最新的Demo飞机大战位于demo分支
|
||||
|
||||
* AssetGroup(资源组数据)进行资源分组绑定管理内存中的生命周期资源生命周期托管给资源组的根节点进行Dispose。
|
||||
## <strong>服务器相关
|
||||
TEngine本身为纯净的客户端。不强绑定任何服务器。但是个人开发以及中小型公司开发双端则推荐C#服务器。
|
||||
|
||||
* LruCacheTable (Least Recently Used Cache缓存表)
|
||||
|
||||
* ArcCacheTable (Adaptive Replacement Cache缓存表)
|
||||
|
||||
## <strong>为什么服务器使用C#
|
||||
Net Core现在已经更新到了8.0的版本,在性能和设计上其实是远超JAVA和GO。在JAVAER还在为JVM更新和添加更多功能时,其实他们已经被国内大环境所包围了,看不到.Net Core的性能之强,组件化的结构。国内大环境是JAVA和GO的天下这个不可否认,但是国外C#也确实很多。其实.Net Core最大的问题是大多数自己人都不知道他的优点(AOT、JIT混合编译、热重载等等),甚至很多守旧派抵制core。GO喜欢吹性能,但其实目前来看,除了协程的轻量级,大多数性能测试其实不如JAVA和.Net。简单可以说出了C++的性能以外,Net Core其实都打得过。
|
||||
<strong>当然作为商业级解决方案服务器的耦合度也极低,如果不喜欢您也可以很轻松直接移除替换成你的服务器。</strong>
|
||||
|
||||
需要服务器可以合并<a href="https://github.com/ALEXTANGXIAO/GameNetty"><strong>GameNetty</strong></a>过来,或者分支Fantasy为接好的带有Fantasy服务器的双端分支。
|
||||
|
||||
## <strong>项目结构概览
|
||||
```
|
||||
@@ -85,6 +78,11 @@ Assets
|
||||
└── GameLogic // 游戏业务逻辑程序集 [Dll]
|
||||
├── GameApp.cs // 热更主入口
|
||||
└── GameApp_RegisterSystem.cs // 热更主入口注册系统
|
||||
|
||||
|
||||
TEngine
|
||||
├── Editor // TEngine编辑器核心代码
|
||||
└── Runtime // TEngine运行时核心代码
|
||||
```
|
||||
|
||||
- 必要:项目使用了以下第三方插件,请自行购买导入:
|
||||
@@ -99,7 +97,14 @@ Assets
|
||||
|
||||
#### <a href="https://github.com/focus-creative-games/hybridclr"><strong>HybridCLR</strong></a> - 特性完整、零成本、高性能、低内存的近乎完美的Unity全平台原生c#热更方案
|
||||
|
||||
#### <a href="https://github.com/qq362946/Fantasy"><strong>Fantasy</strong></a> - Fantasy是一套源于ETServer但极为简洁,性能更强,更好上手的一套商业级服务器框架。
|
||||
#### <a href="https://github.com/qq362946/Fantasy"><strong>Fantasy</strong></a> - Fantasy是一套源于ETServer但极为简洁,更好上手的一套商业级服务器框架。
|
||||
|
||||
#### <a href="https://github.com/ALEXTANGXIAO/GameNetty"><strong>GameNetty</strong></a> - GameNetty是一套源于ETServer,首次拆分最新的ET8.1的前后端解决方案(包),客户端最精简大约750k,完美做成包的形式,几乎零成本 无侵入的嵌入进你的框架。
|
||||
|
||||
## <strong>交流群
|
||||
### <a href="http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=MzOcQIzGVLQ5AC5LHaqqA3h_F6lZ_DX4&authKey=LctqAWGHkJ7voQvuj1oaSe5tsGrc1XmQG3U4QniieGUlxY3lC7FtDIpEvPOX0vT8&noverify=0&group_code=862987645">群 号:862987645 </strong></a>
|
||||
|
||||
|
||||
## <strong>Buy me a 奶茶.
|
||||
|
||||
[您的赞助会让我们做得更快更好,如果觉得TEngine对您有帮助,不妨请我可爱的女儿买杯奶茶吧~](Books/Donate.md)
|
||||
|
1
UnityProject/.gitignore
vendored
@@ -90,6 +90,7 @@ Sandbox/
|
||||
# [Aa]ssets/Plugins/Sirenix.meta
|
||||
|
||||
#YooAssets
|
||||
package/
|
||||
yoo/
|
||||
[Aa]ssets/TEngine/AssetSetting/Resources/BuiltinFileManifest.asset
|
||||
[Aa]ssets/TEngine/AssetSetting/Resources/BuiltinFileManifest.asset.meta
|
@@ -1,14 +1,13 @@
|
||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!612988286 &4096168566840163508
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SpriteAtlasAsset:
|
||||
--- !u!687078895 &4343727234628468602
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SpriteAtlas:
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m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
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m_Name: UIRaw_Atlas_Common
|
||||
m_MasterAtlas: {fileID: 0}
|
||||
m_ImporterData:
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||||
m_EditorData:
|
||||
serializedVersion: 2
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
@@ -34,6 +33,30 @@ SpriteAtlasAsset:
|
||||
m_Overridden: 1
|
||||
m_AndroidETC2FallbackOverride: 0
|
||||
m_ForceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
m_BuildTarget: Android
|
||||
m_MaxTextureSize: 2048
|
||||
m_ResizeAlgorithm: 0
|
||||
m_TextureFormat: 50
|
||||
m_TextureCompression: 1
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m_CompressionQuality: 100
|
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m_CrunchedCompression: 0
|
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m_AllowsAlphaSplitting: 0
|
||||
m_Overridden: 1
|
||||
m_AndroidETC2FallbackOverride: 0
|
||||
m_ForceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
m_BuildTarget: WebGL
|
||||
m_MaxTextureSize: 2048
|
||||
m_ResizeAlgorithm: 0
|
||||
m_TextureFormat: 50
|
||||
m_TextureCompression: 1
|
||||
m_CompressionQuality: 50
|
||||
m_CrunchedCompression: 0
|
||||
m_AllowsAlphaSplitting: 0
|
||||
m_Overridden: 1
|
||||
m_AndroidETC2FallbackOverride: 0
|
||||
m_ForceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
packingSettings:
|
||||
serializedVersion: 2
|
||||
padding: 2
|
||||
@@ -50,6 +73,19 @@ SpriteAtlasAsset:
|
||||
- {fileID: 21300000, guid: d623a2b7e069a4c4592d3da48f476189, type: 3}
|
||||
- {fileID: 21300000, guid: 57e4117f4cd6ae54284898652e70d553, type: 3}
|
||||
bindAsDefault: 1
|
||||
isAtlasV2: 1
|
||||
isAtlasV2: 0
|
||||
cachedData: {fileID: 0}
|
||||
m_MasterAtlas: {fileID: 0}
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||||
m_PackedSprites:
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||||
- {fileID: 21300000, guid: 2761fc23b4aa7e34187ac5ffbc3fad9b, type: 3}
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||||
- {fileID: 21300000, guid: f9a06e163014f4f46b14f4499d3e7240, type: 3}
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||||
- {fileID: 21300000, guid: d623a2b7e069a4c4592d3da48f476189, type: 3}
|
||||
- {fileID: 21300000, guid: 57e4117f4cd6ae54284898652e70d553, type: 3}
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||||
m_PackedSpriteNamesToIndex:
|
||||
- red_button
|
||||
- blue_button
|
||||
- white_background
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||||
- white_button
|
||||
m_RenderDataMap: {}
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||||
m_Tag: UIRaw_Atlas_Common
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m_IsVariant: 0
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@@ -1,8 +1,8 @@
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||||
fileFormatVersion: 2
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guid: a363de58f5d6e9e438b2b9a692187f6e
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||||
guid: c91b064c2cd7a34448ae0d6d7ee58e7f
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||||
NativeFormatImporter:
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externalObjects: {}
|
||||
mainObjectFileID: 11400000
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mainObjectFileID: 4343727234628468602
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userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
@@ -1,5 +1,5 @@
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||||
fileFormatVersion: 2
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||||
guid: 40c870edb8e84064a8be2d56acb8bbc0
|
||||
guid: 3b549395c8849674b9cafbbf4c694e57
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6a824de3af698c34bb4343dbb911498b
|
||||
guid: 4c9eb26aee01e8643bd4e6dc965d3366
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||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
40
UnityProject/Assets/Editor/I2Localization/I2Languages.asset
Normal file
@@ -0,0 +1,40 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
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||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 2f0b0c553be8edd4682e9180fdd13e37, type: 3}
|
||||
m_Name: I2Languages
|
||||
m_EditorClassIdentifier:
|
||||
mSource:
|
||||
UserAgreesToHaveItOnTheScene: 0
|
||||
UserAgreesToHaveItInsideThePluginsFolder: 0
|
||||
GoogleLiveSyncIsUptoDate: 1
|
||||
mTerms: []
|
||||
CaseInsensitiveTerms: 0
|
||||
OnMissingTranslation: 1
|
||||
mTerm_AppName:
|
||||
mLanguages: []
|
||||
IgnoreDeviceLanguage: 0
|
||||
_AllowUnloadingLanguages: 0
|
||||
Google_WebServiceURL:
|
||||
Google_SpreadsheetKey:
|
||||
Google_SpreadsheetName:
|
||||
Google_LastUpdatedVersion:
|
||||
Google_Password: change_this
|
||||
GoogleUpdateFrequency: 3
|
||||
GoogleInEditorCheckFrequency: 2
|
||||
GoogleUpdateSynchronization: 1
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||||
GoogleUpdateDelay: 0
|
||||
Assets: []
|
||||
Spreadsheet_LocalFileName:
|
||||
Spreadsheet_LocalCSVSeparator: ','
|
||||
Spreadsheet_LocalCSVEncoding: utf-8
|
||||
Spreadsheet_SpecializationAsRows: 1
|
||||
Spreadsheet_SortRows: 1
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@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
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guid: b763f43bfb633944aa8955535b965c1f
|
||||
guid: f069f2f03dfa55843a74dedc551eefb2
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||||
NativeFormatImporter:
|
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
@@ -1,14 +1,14 @@
|
||||
using TEngine;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace GameBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 通用单例。
|
||||
/// 全局对象必须继承于此。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">泛型T。</typeparam>
|
||||
public class Singleton<T> where T : new()
|
||||
/// <typeparam name="T">子类类型。</typeparam>
|
||||
public abstract class Singleton<T> : ISingleton where T : Singleton<T>, new()
|
||||
{
|
||||
private static T _instance;
|
||||
protected static T _instance = default(T);
|
||||
|
||||
public static T Instance
|
||||
{
|
||||
@@ -17,11 +17,43 @@ namespace GameBase
|
||||
if (null == _instance)
|
||||
{
|
||||
_instance = new T();
|
||||
Log.Assert(_instance != null);
|
||||
_instance.Init();
|
||||
SingletonSystem.Retain(_instance);
|
||||
}
|
||||
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsValid => _instance != null;
|
||||
|
||||
protected Singleton()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string st = new StackTrace().ToString();
|
||||
// using const string to compare simply
|
||||
if (!st.Contains("GameBase.Singleton`1[T].get_Instance"))
|
||||
{
|
||||
UnityEngine.Debug.LogError($"请必须通过Instance方法来实例化{typeof(T).FullName}类");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
protected virtual void Init()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void Active()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void Release()
|
||||
{
|
||||
if (_instance != null)
|
||||
{
|
||||
SingletonSystem.Release(_instance);
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,108 @@
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 全局MonoBehavior必须继承于此
|
||||
/// </summary>
|
||||
/// <typeparam name="T">子类类型</typeparam>
|
||||
public class SingletonBehaviour<T> : MonoBehaviour where T : SingletonBehaviour<T>
|
||||
{
|
||||
private static T _instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (CheckInstance())
|
||||
{
|
||||
OnLoad();
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckInstance()
|
||||
{
|
||||
if (this == Instance)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
Object.Destroy(gameObject);
|
||||
return false;
|
||||
}
|
||||
|
||||
protected virtual void OnLoad()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断对象是否有效
|
||||
/// </summary>
|
||||
public static bool IsValid
|
||||
{
|
||||
get
|
||||
{
|
||||
return _instance != null;
|
||||
}
|
||||
}
|
||||
|
||||
public static T Active()
|
||||
{
|
||||
return Instance;
|
||||
}
|
||||
|
||||
public static void Release()
|
||||
{
|
||||
if (_instance != null)
|
||||
{
|
||||
SingletonSystem.Release(_instance.gameObject);
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实例
|
||||
/// </summary>
|
||||
public static T Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
System.Type thisType = typeof(T);
|
||||
string instName = thisType.Name;
|
||||
GameObject go = SingletonSystem.GetGameObject(instName);
|
||||
if (go == null)
|
||||
{
|
||||
go = GameObject.Find($"/{instName}");
|
||||
if (go == null)
|
||||
{
|
||||
go = new GameObject(instName);
|
||||
go.transform.position = Vector3.zero;
|
||||
}
|
||||
SingletonSystem.Retain(go);
|
||||
}
|
||||
|
||||
if (go != null)
|
||||
{
|
||||
_instance = go.GetComponent<T>();
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = go.AddComponent<T>();
|
||||
}
|
||||
}
|
||||
|
||||
if(_instance == null)
|
||||
{
|
||||
Log.Error($"Can't create SingletonBehaviour<{typeof(T)}>");
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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guid: bc365e281d234e61891bf9f922a0897a
|
||||
timeCreated: 1715574965
|
@@ -0,0 +1,141 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace GameBase
|
||||
{
|
||||
public interface ISingleton
|
||||
{
|
||||
/// <summary>
|
||||
/// 激活接口,通常用于在某个时机手动实例化
|
||||
/// </summary>
|
||||
void Active();
|
||||
|
||||
/// <summary>
|
||||
/// 释放接口
|
||||
/// </summary>
|
||||
void Release();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 框架中的全局对象与Unity场景依赖相关的DontDestroyOnLoad需要统一管理,方便重启游戏时清除工作
|
||||
/// </summary>
|
||||
public static class SingletonSystem
|
||||
{
|
||||
private static List<ISingleton> _singletons;
|
||||
private static Dictionary<string, GameObject> _gameObjects;
|
||||
|
||||
public static void Retain(ISingleton go)
|
||||
{
|
||||
if (_singletons == null)
|
||||
{
|
||||
_singletons = new List<ISingleton>();
|
||||
}
|
||||
|
||||
_singletons.Add(go);
|
||||
}
|
||||
|
||||
public static void Retain(GameObject go)
|
||||
{
|
||||
if (_gameObjects == null)
|
||||
{
|
||||
_gameObjects = new Dictionary<string, GameObject>();
|
||||
}
|
||||
|
||||
if (_gameObjects.TryAdd(go.name, go))
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
Object.DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Release(GameObject go)
|
||||
{
|
||||
if (_gameObjects != null && _gameObjects.ContainsKey(go.name))
|
||||
{
|
||||
_gameObjects.Remove(go.name);
|
||||
Object.Destroy(go);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Release(ISingleton go)
|
||||
{
|
||||
if (_singletons != null && _singletons.Contains(go))
|
||||
{
|
||||
_singletons.Remove(go);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Release()
|
||||
{
|
||||
if (_gameObjects != null)
|
||||
{
|
||||
foreach (var item in _gameObjects)
|
||||
{
|
||||
Object.Destroy(item.Value);
|
||||
}
|
||||
|
||||
_gameObjects.Clear();
|
||||
}
|
||||
|
||||
if (_singletons != null)
|
||||
{
|
||||
for (int i = _singletons.Count -1; i >= 0; i--)
|
||||
{
|
||||
_singletons[i].Release();
|
||||
}
|
||||
|
||||
_singletons.Clear();
|
||||
}
|
||||
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
public static GameObject GetGameObject(string name)
|
||||
{
|
||||
GameObject go = null;
|
||||
if (_gameObjects != null)
|
||||
{
|
||||
_gameObjects.TryGetValue(name, out go);
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
internal static bool ContainsKey(string name)
|
||||
{
|
||||
if (_gameObjects != null)
|
||||
{
|
||||
return _gameObjects.ContainsKey(name);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static void Restart()
|
||||
{
|
||||
if (Camera.main != null)
|
||||
{
|
||||
Camera.main.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
Release();
|
||||
SceneManager.LoadScene(0);
|
||||
}
|
||||
|
||||
internal static ISingleton GetSingleton(string name)
|
||||
{
|
||||
for (int i = 0; i < _singletons.Count; ++i)
|
||||
{
|
||||
if (_singletons[i].ToString() == name)
|
||||
{
|
||||
return _singletons[i];
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ad00b596d0743a4b04591fe52087d0f
|
||||
timeCreated: 1715574577
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40a878a415f34e7a855fc4916bbb8e6b
|
||||
timeCreated: 1702479104
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1dcaa491f139438dbd963d8bbf0dba85
|
||||
timeCreated: 1702385397
|
@@ -0,0 +1,9 @@
|
||||
using System;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class BaseAttribute: Attribute
|
||||
{
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 819c4eaddddd4646a100da2e3f19c3c7
|
||||
timeCreated: 1702385397
|
@@ -0,0 +1,75 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class CodeTypes
|
||||
{
|
||||
private static CodeTypes _instance;
|
||||
public static CodeTypes Instance => _instance ??= new CodeTypes();
|
||||
|
||||
private readonly Dictionary<string, Type> _allTypes = new();
|
||||
private readonly UnOrderMultiMapSet<Type, Type> _types = new();
|
||||
|
||||
public void Init(Assembly[] assemblies)
|
||||
{
|
||||
Dictionary<string, Type> addTypes = GetAssemblyTypes(assemblies);
|
||||
foreach ((string fullName, Type type) in addTypes)
|
||||
{
|
||||
_allTypes[fullName] = type;
|
||||
|
||||
if (type.IsAbstract)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 记录所有的有BaseAttribute标记的的类型
|
||||
object[] objects = type.GetCustomAttributes(typeof(BaseAttribute), true);
|
||||
|
||||
foreach (object o in objects)
|
||||
{
|
||||
_types.Add(o.GetType(), type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public HashSet<Type> GetTypes(Type systemAttributeType)
|
||||
{
|
||||
if (!_types.ContainsKey(systemAttributeType))
|
||||
{
|
||||
return new HashSet<Type>();
|
||||
}
|
||||
|
||||
return _types[systemAttributeType];
|
||||
}
|
||||
|
||||
public Dictionary<string, Type> GetTypes()
|
||||
{
|
||||
return _allTypes;
|
||||
}
|
||||
|
||||
public Type GetType(string typeName)
|
||||
{
|
||||
return _allTypes[typeName];
|
||||
}
|
||||
|
||||
public static Dictionary<string, Type> GetAssemblyTypes(params Assembly[] args)
|
||||
{
|
||||
Dictionary<string, Type> types = new Dictionary<string, Type>();
|
||||
|
||||
foreach (Assembly ass in args)
|
||||
{
|
||||
foreach (Type type in ass.GetTypes())
|
||||
{
|
||||
if (type.FullName != null)
|
||||
{
|
||||
types[type.FullName] = type;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return types;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 01fdfc4515314c579523ac3716005210
|
||||
timeCreated: 1702385429
|
@@ -0,0 +1,80 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class UnOrderMultiMapSet<TKey, TValue>: Dictionary<TKey, HashSet<TValue>>
|
||||
{
|
||||
public new HashSet<TValue> this[TKey t]
|
||||
{
|
||||
get
|
||||
{
|
||||
HashSet<TValue> set;
|
||||
if (!TryGetValue(t, out set))
|
||||
{
|
||||
set = new HashSet<TValue>();
|
||||
}
|
||||
return set;
|
||||
}
|
||||
}
|
||||
|
||||
public Dictionary<TKey, HashSet<TValue>> GetDictionary()
|
||||
{
|
||||
return this;
|
||||
}
|
||||
|
||||
public void Add(TKey t, TValue k)
|
||||
{
|
||||
HashSet<TValue> set;
|
||||
TryGetValue(t, out set);
|
||||
if (set == null)
|
||||
{
|
||||
set = new HashSet<TValue>();
|
||||
base[t] = set;
|
||||
}
|
||||
set.Add(k);
|
||||
}
|
||||
|
||||
public bool Remove(TKey t, TValue k)
|
||||
{
|
||||
HashSet<TValue> set;
|
||||
TryGetValue(t, out set);
|
||||
if (set == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!set.Remove(k))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (set.Count == 0)
|
||||
{
|
||||
Remove(t);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Contains(TKey t, TValue k)
|
||||
{
|
||||
HashSet<TValue> set;
|
||||
TryGetValue(t, out set);
|
||||
if (set == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return set.Contains(k);
|
||||
}
|
||||
|
||||
public new int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
int count = 0;
|
||||
foreach (KeyValuePair<TKey,HashSet<TValue>> kv in this)
|
||||
{
|
||||
count += kv.Value.Count;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b798f0c1317c4caf9ace168f07b51d4f
|
||||
timeCreated: 1702385485
|
@@ -171,7 +171,7 @@ namespace GameLogic
|
||||
CurState = false;
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
RemoveNotifyBind();
|
||||
}
|
||||
|
@@ -516,7 +516,7 @@ namespace GameLogic
|
||||
{
|
||||
if (paramList is { Count: > 0 })
|
||||
{
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@@ -7,14 +7,14 @@ namespace GameLogic
|
||||
public class RedNoteWidget : UIWidget
|
||||
{
|
||||
#region 脚本工具生成的代码
|
||||
public override void ScriptGenerator()
|
||||
protected override void ScriptGenerator()
|
||||
{
|
||||
}
|
||||
#endregion
|
||||
|
||||
private Image m_image;
|
||||
public RedNoteBehaviour m_redNote;
|
||||
public override void OnCreate()
|
||||
protected override void OnCreate()
|
||||
{
|
||||
m_redNote = CreateWidget<RedNoteBehaviour>(gameObject);
|
||||
m_image = gameObject.GetComponent<Image>();
|
||||
@@ -42,10 +42,10 @@ namespace GameLogic
|
||||
|
||||
public void SetSprite(string sprite)
|
||||
{
|
||||
m_image.SetSprite(sprite);
|
||||
// m_image.SetSprite(sprite);
|
||||
}
|
||||
|
||||
public override void OnUpdate()
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
/*if (!m_redNote.CurState)
|
||||
{
|
||||
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2de5a58f37a4ae64e804f150144da809
|
||||
guid: 123e7155051957847883c574bf957c7f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@@ -0,0 +1,49 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// 封装一个角色可能用到的各种shader场景。
|
||||
/// </summary>
|
||||
class ActorShaderGroup
|
||||
{
|
||||
private readonly TShader[] _allShader = new TShader[(int)ActorShaderEnvType.EnvTypeMax];
|
||||
|
||||
/// <summary>
|
||||
/// 增加Shader到角色Shader分组。
|
||||
/// </summary>
|
||||
/// <param name="shaderType">当前环境类型。</param>
|
||||
/// <param name="shader">TShader。</param>
|
||||
public void AddShader(ActorShaderEnvType shaderType, TShader shader)
|
||||
{
|
||||
_allShader[(int)shaderType] = shader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前环境获取Shader。
|
||||
/// </summary>
|
||||
/// <param name="type">当前环境类型。</param>
|
||||
/// <returns>TShader。</returns>
|
||||
public TShader GetShader(ActorShaderEnvType type)
|
||||
{
|
||||
return _allShader[(int)type];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断是否符合shader集合。
|
||||
/// </summary>
|
||||
/// <param name="shader">Shader实例。</param>
|
||||
/// <returns>是否符合。</returns>
|
||||
public bool IsMatch(Shader shader)
|
||||
{
|
||||
foreach (var dodShader in _allShader)
|
||||
{
|
||||
if (dodShader != null && dodShader.Shader == shader)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79b6e5be73e14c929b6a3b4a980976ac
|
||||
timeCreated: 1701916950
|
@@ -0,0 +1,117 @@
|
||||
using GameBase;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
enum ActorShaderGroupType
|
||||
{
|
||||
/// <summary>
|
||||
/// 通用的角色shader
|
||||
/// </summary>
|
||||
Brdf = 0,
|
||||
|
||||
/// <summary>
|
||||
/// 眼睛
|
||||
/// </summary>
|
||||
BrdfEye,
|
||||
|
||||
///可能后面扩展,比如特效的特殊角色材质
|
||||
GroupMax,
|
||||
}
|
||||
|
||||
enum ActorShaderEnvType
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏内场景默认模型,不带阴影,不带xray,不透明效果
|
||||
/// </summary>
|
||||
EnvNormal = 0,
|
||||
|
||||
/// <summary>
|
||||
/// 展示场景
|
||||
/// </summary>
|
||||
EnvShow,
|
||||
|
||||
/// <summary>
|
||||
/// 带阴影
|
||||
/// </summary>
|
||||
EnvShadow,
|
||||
|
||||
/// <summary>
|
||||
/// 带xray,默认也带Shadow
|
||||
/// </summary>
|
||||
EnvXRay,
|
||||
|
||||
/// <summary>
|
||||
/// 透明渐隐效果
|
||||
/// </summary>
|
||||
EnvAlphaFade,
|
||||
|
||||
/// <summary>
|
||||
/// 展示场景没shadow
|
||||
/// </summary>
|
||||
EnvShow_NoShadow,
|
||||
|
||||
EnvTypeMax
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 角色Shader管理器。
|
||||
/// </summary>
|
||||
class ActorShaderMgr : Singleton<ActorShaderMgr>
|
||||
{
|
||||
private readonly ActorShaderGroup[] _allShaderGroup = new ActorShaderGroup[(int)ActorShaderGroupType.GroupMax];
|
||||
|
||||
public ActorShaderMgr()
|
||||
{
|
||||
CreateBrdfShader();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前Render查找角色的Shader分组。
|
||||
/// </summary>
|
||||
/// <param name="render">Render。</param>
|
||||
/// <returns>角色的Shader分组。</returns>
|
||||
public ActorShaderGroup FindShaderGroup(Renderer render)
|
||||
{
|
||||
var sharedMat = render.sharedMaterial;
|
||||
if (sharedMat == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var shader = sharedMat.shader;
|
||||
foreach (var group in _allShaderGroup)
|
||||
{
|
||||
if (group != null && group.IsMatch(shader))
|
||||
{
|
||||
return group;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private void CreateBrdfShader()
|
||||
{
|
||||
//通用的效果
|
||||
var actorShader = new ActorShaderGroup();
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorBrdf",shaderLocation:"ActorBrdf_Show"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShow_NoShadow, new TShader("TEngine/Actor/Show/ActorBrdf_NoShadow",shaderLocation:"ActorBrdf_NoShadow"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf_Normal"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/X-Ray",shaderLocation:"X-Ray"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorBrdf",shaderLocation:"ActorBrdf_Fade"));
|
||||
_allShaderGroup[(int)ActorShaderGroupType.Brdf] = actorShader;
|
||||
|
||||
|
||||
//眼睛效果
|
||||
actorShader = new ActorShaderGroup();
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorEye",shaderLocation:"ActorEye_Show", "MRT_DISABLE", "MRT_ENABLE"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorEye",shaderLocation:"ActorEye_Fade"));
|
||||
|
||||
_allShaderGroup[(int)ActorShaderGroupType.BrdfEye] = actorShader;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a38b9b4bee84fabb1ef8db5292a6db6
|
||||
timeCreated: 1701916853
|
@@ -0,0 +1,154 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// TShader scripts used for all rendering.
|
||||
/// <remarks>统一封装对shader的管理。</remarks>
|
||||
/// </summary>
|
||||
public class TShader
|
||||
{
|
||||
private bool _loaded;
|
||||
private Shader _shader;
|
||||
private readonly string _shaderName;
|
||||
private readonly string _shaderLocation;
|
||||
private readonly List<string> _keywordOn = new List<string>();
|
||||
private readonly List<string> _keywordOff = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// Shader scripts used for all rendering.
|
||||
/// </summary>
|
||||
public Shader Shader
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_loaded)
|
||||
{
|
||||
_loaded = true;
|
||||
_shader = FindShader(_shaderLocation,_shaderName);
|
||||
|
||||
if (_shader == null)
|
||||
{
|
||||
Log.Error($"invalid shader path: {_shaderLocation}, shader name {_shaderName}");
|
||||
}
|
||||
}
|
||||
|
||||
return _shader;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找Shader。
|
||||
/// </summary>
|
||||
/// <param name="shaderLocation">Shader定位地址。</param>
|
||||
/// <param name="shaderName">Shader名称。</param>
|
||||
/// <returns>Shader实例。</returns>
|
||||
public static Shader FindShader(string shaderLocation,string shaderName)
|
||||
{
|
||||
Shader shader = GameModule.Resource.LoadAsset<Shader>(shaderLocation);
|
||||
if (shader != null)
|
||||
{
|
||||
return shader;
|
||||
}
|
||||
return Shader.Find(shaderName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TShader构造函数。
|
||||
/// </summary>
|
||||
/// <param name="shaderName">shader名称。</param>
|
||||
/// <param name="shaderLocation">shader路径。</param>
|
||||
public TShader(string shaderName, string shaderLocation)
|
||||
{
|
||||
_shaderName = shaderName;
|
||||
_shaderLocation = shaderLocation;
|
||||
_shader = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TShader构造函数。
|
||||
/// </summary>
|
||||
/// <param name="shaderName">shader名称。</param>
|
||||
/// <param name="shaderLocation">shader路径。</param>
|
||||
/// <param name="keywordOn">开启选项。</param>
|
||||
/// <param name="keywordOff">关闭选项。</param>
|
||||
public TShader(string shaderName, string shaderLocation, string keywordOn, string keywordOff)
|
||||
{
|
||||
_shaderName = shaderName;
|
||||
_shaderLocation = shaderLocation;
|
||||
_shader = null;
|
||||
_keywordOn.Add(keywordOn);
|
||||
_keywordOff.Add(keywordOff);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TShader构造函数。
|
||||
/// </summary>
|
||||
/// <param name="shaderName">shader名称。</param>
|
||||
/// <param name="shaderLocation">shader路径。</param>
|
||||
/// <param name="keywordOn">开启选项。</param>
|
||||
/// <param name="keywordOff">关闭选项。</param>
|
||||
public TShader(string shaderName, string shaderLocation, string[] keywordOn, string[] keywordOff)
|
||||
{
|
||||
_shaderName = shaderName;
|
||||
_shaderLocation = shaderLocation;
|
||||
_shader = null;
|
||||
_keywordOn.AddRange(keywordOn);
|
||||
_keywordOff.AddRange(keywordOff);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置Shader效果。
|
||||
/// </summary>
|
||||
/// <param name="render">渲染对象。</param>
|
||||
public void ApplyRender(Renderer render)
|
||||
{
|
||||
var sharedMat = render.sharedMaterial;
|
||||
if (sharedMat != null)
|
||||
{
|
||||
//copy一份材质
|
||||
sharedMat = render.material;
|
||||
sharedMat.shader = Shader;
|
||||
|
||||
foreach (var keyword in _keywordOff)
|
||||
{
|
||||
sharedMat.DisableKeyword(keyword);
|
||||
}
|
||||
|
||||
foreach (var keyword in _keywordOn)
|
||||
{
|
||||
sharedMat.EnableKeyword(keyword);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清除shader。
|
||||
/// </summary>
|
||||
/// <param name="render">渲染对象。</param>
|
||||
public void ClearRender(Renderer render)
|
||||
{
|
||||
if (_keywordOff.Count <= 0 && _keywordOn.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var sharedMat = render.sharedMaterial;
|
||||
if (sharedMat != null)
|
||||
{
|
||||
//copy一份材质。
|
||||
sharedMat = render.material;
|
||||
for (int k = 0; k < _keywordOn.Count; k++)
|
||||
{
|
||||
sharedMat.DisableKeyword(_keywordOn[k]);
|
||||
}
|
||||
|
||||
for (int k = 0; k < _keywordOff.Count; k++)
|
||||
{
|
||||
sharedMat.EnableKeyword(_keywordOff[k]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e219233984c14f7d97bc744c07fe13d0
|
||||
timeCreated: 1698115491
|
@@ -377,7 +377,7 @@ namespace GameLogic
|
||||
private GridItemPool TryCreateItemPool(string itemPrefabName)
|
||||
{
|
||||
string resPath = itemPrefabName;
|
||||
GameObject go = GameModule.Resource.LoadAsset<GameObject>(resPath, _containerTrans);
|
||||
GameObject go = GameModule.Resource.LoadGameObject(resPath, parent: _containerTrans);
|
||||
if (go != null)
|
||||
{
|
||||
go.SetActive(false);
|
||||
|
@@ -669,7 +669,7 @@ namespace GameLogic
|
||||
private ItemPool TryCreateItemPool(string itemPrefabName)
|
||||
{
|
||||
string resPath = itemPrefabName;
|
||||
GameObject go = GameModule.Resource.LoadAsset<GameObject>(resPath, _containerTrans);
|
||||
GameObject go = GameModule.Resource.LoadGameObject(resPath, parent: _containerTrans);
|
||||
if (go != null)
|
||||
{
|
||||
go.SetActive(false);
|
||||
|
@@ -55,7 +55,7 @@ namespace GameLogic
|
||||
}
|
||||
}
|
||||
|
||||
public override void BindMemberProperty()
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
m_selectNode = FindChild("SelectNode");
|
||||
m_noSelectNode = FindChild("NoSelectNode");
|
||||
|
@@ -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>
|
||||
@@ -86,7 +86,7 @@ namespace GameLogic
|
||||
{
|
||||
}
|
||||
|
||||
public override void RegisterEvent()
|
||||
protected override void RegisterEvent()
|
||||
{
|
||||
base.RegisterEvent();
|
||||
AddSelectEvt();
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
selectIndex = i;
|
||||
if (SelectByClick)
|
||||
{
|
||||
selectIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96f732d895e94fbc99c904d66ca844ca
|
||||
timeCreated: 1701844130
|
@@ -30,19 +30,19 @@ namespace GameLogic
|
||||
/// </summary>
|
||||
public List<TItem> items => m_items;
|
||||
|
||||
public override void BindMemberProperty()
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
base.BindMemberProperty();
|
||||
LoopRectView = rectTransform.GetComponent<LoopGridView>();
|
||||
}
|
||||
|
||||
public override void OnCreate()
|
||||
protected override void OnCreate()
|
||||
{
|
||||
base.OnCreate();
|
||||
LoopRectView.InitGridView(0, OnGetItemByIndex);
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
m_itemCache.Clear();
|
||||
@@ -66,6 +66,7 @@ namespace GameLogic
|
||||
LoopRectView.SetListItemCount(n);
|
||||
LoopRectView.RefreshAllShownItem();
|
||||
m_tpFuncItem = null;
|
||||
UpdateAllItemSelect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -148,11 +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>
|
||||
@@ -178,5 +188,21 @@ namespace GameLogic
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -10,13 +10,13 @@ namespace GameLogic
|
||||
|
||||
private GameFrameworkDictionary<int, T> m_itemCache = new GameFrameworkDictionary<int, T>();
|
||||
|
||||
public override void BindMemberProperty()
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
base.BindMemberProperty();
|
||||
LoopRectView = this.rectTransform.GetComponent<LoopListView>();
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
m_itemCache.Clear();
|
||||
|
@@ -31,19 +31,19 @@ namespace GameLogic
|
||||
/// </summary>
|
||||
public List<TItem> items => m_items;
|
||||
|
||||
public override void BindMemberProperty()
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
base.BindMemberProperty();
|
||||
LoopRectView = rectTransform.GetComponent<LoopListView>();
|
||||
}
|
||||
|
||||
public override void OnCreate()
|
||||
protected override void OnCreate()
|
||||
{
|
||||
base.OnCreate();
|
||||
LoopRectView.InitListView(0, OnGetItemByIndex);
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
m_itemCache.Clear();
|
||||
@@ -67,6 +67,7 @@ namespace GameLogic
|
||||
LoopRectView.SetListItemCount(n);
|
||||
LoopRectView.RefreshAllShownItem();
|
||||
m_tpFuncItem = null;
|
||||
UpdateAllItemSelect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -147,11 +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>
|
||||
@@ -186,5 +196,30 @@ namespace GameLogic
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d1f693ff76ae490fbe194855d94e8266
|
||||
timeCreated: 1702479172
|
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 事件接口帮助类。
|
||||
/// </summary>
|
||||
internal class EventInterfaceHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 初始化。
|
||||
/// </summary>
|
||||
public static void Init()
|
||||
{
|
||||
RegisterEventInterface_Logic.Register(GameEvent.EventMgr);
|
||||
RegisterEventInterface_UI.Register(GameEvent.EventMgr);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9afaf331ee7249adb5cc0953dfd3413c
|
||||
timeCreated: 1702379658
|
@@ -0,0 +1,16 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
[System.AttributeUsage(System.AttributeTargets.Class)]
|
||||
internal class EventInterfaceImpAttribute : BaseAttribute
|
||||
{
|
||||
private EEventGroup _eGroup;
|
||||
public EEventGroup EventGroup => _eGroup;
|
||||
|
||||
public EventInterfaceImpAttribute(EEventGroup group)
|
||||
{
|
||||
_eGroup = group;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bbf40942b0e4470bb8d8a82577f713c
|
||||
timeCreated: 1702479403
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de49bf2e9f0a4fac85851a582e2fb4ed
|
||||
timeCreated: 1702379835
|
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bff68b49afffbe54b9d5ff4e4cad4f23
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,70 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by autoBindTool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public partial class IActorLogicEvent_Event
|
||||
{
|
||||
public static readonly int OnMainPlayerDataChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerDataChange");
|
||||
public static readonly int OnMainPlayerLevelChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerLevelChange");
|
||||
public static readonly int OnMainPlayerGoldChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerGoldChange");
|
||||
public static readonly int OnMainPlayerDiamondChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerDiamondChange");
|
||||
public static readonly int OnMainPlayerBindDiamondChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerBindDiamondChange");
|
||||
public static readonly int OnMainPlayerCurrencyChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerCurrencyChange");
|
||||
public static readonly int OnMainPlayerExpChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerExpChange");
|
||||
}
|
||||
|
||||
[EventInterfaceImp(EEventGroup.GroupLogic)]
|
||||
public partial class IActorLogicEvent_Gen : IActorLogicEvent
|
||||
{
|
||||
private EventDispatcher _dispatcher;
|
||||
public IActorLogicEvent_Gen(EventDispatcher dispatcher)
|
||||
{
|
||||
_dispatcher = dispatcher;
|
||||
}
|
||||
|
||||
public void OnMainPlayerDataChange()
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerDataChange);
|
||||
}
|
||||
|
||||
public void OnMainPlayerLevelChange()
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerLevelChange);
|
||||
}
|
||||
|
||||
public void OnMainPlayerGoldChange(System.UInt32 oldVal,System.UInt32 newVal)
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerGoldChange,oldVal,newVal);
|
||||
}
|
||||
|
||||
public void OnMainPlayerDiamondChange(System.UInt32 oldVal,System.UInt32 newVal)
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerDiamondChange,oldVal,newVal);
|
||||
}
|
||||
|
||||
public void OnMainPlayerBindDiamondChange(System.UInt32 oldVal,System.UInt32 newVal)
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerBindDiamondChange,oldVal,newVal);
|
||||
}
|
||||
|
||||
public void OnMainPlayerCurrencyChange(GameLogic.CurrencyType type,System.UInt32 oldVal,System.UInt32 newVal)
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerCurrencyChange,type,oldVal,newVal);
|
||||
}
|
||||
|
||||
public void OnMainPlayerExpChange(System.UInt64 oldVal,System.UInt64 newVal)
|
||||
{
|
||||
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerExpChange,oldVal,newVal);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0bf9618a577c38c40a5ff75c626deb98
|
||||
guid: 12d7d4edd7d06bc4286ea4af153380c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 615ca01c7a524654c91935631f39f570
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,40 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by autoBindTool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public partial class ILoginUI_Event
|
||||
{
|
||||
public static readonly int OnRoleLogin = RuntimeId.ToRuntimeId("ILoginUI_Event.OnRoleLogin");
|
||||
public static readonly int OnRoleLoginOut = RuntimeId.ToRuntimeId("ILoginUI_Event.OnRoleLoginOut");
|
||||
}
|
||||
|
||||
[EventInterfaceImp(EEventGroup.GroupUI)]
|
||||
public partial class ILoginUI_Gen : ILoginUI
|
||||
{
|
||||
private EventDispatcher _dispatcher;
|
||||
public ILoginUI_Gen(EventDispatcher dispatcher)
|
||||
{
|
||||
_dispatcher = dispatcher;
|
||||
}
|
||||
|
||||
public void OnRoleLogin(System.Boolean isReconnect)
|
||||
{
|
||||
_dispatcher.Send(ILoginUI_Event.OnRoleLogin,isReconnect);
|
||||
}
|
||||
|
||||
public void OnRoleLoginOut()
|
||||
{
|
||||
_dispatcher.Send(ILoginUI_Event.OnRoleLoginOut);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 956a30a2d6a8ac448a99a3215faca1f8
|
||||
guid: bde7ed0ea10cf29448370b39ecd69a97
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7cf3381dedbf4daeb53e710a5c544204
|
||||
timeCreated: 1702433587
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 610229edeca4417685ffd07f18b2b9f1
|
||||
timeCreated: 1702379817
|
@@ -0,0 +1,38 @@
|
||||
using System;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 示例货币枚举。
|
||||
/// </summary>
|
||||
public enum CurrencyType
|
||||
{
|
||||
None,
|
||||
Gold,
|
||||
Diamond,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 示意逻辑层事件。
|
||||
/// <remarks> 优化抛出事件,通过接口约束事件参数。</remarks>
|
||||
/// <remarks> example: GameEvent.Get<IActorLogicEvent>().OnMainPlayerCurrencyChange(CurrencyType.Gold,oldVal,newVal); </remarks>
|
||||
/// </summary>
|
||||
[EventInterface(EEventGroup.GroupLogic)]
|
||||
interface IActorLogicEvent
|
||||
{
|
||||
void OnMainPlayerDataChange();
|
||||
|
||||
void OnMainPlayerLevelChange();
|
||||
|
||||
void OnMainPlayerGoldChange(uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerDiamondChange(uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerBindDiamondChange(uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerCurrencyChange(CurrencyType type, uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerExpChange(ulong oldVal, ulong newVal);
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d4558cb74e8462a86f0ee3461f6b7c9
|
||||
timeCreated: 1702383645
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90e13cc92c5d42f28b4f5fab599f472a
|
||||
timeCreated: 1702379805
|
@@ -0,0 +1,17 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 示意UI层事件。
|
||||
/// <remarks> 优化抛出事件,通过接口约束事件参数。</remarks>
|
||||
/// <remarks> example: GameEvent.Get<ILoginUI>().OnRoleLogin(isReconnect); </remarks>
|
||||
/// </summary>
|
||||
[EventInterface(EEventGroup.GroupUI)]
|
||||
public interface ILoginUI
|
||||
{
|
||||
public void OnRoleLogin(bool isReconnect);
|
||||
|
||||
public void OnRoleLoginOut();
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33b45e62bd3447498acfe874017b9a35
|
||||
timeCreated: 1702433755
|
@@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 逻辑层事件接口。
|
||||
/// </summary>
|
||||
internal class RegisterEventInterface_Logic
|
||||
{
|
||||
/// <summary>
|
||||
/// 注册逻辑层事件接口。
|
||||
/// </summary>
|
||||
/// <param name="mgr">事件管理器。</param>
|
||||
public static void Register(EventMgr mgr)
|
||||
{
|
||||
HashSet<Type> types = CodeTypes.Instance.GetTypes(typeof(EventInterfaceImpAttribute));
|
||||
|
||||
foreach (Type type in types)
|
||||
{
|
||||
object[] attrs = type.GetCustomAttributes(typeof(EventInterfaceImpAttribute), false);
|
||||
if (attrs.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EventInterfaceImpAttribute httpHandlerAttribute = (EventInterfaceImpAttribute)attrs[0];
|
||||
|
||||
if (httpHandlerAttribute.EventGroup != EEventGroup.GroupLogic)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
|
||||
|
||||
mgr.Init();
|
||||
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8bdf6c139b44758aa16db2e1837f5d9
|
||||
timeCreated: 1702379518
|
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// UI层事件接口。
|
||||
/// </summary>
|
||||
internal class RegisterEventInterface_UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 注册UI层事件接口。
|
||||
/// </summary>
|
||||
/// <param name="mgr">事件管理器。</param>
|
||||
public static void Register(EventMgr mgr)
|
||||
{
|
||||
HashSet<Type> types = CodeTypes.Instance.GetTypes(typeof(EventInterfaceImpAttribute));
|
||||
|
||||
foreach (Type type in types)
|
||||
{
|
||||
object[] attrs = type.GetCustomAttributes(typeof(EventInterfaceImpAttribute), false);
|
||||
if (attrs.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EventInterfaceImpAttribute httpHandlerAttribute = (EventInterfaceImpAttribute)attrs[0];
|
||||
|
||||
if (httpHandlerAttribute.EventGroup != EEventGroup.GroupUI)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
|
||||
|
||||
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f53b67f2cfbe4912bffee9593cd60970
|
||||
timeCreated: 1702379505
|
@@ -19,7 +19,7 @@ public partial class GameApp:Singleton<GameApp>
|
||||
_hotfixAssembly = (List<Assembly>)objects[0];
|
||||
Log.Warning("======= 看到此条日志代表你成功运行了热更新代码 =======");
|
||||
Log.Warning("======= Entrance GameApp =======");
|
||||
Instance.Init();
|
||||
Instance.Active();
|
||||
Instance.Start();
|
||||
Utility.Unity.AddUpdateListener(Instance.Update);
|
||||
Utility.Unity.AddFixedUpdateListener(Instance.FixedUpdate);
|
||||
@@ -46,6 +46,7 @@ public partial class GameApp:Singleton<GameApp>
|
||||
/// <param name="shutdownType">关闭游戏框架类型。</param>
|
||||
public static void Shutdown(ShutdownType shutdownType)
|
||||
{
|
||||
Log.Info("GameApp Shutdown");
|
||||
if (shutdownType == ShutdownType.None)
|
||||
{
|
||||
return;
|
||||
@@ -59,8 +60,9 @@ public partial class GameApp:Singleton<GameApp>
|
||||
Utility.Unity.RemoveDestroyListener(Instance.OnDestroy);
|
||||
Utility.Unity.RemoveOnDrawGizmosListener(Instance.OnDrawGizmos);
|
||||
Utility.Unity.RemoveOnApplicationPauseListener(Instance.OnApplicationPause);
|
||||
return;
|
||||
}
|
||||
|
||||
SingletonSystem.Release();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -128,6 +130,7 @@ public partial class GameApp:Singleton<GameApp>
|
||||
var logic = listLogic[i];
|
||||
logic.OnDestroy();
|
||||
}
|
||||
Shutdown(ShutdownType.Restart);
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
|
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -6,8 +7,10 @@ public partial class GameApp
|
||||
{
|
||||
private List<ILogicSys> _listLogicMgr;
|
||||
|
||||
private void Init()
|
||||
public override void Active()
|
||||
{
|
||||
CodeTypes.Instance.Init(_hotfixAssembly.ToArray());
|
||||
EventInterfaceHelper.Init();
|
||||
_listLogicMgr = new List<ILogicSys>();
|
||||
RegisterAllSystem();
|
||||
InitSystemSetting();
|
||||
|
@@ -3,12 +3,11 @@
|
||||
"rootNamespace": "GameLogic",
|
||||
"references": [
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:15fc0a57446b3144c949da3e2b9737a9",
|
||||
"GUID:cbb0d51b565003841ae81cdbaf747114",
|
||||
"GUID:8f58f15387c7a6f4fad9857024eb47f7",
|
||||
"GUID:24c092aee38482f4e80715eaa8148782",
|
||||
"GUID:e34a5702dd353724aa315fb8011f08c3",
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23"
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:e34a5702dd353724aa315fb8011f08c3"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
@@ -2,12 +2,9 @@
|
||||
"name": "GameProto",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:d8b63aba1907145bea998dd612889d6b",
|
||||
"GUID:cbb0d51b565003841ae81cdbaf747114",
|
||||
"GUID:24c092aee38482f4e80715eaa8148782",
|
||||
"GUID:756335c0388f7114790e504ed368ae1d",
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:e34a5702dd353724aa315fb8011f08c3"
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
@@ -1,11 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameProto
|
||||
{
|
||||
public class GameProto_Empty
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@@ -56,8 +56,8 @@ namespace GameMain
|
||||
/// </summary>
|
||||
public static void HideAll()
|
||||
{
|
||||
GameModule.UI.CloseWindow<UILoadTip>();
|
||||
GameModule.UI.CloseWindow<UILoadUpdate>();
|
||||
GameModule.UI.CloseUI<UILoadTip>();
|
||||
GameModule.UI.CloseUI<UILoadUpdate>();
|
||||
}
|
||||
}
|
||||
}
|
@@ -25,7 +25,7 @@ namespace GameMain
|
||||
private Text m_textInfo;
|
||||
private Button m_btnIgnore;
|
||||
private Button m_btnUpdate;
|
||||
public override void ScriptGenerator()
|
||||
protected override void ScriptGenerator()
|
||||
{
|
||||
m_btnPackage = FindChildComponent<Button>("BgImage/m_btnPackage");
|
||||
m_textTittle = FindChildComponent<Text>("BgImage/m_textTittle");
|
||||
@@ -81,8 +81,18 @@ namespace GameMain
|
||||
|
||||
#endregion
|
||||
|
||||
public override void OnRefresh()
|
||||
protected override void OnRefresh()
|
||||
{
|
||||
OnOk = (Action)userDatas[1];
|
||||
OnCancel = (Action)userDatas[2];
|
||||
ShowType = (MessageShowType)userDatas[3];
|
||||
|
||||
var loadStyleUI = gameObject.GetComponent<LoadStyle>();
|
||||
if (loadStyleUI)
|
||||
{
|
||||
loadStyleUI.SetStyle((LoadStyle.StyleEnum)userDatas[4]);
|
||||
}
|
||||
|
||||
base.OnRefresh();
|
||||
m_btnIgnore.gameObject.SetActive(false);
|
||||
m_btnPackage.gameObject.SetActive(false);
|
||||
@@ -121,23 +131,7 @@ namespace GameMain
|
||||
Action onCancel = null,
|
||||
Action onPackage = null)
|
||||
{
|
||||
var operation = GameModule.UI.ShowUI<UILoadTip>(desc);
|
||||
if (operation == null || operation.Window == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var ui = operation.Window as UILoadTip;
|
||||
ui.OnOk = onOk;
|
||||
ui.OnCancel = onCancel;
|
||||
ui.ShowType = showtype;
|
||||
ui.OnRefresh();
|
||||
|
||||
var loadStyleUI = ui.gameObject.GetComponent<LoadStyle>();
|
||||
if (loadStyleUI)
|
||||
{
|
||||
loadStyleUI.SetStyle(style);
|
||||
}
|
||||
GameModule.UI.ShowUI<UILoadTip>(desc,onOk,onCancel,showtype,style);
|
||||
}
|
||||
}
|
||||
}
|
@@ -16,7 +16,7 @@ namespace GameMain
|
||||
private Button m_btnClear;
|
||||
private Text m_textAppid;
|
||||
private Text m_textResid;
|
||||
public override void ScriptGenerator()
|
||||
protected override void ScriptGenerator()
|
||||
{
|
||||
m_imgBackGround = FindChildComponent<Image>("m_imgBackGround");
|
||||
m_textDesc = FindChildComponent<Text>("m_textDesc");
|
||||
@@ -28,7 +28,7 @@ namespace GameMain
|
||||
}
|
||||
#endregion
|
||||
|
||||
public override void OnCreate()
|
||||
protected override void OnCreate()
|
||||
{
|
||||
base.OnCreate();
|
||||
LoadUpdateLogic.Instance.DownloadCompleteAction += DownLoad_Complete_Action;
|
||||
@@ -38,10 +38,15 @@ namespace GameMain
|
||||
m_btnClear.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public override void OnRefresh()
|
||||
protected override void RegisterEvent()
|
||||
{
|
||||
base.RegisterEvent();
|
||||
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
|
||||
}
|
||||
|
||||
protected override void OnRefresh()
|
||||
{
|
||||
base.OnRefresh();
|
||||
RefreshVersion();
|
||||
}
|
||||
|
||||
#region 事件
|
||||
@@ -118,7 +123,7 @@ namespace GameMain
|
||||
m_scrollbarProgress.size = progress;
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
OnStop(null);
|
||||
|
@@ -13,9 +13,18 @@ namespace GameMain
|
||||
|
||||
private ProcedureOwner _procedureOwner;
|
||||
|
||||
private float CurrentSpeed =>
|
||||
(GameModule.Resource.Downloader.TotalDownloadBytes -
|
||||
GameModule.Resource.Downloader.CurrentDownloadBytes) / GameTime.time;
|
||||
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)
|
||||
{
|
||||
@@ -63,7 +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);
|
||||
|
||||
|
@@ -29,90 +29,108 @@ namespace GameMain
|
||||
|
||||
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
|
||||
{
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode)
|
||||
try
|
||||
{
|
||||
if (SettingsUtils.EnableUpdateData())
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
|
||||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
|
||||
{
|
||||
UpdateData updateData = await RequestUpdateData();
|
||||
|
||||
if (updateData != null)
|
||||
if (SettingsUtils.EnableUpdateData())
|
||||
{
|
||||
if (!string.IsNullOrEmpty(updateData.HostServerURL))
|
||||
{
|
||||
SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
|
||||
}
|
||||
UpdateData updateData = await RequestUpdateData();
|
||||
|
||||
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
|
||||
if (updateData != null)
|
||||
{
|
||||
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL = updateData.FallbackHostServerURL;
|
||||
if (!string.IsNullOrEmpty(updateData.HostServerURL))
|
||||
{
|
||||
SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
|
||||
{
|
||||
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
|
||||
updateData.FallbackHostServerURL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var initializationOperation = GameModule.Resource.InitPackage();
|
||||
var initializationOperation = await GameModule.Resource.InitPackage();
|
||||
|
||||
await UniTask.Delay(TimeSpan.FromSeconds(1f));
|
||||
|
||||
await initializationOperation.ToUniTask();
|
||||
|
||||
if (initializationOperation.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
//热更新阶段文本初始化
|
||||
LoadText.Instance.InitConfigData(null);
|
||||
//热更新UI初始化
|
||||
UILoadMgr.Initialize();
|
||||
|
||||
EPlayMode playMode = GameModule.Resource.PlayMode;
|
||||
|
||||
// 编辑器模式。
|
||||
if (playMode == EPlayMode.EditorSimulateMode)
|
||||
if (initializationOperation.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
Log.Info("Editor resource mode detected.");
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
//热更新阶段文本初始化
|
||||
LoadText.Instance.InitConfigData(null);
|
||||
|
||||
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
|
||||
|
||||
EPlayMode playMode = GameModule.Resource.PlayMode;
|
||||
|
||||
// 编辑器模式。
|
||||
if (playMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
Log.Info("Editor resource mode detected.");
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
}
|
||||
// 单机模式。
|
||||
else if (playMode == EPlayMode.OfflinePlayMode)
|
||||
{
|
||||
Log.Info("Package resource mode detected.");
|
||||
ChangeState<ProcedureInitResources>(procedureOwner);
|
||||
}
|
||||
// 可更新模式。
|
||||
else if (playMode == EPlayMode.HostPlayMode ||
|
||||
playMode == EPlayMode.WebPlayMode)
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
|
||||
Log.Info("Updatable resource mode detected.");
|
||||
ChangeState<ProcedureUpdateVersion>(procedureOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("UnKnow resource mode detected Please check???");
|
||||
}
|
||||
}
|
||||
// 单机模式。
|
||||
else if (playMode == EPlayMode.OfflinePlayMode)
|
||||
{
|
||||
Log.Info("Package resource mode detected.");
|
||||
ChangeState<ProcedureInitResources>(procedureOwner);
|
||||
}
|
||||
// 可更新模式。
|
||||
else if (playMode == EPlayMode.HostPlayMode)
|
||||
else
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
|
||||
Log.Info("Updatable resource mode detected.");
|
||||
ChangeState<ProcedureUpdateVersion>(procedureOwner);
|
||||
}
|
||||
// 可更新模式。
|
||||
else if (playMode == EPlayMode.WebPlayMode)
|
||||
{
|
||||
Log.Info("WebPlayMode resource mode detected.");
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("UnKnow resource mode detected Please check???");
|
||||
Log.Error($"{initializationOperation.Error}");
|
||||
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
|
||||
|
||||
UILoadTip.ShowMessageBox(
|
||||
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
|
||||
MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
|
||||
}
|
||||
}
|
||||
else
|
||||
catch (Exception e)
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
|
||||
Log.Error($"{initializationOperation.Error}");
|
||||
|
||||
// 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,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
|
||||
OnInitPackageFailed(procedureOwner, e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnInitPackageFailed(ProcedureOwner procedureOwner, string message)
|
||||
{
|
||||
// 打开启动UI。
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate);
|
||||
|
||||
Log.Error($"{message}");
|
||||
|
||||
// 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{message}</color>", MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { Retry(procedureOwner); },
|
||||
Application.Quit);
|
||||
}
|
||||
|
||||
private void Retry(ProcedureOwner procedureOwner)
|
||||
{
|
||||
// 打开启动UI。
|
||||
|
@@ -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();
|
||||
|
||||
|
@@ -2,7 +2,9 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
#if ENABLE_HYBRIDCLR
|
||||
using HybridCLR;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
using TEngine;
|
||||
using System.Reflection;
|
||||
@@ -15,11 +17,6 @@ namespace GameMain
|
||||
/// </summary>
|
||||
public class ProcedureLoadAssembly : ProcedureBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 是否需要加载热更新DLL
|
||||
/// </summary>
|
||||
public bool NeedLoadDll => (int)GameModule.Resource.PlayMode > (int)EPlayMode.EditorSimulateMode;
|
||||
|
||||
private bool m_enableAddressable = true;
|
||||
public override bool UseNativeDialog => true;
|
||||
private int m_LoadAssetCount;
|
||||
@@ -59,7 +56,7 @@ namespace GameMain
|
||||
m_LoadMetadataAssemblyComplete = true;
|
||||
}
|
||||
|
||||
if (!NeedLoadDll || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
m_MainLogicAssembly = GetMainLogicAssembly();
|
||||
}
|
||||
@@ -81,7 +78,7 @@ namespace GameMain
|
||||
|
||||
Log.Debug($"LoadAsset: [ {assetLocation} ]");
|
||||
m_LoadAssetCount++;
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
|
||||
}
|
||||
|
||||
m_LoadAssemblyWait = true;
|
||||
@@ -116,8 +113,7 @@ namespace GameMain
|
||||
{
|
||||
ChangeState<ProcedureStartGame>(m_procedureOwner);
|
||||
#if UNITY_EDITOR
|
||||
m_MainLogicAssembly = AppDomain.CurrentDomain.GetAssemblies().
|
||||
First(assembly => $"{assembly.GetName().Name}.dll" == SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName);
|
||||
m_MainLogicAssembly = GetMainLogicAssembly();
|
||||
#endif
|
||||
if (m_MainLogicAssembly == null)
|
||||
{
|
||||
@@ -142,6 +138,7 @@ namespace GameMain
|
||||
|
||||
private Assembly GetMainLogicAssembly()
|
||||
{
|
||||
m_HotfixAssemblys.Clear();
|
||||
Assembly mainLogicAssembly = null;
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
@@ -171,20 +168,19 @@ namespace GameMain
|
||||
/// <summary>
|
||||
/// 加载代码资源成功回调。
|
||||
/// </summary>
|
||||
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
||||
private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
|
||||
/// <param name="textAsset">代码资产。</param>
|
||||
private void LoadAssetSuccess(TextAsset textAsset)
|
||||
{
|
||||
m_LoadAssetCount--;
|
||||
var assetName = assetOperationHandle.AssetObject.name;
|
||||
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
|
||||
|
||||
var textAsset = assetOperationHandle.AssetObject as TextAsset;
|
||||
if (textAsset == null)
|
||||
{
|
||||
Log.Warning($"Load text asset [ {assetName} ] failed.");
|
||||
Log.Warning($"Load Assembly failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
var assetName = textAsset.name;
|
||||
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
|
||||
|
||||
try
|
||||
{
|
||||
var assembly = Assembly.Load(textAsset.bytes);
|
||||
@@ -205,7 +201,7 @@ namespace GameMain
|
||||
{
|
||||
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
|
||||
}
|
||||
assetOperationHandle.Dispose();
|
||||
GameModule.Resource.UnloadAsset(textAsset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -239,7 +235,7 @@ namespace GameMain
|
||||
|
||||
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
|
||||
m_LoadMetadataAssetCount++;
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
|
||||
}
|
||||
m_LoadMetadataAssemblyWait = true;
|
||||
}
|
||||
@@ -247,27 +243,29 @@ namespace GameMain
|
||||
/// <summary>
|
||||
/// 加载元数据资源成功回调。
|
||||
/// </summary>
|
||||
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
||||
private unsafe void LoadMetadataAssetSuccess(AssetOperationHandle assetOperationHandle)
|
||||
/// <param name="textAsset">代码资产。</param>
|
||||
private unsafe void LoadMetadataAssetSuccess(TextAsset textAsset)
|
||||
{
|
||||
m_LoadMetadataAssetCount--;
|
||||
string assetName = assetOperationHandle.AssetObject.name;
|
||||
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
|
||||
var textAsset = assetOperationHandle.AssetObject as TextAsset;
|
||||
if (null == textAsset)
|
||||
{
|
||||
Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
|
||||
Log.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
string assetName = textAsset.name;
|
||||
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
|
||||
try
|
||||
{
|
||||
byte[] dllBytes = textAsset.bytes;
|
||||
fixed (byte* ptr = dllBytes)
|
||||
{
|
||||
#if ENABLE_HYBRIDCLR
|
||||
// 加载assembly对应的dll,会自动为它hook。一旦Aot泛型函数的native函数不存在,用解释器版本代码
|
||||
HomologousImageMode mode = HomologousImageMode.SuperSet;
|
||||
LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
|
||||
Log.Warning($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -279,8 +277,8 @@ namespace GameMain
|
||||
finally
|
||||
{
|
||||
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
|
||||
|
||||
}
|
||||
GameModule.Resource.UnloadAsset(textAsset);
|
||||
}
|
||||
}
|
||||
}
|
@@ -16,41 +16,46 @@ 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;
|
||||
|
||||
/// <summary>
|
||||
/// 预加载回调。
|
||||
/// </summary>
|
||||
private LoadAssetCallbacks m_PreLoadAssetCallbacks;
|
||||
|
||||
protected override void OnInit(ProcedureOwner procedureOwner)
|
||||
{
|
||||
base.OnInit(procedureOwner);
|
||||
m_PreLoadAssetCallbacks = new LoadAssetCallbacks(OnPreLoadAssetSuccess, OnPreLoadAssetFailure);
|
||||
}
|
||||
|
||||
private bool m_InitConfigXml = false;
|
||||
|
||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
m_LoadedFlag.Clear();
|
||||
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
m_InitConfigXml = true;
|
||||
}
|
||||
_loadedFlag.Clear();
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
|
||||
|
||||
GameEvent.Send("UILoadUpdate.RefreshVersion");
|
||||
|
||||
PreloadResources().Forget();
|
||||
PreloadResources();
|
||||
}
|
||||
|
||||
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
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 +67,7 @@ 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));
|
||||
}
|
||||
@@ -87,11 +92,6 @@ namespace GameMain
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_InitConfigXml == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeState<ProcedureLoadAssembly>(procedureOwner);
|
||||
}
|
||||
|
||||
@@ -110,47 +110,50 @@ namespace GameMain
|
||||
callback?.Invoke();
|
||||
}
|
||||
|
||||
private async UniTaskVoid PreloadResources()
|
||||
private void PreloadResources()
|
||||
{
|
||||
await SmoothValue(1f, 1.2f).ToUniTask(GameModule.Procedure);
|
||||
|
||||
await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
|
||||
|
||||
if (m_needProLoadConfig)
|
||||
if (_needProLoadConfig)
|
||||
{
|
||||
LoadAllConfig();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_InitConfigXml = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadAllConfig()
|
||||
{
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
m_InitConfigXml = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadConfig(string configName)
|
||||
{
|
||||
m_LoadedFlag.Add(configName, false);
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
|
||||
}
|
||||
|
||||
private void OnLoadSuccess(AssetOperationHandle assetOperationHandle)
|
||||
{
|
||||
if (assetOperationHandle == null)
|
||||
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
|
||||
foreach (var assetInfo in assetInfos)
|
||||
{
|
||||
return;
|
||||
PreLoad(assetInfo.Address);
|
||||
}
|
||||
#if UNITY_WEBGL
|
||||
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
|
||||
foreach (var assetInfo in webAssetInfos)
|
||||
{
|
||||
PreLoad(assetInfo.Address);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
var name = assetOperationHandle.GetAssetInfo().Address;
|
||||
m_LoadedFlag[name] = true;
|
||||
Log.Info("Load config '{0}' OK.", name);
|
||||
private void PreLoad(string location)
|
||||
{
|
||||
_loadedFlag.Add(location, false);
|
||||
GameModule.Resource.LoadAssetAsync(location, typeof(UnityEngine.Object), m_PreLoadAssetCallbacks, null);
|
||||
}
|
||||
|
||||
private void OnPreLoadAssetFailure(string assetName, LoadResourceStatus status, string errormessage, object userdata)
|
||||
{
|
||||
Log.Warning("Can not preload asset from '{0}' with error message '{1}'.", assetName, errormessage);
|
||||
_loadedFlag[assetName] = true;
|
||||
}
|
||||
|
||||
private void OnPreLoadAssetSuccess(string assetName, object asset, float duration, object userdata)
|
||||
{
|
||||
Log.Debug("Success preload asset from '{0}' duration '{1}'.", assetName, duration);
|
||||
_loadedFlag[assetName] = true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -10,11 +10,6 @@ namespace GameMain
|
||||
{
|
||||
public override bool UseNativeDialog => true;
|
||||
|
||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
}
|
||||
|
||||
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
|
@@ -35,6 +35,14 @@ namespace GameMain
|
||||
//更新成功
|
||||
//注意:保存资源版本号作为下次默认启动的版本!
|
||||
operation.SavePackageVersion();
|
||||
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.WebPlayMode ||
|
||||
GameModule.Resource.UpdatableWhilePlaying)
|
||||
{
|
||||
// 边玩边下载还可以拓展首包支持。
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
return;
|
||||
}
|
||||
ChangeState<ProcedureCreateDownloader>(procedureOwner);
|
||||
}
|
||||
else
|
||||
|
@@ -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, $"更新静态版本文件...");
|
||||
|
||||
//检查设备是否能够访问互联网
|
||||
if (Application.internetReachability == NetworkReachability.NotReachable)
|
||||
@@ -34,6 +34,7 @@ namespace GameMain
|
||||
GetStaticVersion().Forget,
|
||||
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
|
||||
}
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
|
||||
|
||||
// 用户尝试更新静态版本。
|
||||
@@ -49,23 +50,35 @@ namespace GameMain
|
||||
|
||||
var operation = GameModule.Resource.UpdatePackageVersionAsync();
|
||||
|
||||
await operation.ToUniTask();
|
||||
|
||||
if (operation.Status == EOperationStatus.Succeed)
|
||||
try
|
||||
{
|
||||
//线上最新版本operation.PackageVersion
|
||||
GameModule.Resource.PackageVersion = operation.PackageVersion;
|
||||
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
|
||||
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error(operation.Error);
|
||||
await operation.ToUniTask();
|
||||
|
||||
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
|
||||
if (operation.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
//线上最新版本operation.PackageVersion
|
||||
GameModule.Resource.PackageVersion = operation.PackageVersion;
|
||||
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
|
||||
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
OnGetStaticVersionError(operation.Error);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
OnGetStaticVersionError(e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,14 +1,49 @@
|
||||
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serializedVersion: 1
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serializedVersion: 2
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second:
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enabled: 1
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PSP2:
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SamsungTV:
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enabled: 1
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settings: {}
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WebGL:
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enabled: 1
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settings: {}
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WiiU:
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enabled: 1
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WindowsStoreApps:
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Windows Store Apps: WindowsStoreApps
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XboxOne:
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XboxOne: XboxOne
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iOS:
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iPhone: iOS
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tvOS:
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tvOS: tvOS
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second:
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userData:
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@@ -1,14 +1,49 @@
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fileFormatVersion: 2
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PluginImporter:
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serializedVersion: 1
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externalObjects: {}
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serializedVersion: 2
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- first:
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- first:
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: PSP2
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||||
second:
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enabled: 1
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- first:
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: SamsungTV
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second:
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enabled: 1
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settings: {}
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- first:
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: Tizen
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second:
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enabled: 1
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- first:
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: WiiU
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second:
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enabled: 1
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||||
- first:
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Any:
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second:
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enabled: 0
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Exclude Android: 1
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@@ -33,45 +68,46 @@ PluginImporter:
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Exclude XboxOne: 0
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Exclude iOS: 0
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Exclude tvOS: 0
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second:
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PSM:
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PSP2:
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SamsungTV:
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settings: {}
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Tizen:
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enabled: 1
|
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settings: {}
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WebGL:
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WiiU:
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enabled: 1
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WindowsStoreApps:
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Windows Store Apps: WindowsStoreApps
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CPU: AnyCPU
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XboxOne:
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XboxOne: XboxOne
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enabled: 1
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iOS:
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iPhone: iOS
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tvOS: tvOS
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serializedVersion: 1
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externalObjects: {}
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serializedVersion: 2
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|
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Android: Android
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second:
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Exclude Android: 0
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@@ -36,38 +68,39 @@ PluginImporter:
|
||||
Exclude XboxOne: 1
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Exclude iOS: 1
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Exclude tvOS: 1
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Editor:
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- first:
|
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Editor: Editor
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second:
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enabled: 0
|
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Standalone: Linux64
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OSXUniversal:
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PSM:
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settings:
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: OSXIntel64
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@@ -36,38 +68,39 @@ PluginImporter:
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|
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|
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Linux64:
|
||||
settings:
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CPU:
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Standalone: OSXUniversal
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OSXUniversal:
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CPU:
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Standalone: Win64
|
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Win64:
|
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WindowsStoreApps:
|
||||
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|
||||
CPU:
|
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|
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Windows Store Apps: WindowsStoreApps
|
||||
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|
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|
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|
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|