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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
8b4d081d
编写于
7月 30, 2020
作者:
T
tanghai
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
UI相关重构
上级
e76a4fe0
变更
24
隐藏空白更改
内联
并排
Showing
24 changed file
with
242 addition
and
109 deletion
+242
-109
Unity/Assets/Hotfix/Scene/SceneFactory.cs
Unity/Assets/Hotfix/Scene/SceneFactory.cs
+3
-2
Unity/Assets/HotfixView/AppStart_Init.cs
Unity/Assets/HotfixView/AppStart_Init.cs
+1
-1
Unity/Assets/HotfixView/Module/UI/UIComponentSystem.cs
Unity/Assets/HotfixView/Module/UI/UIComponentSystem.cs
+44
-0
Unity/Assets/HotfixView/Module/UI/UIEventComponentSystem.cs
Unity/Assets/HotfixView/Module/UI/UIEventComponentSystem.cs
+60
-0
Unity/Assets/HotfixView/Scene/AfterCreateZoneScene_AddComponent.cs
...ets/HotfixView/Scene/AfterCreateZoneScene_AddComponent.cs
+11
-0
Unity/Assets/HotfixView/UI/UILoading/LoadingBeginEvent_CreateLoadingUI.cs
...fixView/UI/UILoading/LoadingBeginEvent_CreateLoadingUI.cs
+1
-3
Unity/Assets/HotfixView/UI/UILoading/LoadingFinishEvent_RemoveLoadingUI.cs
...ixView/UI/UILoading/LoadingFinishEvent_RemoveLoadingUI.cs
+1
-1
Unity/Assets/HotfixView/UI/UILoading/UILoadingEvent.cs
Unity/Assets/HotfixView/UI/UILoading/UILoadingEvent.cs
+8
-6
Unity/Assets/HotfixView/UI/UILobby/EnterMapFinish_RemoveLobbyUI.cs
...ets/HotfixView/UI/UILobby/EnterMapFinish_RemoveLobbyUI.cs
+0
-1
Unity/Assets/HotfixView/UI/UILobby/LoginFinish_CreateLobbyUI.cs
...Assets/HotfixView/UI/UILobby/LoginFinish_CreateLobbyUI.cs
+1
-2
Unity/Assets/HotfixView/UI/UILobby/UILobbyEvent.cs
Unity/Assets/HotfixView/UI/UILobby/UILobbyEvent.cs
+11
-6
Unity/Assets/HotfixView/UI/UILogin/UILoginEvent.cs
Unity/Assets/HotfixView/UI/UILogin/UILoginEvent.cs
+27
-0
Unity/Assets/HotfixView/UI/UILogin/UILoginFactory.cs
Unity/Assets/HotfixView/UI/UILogin/UILoginFactory.cs
+0
-30
Unity/Assets/Model/Base/Entity/SceneType.cs
Unity/Assets/Model/Base/Entity/SceneType.cs
+1
-0
Unity/Assets/Model/EventType.cs
Unity/Assets/Model/EventType.cs
+11
-0
Unity/Assets/Model/Module/Config/ACategory.cs
Unity/Assets/Model/Module/Config/ACategory.cs
+12
-3
Unity/Assets/ModelView/Module/UI/AUIEvent.cs
Unity/Assets/ModelView/Module/UI/AUIEvent.cs
+8
-0
Unity/Assets/ModelView/Module/UI/UIComponent.cs
Unity/Assets/ModelView/Module/UI/UIComponent.cs
+2
-33
Unity/Assets/ModelView/Module/UI/UIEventAttribute.cs
Unity/Assets/ModelView/Module/UI/UIEventAttribute.cs
+14
-0
Unity/Assets/ModelView/Module/UI/UIEventComponent.cs
Unity/Assets/ModelView/Module/UI/UIEventComponent.cs
+16
-0
Unity/Assets/ModelView/Module/UI/UIFactoryAttribute.cs
Unity/Assets/ModelView/Module/UI/UIFactoryAttribute.cs
+0
-15
Unity/Unity.Hotfix.csproj
Unity/Unity.Hotfix.csproj
+1
-0
Unity/Unity.HotfixView.csproj
Unity/Unity.HotfixView.csproj
+6
-4
Unity/Unity.ModelView.csproj
Unity/Unity.ModelView.csproj
+3
-2
未找到文件。
Unity/Assets/Hotfix
View
/Scene/SceneFactory.cs
→
Unity/Assets/Hotfix/Scene/SceneFactory.cs
浏览文件 @
8b4d081d
...
...
@@ -2,14 +2,15 @@ namespace ET
{
public
static
class
SceneFactory
{
public
static
Scene
CreateZoneScene
(
long
id
,
int
zone
,
string
name
)
public
static
async
ETTask
<
Scene
>
CreateZoneScene
(
long
id
,
int
zone
,
string
name
)
{
Scene
zoneScene
=
EntitySceneFactory
.
CreateScene
(
id
,
zone
,
SceneType
.
Zone
,
name
,
Game
.
Scene
);
zoneScene
.
AddComponent
<
NetOuterComponent
>();
zoneScene
.
AddComponent
<
ResourcesComponent
>();
zoneScene
.
AddComponent
<
PlayerComponent
>();
zoneScene
.
AddComponent
<
UnitComponent
>();
await
Game
.
EventSystem
.
Publish
(
new
EventType
.
AfterCreateZoneScene
());
return
zoneScene
;
}
...
...
Unity/Assets/HotfixView/AppStart_Init.cs
浏览文件 @
8b4d081d
...
...
@@ -18,7 +18,7 @@ namespace ET
Game
.
Scene
.
AddComponent
<
MessageDispatcherComponent
>();
SceneFactory
.
CreateZoneScene
(
1
,
0
,
"Game"
);
Scene
zoneScene
=
await
Scene
Factory
.
CreateZoneScene
(
1
,
0
,
"Game"
);
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/Module/UI/UIComponentSystem.cs
0 → 100644
浏览文件 @
8b4d081d
using
System.Collections.Generic
;
namespace
ET
{
public
class
UIComponentAwakeSystem
:
AwakeSystem
<
UIComponent
>
{
public
override
void
Awake
(
UIComponent
self
)
{
}
}
/// <summary>
/// 管理Scene上的UI
/// </summary>
public
static
class
UIComponentSystem
{
public
static
async
ETTask
Create
(
this
UIComponent
self
,
string
uiType
)
{
UI
ui
=
await
UIEventComponent
.
Instance
.
OnCreate
(
self
,
uiType
);
self
.
UIs
.
Add
(
uiType
,
ui
);
}
public
static
void
Remove
(
this
UIComponent
self
,
string
uiType
)
{
if
(!
self
.
UIs
.
TryGetValue
(
uiType
,
out
UI
ui
))
{
return
;
}
UIEventComponent
.
Instance
.
OnRemove
(
self
,
uiType
);
self
.
UIs
.
Remove
(
uiType
);
ui
.
Dispose
();
}
public
static
UI
Get
(
this
UIComponent
self
,
string
name
)
{
UI
ui
=
null
;
self
.
UIs
.
TryGetValue
(
name
,
out
ui
);
return
ui
;
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/Module/UI/UIEventComponentSystem.cs
0 → 100644
浏览文件 @
8b4d081d
using
System
;
using
System.Collections.Generic
;
using
UnityEngine
;
namespace
ET
{
public
class
UIEventComponentAwakeSystem
:
AwakeSystem
<
UIEventComponent
>
{
public
override
void
Awake
(
UIEventComponent
self
)
{
UIEventComponent
.
Instance
=
self
;
var
uiEvents
=
Game
.
EventSystem
.
GetTypes
(
typeof
(
UIEventAttribute
));
foreach
(
Type
type
in
uiEvents
)
{
object
[]
attrs
=
type
.
GetCustomAttributes
(
typeof
(
UIEventAttribute
),
false
);
if
(
attrs
.
Length
==
0
)
{
continue
;
}
UIEventAttribute
uiEventAttribute
=
attrs
[
0
]
as
UIEventAttribute
;
AUIEvent
aUIEvent
=
Activator
.
CreateInstance
(
type
)
as
AUIEvent
;
self
.
UIEvents
.
Add
(
uiEventAttribute
.
UIType
,
aUIEvent
);
}
}
}
/// <summary>
/// 管理所有UI GameObject 以及UI事件
/// </summary>
public
static
class
UIEventComponentSystem
{
public
static
async
ETTask
<
UI
>
OnCreate
(
this
UIEventComponent
self
,
UIComponent
uiComponent
,
string
uiType
)
{
try
{
UI
ui
=
await
self
.
UIEvents
[
uiType
].
OnCreate
(
uiComponent
);
return
ui
;
}
catch
(
Exception
e
)
{
throw
new
Exception
(
$"on create ui error:
{
uiType
}
"
,
e
);
}
}
public
static
void
OnRemove
(
this
UIEventComponent
self
,
UIComponent
uiComponent
,
string
uiType
)
{
try
{
self
.
UIEvents
[
uiType
].
OnRemove
(
uiComponent
);
}
catch
(
Exception
e
)
{
throw
new
Exception
(
$"on remove ui error:
{
uiType
}
"
,
e
);
}
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/Scene/AfterCreateZoneScene_AddComponent.cs
0 → 100644
浏览文件 @
8b4d081d
namespace
ET
{
public
class
AfterCreateZoneScene_AddComponent
:
AEvent
<
EventType
.
AfterCreateZoneScene
>
{
public
override
async
ETTask
Run
(
EventType
.
AfterCreateZoneScene
args
)
{
Scene
zoneScene
=
args
.
ZoneScene
;
zoneScene
.
AddComponent
<
ResourcesComponent
>();
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/UI/UILoading/LoadingBeginEvent_CreateLoadingUI.cs
浏览文件 @
8b4d081d
...
...
@@ -2,13 +2,11 @@
namespace
ET
{
[
Event
()]
public
class
LoadingBeginEvent_CreateLoadingUI
:
AEvent
<
EventType
.
LoadingBegin
>
{
public
override
async
ETTask
Run
(
EventType
.
LoadingBegin
args
)
{
UI
ui
=
UILoadingFactory
.
Create
(
args
.
Scene
);
Game
.
Scene
.
GetComponent
<
UIComponent
>().
Add
(
ui
);
await
args
.
Scene
.
GetComponent
<
UIComponent
>().
Create
(
UIType
.
UILoading
);
}
}
}
Unity/Assets/HotfixView/UI/UILoading/LoadingFinishEvent_RemoveLoadingUI.cs
浏览文件 @
8b4d081d
...
...
@@ -4,7 +4,7 @@
{
public
override
async
ETTask
Run
(
EventType
.
LoadingFinish
args
)
{
Game
.
Scene
.
GetComponent
<
UIComponent
>().
Remove
(
UIType
.
UILoading
);
args
.
Scene
.
GetComponent
<
UIComponent
>().
Remove
(
UIType
.
UILoading
);
}
}
}
Unity/Assets/HotfixView/UI/UILoading/UILoading
Factory
.cs
→
Unity/Assets/HotfixView/UI/UILoading/UILoading
Event
.cs
浏览文件 @
8b4d081d
...
...
@@ -3,16 +3,17 @@ using UnityEngine;
namespace
ET
{
public
static
class
UILoadingFactory
[
UIEvent
(
UIType
.
UILoading
)]
public
class
UILoadingEvent
:
AUIEvent
{
public
static
UI
Create
(
Entity
domain
)
public
override
async
ETTask
<
UI
>
OnCreate
(
UIComponent
uiComponent
)
{
try
{
GameObject
bundleGameObject
=
((
GameObject
)
Resources
.
Load
(
"KV"
)).
Get
<
GameObject
>(
UIType
.
UILoading
);
GameObject
go
=
UnityEngine
.
Object
.
Instantiate
(
bundleGameObject
);
go
.
layer
=
LayerMask
.
NameToLayer
(
LayerNames
.
UI
);
UI
ui
=
EntityFactory
.
Create
<
UI
,
string
,
GameObject
>(
d
omain
,
UIType
.
UILoading
,
go
);
UI
ui
=
EntityFactory
.
Create
<
UI
,
string
,
GameObject
>(
uiComponent
.
D
omain
,
UIType
.
UILoading
,
go
);
ui
.
AddComponent
<
UILoadingComponent
>();
return
ui
;
...
...
@@ -24,8 +25,9 @@ namespace ET
}
}
public
static
void
Remove
(
string
type
)
{
}
public
override
void
OnRemove
(
UIComponent
uiComponent
)
{
uiComponent
.
Remove
(
UIType
.
UILoading
);
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/UI/UILobby/EnterMapFinish_RemoveLobbyUI.cs
浏览文件 @
8b4d081d
...
...
@@ -5,7 +5,6 @@
public
override
async
ETTask
Run
(
EventType
.
EnterMapFinish
args
)
{
Game
.
Scene
.
GetComponent
<
UIComponent
>().
Remove
(
UIType
.
UILobby
);
Game
.
Scene
.
GetComponent
<
ResourcesComponent
>().
UnloadBundle
(
UIType
.
UILobby
.
StringToAB
());
}
}
}
Unity/Assets/HotfixView/UI/UILobby/LoginFinish_CreateLobbyUI.cs
浏览文件 @
8b4d081d
...
...
@@ -6,8 +6,7 @@ namespace ET
{
public
override
async
ETTask
Run
(
EventType
.
LoginFinish
args
)
{
UI
ui
=
UILobbyFactory
.
Create
();
Game
.
Scene
.
GetComponent
<
UIComponent
>().
Add
(
ui
);
await
Game
.
Scene
.
GetComponent
<
UIComponent
>().
Create
(
UIType
.
UILobby
);
}
}
}
Unity/Assets/HotfixView/UI/UILobby/UILobby
Factory
.cs
→
Unity/Assets/HotfixView/UI/UILobby/UILobby
Event
.cs
浏览文件 @
8b4d081d
using
System
;
using
UnityEngine
;
namespace
ET
{
public
static
class
UILobbyFactory
[
UIEvent
(
UIType
.
UILobby
)]
public
class
UILobbyEvent
:
AUIEvent
{
public
static
UI
Create
(
)
public
override
async
ETTask
<
UI
>
OnCreate
(
UIComponent
uiComponent
)
{
try
{
...
...
@@ -14,9 +14,9 @@ namespace ET
resourcesComponent
.
LoadBundle
(
UIType
.
UILobby
.
StringToAB
());
GameObject
bundleGameObject
=
(
GameObject
)
resourcesComponent
.
GetAsset
(
UIType
.
UILobby
.
StringToAB
(),
UIType
.
UILobby
);
GameObject
gameObject
=
UnityEngine
.
Object
.
Instantiate
(
bundleGameObject
);
UI
ui
=
EntityFactory
.
Create
<
UI
,
string
,
GameObject
>(
Game
.
Scene
,
UIType
.
UILobby
,
gameObject
);
ui
.
AddComponent
<
UILobbyComponent
>();
UI
ui
=
EntityFactory
.
Create
<
UI
,
string
,
GameObject
>(
uiComponent
.
Domain
,
UIType
.
UILobby
,
gameObject
);
ui
.
AddComponent
<
UILobbyComponent
>();
return
ui
;
}
catch
(
Exception
e
)
...
...
@@ -25,5 +25,10 @@ namespace ET
return
null
;
}
}
public
override
void
OnRemove
(
UIComponent
uiComponent
)
{
uiComponent
.
Remove
(
UIType
.
UILobby
);
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/UI/UILogin/UILoginEvent.cs
0 → 100644
浏览文件 @
8b4d081d
using
System
;
using
UnityEngine
;
namespace
ET
{
[
UIEvent
(
UIType
.
UILogin
)]
public
class
UILoginEvent
:
AUIEvent
{
public
override
async
ETTask
<
UI
>
OnCreate
(
UIComponent
uiComponent
)
{
ResourcesComponent
resourcesComponent
=
Game
.
Scene
.
GetComponent
<
ResourcesComponent
>();
await
resourcesComponent
.
LoadBundleAsync
(
UIType
.
UILogin
.
StringToAB
());
GameObject
bundleGameObject
=
(
GameObject
)
resourcesComponent
.
GetAsset
(
UIType
.
UILogin
.
StringToAB
(),
UIType
.
UILogin
);
GameObject
gameObject
=
UnityEngine
.
Object
.
Instantiate
(
bundleGameObject
);
UI
ui
=
EntityFactory
.
Create
<
UI
,
string
,
GameObject
>(
uiComponent
.
Domain
,
UIType
.
UILogin
,
gameObject
);
ui
.
AddComponent
<
UILoginComponent
>();
return
ui
;
}
public
override
void
OnRemove
(
UIComponent
uiComponent
)
{
uiComponent
.
Remove
(
UIType
.
UILogin
);
}
}
}
\ No newline at end of file
Unity/Assets/HotfixView/UI/UILogin/UILoginFactory.cs
已删除
100644 → 0
浏览文件 @
e76a4fe0
using
System
;
using
UnityEngine
;
namespace
ET
{
public
static
class
UILoginFactory
{
public
static
UI
Create
()
{
try
{
ResourcesComponent
resourcesComponent
=
Game
.
Scene
.
GetComponent
<
ResourcesComponent
>();
resourcesComponent
.
LoadBundle
(
UIType
.
UILogin
.
StringToAB
());
GameObject
bundleGameObject
=
(
GameObject
)
resourcesComponent
.
GetAsset
(
UIType
.
UILogin
.
StringToAB
(),
UIType
.
UILogin
);
GameObject
gameObject
=
UnityEngine
.
Object
.
Instantiate
(
bundleGameObject
);
UI
ui
=
EntityFactory
.
Create
<
UI
,
string
,
GameObject
>(
Game
.
Scene
,
UIType
.
UILogin
,
gameObject
);
ui
.
AddComponent
<
UILoginComponent
>();
return
ui
;
}
catch
(
Exception
e
)
{
Log
.
Error
(
e
);
return
null
;
}
}
}
}
\ No newline at end of file
Unity/Assets/Model/Base/Entity/SceneType.cs
浏览文件 @
8b4d081d
...
...
@@ -13,5 +13,6 @@
// 客户端Model层
Client
=
30
,
Zone
=
31
,
Login
=
32
,
}
}
\ No newline at end of file
Unity/Assets/Model/EventType.cs
浏览文件 @
8b4d081d
...
...
@@ -5,6 +5,16 @@
public
struct
AppStart
{
}
public
struct
AfterCreateZoneScene
{
public
Scene
ZoneScene
;
}
public
struct
AfterCreateLoginScene
{
public
Scene
LoginScene
;
}
public
struct
LoginFinish
{
...
...
@@ -17,6 +27,7 @@
public
struct
LoadingFinish
{
public
Scene
Scene
;
}
public
struct
EnterMapFinish
...
...
Unity/Assets/Model/Module/Config/ACategory.cs
浏览文件 @
8b4d081d
using
System
;
using
System.Collections.Generic
;
using
System.ComponentModel
;
using
System.Linq
;
namespace
ET
{
public
abstract
class
ACategory
:
Object
public
abstract
class
ACategory
:
ISupportInitialize
{
public
abstract
Type
ConfigType
{
get
;
}
public
virtual
void
BeginInit
()
{
}
public
virtual
void
EndInit
()
{
}
}
/// <summary>
...
...
@@ -17,7 +26,7 @@ namespace ET
{
protected
Dictionary
<
long
,
T
>
dict
;
public
override
void
BeginInit
()
public
virtual
void
BeginInit
()
{
this
.
dict
=
new
Dictionary
<
long
,
T
>();
...
...
@@ -50,7 +59,7 @@ namespace ET
}
}
public
override
void
EndInit
()
public
virtual
void
EndInit
()
{
}
...
...
Unity/Assets/ModelView/Module/UI/AUIEvent.cs
0 → 100644
浏览文件 @
8b4d081d
namespace
ET
{
public
abstract
class
AUIEvent
{
public
abstract
ETTask
<
UI
>
OnCreate
(
UIComponent
uiComponent
);
public
abstract
void
OnRemove
(
UIComponent
uiComponent
);
}
}
\ No newline at end of file
Unity/Assets/ModelView/Module/UI/UIComponent.cs
浏览文件 @
8b4d081d
...
...
@@ -2,42 +2,11 @@
namespace
ET
{
public
class
UIComponentAwakeSystem
:
AwakeSystem
<
UIComponent
>
{
public
override
void
Awake
(
UIComponent
self
)
{
}
}
/// <summary>
/// 管理
所有
UI
/// 管理
Scene上的
UI
/// </summary>
public
class
UIComponent
:
Entity
{
public
Dictionary
<
string
,
UI
>
uis
=
new
Dictionary
<
string
,
UI
>();
public
void
Add
(
UI
ui
)
{
this
.
uis
.
Add
(
ui
.
Name
,
ui
);
ui
.
Parent
=
this
;
}
public
void
Remove
(
string
name
)
{
if
(!
this
.
uis
.
TryGetValue
(
name
,
out
UI
ui
))
{
return
;
}
this
.
uis
.
Remove
(
name
);
ui
.
Dispose
();
}
public
UI
Get
(
string
name
)
{
UI
ui
=
null
;
this
.
uis
.
TryGetValue
(
name
,
out
ui
);
return
ui
;
}
public
Dictionary
<
string
,
UI
>
UIs
=
new
Dictionary
<
string
,
UI
>();
}
}
\ No newline at end of file
Unity/Assets/ModelView/Module/UI/UIEventAttribute.cs
0 → 100644
浏览文件 @
8b4d081d
using
System
;
namespace
ET
{
public
class
UIEventAttribute
:
Attribute
{
public
string
UIType
{
get
;
}
public
UIEventAttribute
(
string
uiType
)
{
this
.
UIType
=
uiType
;
}
}
}
\ No newline at end of file
Unity/Assets/ModelView/Module/UI/UI
View
Component.cs
→
Unity/Assets/ModelView/Module/UI/UI
Event
Component.cs
浏览文件 @
8b4d081d
...
...
@@ -4,18 +4,13 @@ using UnityEngine;
namespace
ET
{
public
class
UIViewComponentAwakeSystem
:
AwakeSystem
<
UIViewComponent
>
{
public
override
void
Awake
(
UIViewComponent
self
)
{
}
}
/// <summary>
/// 管理所有UI
/// 管理所有UI
GameObject
/// </summary>
public
class
UI
View
Component
:
Entity
public
class
UI
Event
Component
:
Entity
{
public
static
UIEventComponent
Instance
;
public
Dictionary
<
string
,
AUIEvent
>
UIEvents
=
new
Dictionary
<
string
,
AUIEvent
>();
}
}
\ No newline at end of file
Unity/Assets/ModelView/Module/UI/UIFactoryAttribute.cs
已删除
100644 → 0
浏览文件 @
e76a4fe0
using
System
;
namespace
ET
{
[
AttributeUsage
(
AttributeTargets
.
Class
)]
public
class
UIFactoryAttribute
:
BaseAttribute
{
public
string
Type
{
get
;
}
public
UIFactoryAttribute
(
string
type
)
{
this
.
Type
=
type
;
}
}
}
\ No newline at end of file
Unity/Unity.Hotfix.csproj
浏览文件 @
8b4d081d
...
...
@@ -65,6 +65,7 @@
<Compile
Include=
"Assets\Hotfix\Move\M2C_PathfindingResultHandler.cs"
/>
<Compile
Include=
"Assets\Hotfix\Scene\LoginHelper.cs"
/>
<Compile
Include=
"Assets\Hotfix\Scene\MapHelper.cs"
/>
<Compile
Include=
"Assets\Hotfix\Scene\SceneFactory.cs"
/>
<Compile
Include=
"Assets\Hotfix\Unit\M2C_CreateUnitsHandler.cs"
/>
<Compile
Include=
"Assets\Hotfix\Unit\PlayerFactory.cs"
/>
<Compile
Include=
"Assets\Hotfix\Unit\UnitFactory.cs"
/>
...
...
Unity/Unity.HotfixView.csproj
浏览文件 @
8b4d081d
...
...
@@ -60,18 +60,20 @@
<ItemGroup>
<Compile
Include=
"Assets\HotfixView\AppStart_Init.cs"
/>
<Compile
Include=
"Assets\HotfixView\Module\Resource\GameObjectHelper.cs"
/>
<Compile
Include=
"Assets\HotfixView\Scene\SceneFactory.cs"
/>
<Compile
Include=
"Assets\HotfixView\Module\UI\UIComponentSystem.cs"
/>
<Compile
Include=
"Assets\HotfixView\Module\UI\UIEventComponentSystem.cs"
/>
<Compile
Include=
"Assets\HotfixView\Scene\AfterCreateZoneScene_AddComponent.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILoading\LoadingBeginEvent_CreateLoadingUI.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILoading\LoadingFinishEvent_RemoveLoadingUI.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILoading\UILoadingComponentSystem.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILoading\UILoading
Factory
.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILoading\UILoading
Event
.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILobby\EnterMapFinish_RemoveLobbyUI.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILobby\LoginFinish_CreateLobbyUI.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILobby\UILobbyComponentSystem.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILobby\UILobby
Factory
.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILobby\UILobby
Event
.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILogin\LoginFinish_RemoveLoginUI.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILogin\UILoginComponentSystem.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILogin\UILogin
Factory
.cs"
/>
<Compile
Include=
"Assets\HotfixView\UI\UILogin\UILogin
Event
.cs"
/>
<Compile
Include=
"Assets\HotfixView\Unit\AfterUnitCreate_CreateUnitView.cs"
/>
<None
Include=
"Assets\HotfixView\Unity.HotfixView.asmdef"
/>
<Reference
Include=
"UnityEditor.UI"
>
...
...
Unity/Unity.ModelView.csproj
浏览文件 @
8b4d081d
...
...
@@ -61,13 +61,14 @@
<Compile
Include=
"Assets\ModelView\Camera\CameraComponent.cs"
/>
<Compile
Include=
"Assets\ModelView\GizmosDebug.cs"
/>
<Compile
Include=
"Assets\ModelView\Init.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\AUIEvent.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\CanvasConfig.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\LayerNames.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UI.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UIEventAttribute.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UIComponent.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UIFactoryAttribute.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UIType.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UI
View
Component.cs"
/>
<Compile
Include=
"Assets\ModelView\Module\UI\UI
Event
Component.cs"
/>
<Compile
Include=
"Assets\ModelView\Opera\OperaComponent.cs"
/>
<Compile
Include=
"Assets\ModelView\ReferenceCollector.cs"
/>
<Compile
Include=
"Assets\ModelView\Scene\SceneChangeComponent.cs"
/>
...
...
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