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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
6df0a3bb
编写于
11月 16, 2021
作者:
L
linxinfa
浏览文件
操作
浏览文件
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差异文件
更新tolua iOS库
上级
e341a164
9009eba5
变更
36
展开全部
隐藏空白更改
内联
并排
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36 changed file
with
553 addition
and
698 deletion
+553
-698
.gitignore
.gitignore
+1
-1
Assembly-CSharp-Editor.csproj
Assembly-CSharp-Editor.csproj
+206
-196
Assembly-CSharp.csproj
Assembly-CSharp.csproj
+211
-191
Assets/Editor/PrefabBinder/PrefabBinderEditor.cs
Assets/Editor/PrefabBinder/PrefabBinderEditor.cs
+14
-8
Assets/Editor/ResConfig/ResConfigEditor.cs
Assets/Editor/ResConfig/ResConfigEditor.cs
+1
-1
Assets/GameRes/Config/resources.bytes
Assets/GameRes/Config/resources.bytes
+13
-13
Assets/LuaFramework/Lua/Common/EventNameDef.lua
Assets/LuaFramework/Lua/Common/EventNameDef.lua
+0
-0
Assets/LuaFramework/Lua/Common/EventNameDef.lua.meta
Assets/LuaFramework/Lua/Common/EventNameDef.lua.meta
+0
-0
Assets/LuaFramework/Lua/Common/LuaUtil.lua
Assets/LuaFramework/Lua/Common/LuaUtil.lua
+0
-0
Assets/LuaFramework/Lua/Common/LuaUtil.lua.meta
Assets/LuaFramework/Lua/Common/LuaUtil.lua.meta
+0
-0
Assets/LuaFramework/Lua/Lib.meta
Assets/LuaFramework/Lua/Lib.meta
+0
-9
Assets/LuaFramework/Lua/Lib/LuaEventDispatcher.lua
Assets/LuaFramework/Lua/Lib/LuaEventDispatcher.lua
+0
-56
Assets/LuaFramework/Lua/Lib/LuaEventDispatcher.lua.meta
Assets/LuaFramework/Lua/Lib/LuaEventDispatcher.lua.meta
+0
-8
Assets/LuaFramework/Lua/LuaFileList.lua
Assets/LuaFramework/Lua/LuaFileList.lua
+2
-1
Assets/LuaFramework/Lua/Utility.meta
Assets/LuaFramework/Lua/Utility.meta
+0
-9
Assets/LuaFramework/Lua/View/Login/LoginPanel.lua
Assets/LuaFramework/Lua/View/Login/LoginPanel.lua
+0
-2
Assets/RawAssets/GuideMask/Material/GuideMask.mat
Assets/RawAssets/GuideMask/Material/GuideMask.mat
+2
-2
Assets/Scripts/Framework/Audio/AudioMgr.cs
Assets/Scripts/Framework/Audio/AudioMgr.cs
+25
-0
Assets/Scripts/Framework/Debug/LogCat.cs
Assets/Scripts/Framework/Debug/LogCat.cs
+2
-2
Assets/Scripts/Framework/Debug/Logger.cs
Assets/Scripts/Framework/Debug/Logger.cs
+0
-167
Assets/Scripts/Framework/Debug/Logger.cs.meta
Assets/Scripts/Framework/Debug/Logger.cs.meta
+0
-11
Assets/Scripts/Framework/Event/EventDispatcher.cs
Assets/Scripts/Framework/Event/EventDispatcher.cs
+24
-9
Assets/Scripts/Framework/Event/EventNameDef.cs
Assets/Scripts/Framework/Event/EventNameDef.cs
+1
-1
Assets/Scripts/Framework/I18N/LanguageMgr.cs
Assets/Scripts/Framework/I18N/LanguageMgr.cs
+1
-1
Assets/Scripts/Framework/Panel/BasePanel.cs
Assets/Scripts/Framework/Panel/BasePanel.cs
+1
-1
Assets/Scripts/Framework/Panel/PanelMgr.cs
Assets/Scripts/Framework/Panel/PanelMgr.cs
+18
-1
Assets/Scripts/Framework/Particle/ParticleManager.cs
Assets/Scripts/Framework/Particle/ParticleManager.cs
+7
-0
Assets/Scripts/Framework/Sprite/SpriteManager.cs
Assets/Scripts/Framework/Sprite/SpriteManager.cs
+5
-0
Assets/Scripts/Framework/UGUIExpand/GuideMask/GuideMaskBhv.cs
...ts/Scripts/Framework/UGUIExpand/GuideMask/GuideMaskBhv.cs
+5
-1
Assets/Scripts/StartUp.cs
Assets/Scripts/StartUp.cs
+2
-2
Assets/Scripts/View/HotUpdate/HotUpdatePanel.cs
Assets/Scripts/View/HotUpdate/HotUpdatePanel.cs
+2
-2
Packages/manifest.json
Packages/manifest.json
+1
-0
Packages/packages-lock.json
Packages/packages-lock.json
+6
-0
ProjectSettings/ProjectVersion.txt
ProjectSettings/ProjectVersion.txt
+2
-2
README.md
README.md
+1
-1
obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache
obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache
+0
-0
未找到文件。
.gitignore
浏览文件 @
6df0a3bb
...
...
@@ -3,4 +3,4 @@ Logs
Temp
Bin
Assets/StreamingAssets/res
Assets/output_log.txt
\ No newline at end of file
gamelog
\ No newline at end of file
Assembly-CSharp-Editor.csproj
浏览文件 @
6df0a3bb
此差异已折叠。
点击以展开。
Assembly-CSharp.csproj
浏览文件 @
6df0a3bb
此差异已折叠。
点击以展开。
Assets/Editor/PrefabBinder/PrefabBinderEditor.cs
浏览文件 @
6df0a3bb
...
...
@@ -89,21 +89,27 @@ public class PrefabBinderEditor : EditorWindow
void
OnGUI
()
{
BeginBox
(
new
Rect
(
0
,
0
,
3
*
Screen
.
width
/
7f
,
Screen
.
height
));
float
offset
=
0
;
float
width
=
3
*
Screen
.
width
/
10f
;
BeginBox
(
new
Rect
(
offset
,
0
,
width
,
Screen
.
height
));
DrawSearchBtn
();
DrawSearchItemList
();
EndBox
();
offset
+=
width
;
BeginBox
(
new
Rect
(
3
*
Screen
.
width
/
7f
+
2
,
0
,
2
*
Screen
.
width
/
7f
,
Screen
.
height
));
width
=
2
*
Screen
.
width
/
10f
;
BeginBox
(
new
Rect
(
offset
,
0
,
width
,
Screen
.
height
));
DrawLockBtn
();
GUILayout
.
Space
(
2
);
DrawComponentList
();
EndBox
();
offset
+=
width
;
BeginBox
(
new
Rect
(
5
*
Screen
.
width
/
7f
+
4
,
0
,
2
*
Screen
.
width
/
7f
-
4
,
Screen
.
height
));
width
=
3
*
Screen
.
width
/
10f
;
BeginBox
(
new
Rect
(
offset
,
0
,
width
,
Screen
.
height
));
DrawPrefabBinderField
();
GUILayout
.
Space
(
2
);
DrawItemField
();
DrawItemField
(
width
);
EndBox
();
}
...
...
@@ -178,17 +184,17 @@ public class PrefabBinderEditor : EditorWindow
EditorGUILayout
.
EndScrollView
();
}
private
void
DrawItemField
()
private
void
DrawItemField
(
float
width
)
{
EditorGUILayout
.
BeginVertical
();
GUILayout
.
Label
(
string
.
IsNullOrEmpty
(
m_componentStr
)
?
"null"
:
m_componentStr
);
m_itemName
=
EditorGUILayout
.
TextField
(
m_itemName
);
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Add Item"
,
"添加item"
),
GUILayout
.
Height
(
80
)))
if
(
GUILayout
.
Button
(
"Add Item"
,
GUILayout
.
Width
(
width
),
GUILayout
.
Height
(
80
)))
{
ComponentOperation
(
m_slot
,
ItemOption
.
AddItem
);
}
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Delete Item"
,
"删除指定的item"
)))
if
(
GUILayout
.
Button
(
"Delete Item"
,
GUILayout
.
Width
(
width
)))
{
if
(
m_prefabBinderObj
!=
null
)
{
...
...
@@ -198,7 +204,7 @@ public class PrefabBinderEditor : EditorWindow
ComponentOperation
(
m_slot
,
ItemOption
.
RemoveItem
);
}
}
if
(
GUILayout
.
Button
(
new
GUIContent
(
"Refresh"
,
"刷新"
)))
if
(
GUILayout
.
Button
(
"Refresh"
,
GUILayout
.
Width
(
width
)))
{
OnRefreshBtnClicked
();
}
...
...
Assets/Editor/ResConfig/ResConfigEditor.cs
浏览文件 @
6df0a3bb
...
...
@@ -31,7 +31,7 @@ public class ResConfigEditor : EditorWindow
static
void
Init
()
{
ResConfigEditor
window
=
(
ResConfigEditor
)
EditorWindow
.
GetWindow
(
typeof
(
ResConfigEditor
));
window
.
minSize
=
new
Vector2
(
500f
,
600f
);
//
window.minSize = new Vector2(500f, 600f);
window
.
Show
();
s_manager
=
new
ResConfigManager
();
}
...
...
Assets/GameRes/Config/resources.bytes
浏览文件 @
6df0a3bb
<?xml version="1.0" encoding="utf-8"?>
<items>
<item
id=
"1"
editorPath=
"BaseRes/HotUpdatePanel.prefab"
version=
"2021/1
0/15
"
desc=
"热更新界面"
/>
<item
id=
"2"
editorPath=
"3D/Cube.prefab"
version=
"2021/1
0/15
"
desc=
"3D正方体,测试用"
/>
<item
id=
"3"
editorPath=
"UIPrefabs/Login/LoginPanel.prefab"
version=
"2021/1
0/15
"
desc=
"登录界面"
/>
<item
id=
"4"
editorPath=
"Effects/Particle System.prefab"
version=
"2021/1
0/15
"
desc=
"粒子,测试用"
/>
<item
id=
"5"
editorPath=
"Atlas/CommonUI.spriteatlas"
version=
"2021/1
0/15
"
desc=
"图集"
/>
<item
id=
"6"
editorPath=
"Audios/bg.wav"
version=
"2021/1
0/15
"
desc=
"背景音乐"
/>
<item
id=
"8"
editorPath=
"BaseRes/TestPanel.prefab"
version=
"2021/1
0/15
"
desc=
"测试界面"
/>
<item
id=
"9"
editorPath=
"UIPrefabs/Common/FlyTips.prefab"
version=
"2021/11/
4
"
desc=
"冒提示语"
/>
<item
id=
"10"
editorPath=
"UIPrefabs/GameHall/GameHallPanel.prefab"
version=
"2021/11/
4
"
desc=
"大厅界面"
/>
<item
id=
"11"
editorPath=
"UIPrefabs/Common/GuideMask.prefab"
version=
"2021/11/
5
"
desc=
"新手引导遮罩"
/>
<item
id=
"12"
editorPath=
"UIPrefabs/Common/TipsDlg.prefab"
version=
"2021/11/
5
"
desc=
"提示框"
/>
<item
id=
"13"
editorPath=
"UIPrefabs/Common/WaitBoard.prefab"
version=
"2021/11/
5
"
desc=
"请稍等挡板"
/>
<item
id=
"14"
editorPath=
"UIPrefabs/Backpack/BackpackPanel.prefab"
version=
"2021/11/
6
"
desc=
"背包界面"
/>
<item
id=
"1"
editorPath=
"BaseRes/HotUpdatePanel.prefab"
version=
"2021/1
1/10
"
desc=
"热更新界面"
/>
<item
id=
"2"
editorPath=
"3D/Cube.prefab"
version=
"2021/1
1/10
"
desc=
"3D正方体,测试用"
/>
<item
id=
"3"
editorPath=
"UIPrefabs/Login/LoginPanel.prefab"
version=
"2021/1
1/10
"
desc=
"登录界面"
/>
<item
id=
"4"
editorPath=
"Effects/Particle System.prefab"
version=
"2021/1
1/10
"
desc=
"粒子,测试用"
/>
<item
id=
"5"
editorPath=
"Atlas/CommonUI.spriteatlas"
version=
"2021/1
1/10
"
desc=
"图集"
/>
<item
id=
"6"
editorPath=
"Audios/bg.wav"
version=
"2021/1
1/10
"
desc=
"背景音乐"
/>
<item
id=
"8"
editorPath=
"BaseRes/TestPanel.prefab"
version=
"2021/1
1/10
"
desc=
"测试界面"
/>
<item
id=
"9"
editorPath=
"UIPrefabs/Common/FlyTips.prefab"
version=
"2021/11/
10
"
desc=
"冒提示语"
/>
<item
id=
"10"
editorPath=
"UIPrefabs/GameHall/GameHallPanel.prefab"
version=
"2021/11/
10
"
desc=
"大厅界面"
/>
<item
id=
"11"
editorPath=
"UIPrefabs/Common/GuideMask.prefab"
version=
"2021/11/
10
"
desc=
"新手引导遮罩"
/>
<item
id=
"12"
editorPath=
"UIPrefabs/Common/TipsDlg.prefab"
version=
"2021/11/
10
"
desc=
"提示框"
/>
<item
id=
"13"
editorPath=
"UIPrefabs/Common/WaitBoard.prefab"
version=
"2021/11/
10
"
desc=
"请稍等挡板"
/>
<item
id=
"14"
editorPath=
"UIPrefabs/Backpack/BackpackPanel.prefab"
version=
"2021/11/
10
"
desc=
"背包界面"
/>
</items>
\ No newline at end of file
Assets/LuaFramework/Lua/
Utility
/EventNameDef.lua
→
Assets/LuaFramework/Lua/
Common
/EventNameDef.lua
浏览文件 @
6df0a3bb
文件已移动
Assets/LuaFramework/Lua/
Utility
/EventNameDef.lua.meta
→
Assets/LuaFramework/Lua/
Common
/EventNameDef.lua.meta
浏览文件 @
6df0a3bb
文件已移动
Assets/LuaFramework/Lua/
Utility
/LuaUtil.lua
→
Assets/LuaFramework/Lua/
Common
/LuaUtil.lua
浏览文件 @
6df0a3bb
文件已移动
Assets/LuaFramework/Lua/
Utility
/LuaUtil.lua.meta
→
Assets/LuaFramework/Lua/
Common
/LuaUtil.lua.meta
浏览文件 @
6df0a3bb
文件已移动
Assets/LuaFramework/Lua/Lib.meta
已删除
100644 → 0
浏览文件 @
e341a164
fileFormatVersion: 2
guid: 95f00163ba722334cb5544b9c44e18d2
folderAsset: yes
timeCreated: 1476450638
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/LuaFramework/Lua/Lib/LuaEventDispatcher.lua
已删除
100644 → 0
浏览文件 @
e341a164
--region *.lua
--Date
--此文件由[BabeLua]插件自动生成
--纯lua的事件处理器
--TODO:
--纯lua的事件处理 与 调用Unity里面封装的EventDispatcher效率相差多少? 有待测试
--如果只需要在lua里面用 纯lua 的效率肯定是高
LuaEventDispatcher
=
LuaEventDispatcher
or
{}
--key:事件名称,value:事件处理方法表handles
LuaEventDispatcher
.
listeners
=
{}
local
listeners
=
LuaEventDispatcher
.
listeners
--注册事件处理
function
LuaEventDispatcher
.
RegistEvent
(
eventName
,
handle
)
local
handles
=
listeners
[
eventName
]
if
handles
==
nil
then
handles
=
{}
listeners
[
eventName
]
=
handles
end
table.insert
(
handles
,
handle
)
end
--注销事件处理
function
LuaEventDispatcher
.
UnRegistEvent
(
eventName
,
handle
)
local
handles
=
listeners
[
eventName
]
if
handles
~=
nil
then
for
k
,
v
in
pairs
(
handles
)
do
if
v
==
handle
then
handles
[
k
]
=
nil
return
k
end
end
end
end
--触发事件
function
LuaEventDispatcher
.
FireEvent
(
eventName
,
...
)
local
handles
=
listeners
[
eventName
]
if
handles
~=
nil
then
for
k
,
v
in
pairs
(
handles
)
do
v
(
...
)
end
end
end
--endregion
Assets/LuaFramework/Lua/Lib/LuaEventDispatcher.lua.meta
已删除
100644 → 0
浏览文件 @
e341a164
fileFormatVersion: 2
guid: bd4ae9b5d48ae6f4989614ec2dc811f3
timeCreated: 1476450638
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/LuaFramework/Lua/LuaFileList.lua
浏览文件 @
6df0a3bb
Utility
/
LuaUtil
.
lua
Common
/
LuaUtil
.
lua
Common
/
define
.
lua
Common
/
functions
.
lua
Common
/
protocal
.
lua
Common
/
const
.
lua
Common
/
UITool
.
lua
Common
/
EventNameDef
.
lua
-- 入口脚本
Logic
/
Main
.
lua
...
...
Assets/LuaFramework/Lua/Utility.meta
已删除
100644 → 0
浏览文件 @
e341a164
fileFormatVersion: 2
guid: 22a026ab84777d94bbf98b62277fabf8
folderAsset: yes
timeCreated: 1476447806
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/LuaFramework/Lua/View/Login/LoginPanel.lua
浏览文件 @
6df0a3bb
...
...
@@ -79,8 +79,6 @@ function LoginPanel:SetUi(binder)
LanguageMgr
:
ChangeLanguageType
(
v
)
end
)
language
.
value
=
LanguageMgr
.
languageIndex
end
function
LoginPanel
:
OnHide
()
...
...
Assets/RawAssets/GuideMask/Material/GuideMask.mat
浏览文件 @
6df0a3bb
...
...
@@ -69,7 +69,7 @@ Material:
-
_Mode
:
0
-
_OcclusionStrength
:
1
-
_Parallax
:
0.02
-
_Silder
:
8
3.82081
-
_Silder
:
8
5.56396
-
_SmoothnessTextureChannel
:
0
-
_SpecularHighlights
:
1
-
_SrcBlend
:
1
...
...
@@ -82,7 +82,7 @@ Material:
-
_UseUIAlphaClip
:
0
-
_ZWrite
:
1
m_Colors
:
-
_Center
:
{
r
:
508.19995
,
g
:
277.80994
,
b
:
0
,
a
:
0
}
-
_Center
:
{
r
:
0
,
g
:
-221.89998
,
b
:
0
,
a
:
0
}
-
_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
1
}
-
_EmissionColor
:
{
r
:
0
,
g
:
0
,
b
:
0
,
a
:
1
}
m_BuildTextureStacks
:
[]
Assets/Scripts/Framework/Audio/AudioMgr.cs
浏览文件 @
6df0a3bb
...
...
@@ -21,6 +21,10 @@ public class AudioMgr
UpdateMusicVolume
(
m_musicVolumeFactor
);
}
/// <summary>
/// 播放音效
/// </summary>
/// <param name="audioName">声音名字,需要带后缀</param>
public
void
PlaySound
(
string
audioName
)
{
var
clip
=
m_cache
.
GetAudioClip
(
audioName
);
...
...
@@ -28,6 +32,12 @@ public class AudioMgr
m_channalMgr
.
PlaySound
(
clip
);
}
/// <summary>
/// 播放音效
/// </summary>
/// <param name="audioName">声音名字,需要带后缀</param>
/// <param name="loop">是否循环</param>
/// <param name="fadeIn">是否渐入</param>
public
void
PlaySoundEx
(
string
audioName
,
bool
loop
,
bool
fadeIn
)
{
var
clip
=
m_cache
.
GetAudioClip
(
audioName
);
...
...
@@ -35,6 +45,13 @@ public class AudioMgr
m_channalMgr
.
PlaySound
(
clip
,
loop
,
fadeIn
);
}
/// <summary>
/// 播放音乐,比如背景音乐
/// </summary>
/// <param name="audioName">声音名字,需要带后缀</param>
/// <param name="loop">是否循环</param>
/// <param name="fadeIn">是否渐入</param>
/// <param name="pauseOther">是否停止其他背景音乐</param>
public
void
PlayMusic
(
string
audioName
,
bool
loop
,
bool
fadeIn
,
bool
pauseOther
)
{
var
cfgItem
=
m_cfg
.
GetAudioCfg
(
audioName
);
...
...
@@ -73,6 +90,10 @@ public class AudioMgr
return
m_cfg
.
GetAudioCfg
(
audioName
);
}
/// <summary>
/// 调节音效音量
/// </summary>
/// <param name="factor">0到1</param>
public
void
UpdateSoundVolume
(
float
factor
)
{
m_soundVolumeFactor
=
factor
;
...
...
@@ -81,6 +102,10 @@ public class AudioMgr
}
/// <summary>
/// 调节音乐音量
/// </summary>
/// <param name="factor">0到1</param>
public
void
UpdateMusicVolume
(
float
factor
)
{
m_musicVolumeFactor
=
factor
;
...
...
Assets/Scripts/Framework/Debug/LogCat.cs
浏览文件 @
6df0a3bb
...
...
@@ -22,10 +22,10 @@ public class LogCat : MonoBehaviour
void
Update
()
{
#if UNITY_EDITOR
#if UNITY_EDITOR
|| UNITY_STANDALONE
if
(
Input
.
GetKeyDown
(
KeyCode
.
F4
))
#else
if
(
Input
.
GetMouseButtonDown
(
0
)
&&
Input
.
touchCount
>=
3
)
if
(
Input
.
GetMouseButtonDown
(
0
)
&&
Input
.
touchCount
==
4
)
#endif
{
m_showLog
=
!
m_showLog
;
...
...
Assets/Scripts/Framework/Debug/Logger.cs
已删除
100644 → 0
浏览文件 @
e341a164
using
System.IO
;
using
UnityEngine
;
using
System.Text
;
/// <summary>
/// 日志输出
/// </summary>
public
class
Logger
{
public
void
Init
()
{
m_needUpload
=
false
;
#if UNITY_ANDROID || UNITY_IOS
//var fullSavePath = "mnt/sdcard/output_log.txt";
var
fullSavePath
=
string
.
Format
(
"{0}/{1}"
,
Application
.
persistentDataPath
,
"output_log.txt"
);
#elif UNITY_STANDALONE_WIN
var
fullSavePath
=
string
.
Format
(
"{0}/{1}"
,
Application
.
dataPath
,
"output_log.txt"
);
#endif
InitLogger
(
fullSavePath
);
}
void
InitLogger
(
string
fullSavePath
)
{
m_fullSavePath
=
fullSavePath
;
if
(
File
.
Exists
(
fullSavePath
))
{
FileInfo
file
=
new
FileInfo
(
fullSavePath
);
if
(
file
.
Length
>
MaxFileSize_1
)
{
File
.
Delete
(
fullSavePath
);
}
}
if
(!
Directory
.
Exists
(
fullSavePath
.
Replace
(
"/output_log.txt"
,
""
)))
{
fullSavePath
=
string
.
Format
(
"{0}/{1}"
,
Application
.
persistentDataPath
,
"output_log.txt"
);
if
(
File
.
Exists
(
fullSavePath
))
{
FileInfo
file
=
new
FileInfo
(
fullSavePath
);
if
(
file
.
Length
>
MaxFileSize
)
{
File
.
Delete
(
m_fullSavePath
);
}
}
}
if
(
Directory
.
Exists
(
fullSavePath
.
Replace
(
"/output_log.txt"
,
""
)))
{
try
{
if
(!
File
.
Exists
(
fullSavePath
))
{
FileStream
fs
=
File
.
Create
(
fullSavePath
);
fs
.
Close
();
}
Application
.
logMessageReceivedThreaded
+=
logCallBack
;
GameLogger
.
Log
(
"Logger Start"
);
}
catch
(
System
.
Exception
ex
)
{
GameLogger
.
Log
(
"error can not open."
+
ex
.
StackTrace
.
ToString
()
+
ex
.
Message
);
}
}
else
{
GameLogger
.
Log
(
"error not found the log output path."
);
}
}
public
void
Flush
()
{
if
(
m_logBuilder
.
Length
>
0
)
{
if
(
enable
&&
File
.
Exists
(
m_fullSavePath
))
{
using
(
StreamWriter
sw
=
File
.
AppendText
(
m_fullSavePath
))
{
sw
.
WriteLine
(
m_logBuilder
.
ToString
());
m_logBuilder
.
Remove
(
0
,
m_logBuilder
.
Length
);
}
}
}
}
private
void
logCallBack
(
string
condition
,
string
stackTrace
,
LogType
type
)
{
lock
(
m_locker
)
{
if
((
type
==
LogType
.
Error
||
type
==
LogType
.
Exception
))
{
m_needUpload
=
true
;
}
string
log
=
string
.
Format
(
"{0} {1}\n"
,
System
.
DateTime
.
Now
.
ToString
(
"MM-dd HH:mm:ss"
),
condition
);
m_logBuilder
.
Append
(
log
);
m_logBuilder
.
Append
(
stackTrace
);
m_logBuilder
.
Append
(
"\n"
);
Flush
();
}
}
/// <summary>
///复制一份log,用来查找bug
/// </summary>
public
void
CopyOutPutLog
()
{
try
{
//Debug.LogError("CopyOutPutLog");
if
(
File
.
Exists
(
m_fullSavePath
))
{
string
file
=
File
.
ReadAllText
(
m_fullSavePath
);
if
(
file
.
Length
>
0
)
{
string
copyFile
=
m_fullSavePath
;
//m_fullSavePath.Replace("/output_log.txt", "")
copyFile
=
copyFile
.
Replace
(
"/output_log.txt"
,
"/output_log_1.txt"
);
if
(
File
.
Exists
(
copyFile
))
{
FileInfo
targetFile
=
new
FileInfo
(
copyFile
);
if
(
targetFile
.
Length
>
MaxFileSize_1
)
{
File
.
Delete
(
copyFile
);
}
}
File
.
AppendAllText
(
copyFile
,
file
);
}
}
}
catch
(
System
.
Exception
e
)
{
GameLogger
.
LogError
(
e
);
}
}
private
Logger
()
{
m_logBuilder
=
new
StringBuilder
();
m_needUpload
=
false
;
enable
=
true
;
m_locker
=
new
System
.
Object
();
}
public
static
Logger
instance
{
get
{
if
(
s_instance
==
null
)
s_instance
=
new
Logger
();
return
s_instance
;
}
}
public
bool
needUpload
{
get
{
return
m_needUpload
;
}
}
public
bool
enable
;
private
bool
m_needUpload
;
private
string
m_fullSavePath
=
string
.
Empty
;
private
StringBuilder
m_logBuilder
;
private
System
.
Object
m_locker
;
private
static
Logger
s_instance
;
private
const
long
MaxFileSize
=
0
;
private
const
long
MaxFileSize_1
=
5
*
1024
*
1024
;
}
Assets/Scripts/Framework/Debug/Logger.cs.meta
已删除
100644 → 0
浏览文件 @
e341a164
fileFormatVersion: 2
guid: 4f56ae0b96d16f04ea1c8502c64e197e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Framework/Event/EventDispatcher.cs
浏览文件 @
6df0a3bb
...
...
@@ -10,39 +10,54 @@ public delegate void MyEventHandler(params object[] objs);
public
class
EventDispatcher
{
public
void
Regist
(
string
type
,
MyEventHandler
handler
)
/// <summary>
/// 注册事件
/// </summary>
/// <param name="evt">事件名</param>
/// <param name="handler">响应函数</param>
public
void
Regist
(
string
evt
,
MyEventHandler
handler
)
{
if
(
handler
==
null
)
return
;
if
(
listeners
.
ContainsKey
(
type
))
if
(
listeners
.
ContainsKey
(
evt
))
{
//这里涉及到Dispath过程中反注册问题,必须使用listeners[type]+=..
listeners
[
type
]
+=
handler
;
listeners
[
evt
]
+=
handler
;
}
else
{
listeners
.
Add
(
type
,
handler
);
listeners
.
Add
(
evt
,
handler
);
}
}
public
void
UnRegist
(
string
type
,
MyEventHandler
handler
)
/// <summary>
/// 注销事件
/// </summary>
/// <param name="evt">事件名</param>
/// <param name="handler">响应函数</param>
public
void
UnRegist
(
string
evt
,
MyEventHandler
handler
)
{
if
(
handler
==
null
)
return
;
if
(
listeners
.
ContainsKey
(
type
))
if
(
listeners
.
ContainsKey
(
evt
))
{
//这里涉及到Dispath过程中反注册问题,必须使用listeners[type]-=..
listeners
[
type
]
-=
handler
;
if
(
listeners
[
type
]
==
null
)
listeners
[
evt
]
-=
handler
;
if
(
listeners
[
evt
]
==
null
)
{
//已经没有监听者了,移除.
listeners
.
Remove
(
type
);
listeners
.
Remove
(
evt
);
}
}
}
/// <summary>
/// 抛出事件
/// </summary>
/// <param name="evt">事件名</param>
/// <param name="objs">参数</param>
public
void
DispatchEvent
(
string
evt
,
params
object
[]
objs
)
{
try
...
...
Assets/Scripts/Framework/Event/EventNameDef.cs
浏览文件 @
6df0a3bb
...
...
@@ -2,7 +2,7 @@
public
class
EventNameDef
{
/// <summary>
/// 语言切换
/// 语言切换
事件
/// </summary>
public
const
string
LANGUAGE_TYPE_CHANGED
=
"LANGUAGE_TYPE_CHANGED"
;
}
Assets/Scripts/Framework/I18N/LanguageMgr.cs
浏览文件 @
6df0a3bb
...
...
@@ -15,7 +15,7 @@ public class LanguageMgr
/// <summary>
/// 切换语言
/// </summary>
/// <param name="index"></param>
/// <param name="index">
语言索引,参见LanguageType枚举
</param>
public
void
ChangeLanguageType
(
int
index
)
{
language
=
(
LanguageType
)
index
;
...
...
Assets/Scripts/Framework/Panel/BasePanel.cs
浏览文件 @
6df0a3bb
...
...
@@ -4,7 +4,7 @@ using LuaInterface;
/// <summary>
/// Panel基础脚本
/// </summary>
public
class
BasePanel
:
MonoBehaviour
public
class
BasePanel
:
MonoBehaviour
{
/// <summary>
/// Lua写的Panel脚本由BasePanel来调度,通过luaObj来绑定调度的方法
...
...
Assets/Scripts/Framework/Panel/PanelMgr.cs
浏览文件 @
6df0a3bb
...
...
@@ -22,6 +22,13 @@ public class PanelMgr
return
panel
;
}
/// <summary>
/// 显示界面(供lua层调用)
/// </summary>
/// <param name="panelId">界面ID</param>
/// <param name="luaObj">lua界面脚本对象,是一个lua table</param>
/// <param name="parent">父节点</param>
/// <returns></returns>
public
BasePanel
ShowPanel
(
int
panelId
,
LuaInterface
.
LuaTable
luaObj
,
Transform
parent
)
{
var
panel
=
GetPanelById
(
panelId
);
...
...
@@ -42,7 +49,13 @@ public class PanelMgr
return
panel
;
}
/// <summary>
/// 显示界面(供C#层调用)
/// </summary>
/// <param name="panelId">界面ID</param>
/// <param name="parent">父节点</param>
/// <typeparam name="T">界面类</typeparam>
/// <returns></returns>
public
T
ShowPanel
<
T
>(
int
panelId
,
Transform
parent
)
where
T
:
BasePanel
{
var
panel
=
GetPanelById
(
panelId
);
...
...
@@ -62,6 +75,10 @@ public class PanelMgr
return
(
T
)
panel
;
}
/// <summary>
/// 关闭界面
/// </summary>
/// <param name="panelId">界面ID</param>
public
void
HidePanel
(
int
panelId
)
{
var
panel
=
GetPanelById
(
panelId
);
...
...
Assets/Scripts/Framework/Particle/ParticleManager.cs
浏览文件 @
6df0a3bb
...
...
@@ -5,6 +5,13 @@
/// </summary>
public
class
ParticleManager
{
/// <summary>
/// 播放粒子特效
/// </summary>
/// <param name="resId">资源ID</param>
/// <param name="duration">持续事件</param>
/// <param name="cache">是否缓存到对象池中</param>
/// <returns></returns>
public
GameObject
PlayParticle
(
int
resId
,
float
duration
,
bool
cache
)
{
// 取缓存
...
...
Assets/Scripts/Framework/Sprite/SpriteManager.cs
浏览文件 @
6df0a3bb
...
...
@@ -26,6 +26,11 @@ public class SpriteManager
return
atlas
.
GetSprite
(
spriteName
);
}
/// <summary>
/// 给Image设置精灵图
/// </summary>
/// <param name="image">Image对象</param>
/// <param name="spriteName">精灵图名称</param>
public
void
SetSprite
(
Image
image
,
string
spriteName
)
{
image
.
sprite
=
GetSprite
(
spriteName
);
...
...
Assets/Scripts/Framework/UGUIExpand/GuideMask/GuideMaskBhv.cs
浏览文件 @
6df0a3bb
...
...
@@ -16,12 +16,16 @@ public class GuideMaskBhv : MonoBehaviour
Vector3
[]
corners
=
new
Vector3
[
4
];
float
yVelocity
=
0f
;
/// <summary>
/// 执行引导
/// </summary>
/// <param name="target">模板对象</param>
public
void
DoGuide
(
GameObject
target
)
{
if
(
null
!=
target
)
this
.
target
=
target
;
// 设置事件透传对象
gameObject
.
GetComponent
<
EventPermeate
>().
target
=
this
.
target
.
gameObject
;
gameObject
.
GetComponent
<
EventPermeate
>().
target
=
this
.
target
;
var
canvas
=
GlobalObjs
.
s_canvas
;
target
.
GetComponent
<
RectTransform
>().
GetWorldCorners
(
corners
);
...
...
Assets/Scripts/StartUp.cs
浏览文件 @
6df0a3bb
...
...
@@ -11,7 +11,7 @@ public class StartUp : MonoBehaviour
// 热更新之前初始化一些模块
InitBeforeHotUpdate
();
// 热更新
HotUpdatePanel
.
Create
(()
=>
HotUpdatePanel
.
Show
(()
=>
{
// 热更新后初始化一些模块
InitAfterHotUpdate
();
...
...
@@ -47,7 +47,7 @@ public class StartUp : MonoBehaviour
Application
.
runInBackground
=
true
;
// 日志
Logger
.
instance
.
Init
();
GameLogger
.
Init
();
LogCat
.
Init
();
// 网络消息注册
m_networkMsgEventRegister
.
RegistNetworkMsgEvent
();
...
...
Assets/Scripts/View/HotUpdate/HotUpdatePanel.cs
浏览文件 @
6df0a3bb
...
...
@@ -57,7 +57,7 @@ public class HotUpdatePanel : BasePanel
/// </summary>
private
Action
m_cb
;
public
static
void
Create
(
Action
cb
)
public
static
void
Show
(
Action
cb
)
{
#if ENABLE_HOT_UPDATE
var
panel
=
PanelMgr
.
instance
.
ShowPanel
<
HotUpdatePanel
>(
1
,
GlobalObjs
.
s_topPanel
);
...
...
@@ -201,7 +201,7 @@ public class HotUpdatePanel : BasePanel
private
void
Finish
()
{
Destroy
(
gameObject
);
PanelMgr
.
instance
.
HidePanel
(
1
);
m_cb
?.
Invoke
();
}
...
...
Packages/manifest.json
浏览文件 @
6df0a3bb
{
"dependencies"
:
{
"com.unity.2d.sprite"
:
"1.0.0"
,
"com.unity.collab-proxy"
:
"1.5.7"
,
"com.unity.ide.rider"
:
"3.0.6"
,
"com.unity.ide.visualstudio"
:
"2.0.8"
,
...
...
Packages/packages-lock.json
浏览文件 @
6df0a3bb
{
"dependencies"
:
{
"com.unity.2d.sprite"
:
{
"version"
:
"1.0.0"
,
"depth"
:
0
,
"source"
:
"builtin"
,
"dependencies"
:
{}
},
"com.unity.collab-proxy"
:
{
"version"
:
"1.5.7"
,
"depth"
:
0
,
...
...
ProjectSettings/ProjectVersion.txt
浏览文件 @
6df0a3bb
m_EditorVersion: 2021.1.
9
f1c1
m_EditorVersionWithRevision: 2021.1.
9f1c1 (a9c352b271d7
)
m_EditorVersion: 2021.1.
7
f1c1
m_EditorVersionWithRevision: 2021.1.
7f1c1 (4e944ebb9621
)
README.md
浏览文件 @
6df0a3bb
...
...
@@ -6,4 +6,4 @@
配套的服务端使用skynet框架
### 使用说明
待写
参见我的这边博客:https://linxinfa.blog.csdn.net/article/details/121244430
obj/Debug/Assembly-CSharp.csprojAssemblyReference.cache
浏览文件 @
6df0a3bb
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