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d5a84326
编写于
1月 11, 2023
作者:
威武堂堂
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电子邮件补丁
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上级
7108e10b
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68 changed file
with
1626 addition
and
3614 deletion
+1626
-3614
Masterdulepre/.gitignore
Masterdulepre/.gitignore
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...leContentIndex/3755ea23-0bc2-4903-9476-72a7768b2bef.vsidx
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...leContentIndex/5d0360d2-cf73-4060-82bc-67b5c8e80527.vsidx
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Masterdulepre/.vs/masterdulepre/v17/.suo
Masterdulepre/.vs/masterdulepre/v17/.suo
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Masterdulepre/Assembly-CSharp-Editor.csproj
Masterdulepre/Assembly-CSharp-Editor.csproj
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Masterdulepre/Assembly-CSharp.csproj
Masterdulepre/Assembly-CSharp.csproj
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Masterdulepre/Assets/.gitignore
Masterdulepre/Assets/.gitignore
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Masterdulepre/Assets/AB.meta
Masterdulepre/Assets/AB.meta
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Masterdulepre/Assets/AB/Android.meta
Masterdulepre/Assets/AB/Android.meta
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Masterdulepre/Assets/Editor/Build/AlterAssetBundle.cs
Masterdulepre/Assets/Editor/Build/AlterAssetBundle.cs
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Masterdulepre/Assets/Editor/Build/BuildUtils.cs
Masterdulepre/Assets/Editor/Build/BuildUtils.cs
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Masterdulepre/Assets/Lua/Backpack/BackpackPanel.lua.meta
Masterdulepre/Assets/Lua/Backpack/BackpackPanel.lua.meta
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Masterdulepre/Assets/Lua/Common/FlyTips.lua.meta
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Masterdulepre/Assets/Lua/Common/GuideMask.lua.meta
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Masterdulepre/Assets/Lua/Common/TipsDlg.lua.meta
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Masterdulepre/Assets/Lua/Common/WaitBoard.lua.meta
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Masterdulepre/Assets/Lua/GameHall/GameHallPanel.lua.meta
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Masterdulepre/Assets/LuaFramework/Editor/CustomSettings.cs
Masterdulepre/Assets/LuaFramework/Editor/CustomSettings.cs
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Masterdulepre/Assets/LuaFramework/Scripts/Utility/Util.cs
Masterdulepre/Assets/LuaFramework/Scripts/Utility/Util.cs
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Masterdulepre/Assets/LuaFramework/ToLua/Editor/ToLuaExport.cs
...erdulepre/Assets/LuaFramework/ToLua/Editor/ToLuaExport.cs
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Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/AppConstWrap.cs
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Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/LuaBinder.cs
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Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_AudioSourceWrap.cs
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Masterdulepre/Assets/Scripts/ConstDefine/AppConst.cs
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Masterdulepre/Assets/Scripts/HotUpdate/HotUpdater.cs
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Masterdulepre/Assets/Scripts/StartUp.cs
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Masterdulepre/Assets/Scripts/XFramework/Version/VersionMgr.cs
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Masterdulepre/UserSettings/EditorUserSettings.asset
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Masterdulepre/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache
.../obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache
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README.md
README.md
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UnityShader
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未找到文件。
Masterdulepre/.gitignore
浏览文件 @
d5a84326
...
...
@@ -2,5 +2,5 @@ Library
Logs
Temp
Bin
Assets/
StreamingAssets/res
Assets/
AB
gamelog
\ No newline at end of file
Masterdulepre/.vs/masterdulepre/FileContentIndex/3755ea23-0bc2-4903-9476-72a7768b2bef.vsidx
0 → 100644
浏览文件 @
d5a84326
文件已添加
Masterdulepre/.vs/masterdulepre/FileContentIndex/5d0360d2-cf73-4060-82bc-67b5c8e80527.vsidx
已删除
100644 → 0
浏览文件 @
7108e10b
文件已删除
Masterdulepre/.vs/masterdulepre/FileContentIndex/6c83a2bc-6b41-40da-b3a5-2acec397daff.vsidx
0 → 100644
浏览文件 @
d5a84326
文件已添加
Masterdulepre/.vs/masterdulepre/FileContentIndex/81bd6a67-1cdc-419a-b193-7fc50315ca2b.vsidx
已删除
100644 → 0
浏览文件 @
7108e10b
文件已删除
Masterdulepre/.vs/masterdulepre/FileContentIndex/8c3bf60c-6561-43b2-8b9d-d4569b76a4f5.vsidx
0 → 100644
浏览文件 @
d5a84326
文件已添加
Masterdulepre/.vs/masterdulepre/FileContentIndex/9adeab3c-d558-463d-9709-79dc1b5bf7e5.vsidx
已删除
100644 → 0
浏览文件 @
7108e10b
文件已删除
Masterdulepre/.vs/masterdulepre/FileContentIndex/da48bfe9-c4c6-4a9d-be7b-979f9334d0e3.vsidx
已删除
100644 → 0
浏览文件 @
7108e10b
文件已删除
Masterdulepre/.vs/masterdulepre/FileContentIndex/e74ee1de-a8eb-4a21-9358-01e1a3b17394.vsidx
0 → 100644
浏览文件 @
d5a84326
文件已添加
Masterdulepre/.vs/masterdulepre/FileContentIndex/f1b94de4-1bea-49b0-8e52-000592e716f5.vsidx
0 → 100644
浏览文件 @
d5a84326
文件已添加
Masterdulepre/.vs/masterdulepre/v17/.suo
浏览文件 @
d5a84326
无法预览此类型文件
Masterdulepre/Assembly-CSharp-Editor.csproj
浏览文件 @
d5a84326
...
...
@@ -59,6 +59,7 @@
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\Extend\ToLua_System_Type.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\Extend\ToLua_LuaInterface_EventObject.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\Extend\ToLua_UnityEngine_Input.cs"
/>
<Compile
Include=
"Assets\Editor\Build\AlterAssetBundle.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\Extend\ToLua_System_String.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\Extend\ToLua_System_Enum.cs"
/>
<Compile
Include=
"Assets\LuaFramework\Editor\Packager.cs"
/>
...
...
@@ -83,7 +84,6 @@
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\ToLuaExport.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Editor\Extend\ToLua_System_Delegate.cs"
/>
<Compile
Include=
"Assets\Editor\ResConfig\ResConfigEditor.cs"
/>
<Compile
Include=
"Assets\Editor\Build\AlterAssetBundle.cs"
/>
</ItemGroup>
<ItemGroup>
<Reference
Include=
"UnityEngine"
>
...
...
Masterdulepre/Assembly-CSharp.csproj
浏览文件 @
d5a84326
...
...
@@ -85,14 +85,13 @@
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_UI_GraphicWrap.cs"
/>
<Compile
Include=
"Assets\Scripts\XFramework\Audio\AudioCfg.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\BaseType\System_TypeWrap.cs"
/>
<Compile
Include=
"Assets\Scripts\
ConstDefin
e\ManagerName.cs"
/>
<Compile
Include=
"Assets\Scripts\
HotUpdat
e\ManagerName.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_SleepTimeoutWrap.cs"
/>
<Compile
Include=
"Assets\Scripts\XFramework\Common\Misc\PrefabBinder.cs"
/>
<Compile
Include=
"Assets\LuaFramework\Scripts\Network\Protocal.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_Events_UnityEventBaseWrap.cs"
/>
<Compile
Include=
"Assets\LuaFramework\Scripts\Framework\AppFacade.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_UI_SliderWrap.cs"
/>
<Compile
Include=
"Assets\LuaFramework\
ToLua\Source\Generate\UnityEngine_AudioSourceWrap
.cs"
/>
<Compile
Include=
"Assets\LuaFramework\
Scripts\Framework\AppFacade
.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_UI_SelectableWrap.cs"
/>
<Compile
Include=
"Assets\Scripts\XFramework\Common\Misc\ScreenCapture.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Reflection\LuaProperty.cs"
/>
...
...
@@ -197,6 +196,7 @@
<Compile
Include=
"Assets\LuaFramework\Scripts\ObjectPool\ObjectPool.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Core\LuaMisc.cs"
/>
<Compile
Include=
"Assets\LuaFramework\Scripts\ObjectPool\TestObjectClass.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\AppConstWrap.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_UI_ToggleWrap.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\BaseType\System_Collections_Generic_ListWrap.cs"
/>
<Compile
Include=
"Assets\Scripts\XFramework\Sprite\SpriteCfgItem.cs"
/>
...
...
@@ -300,7 +300,7 @@
<Compile
Include=
"Assets\Scripts\XFramework\Version\VersionMgr.cs"
/>
<Compile
Include=
"Assets\LuaFramework\Scripts\Network\Heartbeat.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\UnityEngine_TrackedReferenceWrap.cs"
/>
<Compile
Include=
"Assets\Scripts\
ConstDefin
e\NotiConst.cs"
/>
<Compile
Include=
"Assets\Scripts\
HotUpdat
e\NotiConst.cs"
/>
<Compile
Include=
"Assets\LuaFramework\Scripts\Framework\Core\Facade.cs"
/>
<Compile
Include=
"Assets\Scripts\XFramework\sproto\src\SpObject.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Core\LuaBaseRef.cs"
/>
...
...
@@ -310,7 +310,6 @@
<Compile
Include=
"Assets\Scripts\HotUpdate\HotUpdater.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\BaseType\UnityEngine_LightWrap.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Reflection\LuaField.cs"
/>
<Compile
Include=
"Assets\LuaFramework\ToLua\Source\Generate\AppConstWrap.cs"
/>
</ItemGroup>
<ItemGroup>
<None
Include=
"Assets\RawAssets\Shader\OutlineEx.shader"
/>
...
...
Masterdulepre/Assets/.gitignore
已删除
100644 → 0
浏览文件 @
7108e10b
StreamingAssets
UpdateZip
\ No newline at end of file
Masterdulepre/Assets/
luabundle
.meta
→
Masterdulepre/Assets/
AB
.meta
浏览文件 @
d5a84326
fileFormatVersion: 2
guid:
7db432f6c6d6f2644959cdfafe66b335
guid:
09bbc68af9310a047bcebb35aba885c0
folderAsset: yes
DefaultImporter:
externalObjects: {}
...
...
Masterdulepre/Assets/
updateZip
.meta
→
Masterdulepre/Assets/
AB/Android
.meta
浏览文件 @
d5a84326
fileFormatVersion: 2
guid:
f71838b58e9310543af2de351314375a
guid:
7d2b1d91772bdf445937280ad5b94a5b
folderAsset: yes
DefaultImporter:
externalObjects: {}
...
...
Masterdulepre/Assets/Editor/Build/AlterAssetBundle.cs
浏览文件 @
d5a84326
此差异已折叠。
点击以展开。
Masterdulepre/Assets/Editor/Build/BuildUtils.cs
浏览文件 @
d5a84326
...
...
@@ -4,142 +4,198 @@ using UnityEngine;
using
UnityEditor
;
using
System.IO
;
using
LitJson
;
using
Ionic.Zip
;
using
System.Security.Cryptography
;
using
System.Text
;
public
class
BuildUtils
{
/// <summary>
///
递归遍历获取目标目录中的所有文件
///
修改targetPath下资源的AssetBundleName与Variant
/// </summary>
/// <param name="sourceDir">目标目录</param>
/// <param name="splitAssetPath">是否要切割目录,以Assets目录为根</param>
public
static
List
<
string
>
GetFiles
(
string
sourceDir
,
bool
splitAssetPath
)
public
static
void
SetAssetBundleName
(
string
targetPath
,
string
AssetBundleName
,
string
Variant
)
{
List
<
string
>
fileList
=
new
List
<
string
>();
string
[]
fs
=
Directory
.
GetFiles
(
sourceDir
);
string
[]
ds
=
Directory
.
GetDirectories
(
sourceDir
);
for
(
int
i
=
0
,
len
=
fs
.
Length
;
i
<
len
;
++
i
)
if
(
Directory
.
Exists
(
targetPath
))
{
var
index
=
splitAssetPath
?
fs
[
i
].
IndexOf
(
"Assets"
)
:
0
;
fileList
.
Add
(
fs
[
i
].
Substring
(
index
));
}
for
(
int
i
=
0
,
len
=
ds
.
Length
;
i
<
len
;
++
i
)
{
fileList
.
AddRange
(
GetFiles
(
ds
[
i
],
splitAssetPath
));
}
return
fileList
;
}
DirectoryInfo
direction
=
new
DirectoryInfo
(
targetPath
);
FileInfo
[]
files
=
direction
.
GetFiles
(
"*"
,
SearchOption
.
AllDirectories
);
public
static
List
<
string
>
GetFiles
(
string
[]
sourceDirs
,
bool
splitAssetPath
)
{
List
<
string
>
fileList
=
new
List
<
string
>();
foreach
(
var
sourceDir
in
sourceDirs
)
{
fileList
.
AddRange
(
GetFiles
(
sourceDir
,
splitAssetPath
));
for
(
int
i
=
0
;
i
<
files
.
Length
;
i
++)
{
string
fname
=
files
[
i
].
FullName
;
if
(
fname
.
EndsWith
(
".meta"
))
{
continue
;
}
string
relative
=
fname
.
Substring
(
fname
.
IndexOf
(
"Assets"
));
AssetImporter
ai
=
AssetImporter
.
GetAtPath
(
relative
);
if
(
AssetBundleName
==
""
)
{
string
[]
strings
=
fname
.
Split
(
"\\"
);
string
name
=
strings
.
Length
>
2
?
strings
[
strings
.
Length
-
2
]
:
strings
[
0
];
ai
.
SetAssetBundleNameAndVariant
(
name
,
Variant
);
}
else
{
ai
.
SetAssetBundleNameAndVariant
(
AssetBundleName
,
Variant
);
}
}
AssetDatabase
.
Refresh
();
}
return
fileList
;
}
/// <summary>
/// 根据
哈希表构建AssetBundleBuild列表
/// 根据
后缀定义BuildBundles处理方法 未具体实现
/// </summary>
/// <param name="tb">哈希表,key为assetBundleName,value为目录</param>
/// <returns></returns>
public
static
AssetBundleBuild
[]
MakeAssetBundleBuildArray
(
Hashtable
tb
)
public
static
void
BuildBundlesBySuffix
(
)
{
AssetBundleBuild
[]
buildArray
=
new
AssetBundleBuild
[
tb
.
Count
];
int
index
=
0
;
foreach
(
string
key
in
tb
.
Keys
)
//获取ad全部资源路径
string
[]
adname
=
AssetDatabase
.
GetAllAssetBundleNames
();
List
<
string
>
paths_lua
=
new
List
<
string
>();
foreach
(
var
item
in
adname
)
{
buildArray
[
index
].
assetBundleName
=
key
;
List
<
string
>
fileList
=
new
List
<
string
>();
fileList
=
GetFiles
(
Application
.
dataPath
+
"/"
+
tb
[
key
],
true
);
buildArray
[
index
].
assetNames
=
fileList
.
ToArray
();
++
index
;
string
[]
path
=
AssetDatabase
.
GetAssetPathsFromAssetBundle
(
item
);
foreach
(
var
p_lua
in
path
)
{
//根据后缀决定处理方式
string
suffix
=
p_lua
.
Substring
(
p_lua
.
IndexOf
(
"."
)
+
1
);
if
(
suffix
==
"lua"
)
{
paths_lua
.
Add
(
p_lua
);
}
}
}
return
buildArray
;
}
/// <summary>
///
打包常规配置表AssetBundle
///
生成文件的md5码的16进制
/// </summary>
public
static
void
BuildNormalCfgBundle
(
string
target
Path
)
public
static
string
CreatMD5str
(
string
Path
)
{
Hashtable
tb
=
new
Hashtable
();
tb
[
"normal_cfg.bundle"
]
=
"GameRes/Config"
;
AssetBundleBuild
[]
buildArray
=
BuildUtils
.
MakeAssetBundleBuildArray
(
tb
);
BuildUtils
.
BuildBundles
(
buildArray
,
targetPath
);
FileStream
file
=
new
FileStream
(
Path
,
FileMode
.
Open
);
MD5
md5
=
new
MD5CryptoServiceProvider
();
byte
[]
md5s
=
md5
.
ComputeHash
(
file
);
file
.
Close
();
StringBuilder
sb
=
new
StringBuilder
();
foreach
(
var
item
in
md5s
)
sb
.
Append
(
item
.
ToString
(
"x2"
));
return
sb
.
ToString
();
}
/// <summary>
///
打包Lua的AssetBundle
///
写入对比文件
/// </summary>
public
static
void
BuildLuaBundle
(
string
targetPath
,
List
<
string
>
luaFiles
)
public
static
void
WriteMD5File
(
string
Path
,
string
Version
)
{
// 创建Lua的Bundle临时目录
var
luabundleDir
=
BuildUtils
.
CreateTmpDir
(
"luabundle"
);
// 将Lua代码拷贝到Bundle临时目录(做加密处理)
BuildUtils
.
CopyLuaToBundleDir
(
luaFiles
,
luabundleDir
);
// 构建AssetBundleBuild列表
Hashtable
tb
=
new
Hashtable
();
tb
[
"lua.bundle"
]
=
"luabundle"
;
AssetBundleBuild
[]
buildArray
=
MakeAssetBundleBuildArray
(
tb
);
// 打包AssetBundle
BuildBundles
(
buildArray
,
targetPath
);
DirectoryInfo
direction
=
new
DirectoryInfo
(
Path
);
FileInfo
[]
fileInfos
=
direction
.
GetFiles
();
// 删除Lua的Bundle临时目录
DeleteDir
(
luabundleDir
);
AssetDatabase
.
Refresh
();
JsonData
compare
=
new
JsonData
();
foreach
(
var
info
in
fileInfos
)
{
if
(
info
.
Name
.
EndsWith
(
"meta"
)
||
info
.
Name
.
EndsWith
(
".manifest"
))
continue
;
JsonData
jsonItem
=
new
JsonData
();
jsonItem
[
"Name"
]
=
info
.
Name
;
jsonItem
[
"Length"
]
=
info
.
Length
;
jsonItem
[
"MD5"
]
=
CreatMD5str
(
info
.
FullName
);
compare
.
Add
(
jsonItem
);
}
StreamWriter
sw
=
new
StreamWriter
(
Path
+
"/Compare_"
+
Version
+
".json"
);
sw
.
Write
(
JsonMapper
.
ToJson
(
compare
));
StreamWriter
sw1
=
new
StreamWriter
(
Application
.
dataPath
+
"/Resources/Compare_"
+
Version
+
".json"
);
sw1
.
Write
(
JsonMapper
.
ToJson
(
compare
));
sw
.
Close
();
sw1
.
Close
();
}
/// <summary>
/// 打包游戏资源AssetBundle
/// </summary>
public
static
void
BuildGameResBundle
(
string
targetPath
)
public
void
BuildLuaUpdateBundle
(
List
<
string
>
luaFileList
)
{
Hashtable
tb
=
new
Hashtable
();
tb
[
"baseres.bundle"
]
=
"GameRes/BaseRes"
;
tb
[
"uiprefabs.bundle"
]
=
"GameRes/UIPrefabs"
;
tb
[
"atlas.bundle"
]
=
"GameRes/Atlas"
;
tb
[
"effects.bundle"
]
=
"GameRes/Effects"
;
tb
[
"3d.bundle"
]
=
"GameRes/3D"
;
AssetBundleBuild
[]
buildArray
=
MakeAssetBundleBuildArray
(
tb
);
BuildBundles
(
buildArray
,
targetPath
);
//var needUpdateLuaFiles = GetNeedUpdateLuaList();
//GameLogger.Log("needUpdateLuaFiles.Count:" + needUpdateLuaFiles.Count);
//var luaBundleDir = BuildUtils.CreateTmpDir("luabundle");
//BuildUtils.CopyLuaToBundleDir(needUpdateLuaFiles, luaBundleDir);
//// 打包AssetBundle
//Hashtable tb = new Hashtable();
//tb["lua_update.bundle"] = "luabundle";
//AssetBundleBuild[] buildArray = BuildUtils.MakeAssetBundleBuildArray(tb);
//BuildUtils.BuildBundles(buildArray, zipDir);
//BuildUtils.DeleteDir(luaBundleDir);
//AssetDatabase.Refresh();
}
//private List<string> GetNeedUpdateLuaList()
//{
//var localLuaMD5 = BuildUtils.GetOriginalLuaframeworkMD5Json();
//var originalLuaMD5FilePath = BuildUtils.BIN_PATH + "/LuaFrameworkFiles_" + Version + ".json";
//var originalLuaMD5File = File.OpenRead(originalLuaMD5FilePath);
//StreamReader sr = new StreamReader(originalLuaMD5File);
//var jsonStr = sr.ReadToEnd();
//sr.Close();
//var originalLuaMD5 = JsonMapper.ToObject(jsonStr);
//List<string> needUpdateLuaFiles = new List<string>();
//foreach (var key in localLuaMD5.Keys)
//{
// if (!originalLuaMD5.ContainsKey(key) || originalLuaMD5[key].ToString() != localLuaMD5[key].ToString())
// {
// needUpdateLuaFiles.Add(key);
// }
//}
//return needUpdateLuaFiles;
//}
/// <summary>
///
打AssetBundle
///
拷贝Lua到目标目录,并做加密处理
/// </summary>
/// <param name="buildArray">AssetBundleBuild列表</param>
public
static
void
BuildBundles
(
AssetBundleBuild
[]
buildArray
,
string
targetPath
)
/// <param name="sourceDirs">源目录列表</param>
/// <param name="targetPath">目标目录</param>
public
static
void
CopyLuaToBundleDir
(
FileInfo
[]
luaFiles
,
string
targetPath
)
{
if
(!
Directory
.
Exists
(
targetPath
)
)
foreach
(
var
luaFile
in
luaFiles
)
{
Directory
.
CreateDirectory
(
targetPath
);
if
(
luaFile
.
FullName
.
EndsWith
(
".lua"
))
{
var
targetFile
=
targetPath
+
"/"
+
luaFile
.
Name
+
".bytes"
;
if
(!
Directory
.
Exists
(
targetPath
))
Directory
.
CreateDirectory
(
targetPath
);
// 做下加密
byte
[]
bytes
=
File
.
ReadAllBytes
(
luaFile
.
FullName
);
byte
[]
encryptBytes
=
AESEncrypt
.
Encrypt
(
bytes
);
File
.
WriteAllBytes
(
targetFile
,
encryptBytes
);
}
}
BuildPipeline
.
BuildAssetBundles
(
targetPath
,
buildArray
,
BuildAssetBundleOptions
.
ChunkBasedCompression
,
GetBuildTarget
());
AssetDatabase
.
Refresh
();
}
///-----------PlayerSettings相关设置----------------
/// <summary>
/// 打包APP
/// </summary>
public
static
void
BuildApp
()
public
static
void
BuildApp
(
BuildTarget
target
)
{
// 根据你的需求设置各种版本号
SetAppVersion
();
// 设置APP名称
SetAppName
(
"通用游戏框架"
);
// 设置IL2CPP还是Mono
SetScriptingBackend
(
false
);
SetScriptingBackend
(
BuildTargetGroup
.
Android
,
false
);
// PC平台的一些设置
SetStandalone
();
string
[]
scenes
=
new
string
[]
{
"Assets/Scenes/Main.unity"
};
string
appName
=
PlayerSettings
.
productName
+
"_"
+
VersionMgr
.
instance
.
appVersion
+
GetTargetPlatfromAppPostfix
();
string
appName
=
PlayerSettings
.
productName
+
"_"
+
VersionMgr
.
appVersion
+
GetTargetPlatfromAppPostfix
();
string
outputPath
=
Application
.
dataPath
+
"/../Bin/"
;
if
(!
Directory
.
Exists
(
outputPath
))
{
...
...
@@ -147,7 +203,7 @@ public class BuildUtils
}
string
appPath
=
Path
.
Combine
(
outputPath
,
appName
);
// 执行打包APP
BuildPipeline
.
BuildPlayer
(
scenes
,
appPath
,
GetBuildTarget
()
,
BuildOptions
.
None
);
BuildPipeline
.
BuildPlayer
(
scenes
,
appPath
,
target
,
BuildOptions
.
None
);
// 自动打开Bin目录
FastOpenTools
.
OpenFileOrDirectory
(
"/../Bin"
);
GameLogger
.
Log
(
"Build APP Done"
);
...
...
@@ -158,9 +214,9 @@ public class BuildUtils
/// </summary>
private
static
void
SetAppVersion
()
{
PlayerSettings
.
bundleVersion
=
VersionMgr
.
instance
.
appVersion
;
PlayerSettings
.
Android
.
bundleVersionCode
=
VersionMgr
.
VersionCode
(
VersionMgr
.
instance
.
appVersion
);
PlayerSettings
.
iOS
.
buildNumber
=
VersionMgr
.
instance
.
appVersion
;
PlayerSettings
.
bundleVersion
=
VersionMgr
.
appVersion
;
PlayerSettings
.
Android
.
bundleVersionCode
=
VersionMgr
.
VersionCode
(
VersionMgr
.
appVersion
);
PlayerSettings
.
iOS
.
buildNumber
=
VersionMgr
.
appVersion
;
}
/// <summary>
...
...
@@ -175,16 +231,16 @@ public class BuildUtils
/// <summary>
/// 设置IL2CPP还是Mono
/// </summary>
private
static
void
SetScriptingBackend
(
bool
il2cpp
)
private
static
void
SetScriptingBackend
(
BuildTargetGroup
target
,
bool
il2cpp
)
{
if
(
il2cpp
)
{
PlayerSettings
.
SetScriptingBackend
(
GetBuildTargetGroup
()
,
ScriptingImplementation
.
IL2CPP
);
PlayerSettings
.
SetScriptingBackend
(
target
,
ScriptingImplementation
.
IL2CPP
);
PlayerSettings
.
Android
.
targetArchitectures
=
AndroidArchitecture
.
ARM64
|
AndroidArchitecture
.
ARMv7
;
}
else
{
PlayerSettings
.
SetScriptingBackend
(
GetBuildTargetGroup
()
,
ScriptingImplementation
.
Mono2x
);
PlayerSettings
.
SetScriptingBackend
(
target
,
ScriptingImplementation
.
Mono2x
);
PlayerSettings
.
Android
.
targetArchitectures
=
AndroidArchitecture
.
ARMv7
;
}
}
...
...
@@ -212,148 +268,6 @@ public class BuildUtils
#endif
}
/// <summary>
/// 生成原始lua代码的md5
/// </summary>
public
static
void
GenOriginalLuaFrameworkMD5File
()
{
VersionMgr
.
instance
.
Init
();
JsonData
jd
=
GetOriginalLuaframeworkMD5Json
();
var
jsonStr
=
JsonMapper
.
ToJson
(
jd
);
jsonStr
=
jsonStr
.
Replace
(
","
,
",\n"
);
if
(!
Directory
.
Exists
(
BIN_PATH
))
{
Directory
.
CreateDirectory
(
BIN_PATH
);
}
using
(
StreamWriter
sw
=
new
StreamWriter
(
BIN_PATH
+
"LuaFrameworkFiles_"
+
VersionMgr
.
instance
.
appVersion
+
".json"
))
{
sw
.
Write
(
jsonStr
);
}
GameLogger
.
Log
(
"GenLuaframeworkMd5 Done"
);
}
public
static
JsonData
GetOriginalLuaframeworkMD5Json
()
{
var
sourceDirs
=
new
string
[]
{
Application
.
dataPath
+
"/LuaFramework/Lua"
,
Application
.
dataPath
+
"/LuaFramework/ToLua/Lua"
,
};
JsonData
jd
=
new
JsonData
();
foreach
(
var
sourceDir
in
sourceDirs
)
{
List
<
string
>
fileList
=
new
List
<
string
>();
fileList
=
GetFiles
(
sourceDir
,
false
);
foreach
(
var
luaFile
in
fileList
)
{
if
(!
luaFile
.
EndsWith
(
".lua"
))
continue
;
var
md5
=
LuaFramework
.
Util
.
md5file
(
luaFile
);
var
key
=
luaFile
.
Substring
(
luaFile
.
IndexOf
(
"Assets/"
));
jd
[
key
]
=
md5
;
}
}
return
jd
;
}
/// <summary>
/// 创建临时目录
/// </summary>
/// <returns></returns>
public
static
string
CreateTmpDir
(
string
dirName
)
{
var
tmpDir
=
string
.
Format
(
Application
.
dataPath
+
"/{0}/"
,
dirName
);
if
(
Directory
.
Exists
(
tmpDir
))
{
Directory
.
Delete
(
tmpDir
,
true
);
}
Directory
.
CreateDirectory
(
tmpDir
);
return
tmpDir
;
}
/// <summary>
/// 删除目录
/// </summary>
public
static
void
DeleteDir
(
string
targetDir
)
{
// 删除对应的meta文件
if
(
File
.
Exists
(
targetDir
+
".meta"
))
{
File
.
Delete
(
targetDir
+
".meta"
);
}
if
(
Directory
.
Exists
(
targetDir
))
{
Directory
.
Delete
(
targetDir
,
true
);
}
AssetDatabase
.
Refresh
();
}
/// <summary>
/// 拷贝Lua到目标目录,并做加密处理
/// </summary>
/// <param name="sourceDirs">源目录列表</param>
/// <param name="targetPath">母包目录</param>
public
static
void
CopyLuaToBundleDir
(
List
<
string
>
luaFiles
,
string
targetPath
)
{
foreach
(
var
luaFile
in
luaFiles
)
{
if
(
luaFile
.
EndsWith
(
".meta"
))
continue
;
var
luaFileFullPath
=
Application
.
dataPath
+
"/../"
+
luaFile
;
// 由于Build AssetBundle不识别.lua文件,所以拷贝一份到临时目录,统一加上.bytes结尾
var
targetFile
=
targetPath
+
luaFile
.
Replace
(
"Assets"
,
""
)
+
".bytes"
;
var
targetDir
=
Path
.
GetDirectoryName
(
targetFile
);
if
(!
Directory
.
Exists
(
targetDir
))
Directory
.
CreateDirectory
(
targetDir
);
// 做下加密
byte
[]
bytes
=
File
.
ReadAllBytes
(
luaFileFullPath
);
byte
[]
encryptBytes
=
AESEncrypt
.
Encrypt
(
bytes
);
File
.
WriteAllBytes
(
targetFile
,
encryptBytes
);
}
AssetDatabase
.
Refresh
();
}
public
static
BuildTarget
mbuildTarget
;
/// <summary>
/// 获取当前平台
/// </summary>
public
static
BuildTarget
GetBuildTarget
()
{
if
(((
int
)
mbuildTarget
)
>
0
)
return
mbuildTarget
;
#if UNITY_STANDALONE
return
BuildTarget
.
StandaloneWindows
;
#elif UNITY_ANDROID
return
BuildTarget
.
Android
;
#else
return
BuildTarget
.
iOS
;
#endif
}
public
static
BuildTargetGroup
GetBuildTargetGroup
()
{
#if UNITY_STANDALONE
return
BuildTargetGroup
.
Standalone
;
#elif UNITY_ANDROID
return
BuildTargetGroup
.
Android
;
#else
return
BuildTargetGroup
.
iOS
;
#endif
}
public
static
string
GetNameByPath
(
string
path
)
{
if
(
string
.
IsNullOrEmpty
(
path
))
return
string
.
Empty
;
var
name
=
string
.
Empty
;
path
=
path
.
Replace
(
"\\"
,
"/"
);
int
lastIndex
=
path
.
LastIndexOf
(
"/"
);
if
(
lastIndex
<
0
)
return
string
.
Empty
;
name
=
path
.
Remove
(
0
,
lastIndex
+
1
);
return
name
;
}
/// <summary>
/// 获取目标平台APP后缀
...
...
@@ -377,10 +291,4 @@ public class BuildUtils
return
".ipa"
;
#endif
}
public
static
string
BIN_PATH
{
get
{
return
Application
.
dataPath
+
"/../Bin/"
;
}
}
}
Masterdulepre/Assets/Lua/Backpack/BackpackPanel.lua.meta
浏览文件 @
d5a84326
...
...
@@ -3,5 +3,5 @@ guid: 199160ff47e23224c95d65c984954500
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
lua_backpack
assetBundleVariant:
lua
assetBundleName:
assetBundleVariant:
Masterdulepre/Assets/Lua/Common/FlyTips.lua.meta
浏览文件 @
d5a84326
...
...
@@ -3,5 +3,5 @@ guid: f262fafd1a116be449b0e4fbe513139c
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
lua_common
assetBundleVariant:
lua
assetBundleName:
assetBundleVariant:
Masterdulepre/Assets/Lua/Common/GuideMask.lua.meta
浏览文件 @
d5a84326
...
...
@@ -3,5 +3,5 @@ guid: 123228e04c588494a992383aba5d859f
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
lua_common
assetBundleVariant:
lua
assetBundleName:
assetBundleVariant:
Masterdulepre/Assets/Lua/Common/TipsDlg.lua.meta
浏览文件 @
d5a84326
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浏览文件 @
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...
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Masterdulepre/Assets/LuaFramework/Editor/CustomSettings.cs
浏览文件 @
d5a84326
...
...
@@ -11,7 +11,7 @@ namespace LuaFramework
{
public
static
class
CustomSettings
{
public
static
string
FrameworkPath
=
App
Const
.
FrameworkRoot
;
public
static
string
FrameworkPath
=
App
lication
.
dataPath
+
"/LuaFramework"
;
public
static
string
saveDir
=
FrameworkPath
+
"/ToLua/Source/Generate/"
;
public
static
string
luaDir
=
FrameworkPath
+
"/Lua/"
;
public
static
string
toluaBaseType
=
FrameworkPath
+
"/ToLua/BaseType/"
;
...
...
Masterdulepre/Assets/LuaFramework/Scripts/Utility/Util.cs
浏览文件 @
d5a84326
...
...
@@ -274,41 +274,6 @@ namespace LuaFramework
}
/// <summary>
/// 防止初学者不按步骤来操作
/// </summary>
/// <returns></returns>
static
int
CheckRuntimeFile
()
{
if
(!
Application
.
isEditor
)
return
0
;
string
streamDir
=
Application
.
dataPath
+
"/StreamingAssets/"
;
if
(!
Directory
.
Exists
(
streamDir
))
{
return
-
1
;
}
else
{
string
[]
files
=
Directory
.
GetFiles
(
streamDir
);
if
(
files
.
Length
==
0
)
return
-
1
;
if
(!
File
.
Exists
(
streamDir
+
"files.txt"
))
{
return
-
1
;
}
}
string
sourceDir
=
AppConst
.
FrameworkRoot
+
"/ToLua/Source/Generate/"
;
if
(!
Directory
.
Exists
(
sourceDir
))
{
return
-
2
;
}
else
{
string
[]
files
=
Directory
.
GetFiles
(
sourceDir
);
if
(
files
.
Length
==
0
)
return
-
2
;
}
return
0
;
}
/// <summary>
/// 检查运行环境
/// </summary>
...
...
Masterdulepre/Assets/LuaFramework/ToLua/Editor/ToLuaExport.cs
浏览文件 @
d5a84326
...
...
@@ -2528,7 +2528,7 @@ public static class ToLuaExport
}
catch
(
System
.
Exception
e
)
{
Debugger
.
Log
(
e
);
}
}
...
...
Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/AppConstWrap.cs
浏览文件 @
d5a84326
...
...
@@ -24,8 +24,6 @@ public class AppConstWrap
L
.
RegVar
(
"UseFileList"
,
get_UseFileList
,
set_UseFileList
);
L
.
RegVar
(
"LuaFileListName"
,
get_LuaFileListName
,
set_LuaFileListName
);
L
.
RegVar
(
"LuaSecretKey"
,
get_LuaSecretKey
,
set_LuaSecretKey
);
L
.
RegVar
(
"ABpath"
,
get_ABpath
,
set_ABpath
);
L
.
RegVar
(
"FrameworkRoot"
,
get_FrameworkRoot
,
null
);
L
.
EndClass
();
}
...
...
@@ -207,34 +205,6 @@ public class AppConstWrap
}
}
[
MonoPInvokeCallbackAttribute
(
typeof
(
LuaCSFunction
))]
static
int
get_ABpath
(
IntPtr
L
)
{
try
{
ToLua
.
Push
(
L
,
AppConst
.
ABpath
);
return
1
;
}
catch
(
Exception
e
)
{
return
LuaDLL
.
toluaL_exception
(
L
,
e
);
}
}
[
MonoPInvokeCallbackAttribute
(
typeof
(
LuaCSFunction
))]
static
int
get_FrameworkRoot
(
IntPtr
L
)
{
try
{
LuaDLL
.
lua_pushstring
(
L
,
AppConst
.
FrameworkRoot
);
return
1
;
}
catch
(
Exception
e
)
{
return
LuaDLL
.
toluaL_exception
(
L
,
e
);
}
}
[
MonoPInvokeCallbackAttribute
(
typeof
(
LuaCSFunction
))]
static
int
set_UserId
(
IntPtr
L
)
{
...
...
@@ -324,20 +294,5 @@ public class AppConstWrap
return
LuaDLL
.
toluaL_exception
(
L
,
e
);
}
}
[
MonoPInvokeCallbackAttribute
(
typeof
(
LuaCSFunction
))]
static
int
set_ABpath
(
IntPtr
L
)
{
try
{
string
[]
arg0
=
ToLua
.
CheckStringArray
(
L
,
2
);
AppConst
.
ABpath
=
arg0
;
return
0
;
}
catch
(
Exception
e
)
{
return
LuaDLL
.
toluaL_exception
(
L
,
e
);
}
}
}
Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/LuaBinder.cs
浏览文件 @
d5a84326
...
...
@@ -30,7 +30,7 @@ public static class LuaBinder
UnityEngine_ComponentWrap
.
Register
(
L
);
UnityEngine_TransformWrap
.
Register
(
L
);
UnityEngine_CameraWrap
.
Register
(
L
);
UnityEngine_AudioSourceWrap
.
Register
(
L
);
//
UnityEngine_AudioSourceWrap.Register(L);
UnityEngine_BehaviourWrap
.
Register
(
L
);
UnityEngine_GameObjectWrap
.
Register
(
L
);
UnityEngine_TrackedReferenceWrap
.
Register
(
L
);
...
...
Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_AudioSourceWrap.cs
已删除
100644 → 0
浏览文件 @
7108e10b
此差异已折叠。
点击以展开。
Masterdulepre/Assets/LuaFramework/ToLua/Source/Generate/UnityEngine_AudioSourceWrap.cs.meta
已删除
100644 → 0
浏览文件 @
7108e10b
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浏览文件 @
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...
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...
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Masterdulepre/Assets/Res
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浏览文件 @
d5a84326
此差异已折叠。
点击以展开。
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浏览文件 @
7108e10b
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x
:
0
,
y
:
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!222
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CanvasRenderer
:
m_ObjectHideFlags
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0
m_CorrespondingSourceObject
:
{
fileID
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0
}
m_PrefabInstance
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{
fileID
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0
}
m_PrefabAsset
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{
fileID
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0
}
m_GameObject
:
{
fileID
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}
m_CullTransparentMesh
:
1
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GameObject
:
m_ObjectHideFlags
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0
m_CorrespondingSourceObject
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fileID
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0
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m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
serializedVersion
:
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m_Component
:
-
component
:
{
fileID
:
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}
-
component
:
{
fileID
:
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}
-
component
:
{
fileID
:
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}
m_Layer
:
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m_Name
:
GamePanel
m_TagString
:
Untagged
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
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!u!224
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RectTransform
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
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}
m_LocalRotation
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
1
}
m_LocalPosition
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_LocalScale
:
{
x
:
1
,
y
:
1
,
z
:
1
}
m_ConstrainProportionsScale
:
0
m_Children
:
[]
m_Father
:
{
fileID
:
670355793
}
m_RootOrder
:
1
m_LocalEulerAnglesHint
:
{
x
:
0
,
y
:
0
,
z
:
0
}
m_AnchorMin
:
{
x
:
0
,
y
:
0
}
m_AnchorMax
:
{
x
:
1
,
y
:
1
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
0
,
y
:
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
---
!u!222
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CanvasRenderer
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1967082373
}
m_CullTransparentMesh
:
1
---
!u!61
&1967082377
BoxCollider2D
:
m_ObjectHideFlags
:
0
m_CorrespondingSourceObject
:
{
fileID
:
0
}
m_PrefabInstance
:
{
fileID
:
0
}
m_PrefabAsset
:
{
fileID
:
0
}
m_GameObject
:
{
fileID
:
1967082373
}
m_Enabled
:
1
m_Density
:
1
m_Material
:
{
fileID
:
0
}
m_IsTrigger
:
0
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
0
}
m_SpriteTilingProperty
:
border
:
{
x
:
0
,
y
:
0
,
z
:
0
,
w
:
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}
pivot
:
{
x
:
0
,
y
:
0
}
oldSize
:
{
x
:
0
,
y
:
0
}
newSize
:
{
x
:
0
,
y
:
0
}
adaptiveTilingThreshold
:
0
drawMode
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
1
,
y
:
1
}
m_EdgeRadius
:
0
Masterdulepre/Assets/
Resources
/Main.unity.meta
→
Masterdulepre/Assets/
Scence
/Main.unity.meta
浏览文件 @
d5a84326
文件已移动
Masterdulepre/Assets/Scripts/ConstDefine/AppConst.cs
浏览文件 @
d5a84326
...
...
@@ -2,21 +2,13 @@
public
class
AppConst
{
public
const
bool
DebugMode
=
false
;
//调试模式-用于内部测试
/// <summary>
/// 如果想删掉框架自带的例子,那这个例子模式必须要
/// 关闭,否则会出现一些错误。
/// </summary>
public
const
bool
ExampleMode
=
false
;
//例子模式
public
const
bool
DebugMode
=
true
;
//调试模式-用于内部测试
/// <summary>
/// 如果开启更新模式,前提必须启动框架自带服务器端。
/// 否则就需要自己将StreamingAssets里面的所有内容
/// 复制到自己的Webserver上面,并修改下面的WebUrl。
/// </summary>
//public const bool UpdateMode = false; //更新模式-默认关闭
//public const bool LuaByteMode = false; //Lua字节码模式-默认关闭
public
const
bool
UpdateMode
=
false
;
//更新模式-默认关闭 避免没有配置热更服务器导致的报错
public
const
int
TimerInterval
=
1
;
...
...
@@ -35,19 +27,4 @@ public class AppConst
public
static
bool
UseFileList
=
true
;
//是否启用配置的filelist
public
static
string
LuaFileListName
=
"LuaFileList.lua"
;
//要加载的lua 文件列表
public
static
string
LuaSecretKey
=
"osdkqwudWQHd*+*/*"
;
//lua 加密用的密钥
public
static
string
FrameworkRoot
{
get
{
return
Application
.
dataPath
+
"/"
+
AppName
;
}
}
//Assets目录下需要打AB包的路径
public
static
string
[]
ABpath
=
{
Application
.
dataPath
+
"/GameRes"
,
Application
.
dataPath
+
"/RawAssets"
,
Application
.
dataPath
+
"/MLua"
};
}
\ No newline at end of file
Masterdulepre/Assets/Scripts/HotUpdate/HotUpdater.cs
浏览文件 @
d5a84326
...
...
@@ -2,7 +2,6 @@ using System.Collections;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.Networking
;
using
LuaFramework
;
using
System
;
using
LitJson
;
using
System.Security.Cryptography.X509Certificates
;
...
...
@@ -11,7 +10,6 @@ using System.Net;
using
System.IO
;
using
Ionic.Zip
;
/// <summary>
/// 热更新逻辑
/// </summary>
...
...
@@ -46,6 +44,33 @@ public class HotUpdater
public
Action
<
float
>
actionUpdateProgress
;
private
DownloadingInfo
m_downloadingInfo
;
public
class
UpdateInfo
{
public
string
appVersion
;
public
string
appUrl
;
public
List
<
PackInfo
>
updateList
;
}
public
class
PackInfo
{
public
string
resVersion
;
public
string
md5
;
public
int
size
;
public
string
url
;
public
override
string
ToString
()
{
return
string
.
Format
(
"resVersion: {0}, md5: {1}, size: {2}, url: {3}"
,
resVersion
,
md5
,
size
,
url
);
}
}
public
struct
DownloadingInfo
{
public
long
curDownloadSize
;
public
long
targetDownloadSize
;
public
int
packIndex
;
public
int
totalPackCount
;
}
/// <summary>
/// 需要整包更新
...
...
@@ -161,27 +186,27 @@ public class HotUpdater
m_hasNextUpdateBtn
=
false
;
foreach
(
var
info
in
updateInfos
)
{
if
(
VersionMgr
.
CompareVersion
(
info
.
appVersion
,
VersionMgr
.
instance
.
appVersion
)
>
0
)
{
m_needFullAppUpdate
=
true
;
if
(
VersionMgr
.
CompareVersion
(
info
.
appVersion
,
bigestAppVer
)
>
0
)
{
bigestAppVer
=
info
.
appVersion
;
m_fullAppUpdateUrl
=
info
.
appUrl
;
}
}
if
(
VersionMgr
.
CompareVersion
(
info
.
appVersion
,
VersionMgr
.
instance
.
appVersion
)
==
0
)
{
m_hasNextUpdateBtn
=
true
;
foreach
(
var
pack
in
info
.
updateList
)
{
if
(
VersionMgr
.
CompareVersion
(
pack
.
resVersion
,
VersionMgr
.
instance
.
resVersion
)
>
0
)
{
m_sameAppVerResUpdate
=
true
;
m_packList
.
Add
(
pack
);
}
}
}
//if (VersionMgr.CompareVersion(info.appVersion, VersionMgr
.appVersion) > 0)
//
{
//
m_needFullAppUpdate = true;
//
if (VersionMgr.CompareVersion(info.appVersion, bigestAppVer) > 0)
//
{
//
bigestAppVer = info.appVersion;
//
m_fullAppUpdateUrl = info.appUrl;
//
}
//
}
//if (VersionMgr.CompareVersion(info.appVersion, VersionMgr
.appVersion) == 0)
//
{
//
m_hasNextUpdateBtn = true;
//
foreach (var pack in info.updateList)
//
{
// if (VersionMgr.CompareVersion(pack.resVersion, VersionMgr
.resVersion) > 0)
//
{
//
m_sameAppVerResUpdate = true;
//
m_packList.Add(pack);
//
}
//
}
//
}
}
GameLogger
.
Log
(
"m_packList.Count: "
+
m_packList
.
Count
);
}
...
...
@@ -316,7 +341,7 @@ public class HotUpdater
// 删除zip
DeleteFile
(
filePath
);
// 更新版本号
VersionMgr
.
instance
.
UpdateResVersion
(
packInfo
.
resVersion
);
VersionMgr
.
UpdateResVersion
(
packInfo
.
resVersion
);
// 请求下载下一个zip
StartDownloadResPack
(
true
);
}
...
...
@@ -397,34 +422,6 @@ public class HotUpdater
if
(
null
!=
m_downloader
)
m_downloader
.
Dispose
();
}
public
class
UpdateInfo
{
public
string
appVersion
;
public
string
appUrl
;
public
List
<
PackInfo
>
updateList
;
}
public
class
PackInfo
{
public
string
resVersion
;
public
string
md5
;
public
int
size
;
public
string
url
;
public
override
string
ToString
()
{
return
string
.
Format
(
"resVersion: {0}, md5: {1}, size: {2}, url: {3}"
,
resVersion
,
md5
,
size
,
url
);
}
}
public
struct
DownloadingInfo
{
public
long
curDownloadSize
;
public
long
targetDownloadSize
;
public
int
packIndex
;
public
int
totalPackCount
;
}
}
Masterdulepre/Assets/Scripts/
ConstDefin
e/ManagerName.cs
→
Masterdulepre/Assets/Scripts/
HotUpdat
e/ManagerName.cs
浏览文件 @
d5a84326
文件已移动
Masterdulepre/Assets/Scripts/
ConstDefin
e/ManagerName.cs.meta
→
Masterdulepre/Assets/Scripts/
HotUpdat
e/ManagerName.cs.meta
浏览文件 @
d5a84326
文件已移动
Masterdulepre/Assets/Scripts/
ConstDefin
e/NotiConst.cs
→
Masterdulepre/Assets/Scripts/
HotUpdat
e/NotiConst.cs
浏览文件 @
d5a84326
文件已移动
Masterdulepre/Assets/Scripts/
ConstDefin
e/NotiConst.cs.meta
→
Masterdulepre/Assets/Scripts/
HotUpdat
e/NotiConst.cs.meta
浏览文件 @
d5a84326
文件已移动
Masterdulepre/Assets/Scripts/StartUp.cs
浏览文件 @
d5a84326
...
...
@@ -50,7 +50,8 @@ public class StartUp : MonoBehaviour
// 日志
GameLogger
.
Init
();
LogCat
.
Init
();
if
(
AppConst
.
DebugMode
)
LogCat
.
Init
();
// 网络消息注册 重写
m_networkMsgEventRegister
=
new
NetworkMsgEventRegister
();
...
...
@@ -59,9 +60,6 @@ public class StartUp : MonoBehaviour
// 界面管理器
PanelMgr
.
instance
.
Init
();
// 版本号
VersionMgr
.
instance
.
Init
();
// 预加载AssetBundle
AssetBundleMgr
.
instance
.
PreloadAssetBundles
();
...
...
Masterdulepre/Assets/Scripts/XFramework/Version/VersionMgr.cs
浏览文件 @
d5a84326
...
...
@@ -3,37 +3,55 @@ using LitJson;
using
System.IO
;
public
class
VersionMgr
{
/// <summary>
/// 游戏版本号
/// 游戏版本号
/// 注释:1号位是整包更新标记,必须重新下载客户端
/// 3号位是大版本更新标记,会清除本地全部热更包,重新下载
/// 4号位是增量热更标记位,更新时自动累加,只下载对比差异
/// 2号位 尚未定义,可自行拓展
/// </summary>
public
string
appVersion
{
get
;
private
set
;
}
public
static
string
appVersion
=
"1.0.0.0"
;
/// <summary>
///
资源版本号(热更新增加这个版本号)
///
热更新版本号
/// </summary>
public
string
resVersion
{
get
;
private
set
;
}
private
static
string
cacheResVersionFile
{
get
{
return
Application
.
persistentDataPath
+
"/Update/version.txt"
;
}
}
public
void
Init
()
/// <summary>
/// 返回本地最新版本号
/// </summary>
public
static
string
GetVersion
()
{
// 从文件中读取版本号
var
versionText
=
Resources
.
Load
<
TextAsset
>(
"version"
).
text
;
var
jsonData
=
JsonMapper
.
ToObject
(
versionText
);
appVersion
=
jsonData
[
"app_version"
].
ToString
();
resVersion
=
jsonData
[
"res_version"
].
ToString
();
var
versionText
=
Resources
.
Load
<
TextAsset
>(
"version"
);
if
(
versionText
!=
null
)
{
var
jsonData
=
JsonMapper
.
ToObject
(
versionText
.
text
);
appVersion
=
jsonData
[
"appVersion"
].
ToString
();
}
// 从缓存中读取资源版本号
var
cacheResVersion
=
ReadCacheResVersion
();
// 如果缓存的版本号比文件中的版本号大,以缓存的为准(因为热更新会增加缓存的资源版本号)
if
(
CompareVersion
(
cacheResVersion
,
res
Version
)
>
0
)
if
(
CompareVersion
(
cacheResVersion
,
app
Version
)
>
0
)
{
res
Version
=
cacheResVersion
;
app
Version
=
cacheResVersion
;
}
GameLogger
.
LogGreen
(
"最新版本号:"
+
appVersion
);
return
appVersion
;
}
/// <summary>
/// 读取缓存的资源版本号
/// </summary>
private
string
ReadCacheResVersion
()
private
st
atic
st
ring
ReadCacheResVersion
()
{
if
(
File
.
Exists
(
cacheResVersionFile
))
{
...
...
@@ -51,52 +69,31 @@ public class VersionMgr
/// <summary>
/// 更新资源版本号
/// </summary>
public
void
UpdateResVersion
(
string
resV
ersion
)
public
static
void
UpdateResVersion
(
string
v
ersion
)
{
this
.
resVersion
=
resV
ersion
;
var
dir
=
Path
.
GetDirectoryName
(
cacheResVersionFile
);
appVersion
=
v
ersion
;
var
dir
=
Path
.
GetDirectoryName
(
cacheResVersionFile
);
if
(
Directory
.
Exists
(
dir
))
Directory
.
CreateDirectory
(
dir
);
using
(
var
f
=
File
.
OpenWrite
(
cacheResVersionFile
))
{
using
(
StreamWriter
sw
=
new
StreamWriter
(
f
))
{
sw
.
Write
(
res
Version
);
sw
.
Write
(
app
Version
);
}
}
GameLogger
.
LogGreen
(
"更新本地缓存版本号:"
+
resVersion
);
}
/// <summary>
/// 删除缓存的资源版本号
/// </summary>
public
void
DeleteCacheResVersion
()
{
if
(
File
.
Exists
(
cacheResVersionFile
))
{
File
.
Delete
(
cacheResVersionFile
);
}
GameLogger
.
LogGreen
(
"更新本地缓存版本号:"
+
appVersion
);
}
/// <summary>
/// 对比两个版本号的大小
/// </summary>
/// <param name="v1">版本号1</param>
/// <param name="v2">版本号2</param>
/// <returns>1:v1比v2大,0:v1等于v2,-1:v1小于v2</returns>
public
static
int
CompareVersion
(
string
v1
,
string
v2
)
{
if
(
v1
==
v2
)
return
0
;
string
[]
v1Array
=
v1
.
Split
(
'.'
);
string
[]
v2Array
=
v2
.
Split
(
'.'
);
for
(
int
i
=
0
,
len
=
v1Array
.
Length
;
i
<
len
;
++
i
)
{
if
(
int
.
Parse
(
v1Array
[
i
])
<
int
.
Parse
(
v2Array
[
i
]))
return
-
1
;
else
if
(
int
.
Parse
(
v1Array
[
i
])
>
int
.
Parse
(
v2Array
[
i
]))
return
1
;
}
return
0
;
int
intv1
=
VersionCode
(
v1
);
int
intv2
=
VersionCode
(
v2
);
return
intv1
-
intv2
;
}
/// <summary>
...
...
@@ -116,26 +113,4 @@ public class VersionMgr
}
return
int
.
Parse
(
result
);
}
/// <summary>
/// 热更新版本号
/// </summary>
private
string
cacheResVersionFile
{
get
{
return
Application
.
persistentDataPath
+
"/Update/version.txt"
;
}
}
private
static
VersionMgr
s_instance
;
public
static
VersionMgr
instance
{
get
{
if
(
null
==
s_instance
)
s_instance
=
new
VersionMgr
();
return
s_instance
;
}
}
}
Masterdulepre/UserSettings/EditorUserSettings.asset
浏览文件 @
d5a84326
...
...
@@ -27,10 +27,10 @@ EditorUserSettings:
value
:
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flags
:
0
UnityEditor.ShaderGraph.FloatingWindowsLayout2
:
value
:
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1f031bf84253f22f2514d70ccc19c91333cd1f0fcbd95f8bb39b8698a8d5d4cfd7ccd6bafdfae4eff4daf7a3e8afbcbe9afae1aefdedcff8f7c8d0b28696dd8bdff8888581e79d829f9bcfc78c8dd581958990bd90
value
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!u!114
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Masterdulepre/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache
浏览文件 @
d5a84326
无法预览此类型文件
Masterdulepre/
README.md
→
README.md
浏览文件 @
d5a84326
...
...
@@ -7,7 +7,7 @@ Masterdulepre是一个以积木效果为核心的卡牌对战游戏
Build:打包工具
PrefabBinder: UI绑定
-------------------
(避免ab循环依赖)
-------------------
#### GameRes: 经过处理的熟肉资源文件夹
#### RawAssets: 未经过处理的熟生资源
...
...
@@ -26,7 +26,7 @@ PrefabBinder: UI绑定
ConstDefine: 常量和配置
HotUpdate: 热更新
View: 游戏界面代码
Lua: 具体ui逻辑实现 和 单个
卡牌
效果具体实现
Lua: 具体ui逻辑实现 和 单个效果具体实现
#### Scripts/XFramework: 通用框架代码
XFramework:
...
...
UnityShader
@
721ba169
Subproject commit 721ba169fbc0f8859087418fef2dd4bc94096bc5
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