public static void TestWrite() { TestByteArrayWrite(); return; TestByteArray(); return; MemoryStream ms = new MemoryStream(); /*byte _b = Convert.ToByte(1); * ms.WriteByte(_b);*/ byte[] _byte = Encoding.UTF8.GetBytes("helloworld"); /*for (int i = 0; i < _byte.Length; i++) * { * _byte[i] = Convert.ToByte(i); * }*/ ms.Write(_byte, 0, _byte.Length); GameInput.Log("ms length : "); GameInput.Log("ms getBuffer: " + Encoding.UTF8.GetString(ms.GetBuffer())); }
public override ResultType Execute(BInput _input) { if (_currentIndex >= listChilds.Count) { GameInput.DebugLog("没有找到匹配这个条件的"); return(ResultType.Fail); } Node _node = listChilds[_currentIndex]; if (_node.Evaluate(_input)) { return(result = _node.RunNode(_input)); } else { _currentIndex++; Execute(_input); } result = ResultType.Running; return(result); }
protected virtual void Enter() { GameInput.DebugLog("node enter : " + nodeName); state = State.Enter; }
public void LoadActionConfig() { GameInput.DebugLog("load action config"); }
protected virtual void Enter() { _state = GuideState.enter; GameInput.Log("guide node enter : " + name); }
public override ResultType Execute(BInput _input) { GameInput.DebugLog("do action idle"); state = State.Exit; return(ResultType.Success); }
public void Dispose() { _stopWatch.Stop(); GameInput.Log("'{0}' exec time: {1:0.000} (ms)", _tag, ((double)_stopWatch.ElapsedTicks / (double)Stopwatch.Frequency) * 1000); }