public BuildSettings() { CompanyName = PlayerSettings.companyName; ProductName = PlayerSettings.productName; BundleIdentifier = PlayerSettings.applicationIdentifier; BundleVersion = PlayerSettings.bundleVersion; BundleBuild = PlayerSettings.Android.bundleVersionCode.ToString(); Platform = BuildManager.Platforms.PC; BuildType = BuildTypeEnum.x64; DebugBuild = false; }
/// <summary> /// 创建一个建筑 /// </summary> /// <param name="buildPosition"></param> public T CreateBuildBase<T>(BuildTypeEnum buildType, Vector3 buildPosition) where T : BuildBase { BuildBase modelBuild = null; //设置建造数据 BuildBaseBean buildBaseData = new BuildBaseBean(); buildBaseData.SetBuildType(buildType); buildBaseData.SetBuildRule(BuildRuleEnum.Zero); buildBaseData.SetBuildPosition(buildPosition); //生成不同的模型 switch (buildType) { case BuildTypeEnum.Building: modelBuild = modelForBuilding; break; case BuildTypeEnum.Foundation: modelBuild = modelForFoundation; break; } if (modelBuild == null) return null; GameObject objBuild = Instantiate(gameObject, modelBuild.gameObject, buildPosition); T cptBuild = objBuild.GetComponent<T>(); cptBuild.SetBuilBaseData(buildBaseData); //增加数据 GameDataHandler.Instance.manager.AddSceneListBuildData(buildBaseData); manager.AddBuildBase(cptBuild); //建筑动画 AnimForBuild(buildType, cptBuild); //获取周围方块 List<BuildBase> listAroundBuild = manager.GetAroundBuildBase(cptBuild); //改变周围方块状态 for (int i = 0; i < listAroundBuild.Count; i++) { BuildBase itemBase = listAroundBuild[i]; itemBase.AutoCheckBuildRule(); } return cptBuild; }
public static string GetString(IEnumerable <string> list, string split, BuildTypeEnum buildType) { var sb = new StringBuilder(); if (list == null) { return(""); } foreach (string s in list) { sb.Append(s + split); } if (sb.Length == 0) { return(""); } if (buildType == BuildTypeEnum.RightContain) { return(sb.ToString()); } if (buildType == BuildTypeEnum.FullContain) { return(split + sb); } string str = sb.ToString(); if (split.Length > 0) { str = str.Remove(sb.Length - 1); } if (buildType == BuildTypeEnum.None) { return(str); } return(split + str); }
/// <summary> /// 加载资源 /// </summary> /// <param name="buildType"></param> /// <param name="resName"></param> public void LoadBuildBaseRes(BuildTypeEnum buildType, string resName) { if (dicBuildBaseForBuilding.ContainsKey(resName)) { return; } string path = "build/"; switch (buildType) { case BuildTypeEnum.Building: path += "building/"; break; } GameObject obj = LoadAssetUtil.SyncLoadAsset <GameObject>(path + resName, resName); BuildBaseManager buildBaseManager = obj.GetComponent <BuildBaseManager>(); buildBaseManager.InitData(); if (buildBaseManager) { dicBuildBaseForBuilding.Add(resName, buildBaseManager); } }
public static IList <string> CartesianProduct(IList <IList <string> > codes, String split, BuildTypeEnum buildType) { IList <string> list = CartesianProduct(codes, split); if (buildType == BuildTypeEnum.None) { return(list); } var result = new List <string>(); foreach (string line in list) { string newline = line; if (buildType == BuildTypeEnum.FullContain || buildType == BuildTypeEnum.LeftContain) { newline = split + newline; } if (buildType == BuildTypeEnum.FullContain || buildType == BuildTypeEnum.RightContain) { newline = newline + split; } result.Add(newline); } return(result); }
public IList <string> GetCodeString(string split, BuildTypeEnum buildType) { return(CollectionHelper.CartesianProduct(Codes, split, buildType)); }
/// <summary> /// 获得拼音字符串 /// </summary> /// <param name="split">每个拼音之间的分隔符</param> /// <param name="buildType">组装拼音字符串的方式</param> /// <returns></returns> public string GetPinYinString(string split, BuildTypeEnum buildType) { return(CollectionHelper.GetString(PinYin, split, buildType)); }
public static string BuildTypeToString(BuildTypeEnum buildType) => buildType switch {
public static BuildContext CreateBuildContext(BuildTypeEnum type, string buildPath, string codePath, string publishItemPath, string publishDirectory) { return(new BuildContext { Type = type, BuildPath = buildPath, CodePath = codePath, PublishItemPath = publishItemPath, publishDirectory = publishDirectory }); }
public IList <string> ToCodeString(string codeSplit = "", BuildTypeEnum buildType = BuildTypeEnum.None) { return(CollectionHelper.CartesianProduct(this, codeSplit, buildType)); }
public void SetBuildType(BuildTypeEnum buildType) { this.buildType = (int)buildType; }