private IEnumerator WWWDownLoad(string url, string filePath, int index) { ResData downLoadDataInfo = downLoadingDataInfoArray[index]; if (downLoadDataInfo != null) { float time = Time.realtimeSinceStartup; string downUrl = serverurl + url; WWW www = new WWW(Uri.EscapeUriString(downUrl)); yield return(www); mDownLoadedIndex++; if (string.IsNullOrEmpty(www.error)) { try { byte[] bBuffer = www.bytes; int nRealReadCount = bBuffer.Length; FileStream filestream = new FileStream(filePath, FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.ReadWrite); try { filestream.Position = 0L; filestream.Write(bBuffer, 0, nRealReadCount); filestream.Flush(); filestream.Close(); } finally { if (filestream != null) { filestream.Dispose(); } } //下载完之后开始文件拷贝 FileInfo finfo = new FileInfo(filePath); string targetpath = string.Format("{0}{1}", mLocalDataFolder, downLoadDataInfo.mDataPath); string directoryName = Path.GetDirectoryName(targetpath); if (!Directory.Exists(directoryName)) { Directory.CreateDirectory(directoryName); } if (File.Exists(targetpath)) { File.Delete(targetpath); } finfo.MoveTo(targetpath); FileDownLoaded(index.ToString()); GameDebug.Log("copy time = " + ((Time.realtimeSinceStartup - time)).ToString("0.000") + "s, url = " + downUrl); } catch (Exception exception) { GameDebug.LogError("url = " + url + ", filePath = " + filePath + ", " + exception.ToString()); } } } }
public void openWebView(string url) { GameDebug.Log("openWebView : " + url); using (AndroidJavaClass javaClass = new AndroidJavaClass("com.ucweb.db.xlib.WebViewBridge")) { javaClass.CallStatic("openWebView", url); } }
protected override void OnRespond(respond_update_wing respond, object userdata) { if (respond.result == (int)ERROR_CODE.ERR_WING_UPDATE_OK) { GameDebug.Log("更新翅膀数据"); EventSystem.Instance.PushEvent(new WingUIEvent(WingUIEvent.Wing_UI_UPDATE)); } }
void UpdateMaterials() { var terrainImport = target as TerrainImport; var time = stopwatch.Elapsed; UpdateAlphaMaps(terrainImport); GameDebug.Log("Material layers applied [" + (stopwatch.Elapsed - time).Milliseconds + "ms]"); }
void UpdateHeight() { var terrainImport = target as TerrainImport; var time = stopwatch.Elapsed; UpdateHeight(terrainImport); GameDebug.Log("Height map applied [" + (stopwatch.Elapsed - time).Milliseconds + "ms]"); }
void OnApplicationQuit() { #if !UNITY_EDITOR && UNITY_STANDALONE_WIN GameDebug.Log("Farewell, cruel world..."); System.Diagnostics.Process.GetCurrentProcess().Kill(); #endif ShutdownGameLoops(); }
public void RequestGameLoop(System.Type type, string[] args) { GameDebug.Assert(typeof(IGameLoop).IsAssignableFrom(type)); m_RequestedGameLoopTypes.Add(type); m_RequestedGameLoopArguments.Add(args); GameDebug.Log("Game loop " + type + " requested"); }
public void EnterFlow(UI_FLOW_TYPE flowType) { if (mFlowType != flowType) { mFlowType = flowType; } GameDebug.Log("UI进入流程 " + flowType.ToString()); }
private bool FinishAllQuest(ObjectBase obj, respond_msg_gm respond) { FinishQuestEvent evt = new FinishQuestEvent(FinishQuestEvent.QUEST_FINISHED_ALL); GameDebug.Log("gm finishall"); EventSystem.Instance.PushEvent(evt); return(true); }
private void OnAcceptQuestResponse(EventBase evt) { var qevt = evt as QuestEvent; mNetCache.Remove(qevt.mQuestId); GameDebug.Log("OnAcceptQuestResponse" + qevt.mQuestId); CheckCondition(); }
void Start() { mSprite = this.GetComponent <UISprite>(); if (mSprite == null) { GameDebug.Log("UIAnimation 必须挂在UISprite上"); } }
//离开流程 public void LeaveFlow(UI_FLOW_TYPE flowType) { GameDebug.Log("UI离开流程 " + flowType.ToString()); DestroyFlowWindow(flowType); mFlowType = UI_FLOW_TYPE.UI_FLOW_INVAID; }
protected override void OnUpdate() { if (RequestGroup.CalculateEntityCount() == 0) { return; } // Copy requests as spawning will invalidate Group requestBuffer.Clear(); var requestArray = RequestGroup.ToComponentDataArray <ProjectileRequest>(Allocator.Persistent); var requestEntityArray = RequestGroup.ToEntityArray(Allocator.Persistent); for (var i = 0; i < requestArray.Length; i++) { requestBuffer.Add(requestArray[i]); PostUpdateCommands.DestroyEntity(requestEntityArray[i]); } // Handle requests var projectileRegistry = m_resourceSystem.GetResourceRegistry <ProjectileRegistry>(); foreach (var request in requestBuffer) { var registryIndex = projectileRegistry.FindIndex(request.projectileAssetGuid); if (registryIndex == -1) { GameDebug.LogError("Cant find asset guid in registry"); continue; } // Create projectile and initialize var projectileEntity = m_settings.projectileFactory.Create(EntityManager, m_resourceSystem, null, 0); var projectileData = EntityManager.GetComponentData <ProjectileData>(projectileEntity); projectileData.SetupFromRequest(request, registryIndex); projectileData.Initialize(projectileRegistry); EntityManager.SetComponentData(projectileEntity, projectileData); EntityManager.AddComponentData(projectileEntity, new PredictedProjectile(request.startTick)); EntityManager.AddComponentData(projectileEntity, new UpdateProjectileFlag()); if (ProjectileModuleClient.logInfo.IntValue > 0) { GameDebug.Log("New predicted projectile created: " + projectileEntity); } // Create client projectile var clientProjectileEntity = m_clientProjectileFactory.CreateClientProjectile(projectileEntity); EntityManager.AddComponentData(clientProjectileEntity, new UpdateProjectileFlag()); if (ProjectileModuleClient.drawDebug.IntValue == 1) { Debug.DrawLine(projectileData.startPos, projectileData.endPos, Color.cyan, 1.0f); } } requestArray.Dispose(); requestEntityArray.Dispose(); }
public void ProcessEntityUpdate(int serverTick, int id, ref NetworkReader reader) { if (m_showInfo.IntValue > 1) { GameDebug.Log("ApplyEntitySnapshot. ServerTick:" + serverTick + " entityId:" + id); } m_entityCollection.ProcessEntityUpdate(serverTick, id, ref reader); }
public void OnMapUpdate(ref NetworkReader reader) { m_LevelName = reader.ReadString(); GameDebug.Log("map : " + m_LevelName); if (_stateMachine.CurrentState() != ClientState.Loading)//in case map update when loading { _stateMachine.SwitchTo(ClientState.Loading); } }
public void Shutdown() { GameDebug.Log("GameWorld " + world.Name + " shutting down"); // Destroy functionalities and objects here... worlds.Remove(this); GameObject.Destroy(sceneRoot); }
public static void ShowNormalNotice() { //这里先获取后台通告信息 string loginNoticeUrl = GlobalConfig.GetInstance().LoginNoticeUrl; GameDebug.Log("获取游戏公告" + loginNoticeUrl); MainGame.HttpRequest.GET(loginNoticeUrl, OnGetLoginNoticeInfo, false); }
/// <summary> /// 点击签到 /// </summary> public void SignInClick() { GameDebug.Log("点击签到"); signInPanel.gameObject.SetActive(true); DataLoader.enableclick = false; PlayerPrefs.DeleteAll(); updateSignData(); }
protected override void Deinitialize(Entity entity, ReplicatedDataEntity component) { if (ReplicatedEntityModuleServer.m_showInfo.IntValue > 0) { GameDebug.Log("HandleReplicatedEntityDataDespawn.Deinitialize entity:" + entity + " type:" + component.typeId + " id:" + component.id); } m_entityCollection.Unregister(component.id); m_network.UnregisterEntity(component.id); }
protected override JobHandle OnUpdate(JobHandle inputDependencies) { inputDependencies.Complete(); var animGraphSys = World.GetExistingSystem <AnimationGraphSystem>(); // Initialize Entities .WithStructuralChanges() .WithNone <LOD>() .WithAll <Settings>() .ForEach((Entity entity) => { GameDebug.Log(World, ShowLifetime, "InitSys: Initialize DotsAnimStateCtrl:{0}", entity); // Setup lowest LOD rig var rigDataBuffer = EntityManager.GetBuffer <RigData>(entity); // var lowestLod = rigDataBuffer.Length - 1; // TODO (mogensh) for now we only use Rig LOD for selecting low lod on server var isServer = World.GetExistingSystem <ServerSimulationSystemGroup>() != null;// TODO (mogensh) cant we find better way to test for server? var lod = isServer ? 1 : 0; var rigData = rigDataBuffer[lod]; RigEntityBuilder.SetupRigEntity(entity, EntityManager, rigData.Rig); var animLocalToRigBuffer = EntityManager.AddBuffer <AnimatedLocalToRig>(entity); animLocalToRigBuffer.ResizeUninitialized(rigData.Rig.Value.Skeleton.Ids.Length); // Create root animsource var settings = EntityManager.GetComponentData <Settings>(entity); var rootAnimSourceEntity = PrefabAssetManager.CreateEntity(EntityManager, settings.RootAnimSource); #if UNITY_EDITOR var name = EntityManager.GetName(rootAnimSourceEntity) + " -> Entity " + entity.Index + ".DotsAnimStateController.RootAnimSource"; EntityManager.SetName(rootAnimSourceEntity, name); #endif AnimSource.SetAnimStateEntityOnPrefab(EntityManager, rootAnimSourceEntity, entity); var rootAnimSource = RootAnimSource.Default; rootAnimSource.Value = rootAnimSourceEntity; EntityManager.AddComponentData(entity, rootAnimSource); EntityManager.AddComponentData(entity, new LOD { Value = lod, }); }).Run(); // Deinitialize Entities .WithStructuralChanges() .WithNone <Settings>() .WithAll <LOD>() .ForEach((Entity entity, ref RootAnimSource rootAnimSource, ref OutputNode outputNode, ref GraphOutput graphOutput) => { Deinitialize(EntityManager, entity, animGraphSys); }).Run(); return(default);
void HandleGameloopException(System.Exception e) { if (debugCatchLoop.IntValue > 0) { GameDebug.Log("EXCEPTION " + e.Message + "\n" + e.StackTrace); Console.SetOpen(true); m_ErrorState = true; } }
/// <summary> /// 响应aoi消失的消息 /// </summary> /// <param name="pack"></param> public void HandleUnitDisapper(S2CNwarDisappear pack) { #if TEST_WILD_PROTOCOL if (IsPlayer(pack.uuid)) { GameDebug.Log(">>>MSG_NWAR_DISAPPEAR player id = " + pack.uuid); } else if (IsSummon(pack.uuid)) { GameDebug.Log(">>>MSG_NWAR_DISAPPEAR summon id = " + pack.uuid); } else { GameDebug.Log(">>>MSG_NWAR_DISAPPEAR monster id = " + pack.uuid); } #endif var uuid = pack.uuid; // 不需要处理本地玩家的disappear if (uuid == Game.Instance.LocalPlayerID.obj_idx) { return; } // 如果是玩家或者人形怪 if (ActorHelper.IsPlayer(uuid) || ActorHelper.IsShemale(uuid)) { var player_info = GetWildPlayerInfo(uuid, false); if (player_info != null) { player_info.HandleDisappear(); AddPlayerToDisappear(player_info); } } // 如果是召唤怪 else if (ActorHelper.IsSummon(uuid)) { var monster_info = GetWildMonsterInfo(uuid, false); if (monster_info != null) { monster_info.HandleDisappear(); AddMonsterToDisappear(monster_info); } } // 如果是普通怪物 else { var monster_info = GetWildMonsterInfo(uuid, false); if (monster_info != null) { monster_info.HandleDisappear(); AddMonsterToDisappear(monster_info); } } }
public void UnmountBank(SoundBank bank) { GameDebug.Assert(bank.soundDefs.Count == bank.soundDefGuids.Count); for (int i = 0, c = bank.soundDefGuids.Count; i < c; ++i) { m_SoundDefs.Remove(bank.soundDefGuids[i]); } GameDebug.Log("Unmounted soundbank: " + bank.name + " with " + bank.soundDefGuids.Count + " sounds"); }
public BundledResourceManager(GameWorld world, string registryName) { bool useBundles = !Application.isEditor || forceBundles.IntValue > 0; m_world = world; #if UNITY_EDITOR if (!useBundles) { string assetPath = "Assets/" + registryName + ".asset"; m_assetRegistryRoot = AssetDatabase.LoadAssetAtPath <AssetRegistryRoot>(assetPath); if (verbose.IntValue > 0) { GameDebug.Log("resource: loading resource: " + assetPath); } } #endif if (useBundles) { var bundlePath = GetBundlePath(); var assetPath = bundlePath + "/" + registryName; if (verbose.IntValue > 0) { GameDebug.Log("resource: loading bundle (" + assetPath + ")"); } m_assetRegistryRootBundle = AssetBundle.LoadFromFile(assetPath); var registryRoots = m_assetRegistryRootBundle.LoadAllAssets <AssetRegistryRoot>(); if (registryRoots.Length == 1) { m_assetRegistryRoot = registryRoots[0]; } else { GameDebug.LogError("Wrong number(" + registryRoots.Length + ") of registry roots in " + registryName); } } // Update asset registry map if (m_assetRegistryRoot != null) { foreach (var registry in m_assetRegistryRoot.assetRegistries) { if (registry == null) { continue; } System.Type type = registry.GetType(); m_assetRegistryMap.Add(type, registry); } m_assetResourceFolder = registryName + "_Assets"; } }
public UITableItem GetUIRes(string uiName) { if (!DataManager.UITable.ContainsKey(uiName)) { GameDebug.Log("没有找到UI :" + uiName); return(null); } return(DataManager.UITable[uiName] as UITableItem); }
SoundEmitter AllocEmitter() { // Look for unused emitter foreach (var e in m_Emitters) { if (!e.playing) { e.seqId = m_SequenceId++; return(e); } } // Hunt down one emitter to kill SoundEmitter emitter = null; float distance = float.MinValue; var listenerPos = m_CurrentListener != null ? m_CurrentListener.transform.position : Vector3.zero; foreach (var e in m_Emitters) { var s = e.source; // Skip looping if (s.loop) { continue; } // Pick closest; assuming 2d sounds very close! var dist = 0.0f; if (s.spatialBlend > 0.0f) { dist = (s.transform.position - listenerPos).magnitude; // if tracking another object assume closer var t = s.transform; if (t.parent != m_SourceHolder.transform) { dist *= 0.5f; } } if (dist > distance) { distance = dist; emitter = e; } } if (emitter != null) { emitter.Kill(); emitter.seqId = m_SequenceId++; return(emitter); } GameDebug.Log("Unable to allocate sound emitter!"); return(null); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { inputDeps.Complete(); var nodeSet = m_AnimationGraphSystem.Set; var commands = new EntityCommandBuffer(Allocator.TempJob); var animationGraphSystem = m_AnimationGraphSystem; Entities .WithoutBurst() // Can be removed once NodeSets are Burst-friendly .WithNone <SystemState>() .ForEach((Entity entity, ref AnimSource.Data animSource, ref Settings settings) => { GameDebug.Log(World, AnimSource.ShowLifetime, "Init KnockBack entity:{0} state entity:{1}", entity, animSource.animStateEntity); var state = SystemState.Default; state.MixerNode = AnimationGraphHelper.CreateNode <LayerMixerNode>(animationGraphSystem, "MixerNode"); state.ClipNode = AnimationGraphHelper.CreateNode <ClipNode>(animationGraphSystem, "ClipNode"); state.OffsetNode = AnimationGraphHelper.CreateNode <OffsetTransformNode>(animationGraphSystem, "OffsetNode"); state.SubtractClipNode = AnimationGraphHelper.CreateNode <ClipNode>(animationGraphSystem, "SubtractClipNode"); state.DeltaNode = AnimationGraphHelper.CreateNode <DeltaNode>(animationGraphSystem, "DeltaNode"); nodeSet.Connect(state.ClipNode, ClipNode.KernelPorts.Output, state.DeltaNode, DeltaNode.KernelPorts.Input); nodeSet.Connect(state.SubtractClipNode, ClipNode.KernelPorts.Output, state.DeltaNode, DeltaNode.KernelPorts.Subtract); nodeSet.Connect(state.DeltaNode, DeltaNode.KernelPorts.Output, state.MixerNode, LayerMixerNode.KernelPorts.Input1); nodeSet.Connect(state.MixerNode, LayerMixerNode.KernelPorts.Output, state.OffsetNode, OffsetTransformNode.KernelPorts.Input); nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput0, BlendingMode.Override); nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput0, 1f); nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.BlendModeInput1, BlendingMode.Additive); nodeSet.SendMessage(state.MixerNode, LayerMixerNode.SimulationPorts.WeightInput1, 1f); // Expose input and outputs animSource.inputNode = state.MixerNode; animSource.inputPortID = (InputPortID)LayerMixerNode.KernelPorts.Input0; animSource.outputNode = state.OffsetNode; animSource.outputPortID = (OutputPortID)OffsetTransformNode.KernelPorts.Output; commands.AddComponent(entity, state); }).Run(); Entities .WithoutBurst() // Can be removed once NodeSets are Burst-friendly .WithNone <Settings>() .ForEach((Entity entity, ref SystemState state) => { Deinitialize(World, commands, entity, animationGraphSystem, state); }).Run(); commands.Playback(EntityManager); commands.Dispose(); return(default);
public void LoadLevel(string levelname) { if (!Game.game.levelManager.CanLoadLevel(levelname)) { GameDebug.Log("ERROR : Cannot load level : " + levelname); return; } Game.game.levelManager.LoadLevel(levelname); }
private static void Update() { if (saveAssets) { saveAssets = false; GameDebug.Log("BundledResourceBuilder saving assets..."); AssetDatabase.SaveAssets(); GameDebug.Log("BundledResourceBuilder saving done"); } }
public virtual void OnConnectedToMaster() { GameDebug.Log("Connected to master"); //this is for starting game directly , not through lobby->room if (!PhotonNetwork.InRoom) { PhotonNetwork.JoinOrCreateRoom(NetworkConfig.TestRoomName.Value, new RoomOptions(), TypedLobby.Default); } }