protected override void OnDragDropStart() { //当拖拽开始时存储原始的父对象 sourceParent = transform.parent.gameObject; prePos = transform.localPosition; LuaToCSFunction.CallToLuaFunction("OnDragDropStart", ItemID); base.OnDragDropStart(); }
void Awake() { // Application.persistentDataPath Unity中只有这个路径是既可以读也可以写的。 string persistentPath = ""; if (LuaToCSFunction.GetApplicationPlatform() == 3) { persistentPath = Application.streamingAssetsPath; } else { persistentPath = Application.persistentDataPath; } string base_path = persistentPath + "/logs"; if (!Directory.Exists(base_path)) { Directory.CreateDirectory(base_path); } string log_path = base_path + "/outLog.txt"; // 将上一个log转移logs目录 if (File.Exists(log_path)) { DateTime last_time = File.GetLastWriteTime(log_path); string time_str = string.Format("{0:yyyy-MM-dd_HH-mm-ss}", last_time); string backup_path = base_path + "/BOWLog_" + time_str + ".txt"; File.Copy(log_path, backup_path); File.Delete(log_path); } // 每次启动客户端删除10天前保存的Log DateTime time = DateTime.Now; DateTime pass_time = time.AddDays(-10); foreach (string full_name in Directory.GetFiles(base_path)) { if (File.GetLastWriteTime(full_name) < pass_time) { File.Delete(full_name); } } writer = new StreamWriter(log_path, false, Encoding.UTF8); // 在这里做一个Log的监听 Application.RegisterLogCallback(HandleLog); //Application.logMessageReceived += HandleLog; // OutLog的第一个输出 Debug.Log("OutLog Start"); }
// Use this for initialization public void Init() { if (LuaToCSFunction.IsIphoneX()) { Camera cam = AppConst.UIRoot.Find("Camera").GetComponent <Camera>(); LuaToCSFunction.SetUICameraRect(cam, 0, 0.04f, 1, 0.92f); } ui = ObjectPoolManager.Instance.LoadObjectByName("Prefabs/Common/LoadingView", AppConst.UIRoot); ui.transform.localPosition = Vector3.zero; ui.transform.localScale = Vector3.one; m_Slider = ui.transform.Find("Slider").GetComponent <UISlider>(); TweenProperty por = TweenProperty.BeginTween(m_Slider.gameObject, "UISlider", "value", 0.01, 1, 10); por.ignoreTimeScale = false; }
private AudioSource m_bgMusic; //背景音乐 private AudioManager() { Volumn = LuaToCSFunction.GetMusic() ? 1 : 0; SoundVolumn = LuaToCSFunction.GetMusic() ? 1 : 0; m_soundsDic = new Dictionary <string, AudioClip>(); }
//该方法用于获取拖拽的物体释放拖拽时,该物体所碰撞的对象 //所以我们前面需要给Cell和Obj都添加Box Collider protected override void OnDragDropRelease(GameObject surface) { base.OnDragDropRelease(surface); LuaToCSFunction.CallToLuaFunction("OnDragDropRelease", gameObject, surface, ItemID); }
public void Destroy() { ObjectPoolManager.Instance.PoolDestroy(ui); LuaFramework.Util.ClearMemory(); LuaToCSFunction.CallToLuaFunction("LoadingComplete"); }
void PayMoneyFailed(string result) { LuaToCSFunction.PayMoneyCallBack(result, 0); }
//java或者ios回调函数 void PayMoneySuccess(string receipt_data) { LuaToCSFunction.PayMoneyCallBack(receipt_data); }