コード例 #1
0
        /// <summary>
        /// 检查更新资源
        /// </summary>
        /// <returns></returns>
        IEnumerator UpdateResource()
        {
            m_updateState  = 1;
            isDownloadDone = false;
            LoadCurrentMd5Table();
            LoadHasUpdateSet();
            bool bCheck   = CheckOldMd5File();
            bool bVersion = (currentVersion.Revised < onlineVersion.Revised);

            Debuger.LogError("是否需要更新资源= " + bVersion + ", 沙河目录的app版本 = " + currentVersion + ", 服务器上的app版本 = " + onlineVersion);
            if (!bCheck && !bVersion)
            {
                m_updateState  = 3;
                isDownloadDone = true;
                yield break;
            }
            m_urlIndex = GameConfig.UpdateServer.Length - 1;
            m_loadOver = false;
            while (!m_loadOver && m_urlIndex > 0)
            {
                yield return(SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(DownloadMD5File()));

                m_urlIndex++;
            }
            if (!m_loadOver)
            {
                m_updateState = 4;
                yield break;
            }
            DeleteUselessFiles();
            GetDownloadFileList();
            if (!isDownloadDone)
            {
                if (Util.IsCarrier)
                {
                    if (TotalDownloadSize > 1048576)
                    {
                        AlertContextText.text =
                            string.Format(Singleton <LanguageManager> .GetInstance().GetLanguage(LanguageId.DownloadSizeAlert),
                                          TotalDownloadSize / 1048576f);
                        AlertObject.SetActive(true);
                        EventTriggerListener.Get(CancelButton.gameObject).SetEventHandle(EnumTouchEventType.OnClick,
                                                                                         (a, b, c) =>
                        {
                            Application.Quit();
                        });
                        EventTriggerListener.Get(SureButton.gameObject).SetEventHandle(EnumTouchEventType.OnClick,
                                                                                       (a, b, c) =>
                        {
                            AlertObject.gameObject.SetActive(false);
                            SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(BeginDownloadResource());
                        });
                    }
                    else
                    {
                        SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(BeginDownloadResource());
                    }
                }
                else
                {
                    SingletonMono <GameFrameWork> .GetInstance().StartCoroutine(BeginDownloadResource());
                }
            }
            else
            {
                m_updateState = 3;
            }
        }
コード例 #2
0
 public static void LogError(string str)
 {
     Debuger.LogError(str);
 }
コード例 #3
0
    static bool TryParse(int indent, string val, Type type, out object outVal)
    {
        outVal = null;


        if (type.Equals(typeof(string)))
        {
            outVal = val;
        }
        else if (type.Equals(typeof(bool)))
        {
            bool temBool;
            if (StringUtil.TryParse(val, out temBool))
            {
                outVal = temBool;
            }
            else
            {
                return(false);
            }
        }
        else if (type.Equals(typeof(int)))
        {
            int temInt;
            if (int.TryParse(val, out temInt))
            {
                outVal = temInt;
            }
            else
            {
                return(false);
            }
        }
        else if (type.Equals(typeof(float)))
        {
            float temFloat;
            if (float.TryParse(val, out temFloat))
            {
                outVal = temFloat;
            }
            else
            {
                return(false);
            }
        }
        else if (type.Equals(typeof(Vector3)))
        {
            Vector3 temV3;
            if (StringUtil.TryParse(val, out temV3, s_indentSplit[indent]))
            {
                outVal = temV3;
            }
            else
            {
                return(false);
            }
        }
        else if (type.IsEnum)
        {
            int temInt;
            if (int.TryParse(val, out temInt))
            {
                outVal = Enum.ToObject(type, temInt);
            }
            else
            {
                outVal = Enum.Parse(type, val);
            }
        }
        else if (type.Equals(typeof(long)))
        {
            long temLong;
            if (long.TryParse(val, out temLong))
            {
                outVal = temLong;
            }
            else
            {
                return(false);
            }
        }
        else if (type.Equals(typeof(double)))
        {
            double temDouble;
            if (double.TryParse(val, out temDouble))
            {
                outVal = temDouble;
            }
            else
            {
                return(false);
            }
        }
        else if (type.IsArray)//数组
        {
            string[] pp = val.Split(s_indentSplit[indent]);
            if (pp != null && pp.Length > 0)
            {
                Type   elemType = type.GetElementType();
                Array  arr      = Array.CreateInstance(elemType, pp.Length);
                object arrObj;
                for (int i = 0; i < pp.Length; ++i)
                {
                    if (TryParse(indent + 1, pp[i], elemType, out arrObj))
                    {
                        arr.SetValue(arrObj, i);
                    }
                    else
                    {
                        return(false);
                    }
                }
                outVal = arr;
            }
        }
        else if (type.GetInterface("System.Collections.IList") != null) //list
        {
            string[] pp = val.Split(s_indentSplit[indent]);
            if (pp != null && pp.Length > 0)
            {
                MethodInfo m = type.GetMethod("get_Item");//list的索引器的返回值就是对应类型
                if (m == null)
                {
                    Debuger.LogError("找不到索引器 不能确定类型:" + type.Name);
                    return(false);
                }

                IList  list = (IList)Activator.CreateInstance(type);
                object arrObj;
                for (int i = 0; i < pp.Length; ++i)
                {
                    if (TryParse(indent + 1, pp[i], m.ReturnType, out arrObj))
                    {
                        list.Add(arrObj);
                    }
                    else
                    {
                        return(false);
                    }
                }
                outVal = list;
            }
        }
        else
        {
            //如果有带一个string参数的构造函数
            ConstructorInfo constructor = type.GetConstructor(stringParam);
            if (constructor != null)
            {
                outVal = Activator.CreateInstance(type, val);
            }
            //如果有个Init(string)函数,这个主要是用于一些类必须构造函数没有参数的情况
            else
            {
                string[]   pp         = val.Split(s_indentSplit[indent]);
                MethodInfo initMethod = type.GetMethod("Init", stringArrParam);
                if (initMethod != null)
                {
                    outVal = Activator.CreateInstance(type);
                    initMethod.Invoke(outVal, new object[] { pp });
                }
                else
                {
                    return(false);
                }
            }
        }

        return(true);
    }
コード例 #4
0
 private void OnRoomReadyError(string msg, uint roomId)
 {
     Debuger.LogError(msg);
 }
コード例 #5
0
ファイル: Avatar.cs プロジェクト: qweewqpkn/MyStudy
    public static void LoadAvatar(string wrapName, string skletonName, string hairName, string faceName, string bodyName, string cardName, string glassesName, string wingName, Action <Avatar> callback)
    {
        ResourceManager.Instance.LoadPrefabAsync(wrapName, wrapName, (obj, args) =>
        {
            Avatar avatar  = obj.GetComponent <Avatar>();
            avatar.mIsSuit = false;
            if (avatar == null)
            {
                Debuger.LogError("other", "Avatar script is missing, please Check!");
                if (callback != null)
                {
                    callback(null);
                }
            }
            else
            {
                int num = 0;
                Action CheckPackageOver = () =>
                {
                    num++;
                    if (num == (int)PartType.eMax)
                    {
                        if (callback != null)
                        {
                            callback(avatar);
                        }
                    }
                };

                //加载骨骼
                avatar.ChangePart(Avatar.PartType.eSkeleton, skletonName, () =>
                {
                    CheckPackageOver();

                    //加载头发
                    avatar.ChangePart(Avatar.PartType.eHair, hairName, () =>
                    {
                        CheckPackageOver();
                    });

                    //加载脸部
                    avatar.ChangePart(Avatar.PartType.eFace, faceName, () =>
                    {
                        CheckPackageOver();
                    });

                    //加载身体
                    avatar.ChangePart(Avatar.PartType.eBody, bodyName, () =>
                    {
                        CheckPackageOver();
                    });

                    //加载牌
                    avatar.ChangePart(Avatar.PartType.eCard, cardName, () =>
                    {
                        CheckPackageOver();
                    });

                    //加载眼镜
                    avatar.ChangePart(Avatar.PartType.eGlasses, glassesName, () =>
                    {
                        CheckPackageOver();
                    });

                    //加载翅膀
                    avatar.ChangePart(Avatar.PartType.eWing, wingName, () =>
                    {
                        CheckPackageOver();
                    });
                });
            }
        });
    }
コード例 #6
0
 //删除一个子节点
 protected virtual bool OnRemoveChild(string key)
 {
     Debuger.LogError("没有实现"); return(false);
 }
コード例 #7
0
    public string showUI(string name, bool force = false)
    {
        if (name.isNullOrEmpty())
        {
            Debuger.LogError("showUI error, the name is null");
            return("");
        }

        GameObject go;
        string     newName = name;

        if (uiInstanceDic.TryGetValue(name, out go))
        {
            //已经创建了该面板
            if (force)
            {
                //强制创建新面板(例如messagebox同时存在多个对象实例)
                for (int i = 0; i <= UIINSTANCEMAX; ++i)
                {
                    newName = name + "_" + i;
                    if (!uiInstanceDic.ContainsKey(newName))
                    {
                        break;
                    }

                    if (i == UIINSTANCEMAX)
                    {
                        Debuger.LogError("showUI failed, the number of ui instance is to large");
                        return("");
                    }
                }
            }
            else
            {
                //无需创建新面板
                go.SetActive(true);
                go.transform.SetAsLastSibling();
                return(name);
            }
        }


        //创建
        createUI(newName, (newGo) =>
        {
            if (newGo != null)
            {
                if (uiInstanceDic.ContainsKey(newName))
                {
                    return;
                }

                uiInstanceDic.Add(newName, newGo);
            }
            else
            {
                Debuger.LogError("createUI failed");
            }
        });

        return(newName);
    }
コード例 #8
0
    //注意外部一定要传进来一个默认的碰撞点collidePos(比如target),内部不一定会修改这个值
    public static bool Hit(Vector3 source, Vector3 dir, Vector3 target, float radius, RangeCfg cfg, float factor = 0f)
    {
        float   offsetAngle;
        Vector3 offsetPos;

        if (factor == 0)
        {
            offsetAngle = cfg.beginOffsetAngle;
            offsetPos   = cfg.begingOffsetPos;
        }
        else if (factor == 1f)
        {
            offsetAngle = cfg.endOffsetAngle;
            offsetPos   = cfg.endOffsetPos;
        }
        else
        {
            offsetAngle = Mathf.Lerp(cfg.beginOffsetAngle, cfg.endOffsetAngle, factor);
            offsetPos   = Vector3.Lerp(cfg.begingOffsetPos, cfg.endOffsetPos, factor);
        }

        //计算偏移后的点
        dir.y = 0;//y方向无效
        if (offsetAngle != 0)
        {
            dir = Quaternion.Euler(0, offsetAngle, 0) * dir;
        }
        if (dir == Vector3.zero)//没有方向???
        {
            Debuger.LogError("没有方向");
            return(false);
        }
        dir.y = 0;
        if (offsetPos != Vector3.zero)
        {
            source += Quaternion.LookRotation(dir) * offsetPos;
        }

        if (!HitHeight(source.y, target.y, cfg.heightLimit))
        {
            return(false);
        }

        //开始2d相关计算
        if (cfg.IngoreRadius)//有时候不希望计算半径
        {
            radius = 0;
        }
        target.y = source.y;
        Vector3 link     = target - source;
        Vector2 source2d = new Vector2(source.x, source.z);
        Vector2 target2d = new Vector2(target.x, target.z);
        Vector2 link2d   = new Vector2(link.x, link.z);
        Vector2 dir2d    = new Vector2(dir.x, dir.z);
        float   disSq    = link2d.sqrMagnitude;
        float   radSq    = radius * radius;


        //如果source在target圆上那么就已经碰撞了
        if (disSq <= radSq)
        {
            return(true);
        }

        //不同类型的碰撞检测
        if (cfg.type == enRangeType.circle)
        {
            //半径
            if (disSq >= cfg.distance * cfg.distance + radSq + 2 * cfg.distance * radius)//a>(b+c) => a^2>(b+c)^2
            {
                return(false);
            }

            //计算碰撞的点
            //if (needCollidePos)
            //{
            //    Vector2 collide2d = source2d + link2d - link2d.normalized * radius;
            //    collidePos.Set(collide2d.x, collidePos.y, collide2d.y);
            //}
            return(true);
        }
        else if (cfg.type == enRangeType.sector)
        {
            //半径
            if (disSq >= cfg.distance * cfg.distance + radius * radius + 2 * cfg.distance * radius)//a>(b+c) => a^2>(b+c)^2
            {
                return(false);
            }

            //夹角
            float angle = Vector2.Angle(dir2d, link2d);
            if (angle <= cfg.angleLimit)//圆心在扇形内的情况,那么交点和圆一样计算
            {
                ////计算碰撞的点
                //if (needCollidePos)
                //{
                //    Vector2 collide2d = source2d + link2d - link2d.normalized * radius;
                //    collidePos.Set(collide2d.x, collidePos.y, collide2d.y);
                //}
                return(true);
            }
            else if (radius == 0)//优化下,如果为0,则判断下扇形内就足够了
            {
                return(false);
            }
            else//圆心在扇形外的情况
            {
                //用相对于source方向同一边的扇形的边缘做碰撞检测
                Vector3 dirAngle;
                if (Vector3.Cross(dir, link).y > 0)
                {
                    dirAngle = Quaternion.Euler(new Vector3(0, cfg.angleLimit, 0)) * dir;
                }
                else
                {
                    dirAngle = Quaternion.Euler(new Vector3(0, -cfg.angleLimit, 0)) * dir;
                }
                if (dirAngle.y != 0)//检错下
                {
                    Debuger.LogError("计算出来的方向不为2d的");
                }
                //Debug.DrawRay(source + Vector3.up*1, dirAngle*20, Color.yellow, 3);

                //计算有没有交点
                Vector2 dirAngle2d    = new Vector2(dirAngle.x, dirAngle.z);
                Vector2 project2d     = Util.Project(link2d, dirAngle2d); //投影在方向上的点(相对于source)
                Vector2 verticalDir2d = link2d - project2d;               //垂线,投影在角色方向上的点到target(相对于source)
                //Vector3 project = new Vector3(project2d.x,source.y ,project2d.y);
                //Debug.DrawRay(source + project + Vector3.up * 1, new Vector3(verticalDir2d.x, 0, verticalDir2d.y) , Color.red, 3);
                float vDirSq = verticalDir2d.sqrMagnitude;
                if (vDirSq > radSq)//投影点在圆外,那么碰撞不到
                {
                    return(false);
                }
                if (vDirSq == radSq)                                          //投影点在圆上
                {
                    if (angle < 90 && Vector2.Dot(project2d, dirAngle2d) < 0) //如果要求夹角是小于90的那么要判断方向是不是在主角前方
                    {
                        return(false);
                    }
                    //if (needCollidePos)
                    //{
                    //    Vector2 collide2d = source2d + project2d;
                    //    collidePos.Set(collide2d.x, collidePos.y, collide2d.y);
                    //}
                    return(true);
                }
                else //投影点在圆内
                {
                    if (angle < 90 && Vector2.Dot(project2d, dirAngle2d) < 0)//如果要求夹角是小于90的那么要判断方向是不是在主角前方
                    {
                        return(false);
                    }

                    //if (needCollidePos)
                    //{
                    //    float d = Mathf.Sqrt(radSq - vDirSq);//交点到投影点的距离,勾股定理求第三边,这里按照之前的判断是肯定能成直角三角形的
                    //    Vector2 collide2d = source2d + project2d - project2d.normalized * d;
                    //    collidePos.Set(collide2d.x, collidePos.y, collide2d.y);
                    //}
                    return(true);
                }
            }
        }
        else if (cfg.type == enRangeType.rect)
        {
            //先计算出到角色方向上的投影点
            Vector2 project2d     = Util.Project(link2d, dir2d); //投影在方向上的点(相对于source)
            Vector2 verticalDir2d = link2d - project2d;          //垂线,投影在角色方向上的点到target(相对于source)
            float   vDirSq        = verticalDir2d.sqrMagnitude;
            Vector3 project       = new Vector3(project2d.x, source.y, project2d.y);
            Vector3 vertical      = new Vector3(verticalDir2d.x, 0, verticalDir2d.y);
            //Debug.DrawRay(source +project+ Vector3.up * 1, vertical, Color.yellow, 3);

            //宽度限制
            if (vDirSq >= cfg.rectLimit * cfg.rectLimit + radSq + 2 * cfg.rectLimit * radius)//a>(b+c) => a^2>(b+c)^2
            {
                return(false);
            }

            //长度限制
            float halfDis = cfg.distance / 2;
            //Vector2 center = source2d + dir2d.normalized*cfg.distance/2;//中心点,矩形的中心点
            //Vector2 linkCenter2d = target2d-source2d;
            float hDir   = Vector2.Dot(dir2d, project2d) < 0 ? project2d.magnitude + halfDis : Mathf.Abs(project2d.magnitude - halfDis); //算出投影点到中心点的距离
            float hDirSq = hDir * hDir;
            if (hDirSq >= halfDis * halfDis + radSq + 2 * halfDis * radius)                                                              //a>(b+c) => a^2>(b+c)^2
            {
                return(false);
            }

            //计算碰撞的点
            //if (needCollidePos)
            //{
            //    Vector2 collide2d = source2d + link2d - link2d.normalized * radius;
            //    collidePos.Set(collide2d.x, collidePos.y, collide2d.y);
            //}
            return(true);
        }
        else
        {
            Debuger.LogError("不能用ColliderUtil系统检测的类型:{0}", cfg.type);
        }

        return(false);
    }
コード例 #9
0
ファイル: UIProxy.cs プロジェクト: CookiRui/script
    void Awake()
    {
        //jlx2017.04.20-log:放在Awakw内部赋值tableCtrl和tableView

        tableView = LuaProxy.instance.getLuaTable(name + "View");
        if (tableView == null)
        {
            Debuger.LogError("UIProxy tableView get error!");
            return;
        }
        tableCtrl = LuaProxy.instance.getLuaTable(name + "Ctrl");
        if (tableCtrl == null)
        {
            Debuger.LogError("createUI tableCtrl get error!");
            return;
        }

        tableView["transform"] = transform;
        tableView["ctrl"]      = tableCtrl;

        tableCtrl["transform"]  = transform;
        tableCtrl["gameObject"] = gameObject;
        tableCtrl["view"]       = tableView;

        LuaFunction viewInit = tableView.GetLuaFunction("onInit");

        if (viewInit != null)
        {
            viewInit.Call(tableView);
            viewInit.Dispose();
            viewInit = null;
        }


        LuaFunction viewAwake = tableView.GetLuaFunction("onCreate");

        if (viewAwake != null)
        {
            viewAwake.Call(tableView);
            viewAwake.Dispose();
            viewAwake = null;
        }


        LuaFunction ctrlInit = tableView.GetLuaFunction("onInit");

        if (ctrlInit != null)
        {
            ctrlInit.Call(tableCtrl);
            ctrlInit.Dispose();
            ctrlInit = null;
        }

        LuaFunction ctrlAwake = tableCtrl.GetLuaFunction("onCreate");

        if (ctrlAwake != null)
        {
            ctrlAwake.Call(tableCtrl);
            ctrlAwake.Dispose();
            ctrlAwake = null;
        }
    }
コード例 #10
0
ファイル: AniFx.cs プロジェクト: tongxingyang/TanksBattle
    //每一帧有且只有一次被更新
    //frame 当前帧
    //loopCount 当前第几次动作循环
    //trueframe 真实达到第几帧的
    //end 真实是不是结束
    //root 用于创建的时候计算位置用
    public void UpdateFrame(int frame, int loop, bool isEnd, Transform root)
    {
        //检查销毁
        if (endFrame > 0 && beginFrame + endFrame == frame && fxs.Count != 0)
        {
            Destroy();
        }

        if (frame != beginFrame)
        {
            return;                    //不是这一帧
        }
        if (prefab == null)
        {
            return;
        }
        if (loop > 0 && !loopCreate)
        {
            return;                         //已经循环过一次就不用创建了
        }
        if (isEnd && (destroyIfAniEnd))
        {
            return;                             //如果是动作结束销毁的,那么就不用创建了
        }
#if !ART_DEBUG
        //调试
        if (onRuntimeCreate == null && canHide && !QualityMgr.instance.roleAniFx)
        {
            return;
        }
#endif

        //不同元素属性创建不同特效
        GameObject curPrefab = prefab;
        switch (this.parent.RuntimeElement)
        {
        case enAniFxElement.none: curPrefab = prefab; break;

        case enAniFxElement.fire: curPrefab = prefabFire; break;

        case enAniFxElement.ice: curPrefab = prefabIce; break;

        case enAniFxElement.thunder: curPrefab = prefabThunder; break;

        case enAniFxElement.dark: curPrefab = prefabDark; break;

        default: Debuger.LogError("动作特效 未知的元素类型:{0}", this.parent.RuntimeElement); break;
        }
        if (curPrefab == null)
        {
            curPrefab = prefab;
        }

        //1 创建特效
        GameObject go = GameObjectPool.GetPool(GameObjectPool.enPool.Fx).GetImmediately(curPrefab.name, false);
        if (go == null)
        {
            //Debuger.LogError("逻辑错误动作绑定特效加载后为空");//这里只支持预加载,不支持异步加载,没有预加载过报错
            return;
        }

        //2 设置位置和方向
        Transform t = go.transform;
        if (type == enCreateType.bone)//绑定骨骼
        {
            Transform target = GetTarget(root);
            if (follow)
            {
                t.SetParent(target, false);
                //t.localScale = Vector3.one;
                t.localPosition    = offset;
                t.localEulerAngles = euler;
            }
            else
            {
                t.position = target.TransformPoint(offset);
                t.rotation = target.rotation * Quaternion.Euler(euler);
            }
        }
        else if (type == enCreateType.matrial)//绑定材质
        {
            Transform target = root.Find("model/body_mesh");
            if (target != null)
            {
                t.SetParent(target, false);
                //t.localScale = Vector3.one;
                t.localPosition    = Vector3.zero;
                t.localEulerAngles = Vector3.zero;
            }

            target = root.Find("model/weapon_mesh");
            if (target != null)
            {
                GameObject go2 = GameObjectPool.GetPool(GameObjectPool.enPool.Fx).GetImmediately(prefab.name, false);
                Transform  t2  = go2.transform;
                t2.SetParent(target, false);
                t2.localPosition    = Vector3.zero;
                t2.localEulerAngles = Vector3.zero;
                go2.SetActive(true);//设好了父节点了,这个时候再SetActive
                fxs.Add(go2);
            }
        }
        else
        {
            Debuger.LogError("未知的类型:{0}", type);
        }
        go.SetActive(true);//设好了父节点了,这个时候再SetActive

        //如果飞出物上没有任何销毁的脚本,那么提示下
        if (!destroyIfAniEnd && endFrame <= 0 && !FxDestroy.HasDelay(go))
        {
            Debuger.LogError("动作特效上没有绑销毁脚本,动作上也没有指定结束帧.特效名:{0}", go.name);
        }

        //加到列表中,方便管理
        fxs.Add(go);



        //运行时创建回调
        if (onRuntimeCreate != null)
        {
            onRuntimeCreate(go, onRuntimeCreateParam);
        }
    }
コード例 #11
0
        public override bool getValue(IoBuffer ioBuffer, System.Type type, byte flag, out object value)
        {
            value = null;

            if (ioBuffer.ReadSize < 4)
            {
                Debuger.LogError("可读字节长度不足" + 4);
                return(false);
            }

            int code = ioBuffer.ReadInt32();

            //取键数
            int fieldCount;

            if (!readVarInt32(ioBuffer, out fieldCount))
            {
                return(false);
            }

            if (ioBuffer.ReadSize < 4)
            {
                Debuger.LogError("可读字节长度不足" + 4);
                return(false);
            }

            var objLen = ioBuffer.ReadInt32();

            //减去objLen自己占用4字节
            objLen -= 4;

            if (ioBuffer.ReadSize < objLen)
            {
                Debuger.LogError("可读字节长度不足" + objLen);
                return(false);
            }

            // 类型的获取
            TypeDef def = ProtocolCoder.instance.getTypeDef(code);

            if (def == null)
            {
                Debuger.LogError("类型定义{0}不存在", type.Name);
                return(false);
            }
            if (def.type != type)
            {
                Debuger.LogError("类型不匹配。TypeDef:{0} Type:{1}", def.type.Name, type.Name);
                return(false);
            }

            value = System.Activator.CreateInstance(type);

            //先保存读取位置,如果后面有多余的字段,就跳过去
            var readPos1 = ioBuffer.ReadPos;

            BeginParentLog(type.Name, fieldCount);
            var fieldCountInCfg = def.fields.Length;

            for (int i = 0; i < fieldCount; i++)
            {
                if (i < fieldCountInCfg)
                {
                    FieldInfo fieldInfo = def.fields[i];

                    AddLogNewLine(fieldInfo.Name + ": ");//加个分隔符
                    object obj;
                    if (!ProtocolCoder.instance.Decode(ioBuffer, fieldInfo.FieldType, out obj))
                    {
                        return(false);
                    }
                    fieldInfo.SetValue(value, obj);
                    AddLog(",");//加个分隔符
                }
                else
                {
                    Debuger.Log("实际数据成员数比配置的多,主类型:{0}", type.Name);

                    //居然实现字段比描述的字段还多,看来对方加字段了,这里跳过这个对象剩余的数据吧
                    var readPos2 = ioBuffer.ReadPos;
                    //对象总长度减去已读的长度
                    ioBuffer.Skip(objLen - (readPos2 - readPos1));
                    break;
                }
            }
            EndParentLog();

            return(true);
        }
コード例 #12
0
ファイル: MaterialMgr.cs プロジェクト: luoph/TanksBattle
    public void Remove(MaterialHandle h)
    {
        if (this == null)
        {
            return;                 //可能已经被销毁
        }
        if (h.m_shareThing == null) //防止死锁
        {
            return;
        }

        Cache();

        int idx = m_materials.IndexOf(h.m_shareThing);

        if (idx == -1)
        {
            Debuger.LogError("逻辑错误,找不到shareThing");
            h.m_shareThing = null;//防止死锁
            return;
        }


        //从shareThing中删除
        ShareThing st         = m_materials[idx];
        bool       needChange = st.Get() == h; //如果最顶的不是h,那么肯定是不用改变render的材质的

        st.Remove(h);                          //remove里执行了h.m_shareThing = null,必须保证在h.fx.Stop()之前执行,不然可能造成死锁

        //Remove和stop可能会互相调用,要判断下内部已经做了判断
        h.fx.Stop();

        //不需要改材质
        if (!needChange)
        {
            return;
        }

        //计算要改的材质
        bool           remove = false;
        Material       newMat = null;
        MaterialHandle newH   = st.Get <MaterialHandle>();

        if (newH == null)//已经没有特效材质的情况,这个时候有原始材质就换回原始材质,没有就删除
        {
            if ((bool)st.m_param2)
            {
                newMat = (Material)st.m_param;
            }
            else
            {
                m_materials.RemoveAt(idx);
                remove = true;
            }
        }
        else//有别的特效材质的情况
        {
            newMat = newH.mat;
        }

        //真正把材质放到Render上
        Material[] mats   = m_render.sharedMaterials;
        int        length = remove ? mats.Length - 1 : mats.Length;

        Material[] newMats = new Material[length];
        int        curIdx  = 0;

        for (int i = 0; i < mats.Length; ++i)
        {
            if (i == idx)
            {
                if (remove == false)
                {
                    newMats[curIdx] = newMat;
                }
            }
            else
            {
                newMats[curIdx] = mats[i];
            }

            if (i != idx || remove == false)
            {
                ++curIdx;
            }
        }
        m_render.sharedMaterials = newMats;
    }
コード例 #13
0
ファイル: MaterialMgr.cs プロジェクト: luoph/TanksBattle
    public MaterialHandle Add(MaterialFx fx)
    {
        Cache();

        Material startMat = null;

        //获取原始材质
        if (fx.m_type == MaterialFx.enType.replace || fx.m_type == MaterialFx.enType.modify)
        {
            if (fx.m_matIndex >= m_materials.Count || m_materials[fx.m_matIndex].m_param == null)
            {
                Debuger.LogError("找不到对应材质,或者要改变材质的render材质丢失 fx:{0} index:{1}", fx.name, fx.m_matIndex);
                return(null);
            }
            startMat = (Material)m_materials[fx.m_matIndex].m_param;
        }


        //创建新材质
        Material newMat;

        if (fx.m_type == MaterialFx.enType.add || fx.m_type == MaterialFx.enType.replace)
        {
            if (fx.m_mat == null)
            {
                Debuger.LogError("材质没有填 fx:{0} ", fx.name);
                return(null);
            }
            if (fx.m_anis.Count == 0 && (fx.m_type == MaterialFx.enType.add || !fx.m_useOldTex))//不需要渐变的情况下材质不需要复制
            {
                newMat = fx.m_mat;
            }
            else
            {
                newMat      = new Material(fx.m_mat);
                newMat.name = fx.m_mat.name + "(Clone)";
            }
        }
        else if (fx.m_type == MaterialFx.enType.modify)
        {
            newMat      = new Material(startMat);
            newMat.name = startMat.name + "(Clone)";
        }
        else
        {
            Debuger.LogError("未知的类型:{0}", fx.m_type);
            return(null);
        }

        //如果有多个(Clone)后缀,那只保留一下
        //if (newMat.name.EndsWith("(Clone)(Clone)"))
        //newMat.name = newMat.name.Replace("(Clone)", "") + "(Clone)";

        //替换新材质的贴图
        if (fx.m_useOldTex && startMat != null)
        {
            Texture tex;
            if (startMat.HasProperty("_MainTex"))
            {
                tex = startMat.GetTexture("_MainTex");
            }
            else if (startMat.HasProperty("_MainTexAlpha"))
            {
                tex = startMat.GetTexture("_MainTexAlpha");
            }
            else
            {
                Debuger.LogError("找不到老材质的贴图 fx:{0} index:{1}", fx.name, fx.m_matIndex);
                return(null);
            }

            if (newMat.HasProperty("_MainTex"))
            {
                newMat.SetTexture("_MainTex", tex);
            }
            else if (newMat.HasProperty("_MainTexAlpha"))
            {
                newMat.SetTexture("_MainTexAlpha", tex);
            }
            else
            {
                Debuger.LogError("找不到新材质的贴图 fx:{0} index:{1}", fx.name, fx.m_matIndex);
                return(null);
            }
        }

        //添加到共享事物里进行管理
        MaterialHandle handle = new MaterialHandle(fx, newMat, this);
        ShareThing     st;
        int            idx;

        if (fx.m_type == MaterialFx.enType.add)
        {
            st          = new ShareThing();
            st.m_param  = null;  //原始材质记录下来,在这里没有原始材质
            st.m_param2 = false; //表明不是是角色创建的时候就有的材质
            m_materials.Add(st);
            st.Add(handle);
            idx = m_materials.Count - 1;
        }
        else
        {
            st = m_materials[fx.m_matIndex];
            st.Add(handle);
            idx = fx.m_matIndex;
        }


        //真正把材质放到Render上
        bool needChange = handle == st.Get();

        if (needChange)
        {
            Material[] mats    = m_render.sharedMaterials;
            int        length  = Mathf.Max(idx + 1, mats.Length);
            Material[] newMats = new Material[length];
            for (int i = 0; i < length; ++i)
            {
                if (i == idx)
                {
                    newMats[i] = newMat;
                }
                else
                {
                    newMats[i] = mats[i];
                }
            }
            m_render.sharedMaterials = newMats;
        }

        return(handle);
    }
コード例 #14
0
        IEnumerator BeginDownloadResource()
        {
            System.Net.ServicePointManager.DefaultConnectionLimit = DOWNLOAD_COUNT;
            m_updateState = 2;
            m_urlIndex    = 0;
            Debuger.LogError("开始下载时间 " + Time.realtimeSinceStartup);
            while (m_urlIndex < GameConfig.UpdateServer.Length)
            {
                SrcUrl           = GameConfig.UpdateServer[m_urlIndex] + Platform.osDir + "/";
                CurrentDownCount = 0;
                m_taskQueue.Clear();
                m_redownloadList.Clear();

                foreach (string s in m_downloadList)
                {
                    string       url      = SrcUrl + s;
                    string       filepath = Platform.Path + s;
                    DownloadTask task     = new DownloadTask(url, s, filepath);
                    task.callback = DownCallBack;
                    m_taskQueue.Enqueue(task);
                }
                if (m_taskQueue.Count > 0)
                {
                    for (int i = 0; i < 5; i++)
                    {
                        Thread thread = new Thread(ThreadProc);
                        thread.Name = "download thread: " + i;
                        thread.Start();
                    }
                    while (CurrentDownCount != m_downloadList.Count)
                    {
                        yield return(null);
                    }
                    if (m_redownloadList.Count > 0)
                    {
                        m_downloadList.Clear();
                        foreach (string s in m_redownloadList)
                        {
                            m_downloadList.Add(s);
                        }
                    }
                    else
                    {
                        Debuger.LogError("下载结束时间  " + Time.realtimeSinceStartup);
                        if (newmd5Table.Count > 0)
                        {
                            SaveMD5Table(newmd5Table);
                        }
                        //清空hasupdate的内容
                        ClearResourceHasUpdate();
                        isDownloadDone = true;
                        Debuger.LogError("下载完成..........");
                        RefAppVersion(currentVersion, onlineVersion);
                        break;
                    }
                }
                else
                {
                    if (newmd5Table.Count > 0)
                    {
                        SaveMD5Table(newmd5Table);
                    }
                    ClearResourceHasUpdate();
                    isDownloadDone = true;
                    Debuger.LogError("下载完成........");
                    RefAppVersion(currentVersion, onlineVersion);
                    yield break;
                }
                m_urlIndex++;
            }
            m_updateState = 3;
            if (m_redownloadList.Count > 0)
            {
                m_updateState = 4;
                foreach (string file in m_redownloadList)
                {
                    Debuger.LogError("下载文件出错 " + file);
                }
            }
        }
コード例 #15
0
 //修改一个子节点
 protected virtual bool OnChangeChild(ISerializableObject item)
 {
     Debuger.LogError("没有实现"); return(false);
 }
コード例 #16
0
        public void ExecCreateAssetBunldes()
        {
            //取得在 Project 视图中选择的资源(包含子目录中的资源)
            Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
            if (SelectedAsset == null)
            {
                EditorUtility.DisplayDialog("AssetBunlde", "Nothing is Selected", "Close");

                return;
            }

            foreach (Object obj in SelectedAsset)
            {
                if (ABTools.MissingMono(obj))
                {
                    continue;
                }

#if UNITY_IPHONE
                string targetPath = ABConfig.OutputFolderIPhone + obj.name + ABConfig.extensionName;
#elif UNITY_STANDALONE_WIN
                string targetPath = ABConfig.OutputFolderWindows32 + obj.name + ABConfig.extensionName;
#elif UNITY_ANDROID
                string targetPath = ABConfig.OutputFolderAndroid + obj.name + ABConfig.extensionName;
#else
                string targetPath = ABConfig.OutputFolderWindows32 + obj.name + ABConfig.extensionName;
#endif  //	UNITY_STANDALONE_WIN

                if (File.Exists(targetPath))
                {
                    File.Delete(targetPath);
                }

#if UNITY_IPHONE
                //建立 AssetBundle
                if (BuildPipeline.BuildAssetBundle(obj,
                                                   null,
                                                   targetPath,
                                                   BuildAssetBundleOptions.CollectDependencies,                                                     // | BuildAssetBundleOptions.CompleteAssets,
                                                   BuildTarget.iPhone))
                {
                    Debuger.Log(targetPath + "建立完成");
                }
                else
                {
                    Debuger.LogError(obj.name + "建立失败");
                }
#elif UNITY_STANDALONE_WIN
                //建立 AssetBundle
                if (BuildPipeline.BuildAssetBundle(obj,
                                                   null,
                                                   targetPath,
                                                   BuildAssetBundleOptions.CollectDependencies,                                                     // | BuildAssetBundleOptions.CompleteAssets,
                                                   BuildTarget.StandaloneWindows))
                {
                    Debuger.Log(targetPath + "建立完成");
                }
                else
                {
                    Debuger.LogError(obj.name + "建立失败");
                }
#elif UNITY_ANDROID
                //建立 AssetBundle
                if (BuildPipeline.BuildAssetBundle(obj,
                                                   null,
                                                   targetPath,
                                                   BuildAssetBundleOptions.CollectDependencies, // | BuildAssetBundleOptions.CompleteAssets,
                                                   BuildTarget.Android))
                {
                    Debuger.Log(targetPath + "建立完成");
                }
                else
                {
                    Debuger.LogError(obj.name + "建立失败");
                }
#endif  //	UNITY_STANDALONE_WIN
                AssetDatabase.Refresh();
            }

            EditorUtility.DisplayDialog("AssetBunlde", "BuildTarget.StandaloneWindows Over", "Close");
        }
コード例 #17
0
 //删除一个子节点
 protected virtual bool OnRemoveChild(int idx)
 {
     Debuger.LogError("没有实现"); return(false);
 }
コード例 #18
0
 //其他线程要打印信息的时候
 public static void SafeLogError(string format, params object[] args)
 {
     Debuger.LogError(string.Format(format, args));
 }
コード例 #19
0
 //清空所有子节点
 protected virtual bool OnClearChild()
 {
     Debuger.LogError("没有实现"); return(false);
 }
コード例 #20
0
ファイル: ToolMenu.cs プロジェクト: dongzhiqiang/Jumper
    static public void AddAniToRolePrefab()
    {
        GameObject model = Selection.activeGameObject;

        if (model == null)
        {
            Debuger.LogError("请先选中一个模型");
            return;
        }
        string name    = model.name;
        int    postfix = name.IndexOf("@");

        if (postfix != -1)
        {
            name = name.Substring(0, postfix);
        }

        Debuger.Log("要找的模型名:{0}", name);
        //拿之前的预制体和创建一个临时的对象(这里不支持覆盖,因为可能会导致绑定在动作上的特效的骨骼点丢失)
        string     path   = string.Format("Assets/FBX/Resources/{0}.prefab", name);
        GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(path);

        if (prefab == null)
        {
            EditorUtility.DisplayDialog("", string.Format("{0}不存在不能添加动作", path), "确定");
            return;
        }
        string    modelPath = AssetDatabase.GetAssetPath(model);
        Transform mod       = prefab.transform.Find("model");
        Animation ani       = mod.GetComponent <Animation>();

        UnityEngine.Object.DestroyImmediate(ani, true);//删除老的animation
        ani = mod.gameObject.AddComponent <Animation>();

        ////删除掉所有老动作
        //SerializedObject so = new SerializedObject(ani);
        //so.Update();
        //SerializedProperty serializedProperty = so.FindProperty("m_Animation");
        //serializedProperty.objectReferenceValue=null;
        //SerializedProperty serializedProperty2 = so.FindProperty("m_Animations");
        //serializedProperty2.ClearArray();
        //so.ApplyModifiedProperties();
        //UnityEditor.AssetDatabase.Refresh();
        //UnityEditor.AssetDatabase.SaveAssets();

        //找到所有动作并加到临时对象的模型上
        string dir    = System.IO.Path.GetDirectoryName(modelPath);
        string filter = "t:AnimationClip";//string.Format("n:{0}@", model.name);

        string[] guids = AssetDatabase.FindAssets(filter, new string[] { dir });
        foreach (string guid in guids)
        {
            string     aniPath   = AssetDatabase.GUIDToAssetPath(guid);
            GameObject aniPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(aniPath);
            if (aniPrefab == null)
            {
                Debuger.LogError("不能从{0}获取动作信息", aniPath);
                continue;
            }

            Animation a = aniPrefab.GetComponent <Animation>();
            if (a == null)
            {
                Debuger.LogError("逻辑异常,获取不到animation2,可能设置有问题");
                continue;
            }
            foreach (AnimationState st in a)
            {
                if (ani[st.name] != null)
                {
                    continue;
                }

                ani.AddClip(st.clip, st.name);
            }
        }

        UnityEditor.EditorUtility.SetDirty(prefab);
        UnityEditor.AssetDatabase.Refresh();
        UnityEditor.AssetDatabase.SaveAssets();
        EditorUtility.DisplayDialog("", "完成", "确定");
    }
コード例 #21
0
 private void OnJoinRoomError(string msg, uint roomId)
 {
     Debuger.LogError(msg);
 }
コード例 #22
0
        protected override UIBaseWindow ReadyToShowBaseWindow(WindowID id, ShowWindowData showData = null)
        {
            // Check the window control state
            if (!this.IsWindowInControl(id))
            {
                Debuger.Log("## UIManager has no control power of " + id.ToString());
                return(null);
            }

            // If the window in shown list just return
            if (dicShownWindows.ContainsKey((int)id))
            {
                return(null);
            }

            UIBaseWindow baseWindow = GetGameWindow(id);

            // If window not in scene start Instantiate new window to scene
            bool newAdded = false;

            if (!baseWindow)
            {
                newAdded = true;
                if (UIResourceDefine.windowPrefabPath.ContainsKey((int)id))
                {
                    string     prefabPath = UIResourceDefine.UIPrefabPath + UIResourceDefine.windowPrefabPath[(int)id];
                    GameObject prefab     = Resources.Load <GameObject>(prefabPath);
                    if (prefab != null)
                    {
                        GameObject uiObject = (GameObject)GameObject.Instantiate(prefab);
                        NGUITools.SetActive(uiObject, true);
                        // NOTE: You can add component to the window in the inspector
                        // Or just AddComponent<UIxxxxWindow>() to the target
                        baseWindow = uiObject.GetComponent <UIBaseWindow>();
                        if (baseWindow.ID != id)
                        {
                            Debuger.LogError(string.Format("<color=cyan>[BaseWindowId :{0} != shownWindowId :{1}]</color>", baseWindow.ID, id));
                            return(null);
                        }
                        // Get the window target root parent
                        Transform targetRoot = GetTargetRoot(baseWindow.windowData.windowType);
                        GameUtility.AddChildToTarget(targetRoot, baseWindow.gameObject.transform);
                        dicAllWindows[(int)id] = baseWindow;
                    }
                }
            }

            if (baseWindow == null)
            {
                Debuger.LogError("[window instance is null.]" + id.ToString());
            }

            // Call reset window when first load new window
            // Or get forceResetWindow param
            if (newAdded || (showData != null && showData.forceResetWindow))
            {
                baseWindow.ResetWindow();
            }

            if (showData == null || (showData != null && showData.executeNavLogic))
            {
                // refresh the navigation data
                ExecuteNavigationLogic(baseWindow, showData);
            }

            // Adjust the window depth
            AdjustBaseWindowDepth(baseWindow);

            // Add common background collider to window
            AddColliderBgForWindow(baseWindow);
            return(baseWindow);
        }
コード例 #23
0
 private void OnStartGameError(string msg, int roomId)
 {
     Debuger.LogError(msg);
 }
コード例 #24
0
ファイル: SkillUtil.cs プロジェクト: tuita520/SkillEditor-1
 public static void LogError(string log)
 {
     Debuger.LogError(log);
 }
コード例 #25
0
ファイル: Avatar.cs プロジェクト: qweewqpkn/MyStudy
    private void ChangePartShareSkeletonReal(PartData partData, Action callback)
    {
        if (this == null)
        {
            //当加载完成的时候,avatar自身已经被销毁了,所以这里要做判断
            if (callback != null)
            {
                callback();
            }

            if (partData != null && partData.mObj != null)
            {
                AvatarManager.Instance.CachePart(partData);
            }

            Debuger.Log("other", "ChangePartShareSkeletonReal this is null");
            return;
        }

        if (partData == null || partData.mObj == null)
        {
            if (callback != null)
            {
                callback();
            }

            Debuger.Log("other", "ChangePartShareSkeletonReal partData is null");
            return;
        }

        Transform parentTrans = GetPartParent(partData.mType);

        if (parentTrans != null)
        {
            partData.mObj.SetActive(true);
            mPartDic[partData.mType] = partData;
            partData.mObj.transform.SetParent(parentTrans, false);
            ResetTransform(partData.mObj);
            SkinnedMeshRenderer[] allmr = partData.mObj.GetComponentsInChildren <SkinnedMeshRenderer>();
            if (allmr != null)
            {
                for (int m = 0; m < allmr.Length; m++)
                {
                    if (allmr[m] != null && mPartDic[PartType.eSkeleton].mObj != null)
                    {
                        SkinnedMeshRenderer mr = allmr[m];
                        //首先缓存骨骼名字
                        List <string> bonesNameList;
                        if (!partData.mBonesDict.TryGetValue(mr.gameObject.name, out bonesNameList))
                        {
                            bonesNameList = new List <string>();
                            partData.mBonesDict[mr.gameObject.name] = bonesNameList;
                            for (int i = 0; i < mr.bones.Length; i++)
                            {
                                if (mr.bones[i] == null)
                                {
                                    Debuger.LogError("other", "ChangePartShareSkeletonReal mr.bones[i] is null please check!!!!");
                                    break;
                                }
                                else
                                {
                                    bonesNameList.Add(mr.bones[i].gameObject.name);
                                }
                            }
                        }

                        //将骨骼部件 替换到 指定的部件
                        Transform[] skeletonTrans = mPartDic[PartType.eSkeleton].mObj.GetComponentsInChildren <Transform>();
                        if (skeletonTrans != null && bonesNameList != null)
                        {
                            List <Transform> newBoneList = new List <Transform>();
                            for (int i = 0; i < bonesNameList.Count; i++)
                            {
                                for (int j = 0; j < skeletonTrans.Length; j++)
                                {
                                    if (skeletonTrans[j] != null)
                                    {
                                        if (bonesNameList[i] == skeletonTrans[j].name)
                                        {
                                            newBoneList.Add(skeletonTrans[j]);
                                            break;
                                        }
                                    }
                                    else
                                    {
                                        Debuger.LogError("other", "ChangePartShareSkeletonReal mr.bones[i] skeletonTrans[j] is null");
                                    }
                                }
                            }

                            mr.bones = newBoneList.ToArray();
                            mr.updateWhenOffscreen = true;
                        }
                        else
                        {
                            Debuger.LogError("other", "ChangePartShareSkeletonReal skeletonTrans is null");
                        }
                    }
                    else
                    {
                        Debuger.LogError("other", "ChangePartShareSkeletonReal allmr is null");
                    }
                }
            }

            switch (partData.mType)
            {
            case PartType.eFace:
            {
                if (partData.mObj.GetComponent <Animator>() == null)
                {
                    Animator animator = partData.mObj.AddComponent <Animator>();
                    animator.runtimeAnimatorController = SkeletonAnimator.runtimeAnimatorController;
                    animator.avatar  = SkeletonAnimator.avatar;
                    animator.enabled = true;
                }
                else
                {
                    Animator animator = partData.mObj.GetComponent <Animator>();
                    animator.enabled = true;
                }
            }
            break;
            }
        }

        if (callback != null)
        {
            callback();
        }
    }
コード例 #26
0
 public void OnCGAnimStop()
 {
     Debuger.LogError("OnCGAnimStop");
     CurrentState = NONE;
 }
コード例 #27
0
        public override bool getValue(IoBuffer ioBuffer, System.Type type, byte flag, out object value)
        {
            value = null;

            byte flagType = getFlagTypes(flag);

            if (flagType != Types.NUMBER)
            {
                Debuger.LogError("Types.NUMBER 类型解析出错 {0}", flag);

                return(false);
            }

            // 0000 #000
            bool nevigate = ((flag & FLAG_0X08) != 0);

            // 0000 0###
            byte signal = getFlagSignal(flag);

            if (signal == INT32)
            {
                int i;
                if (!readVarInt32(ioBuffer, out i))
                {
                    return(false);
                }

                if (type == typeof(short))
                {
                    value = (short)(nevigate ? -i : i);
                }
                else if (type == typeof(byte))
                {
                    value = (byte)(nevigate ? -i : i);
                }
                else
                {
                    value = nevigate ? -i : i;
                }
            }
            else if (signal == INT64)
            {
                long l;
                if (!readVarInt64(ioBuffer, out l))
                {
                    return(false);
                }
                value = nevigate ? -l : l;
            }
            else if (signal == FLOAT)
            {
                if (ioBuffer.ReadSize < 4)
                {
                    Debuger.LogError("可读字节长度不足" + 4);
                    return(false);
                }
                value = ioBuffer.ReadFloat();
            }
            else if (signal == DOUBLE)
            {
                if (ioBuffer.ReadSize < 8)
                {
                    Debuger.LogError("可读字节长度不足" + 8);
                    return(false);
                }
                value = ioBuffer.ReadDouble();
            }
            AddLog(value);
            return(true);
        }
コード例 #28
0
 //增加一个子节点
 protected virtual bool OnAddChild(string key, ISerializableObject item)
 {
     Debuger.LogError("没有实现"); return(false);
 }
コード例 #29
0
        public static IPEndPoint GetHostEndPoint(string host, int port)
        {
            IPAddress address = null;

            if (IPAddress.TryParse(host, out address))
            {
#if TestIPv6
                Debuger.Log("UdpSocket.GetHostEndPoint() TestIPv6: 如果已经是IP了,则封装成IPv6格式");
                //已经是一个IP了。在外网下不应该出现IP的情况
                if (!address.IsIPv6LinkLocal && !address.IsIPv6SiteLocal)
                {
                    string    tmp     = "64:ff9b::" + address.ToString();
                    IPAddress addr_v6 = null;
                    if (IPAddress.TryParse(tmp, out addr_v6))
                    {
                        return(new IPEndPoint(addr_v6, port));
                    }
                    else
                    {
                        Debuger.LogError("UdpSocket.GetHostEndPoint() TestIPv6,封装IPv6失败:" + tmp);
                    }
                }
#endif
                return(new IPEndPoint(address, port));
            }
            else
            {
                //如果不是IP,就当作域名来处理
                IPAddress[] ips = Dns.GetHostAddresses(host);
                //如果是IPv6环境,则会返回IPv6的地址,否则会返回IPv4的地址。

                if (Debuger.EnableLog)
                {
                    Debuger.Log("UdpSocket.GetHostEndPoint() Dns GetHostAddresses:");
                    for (int i = 0; i < ips.Length; i++)
                    {
                        Debuger.Log("[" + i + "] " + ips[i] + ", " + ips[i].AddressFamily);
                    }
                }


                List <IPAddress> listIPv4 = new List <IPAddress>();
                List <IPAddress> listIPv6 = new List <IPAddress>();

                for (int i = 0; i < ips.Length; i++)
                {
                    if (ips[i].AddressFamily == AddressFamily.InterNetwork)
                    {
                        listIPv4.Add(ips[i]);
                    }
                    else
                    {
                        listIPv6.Add(ips[i]);
                    }
                }


#if UNITY_ANDROID
                if (listIPv4.Count > 0)
                {
                    return(new IPEndPoint(listIPv4[0], port));
                }

                if (listIPv6.Count > 0)
                {
                    return(new IPEndPoint(listIPv6[0], port));
                }
#else
                //加一个静态变量开关,方便以后用Lua设置
                if (IOS_IPv6_First)
                {
                    //IPv6优先
                    if (listIPv6.Count > 0)
                    {
                        return(new IPEndPoint(listIPv6[0], port));
                    }

                    if (listIPv4.Count > 0)
                    {
                        return(new IPEndPoint(listIPv4[0], port));
                    }
                }
                else
                {
                    //IPv4优先
                    if (listIPv4.Count > 0)
                    {
                        return(new IPEndPoint(listIPv4[0], port));
                    }

                    if (listIPv6.Count > 0)
                    {
                        return(new IPEndPoint(listIPv6[0], port));
                    }
                }
#endif
            }

            return(null);
        }
コード例 #30
0
    //广播事件,返回false表示有人否决
    public static bool Fire(EventNotifier notifier, int msg, int code, object param1 = null, object param2 = null, object param3 = null)
    {
        if (notifier != null && notifier.isRemove)//已经删除的要再发送的时候报个错
        {
            Debuger.LogError(string.Format("广播者已经被删除但是仍然fire:{0} {1} {2}", notifier.Id, msg, code));
            return(true);
        }

        ++m_fireCount;
        bool ret = true;

        try
        {
            int key = msg * 100000 + code;
            Dictionary <int, EventObserver> obs;
            if (AllNotifier.observersByMsgCode.TryGetValue(key, out obs))
            {
                if (obs.Count != 0)//如果不加这一行,会导致foreach里有GC Alloc
                {
                    foreach (EventObserver observer in obs.Values)
                    {
                        if (observer.removeCounter > 0)
                        {
                            ++observer.removeCounter;
                            if (observer.removeCounter > 10)
                            {
                                Debuger.LogError(string.Format("监听者者已经被删除但是仍然fire:{0} {1} {2} {3}", observer.Id, msg, code, Util.GetDelegateName(observer.GetDelegate())));
                            }
                            continue;
                        }

                        observer.notifier = notifier;//这里全局监听的notifier是动态变化的
                        if (!observer.OnHandleFire(param1, param2, param3))
                        {
                            ret = false;
                            goto Label_Break;
                        }
                    }
                }
            }

            if (notifier.observersByMsgCode.TryGetValue(key, out obs))
            {
                if (obs.Count != 0)//如果不加这一行,会导致foreach里有GC Alloc
                {
                    foreach (EventObserver observer in obs.Values)
                    {
                        if (observer.removeCounter > 0)
                        {
                            ++observer.removeCounter;
                            if (observer.removeCounter > 10)
                            {
                                Debuger.LogError(string.Format("监听者已经被删除但是仍然fire2:{0} {1} {2} {3}", observer.Id, msg, code, Util.GetDelegateName(observer.GetDelegate())));
                            }
                            continue;
                        }

                        if (!observer.OnHandleFire(param1, param2, param3))
                        {
                            ret = false;
                            goto Label_Break;
                        }
                    }
                }
            }

            Label_Break :;
        }
        //catch (System.Exception err)
        //{
        //    Debuger.LogError(err.StackTrace + ":" + err.Message);
        //}
        finally
        {
            --m_fireCount;
            if (m_fireCount <= 0 && m_delayRemovesObservers.Count != 0)
            {
                for (int i = 0; i < m_delayRemovesObservers.Count; ++i)
                {
                    Remove(m_delayRemovesObservers[i]);
                }

                m_delayRemovesObservers.Clear();
            }
            if (m_fireCount <= 0 && m_delayRemovesNotifiers.Count != 0)
            {
                for (int i = 0; i < m_delayRemovesNotifiers.Count; ++i)
                {
                    Remove(m_delayRemovesNotifiers[i]);
                }
                m_delayRemovesNotifiers.Clear();
            }
        }

        return(ret);
    }