public override void Awake() { base.Awake(); TitleLabel.text = "框架入门"; HFLog.C("页面初始化完成"); IsNeedUpdate = true; }
public override void OnShowAnimation() { base.OnShowAnimation(); transform.localScale = Vector3.zero; transform.DOScale(Vector3.one, 1).OnComplete(OnShow); HFLog.C("播放打开动画"); }
public static void OpenDirectory(string path) { if (!string.IsNullOrEmpty(path)) { HFLog.C(path); System.Diagnostics.Process.Start("explorer.exe", path); } }
private static void m_CheckCircularReference(CircularReferenceSet set, AssetBundleManifest manifest) { HFLog.C("--------------------------------------"); HFLog.C("开始检测 " + set.name); string[] str = manifest.GetAllDependencies(set.name); foreach (var item in str) { m_CheckCircularReference(set, item, manifest); } HFLog.C("检测完成√ " + set.name); }
private void Awake() { foreach (Type type in typeof(Game).Assembly.GetTypes()) { object[] attrs = type.GetCustomAttributes(typeof(TestAttribute), false); foreach (object attr in attrs) { HFLog.C(attr.GetType()); XXX x = (XXX)Activator.CreateInstance(type); x.Test(); } } }
public static string[] GetBuildScenes() { List <string> names = new List <string>(); foreach (EditorBuildSettingsScene e in EditorBuildSettings.scenes) { if (e != null && e.enabled) { HFLog.C(e.path); names.Add(e.path); } } return(names.ToArray()); }
public static BuildTarget GetBuildTarget() { BuildTarget target = BuildTarget.NoTarget; #if UNITY_STANDALONE_WIN target = BuildTarget.StandaloneWindows; #elif UNITY_STANDALONE_OSX target = BuildTarget.StandaloneOSXIntel; #elif UNITY_IPHONE target = BuildTarget.iOS; #elif UNITY_ANDROID target = BuildTarget.Android; #endif HFLog.C("目标平台 " + target); return(target); }
public async void 局部刷新Task() { HFLog.C("开始局部刷新task"); LambdaUpdateTask task = GameFactory.CreateEntity <LambdaUpdateTask>(); int a = 0; await task.Wait(delegate(LambdaUpdateTask t, object o) { a += (int)o; HFLog.C("局部刷新task " + a); if (a >= 100) { t.CompleteTask(); } }, new UniTaskCompletionSource(), 1); HFLog.C("完成局部刷新task"); }
private static void m_CheckCircularReference(CircularReferenceSet set, string name, AssetBundleManifest manifest) { if (set.Contains(name)) { HFLog.E("循环引用 " + set.name + " " + name); return; } HFLog.C("检测中 " + set.name + " " + name); set.Add(name); string[] str = manifest.GetAllDependencies(name); foreach (var item in str) { m_CheckCircularReference(set, item, manifest); } }
static EditorRefresh() { HFLog.C("编辑器工具刷新"); EnvironmentConfig environmentConfig = AssetDatabase.LoadAssetAtPath <EnvironmentConfig>(GameConst.EnvironmentConfigPath); if (environmentConfig == null) { environmentConfig = ScriptableObject.CreateInstance <EnvironmentConfig>(); AssetDatabase.CreateAsset(environmentConfig, GameConst.EnvironmentConfigPath); environmentConfig.Refresh(); } BuildConfig buildConfig = AssetDatabase.LoadAssetAtPath <BuildConfig>(GameConst.BuildConfigPath); if (buildConfig == null) { buildConfig = ScriptableObject.CreateInstance <BuildConfig>(); AssetDatabase.CreateAsset(buildConfig, GameConst.BuildConfigPath); buildConfig.Refresh(); } }
public void ProgressCallback1(float f) { HFLog.C("总进度 " + f); }
public async override void OnShow() { base.OnShow(); HFLog.C("页面完全显示"); HFFramework.HotFixManager.Instance.ExecuteHotFix("hotfixdll", "HotFix"); /* * AssetManager.Instance.RefCount(); * * AssetManager.Instance.GetSprite("texture", "123"); * * AssetManager.Instance.RefCount(); * AssetManager.Instance.UnloadUnusedAssetBundle(); * * Material mat = AssetManager.Instance.GetAsset<Material>("mat", "mat"); * HFLog.C(mat); * mat.name = "12"; * * AssetPackage ap = AssetManager.Instance.GetAssetBundle("mat"); * Material mat1 = ap.assetBundle.LoadAsset<Material>("mat"); * HFLog.C(mat1); * * mat1 = GameObject.Instantiate(mat); * * HFLog.C(mat == mat1); * HFLog.C(mat1.name); * * GameObject g = GameObject.CreatePrimitive(PrimitiveType.Cube); * g.GetComponent<MeshRenderer>().material = mat; * mat.color = Color.red; * * GameObject g1 = GameObject.CreatePrimitive(PrimitiveType.Sphere); * g1.GetComponent<MeshRenderer>().material = mat1; */ //AssetManager.Instance.GetAssetAsync<Sprite>("texture", "123"); //AssetManager.Instance.GetAssetAsync<Sprite>("texture", "123"); /* * FileStream fs = new FileStream(Application.dataPath+ "/1.bin", FileMode.Create); * BinaryFormatter ff = new BinaryFormatter(); * ff.Serialize(fs, ConfigAddress.Instance); * fs.Close(); * * fs = new FileStream(Application.dataPath + "/1.bin", FileMode.Open); * ff = new BinaryFormatter(); * ConfigAddress ss = ff.Deserialize(fs) as ConfigAddress ; * Debug.Log(ss); * * await UIManager.Instance.Close<FunctionController>(); * AssetManager.Instance.RefCount(); * AssetManager.Instance.UnloadUnusedAssetBundle(); */ return; TimerManager.Schedule(1, 5, -1, delegate(Timer timer) { HFFramework.HotFixManager.Instance.executor.Invoke("HotFixEnter", "Test", null, "1", "2", "3"); }); DownLoader loader = DownLoadManager.Instance.GetDownLoader(); string url = "http://182.48.99.226:18080/SharedFiles/Res/Assetbundles/Android_Assetbundles/ABVersion.Json"; string diskPath = PathManager.Instance.PersistentDataCustomPath + "/ABVersion.Json"; UrlDiskPath path = new UrlDiskPath(url, diskPath); loader.DownLoadFiles(new UrlDiskPath[] { path }, DownComp, ProgressCallback, Fail); }
public void PostProcessing() { HFLog.C("配置文件后处理"); }
public void HPChanged(int value) { HFLog.C("血量: " + value); }
static void ReloadMethod() { HFLog.C("编辑器工具刷新方法"); }
public static void Test(string a, string b, string c) { HFLog.C("a " + a); HFLog.C("b " + b); HFLog.C("c " + c); }
public void Test() { HFLog.C(this.GetType().Name); }