コード例 #1
0
 /// <summary>
 /// 打开协议同名的proto文件
 /// </summary>
 /// <param name="protocol"></param>
 private void OpenProtoFile(ProtocolControlCache_Protocol protocol)
 {
     if (protocol != null)
     {
         ProtocolControlCache_ProtocolXMLStructure xmlStructure = ServerProtocolControllerWnd.DeserializeXML(protocol.xmlName);
         if (xmlStructure != null)
         {
             CSStringBuilder.Clear();
             CSStringBuilder.AppendParams(LocalServerProtoPath);
             CSStringBuilder.AppendParams('/');
             CSStringBuilder.AppendParams(xmlStructure.protoName);
             CSStringBuilder.AppendParams(".proto");
         }
         else
         {
             CSStringBuilder.Clear();
             CSStringBuilder.AppendParams(LocalServerProtoPath);
             CSStringBuilder.AppendParams('/');
             CSStringBuilder.AppendParams(protocol.xmlName);
             CSStringBuilder.AppendParams(".proto");
         }
         string fullPath = CSStringBuilder.ToStringParams();
         if (!File.Exists(fullPath))
         {
             UnityEngine.Debug.LogError(string.Format("{0} 文件不存在", fullPath));
             return;
         }
         Process.Start(fullPath);
     }
 }
コード例 #2
0
    /// <summary>
    /// 向数据中添加协议和其对应的xml
    /// </summary>
    /// <param name="protocolName"></param>
    /// <param name="xmlName"></param>
    private bool AddProtocolToData(string protocolName, string xmlName, bool isUsedInLua)
    {
        if (Data.GetProtocolByProtocolName(protocolName) != null)
        {
            UnityEngine.Debug.LogError(string.Format("协议名冲突: {0}", protocolName));
            return(false);
        }
        else if (Data.GetProtocolByXMLName(xmlName) != null)
        {
            UnityEngine.Debug.LogError(string.Format("XML冲突: {0}", xmlName));
            return(false);
        }

        string xmlFullPath = RealServerProtoXMLPath + "/" + xmlName + ".xml";

        if (File.Exists(xmlFullPath))
        {
            ProtocolControlCache_ProtocolXMLStructure xmlStructure = ServerProtocolControllerWnd.DeserializeXML(xmlFullPath);
            if (xmlStructure == null)
            {
                UnityEngine.Debug.LogError(string.Format("XML文件格式解析失败\r\n{0}", xmlFullPath));
                return(false);
            }
        }
        else
        {
            UnityEngine.Debug.LogError(string.Format("XML文件不存在\r\n{0}", xmlFullPath));
            return(false);
        }
        Data.protocols.Add(new ProtocolControlCache_Protocol(protocolName, xmlName, isUsedInLua));

        UnityEngine.Debug.Log(string.Format("{0} 协议添加成功 {1}", protocolName, xmlName));
        return(true);
    }
コード例 #3
0
    /// <summary>
    /// 从xml协议中获取相关的proto文件名
    /// </summary>
    /// <param name="xmlDirPath">xml文件夹路径</param>
    /// <param name="xmlName">xml名</param>
    /// <param name="mainProto">该xml对应的proto文件名</param>
    /// <returns></returns>
    private List <string> GetRelatedProtoFromXML(string xmlDirPath, string protoDirPath, string xmlName, out string mainProto)
    {
        List <string> protoNameList = new List <string>();

        CSStringBuilder.Clear();
        CSStringBuilder.AppendParams(xmlDirPath);
        CSStringBuilder.AppendParams("/");
        CSStringBuilder.AppendParams(xmlName);
        CSStringBuilder.AppendParams(".xml");
        ProtocolControlCache_ProtocolXMLStructure xmlStructure = ServerProtocolControllerWnd.DeserializeXML(CSStringBuilder.ToStringParams());

        if (xmlStructure != null)
        {
            mainProto = xmlStructure.protoName;
            GetRelatedProtoFromProto(mainProto, protoDirPath, protoNameList);
        }
        else
        {
            mainProto = string.Empty;
        }
        return(protoNameList);
    }