示例#1
0
        /// <summary>
        /// 获取波浪随机数的最大最小
        /// </summary>
        /// <param name="str"></param>
        /// <returns></returns>
        public static FromToNumber ParseMinMaxNumber(string str)
        {
            var rangeArr = KTool.Split <float>(str, '~', '-');
            var number   = new FromToNumber();

            if (rangeArr.Count > 0)
            {
                number.From = rangeArr[0];
            }
            if (rangeArr.Count > 1)
            {
                number.To = rangeArr[1];
            }
            return(number);
        }
示例#2
0
        protected static Transform GetParent(string bigType, string smallType)
        {
            var       uri = GetUri(bigType, smallType);
            Transform theParent;

            if (!Parents.TryGetValue(uri, out theParent))
            {
                var bigTypeObjName = string.Format("__{0}__", bigType);
                var bigTypeObj     = GameObject.Find(bigTypeObjName) ?? new GameObject(bigTypeObjName);
                GameObject.DontDestroyOnLoad(bigTypeObj);
                bigTypeObj.transform.SetAsFirstSibling();

                theParent = new GameObject(smallType).transform;
                KTool.SetChild(theParent, bigTypeObj.transform);
                Parents[uri] = theParent;
            }
            return(theParent);
        }
示例#3
0
 /// <summary>
 /// 设置某个物件,在指定调试组下
 /// </summary>
 /// <param name="bigType"></param>
 /// <param name="smallType"></param>
 /// <param name="obj"></param>
 public static void SetParent(string bigType, string smallType, GameObject obj)
 {
     var uri = GetUri(bigType, smallType);
     Transform theParent = GetParent(bigType, smallType);
     int typeCount;
     if (!Counts.TryGetValue(uri, out typeCount))
     {
         Counts[uri] = 0;
     }
     typeCount = ++Counts[uri];
     try
     {
         KTool.SetChild(obj, theParent.gameObject);
     }
     catch (Exception e)
     {
         Log.Error(string.Format("[SetParent]{0}->{1}->{2}", bigType, smallType, e.Message));
     }
     theParent.gameObject.name = GetNameWithCount(smallType, typeCount);
 }
示例#4
0
 private void Init()
 {
     if (AppConfig.IsLogDeviceInfo)
     {
         IsRootUser = KTool.HasWriteAccessToFolder(Application.dataPath); // Root User运行时,能穿越沙盒写DataPath, 以此为依据
         Log.Info("====================================================================================");
         Log.Info("Application.platform = {0}", Application.platform);
         Log.Info("Application.dataPath = {0} , WritePermission: {1}", Application.dataPath, IsRootUser);
         Log.Info("Application.streamingAssetsPath = {0} , WritePermission: {1}",
                  Application.streamingAssetsPath, KTool.HasWriteAccessToFolder(Application.streamingAssetsPath));
         Log.Info("Application.persistentDataPath = {0} , WritePermission: {1}", Application.persistentDataPath,
                  KTool.HasWriteAccessToFolder(Application.persistentDataPath));
         Log.Info("Application.temporaryCachePath = {0} , WritePermission: {1}", Application.temporaryCachePath,
                  KTool.HasWriteAccessToFolder(Application.temporaryCachePath));
         Log.Info("Application.unityVersion = {0}", Application.unityVersion);
         Log.Info("SystemInfo.deviceModel = {0}", SystemInfo.deviceModel);
         Log.Info("SystemInfo.deviceUniqueIdentifier = {0}", SystemInfo.deviceUniqueIdentifier);
         Log.Info("SystemInfo.graphicsDeviceVersion = {0}", SystemInfo.graphicsDeviceVersion);
         Log.Info("====================================================================================");
     }
     StartCoroutine(DoInit());
 }
示例#5
0
        /// <summary>
        /// 协和加载Assetbundle,加载完后执行callback
        /// </summary>
        /// <param name="url">资源的url</param>
        /// <param name="callback"></param>
        /// <param name="callbackArgs"></param>
        /// <returns></returns>
        private IEnumerator CoLoad(string url)
        {
#if UNITY_2017_1_OR_NEWER
            //在Unity2017.1.1下,路径中包含两种分隔符(/和\),仅限windows平台
            //比如:C:\Code\KSFramework\Product/Bundles/Windows/ui/login.prefab.k)会报: UriFormatException: Invalid URI: Invalid port number
            //此处对路径处理成Unity标准路径格式:C:/Code/KSFramework/Product/Bundles/Windows/ui/login.prefab.k
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
            url = KTool.FormatToAssetUrl(url);
#endif
#endif
            KResourceModule.LogRequest("WWW", url);
            System.DateTime beginTime = System.DateTime.Now;

            // 潜规则:不用LoadFromCache~它只能用在.assetBundle
            Www           = new WWW(url);
            BeginLoadTime = Time.time;
            WWWLoadingCount++;

            //设置AssetBundle解压缩线程的优先级
            Www.threadPriority = Application.backgroundLoadingPriority; // 取用全局的加载优先速度
            while (!Www.isDone)
            {
                Progress = Www.progress;
                yield return(null);
            }

            yield return(Www);

            WWWLoadingCount--;
            Progress = 1;
            if (IsReadyDisposed)
            {
                Log.Error("[KWWWLoader]Too early release: {0}", url);
                OnFinish(null);
                yield break;
            }
            if (!string.IsNullOrEmpty(Www.error))
            {
                if (Application.platform == RuntimePlatform.Android)
                {
                    // TODO: Android下的错误可能是因为文件不存在!
                }

                string fileProtocol = KResourceModule.GetFileProtocol();
                if (url.StartsWith(fileProtocol))
                {
                    string fileRealPath = url.Replace(fileProtocol, "");
                    Log.Error("File {0} Exist State: {1}", fileRealPath, System.IO.File.Exists(fileRealPath));
                }
                Log.Error("[KWWWLoader:Error]{0} {1}", Www.error, url);

                OnFinish(null);
                yield break;
            }
            else
            {
                KResourceModule.LogLoadTime("WWW", url, beginTime);
                if (WWWFinishCallback != null)
                {
                    WWWFinishCallback(url);
                }

                Desc = string.Format("{0}K", Www.bytes.Length / 1024f);
                OnFinish(Www);
            }

            // 预防WWW加载器永不反初始化, 造成内存泄露~
            if (Application.isEditor)
            {
                while (GetCount <KWWWLoader>() > 0)
                {
                    yield return(null);
                }

                yield return(new WaitForSeconds(5f));

                while (Debug.isDebugBuild && !IsReadyDisposed)
                {
                    Log.Error("[KWWWLoader]Not Disposed Yet! : {0}", this.Url);
                    yield return(null);
                }
            }
        }
示例#6
0
        // 加载材质的图片, 协程等待
        private IEnumerator CoGenerateMaterial(string matPath, KSerializeMaterial sMat)
        {
            // 纹理全部加载完成后到这里
            //if (!CachedMaterials.TryGetValue(matPath, out mat))
            {
                var shaderLoader = ShaderLoader.Load(sMat.ShaderPath);
                while (!shaderLoader.IsCompleted)
                {
                    yield return(null);
                }

                var shader = shaderLoader.ShaderAsset;
                if (shader == null)
                {
                    shader = KTool.FindShader(sMat.ShaderName);
                    Log.Warning("无法加载Shader资源: {0}, 使用Shaders.Find代替", sMat.ShaderName);
                    if (shader == null)
                    {
                        Log.Warning("找不到Shader: {0}, 使用Diffuse临时代替", sMat.ShaderName);
                        shader = KTool.FindShader("Diffuse");
                    }
                }
                Debuger.Assert(shader);

                Mat      = new Material(shader);
                Mat.name = sMat.MaterialName;

                //CachedMaterials[matPath] = mat;

                foreach (KSerializeMaterialProperty shaderProp in sMat.Props)
                {
                    switch (shaderProp.Type)
                    {
                    case KSerializeMaterialProperty.ShaderType.Texture:
                        Vector2 tiling;
                        Vector2 offset;
                        var     texturePath = ParseMaterialStr(shaderProp.PropValue, out tiling, out offset);
                        if (TextureLoaders == null)
                        {
                            TextureLoaders = new List <TextureLoader>();
                        }

                        var texLoader = TextureLoader.Load(texturePath);
                        TextureLoaders.Add(texLoader);
                        while (!texLoader.IsCompleted)
                        {
                            yield return(null);
                        }

                        var tex = texLoader.Asset;
                        if (tex == null)
                        {
                            Log.Error("找不到纹理: {0}", texturePath);
                        }
                        else
                        {
                            _SetMatTex(Mat, shaderProp.PropName, tex, tiling, offset);
                        }
                        break;

                    case KSerializeMaterialProperty.ShaderType.Color:
                        _SetMatColor(Mat, shaderProp.PropName, shaderProp.PropValue);
                        break;

                    case KSerializeMaterialProperty.ShaderType.Range:
                        _SetMatRange(Mat, shaderProp.PropName, shaderProp.PropValue);
                        break;

                    case KSerializeMaterialProperty.ShaderType.Vector:
                        _SetMatVector(Mat, shaderProp.PropName, shaderProp.PropValue);
                        break;

                    case KSerializeMaterialProperty.ShaderType.RenderTexture:
                        // RenderTextures, 不处理, 一般用在水,Water脚本会自动生成
                        break;
                    }
                }
            }
        }