【调整】代码结构调整、归纳登录功能
parent
cb5bbe82ba
commit
b4833ef177
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@ -40,7 +40,7 @@ public class GameBuildEditorInspector : OdinEditor
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_buildName = _buildName.Replace(" ", "");
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var configName = $"{_buildName}";
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var configPath = string.Format(Constants.BuildConfigPath, configName);
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var configPath = string.Format(PathConstants.BuildConfigPath, configName);
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var savedConfig = AssetDatabase.LoadAssetAtPath<TextAsset>(configPath);
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if (savedConfig != null)
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{
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@ -173,7 +173,7 @@ public class LevelEditorWindow : OdinEditorWindow
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private void CreateHole(List<float> xPos, List<float> yPos)
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{
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var tHole = AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(Constants.ItemPrefabPath, "Kong"));
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var tHole = AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(PathConstants.ItemPrefabPath, "Kong"));
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var kongRoot = GameObject.Find("KongRoot");
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_holeWithoutEmpty = new Dictionary<string, Kong>();
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_holeDic = new Dictionary<string, Kong>();
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@ -400,14 +400,14 @@ public class LevelEditorWindow : OdinEditorWindow
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foreach (var pos in plankPos)
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{
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//加载Plank实例
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var tPlank = AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(Constants.PlankPrefabPath, plankName));
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var tPlank = AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(PathConstants.PlankPrefabPath, plankName));
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var plank = Instantiate(tPlank, pos.Key, tPlank.transform.rotation);
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var sortLayer = plank.GetComponent<SpriteRenderer>().sortingOrder;
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//加载HoleOfPlank实例
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foreach (var index in pos.Value)
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{
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var holePos = _holeWithoutEmpty[string.Format("Kong{0}", index)].Obj.transform.position;
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var tHole = AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(Constants.ItemPrefabPath,
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var tHole = AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(PathConstants.ItemPrefabPath,
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HoleOfPlank));
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var hole = Instantiate(tHole, holePos, tHole.transform.rotation);
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hole.transform.SetParent(plank.transform, true);
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@ -1590,10 +1590,10 @@ public class LevelEditorWindow : OdinEditorWindow
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_levelIds.RemoveAll(level => level.LevelID == levelID);
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_levelIds.Add(new AllLevelID(levelID));
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var levelConfigPath = string.Format(Constants.LevelConfigPath, levelID);
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var levelConfigPath = string.Format(PathConstants.LevelConfigPath, levelID);
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JsonHelper.SaveJson(levelConfigPath, curLevelData);
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var levelListConfigPath = string.Format(Constants.LevelListPath);
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var levelListConfigPath = string.Format(PathConstants.LevelListPath);
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JsonHelper.SaveJson(levelListConfigPath, _levelIds);
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DestroyPlanks();
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@ -1638,7 +1638,7 @@ public class LevelEditorWindow : OdinEditorWindow
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[MenuItem("Tools/关卡生成器")]
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private static void OpenWindow()
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{
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EditorSceneManager.OpenScene(Constants.LevelGenerator);
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EditorSceneManager.OpenScene(PathConstants.LevelGenerator);
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_thisWindow = GetWindow<LevelEditorWindow>();
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_thisWindow.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600);
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_thisWindow.InitLevelList();
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@ -1658,7 +1658,7 @@ public class LevelEditorWindow : OdinEditorWindow
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var plankClass = new CustomPlank();
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plankClass.type = (LevelData.PlankType)plankValues.GetValue(i);
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plankClass.icon =
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AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(Constants.PlankPrefabPath, plankClass.type));
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AssetDatabase.LoadAssetAtPath<GameObject>(string.Format(PathConstants.PlankPrefabPath, plankClass.type));
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plankTypes.Add(plankClass);
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}
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@ -1667,7 +1667,7 @@ public class LevelEditorWindow : OdinEditorWindow
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private void InitLevelList()
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{
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var configFilePath = string.Format(Constants.LevelListPath);
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var configFilePath = string.Format(PathConstants.LevelListPath);
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_levelIds = new List<AllLevelID>();
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_levelIds = JsonHelper.LoadJson<List<AllLevelID>>(configFilePath);
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int levelNumber = 1;
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@ -13,10 +13,6 @@ namespace Framework.Constants
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public const string Chinese = "简体中文";
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public const string English = "English";
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//设置本地存档Key
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public const string FirstLaunch = "Launch";
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//BI事件
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public const string FteLevelSuccess = "fte_level_success_{0}";
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public const string FteLevelEnter = "fte_level_enter_{0}";
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@ -27,8 +23,6 @@ namespace Framework.Constants
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public const int PopUpLimitNumber = 8;
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public const int LevelRateIndex = 4;
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public const int DefaultUnlockCondition = 100;
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/// <summary>
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/// 关卡选择 一页数量
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/// </summary>
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@ -1,10 +1,7 @@
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namespace Framework.Constants
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{
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public partial class Constants
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public class PathConstants
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{
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//User
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public const string EmptyUser = "";
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//新手引导遮罩预制体
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public const string GuideMaskObj = "Assets/Art/UI/Prefab/GuideMask.prefab";
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@ -26,9 +23,6 @@ namespace Framework.Constants
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public const string ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab";
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public const string PlankPrefabPath = "Assets/Art/LevelItem/Plank/{0}.prefab";
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//ChoicePanel Texture
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public const string UIChoiceTexturePath = "Assets/Art/Texture/ChoicePanel/{0}.png";
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//Gfx
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public const string GfxPath = "Assets/Art/Gfx/prefab/{0}.prefab";
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@ -5,9 +5,9 @@ using UnityEngine;
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using Framework.UI;
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using Gameplay.Manager;
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using Framework.Manager;
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using Framework.Constants;
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using Cysharp.Threading.Tasks;
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using System.Collections.Generic;
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using Constants = Framework.Constants.Constants;
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public class GuideMananger : Singlenton<GuideMananger>, IInitable
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{
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@ -96,7 +96,7 @@ public class GuideMananger : Singlenton<GuideMananger>, IInitable
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private async UniTask InitGuideMaskUI()
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{
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var targetCanvas = UIRoot.Instance.rootMatch;
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var obj = await AssetManager.Instance.LoadAssetAsync<GameObject>(Constants.GuideMaskObj);
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var obj = await AssetManager.Instance.LoadAssetAsync<GameObject>(PathConstants.GuideMaskObj);
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_guideMask = Object.Instantiate(obj, targetCanvas.transform);
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_guideMask.SetActive(false);
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}
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@ -197,7 +197,7 @@ public class GuideMananger : Singlenton<GuideMananger>, IInitable
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public void Release()
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{
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AssetManager.Instance.Unload(Constants.GuideMaskObj);
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AssetManager.Instance.Unload(PathConstants.GuideMaskObj);
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}
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/// <summary>
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@ -1,15 +1,11 @@
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using PhxhSDK;
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namespace Gameplay.Login
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namespace Framework.Login
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{
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public class LoginManager : Singlenton<LoginManager>, IInitable
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{
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private LoginStatus[] _mStatusList;
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public string Account
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{
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get => CurrentStatus.GetProfileName();
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}
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private LoginStatus[] _mStatusList;
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/// <summary>
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/// 是否登录
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@ -1,6 +1,4 @@
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using Framework.Constants;
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namespace Gameplay.Login
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namespace Framework.Login
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{
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public enum LoginStatusID
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{
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@ -29,7 +27,7 @@ namespace Gameplay.Login
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public virtual string GetProfileName()
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{
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return Constants.EmptyUser;
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return "";
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}
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public virtual void Logout()
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@ -1,10 +1,10 @@
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using cfg.BI;
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using PhxhSDK;
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using Framework.BI;
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using Gameplay.Login;
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using Framework.Event;
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using Constants = Framework.Constants.Constants;
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namespace Framework.Login
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{
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public class LoginStatusApple : LoginStatus
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{
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public override LoginStatusID ID
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@ -45,7 +45,7 @@ public class LoginStatusApple : LoginStatus
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loginService?.SetCurLoginParty(ThirdLoginSDK.AppleSignIn);
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string profileName = loginService?.GetProfileName();
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DebugUtil.LogWarning("Apple Get UserName: {0}", profileName);
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return string.IsNullOrEmpty(profileName) ? Constants.EmptyUser : profileName;
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return string.IsNullOrEmpty(profileName) ? "" : profileName;
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}
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private void OnLoginSuccess(string userID, string appleUserID, string idToken)
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@ -58,7 +58,7 @@ public class LoginStatusApple : LoginStatus
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//BI事件
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BIManager.Instance.ThirdID = userID;
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BIManager.Instance.TrackEvent(Event.login_success);
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BIManager.Instance.TrackEvent(cfg.BI.Event.login_success);
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BIManager.Instance.TrackEventOnce(EventFirst.fte_login_success);
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//从服务器获取数据
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@ -77,8 +77,9 @@ public class LoginStatusApple : LoginStatus
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private void OnLoginFail(int code, string msg)
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{
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LoginManager.Instance.IsLogin = false;
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BIManager.Instance.TrackEvent(Event.login_fail, msg);
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BIManager.Instance.TrackEvent(cfg.BI.Event.login_fail, msg);
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DebugUtil.LogError("Apple Login Fail: {0}", msg);
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EventManager.Instance.Send(EventManager.EventName.LoginFail);
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}
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}
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}
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@ -2,10 +2,8 @@ using cfg.BI;
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using PhxhSDK;
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using Framework.BI;
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using Framework.Event;
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using Event = cfg.BI.Event;
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using Constants = Framework.Constants.Constants;
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namespace Gameplay.Login
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namespace Framework.Login
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{
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public class LoginStatusFaceBook : LoginStatus
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{
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@ -38,7 +36,7 @@ namespace Gameplay.Login
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loginService?.SetCurLoginParty(ThirdLoginSDK.Facebook);
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string profileName = loginService?.GetProfileName();
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DebugUtil.LogWarning("Facebook Get UserName: {0}", profileName);
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return string.IsNullOrEmpty(profileName) ? Constants.EmptyUser : profileName;
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return string.IsNullOrEmpty(profileName) ? "" : profileName;
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}
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private void OnLoginSuccess(string userID, string facebookUserID, string idToken)
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@ -50,7 +48,7 @@ namespace Gameplay.Login
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AppInfoManager.Instance.ThirdLoginSuccess(userID, LoginStatusID.Facebook);
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BIManager.Instance.ThirdID = userID;
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BIManager.Instance.TrackEvent(Event.login_success);
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BIManager.Instance.TrackEvent(cfg.BI.Event.login_success);
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BIManager.Instance.TrackEventOnce(EventFirst.fte_login_success);
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//从服务器获取数据
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@ -69,7 +67,7 @@ namespace Gameplay.Login
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private void OnLoginFail(int code, string msg)
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{
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LoginManager.Instance.IsLogin = false;
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BIManager.Instance.TrackEvent(Event.login_fail, msg);
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BIManager.Instance.TrackEvent(cfg.BI.Event.login_fail, msg);
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DebugUtil.LogError("FaceBook Login Fail: {0}", msg);
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EventManager.Instance.Send(EventManager.EventName.LoginFail);
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}
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@ -1,6 +1,6 @@
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using PhxhSDK;
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using Gameplay.Login;
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using Framework.Event;
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using Framework.Login;
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using Framework.Manager;
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using LC.Newtonsoft.Json;
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@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using Framework.Constants;
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using UnityEngine;
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using PhxhSDK;
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using System;
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@ -37,28 +36,28 @@ namespace Framework.Manager
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try
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{
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BGM = await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.MusicPath, "BGM1"));
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string.Format(Framework.Constants.PathConstants.MusicPath, "BGM1"));
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BGMInLevel = await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.MusicPath, "BGM2"));
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string.Format(Framework.Constants.PathConstants.MusicPath, "BGM2"));
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PreLoadAudio("S_Btn", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_Btn")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_Btn")));
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PreLoadAudio("S_Win", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_Win")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_Win")));
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PreLoadAudio("S_Lose", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_Lose")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_Lose")));
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PreLoadAudio("S_Reward", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_Reward")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_Reward")));
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PreLoadAudio("S_AddTime", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_AddTime")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_AddTime")));
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PreLoadAudio("S_OpenHole", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_OpenHole")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_OpenHole")));
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PreLoadAudio("S_Undo", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_Undo")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_Undo")));
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PreLoadAudio("S_Thumbtack", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_Thumbtack")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_Thumbtack")));
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PreLoadAudio("S_PlankDrop", await AssetManager.Instance.LoadAssetAsync<AudioClip>(
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string.Format(Framework.Constants.Constants.SoundPath, "S_PlankDrop")));
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string.Format(Framework.Constants.PathConstants.SoundPath, "S_PlankDrop")));
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}
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catch (Exception e)
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{
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@ -397,7 +397,7 @@ namespace Framework.Manager
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{
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try
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{
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var path = string.Format(Constants.Constants.BuildBlueprint, _curBuildData.buildID);
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var path = string.Format(Constants.PathConstants.BuildBlueprint, _curBuildData.buildID);
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CurBlueprint = await AssetManager.Instance.LoadAssetAsync<Sprite>(path);
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}
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catch (Exception e)
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@ -37,7 +37,7 @@ namespace Framework.Manager
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public static JSONNode LoadByteBuf(string file)
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{
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// todo: load from asset loader
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var filePath = string.Format(Constants.Constants.TableDataConfigPath, file);
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var filePath = string.Format(Constants.PathConstants.TableDataConfigPath, file);
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var loadAsset = AssetDatabase.LoadAssetAtPath<TextAsset>(filePath);
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var jsonText = loadAsset.text;
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return JSON.Parse(jsonText);
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@ -1,59 +0,0 @@
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using Framework.Manager;
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using Framework.UI;
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using UnityEngine;
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using PhxhSDK;
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public class SettingData
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{
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public float MusicVolume = 1f;
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public float SoundVolume = 1f;
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public string Language;
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}
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public class SettingManager : Singlenton<SettingManager>
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{
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private const string SettingKey = "SettingKey";
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private SettingData _settingData;
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public void Init()
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{
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_settingData = StorageManager.Instance.GetStorage<SettingData>(SettingKey);
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_settingData ??= new SettingData();
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//初始化音量
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AudioManager.Instance.MuteVolume(true);
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AudioManager.Instance.SoundVolume = _settingData.SoundVolume;
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AudioManager.Instance.MusicVolume = _settingData.MusicVolume;
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var muteMusic = Mathf.Approximately(_settingData.MusicVolume, 1f);
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var muteSound = Mathf.Approximately(_settingData.SoundVolume, 1f);
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AudioManager.Instance.MuteMusic(muteMusic);
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AudioManager.Instance.MuteSound(muteSound);
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//初始化语言
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StringManager.Instance.InitLanguage(_settingData.Language);
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}
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public void SetMusic(float music)
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{
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_settingData.MusicVolume = music;
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SaveSetting();
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}
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public void SetSound(float sound)
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{
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_settingData.SoundVolume = sound;
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SaveSetting();
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}
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public void SetLanguage(string language)
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{
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_settingData.Language = language;
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SaveSetting();
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}
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private void SaveSetting()
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{
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StorageManager.Instance.SaveWithoutUpdate();
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}
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}
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@ -29,7 +29,7 @@ namespace Framework
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private static string _CombinePath(string fileName)
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{
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return string.Format(Constants.Constants.TableDataConfigPath, fileName);
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return string.Format(Constants.PathConstants.TableDataConfigPath, fileName);
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}
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public async UniTask Load()
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2d4f5d2d875a24e9792649d6b137f2d2
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,75 @@
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using Framework.Manager;
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using Framework.UI;
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using UnityEngine;
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using PhxhSDK;
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namespace Framework.Setting
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{
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public class SettingData
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{
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public float MusicVolume = 1f;
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public float SoundVolume = 1f;
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public string Language;
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public bool FirstLaunch = true;
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}
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public class SettingManager : Singlenton<SettingManager>
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{
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private const string SettingKey = "SettingKey";
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private SettingData _settingData;
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public void Init()
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{
|
||||
_settingData = StorageManager.Instance.GetStorage<SettingData>(SettingKey);
|
||||
_settingData ??= new SettingData();
|
||||
|
||||
//初始化音量
|
||||
AudioManager.Instance.MuteVolume(true);
|
||||
AudioManager.Instance.SoundVolume = _settingData.SoundVolume;
|
||||
AudioManager.Instance.MusicVolume = _settingData.MusicVolume;
|
||||
var muteMusic = Mathf.Approximately(_settingData.MusicVolume, 1f);
|
||||
var muteSound = Mathf.Approximately(_settingData.SoundVolume, 1f);
|
||||
AudioManager.Instance.MuteMusic(muteMusic);
|
||||
AudioManager.Instance.MuteSound(muteSound);
|
||||
|
||||
//初始化语言
|
||||
StringManager.Instance.InitLanguage(_settingData.Language);
|
||||
}
|
||||
|
||||
public void SetMusic(float music)
|
||||
{
|
||||
_settingData.MusicVolume = music;
|
||||
SaveSetting();
|
||||
}
|
||||
|
||||
public void SetSound(float sound)
|
||||
{
|
||||
_settingData.SoundVolume = sound;
|
||||
SaveSetting();
|
||||
}
|
||||
|
||||
public void SetLanguage(string language)
|
||||
{
|
||||
_settingData.Language = language;
|
||||
SaveSetting();
|
||||
}
|
||||
|
||||
public void SetFirstLaunch()
|
||||
{
|
||||
_settingData.FirstLaunch = false;
|
||||
SaveSetting();
|
||||
}
|
||||
|
||||
public bool IsFirstLaunch()
|
||||
{
|
||||
return _settingData.FirstLaunch;
|
||||
}
|
||||
|
||||
private void SaveSetting()
|
||||
{
|
||||
StorageManager.Instance.SaveWithoutUpdate();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -132,7 +132,7 @@ namespace Framework.UI
|
|||
{
|
||||
try
|
||||
{
|
||||
var path = string.Format(Constants.Constants.UIPrefabPath, windowName);
|
||||
var path = string.Format(Constants.PathConstants.UIPrefabPath, windowName);
|
||||
var uiPrefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(path);
|
||||
return uiPrefab;
|
||||
}
|
||||
|
|
|
@ -92,7 +92,7 @@ namespace Gameplay.ForestLevel
|
|||
{
|
||||
try
|
||||
{
|
||||
var path = string.Format(Framework.Constants.Constants.ItemPrefabPath, itemName);
|
||||
var path = string.Format(Framework.Constants.PathConstants.ItemPrefabPath, itemName);
|
||||
var item = await AssetManager.Instance.LoadAssetAsync<GameObject>(path);
|
||||
return item;
|
||||
}
|
||||
|
|
|
@ -3,9 +3,9 @@ using PhxhSDK.Phxh;
|
|||
using Framework.BI;
|
||||
using Gameplay.Manager;
|
||||
using LC.Newtonsoft.Json;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Framework.Constants;
|
||||
using Gameplay.ForestLevel;
|
||||
using Constants = Framework.Constants.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace Gameplay.Level
|
||||
{
|
||||
|
@ -34,7 +34,7 @@ namespace Gameplay.Level
|
|||
|
||||
private async UniTask LoadLevelConfig(string levelID)
|
||||
{
|
||||
var configFilePath = string.Format(Constants.LevelConfigPath, levelID);
|
||||
var configFilePath = string.Format(PathConstants.LevelConfigPath, levelID);
|
||||
_levelData = await JsonHelper.LoadFromAddressable<LevelData>(configFilePath);
|
||||
}
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace Gameplay.ForestLevel
|
|||
private LevelData _planksLevelData;
|
||||
|
||||
private static readonly string HoleOfPlankPath =
|
||||
string.Format(Framework.Constants.Constants.ItemPrefabPath, "HoleOfPlank");
|
||||
string.Format(Framework.Constants.PathConstants.ItemPrefabPath, "HoleOfPlank");
|
||||
|
||||
public async UniTask PreLoadLevelItem()
|
||||
{
|
||||
|
@ -34,7 +34,7 @@ namespace Gameplay.ForestLevel
|
|||
var index = plankIndex[i];
|
||||
var plankName = LevelUtils.GetPlankName(_planksLevelData.planksType[index],
|
||||
_planksLevelData.squareType[index]);
|
||||
var plankPath = string.Format(Framework.Constants.Constants.PlankPrefabPath, plankName);
|
||||
var plankPath = string.Format(Framework.Constants.PathConstants.PlankPrefabPath, plankName);
|
||||
var myPlank = await AssetManager.Instance.LoadAssetAsync<GameObject>(plankPath);
|
||||
var pos = LevelUtils.GetPlankPositionInfo(KongManager.Instance.HoleDic,
|
||||
_planksLevelData.HolesOfPlanksIndex[index], _planksLevelData.planksType[index],
|
||||
|
|
|
@ -2,7 +2,7 @@ using PhxhSDK;
|
|||
using Framework.UI;
|
||||
using Framework.BI;
|
||||
using Gameplay.Game;
|
||||
using Gameplay.Login;
|
||||
using Framework.Login;
|
||||
using Gameplay.Manager;
|
||||
using Framework.Manager;
|
||||
using Gameplay.LoadingExecutor;
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
using cfg.BI;
|
||||
using PhxhSDK;
|
||||
using Framework;
|
||||
using UnityEngine;
|
||||
using Framework.BI;
|
||||
using Framework.UI;
|
||||
using PhxhSDK.Phxh;
|
||||
using Gameplay.Login;
|
||||
using Framework.Login;
|
||||
using Framework.Event;
|
||||
using Gameplay.Manager;
|
||||
using Framework.Setting;
|
||||
using Framework.Manager;
|
||||
using Framework.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
@ -72,8 +72,8 @@ namespace Gameplay.LoadingExecutor
|
|||
}
|
||||
|
||||
var buildId = buildInfo.BuildData;
|
||||
var buildPath = string.Format(Framework.Constants.Constants.SceneBuildPath, buildId);
|
||||
var buildConfig = string.Format(Framework.Constants.Constants.BuildConfigPath, buildId);
|
||||
var buildPath = string.Format(Framework.Constants.PathConstants.SceneBuildPath, buildId);
|
||||
var buildConfig = string.Format(Framework.Constants.PathConstants.BuildConfigPath, buildId);
|
||||
var buildData = await JsonHelper.LoadFromAddressable<BuildData>(buildConfig);
|
||||
var reachCondition = LevelSelectManager.Instance.CurPassLevelIndex;
|
||||
if (GuideMananger.Instance.IsGuiding && !string.IsNullOrEmpty(GuideMananger.Instance.PassLevelID))
|
||||
|
@ -106,11 +106,12 @@ namespace Gameplay.LoadingExecutor
|
|||
if (AppInfoManager.Instance.UpdateConfirm && !GuideMananger.Instance.IsGuiding)
|
||||
await UIManager.Instance.OpenWindow(UIConstants.UISyncTip);
|
||||
#if UNITY_IOS
|
||||
if (!AppInfoManager.Instance.CheckIfLogin() && !LoginManager.Instance.ShowLogin && !GuideMananger.Instance.IsGuiding)
|
||||
if (!AppInfoManager.Instance.CheckIfLogin() && !LoginManager.Instance.ShowLogin &&
|
||||
!GuideMananger.Instance.IsGuiding)
|
||||
await UIManager.Instance.OpenWindow(UIConstants.UILogin);
|
||||
#endif
|
||||
|
||||
if (!PlayerPrefs.HasKey(LevelConstants.FirstLaunch))
|
||||
if (SettingManager.Instance.IsFirstLaunch())
|
||||
{
|
||||
await UIManager.Instance.OpenWindow(UIConstants.UIUserAgreement);
|
||||
}
|
||||
|
|
|
@ -8,7 +8,6 @@ using Cysharp.Threading.Tasks;
|
|||
using Gameplay.ForestLevel;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using Constants = Framework.Constants.Constants;
|
||||
|
||||
namespace Gameplay.LoadingExecutor
|
||||
{
|
||||
|
@ -18,7 +17,7 @@ namespace Gameplay.LoadingExecutor
|
|||
|
||||
protected override async UniTask _DoLoading()
|
||||
{
|
||||
await Addressables.LoadSceneAsync(Constants.SceneLevelPath, LoadSceneMode.Single).ToUniTask();
|
||||
await Addressables.LoadSceneAsync(PathConstants.SceneLevelPath, LoadSceneMode.Single).ToUniTask();
|
||||
_destProgress = 10f;
|
||||
await LevelManager.Instance.LoadLevel(_levelID);
|
||||
_destProgress = 20f;
|
||||
|
|
|
@ -3,9 +3,9 @@ using PhxhSDK;
|
|||
using UnityEngine;
|
||||
using Framework.UI;
|
||||
using System.Collections;
|
||||
using Framework.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using System.Collections.Generic;
|
||||
using Constants = Framework.Constants.Constants;
|
||||
|
||||
public class GfxManager : SingletonMono<GfxManager>, IInitable
|
||||
{
|
||||
|
@ -71,7 +71,7 @@ public class GfxManager : SingletonMono<GfxManager>, IInitable
|
|||
|
||||
if (!gfxDic.ContainsKey(gfxName))
|
||||
{
|
||||
var gfx = await AssetManager.Instance.LoadAssetAsync<GameObject>(string.Format(Constants.GfxPath,
|
||||
var gfx = await AssetManager.Instance.LoadAssetAsync<GameObject>(string.Format(PathConstants.GfxPath,
|
||||
gfxName));
|
||||
var root = inUI ? UIRoot.Instance.root.transform : UIRoot.Instance.rootGfx.transform;
|
||||
var gfxObj = Instantiate(gfx, root);
|
||||
|
@ -150,7 +150,7 @@ public class GfxManager : SingletonMono<GfxManager>, IInitable
|
|||
{
|
||||
if (gfxDic.TryGetValue(gfxName, out var gfx))
|
||||
{
|
||||
AssetManager.Instance.Unload(string.Format(Constants.GfxPath, gfxName));
|
||||
AssetManager.Instance.Unload(string.Format(PathConstants.GfxPath, gfxName));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -8,7 +8,6 @@ using Framework.Manager;
|
|||
using Framework.Constants;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using System.Collections.Generic;
|
||||
using Constants = Framework.Constants.Constants;
|
||||
|
||||
namespace Gameplay.Manager
|
||||
{
|
||||
|
@ -43,7 +42,7 @@ namespace Gameplay.Manager
|
|||
{
|
||||
try
|
||||
{
|
||||
var configFilePath = string.Format(Constants.LevelListPath);
|
||||
var configFilePath = string.Format(PathConstants.LevelListPath);
|
||||
_allLevels = await JsonHelper.LoadFromAddressable<List<AllLevelData>>(configFilePath);
|
||||
}
|
||||
catch (Exception e)
|
||||
|
|
|
@ -3,7 +3,7 @@ using UnityEngine;
|
|||
using Framework.UI;
|
||||
using Framework.BI;
|
||||
using UnityEngine.UI;
|
||||
using Gameplay.Login;
|
||||
using Framework.Login;
|
||||
using Framework.Event;
|
||||
using Gameplay.Manager;
|
||||
using Framework.Manager;
|
||||
|
|
|
@ -18,7 +18,7 @@ public class UIScoreController : UIWindow
|
|||
|
||||
private void GoToScore()
|
||||
{
|
||||
var url = Application.platform == RuntimePlatform.Android ? Constants.ScoreUrlAndroid : Constants.ScoreUrlIOS;
|
||||
var url = Application.platform == RuntimePlatform.Android ? PathConstants.ScoreUrlAndroid : PathConstants.ScoreUrlIOS;
|
||||
Application.OpenURL(url);
|
||||
UnityEngine.PlayerPrefs.SetInt(LevelConstants.PopUpToScore, 1);
|
||||
CloseWindow();
|
||||
|
|
|
@ -3,6 +3,7 @@ using Framework.BI;
|
|||
using Framework.UI;
|
||||
using UnityEngine.UI;
|
||||
using Framework.Event;
|
||||
using Framework.Setting;
|
||||
using Framework.Constants;
|
||||
|
||||
public class UIUserAgreementController : UIWindow
|
||||
|
@ -29,14 +30,13 @@ public class UIUserAgreementController : UIWindow
|
|||
|
||||
private void OpenURL()
|
||||
{
|
||||
Application.OpenURL(Constants.AgreementUrl);
|
||||
Application.OpenURL(PathConstants.AgreementUrl);
|
||||
}
|
||||
|
||||
private void OnAgree()
|
||||
{
|
||||
CloseWindow(true);
|
||||
|
||||
PlayerPrefs.SetInt(LevelConstants.FirstLaunch, 1);
|
||||
SettingManager.Instance.SetFirstLaunch();
|
||||
BIManager.Instance.TrackEventOnce(cfg.BI.EventFirst.fte_privacy_agree);
|
||||
}
|
||||
}
|
|
@ -4,10 +4,11 @@ using cfg.BI;
|
|||
using UnityEngine;
|
||||
using Framework.UI;
|
||||
using Framework.BI;
|
||||
using Gameplay.Login;
|
||||
using UnityEngine.UI;
|
||||
using Framework.Event;
|
||||
using Framework.Login;
|
||||
using Framework.Manager;
|
||||
using Framework.Setting;
|
||||
using Framework.Constants;
|
||||
using Event = cfg.BI.Event;
|
||||
|
||||
|
|
Loading…
Reference in New Issue