NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Utils/CommonUtils.cs

2164 lines
72 KiB
C#
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using cfg.VihecleCultivateCfg;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Gameplay.Character.Utils;
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using Gameplay.Level;
using Newtonsoft.Json;
using NLDPB;
using PhxhSDK;
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using System;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.IO;
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using System.Linq;
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using System.Security.Cryptography;
using System.Text;
using System.Text.RegularExpressions;
using cfg.CharacterCfg;
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using Gameplay.Unit;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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using Constants = Framework.Constants;
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using Object = UnityEngine.Object;
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using cfg.ActorCfg;
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using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
using cfg.ErrorCfg;
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using cfg.FightCfg;
using cfg.LevelCfg;
using Gameplay.SubSystems;
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using PhxhSDK.Res;
using Gameplay.Performance;
using Gameplay.Utils;
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using static MapData;
using static Gameplay.Level.LevelData;
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using Gameplay.Guide;
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using Gameplay.Common;
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using System.Runtime.Remoting.Metadata.W3cXsd2001;
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namespace Gameplay
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{
public partial class CommonUtils
{
private static RenderTexture screenTexture;
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private static readonly int MainTex = Shader.PropertyToID("_MainTex");
private static readonly int BlurSize = Shader.PropertyToID("_BlurSize");
private static readonly int ForceGray = Shader.PropertyToID("_ForceGray");
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private const string ICON_WEATHER_PREFIX = "Icon_Weather_";
private const string ICON_ENVIRONMENT_PREFIX = "Icon_Environment_";
private const string ICON_DAYNIGHT_PREFIX = "Icon_Daynight_";
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private const string SCREEN_SNAPSHOT = "ScreenSnapshot";
public static Texture2D GetScreenTexture2D()
{
Texture2D texture2D = new(screenTexture.width, screenTexture.height);
RenderTexture.active = screenTexture;
texture2D.ReadPixels(new Rect(0f, 0f, screenTexture.width, screenTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = null;
return texture2D;
}
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public static void DestoryGameObjectImmediate(ref GameObject obj)
{
if (null != obj)
{
GameObject.DestroyImmediate(obj);
obj = null;
}
}
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public static string GetInternaitionalStr(int strId, string str)
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{
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return str;
}
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public static GameObject GetGameObject(GameObject gameObject, string path)
{
Transform tra = gameObject.transform.Find(path);
return null != tra ? tra.gameObject : null;
}
public static T GetComponent<T>(GameObject gameObject, string path = null) where T : Component
{
T result = null;
if (null == gameObject)
{
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DebugUtil.LogWarning("ParentObjectisNUll: {0}", path);
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}
if (null != path)
result = gameObject.transform.Find(path).gameObject.GetComponent<T>();
else
result = gameObject.GetComponent<T>();
if (result == null)
{
DebugUtil.Log(path);
}
return result;
}
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//获取对象子节点中最上层的那个组件
public static T GetChildComponent<T>(GameObject go) where T : Component
{
T result = null;
if (!go)
{
DebugUtil.LogWarning("ParentObjectisNUll: {0}", go.name);
}
var trans = go.transform;
for (int i = 0; i < trans.childCount; i++)
{
var child = trans.GetChild(i);
var cmp = child.GetComponent<T>();
if (cmp)
{
result = cmp;
break;
}
//递归搜索子节点的子节点,返回最上层那个
result = GetChildComponent<T>(child.gameObject);
if (result)
{
break;
}
}
return result;
}
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public static void DestoryAllChildGameObject(GameObject parent)
{
if (parent != null)
{
int count = parent.transform.childCount;
List<Transform> childs = new List<Transform>();
for (int i = 0; i < count; ++i)
{
childs.Add(parent.transform.GetChild(i));
}
for (int i = 0; i < count; ++i)
{
GameObject.DestroyImmediate(childs[i].gameObject);
}
}
}
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//???????????
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public static string GetWholeHeadPath(string name)
{
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return TableManager.Instance.Tables.GlobalConfig.HeadPicFrontPath + name + ".png";
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}
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/// <summary>
/// 默认头像路径(建议使用GetCharacterPicPath方法)
/// </summary>
/// <param name="uid"></param>
/// <returns></returns>
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public static string GetDefaultHeadPathByUid(uint uid)
{
DebugUtil.Log("获取默认头像路径!如需按选中皮肤显示头像,点击这里查看建议更新方法");
//如需更新代码可以参考这段代码
//var characterInfo = CharacterDataInfoManager.Instance.GetCharacterInfo(uid);
//var spritePath = CommonUtils.GetCharacterPicPath((int)uid, CommonUtils.ECharacterPicPathType.HeadPic, (int)characterInfo.SkinID);
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var cfg = TableManager.Instance.Tables.CharacterAttri.GetOrDefault((int)uid);
if (cfg == null)
{
DebugUtil.LogError("--- 无法获取UID对应的配置 ---");
return "";
}
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var skinIdx = GLConfig.Inst.data.DEFAULTSKINID;
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var dataSkin = TableManager.Instance.Tables.SkinCfg.Get(skinIdx, cfg.RoleID);
return GetWholeHeadPath(dataSkin.PIcHeadPath);
}
public static string GetDefaultVehicleHeadPath(uint uid)
{
var cfg = TableManager.Instance.Tables.VehicleConfig.GetOrDefault((int)uid);
if (cfg == null)
{
DebugUtil.LogError("--- 无法获取UID对应的配置 ---");
return "";
}
return "Assets/Art/UI/Texture/Icon/Vehicle/HeadPic/" + cfg.UIHeadPath;
}
public static string GetCharacterName(int RoleId)
{
var str = "character_name" + RoleId;
return GetLocalizeText(str);
}
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public static Army GetArmyByCfg(DataCharacterAttri cfg)
{
var FactionDetail = cfg.FacDetail;
var facCfg = TableManager.Instance.Tables.FactionAttri.GetOrDefault(FactionDetail);
if (facCfg == null)
{
DebugUtil.LogError("--- 无法获取阵营对应的配置 ---");
return default;
}
return facCfg.Amy;
}
public static Efaction GetEfactionByCfg(DataCharacterAttri cfg)
{
var FactionDetail = cfg.FacDetail;
var facCfg = TableManager.Instance.Tables.FactionAttri.GetOrDefault(FactionDetail);
if (facCfg == null)
{
DebugUtil.LogError("--- 无法获取阵营对应的配置 ---");
return default;
}
return facCfg.FactionEnum;
}
public static Ejob GetProfessionByUid(uint uid)
{
var cfg = TableManager.Instance.Tables.CharacterAttri.GetOrDefault((int)uid);
if (cfg == null)
{
DebugUtil.LogError("--- 无法获取UID对应的配置 ---");
return default;
}
return cfg.Job;
}
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//????????
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public static string GetWholeLiHuiPath(string name)
{
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return Constants.UI_POSTER_DEFAULT_PATH + name + ".png";
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}
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public static string GetVehicleHeadPath(string name)
{
return name + ".png";
}
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public enum ECharacterPicPathType
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{
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/// <summary>
/// 养成主界面用,大半身图
/// </summary>
Cultivate,
/// <summary>
/// 好感度界面用,全身立绘
/// </summary>
Favorable,
/// <summary>
/// 技能升级界面用,全身不同尺寸立绘
/// </summary>
LevelUp,
/// <summary>
/// 选择角色界面用,半身
/// </summary>
SelectCharacter,
/// <summary>
/// 立绘查看界面用,全身
/// </summary>
Poster,
/// <summary>
/// 看板娘立绘,该立绘图片仅人物无背景
/// </summary>
AssistantPoster,
/// <summary>
/// 角色头像
/// </summary>
HeadPic,
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}
public static string GetCharacterPicPath(int id, ECharacterPicPathType eCharacterPicPathType, int skinID = 1)
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{
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cfg.CharacterCfg.SkinCfg postCfg = TableManager.Instance.Tables.SkinCfg;
if (postCfg.Get(skinID, id) == null)
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{
DebugUtil.LogError("该id的posterCfg尚未配置", id);
return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Cutivate/Poster_Cul_001.png";
}
string name;
string[] split;
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switch (eCharacterPicPathType)
{
case ECharacterPicPathType.Cultivate:
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name = postCfg.Get(1, id).Cultivate;
split = name.Split('_');
if (split[1].Equals("Special"))
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{
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Special/" + postCfg.Get(skinID, id).Cultivate + ".png";
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}
else
return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(1, id).Cultivate + ".png";
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case ECharacterPicPathType.Favorable:
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name = postCfg.Get(1, id).Favorable;
split = name.Split('_');
if (split[1].Equals("Special"))
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{
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Special/" + postCfg.Get(skinID, id).Favorable + ".png";
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}
else
return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(1, id).Favorable + ".png";
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case ECharacterPicPathType.LevelUp:
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name = postCfg.Get(1, id).LevelUp;
split = name.Split('_');
if (split[1].Equals("Lu"))
{
DebugUtil.Log("该角色使用旧版立绘资源配置:" + id);
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/LevelUp/" + postCfg.Get(skinID, id).LevelUp + ".png";
}
else
return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Special/" + postCfg.Get(skinID, id).LevelUp + ".png";
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case ECharacterPicPathType.SelectCharacter:
name = postCfg.Get(1, id).SelectCharacter;
split = name.Split('_');
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if (split[1].Equals("SC"))
{
DebugUtil.Log("该角色使用旧版立绘资源配置:" + id);
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return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Select/" + postCfg.Get(skinID, id).SelectCharacter + ".png";
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}
else
return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Bust/" + postCfg.Get(skinID, id).SelectCharacter + ".png";
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case ECharacterPicPathType.Poster:
return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(skinID, id).Poster + ".png";
case ECharacterPicPathType.HeadPic:
return TableManager.Instance.Tables.GlobalConfig.HeadPicFrontPath + postCfg.Get(skinID, id).PIcHeadPath + ".png";
case ECharacterPicPathType.AssistantPoster:
return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(1, id).AssistantPoster + ".png";
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}
return null;
}
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/// <summary>
/// 获取角色皮肤路径
/// </summary>
/// <returns></returns>
public static string GetCharacterSkinPath(CharacterDataInfo characterDataInfo)
{
DataCharacterSkin dataSkin = TableManager.Instance.Tables.SkinCfg.Get((int)characterDataInfo.SkinID, (int)characterDataInfo.ID);
if (null == dataSkin)
return string.Empty;
return PathEx.GetCharacterDisplayModelPath(dataSkin.NameID);
}
//获取同一角色的皮肤配置列表
public static List<DataCharacterSkin> GetCharacterSkinCfgList(int uid)
{
var retList = new List<DataCharacterSkin>();
var cfg = TableManager.Instance.Tables.SkinCfg;
for (int i = 0; i < cfg.DataList.Count; i++)
{
var dataCfg = cfg.DataList[i];
if (dataCfg.RoleID == uid)
{
int curIdx = i;
while (curIdx < cfg.DataList.Count)
{
var curDataCfg = cfg.DataList[curIdx];
if (curDataCfg.RoleID != uid)
{
break;
}
retList.Add(cfg.DataList[curIdx]);
++curIdx;
}
break;
}
}
return retList;
}
public static string GetNPCHeadPicPath(int npcConfigID)
{
var npcData = TableManager.Instance.Tables.FightNPCConfig.GetOrDefault(npcConfigID);
if (npcData != null)
{
return string.Format(Constants.UI_NPC_ICON_PATH, npcData.Icon);
}
DebugUtil.LogError($"无法通过ID获取配置表数据NPCConfigID:{npcConfigID}");
return "";
}
public static string GetNPCPosterByID(int npcConfigID)
{
var npcData = TableManager.Instance.Tables.FightNPCConfig.GetOrDefault(npcConfigID);
if (npcData != null)
{
return Constants.UI_POSTER_DEFAULT_PATH + npcData.Poster + ".png";
}
DebugUtil.LogError($"无法通过ID获取配置表数据NPCConfigID:{npcConfigID}");
return "";
}
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//}
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//public static string GetVehiclePath(int id)
//{
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//}
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//???????
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/// <summary>
/// 获取本地化文本
/// </summary>
/// <param name="key"></param>
/// <returns></returns>
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public static string GetLocalizeText(string key)
{
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return StringManager.Instance.GetLocalizeTextByKey(key);
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}
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/// <summary>
/// 获取本地化文本前缀+id
/// </summary>
/// <param name="e_Direction"></param>
/// <param name="id"></param>
/// <returns></returns>
public static string GetLocalizeText(E_LocalizePrefix localizePrefix, int id, bool isUnescape = false)
{
if (isUnescape)
return Regex.Unescape(StringManager.Instance.GetLocalizeTextByKey($"{localizePrefix}_{id}")); // 防止配置的文本中的字符被转义
else
return StringManager.Instance.GetLocalizeTextByKey($"{localizePrefix}_{id}");
}
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public static string GetLocalizeText(string key, params object[] param)
{
string str = StringManager.Instance.GetLocalizeTextByKeyAndParams(key, param);
return str;
}
public static void SetScaleWithCameraOrgSize(GameObject go)
{
var camera = CameraManager.Instance.MainCamera;
var cameraCtrller = camera.gameObject.GetComponent<CameraController>();
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var fov = camera.fieldOfView;
// int minSize = 6;
// if (cameraCtrller)
// {
// minSize = (int)cameraCtrller.CameraMinSize;
// }
//
// float curSize = camera.orthographicSize;
//float mul = minSize / curSize;
float mul = 0.5f;//30 / fov;
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go.transform.localScale = new Vector3(mul, mul, mul);
}
//图片灰显开启
public static async UniTask OpenImageGray(Image img)
{
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var mat = await AssetManager.Instance.LoadAssetAsync<Material>("Assets/Art/UI/Material/mat_GrayUI.mat");
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if (mat)
{
var material = UnityEngine.Object.Instantiate(mat);
img.material = material;
}
}
public static async void SetImageGray(Image img, bool isGray)
{
int param = isGray ? 1 : 0;
bool dontHaveGrayMat = true;
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if (img.material)
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{
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if (img.material.shader.name == "NLD_URP/NLD_UI_Gray")
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{
dontHaveGrayMat = false;
}
}
if (dontHaveGrayMat)
{
await OpenImageGray(img);
}
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img.material.SetInt(ForceGray, param);
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}
public static void ConsoleOpResultError(uint o)
{
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OpResult opResult = (OpResult)o;
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bool isShowForPlayer = false;
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DataErrorCfg errorCfg = TableManager.Instance.Tables.ErrorLogCfg.Get((int)o);
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Debug.LogError($"{GetLocalizeText(E_LocalizePrefix.OpResult, (int)o)}, {GetLocalizeText("errorIdDesc", opResult)}, {o}");
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if (null != errorCfg)
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{
isShowForPlayer = errorCfg.IsShowToPlayer;
//DebugUtil.LogError("请在errorLog中补上id为{0}的表",o);
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}
if (isShowForPlayer)
{
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if (null != errorCfg)
{
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ShowMessageTips(
$"{GetLocalizeText(E_LocalizePrefix.OpResult, (int)o)}"); //, {GetLocalizeText("errorIdDesc", (OpResult)o)}");
}
else
{
//DebugUtil.LogError("提供给用户显示的errorLog没有", o);
}
}
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}
public static string GetRomanCode(int i)//获取1到6的罗马数字
{
switch (i)
{
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case 0:
return "0";
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case 1:
return "I";
case 2:
return "II";
case 3:
return "III";
case 4:
return "IV";
case 5:
return "V";
case 6:
return "VI";
}
DebugUtil.LogError("你要的罗马数字还没有");
return "";
}
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public static string GetCommonLevelStr(int lv)
{
bool isHundred = lv / 100 > 0;
if (isHundred)
{
return lv.ToString();
}
var left = lv % 100;
if (left >= 10)
{
return "0" + left;
}
return "00" + left;
}
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public static string GetShootMode(EShootMode shootMode)
{
switch (shootMode)
{
case EShootMode.Rapidfire:
return GetLocalizeText("Rapidfire");
case EShootMode.Burstfire:
return GetLocalizeText("Burstfire");
}
DebugUtil.LogError("射击模式{0}没有配本地化,请在stringConfig中配齐", shootMode);
return shootMode.ToString();
}
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public const string BLUR_MAT_PATH = "Assets/Art/UI/Material/NLD_URP_UI_GaussianBlur_low.mat";
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public static void CaptureScreenshot(bool captureUI = true)
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{
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int width = PerformanceManager.instance.fullScreenWidth;
int height = PerformanceManager.instance.fullScreenHeight;
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if (null == screenTexture)
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screenTexture = RenderTexturePool.Instance.Create(PerformanceManager.instance.MainRt, width, height, RenderTexturePool.DEFAULT_DEPTH);
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CameraManager.Instance.SetMainCameraActive(false);
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// 先渲图
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Camera usingCamera = captureUI ? CameraManager.Instance.UICamera : CameraManager.Instance.MainCamera;
usingCamera.targetTexture = screenTexture;
usingCamera.Render();
usingCamera.targetTexture = captureUI ? null: CameraManager.Instance.DefaultRenderTarget;
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#region 高斯模糊处理
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var material = AssetManager.Instance.GetPreLoadResult<Material>(BLUR_MAT_PATH);
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// 需要用一个缓存的rt,不然移动平台会出现方块
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RenderTexture cacheRt = CameraManager.Instance.DefaultRenderTarget;
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Graphics.Blit(screenTexture, cacheRt, material);
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Graphics.Blit(cacheRt, screenTexture);
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#endregion
}
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public static void ScreenshotReset()
{
CameraManager.Instance.SetMainCameraActive(true);
}
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public static void RefreshCharacter2DPic(Image img, Sprite sprite)
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{
img.gameObject.SetActive(false);
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//string imgPath = GetCharacterPicPath(roleId, eCharacterPicPathType);
//await AssetManager.Instance.LoadAssetAsync<Sprite>(imgPath, spr =>
// {
// img.sprite = spr;
// img.gameObject.SetActive(true);
// });
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img.sprite = sprite;
img.gameObject.SetActive(true);
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}
public static int GetGameUnitUltraSkillID(GameUnit unit)
{
uint uid = unit.GetID();
return GetGameUnitUltraSkillID(uid);
}
public static int GetGameUnitUltraSkillID(uint uid)
{
CharacterDataInfo characterDataInfo;
if (CharacterDataInfoManager.Instance.DataDic.TryGetValue(uid, out characterDataInfo))
{
return CharacterDataHelper.GetCharacterSkillId(characterDataInfo);
}
DebugUtil.LogError("请检查传入的角色对象uid");
return 0;
}
public static string GetSkillTargetIcon(int skillID)
{
var iconName = "";
var skillData = TableManager.Instance.Tables.SkillConfig.GetOrDefault(skillID);
if (skillData == null)
{
DebugUtil.LogError($"无法获取技能表配置ID:{skillID}");
return "";
}
var areaID = skillData.InfluenceAreaId;
var influenceData = TableManager.Instance.Tables.AreaConfig.GetOrDefault(areaID);
if (influenceData == null)
{
DebugUtil.LogError($"无法获取InfluenceArea表配置ID:{areaID}");
return "";
}
iconName = influenceData.Icon;
return string.IsNullOrEmpty(iconName)? iconName : Constants.UI_SKILL_TARGET_ICON + iconName;
}
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public static string WWWLoadText(string fileName)
{
UnityWebRequest www = UnityWebRequest.Get(fileName);//WWW会自动开始读取文件
while (!www.isDone) { }//WWW是异步读取所以要用循环来等待
return www.downloadHandler.text;
}
public static string FormatNumber(long num)
{
return string.Format("{0:N0}", num);
}
public static string FormatNumber(float num)
{
return string.Format("{0:N0}", num);
}
public static string FormatMoney(float num)
{
return num.ToString("C2");
}
public static string FormatSize(float fBytes)
{
if (fBytes <= 0)
{
return "0K";
}
else if (fBytes < 102.4f)
{
return "0.1K";
}
else if (fBytes < 1024 * 1024)
{
return string.Format("{0:F1}K", (fBytes / 1024));
}
else
{
return string.Format("{0:F1}M", (fBytes / (1024 * 1024)));
}
}
public static string Validate(string text)
{
//https://msdn.microsoft.com/en-us/library/20bw873z(v=vs.110).aspx
text = RemoveEmoji(text, @"\p{C}");
return text;
}
static string ValidateEx(string text)
{
//https://en.wikipedia.org/wiki/Emoji#Emoji_in_the_Unicode_standard
// 635 of the 766 codepoints in the Miscellaneous Symbols and Pictographs block are considered emoji.
string pattern = @"[^\u1F300-\u1F5FF]";
text = RemoveEmoji(text, pattern);
// All of the 15 codepoints in the Supplemental Symbols and Pictographs block are considered emoji.
pattern = @"[^\u1F910-\u1F918\u1F980-\u1F984\u1F9C0]";
text = RemoveEmoji(text, pattern);
// All of the 80 codepoints in the Emoticons block are considered emoji.
// pattern = @"[^\u1F60-\u1F64]";
// text = RemoveEmoji (text, pattern);
// 87 of the 98 codepoints in the Transport and Map Symbols block are considered emoji.
// pattern = @"[^\u1F68-\u1F6F]";
// text = RemoveEmoji (text, pattern);
// 77 of the 256 codepoints in the Miscellaneous Symbols block are considered emoji.
// pattern = @"[^\u260-\u26F]";
// text = RemoveEmoji (text, pattern);
// 77 of the 256 codepoints in the Miscellaneous Symbols block are considered emoji.
// pattern = @"[^\u270-\u27B]";
// text = RemoveEmoji (text, pattern);
return text;
}
static string RemoveEmoji(string text, string pattern)
{
return System.Text.RegularExpressions.Regex.Replace(text, pattern, string.Empty);
}
public static void AmendBuildingRotation(Transform building)
{
var vr = building.localEulerAngles;
vr.y %= 360;
if (vr.y < 0)
{
vr.y += 360;
}
if (vr.y <= 45)
{
vr.y = 0;
}
else if (vr.y <= 135)
{
vr.y = 90;
}
else if (vr.y <= 225)
{
vr.y = 180;
}
else if (vr.y <= 315)
{
vr.y = 270;
}
else
{
vr.y = 0;
}
building.localRotation = Quaternion.Euler(vr);
}
public static long TotalSeconds()
{
TimeSpan ts = (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc));
return Convert.ToInt64(ts.TotalSeconds);
}
public static long TotalMilliseconds()
{
TimeSpan ts = (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc));
return Convert.ToInt64(ts.TotalMilliseconds);
}
public static double Countdown(DateTime dt)
{
TimeSpan ts = (dt - DateTime.UtcNow);
return ts.TotalSeconds;
}
public static double Countdown(long seconds)
{
TimeSpan ts = (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc));
return seconds - ts.TotalSeconds;
}
public static DateTime ParseTimeFromNow(long countdown)
{
return DateTime.UtcNow.AddSeconds(countdown);
}
public static double PastTime(DateTime pastTime)
{
TimeSpan ts = (DateTime.UtcNow - pastTime);
return ts.TotalSeconds;
}
public static int GetDayBySeconds(long seconds)
{
return (int)Mathf.Floor(seconds / (3600 * 24));
}
public static bool IsSameDay(long seconds1, long seconds2)
{
return GetDayInterval(seconds1, seconds2) == 0;
}
public static int GetDayInterval(long seconds1, long seconds2)
{
int day1 = GetDayBySeconds(seconds1);
int day2 = GetDayBySeconds(seconds2);
return Mathf.Abs(day1 - day2);
}
//获取第二天凌晨时间戳
public static long GetTomorrowTimestamp()
{
DateTime tomorrow = DateTime.UtcNow.AddDays(1);
DateTime tomorrowMidnight = new DateTime(tomorrow.Year, tomorrow.Month, tomorrow.Day, 0, 0, 0, 0, DateTimeKind.Utc);
DateTime origin = new DateTime(1970, 1, 1, 0, 0, 0, 0, DateTimeKind.Utc);
TimeSpan diff = tomorrowMidnight.ToUniversalTime() - origin;
return (long)Math.Floor(diff.TotalSeconds);
}
public static string GetDateString()
{
return DateTime.Now.ToString();
}
/// <summary>
/// 获取一个随机列表
/// </summary>
/// <param name="beginInt"></param>
/// <param name="endInt"></param>
/// <returns></returns>
public static IList<int> GetRandomList(int beginInt, int endInt)
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{
int count = endInt - beginInt + 1;
IList<int> arr = new int[count];
for (int i = 0; i < count; i++)
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{
arr[i] = beginInt + i;
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}
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Shuffle(arr);
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return arr;
}
/// <summary>
/// Array to string. split with ,
/// </summary>
/// <returns>formatted string.</returns>
/// <param name="array">Array.</param>
/// <typeparam name="T">The 1st type parameter.</typeparam>
public static string ArrayToString<T>(T[] array)
{
System.Text.StringBuilder sb = new System.Text.StringBuilder();
if (array != null && array.Length > 0)
{
for (int i = 0; i < array.Length; i++)
{
if (i != 0)
{
sb.Append(',');
}
sb.Append(array[i]);
}
}
return sb.ToString();
}
/// <summary>
/// 获取当前时间戳(毫秒)
/// </summary>
/// <returns></returns>
public static long GetTimeStamp()
{
// DateTime startTime = TimeZone.CurrentTimeZone.ToLocalTime(new DateTime(1970, 1, 1));
DateTime startTime = TimeZoneInfo.ConvertTimeFromUtc(new DateTime(1970, 1, 1), TimeZoneInfo.Local);// 当地时区
return (long)(DateTime.Now - startTime).TotalMilliseconds;
}
/// <summary>
/// 获取指定时间的时间戳(毫秒)
/// </summary>
/// <returns></returns>
public static long GetTimeStamp(DateTime date)
{
DateTime startTime = TimeZoneInfo.ConvertTimeFromUtc(new DateTime(1970, 1, 1),
date.Kind == DateTimeKind.Utc ? TimeZoneInfo.Utc : TimeZoneInfo.Local);
return (long)(date - startTime).TotalMilliseconds;
}
/// <summary>
/// 获取当前时间戳(秒)
/// </summary>
/// <returns></returns>
public static long GetTimeStampSeconds()
{
DateTime startTime = TimeZoneInfo.ConvertTimeFromUtc(new DateTime(1970, 1, 1), TimeZoneInfo.Local);// 当地时区
return (long)(DateTime.Now - startTime).TotalSeconds;
}
public static string GetTimeString(string format, int seconds)
{
string label = format;
int ms = seconds * 1000;
int s = seconds;
int m = s / 60;
int h = m / 60;
int d = h / 24;
string t = "";
//处理天
if (label.Contains("%dd"))
{
t = d >= 10 ? d.ToString() : ("0" + d.ToString());
label = label.Replace("%dd", t);
h = h % 24;
}
else if (label.Contains("%d"))
{
label = label.Replace("%d", d.ToString());
h = h % 24;
}
//处理小时
if (label.Contains("%hh"))
{
t = h >= 10 ? h.ToString() : ("0" + h.ToString());
label = label.Replace("%hh", t);
m = m % 60;
}
else if (label.Contains("%h"))
{
label = label.Replace("%h", h.ToString());
m = m % 60;
}
//处理分
if (label.Contains("%mm"))
{
t = m >= 10 ? m.ToString() : ("0" + m.ToString());
label = label.Replace("%mm", t);
s = s % 60;
}
else if (label.Contains("%m"))
{
label = label.Replace("%m", m.ToString());
s = s % 60;
}
//处理秒
if (label.Contains("%ss"))
{
t = s >= 10 ? s.ToString() : ("0" + s.ToString());
label = label.Replace("%ss", t);
ms = ms % 1000;
}
else if (label.Contains("%s"))
{
label = label.Replace("%s", s.ToString());
ms = ms % 1000;
}
//处理毫秒
if (label.Contains("ms"))
{
t = ms.ToString();
label = label.Replace("%ms", t);
}
return label;
}
// 把一个记录的时间戳转换成日期显示(毫秒)
public static string GetTimeStampDateString(double timeStamp, string format = "yyyy-MM-dd HH:mm:ss")
{
// var offset = TimeZone.CurrentTimeZone.GetUtcOffset(DateTime.Now);
var offset = TimeZoneInfo.Local.GetUtcOffset(DateTime.Now);
var dt = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc).Add(offset).AddMilliseconds(timeStamp);
return dt.ToString(format);
}
public static T ArrayFind<T>(T[] array, Predicate<T> condition)
{
T item = default(T);
if (array != null && array.Length > 0)
{
for (int i = 0; i < array.Length; i++)
{
if (condition(array[i]))
{
item = array[i];
break;
}
}
}
return item;
}
public static int ArrayFindIndex<T>(T[] array, Predicate<T> condition)
{
int index = -1;
if (array != null && array.Length > 0)
{
for (int i = 0; i < array.Length; i++)
{
if (condition(array[i]))
{
index = i;
break;
}
}
}
return index;
}
public static T[] ArrayAdd<T>(T[] array, T item)
{
List<T> newArray = new List<T>();
if (array != null)
{
newArray.AddRange(array);
}
newArray.Add(item);
return newArray.ToArray();
}
public static int RandomByWeight(Dictionary<int, int> idWeights)
{
int weights = 0;
int id = 0;
foreach (var kv in idWeights)
{
weights += kv.Value;
id = kv.Key;
}
int pos = UnityEngine.Random.Range(0, weights);
weights = 0;
foreach (var kv in idWeights)
{
weights += kv.Value;
if (pos < weights)
{
id = kv.Key;
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break;
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}
}
return id;
}
public static int RandomByWeight(List<int> weightList)
{
int weights = 0;
int idx = 0;
for (int i = 0; i < weightList.Count; i++)
{
weights += weightList[i];
}
int pos = UnityEngine.Random.Range(0, weights);
weights = 0;
for (int i = 0; i < weightList.Count; i++)
{
weights += weightList[i];
if (pos < weights)
{
idx = i;
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break;
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}
}
return idx;
}
public static int RandomByWeight(int[] weightList)
{
int weights = 0;
int idx = 0;
for (int i = 0; i < weightList.Length; i++)
{
weights += weightList[i];
}
int pos = UnityEngine.Random.Range(0, weights);
weights = 0;
for (int i = 0; i < weightList.Length; i++)
{
weights += weightList[i];
if (pos < weights)
{
idx = i;
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break;
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}
}
return idx;
}
/// <summary>
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/// 用K、M、G等单位表示数字不包含小数点英文计数法
/// </summary>
/// <param name="number"></param>
/// <returns></returns>
public static string ToMetricNotation(double number)
{
if (number >= 1_000_000_000)
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return (number / 1_000_000_000).ToString("0") + "G";
else if (number >= 1_000_000)
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return (number / 1_000_000).ToString("0") + "M";
else if (number >= 1_000)
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return (number / 1_000).ToString("0") + "K";
else
return number.ToString();
}
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public static void JumpToAnimation(Animator animator, string stateName, float normalizedTime, int layer = -1)
{
animator.Play(stateName, layer, normalizedTime);
}
public static string GetLevelDisplay(int levelId)
{
//潜规则策划修改为301 - 但需要显示为1
int lv = levelId % 100;
return lv.ToString();
}
/// <summary>
/// Gets the ADIDB y platform async.
/// </summary>
/// <param name="callback">Application.AdvertisingIdentifierCallback回调参数一共有三string adid bool 是否成功 string error.</param>
public static void GetADIDByPlatformAsync(Application.AdvertisingIdentifierCallback callback)
{
Application.RequestAdvertisingIdentifierAsync(callback);
}
public static string PlayerIdToString(ulong playerId)
{
return (playerId + 0xb2c3d4).ToString("x");
}
public static ulong StringToPlayerId(string str)
{
ulong playerId = Convert.ToUInt64(str, 16);
playerId -= 0xb2c3d4;
return playerId;
}
public static void SaveToLocal(string key, string data)
{
byte[] encryptData = RijndaelManager.Instance.EncryptStringToBytes(data);
PlayerPrefs.SetString(key, System.Convert.ToBase64String(encryptData));
}
public static string ReadFromLocal(string key, string defaultData = "")
{
if (PlayerPrefs.HasKey(key))
{
byte[] encryptData = System.Convert.FromBase64String(PlayerPrefs.GetString(key));
defaultData = RijndaelManager.Instance.DecryptStringFromBytes(encryptData);
}
return defaultData;
}
public static NameValueCollection ParseQueryString(string s)
{
NameValueCollection nvc = new NameValueCollection();
// remove anything other than query string from url
if (s.Contains("?"))
{
s = s.Substring(s.IndexOf('?') + 1);
}
foreach (string vp in Regex.Split(s, "&"))
{
DebugUtil.Log("vp = {0}", vp);
string[] singlePair = Regex.Split(vp, "=");
if (singlePair.Length == 2)
{
DebugUtil.Log("key = {0} value = {1}", singlePair[0], singlePair[1]);
nvc.Add(singlePair[0], singlePair[1]);
}
else
{
DebugUtil.Log("key = {0} value = null", singlePair[0]);
// only one key with no value specified in query string
nvc.Add(singlePair[0], string.Empty);
}
}
return nvc;
}
public static string GetMD5Hash(string input)
{
// step 1, calculate MD5 hash from input
MD5 md5 = System.Security.Cryptography.MD5.Create();
byte[] inputBytes = System.Text.Encoding.ASCII.GetBytes(input);
byte[] hash = md5.ComputeHash(inputBytes);
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// step 2, convert byte array to hex string
StringBuilder sb = new StringBuilder();
for (int i = 0; i < hash.Length; i++)
{
sb.Append(hash[i].ToString("X2"));
}
return sb.ToString();
}
/// <summary>
/// 判断是否是磁盘空间已满异常
/// </summary>
/// <param name="ex"></param>
/// <returns></returns>
public static bool IsDiskFull(Exception ex)
{
if (ex == null)
{
return false;
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}
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const int HR_ERROR_HANDLE_DISK_FULL = unchecked((int)0x80070027);
const int HR_ERROR_DISK_FULL = unchecked((int)0x80070070);
return ex.HResult == HR_ERROR_HANDLE_DISK_FULL
|| ex.HResult == HR_ERROR_DISK_FULL;
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}
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/// <summary>
/// 格式化json
/// </summary>
/// <param name="str"></param>
/// <returns></returns>
public static string ConvertJsonString(string str)
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{
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JsonSerializer serializer = new JsonSerializer();
TextReader tr = new StringReader(str);
JsonTextReader jtr = new JsonTextReader(tr);
object obj = serializer.Deserialize(jtr);
if (obj != null)
{
StringWriter textWriter = new StringWriter();
JsonTextWriter jsonWriter = new JsonTextWriter(textWriter)
{
Formatting = Formatting.Indented,
Indentation = 4,
IndentChar = ' '
};
serializer.Serialize(jsonWriter, obj);
return textWriter.ToString();
}
else
{
return str;
}
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}
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/// <summary>
/// 将秒转化为x小时x分x秒格式
/// </summary>
/// <param name="seconds"></param>
/// <returns></returns>
/// <returns></returns>
public static string GetTimeDescStr(int seconds)
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{
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string retStr = "";
int h = seconds / 3600;
int m = (seconds - h * 3600) / 60;
int s = seconds - h * 3600 - m * 60;
if (h > 0)
{
if (s > 0)
{
retStr = GetLocalizeText("time_hour_min_sec", h, m, s);
}
else if (m > 0)
{
retStr = GetLocalizeText("time_hour_min", h, m);
}
else
{
retStr = GetLocalizeText("time_hour", h);
}
}
else
{
if (m > 0)
{
if (s > 0)
{
retStr = GetLocalizeText("time_min_sec", m, s);
}
else
{
retStr = GetLocalizeText("time_min", m);
}
}
else
{
retStr = GetLocalizeText("time_sec", s);
}
}
return retStr;
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}
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//转换为英文缩写
public static string NumToEnglish(uint value)
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{
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if (value > 10000 && value <= 10000000)
{
return string.Format("{0}K", (value / 1000).ToString());
}
else if (value > 10000000)
{
return string.Format("{0}M", (value / 1000000).ToString());
}
else
{
return value.ToString();
}
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}
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public static float CheckAngle(float value)
{
float angle = value - 180;
if (angle > 0)
return angle - 180;
return angle + 180;
}
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public static int GetTransformIndex(Transform transform)
{
var parent = transform.parent;
if (parent != null)
{
var childCount = parent.childCount;
for (int i = 0; i < childCount; i++)
{
var child = parent.GetChild(i);
if (child == transform)
return i;
}
}
return -1;
}
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/// <summary>
/// 预加载或卸载环境天气图标
/// </summary>
/// <param name="loadOrUnload"></param>
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public static void PreLoadOrUnloadEnvironmentWeatherDayNightIcon(bool loadOrUnload)
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{
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List<string> paths = new();
foreach (ELevelTerrainType value in Enum.GetValues(typeof(ELevelTerrainType)))
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{
ELevelTerrainType enumValue = value;
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DataEnviorment config = GetEnvironmentConfig(enumValue);
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paths.Add(config.Icon);
}
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foreach (WeatherType value in Enum.GetValues(typeof(WeatherType)))
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{
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WeatherType enumValue = value;
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DataEnWeather config = GetWeatherConfig(enumValue);
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paths.Add(config.Icon);
}
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foreach (DayNightType value in Enum.GetValues(typeof(DayNightType)))
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{
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DayNightType enumValue = value;
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DataDayNightProp config = GetDayNightConfig(enumValue);
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paths.Add(config.Icon);
}
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foreach (string iconPath in paths)
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{
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if (loadOrUnload)
AssetManager.Instance.PostPreload<Sprite>(iconPath).Forget();
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else
AssetManager.Instance.Unload(iconPath);
}
}
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/// <summary>
/// 预加载或卸载战役评级图标
/// </summary>
/// <param name="loadOrUnload"></param>
public static void PreLoadOrUnloadWarRatingIcon(bool loadOrUnload)
{
foreach (E_WarRating value in Enum.GetValues(typeof(E_WarRating)))
{
E_WarRating enumValue = value;
if (loadOrUnload)
{
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AssetManager.Instance.PostPreload<Sprite>(GetWarRatingIconPath(enumValue)).Forget();
AssetManager.Instance.PostPreload<Sprite>(GetReachedWarRatingIconPath(enumValue)).Forget();
}
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else
{
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AssetManager.Instance.Unload(GetWarRatingIconPath(enumValue));
AssetManager.Instance.Unload(GetReachedWarRatingIconPath(enumValue));
}
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}
}
/// <summary>
/// 获取战役评级图标路径
/// </summary>
/// <param name="warRating"></param>
/// <returns></returns>
public static string GetWarRatingIconPath(E_WarRating warRating)
{
return $"Assets/Art/UI/Texture/LevelSelectNew/War/UI_{warRating}.png";
}
/// <summary>
/// 获取战役已达到的评级图标路径
/// </summary>
public static string GetReachedWarRatingIconPath(E_WarRating warRating)
{
return $"Assets/Art/UI/Texture/LevelSelectNew/War/UI_{warRating}_On.png";
}
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public static DataEnWeather GetWeatherConfig(WeatherType weatherType)
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{
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var result = TableManager.Instance.Tables.WeatherConfig.Get((int)weatherType);
return result;
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}
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public static DataEnviorment GetEnvironmentConfig(ELevelTerrainType eLevelTerrainType)
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{
var result = TableManager.Instance.Tables.EnviormentConfig.Get((int)eLevelTerrainType);
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return result;
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}
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public static DataDayNightProp GetDayNightConfig(DayNightType dayNightType)
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{
var result = TableManager.Instance.Tables.DayNightProp.Get((int)dayNightType);
return result;
}
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public static void AddItem(ref List<cfg.item.ItemCounts> sumItem, cfg.item.ItemCounts item1)
{
for (int i = 0; i < sumItem.Count; i++)
{
if (sumItem[i].Id==item1.Id)
{
sumItem[i]=new cfg.item.ItemCounts(sumItem[i].Id, sumItem[i].Count+item1.Count);
return;
}
}
sumItem.Add(item1);
}
public static cfg.item.ItemCounts ItemXNumber(cfg.item.ItemCounts item,int number)
{
return new cfg.item.ItemCounts(item.Id, item.Count * number);
}
public static string GetVehicleBonusStr(BonusType btype)
{
switch (btype)
{
case BonusType.Hp:
return GetLocalizeText("cultivate_Hp");
case BonusType.SkillLv:
return GetLocalizeText("vehicleCultivate_skillLv");
case BonusType.MoveSpeed:
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return GetLocalizeText("cultivate_Speed");
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case BonusType.SeatCount:
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return GetLocalizeText("vehicleCultivate_PersonNum");
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case BonusType.AttackPercent:
return GetLocalizeText("vehicleCultivate_AttackPercent");
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case BonusType.AttackShiledScale:
return GetLocalizeText("vehicleCultivate_AttackShiledScale");
case BonusType.HpPercent:
return GetLocalizeText("cultivate_Hp");
case BonusType.AttackHpScale:
return GetLocalizeText("vehicleCultivate_AttackHpScale");
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default:
DebugUtil.LogError("没有这个类型的奖励文本: "+btype+",请在此处配置");
return string.Empty;
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}
}
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public static void ShowMessageTips(string TipsMsg)
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{
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UITipsManager.ShowTips(TipsMsg);
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}
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public static void SetActive(GameObject obj,bool isActive)
{
if(isActive)
{
obj.transform.localScale = Vector3.one;
}else
{
obj.transform.localScale = Vector3.zero;
}
}
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// /// <summary>
// /// 要保证所有网格能对齐,需要调整网格的列数和行数,规则是column必须是偶数row必须是偶数且必须是奇数的两倍
// /// 这样能保证网格一定对齐
// /// </summary>
// /// <param name="columnAndRow"></param>
// /// <returns></returns>
// public static void CorrectTGSColumnAndRow(ref int column, ref int row)
// {
// if (column % 2 != 0)
// {
// column--;
// }
//
// var halfRow = row / 2;
// if (halfRow % 2 == 0)
// {
// halfRow++;
// }
//
// row = halfRow * 2;
// }
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/// <summary>
/// 获得Tgs中长度对应的六边形数量
/// </summary>
/// <param name="totalLength">总长度</param>
/// <param name="hexDiagonalLength">六边形对角线长度</param>
/// <param name="isDiagonal">是否对角线朝向排列</param>
/// <returns></returns>
public static int GetHexCount(float totalLength, float hexDiagonalLength, bool isDiagonal)
{
if (isDiagonal)
return Mathf.FloorToInt((4 * totalLength) / (3 * hexDiagonalLength) - 1 / 3f);
else
{
var sqrt3 = Mathf.Sqrt(3);
var countInFloat = (totalLength - (sqrt3 / 4 * hexDiagonalLength)) /
(Mathf.Sqrt(3) / 2 * hexDiagonalLength);
return Mathf.FloorToInt(countInFloat);
}
}
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public static bool IsInGame()
{
return Application.isPlaying && Main.Instance.isInited;
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}
/// <summary>
/// 设置uint的某一位返回int
/// </summary>
/// <param name="data">被设置的数据</param>
/// <param name="idx">第idx位</param>
/// <param name="flag">true为0 false为1</param>
public static int GetIntBitByIndex(uint data, int idx, bool flag)
{
if (idx > 31 || idx < 0)
{
return (int)data;
}
if (!flag)
{
data |= (uint)(1 << idx);
}
else
{
data &= ~(uint)(1 << idx);
}
return (int)data;
}
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public static string GetItemDisPlayName(int id)
{
DataItem itemcfg = TableManager.Instance.Tables.Item.Get(id);
if(itemcfg==null)
{
DebugUtil.LogError("该物体不存在:" + id);
return "";
}
return "";//等配置,延后
}
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/// <summary>
/// 随机抽取
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="list"></param>
/// <param name="removeItem"></param>
/// <returns></returns>
public static T GetRandomItem<T>(IList<T> list, bool removeItem = false)
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{
if (list == null || list.Count == 0)
return default;
int randomIndex = Random.Range(0, list.Count);
T result = list[randomIndex];
if (removeItem)
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list.RemoveAt(randomIndex);
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return result;
}
/// <summary>
/// 随机不重复的取一定数量的物体
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="list">全部物体序列</param>
/// <param name="count">要取的数量</param>
/// <returns></returns>
public static T[] GetRandomItems<T>(IList<T> list, int count)
{
if (list == null)
{
DebugUtil.LogError("空数据");
return null;
}
if (list.Count < count)
{
DebugUtil.LogError("数量错误");
return null;
}
if (count <= 0)
return new T[0];
IList<T> listValue = new T[count];
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Shuffle(list);
for (int i = 0; i < listValue.Count; ++i)
{
listValue[i] = list[i];
}
return (T[])listValue;
}
/// <summary>
/// 洗牌算法打乱顺序
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="list"></param>
/// <returns></returns>
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public static void Shuffle<T>(IList<T> list)
{
if (list == null)
{
DebugUtil.LogError("空数据");
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return;
}
for (int i = list.Count - 1; i >= 0; --i)
{
int index = Random.Range(0, i + 1);
if (index == i)
continue;
(list[index], list[i]) = (list[i], list[index]);
}
}
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public static T GetSceneRootComponent<T>(Scene scene) where T : Component
{
return scene.GetRootGameObjects().FirstOrDefault(root => root.GetComponent<T>() != null)?.GetComponent<T>();
}
/// <summary>
/// 根据性能获取视频路径
/// </summary>
/// <returns></returns>
public static void GetVideoPathByPerformance(ref string path)
{
if (!PerformanceManager.instance.data.useLowVideo)
return;
if (path.Contains("_Low"))
return;
int dotIndex = path.LastIndexOf('.');
path = path.Insert(dotIndex, "_Low");
}
public class UISceneResult
{
public UIWindow uiWindow { get; private set; }
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public SceneHandle sceneHandle{ get; private set; }
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public UISceneResult(UIWindow uiWindow, SceneHandle sceneHandle)
{
this.uiWindow = uiWindow;
this.sceneHandle = sceneHandle;
}
}
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/// <summary>
/// 打开带场景的UI,此函数会处理多场景渲染和主相机逻辑
/// 必须和CloseUIWithScene成对使用
/// </summary>
/// <param name="uiName"></param>
/// <param name="scenePath"></param>
/// <param name="uiParam"></param>
/// <param name="openLoadingUI">是否先打开加载UI</param>
/// <param name="loadSceneFinish">加载场景结束后加载UI前的回调</param>
/// <returns></returns>
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public static async UniTask<UISceneResult> OpenUIWithScene(string uiName,
string scenePath,
LoadSceneMode loadSceneMode = LoadSceneMode.Additive,
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Action<SceneHandle> loadSceneFinish = null)
{
//隐藏上层UI
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//UIManager.Instance.HideAllUI(UINameConst.UI_LoadingInterface, UINameConst.UI_LoadingProgressInterface);
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SceneHandle sceneHandle = await GameSceneHelper.Instance.LoadSceneForUIView(scenePath, loadSceneMode);
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if (sceneHandle == null)
{
DebugUtil.LogError($"加载场景失败!scenePath:{scenePath}");
return null;
}
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loadSceneFinish?.Invoke(sceneHandle);
//加载UI
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UIWindow window = await UIManager.Instance.CreateAndOpenWindow(uiName);
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return new UISceneResult(window, sceneHandle);
}
//关闭带场景的UI
//必须和OpenUIWithScene成对使用
public static async UniTask CloseUIWithScene(string uiName)
{
await GameSceneHelper.Instance.UnloadSceneForUIView();
UIManager.Instance.CloseWindow(uiName);
UIManager.Instance.ShowAllUI();
}
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/// <summary>
/// 切换场景
/// </summary>
/// <param name="path"></param>
public static void ChangeUIScene(string path)
{
GameSceneHelper.Instance.ChangeSceneForUIView(path);
}
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/// <summary>
/// 通用按钮监听绑定
/// </summary>
/// <param name="button"></param>
/// <param name="action"></param>
/// <param name="playAudio"></param>
/// <returns></returns>
public static GameObject BindButton(Button button, Action action, bool playAudio = true)
{
if (null == button)
{
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!!!");
return null;
}
button.onClick.AddListener(() =>
{
if (UIManager.IsClickDisabled)
{
return;
}
UIManager.Instance.OnClick();
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if (playAudio)
{
var clickAudio = button.GetComponent<ClickAudio>();
if (clickAudio)
{
AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
}
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}
if (GuideManager.Instance.IsGuiding)
{
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// TODO 是否是引导按钮校验
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action?.Invoke();
}
else
action?.Invoke();
});
return button.gameObject;
}
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/// <summary>
/// 按概率随机一个布尔值
/// </summary>
/// <param name="probability">随机到true的概率0f~1f</param>
/// <returns></returns>
public static bool RandomBool(float probability)
{
return Random.Range(0f, 1f) <= probability;
}
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public static void SetImageGrayByChangeColor(Image image,bool isGray)
{
if(isGray)
{
image.color = new Color((float)156 / (float)255, (float)156 / (float)255, (float)155 / (float)255);
}else
{
image.color = new Color(1, 1, 1);
}
}
public static string GetCharacterShowModelPath(uint uid)
{
var dic = CharacterDataInfoManager.Instance.DataDic;
if (dic.TryGetValue(uid, out var data))
{
var skinID = data.SkinID > 0 ? (int)data.SkinID : Constants.DEFULT_SKINID;
var skinCfg = TableManager.Instance.Tables.SkinCfg.Get(skinID, data.Cfg.RoleID);
if (skinCfg != null)
{
var prefabPath = PathEx.GetCharacterDisplayModelPath(skinCfg.NameID);
return prefabPath;
}
}
return null;
}
public static string GetVehicleShowModelPath(uint uid)
{
var vehicleDataDic = VehicleCultivateDataManager.Instance.DataDic;
if (vehicleDataDic.TryGetValue(uid, out var vehicleData))
{
if (vehicleData != null)
{
var prefabPath = PathEx.GetVehicleGameModelPath(vehicleData.Cfg.ID);
return prefabPath;
}
}
return null;
}
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/// <summary>
/// 获取技能图标路径
/// </summary>
/// <param name="skillID"></param>
/// <returns></returns>
public static string GetSkillIconByID(int skillID)
{
var table = TableManager.Instance.Tables.SkillConfig?.Get(skillID);
if (table == null)
{
DebugUtil.LogError("SkillConfig表找不到对应ID配置ID: " + skillID);
return "";
}
return Constants.UI_Cultivata_skillIconFolder + table.IconPath;
}
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/// <summary>
/// 设置主场景相机机位
/// </summary>
/// <param name="CameraIndex"></param>
public static void SetCurMainSceneCameraStand(int CameraIndex)
{
List<CameraStand> _allCameraStand = new();
var mainSceneHandle = GameSceneHelper.Instance.GetCurrentUIViewScene();
if (mainSceneHandle == null)
{
DebugUtil.LogError("mainsceneHandle is null");
return;
}
var cameraStands = mainSceneHandle.Scene.GetRootGameObjects()
.FirstOrDefault(go => go.name == "CameraStands");
if (cameraStands == null)
{
DebugUtil.LogError("cameraStands is null");
return;
}
_allCameraStand.AddRange(cameraStands.GetComponentsInChildren<CameraStand>());
if (CameraIndex > _allCameraStand.Count)
{
DebugUtil.LogError("Index out of List CameraStands count: " + CameraIndex);
return;
}
_allCameraStand[CameraIndex].Apply();
DebugUtil.Log("已设置主场景相机机位请注意更新运镜动画timeline");
}
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/// <summary>
/// 判断是否客户端显示的道具
/// </summary>
/// <param name="itemID"></param>
/// <returns></returns>
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public static bool CheckItemIsClientDisplay(int itemID)
{
var itemCfg = TableManager.Instance.Tables.Item.Get(itemID);
if (itemCfg == null)
{
DebugUtil.LogError("检测客户端是否显示道具表无法找到配置id:" + itemID);
return false;
}
return itemCfg.Type == ItemType.Character || itemCfg.Type == ItemType.Normal ||
itemCfg.Type == ItemType.Useable || itemCfg.Type == ItemType.Vehicle;
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}
/// <summary>
/// 过滤奖励道具列表,取出不显示的列表
/// </summary>
/// <param name="itemList"></param>
public static RewardItemList GetFilterRewardItemList(Reward reward)
{
var list = new RewardItemList(reward.ID);
var itemList = reward.ItemList.Get();
for (int i = 0; i < itemList.Count; i++)
{
var item = itemList[i];
if (CheckItemIsClientDisplay(item.ID))
{
list.AddItem(item.ID, item.Count);
}
}
return list;
}
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public static List<RewardItem> GetFilterRewardItemList(List<int> rewardIDList)
{
var list = new List<RewardItem>();
for (int i = 0; i < rewardIDList.Count; i++)
{
var reward = RewardManager.Instance.Get(rewardIDList[i]);
var itemList = reward.ItemList.Get();
for (int j = 0; j < itemList.Count; j++)
{
var item = itemList[i];
if (CheckItemIsClientDisplay(item.ID))
{
var it = list.Find(t => t.ID == item.ID);
if (it == null)
{
list.Add(new(item.ID, item.Count));
continue;
}
it.Count += item.Count;
}
}
}
return list;
}
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public static List<Item> GetFilterRewardItemList(List<Item> itemList)
{
var retItemList = new List<Item>();
for (int i = 0; i < itemList.Count; i++)
{
var item = itemList[i];
if (CheckItemIsClientDisplay(item.ID))
{
retItemList.Add(item);
}
}
return retItemList;
}
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public static void FilterListItem(ListItem listItem)
{
for (int i = listItem.Length - 1; i >= 0; i--)
{
var item = listItem.List[i];
if (!CheckItemIsClientDisplay(item.ID))
{
listItem.List.RemoveAt(i);
listItem.Ids.RemoveAt(i);
listItem.Counts.RemoveAt(i);
}
}
}
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/// <summary>
/// 获取关卡奖励
/// </summary>
/// <param name="itemList"></param>
/// <returns></returns>
public static ItemList GetLevelRewardFilterItemList(ItemList itemList)
{
var retItemList = new ItemList();
for (int i = 0; i < itemList.Lists.Length; i++)
{
var itemCounts = itemList.Lists[i];
if (i == (int)ItemSource.LevelPassFirst || i == (int)ItemSource.LevelPassNormal ||
i == (int)ItemSource.LevelPassStar1 || i == (int)ItemSource.LevelPassStar2 ||
i == (int)ItemSource.LevelPassStar3)
{
for (int j = 0; j < itemCounts.Ids.Count;j++)
{
var id = itemCounts.Ids[j];
var count = itemCounts.Counts[j];
retItemList.Set((uint)i, id, count);
}
}
}
return retItemList;
}
public static bool CheckIsCharacterMaxLevel(uint uid)
{
if (CharacterDataInfoManager.Instance.DataDic.TryGetValue(uid, out var characterDataInfo))
{
var level = characterDataInfo.Level;
var breakCfg = TableManager.Instance.Tables.CharacterBreak;
var dataBreak = breakCfg.Get((int)characterDataInfo.Cfg.RoleID, (int)characterDataInfo.BreakLevel);
var maxLevel = dataBreak.LevelLimit;
//var cfg = TableManager.Instance.Tables.CharacterLevelExp.DataList;
if (level >= maxLevel)
{
return true;
}
}
return false;
}
public static string GetCurLevelTypeStr()
{
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var levelInfo = LevelManager.Instance.CurrLevel;
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var levelGroup = levelInfo.GroupInfo;
string lvTypeStr = "";
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switch (levelGroup.Cfg.LevelDifficulty)
{
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case E_LevelDifficulty.Easy:
{
lvTypeStr = GetLocalizeText("level_type_easy");
break;
}
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case E_LevelDifficulty.Hard:
{
lvTypeStr = GetLocalizeText("level_type_hard");
break;
}
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/*case E_LevelDifficulty.Plot:
{
lvTypeStr = GetLocalizeText("level_type_plot");
break;
}
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case E_LevelDifficulty.Resource:
{
lvTypeStr = GetLocalizeText("level_type_resource");
break;
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}*/
default:
break;
}
return lvTypeStr;
}
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/// <summary>
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/// 新手引导阶段完成专属事件打点
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/// </summary>
/// <param name="stepName"></param>
public static void GuideStepBiEvent(string stepName)
{
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#if SDK_TALKINGDATA
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//BIManager.Instance.TrackEvent(BIManager.BI_Guide, new Dictionary<string, object>
//{
// {stepName, 1 }
//});
//TD 引导专属事件打点
BIManager.Instance.TrackEvent(TalkingDataEventName.GuideFinish, param1: stepName);
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#endif
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}
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/// <summary>
/// 新手引导打点
/// </summary>
/// <param name="GuideID">引导ID</param>
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/// <param name="step">标识引导开始(0)或结束(1)</param>
public static void GuideStepBiEvent(int GuideID, int step)
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{
#if SDK_TALKINGDATA
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BIManager.Instance.TrackEvent("guide_step", new Dictionary<string, object>
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{
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{"guide_id",GuideID },
{"guide_event",step }
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});
#endif
}
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/// <summary>
/// 主线关卡埋点
/// </summary>
/// <param name="levelName">story/battle/event/res(关卡类别)_easy/hard(难度类别)_xx(关卡ID)</param>
/// <param name="eventName">start/pass/fail等</param>
public static void MainLevelBIEvent(string levelName, string eventName)
{
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#if SDK_TALKINGDATA
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BIManager.Instance.TrackEvent(BIManager.BI_MainLevel, new Dictionary<string, object>
{
{"level",levelName },
{"event",eventName }
});
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#endif
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}
/// <summary>
/// 记录关卡掉落
/// </summary>
/// <param name="ItemID"></param>
/// <param name="itemCount"></param>
public static void MainLevelRewardEvent(string ItemID,int itemCount)
{
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#if SDK_TALKINGDATA
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BIManager.Instance.TrackEvent(BIManager.BI_LevelDrop, new Dictionary<string, object>
{
{"ItemID",ItemID },
{"Count",itemCount }
});
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#endif
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}
public static Vector2 World2UIPos(Vector3 worldPos)
{
var viewPortPos = CameraManager.Instance.MainCamera.WorldToViewportPoint(worldPos);
var posX = viewPortPos.x * UIManager.Instance.Size.x;
var posY = viewPortPos.y * UIManager.Instance.Size.y;
var uiPos = new Vector3(posX, posY, 0);
return uiPos;
}
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}
}
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