using cfg.VihecleCultivateCfg; using Cysharp.Threading.Tasks; using Framework; using Gameplay.Character.Utils; using Gameplay.Level; using Newtonsoft.Json; using NLDPB; using PhxhSDK; using System; using System.Collections.Generic; using System.Collections.Specialized; using System.IO; using System.Linq; using System.Security.Cryptography; using System.Text; using System.Text.RegularExpressions; using cfg; using cfg.CharacterCfg; using Gameplay.Unit; using UnityEngine; using UnityEngine.Networking; using UnityEngine.Rendering.Universal; using UnityEngine.UI; using Constants = Framework.Constants; using Object = UnityEngine.Object; using cfg.ActorCfg; using UnityEngine.SceneManagement; using Random = UnityEngine.Random; using cfg.ErrorCfg; using cfg.FightCfg; using cfg.LevelCfg; using Gameplay.SubSystems; using PhxhSDK.Res; using System.Collections; using Gameplay.Performance; using Gameplay.Performance.Cmp; using Gameplay.Utils; using Sirenix.Utilities; using UnityEngine.Rendering; using static MapData; using static Gameplay.Level.LevelData; using Gameplay.Guide; using Gameplay.Common; namespace Gameplay { public partial class CommonUtils { public static RenderTexture screenTexture; private static readonly int MainTex = Shader.PropertyToID("_MainTex"); private static readonly int BlurSize = Shader.PropertyToID("_BlurSize"); private static readonly int ForceGray = Shader.PropertyToID("_ForceGray"); private const string ICON_WEATHER_PREFIX = "Icon_Weather_"; private const string ICON_ENVIRONMENT_PREFIX = "Icon_Environment_"; private const string ICON_DAYNIGHT_PREFIX = "Icon_Daynight_"; private const string SCREEN_SNAPSHOT = "ScreenSnapshot"; public static void DestoryGameObjectImmediate(ref GameObject obj) { if (null != obj) { GameObject.DestroyImmediate(obj); obj = null; } } public static string GetInternaitionalStr(int strId, string str) { return str; } public static string GetLevelLabel(LevelInfo levelInfo) => $"{levelInfo.ChapterIndex}-{levelInfo.LevelIndex}"; public static GameObject GetGameObject(GameObject gameObject, string path) { Transform tra = gameObject.transform.Find(path); return null != tra ? tra.gameObject : null; } public static T GetComponent(GameObject gameObject, string path = null) where T : Component { T result = null; if (null == gameObject) { DebugUtil.LogWarning("ParentObjectisNUll: {0}", path); } if (null != path) result = gameObject.transform.Find(path).gameObject.GetComponent(); else result = gameObject.GetComponent(); if (result == null) { DebugUtil.Log(path); } return result; } //获取对象子节点中最上层的那个组件 public static T GetChildComponent(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(); 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(child.gameObject); if (result) { break; } } return result; } public static void DestoryAllChildGameObject(GameObject parent) { if (parent != null) { int count = parent.transform.childCount; List childs = new List(); 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); } } } //??????????? public static string GetWholeHeadPath(string name) { return TableManager.Instance.Tables.GlobalConfig.HeadPicFrontPath + name + ".png"; } public static string GetDefaultHeadPathByUid(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 ""; } var skinIdx = GLConfig.Inst.data.DEFAULTSKINID; 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 cfg.UIHeadPath; } 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; } //???????? public static string GetWholeLiHuiPath(string name) { return Constants.UI_POSTER_DEFAULT_PATH + name + ".png"; } public static string GetVehicleHeadPath(string name) { return name + ".png"; } public enum ECharacterPicPathType { /// /// 养成主界面用,大半身图 /// Cultivate, /// /// 好感度界面用,全身立绘 /// Favorable, /// /// 技能升级界面用,全身不同尺寸立绘 /// LevelUp, /// /// 选择角色界面用,半身 /// SelectCharacter, /// /// 立绘查看界面用,全身 /// Poster, /// /// 看板娘立绘,该立绘图片仅人物无背景 /// AssistantPoster, } public static string GetCharacterPicPath(int id, ECharacterPicPathType eCharacterPicPathType, int skinID = 1) { cfg.CharacterCfg.SkinCfg postCfg = TableManager.Instance.Tables.SkinCfg; if (postCfg.Get(skinID, id) == null) { 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"; } switch (eCharacterPicPathType) { case ECharacterPicPathType.Cultivate: return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Cutivate/" + postCfg.Get(1, id).Cultivate + ".png"; case ECharacterPicPathType.Favorable: return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Favorate/" + postCfg.Get(1, id).Favorable + ".png"; case ECharacterPicPathType.LevelUp: return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/LevelUp/" + postCfg.Get(1, id).LevelUp + ".png"; case ECharacterPicPathType.SelectCharacter: return @"Assets/Art/UI/Texture/UI_Pic_Main/UI_Poster/Select/" + postCfg.Get(1, id).SelectCharacter + ".png"; case ECharacterPicPathType.Poster: return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(skinID, id).Poster + ".png"; case ECharacterPicPathType.AssistantPoster: return Constants.UI_POSTER_DEFAULT_PATH + postCfg.Get(1, id).AssistantPoster + ".png"; } return null; } //获取同一角色的皮肤配置列表 public static List GetCharacterSkinCfgList(int uid) { var retList = new List(); 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 GetVehiclePath(int id) //{ //} //??????? /// /// 获取本地化文本 /// /// /// public static string GetLocalizeText(string key) { return StringManager.Instance.GetLocalizeTextByKey(key); } 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(); int minSize = 6; if (cameraCtrller) { minSize = (int)cameraCtrller.CameraMinSize; } float curSize = camera.orthographicSize; float mul = minSize / curSize; go.transform.localScale = new Vector3(mul, mul, mul); } //图片灰显开启 public static async UniTask OpenImageGray(Image img) { var mat = await AssetManager.Instance.LoadAssetAsync("Assets/Art/UI/Material/mat_GrayUI.mat"); 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; if (img.material) { if (img.material.shader.name == "NLD_URP/NLD_UI_Gray") { dontHaveGrayMat = false; } } if (dontHaveGrayMat) { await OpenImageGray(img); } img.material.SetInt(ForceGray, param); } public static void ConsoleOpResultError(uint o) { OpResult opResult = (OpResult)o; bool isShowForPlayer = false; DataErrorCfg errorCfg= TableManager.Instance.Tables.ErrorLogCfg.Get((int)o); if(errorCfg!=null) { isShowForPlayer = errorCfg.IsShowToPlayer; //DebugUtil.LogError("请在errorLog中补上id为{0}的表",o); } if (isShowForPlayer) { if (errorCfg != null) { ShowMessageTips(GetLocalizeText("OpResult"+o) + "," + string.Format(GetLocalizeText("errorIdDesc"), o)); } else { //DebugUtil.LogError("提供给用户显示的errorLog没有", o); } } } public static string GetRomanCode(int i)//获取1到6的罗马数字 { switch (i) { case 0: return "0"; 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 ""; } 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(); } private static async UniTask OpenImageBlur(Image image) { var mat = await AssetManager.Instance.LoadAssetAsync("Assets/Art/UI/Material/NLD_URP_NLD_UI_Blur.mat"); if (mat) { var material = UnityEngine.Object.Instantiate(mat); image.material = material; } } public static async void CaptureScreenshot() { var width = PerformanceManager.instance.fullScreenWidth; var height = PerformanceManager.instance.fullScreenHeight; if (screenTexture == null) { screenTexture = RenderTexturePool.Instance.Create(SCREEN_SNAPSHOT, width, height); } // 先渲图 CameraManager.Instance.SetMainCameraActive(false); var uiCamera = CameraManager.Instance.UICamera; uiCamera.targetTexture = screenTexture; uiCamera.Render(); uiCamera.targetTexture = null; #region 高斯模糊处理 Material material; if (PerformanceManager.instance.deviceConfig.UseLowBlur) { // 先不做处理,看看效果 material = await AssetManager.Instance.LoadAssetAsync("Assets/Art/UI/Material/NLD_URP_UI_GaussianBlur_low.mat"); } else { material = await AssetManager.Instance.LoadAssetAsync("Assets/Art/UI/Material/NLD_URP_UI_GaussianBlur.mat"); } // 需要用一个缓存的rt,不然移动平台会出现方块 var cacheRt = CameraManager.Instance.DefaultRenderTarget; Graphics.Blit(screenTexture, cacheRt, material); Graphics.Blit(cacheRt, screenTexture); #endregion } public static async void SetImageBlur(Image img) { bool dontHaveMat = true; if (img.material) { if (img.material.shader.name == "NLD_URP/NLD_UI_Blur") { dontHaveMat = false; } } if (dontHaveMat) { await OpenImageBlur(img); } img.material.SetTexture(MainTex, screenTexture); img.material.SetInt(BlurSize, 10); } public static void RefreshCharacter2DPic(Image img, Sprite sprite) { img.gameObject.SetActive(false); //string imgPath = GetCharacterPicPath(roleId, eCharacterPicPathType); //await AssetManager.Instance.LoadAssetAsync(imgPath, spr => // { // img.sprite = spr; // img.gameObject.SetActive(true); // }); img.sprite = sprite; img.gameObject.SetActive(true); } 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 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(); } /// /// 获取一个随机列表 /// /// /// /// public static IList GetRandomList(int beginInt, int endInt) { int count = endInt - beginInt + 1; IList arr = new int[count]; for (int i = 0; i < count; i++) { arr[i] = beginInt + i; } Shuffle(arr); return arr; } /// /// Array to string. split with , /// /// formatted string. /// Array. /// The 1st type parameter. public static string ArrayToString(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(); } /// /// 获取当前时间戳(毫秒) /// /// 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; } /// /// 获取指定时间的时间戳(毫秒) /// /// 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; } /// /// 获取当前时间戳(秒) /// /// 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[] array, Predicate 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[] array, Predicate 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[] array, T item) { List newArray = new List(); if (array != null) { newArray.AddRange(array); } newArray.Add(item); return newArray.ToArray(); } public static int RandomByWeight(Dictionary 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; break; } } return id; } public static int RandomByWeight(List 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; break; } } 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; break; } } return idx; } 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(); } /// /// Gets the ADIDB y platform async. /// /// Application.AdvertisingIdentifierCallback回调参数一共有三:string adid, bool 是否成功 , string error. 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); // 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(); } /// /// 判断是否是磁盘空间已满异常 /// /// /// public static bool IsDiskFull(Exception ex) { if (ex == null) { return false; } 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; } /// /// 格式化json /// /// /// public static string ConvertJsonString(string str) { 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; } } /// /// 将秒转化为x小时x分x秒格式 /// /// /// /// public static string GetTimeDescStr(int seconds) { 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; } //转换为英文缩写 public static string NumToEnglish(uint value) { 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(); } } public static float CheckAngle(float value) { float angle = value - 180; if (angle > 0) return angle - 180; return angle + 180; } 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; } /// /// 预加载或卸载环境天气图标 /// /// public static async UniTask PreLoadOrUnloadEnvironmentWeatherDayNightIcon(bool loadOrUnload) { List paths = new(); foreach (EnvironmentType value in Enum.GetValues(typeof(EnvironmentType))) { EnvironmentType enumValue = value; DataEnviorment config = GetEnvironmentConfig(enumValue); paths.Add(config.Icon); } foreach (WeatherType value in Enum.GetValues(typeof(WeatherType))) { WeatherType enumValue = value; DataEnWeather config = GetWeatherConfig(enumValue); paths.Add(config.Icon); } foreach (DayNightType value in Enum.GetValues(typeof(DayNightType))) { DayNightType enumValue = value; DataDayNightProp config = GetDayNightConfig(enumValue); paths.Add(config.Icon); } foreach (string iconPath in paths) { if(loadOrUnload) await AssetManager.Instance.PostPreload(iconPath); else AssetManager.Instance.Unload(iconPath); } } public static DataEnWeather GetWeatherConfig(WeatherType weatherType) { var result = TableManager.Instance.Tables.WeatherConfig.Get((int)weatherType); return result; } public static DataEnviorment GetEnvironmentConfig(MapData.EnvironmentType environmentType) { var result = TableManager.Instance.Tables.EnviormentConfig.Get((int)environmentType); return result; } public static DataDayNightProp GetDayNightConfig(LevelData.DayNightType dayNightType) { var result = TableManager.Instance.Tables.DayNightProp.Get((int)dayNightType); return result; } public static void AddItem(ref List 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: return GetLocalizeText("cultivate_Speed"); case BonusType.SeatCount: return GetLocalizeText("vehicleCultivate_PersonNum"); case BonusType.AttackPercent: return GetLocalizeText("vehicleCultivate_AttackPercent"); case BonusType.AttackShiledScale: return GetLocalizeText("vehicleCultivate_AttackShiledScale"); case BonusType.HpPercent: return GetLocalizeText("cultivate_Hp"); case BonusType.AttackHpScale: return GetLocalizeText("vehicleCultivate_AttackHpScale"); default: DebugUtil.LogError("没有这个类型的奖励文本: "+btype+",请在此处配置"); return string.Empty; } } public static void ShowMessageTips(string TipsMsg) { UITipsManager.ShowTips(TipsMsg); } public static void SetActive(GameObject obj,bool isActive) { if(isActive) { obj.transform.localScale = Vector3.one; }else { obj.transform.localScale = Vector3.zero; } } // /// // /// 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 // /// // /// // /// // 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; // } /// /// 获得Tgs中长度对应的六边形数量 /// /// 总长度 /// 六边形对角线长度 /// 是否对角线朝向排列 /// 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); } } public static bool IsInGame() { return Application.isPlaying && Object.FindObjectOfType
() != null; } /// /// 设置uint的某一位,返回int /// /// 被设置的数据 /// 第idx位 /// true为0, false为1 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; } 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 } /// /// 随机抽取 /// /// /// /// /// public static T GetRandomItem(IList list, bool removeItem = false) { if (list == null || list.Count == 0) return default; int randomIndex = Random.Range(0, list.Count); T result = list[randomIndex]; if (removeItem) list.RemoveAt(randomIndex); return result; } /// /// 随机不重复的取一定数量的物体 /// /// /// 全部物体序列 /// 要取的数量 /// public static T[] GetRandomItems(IList 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 listValue = new T[count]; Shuffle(list); for (int i = 0; i < listValue.Count; ++i) { listValue[i] = list[i]; } return (T[])listValue; } /// /// 洗牌算法打乱顺序 /// /// /// /// public static void Shuffle(IList list) { if (list == null) { DebugUtil.LogError("空数据"); 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]); } } public static T GetSceneRootComponent(Scene scene) where T : Component { return scene.GetRootGameObjects().FirstOrDefault(root => root.GetComponent() != null)?.GetComponent(); } /// /// 根据性能获取视频路径 /// /// public static void GetVideoPathByPerformance(ref string path) { if (PerformanceManager.instance.data.useLowVideo) { int dotIndex = path.LastIndexOf('.'); path = path.Insert(dotIndex, "_low"); } } public class UISceneResult { public UIWindow uiWindow { get; private set; } public SceneHandle sceneHandle{ get; private set; } public UISceneResult(UIWindow uiWindow, SceneHandle sceneHandle) { this.uiWindow = uiWindow; this.sceneHandle = sceneHandle; } } /// /// 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 /// /// /// /// /// 是否先打开加载UI /// 加载场景结束后,加载UI前的回调 /// public static async UniTask OpenUIWithScene(string uiName, string scenePath, object uiParam = null, bool openLoadingUI = true, LoadSceneMode loadSceneMode = LoadSceneMode.Additive, Action loadSceneFinish = null) { //隐藏上层UI UIManager.Instance.HideAllUI(UINameConst.UI_Loading); //先加载场景 if (openLoadingUI) { //如果要打开加载UI LoadingExecutorWithUILoadingController loadingExecutor = new() { getProgress = () => GameSceneManager.Instance.GetSceneLoadingProgress(scenePath) }; await LoadingExecutorManager.Instance.ExecuteLoading(loadingExecutor); } SceneHandle sceneHandle = await GameSceneHelper.Instance.LoadSceneForUIView(scenePath, loadSceneMode); if (sceneHandle == null) { DebugUtil.LogError($"加载场景失败!scenePath:{scenePath}"); return null; } loadSceneFinish?.Invoke(sceneHandle); //加载UI UIWindow window = await UIManager.Instance.CreateAndOpenWindow(uiName); 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(); } /// /// 切换场景 /// /// public static void ChangeUIScene(string path) { GameSceneHelper.Instance.ChangeSceneForUIView(path); } /// /// 通用按钮监听绑定 /// /// /// /// /// 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 (playAudio) { //AudioManager.Instance.PlaySound(SfxNameConst.button_s); } if (GuideManager.Instance.IsGuiding) { // TODO 是否是引导按钮校验 action?.Invoke(); } else action?.Invoke(); }); return button.gameObject; } /// /// 按概率随机一个布尔值 /// /// 随机到true的概率,0f~1f /// public static bool RandomBool(float probability) { return Random.Range(0f, 1f) <= probability; } 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; } /// /// 获取技能图标路径 /// /// /// 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; } /// /// 设置主场景相机机位 /// /// public static void SetCurMainSceneCameraStand(int CameraIndex) { List _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()); 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"); } 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; } /// /// 过滤奖励道具列表,取出不显示的列表 /// /// 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; } } }