1 line
8.4 KiB
C#
1 line
8.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Framework.Wrapper;
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using Gameplay;
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using Gameplay.Area;
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using Gameplay.Character;
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using Gameplay.Level;
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using Gameplay.SubSystems;
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using PhxhSDK;
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using UnityEngine;
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using CharacterInfo = Gameplay.Net.CharacterInfo;
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using Constants = Framework.Constants;
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public partial class SROptions
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{
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[Category("Level")]
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public int LevelId
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{
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get { return _levelId; }
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set { _levelId = value; }
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}
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private int _levelId = 101;
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[Category("Level")]
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public void EnterLevel()
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{
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LevelManager.Instance.TryEnterLevel(LevelId);
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}
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[Category("Level")]
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public void EnterPVPLevel()
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{
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// var pvpData = new PVPDefenderData();
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// List<PVPUnitInfo> unitInfos = new();
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// unitInfos.Add(new()
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// {
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// unitID = 100001,
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// cellIndex = 74,
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// });
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// // unitInfos.Add(new()
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// // {
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// // unitID = 100002,
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// // cellIndex = 75,
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// // });
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// // unitInfos.Add(new()
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// // {
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// // unitID = 100003,
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// // cellIndex = 76,
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// // });
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// unitInfos.Add(new()
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// {
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// unitID = 300001,
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// cellIndex = 77,
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// type = Unit.UnitType.Vehicle,
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// });
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// List<CharacterInfo> characterInfos = new();
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// characterInfos.Add(new()
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// {
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// ID = 100001,
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// AwakeLevel = 1,
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// BreakLevel = 1,
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// Level = 1,
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// UltraSkillLevel = 1,
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// });
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// Gameplay.Net.VehicleInfo vehicleInfo = new()
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// {
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// nID = 300001,
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// UpgradeCount = new ushort[5] { 0, 0, 0, 0, 0 },
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// };
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// pvpData.Init(unitInfos, characterInfos, vehicleInfo);
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// LevelManager.Instance.TryEnterLevel(TableManager.Instance.Tables.GlobalConfig.PVPLevelID, null, pvpData);
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UIManager.Instance.OpenWindow(UINameConst.UI_PVPMain);
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}
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[Category("Level")]
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public void EnterPVPDefenderPrepare()
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{
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PVPManager.Instance.EnterDefendPrepare();
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}
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[Category("Level")]
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public bool ShowCharacterID
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{
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get { return _showCharacterID; }
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set
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{
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_showCharacterID = value;
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if (_showCharacterID)
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{
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UIManager.Instance.OpenWindow(UINameConst.UIDebugShowID);
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}
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else
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{
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UIManager.Instance.CloseWindow(UINameConst.UIDebugShowID);
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}
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}
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}
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private bool _showCharacterID = false;
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[Category("Level")]
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public bool ShowPrepareRegion
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{
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get { return _showPrepareRegion; }
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set
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{
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_showPrepareRegion = value;
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if (_showPrepareRegion)
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{
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AreaManager.instance.readyAreaManager.ShowReadyArea();
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}
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else
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{
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AreaManager.instance.readyAreaManager.HideReadyArea();
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}
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}
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}
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private bool _showPrepareRegion = false;
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[Category("Level")]
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public bool ShowMapDebugInfo
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{
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get { return _showMapDebugInfo; }
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set
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{
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_showMapDebugInfo = value;
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LevelManager.Instance?.CurrentLevel?.Map?.ShowInfo(_showMapDebugInfo ? -1 : 0);
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}
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}
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private bool _showMapDebugInfo = false;
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//
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// [Category("Level")]
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// public bool Pause {
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// get { return _pause; }
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// set
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// {
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// _pause = value;
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// LevelManager.Instance.CurrentLevel.SetPause(_pause);
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// }
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// }
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// private bool _pause = false;
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//
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// [Category("Level")]
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// public float Speed {
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// get { return _speed; }
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// set
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// {
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// _speed = value;
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// LevelManager.Instance.CurrentLevel.SetSpeed(_speed);
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// }
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// }
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// private float _speed = ELevelSpeed.Normal;
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[Category("Level")]
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public void StageSuccess()
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{
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LevelManager.Instance.CurrentLevel?.EnterNextStage();
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}
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[Category("Level")]
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public void LevelSuccess()
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{
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LevelManager.Instance.CurrentLevel?.TryExitLevel(true);
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}
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[Category("Level")]
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public void LevelFail()
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{
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LevelManager.Instance.CurrentLevel?.TryExitLevel(false);
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}
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// private Material mat1;
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// private Material mat2;
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//
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// //测试通过,material被销毁
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// public async void TestAssetManager1()
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// {
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// var path =
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// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
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// mat1 = await AssetManager.Instance.LoadAssetAsync<Material>(path);
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// mat2 = AssetManager.Instance.GetPreLoadResult<Material>(path);
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// AssetManager.Instance.Unload(path);
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// }
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//
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// //测试通过,material被销毁
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// public async void TestAssetManager2()
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// {
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// var path =
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// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
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// var op1 = Addressables.LoadAssetAsync<Material>(path);
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// await op1;
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// mat1 = op1.Result;
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//
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// var op2 = Addressables.LoadAssetAsync<Material>(path);
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// await op2;
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// mat2 = op2.Result;
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// Addressables.Release(mat1);
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// Addressables.Release(mat1);
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// }
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//
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// //测试通过,material被销毁
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// public async void TestAssetManager3()
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// {
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// var path =
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// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
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// var op1 = Addressables.LoadAssetAsync<Material>(path);
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// await op1;
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// mat1 = op1.Result;
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//
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// var op2 = Addressables.LoadAssetAsync<Material>(path);
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// await op2;
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// mat2 = op2.Result;
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// Addressables.Release(op1);
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// Addressables.Release(op1);
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// }
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//
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// //测试通过,material未被销毁
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// public async void TestAssetManager4()
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// {
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// var path =
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// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
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// var op1 = Addressables.LoadAssetAsync<Material>(path);
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// await op1;
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// mat1 = op1.Result;
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//
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// var op2 = Addressables.LoadAssetAsync<Material>(path);
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// await op2;
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// mat2 = op2.Result;
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// Addressables.Release(op1);
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// }
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//
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// //测试通过,material未被销毁
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// public async void TestAssetManager5()
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// {
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// var path =
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// "Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/Combined/NLD_URP_NLD_Scene_Lambert/CombieMat.mat";
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// var op1 = Addressables.LoadAssetAsync<Material>(path);
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// await op1;
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// mat1 = op1.Result;
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//
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// var op2 = Addressables.LoadAssetAsync<Material>(path);
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// await op2;
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// mat2 = op2.Result;
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// Addressables.Release(mat1);
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// }
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//
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// //测试通过,UI_ChooseRectW未被销毁
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// public async void OnlyCloseUI()
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// {
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// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
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// }
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//
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// //测试通过,UI_ChooseRectW被销毁
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// public async void TestUnloadUnusedResourceNoGC()
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// {
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// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
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// Resources.UnloadUnusedAssets();
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// }
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//
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// //测试通过,UI_ChooseRectW被销毁
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// public async void TestUnloadUnusedResource1()
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// {
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// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
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// Resources.UnloadUnusedAssets();
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// GC.Collect();
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// }
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//
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// //测试通过,UI_ChooseRectW被销毁
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// public async void TestUnloadUnusedResource2()
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// {
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// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
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// GC.Collect();
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// Resources.UnloadUnusedAssets();
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// }
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//
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// //测试通过,UI_ChooseRectW被销毁
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// public async void TestUnloadScene()
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// {
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// UIManager.Instance.CloseAllUI(UIWindowCloseType.HideAndDestroy);
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// await GameSceneManager.Instance.LoadSceneAsync(Constants.MAIN_SCENE_PATH);
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// }
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} |