三国卡牌客户端基础资源仓库
0015 卡牌服务端搭建 - 去掉旧命名空间vnxbqy.UI,调整目录如ui里是界面 旧项目是 ui/window 等
18个文件已修改
111 ■■■■ 已修改文件
Assets/Editor/ScriptEditor/PositionTweenEditor.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/ScriptEditor/RotationTweenEditor.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/ScriptEditor/ScaleTweenEditor.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/ScriptEditor/SecondFrameLoaderEditor.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/ScriptEditor/TweenEditor.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/IconRepetitionCheck.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/PrefabCreateTool.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/UpdateAssetBundleName.cs 63 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/UpdateSpritePackingSetting.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/WindowTool.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/CustomImageEditor.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/FlipScrollEditor.cs 4 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/FunctionButtonEditor.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/LongPressButtonEditor.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/PolylineImageEditor.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/UIComponent/ToggleExEditor.cs 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Launch/Common/ResourcesPath.cs 14 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/ScriptEditor/PositionTweenEditor.cs
@@ -3,7 +3,6 @@
//    [  Date ]:           Wednesday, January 10, 2018
//--------------------------------------------------------
using UnityEditor;
using vnxbqy.UI;
[CustomEditor(typeof(PositionTween))]
public class PositionTweenEditor : TweenEditor
Assets/Editor/ScriptEditor/RotationTweenEditor.cs
@@ -3,7 +3,6 @@
//    [  Date ]:           Wednesday, January 10, 2018
//--------------------------------------------------------
using UnityEditor;
using vnxbqy.UI;
[CustomEditor(typeof(RotationTween))]
public class RotationTweenEditor : TweenEditor
Assets/Editor/ScriptEditor/ScaleTweenEditor.cs
@@ -3,7 +3,6 @@
//    [  Date ]:           Wednesday, January 10, 2018
//--------------------------------------------------------
using UnityEditor;
using vnxbqy.UI;
[CustomEditor(typeof(ScaleTween))]
public class ScaleTweenEditor : TweenEditor
Assets/Editor/ScriptEditor/SecondFrameLoaderEditor.cs
@@ -1,5 +1,4 @@
using vnxbqy.UI;
using UnityEditor;
using UnityEngine;
Assets/Editor/ScriptEditor/TweenEditor.cs
@@ -5,7 +5,6 @@
using UnityEngine;
using System.Collections;
using UnityEditor;
using vnxbqy.UI;
[CustomEditor(typeof(Tween))]
public class TweenEditor : Editor
Assets/Editor/Tool/ExportPrefabsNoBuiltin.cs
@@ -7,7 +7,7 @@
//检查window界面里是否引用了builtin里的图片
public class ExportPrefabsNoBuiltin : EditorWindow {
    private static string topFilePath= "Assets/ResourcesOut/UI/Window/";
    private static string topFilePath= "Assets/ResourcesOut/UI/";
Assets/Editor/Tool/IconRepetitionCheck.cs
@@ -6,8 +6,8 @@
public class IconRepetitionCheck : MonoBehaviour
{
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite/";
    static string rootPath = Application.dataPath + "/ResourcesOut/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/Sprite/";
    static Dictionary<long, List<string>> referenceResourceSizeAndNames = new Dictionary<long, List<string>>();
    [MenuItem("程序/Sprite/Sprite重复性检查")]
Assets/Editor/Tool/PrefabCreateTool.cs
@@ -6,7 +6,6 @@
using UnityEditor;
using System.Collections;
using UnityEngine.UI;
using vnxbqy.UI;
public class PrefabCreateTool
Assets/Editor/Tool/UpdateAssetBundleName.cs
@@ -29,12 +29,12 @@
public class UpdateSpriteSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite";
    static string rootPath = Application.dataPath + "/ResourcesOut/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/Sprite";
    public static void SetRechargeSkin(int pattern)
    {
        var toDirectory = Application.dataPath + "/ResourcesOut/UI/Sprite/Recharge";
        var toDirectory = Application.dataPath + "/ResourcesOut/Sprite/Recharge";
        var oldFiles = new DirectoryInfo(toDirectory).GetFiles("*.png", SearchOption.AllDirectories);
        foreach (var item in oldFiles)
        {
@@ -55,7 +55,7 @@
        {
            var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/sprite/" + file.Name.Split(".")[0].ToLower();
            importer.assetBundleName = "sprite/" + file.Name.Split(".")[0].ToLower();
            // EditorUtility.SetDirty(importer);
        }
@@ -66,7 +66,7 @@
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = spriteRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            importer.assetBundleName = "sprite/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
@@ -81,8 +81,7 @@
public class UpdateUIWindowSetting
{
    static string assetRelativePath = "Assets/ResourcesOut/UI/Window";
    static string assetRelativePath2 = "Assets/ResourcesOut/UI/PriorityWindow";
    static string assetRelativePath = "Assets/ResourcesOut/UI";
    [MenuItem("程序/设置资源包名/更新Window(All) AssetBundleName")]
    public static void SetAllUIWindowAssetBundleName()
@@ -92,19 +91,11 @@
        {
            var path = AssetDatabase.GUIDToAssetPath(guid);
            var importer = AssetImporter.GetAtPath(path);
            importer.assetBundleName = "ui/window";
            importer.assetBundleName = "ui";
            // EditorUtility.SetDirty(importer);
        }
        guids = AssetDatabase.FindAssets("t:prefab", new string[] { assetRelativePath2 });
        foreach (var guid in guids)
        {
            var path = AssetDatabase.GUIDToAssetPath(guid);
            var importer = AssetImporter.GetAtPath(path);
            importer.assetBundleName = StringUtility.Contact("ui/prioritywindow/", Path.GetFileNameWithoutExtension(path).ToLower());
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Window资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
@@ -113,17 +104,9 @@
public class UpdateUIPrefabSetting
{
    static string prefabRootPath = Application.dataPath + "/ResourcesOut/UI/Prefab";
    static string prefabAssetRelativePath = "Assets/ResourcesOut/UI/Prefab";
    static string prefabRootPath = Application.dataPath + "/ResourcesOut/Prefab";
    static string prefabAssetRelativePath = "Assets/ResourcesOut/Prefab";
    static string bossShowRootPath = Application.dataPath + "/ResourcesOut/UI/BossShow";
    static string bossShowAssetRelativePath = "Assets/ResourcesOut/UI/BossShow";
    static string godWeaponRootPath = Application.dataPath + "/ResourcesOut/UI/GodWeapon";
    static string godWeaponAssetRelativePath = "Assets/ResourcesOut/UI/GodWeapon";
    static string treasureRootPath = Application.dataPath + "/ResourcesOut/UI/Treasure";
    static string treasureAssetRelativePath = "Assets/ResourcesOut/UI/Treasure";
    [MenuItem("程序/设置资源包名/更新Prefab(All) AssetBundleName")]
    public static void SetAllUIPrefabAssetBundleName()
@@ -133,37 +116,11 @@
        {
            var importerPath = prefabAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/prefab";
            importer.assetBundleName = "prefab";
            // EditorUtility.SetDirty(importer);
        }
        allFiles = new DirectoryInfo(bossShowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = bossShowAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/bossshow";
            // EditorUtility.SetDirty(importer);
        }
        allFiles = new DirectoryInfo(godWeaponRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly);
        foreach (var file in allFiles)
        {
            var importerPath = godWeaponAssetRelativePath + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/godweapon";
            // EditorUtility.SetDirty(importer);
        }
        allFiles = new DirectoryInfo(treasureRootPath).GetFiles("*.prefab", SearchOption.AllDirectories);
        foreach (var file in allFiles)
        {
            var pathStringArray = file.DirectoryName.Split(Path.DirectorySeparatorChar);
            var importerPath = treasureAssetRelativePath + Path.DirectorySeparatorChar + pathStringArray[pathStringArray.Length - 1] + Path.DirectorySeparatorChar + file.Name;
            var importer = AssetImporter.GetAtPath(importerPath);
            importer.assetBundleName = "ui/treasure/" + pathStringArray[pathStringArray.Length - 1].ToLower();
            // EditorUtility.SetDirty(importer);
        }
        Debug.Log("Prefab资源包名更新完成!");
        // AssetDatabase.SaveAssets();
        // AssetDatabase.Refresh();
Assets/Editor/Tool/UpdateSpritePackingSetting.cs
@@ -10,8 +10,8 @@
public class UpdateSpritePackingSetting
{
    static string rootPath = Application.dataPath + "/ResourcesOut/UI/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/UI/Sprite";
    static string rootPath = Application.dataPath + "/ResourcesOut/Sprite";
    static string spriteRelativePath = "Assets/ResourcesOut/Sprite";
    [MenuItem("程序/Sprite/标准化Sprite设置")]
    public static void UpdateAllSpritePackingSetting()
Assets/Editor/Tool/WindowTool.cs
@@ -1,6 +1,5 @@
using UnityEngine;
using UnityEditor;
using vnxbqy.UI;
public class WindowTool : EditorWindow
{
Assets/Editor/UIComponent/CustomImageEditor.cs
@@ -7,7 +7,6 @@
using UnityEditor;
using System;
namespace vnxbqy.UI {
    [CustomEditor(typeof(CustomImage)), CanEditMultipleObjects]
    public class CustomImageEidtor:Editor {
@@ -35,7 +34,6 @@
    }
}
Assets/Editor/UIComponent/FlipScrollEditor.cs
@@ -6,8 +6,7 @@
using System.Collections;
using UnityEngine.UI;
using UnityEditor;
namespace vnxbqy.UI
{
    [CustomEditor(typeof(FlipScroll))]
    [CanEditMultipleObjects]
    public class FlipScrollEditor : UnityEditor.UI.GraphicEditor
@@ -54,7 +53,6 @@
        }
    }
}
Assets/Editor/UIComponent/FunctionButtonEditor.cs
@@ -2,8 +2,6 @@
using UnityEngine.UI;
using UnityEngine;
namespace vnxbqy.UI
{
    [CustomEditor(typeof(FunctionButton), true), CanEditMultipleObjects]
    public class FunctionButtonEditor : UnityEditor.UI.ButtonEditor
    {
@@ -36,5 +34,4 @@
        }
    }
}
Assets/Editor/UIComponent/LongPressButtonEditor.cs
@@ -1,5 +1,4 @@
using vnxbqy.UI;
using UnityEditor;
using UnityEditor;
[CustomEditor(typeof(LongPressButton), true), CanEditMultipleObjects]
Assets/Editor/UIComponent/PolylineImageEditor.cs
@@ -6,7 +6,6 @@
using System.Collections;
using UnityEditor;
namespace vnxbqy.UI {
    [CustomEditor(typeof(PolylineImage)), CanEditMultipleObjects]
    public class PolylineImageEditor:Editor {
@@ -37,7 +36,6 @@
    }
}
Assets/Editor/UIComponent/ToggleExEditor.cs
@@ -4,8 +4,6 @@
//--------------------------------------------------------
using UnityEditor;
namespace vnxbqy.UI
{
    [CustomEditor(typeof(ToggleEx), true), CanEditMultipleObjects]
    public class ToggleExEditor : UnityEditor.UI.ToggleEditor
@@ -21,7 +19,6 @@
    }
}
Assets/Launch/Common/ResourcesPath.cs
@@ -13,8 +13,8 @@
        "standalone";
#endif
    public const string windowFileBundleName = "ui/window";
    public const string uiprefabFileBundleName = "ui/prefab";
    public const string windowFileBundleName = "ui";
    public const string uiprefabFileBundleName = "prefab";
    public readonly static string ResourcesOutPath = Application.dataPath + "/ResourcesOut/";
    public const string ResourcesOutAssetPath = "Assets/ResourcesOut/";
@@ -27,15 +27,13 @@
    #region 具体asset资源读取路径
    public static readonly string MOB_FOLDER_NAME = "gmodels/";
    public static readonly string MOB_SUFFIX = "prefab_race_";
    public static readonly string EFFECT_Folder_Name = "effect/";
    public static readonly string UI_SPRITE_SUFFIX = "UI/Sprite";
    public static readonly string UI_WINDOW_SUFFIX = "UI/Window";
    public static readonly string UI_PRIORITYWINDOW_SUFFIX = "UI/PriorityWindow";
    public static readonly string UI_FONT_SUFFIX = "UI/Font";
    public static readonly string UI_PREFAB_SUFFIX = "UI/Prefab";
    public static readonly string UI_SPRITE_SUFFIX = "Sprite";
    public static readonly string UI_WINDOW_SUFFIX = "UI";
    public static readonly string UI_FONT_SUFFIX = "Font";
    public static readonly string UI_PREFAB_SUFFIX = "Prefab";
    public static readonly string CONFIG_FODLER = ResourcesOutPath + "Config/";