0312 增加GM功能;封包接收去除旧代码;共用预制体改目录UIComp;共用UI颜色调整
11个文件已修改
106 ■■■■■ 已修改文件
Main/Core/NetworkPackage/DTCFile/ServerPack/H01_System/DTC0102_tagCDBPlayer.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DataToCtl/PackageRegedit.cs 28 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/Socket/ClientSocket.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/ResModule/UILoader.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/GMCommand/GMInputWin.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/HomeWin.cs 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/PhantasmPavilion/AvatarCell.cs 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Tip/ScrollTip.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Utility/EnumHelper.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Utility/GMCommand.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Utility/UIHelper.cs 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Core/NetworkPackage/DTCFile/ServerPack/H01_System/DTC0102_tagCDBPlayer.cs
@@ -57,6 +57,11 @@
        MainRedDot.Instance.Register();
        StageManager.Instance.ToGameScene();
        if (DebugUtility.Instance.debugAccount)
        {
            GMCommand.Instance.Begin();
        }
        
        //SettingMgr.Instance.SetIsRecordData(PlayerDatas.Instance.baseData.PlayerID.ToString());
Main/Core/NetworkPackage/DataToCtl/PackageRegedit.cs
@@ -159,12 +159,6 @@
            // 实例化并强转为协议包基类
            var packageInstance = packageType.Assembly.CreateInstance(packageType.Name) as GameNetPackBasic;
            packageInstance.ReadFromBytes(vBytes);// 解析内容
            if (packageInstance.cmd == (ushort)0x03F0 || packageInstance.cmd == (ushort)0x1801)
            {
                byte[] vPyBody = new byte[vBytes.Length - 4];
                Array.Copy(vBytes, 4, vPyBody, 0, vPyBody.Length);
                packageInstance = TransForPyPack(vPyBody);
            }
            packageInstance.socketType = socketType;
#if UNITY_EDITOR
@@ -182,27 +176,5 @@
    }
    /// <summary>
    /// 解析PY的模拟包
    /// </summary>
    /// <param name="vBytes"></param>
    /// <returns></returns>
    private static GameNetPackBasic TransForPyPack(byte[] vBytes)
    {
        GameNetPackBasic vNetPackInst = null;
        ushort vPackCmd = (ushort)((ushort)(vBytes[0] << 8) + vBytes[1]);
        // 主工程封包
        if (packageTable.ContainsKey(vPackCmd))
        {
            Type vNetPackType = packageTable[vPackCmd];
            vNetPackInst = vNetPackType.Assembly.CreateInstance(vNetPackType.Name) as GameNetPackBasic;
            vNetPackInst.ReadFromBytes(vBytes);// 解析内容
        }
        else
        {
            Debug.Log("收到未定义的解包协议:" + vBytes[0].ToString("x2").ToUpper() + "," + vBytes[1].ToString("x2").ToUpper());
        }
        return vNetPackInst;
    }
}
Main/Core/NetworkPackage/Socket/ClientSocket.cs
@@ -262,7 +262,7 @@
    static byte[] vCmdBytes = new byte[2];
    /// <summary>
    /// 阅读信息
    /// 解析数据包: FFCC+封包长度+封包(封包头+数据)结构体内容
    /// </summary>
    /// <param name="vBytes"></param>
    private void ReadInfo(byte[] vBytes)
Main/ResModule/UILoader.cs
@@ -16,12 +16,12 @@
    public static GameObject LoadPrefab(string _name)
    {
        return ResManager.Instance.LoadAsset<GameObject>("Prefab", _name);
        return ResManager.Instance.LoadAsset<GameObject>("UIComp", _name);
    }
    public static void UnLoadPrefab(string _assetName)
    {
        ResManager.Instance.UnloadAsset("Prefab", _assetName);
        ResManager.Instance.UnloadAsset("UIComp", _assetName);
    }
    public static Sprite LoadSprite(string _iconKey)
Main/System/GMCommand/GMInputWin.cs
@@ -53,7 +53,6 @@
    protected override void OnOpen()
    {
        base.HandleOpen();
        this.transform.SetAsLastSibling();
    }
    protected void LateUpdate()
Main/System/Main/HomeWin.cs
@@ -8,6 +8,14 @@
/// </summary>
public class HomeWin : UIBase
{
    [SerializeField] AvatarCell avatarCell;
    [SerializeField] Text playerNameText;
    [SerializeField] Text powerText;
    [SerializeField] Text rankName;
    [SerializeField] Text playerLevelText;
    [SerializeField] Slider expSlider;
    [SerializeField] Text goldText;
    [SerializeField] Text diamondText;
    /// <summary>
    /// 初始化组件
    /// </summary>
Main/System/PhantasmPavilion/AvatarCell.cs
@@ -1,10 +1,16 @@
using System.Collections.Generic;
using UnityEngine;
//头像模块(支持帧动画和特效)
public class AvatarCell : MonoBehaviour
{
    public float scale = 1.0f;
    private void Awake()
    {
        LoadPrefab();
    }
    ImageEx m_BgImage;
    public ImageEx bgImage
    {
@@ -12,7 +18,6 @@
        {
            if (m_BgImage == null)
            {
                LoadPrefab();
                m_BgImage = this.GetComponent<ImageEx>("AvatarCell/Img_BG");
            }
            return m_BgImage;
@@ -26,7 +31,6 @@
        {
            if (m_AvatarImage == null)
            {
                LoadPrefab();
                m_AvatarImage = this.GetComponent<ImageEx>("AvatarCell/Img_Avatar");
            }
            return m_AvatarImage;
@@ -40,7 +44,6 @@
        {
            if (m_AvatarFrameImage == null)
            {
                LoadPrefab();
                m_AvatarFrameImage = this.GetComponent<ImageEx>("AvatarCell/Img_AvatarFrame");
            }
            return m_AvatarFrameImage;
@@ -54,7 +57,6 @@
        {
            if (m_button == null)
            {
                LoadPrefab();
                m_button = this.GetComponent<ButtonEx>("AvatarCell/Img_AvatarFrame");
            }
            return m_button;
@@ -68,7 +70,6 @@
        {
            if (m_AvatarUIFrame == null)
            {
                LoadPrefab();
                m_AvatarUIFrame = this.GetComponent<UIFrame>("AvatarCell/Img_Avatar");
            }
            return m_AvatarUIFrame;
@@ -82,7 +83,6 @@
        {
            if (m_AvatarFrameUIFrame == null)
            {
                LoadPrefab();
                m_AvatarFrameUIFrame = this.GetComponent<UIFrame>("AvatarCell/Img_AvatarFrame");
            }
            return m_AvatarFrameUIFrame;
@@ -96,7 +96,6 @@
        {
            if (m_AvatarUIEffect == null)
            {
                LoadPrefab();
                m_AvatarUIEffect = this.GetComponent<UIEffect>("AvatarCell/Img_Avatar");
            }
            return m_AvatarUIEffect;
@@ -110,7 +109,6 @@
        {
            if (m_AvatarFrameUIEffect == null)
            {
                LoadPrefab();
                m_AvatarFrameUIEffect = this.GetComponent<UIEffect>("AvatarCell/Img_AvatarFrame");
            }
            return m_AvatarFrameUIEffect;
@@ -122,6 +120,8 @@
    protected void LoadPrefab()
    {
        if (prefab != null)
            return;
        var tmp = transform.Find("AvatarCell");
        if (tmp != null)
@@ -129,12 +129,8 @@
            prefab = tmp.gameObject;
            return;
        }
        if (prefab == null)
        {
            prefab = UIUtility.CreateWidget("AvatarCell", "AvatarCell");
            if (prefab != null)
            {
                prefab.transform.SetParentEx(this.transform, Vector3.zero, Quaternion.identity, Vector3.one);
                prefab.transform.SetAsFirstSibling();
@@ -146,8 +142,6 @@
                    prefabRect.anchorMax = new Vector2(0.5f, 0.5f);
                    prefabRect.sizeDelta = new Vector2(parentRect.rect.width, parentRect.rect.height);
                    prefabRect.localScale = new Vector3(scale, scale, scale);
                }
            }
        }
    }
Main/System/Tip/ScrollTip.cs
@@ -59,7 +59,7 @@
            ScrollTipDetail tip = null;
            if (pool == null)
            {
                var _prefab = ResManager.Instance.LoadAsset<GameObject>("Prefab", "Tip");// UILoader.LoadPrefab("Tip");
                var _prefab = ResManager.Instance.LoadAsset<GameObject>("UIComp", "Tip");// UILoader.LoadPrefab("Tip");
                pool = GameObjectPoolManager.Instance.RequestPool(_prefab);
            }
            if (pool != null)
Main/Utility/EnumHelper.cs
@@ -703,14 +703,14 @@
    default23,
    default24,
    default25,
    default26,
    default26,  // 254 战锤
    default27,
    default28,
    default29,
    default30,
    default31,
    default32,
    default33,
    default33,  // 261 结晶
    default34,  // 262 凭证积分
    default35,  // 263 聚魂精华
    default36,  // 264 Boss最终伤害加成
Main/Utility/GMCommand.cs
@@ -2,6 +2,10 @@
public class GMCommand : SingletonMonobehaviour<GMCommand>
{
    public void Begin()
    {
    }
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.F1))
Main/Utility/UIHelper.cs
@@ -498,14 +498,14 @@
    #endregion
    #region 文字色值
    #region 文字色值 Bright 和 Dark指背景色系是明还是暗,暗底亮字,亮底暗字的规则
    public static readonly Color s_BrightPinkColor = new Color32(246, 64, 141, 255);
    public static readonly Color s_BrightRedColor = new Color32(255, 3, 3, 255);
    public static readonly Color s_BrightPurpleColor = new Color32(218, 72, 213, 255);
    public static readonly Color s_BrightBlueColor = new Color32(0, 107, 227, 255); //006BE3FF
    public static readonly Color s_BrightOrangeColor = new Color32(255, 103, 1, 255); //FF6701FF
    public static readonly Color s_BrightWhiteColor = new Color32(104, 104, 104, 255); //686868
    public static readonly Color s_BrightGreenColor = new Color32(16, 157, 6, 255); //109d06
    public static readonly Color s_BrightGreenColor = new Color32(36, 139, 18, 255); //248b12
    public static readonly Color s_DarkPinkColor = new Color32(255, 124, 124, 255);
    public static readonly Color s_DarkRedColor = new Color32(250, 1, 1, 255);
@@ -513,13 +513,13 @@
    public static readonly Color s_DarkBlueColor = new Color32(49, 206, 251, 255);//31cefb
    public static readonly Color s_DarkOrangeColor = new Color32(248, 152, 59, 255);
    public static readonly Color s_DarkWhiteColor = new Color32(247, 247, 247, 255);
    public static readonly Color s_DarkGreenColor = new Color32(53, 225, 34, 255); //35e122
    public static readonly Color s_DarkGreenColor = new Color32(42, 227, 55, 255);//2ae337
    public static readonly Color s_NavyBrown = new Color32(64, 28, 6, 255);//401c06
    public static readonly Color s_NavyBrown = new Color32(110, 76, 49, 255);//6e4c31
    public static readonly Color s_Black = new Color32(0, 0, 0, 255);
    public static readonly Color s_NavyYellow = new Color32(255, 239, 71, 255);
    public static readonly Color s_LightGreen = new Color32(141, 220, 17, 255);//8ddc11
    public static readonly Color s_LightYellow = new Color32(255, 244, 205, 255); //fff4cd
    public static readonly Color s_LightGreen = new Color32(42, 227, 55, 255);//2ae337
    public static readonly Color s_LightYellow = new Color32(245, 246, 230, 255); //f5f6e6
    public static readonly Color s_Gray = new Color32(204, 204, 204, 255);
    public static readonly Color s_Gold = new Color32(255, 239, 71, 255);//ffef47
    public static readonly Color s_EarthYellow = new Color32(248, 152, 59, 255);//f8983b
@@ -622,6 +622,7 @@
    public static Color GetUIColor(TextColType type, bool bright = false)
    {
        //Bright 和 Dark指背景色系是明还是暗,暗底亮字,亮底暗字的规则
        switch (type)
        {
            case TextColType.None:
@@ -685,13 +686,13 @@
            case TextColType.Green:
                return StringUtility.Contact("<color=#", bright ? "109d06" : "35e122", ">", msg, "</color>");
            case TextColType.NavyBrown:
                return StringUtility.Contact("<color=#", "401c06", ">", msg, "</color>");
                return StringUtility.Contact("<color=#", "6e4c31", ">", msg, "</color>");
            case TextColType.DarkGreen:
                return StringUtility.Contact("<color=#", "109d06", ">", msg, "</color>");
            case TextColType.Black:
                return StringUtility.Contact("<color=#", "000000", ">", msg, "</color>");
            case TextColType.LightYellow:
                return StringUtility.Contact("<color=#", "fff4cd", ">", msg, "</color>");
                return StringUtility.Contact("<color=#", "f5f646", ">", msg, "</color>");
            case TextColType.LightGreen:
                return StringUtility.Contact("<color=#", "8ddc11", ">", msg, "</color>");
            case TextColType.Gray:
@@ -1070,8 +1071,13 @@
                }
            case 41:
                {
                    //符印精华
                    return PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.RuneSplinters);
                    //战锤
                    return PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.default26);
                }
            case 42:
                {
                    //结晶
                    return PlayerDatas.Instance.GetPlayerDataByType(PlayerDataType.default33);
                }
            case 43:
                {