| Core/Camera/CameraController.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/DTCFile/ClientPack.meta | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/DTCFile/ServerPack/H01_System/DTC0102_tagCDBPlayer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/ResModule/BuiltInLoader.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/TestPlayerController.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GA_Hero.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GActorFight.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Stage/StageManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/ClientVersion/VersionConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/Sound/SoundPlayer.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/ActorShadowCaster.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/MaterialUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/Camera/CameraController.cs
@@ -94,7 +94,7 @@ public void PlayAnimationClip(string name) { AnimationClip _clip = Resources.Load<AnimationClip>("AnimationCurve/" + name); AnimationClip _clip = BuiltInLoader.LoadAnimationClip(name); if (_clip != null) { IsPlayingAnim = true; Core/NetworkPackage/DTCFile/ClientPack.meta
New file @@ -0,0 +1,9 @@ fileFormatVersion: 2 guid: 722e5e3d30096674e811f5bd191246a0 folderAsset: yes timeCreated: 1539228128 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: Core/NetworkPackage/DTCFile/ServerPack/H01_System/DTC0102_tagCDBPlayer.cs
@@ -164,7 +164,7 @@ // 初始化摄像机 if (!CameraController.Instance) { UnityEngine.Object.Instantiate(Resources.Load<GameObject>("Prefabs/GameCamera")); UnityEngine.Object.Instantiate(BuiltInLoader.LoadPrefab("GameCamera")); CameraController.Instance.AcceptInput = false; CameraController.Instance.CameraObject.enabled = false; CameraController.Instance.QualityLevelChanged(); Core/ResModule/BuiltInLoader.cs
@@ -20,7 +20,7 @@ } else { var assetInfo = new AssetInfo("builtin/sprite", name); var assetInfo = new AssetInfo("builtin/sprites", name); sprite = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo, typeof(Sprite)) as Sprite; } @@ -38,7 +38,7 @@ if (AssetSource.builtInFromEditor) { #if UNITY_EDITOR var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/UI/Prefabs/", name, PREFAB_EXTENSION); var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Prefabs/", name, PREFAB_EXTENSION); prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path); #endif } @@ -88,6 +88,54 @@ return audioClip; } public static AnimationClip LoadAnimationClip(string name) { AnimationClip clip = null; if (AssetSource.builtInFromEditor) { #if UNITY_EDITOR var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/AnimationClip/", name, ".anim"); clip = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationClip>(path); #endif } else { var assetInfo = new AssetInfo("builtin/animationclip", name); clip = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as AnimationClip; } if (clip == null) { DebugEx.LogErrorFormat("BuiltInLoader.LoadAnimationClip() => 加载不到资源: {0}.", name); } return clip; } public static Material LoadMaterial(string name) { Material material = null; if (AssetSource.builtInFromEditor) { #if UNITY_EDITOR var path = StringUtility.Contact("Assets/ResourcesOut/BuiltIn/Materials/", name, ".mat"); material = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(path); #endif } else { var assetInfo = new AssetInfo("builtin/materials", name); material = AssetBundleUtility.Instance.Sync_LoadAsset(assetInfo) as Material; } if (material == null) { DebugEx.LogErrorFormat("BuiltInLoader.LoadMaterial() => 加载不到资源: {0}.", name); } return material; } public static T LoadScriptableObject<T>(string name) where T : ScriptableObject { Fight/Actor/TestPlayerController.cs
@@ -22,7 +22,7 @@ { if (CameraController.Instance == null) { Instantiate(Resources.Load<GameObject>("Prefabs/GameCamera")); Instantiate(BuiltInLoader.LoadPrefab("GameCamera")); } CameraController.Instance.SetLookTarget(transform); @@ -31,7 +31,7 @@ m_Animator = gameObject.AddMissingComponent<Animator>(); SystemSetting.Instance.SetQualityLevel(GameQuality.High); var shadowPrefab = Resources.Load<GameObject>("Prefabs/ActorShadowCaster"); var shadowPrefab = BuiltInLoader.LoadPrefab("ActorShadowCaster"); var shadowCaster = Instantiate(shadowPrefab).GetComponent<ActorShadowCaster>(); if (shadowCaster != null) Fight/GameActor/GA_Hero.cs
@@ -582,7 +582,7 @@ ReleaseLight(); if (PlayerDatas.Instance.baseData.MapID == 31160) { m_Light = Object.Instantiate(Resources.Load<GameObject>("Prefabs/Zhujiao_Pointlight")); m_Light = Object.Instantiate(BuiltInLoader.LoadPrefab("Zhujiao_Pointlight")); m_Light.transform.SetParent(MP_Name); m_Light.transform.localPosition = Vector3.zero; m_Light.transform.localScale = Vector3.one; Fight/GameActor/GActorFight.cs
@@ -74,7 +74,7 @@ m_SkillManager = new SkillManager(ServerInstID); // 创建音源 GameObject _audioSourceNode = Object.Instantiate(Resources.Load<GameObject>("Prefabs/AudioSource3D")) as GameObject; GameObject _audioSourceNode = Object.Instantiate(BuiltInLoader.LoadPrefab("AudioSource3D")) as GameObject; #if UNITY_EDITOR _audioSourceNode.name = "AudioSource"; #endif Fight/Stage/StageManager.cs
@@ -446,7 +446,7 @@ // 初始化摄像机 if (!CameraController.Instance) { UnityEngine.Object.Instantiate(Resources.Load<GameObject>("Prefabs/GameCamera")); UnityEngine.Object.Instantiate(BuiltInLoader.LoadPrefab("GameCamera")); CameraController.Instance.AcceptInput = false; CameraController.Instance.CameraObject.enabled = false; } System/ClientVersion/VersionConfig.cs
@@ -10,7 +10,7 @@ [CreateAssetMenu(menuName = "Config/VersionConfig")] public class VersionConfig : ScriptableObject { public const string VERSION_ALTERNATIVE = "0.0.0"; public const string VERSION_ALTERNATIVE = "1.2.0"; [SerializeField] public string m_AppId = string.Empty; public string appId { get { return m_AppId; } } @@ -133,7 +133,7 @@ [ContextMenu("Apply")] public void Apply() { var newVersionConfigPath = StringUtility.Contact("Assets/Resources/ScriptableObject/Config/VersionConfig", ".asset"); var newVersionConfigPath = "Assets/Resources/VersionConfig.asset"; var fromVersionConfig = this; var newVersionConfig = ScriptableObject.CreateInstance<VersionConfig>(); @@ -154,7 +154,7 @@ { if (config == null) { config = Resources.Load<VersionConfig>("ScriptableObject/Config/VersionConfig"); config = Resources.Load<VersionConfig>("VersionConfig"); } return config; System/Sound/SoundPlayer.cs
@@ -45,7 +45,7 @@ public static void CreateSoundPlayer() { var gameObject = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/SoundPlayer")); var gameObject = GameObject.Instantiate(BuiltInLoader.LoadPrefab("SoundPlayer")); Instance = gameObject.GetComponent<SoundPlayer>(); Instance.name = "SoundPlayer"; Instance.gameObject.SetActive(true); Utility/ActorShadowCaster.cs
@@ -90,7 +90,7 @@ { if (pool == null) { var prefab = Resources.Load<GameObject>("Prefabs/ActorShadowCaster"); var prefab = BuiltInLoader.LoadPrefab("ActorShadowCaster"); if (prefab != null) { pool = GameObjectPoolManager.Instance.RequestPool(prefab); Utility/MaterialUtility.cs
@@ -7,7 +7,7 @@ public static Material GetDefaultSpriteGrayMaterial() { return Resources.Load<Material>("Material/SpriteGray"); return BuiltInLoader.LoadMaterial("SpriteGray"); } public static Material GetInstantiatedSpriteGrayMaterial() @@ -18,12 +18,12 @@ public static Material GetSmoothMaskGrayMaterial() { return Resources.Load<Material>("Material/SmoothMaskGray"); return BuiltInLoader.LoadMaterial("SmoothMaskGray"); } public static Material GetInstantiatedSpriteTwinkleMaterial() { var material = Resources.Load<Material>("Material/Flash"); var material = BuiltInLoader.LoadMaterial("Flash"); return new Material(material); } @@ -34,12 +34,12 @@ public static Material GetUIBlurMaterial() { return Resources.Load<Material>("Material/GUIBlurMaterial"); return BuiltInLoader.LoadMaterial("GUIBlurMaterial"); } public static Material GetGUIRenderTextureMaterial() { return Resources.Load<Material>("Material/UI_RenderTexture"); return BuiltInLoader.LoadMaterial("UI_RenderTexture"); } public static void SetRenderSortingOrder(this GameObject root, int sortingOrder, bool includeChildren) @@ -76,7 +76,7 @@ get { if (m_HudMaterial == null) { m_HudMaterial = Resources.Load<Material>("Material/HUD_HeadupName"); m_HudMaterial = BuiltInLoader.LoadMaterial("HUD_HeadupName"); m_HudMaterial.SetTexture("_Tex1", FontUtility.preferred.material.mainTexture); } return m_HudMaterial;