暂存修改 尝试添加热重载插件
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@ -69,7 +69,7 @@ public class AdvanceCanadvanceCtr
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private bool CheckFuncOpen(int id)
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{
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var table = TableManager.GetFunctionOpenByID(id);
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Tab_FunctionOpen table = TableManager.GetFunctionOpenByID(id);
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if (table != null)
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{
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//return table.OpenServerDay <= GlobalData.OpenServerDays && table.OpenVipLv <= GameManager.gameManager.PlayerDataPool.VipCost
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@ -25,6 +25,7 @@ public class LoginUILogic : MonoBehaviour
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LoginData.Init();
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// GuiTextDebug.debug("LoginUILogic awake");
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AssetUpdateDownloaderTick.CreateInstance();
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print("Init AssetUpdateDownloaderTick");
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if (!LoadAssetBundle.Instance)
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LoadAssetBundle.CreateInstance();
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if (!FirstSceneBg.instance)
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@ -35,13 +36,14 @@ public class LoginUILogic : MonoBehaviour
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public void Start()
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{
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Debug.Log("初始化 游戏");
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EventDispatcher.Instance.Add(EventId.SdkPhpLogin, OnPhpLoginComplete);
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// 在开始执行画质Init,防止多余的Shader变体被加载
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QualityDetector.InitQuality();
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QualitySettings.shadowCascades = 2;
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QualitySettings.shadowDistance = 32f;
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QualitySettings.shadowCascades = 2;
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QualitySettings.shadowDistance = 32f;
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QualitySettings.shadowResolution = ShadowResolution.High;
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QualitySettings.shadowmaskMode = ShadowmaskMode.Shadowmask;
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QualitySettings.shadowmaskMode = ShadowmaskMode.Shadowmask;
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QualitySettings.shadowProjection = ShadowProjection.CloseFit;
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if (FirstSceneBg.instance)
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{
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@ -49,7 +51,7 @@ public class LoginUILogic : MonoBehaviour
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FirstSceneBg.instance.ShowGameVersion();
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}
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LoginData.onSdkEvent += OnSdkCallBack;
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LoginData.onSdkEvent += OnSdkCallBack;
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LoginData.onServerList += OnServerList;
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if (_firstLaunch || AssetUpdateManager.useResources)
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StartLoadResource();
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@ -67,7 +69,7 @@ public class LoginUILogic : MonoBehaviour
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_instance = null;
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if (!SdkControl.appQuit)
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{
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LoginData.onSdkEvent -= OnSdkCallBack;
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LoginData.onSdkEvent -= OnSdkCallBack;
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LoginData.onServerList -= OnServerList;
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EventDispatcher.Instance.Remove(EventId.SdkPhpLogin, OnPhpLoginComplete);
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}
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@ -86,7 +88,7 @@ public class LoginUILogic : MonoBehaviour
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AssetUpdateManager.OpenApkUri(jsonAssetInfo.apkUri);
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else if (jsonAssetInfo.assetVersion != AssetUpdateManager.assetVersion)
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LiteConfirmWin.Open("游戏资源更新", "游戏资源需要更新!\n请重新启动游戏开始更新!",
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new LiteConfirmButtonData("确定", OnRestartConfirm));
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new LiteConfirmButtonData("确定", OnRestartConfirm));
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else
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StartLoadResource();
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}
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@ -95,11 +97,12 @@ public class LoginUILogic : MonoBehaviour
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{
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StartCoroutine(CheckVersionAction());
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}
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private static void OnRestartConfirm()
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{
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SdkControl.instance.CloseGame();
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}
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public static LoginUILogic Instance()
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{
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return _instance;
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@ -119,9 +122,9 @@ public class LoginUILogic : MonoBehaviour
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else
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{
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var segments = data.args.Split(',');
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var message = segments.Length > 1 ? segments[1] : "登录失败";
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var message = segments.Length > 1 ? segments[1] : "登录失败";
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MessageBoxLogic.OpenOKBox("登录失败", message,
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() => SdkControl.instance.LoginSdk(false));
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() => SdkControl.instance.LoginSdk(false));
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}
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}
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break;
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@ -156,14 +159,14 @@ public class LoginUILogic : MonoBehaviour
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TryToInitGame();
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else
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MessageBoxLogic.OpenOKBox(error, error,
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() => SdkControl.instance.GetServerList());
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() => SdkControl.instance.GetServerList());
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}
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private void InitUI()
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{
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GameManager.gameManager.SoundManager.PlaySceneMusic();
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LoadAssetBundle.Instance.LoadUI(UIInfo.UiRoot.path, UIInfo.UiRoot.name,
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OnUiRootLoaded, new Hashtable());
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OnUiRootLoaded, new Hashtable());
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}
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private void OnUiRootLoaded(string path, GameObject prefab, Hashtable hash)
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@ -258,7 +261,7 @@ public class LoginUILogic : MonoBehaviour
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public static void RequestRandomName(int maleOrFemale)
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{
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var packet = (CG_REQ_RANDOMNAME) PacketDistributed.CreatePacket(MessageID.PACKET_CG_REQ_RANDOMNAME);
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var packet = (CG_REQ_RANDOMNAME)PacketDistributed.CreatePacket(MessageID.PACKET_CG_REQ_RANDOMNAME);
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packet.SetSex(maleOrFemale);
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packet.SendPacket();
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}
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@ -282,7 +285,7 @@ public class LoginUILogic : MonoBehaviour
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Complete
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}
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private LoadStage _LoadStage = LoadStage.None;
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private LoadStage _LoadStage = LoadStage.None;
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private SceneHandle _loadSceneHandle;
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private void TryToInitGame()
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