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Main/Assets/GameAssets/Resources/Lua/Editor/TestToolEditor.lua

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2025-01-25 04:38:09 +08:00
local Debug = require "Common.CustomLib.Utility.Debug"
------------------------------------------------
-- 作者: gzg
-- 日期: 2019-03-25
-- 文件: Main.lua
-- 模块: Main
-- 描述: Lua的脚本的启动文件
------------------------------------------------
-- Unity对象操作的函数模块
local CSGameCenter = CS.Thousandto.Code.Center.GameCenter
local TestToolEditor = {}
--这个方法被Unity的TestToolEditor组件调用,返回值是一对一对的,前面的是按钮文本,后面的是调用方法
function TestToolEditor.GetAllMethods()
Debug.Log("TestToolEditor.GetAllMethods");
--前面的是按钮文本,后面的是调用方法
return {
"重新加载","Test0",
"读取配置数据","Test1",
"测试2","Test2",
"测试3","Test3",
"测试4","Test4",
"测试5","Test5",
"断线重连","Test6",
} ;
end
function TestToolEditor.Test0()
GameCenter.LuckyDrawWeekSystem:UnInitialize()
GameCenter.LuckyDrawWeekSystem = nil
Utils.RemoveRequiredByName("Logic.LuckyDrawWeek.LuckyDrawWeekSystem")
GameCenter.LuckyDrawWeekSystem = require("Logic.LuckyDrawWeek.LuckyDrawWeekSystem");
GameCenter.LuckyDrawWeekSystem:Initialize();
end
function TestToolEditor.Test1()
Debug.LogError("do: TestToolEditor.Test1");
TestToolEditor.ReadConfigInfo("DataVip");
end
function TestToolEditor.Test2()
Debug.LogError("do: TestToolEditor.Test2");
GameCenter.PushFixEvent(UIEventDefine.UI_WAITING_LOCK_OPEN,"小天正在等待中...");
end
function TestToolEditor.Test3()
Debug.LogError("do: TestToolEditor.Test3");
GameCenter.LuckyDrawWeekSystem:ReqGetLuckyDrawVolume(3);
end
function TestToolEditor.Test4()
Debug.LogError("do: TestToolEditor.Test4");
GameCenter.LuckyDrawWeekSystem:ReqChangeAwardIndex({items = {{awardType=0,indexes={1}},{awardType = 1,indexes= {1,2}}}});
end
function TestToolEditor.Test5()
Debug.LogError("do: TestToolEditor.Test5");
GameCenter.LuckyDrawWeekSystem:ReqCloseLuckyDrawPanel();
end
function TestToolEditor.Test6()
Debug.LogError("断线重连");
CSGameCenter.Networker:Disconnect();
GameCenter.ReconnectSystem:Reconnect();
end
function TestToolEditor.ReadConfigInfo(cfgName)
Debug.Log("开始读取配置文件:" .. cfgName);
local _data = DataConfig[cfgName]
local str="";
if _data then
local _dict = Dictionary:New(_data._ColumnNameIndexs_);
_dict:SortValue(function (a,b)
return a < b
end)
_dict:Foreach(function (k,_)
str = str .. tostring(k).. ",";
end)
str = str .. "\n";
_data:Foreach(function (x,v)
_dict:Foreach(function(key,_)
str = str .. tostring(v[key]).. ",";
end)
str = str .. "\n";
end)
else
Debug.LogError("没有找到对应的配置表:" .. cfgName);
end
--把内容写到文件中去.
local file = io.open("d:\\" .. cfgName .. ".csv","w+");
io.output(file)
io.write(string.char(0xef));
io.write(string.char(0xbb));
io.write(string.char(0xbf));
io.write(str)
file:close();
Debug.Log(Debug.GetTableStr({a=1,b=2,c=3}));
Debug.Log("导出到当前目录(一般与Assets同目录)文件:" .. "d:\\" .. cfgName .. ".csv");
end
return TestToolEditor