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