- 完善设置面板的具体功能,全局性的设置项已经可以发挥作用了
- 调整部分项目结构和AB包设置,打包测试设置面板的功能
This commit is contained in:
+2
-15
@@ -1,17 +1,4 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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// 此文件由工具自动生成,请勿直接修改。
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// 生成时间:2021-06-16 21:54:35.591
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//------------------------------------------------------------
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using GameFramework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Text;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@@ -21,7 +8,7 @@ namespace DataTable
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/// <summary>
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/// 音乐配置表。
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/// </summary>
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public class DRMusic : DataRowBase
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public class DRBGM : DataRowBase
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{
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private int m_Id = 0;
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+2
-5
@@ -1,7 +1,4 @@
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using GameFramework;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Text;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@@ -11,7 +8,7 @@ namespace DataTable
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/// <summary>
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/// 声音配置表。
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/// </summary>
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public class DRUISound : DataRowBase
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public class DRSE : DataRowBase
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{
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private int m_Id = 0;
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@@ -1,127 +0,0 @@
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using System.IO;
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using System.Text;
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using UnityGameFramework.Runtime;
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namespace DataTable
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{
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/// <summary>
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/// 声音配置表。
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/// </summary>
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public class DRSound : DataRowBase
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{
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private int m_Id = 0;
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/// <summary>
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/// 获取声音编号。
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/// </summary>
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public override int Id
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{
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get
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{
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return m_Id;
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}
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}
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/// <summary>
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/// 获取资源名称。
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/// </summary>
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public string AssetName
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取优先级(默认0,128最高,-128最低)。
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/// </summary>
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public int Priority
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取是否循环。
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/// </summary>
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public bool Loop
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取音量(0~1)。
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/// </summary>
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public float Volume
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取声音空间混合量(0为2D,1为3D,中间值混合效果)。
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/// </summary>
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public float SpatialBlend
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取声音最大距离。
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/// </summary>
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public float MaxDistance
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{
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get;
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private set;
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}
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public override bool ParseDataRow(string dataRowString, object userData)
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{
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string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
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for (int i = 0; i < columnStrings.Length; i++)
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{
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columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
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}
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int index = 0;
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index++;
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m_Id = int.Parse(columnStrings[index++]);
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index++;
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AssetName = columnStrings[index++];
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Priority = int.Parse(columnStrings[index++]);
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Loop = bool.Parse(columnStrings[index++]);
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Volume = float.Parse(columnStrings[index++]);
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SpatialBlend = float.Parse(columnStrings[index++]);
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MaxDistance = float.Parse(columnStrings[index++]);
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GeneratePropertyArray();
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return true;
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}
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public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
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{
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using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
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{
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using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
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{
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m_Id = binaryReader.Read7BitEncodedInt32();
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AssetName = binaryReader.ReadString();
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Priority = binaryReader.Read7BitEncodedInt32();
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Loop = binaryReader.ReadBoolean();
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Volume = binaryReader.ReadSingle();
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SpatialBlend = binaryReader.ReadSingle();
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MaxDistance = binaryReader.ReadSingle();
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}
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}
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GeneratePropertyArray();
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return true;
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}
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private void GeneratePropertyArray()
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{
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: fc0abcc42a26c844d91d422da22eb94d
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timeCreated: 1528026147
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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