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shujianhe
tuseGameColor
Commits
aa0acd55
Commit
aa0acd55
authored
Aug 22, 2023
by
JiangWanZhi
Browse files
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Plain Diff
解压文件出来的地方改个位置
parent
a0171998
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Showing
3 changed files
with
41 additions
and
99 deletions
+41
-99
gameSceneLogic.cs
Assets/scripts/Views/gameScene/gameSceneLogic.cs
+21
-21
GroupListManager.cs
Assets/scripts/Views/maingame/GroupListManager.cs
+0
-1
mainGameView.cs
Assets/scripts/common/mainGameView.cs
+20
-77
No files found.
Assets/scripts/Views/gameScene/gameSceneLogic.cs
View file @
aa0acd55
...
...
@@ -523,22 +523,25 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
if
(
utilsTools
.
IsWin
==
true
)
zpath
=
zpath
.
Replace
(
"/"
,
"\\"
);
gameScenUser
.
createWorkDirectory
();
string
outPath
=
GameScenUserInfo
.
getAllRoot
();
if
(
utilsTools
.
IsWin
==
true
)
{
outPath
=
outPath
.
Replace
(
"/"
,
"\\"
);
}
if
(
utilsTools
.
IsExistIO
(
gameScenUser
.
getColorImgLocalPath
())
==
false
)
string
outPath
=
Application
.
persistentDataPath
+
$"/Test_MyPic/
{
gameScenUser
.
id
}
"
;
//GameScenUserInfo.getAllRoot(); //这里记得后面Test_MyPic改成MyPic
if
(!
Directory
.
Exists
(
outPath
))
//没有这个路径说明是第一次下载解压的
{
Directory
.
CreateDirectory
(
outPath
);
if
(
utilsTools
.
IsWin
==
true
)
{
outPath
=
outPath
.
Replace
(
"/"
,
"\\"
);
}
utilsTools
.
setGDataByKey
(
"beginUnZip"
,
utilsTools
.
getTotalMillisecond
());
ZipUtility
.
UnzipFile
(
zpath
,
outPath
,
"tuse"
+
gameScenUser
.
id
);
utilsTools
.
setGDataByKey
(
"endUnZip"
,
utilsTools
.
getTotalMillisecond
());
}
utilsTools
.
setGDataByKey
(
EventName
.
DataName
.
Data_nowSelectUseData
,
gameScenUser
);
string
lineImg
=
gameScenUser
.
getLineImgLocalPath
();
utilsTools
.
setGDataByKey
(
"downGaoQing"
,
utilsTools
.
getTotalMillisecond
());
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingChange
,
0.3f
);
//解压完成,或者原先本地就有了,开始加载本地文件,这儿给个0.3f
gameShowView
.
GetComponent
<
mainGameView
>().
loadGameImgId
();
}
...
...
@@ -592,11 +595,14 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
{
if
(
isOk
)
{
utilsTools
.
addTimer_Update
(
gameObject
,
"unZipNext"
,
(
String
_
)
=>{
utilsTools
.
setGDataByKey
(
"downZipEnd"
,
utilsTools
.
getTotalMillisecond
());
onZipFileHandler
(
gameScenUser
);
return
false
;
});
//utilsTools.addTimer_Update(gameObject, "unZipNext", (String _) =>{
// utilsTools.setGDataByKey("downZipEnd", utilsTools.getTotalMillisecond());
// onZipFileHandler(gameScenUser);
// return false;
//});
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingChange
,
0.2f
);
//下载完成,这儿给个0.2f
onZipFileHandler
(
gameScenUser
);
}
}));
}
...
...
@@ -608,12 +614,9 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
}
IEnumerator
LoadAndBytesUnzipWithWeb
(
string
url
,
string
exportPath
,
NotifyBoolParam
back
)
{
Debug
.
Log
(
"exportPath : "
+
exportPath
);
using
(
UnityWebRequest
uwr
=
UnityWebRequest
.
Get
(
url
))
{
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingChange
,
0.2f
);
//开始下载,进度条这儿给个0.1
yield
return
uwr
.
SendWebRequest
();
if
(
uwr
.
isHttpError
==
true
||
uwr
.
isNetworkError
==
true
)
{
...
...
@@ -625,9 +628,6 @@ public class gameSceneLogic : MonoBehaviour, IEventHandler
var
data
=
uwr
.
downloadHandler
.
data
;
File
.
WriteAllBytes
(
exportPath
,
data
);
back
(
true
);
// 酌情使用即可
//File.Delete(zipPath);
//Directory.Delete(exportPath, true);
}
}
}
...
...
Assets/scripts/Views/maingame/GroupListManager.cs
View file @
aa0acd55
...
...
@@ -7,7 +7,6 @@ using UnityEngine.UI;
using
System.Linq
;
using
DG.Tweening
;
using
TMPro
;
using
UnityEditor.ShaderGraph
;
public
class
GroupListManager
:
MonoBehaviour
{
...
...
Assets/scripts/common/mainGameView.cs
View file @
aa0acd55
...
...
@@ -777,7 +777,6 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
}
public
virtual
bool
loadGameImgId
(
GameScenUserInfo
gameUserInfo
)
{
Debug
.
Log
(
$"11111 加载图片
{
gameUserInfo
.
id
}
"
);
string
linePath
=
gameUserInfo
.
getLineImgLocalPath
();
string
colorPath
=
gameUserInfo
.
getColorImgLocalPath
();
string
jsonPath
=
gameUserInfo
.
getJsonLocalPath
();
...
...
@@ -801,29 +800,21 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
utilsTools
.
setGDataByKey
(
"loadBinBegin"
,
utilsTools
.
getTotalMillisecond
());
TaskManages
.
getInstance
().
insertTask
(
this
,
(
System
.
Object
[]
_
)
=>
{
string
binpath
=
colorPath
.
Substring
(
0
,
linePath
.
Length
-
4
)
+
".bin"
;
if
(
utilsTools
.
IsWin
==
true
)
{
binpath
=
binpath
.
Replace
(
"/"
,
"\\"
);
}
//
string binpath = colorPath.Substring(0, linePath.Length - 4) + ".bin";
//
if (utilsTools.IsWin == true)
//
{
//
binpath = binpath.Replace("/", "\\");
//
}
Byte
[]
bytes
=
System
.
IO
.
File
.
ReadAllBytes
(
binpath
);
bytesInitDigitMatrix
(
bytes
);
//
Byte[] bytes = System.IO.File.ReadAllBytes(binpath);
//
bytesInitDigitMatrix(bytes);
Debug
.
Log
(
"bin初始化完成--------------"
);
});
//utilsTools.setGDataByKey("loadBinEnd", utilsTools.getTotalMillisecond());
//utilsTools.setGDataByKey("downJson", utilsTools.getTotalMillisecond());
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingChange
);
//开始加载本地文件
string
dicpath
=
Application
.
persistentDataPath
+
$"/MyPic/
{
gameUserInfo
.
id
}
"
;
CurPicName
=
gameUserInfo
.
id
;
Debug
.
Log
(
$"11111 本地位置
{
dicpath
}
"
);
if
(!
Directory
.
Exists
(
dicpath
))
{
Directory
.
CreateDirectory
(
dicpath
);
}
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingChange
);
//loadFileInfo(gameUserInfo.json, jsonPath, 3, gameUserInfo.id);
////utilsTools.setGDataByKey("loadGaoQing", utilsTools.getTotalMillisecond());
...
...
@@ -1769,7 +1760,6 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
public
void
StartGame
()
{
Debug
.
Log
(
"11111 StartGame"
);
GameMgr
obj
=
Resources
.
Load
<
GameMgr
>(
"perfabs/GameMgr"
);
GameMgr
item
=
Instantiate
<
GameMgr
>(
obj
);
...
...
@@ -1778,7 +1768,6 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
item
.
transform
.
localRotation
=
Quaternion
.
Euler
(
0
,
0
,
0
);
item
.
transform
.
localScale
=
Vector3
.
one
;
EventDispatcher
.
Dispatch
(
EventName
.
Event
.
Event_LoadingChange
);
//开始初始化
string
path
=
Application
.
persistentDataPath
+
$"/MyPic/
{
CurPicName
}
/"
;
StartCoroutine
(
LoadPic
(
path
,
$"
{
CurPicName
}
"
,
item
));
...
...
@@ -1786,14 +1775,13 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
IEnumerator
LoadPic
(
string
dirpath
,
string
name
,
GameMgr
item
)
{
Texture2D
png
=
null
;
Sprite
jpg
=
null
;
Texture2D
png
=
null
;
Sprite
jpg
=
null
;
Texture2D
jpg_texture
=
null
;
string
pngpath
=
dirpath
+
$"
{
name
}
_png.png"
;
string
jpgpath
=
dirpath
+
$"
{
name
}
_jpg.jpg"
;
string
loadpath
=
""
;
Debug
.
Log
(
$"11111 金加载图片"
);
bool
localflag
=
false
;
if
(
File
.
Exists
(
pngpath
))
//有保存过图片
{
...
...
@@ -1813,7 +1801,10 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
}
else
{
png
=
Resources
.
Load
<
Texture2D
>(
"cc2D9Z2w9k0evqUiCQ/png"
);
string
path
=
Application
.
streamingAssetsPath
+
"/cc2D9Z2w9k0evqUiCQ/cc2D9Z2w9k0evqUiCQ_png.png"
;
WWW
www
=
new
WWW
(
path
);
yield
return
www
;
png
=
www
.
texture
;
}
...
...
@@ -1835,87 +1826,57 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
}
else
{
jpg_texture
=
Resources
.
Load
<
Texture2D
>(
"cc2D9Z2w9k0evqUiCQ/jpg"
)
;
//jpg = Sprite.Create(jpg_texture, new Rect(0, 0, jpg_texture.width, jpg_texture.height), new Vector2(0.5f, 0.5f))
;
string
path
=
Application
.
streamingAssetsPath
+
"/cc2D9Z2w9k0evqUiCQ/cc2D9Z2w9k0evqUiCQ_jpg.jpg"
;
WWW
www
=
new
WWW
(
path
);
yield
return
www
;
jpg_texture
=
www
.
texture
;
}
string
binlocalpath
=
Application
.
persistentDataPath
+
$"/MyPic/
{
name
}
/
{
name
}
_json.bin"
;
Debug
.
Log
(
$"11111 不在
{
binlocalpath
}
"
);
ResJsonData
jsondata
=
null
;
if
(!
File
.
Exists
(
binlocalpath
))
{
Debug
.
Log
(
$"11111 0000"
);
string
path
=
Application
.
streamingAssetsPath
+
"/cc2D9Z2w9k0evqUiCQ/cc2D9Z2w9k0evqUiCQ_json.bin"
;
Debug
.
Log
(
$"11111 -----"
);
//#if UNITY_ANDROID
// path = "file://" + path;
//#endif
WWW
www
=
new
WWW
(
path
);
Debug
.
Log
(
$"11111
{
path
}
"
);
while
(!
www
.
isDone
)
{
}
Debug
.
Log
(
$"11111 222"
);
MemoryStream
stream
=
new
MemoryStream
(
www
.
bytes
);
//二进制反序列化
Debug
.
Log
(
$"11111 3333"
);
BinaryFormatter
bf
=
new
BinaryFormatter
();
Debug
.
Log
(
$"11111 444"
);
jsondata
=
(
ResJsonData
)
bf
.
Deserialize
(
stream
);
Debug
.
Log
(
$"11111 555
{
jsondata
.
allPos
.
Count
}
"
);
}
else
{
Debug
.
Log
(
$"11111 在"
);
jsondata
=
getdata
(
"cc2D9Z2w9k0evqUiCQ"
);
}
string
bindynamiclocalpath
=
Application
.
persistentDataPath
+
$"/MyPic/
{
name
}
/
{
name
}
_dynamic.bin"
;
Debug
.
Log
(
$"11111 不在
{
binlocalpath
}
"
);
DynamicData
dynamic
=
null
;
if
(!
File
.
Exists
(
bindynamiclocalpath
))
{
Debug
.
Log
(
$"11111 0000"
);
string
path
=
Application
.
streamingAssetsPath
+
"/cc2D9Z2w9k0evqUiCQ/cc2D9Z2w9k0evqUiCQ_dynamic.bin"
;
Debug
.
Log
(
$"11111 -----"
);
//#if UNITY_ANDROID
// path = "file://" + path;
//#endif
WWW
www
=
new
WWW
(
path
);
Debug
.
Log
(
$"11111
{
path
}
"
);
while
(!
www
.
isDone
)
{
}
Debug
.
Log
(
$"11111 222"
);
MemoryStream
stream
=
new
MemoryStream
(
www
.
bytes
);
//二进制反序列化
Debug
.
Log
(
$"11111 3333"
);
BinaryFormatter
bf
=
new
BinaryFormatter
();
Debug
.
Log
(
$"11111 444"
);
dynamic
=
(
DynamicData
)
bf
.
Deserialize
(
stream
);
Debug
.
Log
(
$"11111 555
{
dynamic
.
step
.
Count
}
"
);
}
else
{
Debug
.
Log
(
$"11111 在"
);
dynamic
=
getdynamicdata
(
"cc2D9Z2w9k0evqUiCQ"
);
}
if
(
localflag
)
//加载本地的到这里就回去了,下面是
第一次
if
(
localflag
)
//加载本地的到这里就回去了,下面是
加载工程;里面的后续跑的
{
Debug
.
Log
(
$"111111 11初始化"
);
item
.
Init
(
"cc2D9Z2w9k0evqUiCQ"
,
png
,
jpg
,
jsondata
,
dynamic
);
yield
break
;
}
Debug
.
Log
(
$"11111 开始保存"
);
SaveManager
.
Instance
.
SaveRes
(
"cc2D9Z2w9k0evqUiCQ"
,
dynamic
,
png
);
SaveManager
.
Instance
.
SaveJPG
(
"cc2D9Z2w9k0evqUiCQ"
,
jpg_texture
);
SaveManager
.
Instance
.
SaveJson
(
"cc2D9Z2w9k0evqUiCQ"
,
jsondata
);
...
...
@@ -1924,15 +1885,9 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
{
yield
return
null
;
}
Debug
.
Log
(
$"11111 保存完成"
);
//UnityWebRequest request = UnityWebRequestTexture.GetTexture(pngpath);
//yield return request.SendWebRequest();
//Debug.Log($"11111 Png图 {pngpath} done {request.isDone} error{request.error}");
//if (request.isDone)
//{
// png = DownloadHandlerTexture.GetContent(request);
//}
//加载本地的
loadpath
=
pngpath
;
#if UNITY_ANDROID
loadpath
=
"file://"
+
pngpath
;
...
...
@@ -1955,19 +1910,7 @@ public class mainGameView : MonoBehaviour //大图的处理、具体的玩法
jpg_texture
=
www_jpg
.
texture
;
jpg
=
Sprite
.
Create
(
jpg_texture
,
new
Rect
(
0
,
0
,
jpg_texture
.
width
,
jpg_texture
.
height
),
new
Vector2
(
0.5f
,
0.5f
));
}
//request = UnityWebRequestTexture.GetTexture(jpgpath);
//yield return request.SendWebRequest();
//Debug.Log($"11111 jpg图 {jpgpath} done {request.isDone} error{request.error}");
//if (request.isDone)
//{
// jpg_texture = DownloadHandlerTexture.GetContent(request);
// jpg = Sprite.Create(jpg_texture, new Rect(0, 0, jpg_texture.width, jpg_texture.height), new Vector2(0.5f, 0.5f));
//}
jsondata
=
getdata
(
"cc2D9Z2w9k0evqUiCQ"
);
Debug
.
Log
(
$"11111 开始初始化
{
jsondata
.
allPos
.
Count
}
"
);
item
.
Init
(
"cc2D9Z2w9k0evqUiCQ"
,
png
,
jpg
,
jsondata
,
dynamic
);
}
...
...
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