Browse Source

改成单机版本

develop
曹衍涛 4 years ago
parent
commit
0956d207b8
  1. 12
      Assets/Data/1/File/NodeList.xml
  2. 24
      Assets/ReplayUIManager.cs
  3. BIN
      Assets/Scene/MainScene_New.unity
  4. 12
      Assets/Scripts/DisasterList/AddDisaster.cs
  5. 2
      Assets/Scripts/DisasterList/DISASTER_FILES_UPDATE_SYNC.cs
  6. 9
      Assets/Scripts/DisasterList/DisasterInfosManager.cs
  7. 4
      Assets/Scripts/DisasterList/DisasterItem.cs
  8. 36
      Assets/Scripts/DisasterList/EditDisaster.cs
  9. 28
      Assets/Scripts/DisasterList/PagesController.cs
  10. 6
      Assets/Scripts/DisasterList/SaveDisaster.cs
  11. 262
      Assets/Scripts/DisasterList/UpdateManager.cs
  12. 4
      Assets/Scripts/Replay/DisasterManager.cs
  13. 10
      Assets/Scripts/UIScripts/EditorRight.cs
  14. BIN
      Assets/Sky/Materials/azure[Sky].mat
  15. 2
      Assets/StreamingAssets/TianQiSettingData.xml
  16. BIN
      ProjectSettings/ProjectSettings.asset

12
Assets/Data/1/File/NodeList.xml

@ -1,11 +1,15 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<NodeList>
<FirstNode>
<NextID>0</NextID>
<Nodes />
<NextID>1</NextID>
<Nodes>
<Node ID="0" Name="1" />
</Nodes>
</FirstNode>
<SecondNode>
<NextID>0</NextID>
<Nodes />
<NextID>1</NextID>
<Nodes>
<Node ID="0" ParentID="0" Name="1.1" Detail="1.1" />
</Nodes>
</SecondNode>
</NodeList>

24
Assets/ReplayUIManager.cs

@ -6,16 +6,16 @@ using UnityEngine;
public class ReplayUIManager : MonoBehaviour
{
private GameObject rolePanel;
private GameObject roleSelectPanel;
//private GameObject rolePanel;
// private GameObject roleSelectPanel;
private GameObject bottomCenterUI;
private GameObject editorRight;
// private GameObject editorRight;
private void Start()
{
rolePanel = transform.Find("RolePanel").gameObject;
roleSelectPanel = transform.Find("RoleSelectPanel").gameObject;
//rolePanel = transform.Find("RolePanel").gameObject;
//roleSelectPanel = transform.Find("RoleSelectPanel").gameObject;
bottomCenterUI = transform.Find("BottomCenterUI").gameObject;
editorRight = transform.Find("TopUI/EditorRight").gameObject;
//editorRight = transform.Find("TopUI/EditorRight").gameObject;
SetUI();
}
// Use this for initialization
@ -27,16 +27,16 @@ public class ReplayUIManager : MonoBehaviour
{
if (DisasterManager.model == PlayModel.view)
{
rolePanel.SetActive(false);//单机版注释
roleSelectPanel.SetActive(false);//单机版注释
editorRight.SetActive(false);//单机版注释
//rolePanel.SetActive(false);//单机版注释
//roleSelectPanel.SetActive(false);//单机版注释
//editorRight.SetActive(false);//单机版注释
}
else if (DisasterManager.model == PlayModel.editor)
{
rolePanel.SetActive(true);//单机版注释
roleSelectPanel.SetActive(true);//单机版注释
editorRight.SetActive(true);//单机版注释
//rolePanel.SetActive(true);//单机版注释
//roleSelectPanel.SetActive(true);//单机版注释
//editorRight.SetActive(true);//单机版注释
MultiSelectNAV.GetInstance.gameObject.SetActive(true);
}
/*

BIN
Assets/Scene/MainScene_New.unity

Binary file not shown.

12
Assets/Scripts/DisasterList/AddDisaster.cs

@ -10,10 +10,12 @@ using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class AddDisaster : MonoBehaviour {
public class AddDisaster : MonoBehaviour
{
private Button addBtn;
// Use this for initialization
void Start () {
void Start()
{
addBtn = GetComponent<Button>();
addBtn.onClick.AddListener(AddNewDisaster);
}
@ -27,10 +29,10 @@ public class AddDisaster : MonoBehaviour {
DisasterInfo msg = new DisasterInfo();
msg.Name = disasterName;
//向服务端申请新建灾情,成功后调用AddDisasterSucced
NetworkManager.Default.SendAsync("CREATE_DISASTER_INFO_REQUEST", msg);
// NetworkManager.Default.SendAsync("CREATE_DISASTER_INFO_REQUEST", msg);
//单机版
//msg.LastTime = DateTime.Now.ToString();
//DisasterInfosManager.Instance.AddNewDisasterInfo(msg);
msg.LastTime = DateTime.Now.ToString();
DisasterInfosManager.Instance.AddNewDisasterInfo(msg);
}
}

2
Assets/Scripts/DisasterList/DISASTER_FILES_UPDATE_SYNC.cs

@ -31,7 +31,7 @@ public class DISASTER_FILES_UPDATE_SYNC : NetworkMessageBehaviour
}
private void UpdateCurrentDisaster()
{
ResourceLoadWindow.Instance.LoadTipWindow("确认更新?", () => { UpdateManager.Instance.MainSceneUpdateDisaster(); }, null);//单机注释掉
// ResourceLoadWindow.Instance.LoadTipWindow("确认更新?", () => { UpdateManager.Instance.MainSceneUpdateDisaster(); }, null);//单机注释掉
}
private void UpdateCompelete(IMessage obj)
{

9
Assets/Scripts/DisasterList/DisasterInfosManager.cs

@ -5,7 +5,8 @@ using System.IO;
using System.Xml;
using UnityEngine;
public class DisasterInfosManager {
public class DisasterInfosManager
{
private static DisasterInfosManager instance;
public static string path;
public int currentID = -1;
@ -242,7 +243,7 @@ public class DisasterInfosManager {
/// </summary>
/// <param name="uId"></param>
/// <param name="uName"></param>
public void UpdateDisasterInfo(int uId,string uName)
public void UpdateDisasterInfo(int uId, string uName)
{
XmlDocument document = new XmlDocument();
document.Load(path);
@ -251,11 +252,11 @@ public class DisasterInfosManager {
foreach (XmlElement fileNode in nodeList)
{
XmlElement element = (XmlElement)fileNode.GetElementsByTagName("Id")[0];
if(element.InnerText == uId.ToString())
if (element.InnerText == uId.ToString())
{
XmlElement nodeName = (XmlElement)fileNode.GetElementsByTagName("Name")[0];
nodeName.InnerText = uName;
XmlElement nodeTime=(XmlElement)fileNode.GetElementsByTagName("LastTime")[0];
XmlElement nodeTime = (XmlElement)fileNode.GetElementsByTagName("LastTime")[0];
nodeTime.InnerText = DateTime.Now.ToString();
break;
}

4
Assets/Scripts/DisasterList/DisasterItem.cs

@ -59,7 +59,7 @@ public class DisasterItem : MonoBehaviour {
}
private void Delete()
{
ResourceLoadWindow.Instance.LoadTipWindow("是否删除预案?", () => { NetworkManager.Default.SendAsync("DELETE_DISASTER_INFO_SYNC", msg.Id); }, null); //单机版注释
// ResourceLoadWindow.Instance.LoadTipWindow("是否删除预案?", () => { DisasterInfosManager.Instance.DeleteDisasterInfo(msg.Id); }, null);//非单机版打开
//ResourceLoadWindow.Instance.LoadTipWindow("是否删除预案?", () => { NetworkManager.Default.SendAsync("DELETE_DISASTER_INFO_SYNC", msg.Id); }, null); //单机版注释
ResourceLoadWindow.Instance.LoadTipWindow("是否删除预案?", () => { DisasterInfosManager.Instance.DeleteDisasterInfo(msg.Id); }, null);//非单机版打开
}
}

36
Assets/Scripts/DisasterList/EditDisaster.cs

@ -8,17 +8,19 @@ using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class EditDisaster : MonoBehaviour {
public class EditDisaster : MonoBehaviour
{
private Button editBtn;
private string oldName;
// Use this for initialization
void Start () {
void Start()
{
editBtn = GetComponent<Button>();
editBtn.onClick.AddListener(Edit);
}
private void Edit()
{
if(DisasterList.Instance.AnySelected() == false)
if (DisasterList.Instance.AnySelected() == false)
{
ResourceLoadWindow.Instance.LoadTextHintWindow("请选择灾情", 2);
return;
@ -32,23 +34,23 @@ public class EditDisaster : MonoBehaviour {
private void ConfirmNewName(string disasterName)
{
//单机版注释下边ifelse
if (oldName == disasterName) //名字没改
{
//先与服务端比对更新
UpdateManager.Instance.Edit();
}
else //名字已改
{
UpdateManager.Instance.selectedMsg.Name = disasterName;
NetworkManager.Default.SendAsync("UPDATE_DISASTER_INFO_REQUEST", UpdateManager.Instance.selectedMsg);
}
//非单机版解开注释
//if(oldName != disasterName)
//if (oldName == disasterName) //名字没改
//{
// //先与服务端比对更新
// UpdateManager.Instance.Edit();
//}
//else //名字已改
//{
// UpdateManager.Instance.selectedMsg.Name = disasterName;
// DisasterInfosManager.Instance.UpdateDisasterInfo(UpdateManager.Instance.selectedMsg.Id, UpdateManager.Instance.selectedMsg.Name);
// NetworkManager.Default.SendAsync("UPDATE_DISASTER_INFO_REQUEST", UpdateManager.Instance.selectedMsg);
//}
//UpdateManager.Instance.Edit();
//非单机版解开注释
if (oldName != disasterName)
{
UpdateManager.Instance.selectedMsg.Name = disasterName;
DisasterInfosManager.Instance.UpdateDisasterInfo(UpdateManager.Instance.selectedMsg.Id, UpdateManager.Instance.selectedMsg.Name);
}
UpdateManager.Instance.Edit();
oldName = "";
}
}

28
Assets/Scripts/DisasterList/PagesController.cs

@ -4,7 +4,8 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PagesController : MonoBehaviour {
public class PagesController : MonoBehaviour
{
public static PagesController Instance;
public Button pre;
public Button next;
@ -17,13 +18,14 @@ public class PagesController : MonoBehaviour {
private void Awake()
{
Instance = this;
pre.onClick.AddListener(PrePage);//单机版注释
next.onClick.AddListener(NextPage);//单机版注释
//pre.gameObject.SetActive(false);//非单机版解开注释
//next.gameObject.SetActive(false);//非单机版解开注释
//pre.onClick.AddListener(PrePage);//单机版注释
//next.onClick.AddListener(NextPage);//单机版注释
pre.gameObject.SetActive(false);//非单机版解开注释
next.gameObject.SetActive(false);//非单机版解开注释
}
// Use this for initialization
void Start () {
void Start()
{
ApplyForInitPage();
}
public void ApplyForInitPage()
@ -32,21 +34,21 @@ public class PagesController : MonoBehaviour {
//1、向服务端申请获取一共的页数,返回调用GetPageCount()
queryOptions.PageNumber = 1; //申请第一页数据
queryOptions.PageSize = 5; //每页显示5条
NetworkManager.Default.SendAsync("GET_DISASTER_INFOS_REQUEST", queryOptions); //联机版
// DisasterList.Instance.ShowIndexDisasters(DisasterInfosManager.Instance.GetDisasterInfos()); //单机版,获取本地灾情列表
//NetworkManager.Default.SendAsync("GET_DISASTER_INFOS_REQUEST", queryOptions); //联机版
DisasterList.Instance.ShowIndexDisasters(DisasterInfosManager.Instance.GetDisasterInfos()); //单机版,获取本地灾情列表
}
public void ApplyForPage(int number)
{
pageIndex = number;
queryOptions.PageNumber = number; //申请第一页数据
queryOptions.PageSize = 5; //每页显示5条
NetworkManager.Default.SendAsync("GET_DISASTER_INFOS_REQUEST", queryOptions);//单机版注释
//DisasterList.Instance.ShowIndexDisasters(DisasterInfosManager.Instance.GetDisasterInfos()); //单机版,获取本地灾情列表
//NetworkManager.Default.SendAsync("GET_DISASTER_INFOS_REQUEST", queryOptions);//单机版注释
DisasterList.Instance.ShowIndexDisasters(DisasterInfosManager.Instance.GetDisasterInfos()); //单机版,获取本地灾情列表
}
public void GetPageCount(int count)
{
pageCount = count;
for(int j = 0; j < transform.childCount; j++)
for (int j = 0; j < transform.childCount; j++)
{
Destroy(transform.GetChild(j).gameObject);
}
@ -98,7 +100,7 @@ public class PagesController : MonoBehaviour {
}
else //if (pageIndex < 6 && pageCount>9)
{
for(int l = 1; l < 10; l++)
for (int l = 1; l < 10; l++)
{
GameObject indexItem = Instantiate(prefab, transform);
indexItem.GetComponent<PageIndex>().Index = l;
@ -164,7 +166,7 @@ public class PagesController : MonoBehaviour {
{
next.interactable = false;
}
else if(pageIndex == 2)
else if (pageIndex == 2)
{
pre.interactable = true;
}

6
Assets/Scripts/DisasterList/SaveDisaster.cs

@ -84,9 +84,9 @@ public class SaveDisaster : MonoBehaviour
//1.根据当前文件夹内容创建新的xml到curLocalFileXml (保存在Data文件夹)
CreateMD5Tool.Instance.CreateManifestXml(directoryPath, curLocalFileXml);
//2.从服务端下载xml到preLocalFileXml (保存在Temp文件夹)
NetworkManager.Default.DownloadFileAsync(preLocalFileXml, serverFileXml, null, null, OnFileVersionCompleted);
ResourceLoadWindow.Instance.LoadTextHintWindow("保存成功", 0.5f);
//2.从服务端下载xml到preLocalFileXml (保存在Temp文件夹),单机注释
//NetworkManager.Default.DownloadFileAsync(preLocalFileXml, serverFileXml, null, null, OnFileVersionCompleted);
}
private void OnFileVersionCompleted(string preLocalFileXml, string serverFileXml)

262
Assets/Scripts/DisasterList/UpdateManager.cs

@ -8,7 +8,8 @@ using System.Xml;
using UnityEngine;
using UnityEngine.SceneManagement;
public class UpdateManager : MonoBehaviour {
public class UpdateManager : MonoBehaviour
{
private static UpdateManager instance;
public static UpdateManager Instance
{
@ -21,7 +22,7 @@ public class UpdateManager : MonoBehaviour {
private string serverDirectoryPath;//服务端文件存储文件夹
private string localDirectoryPath;//本地文件存储文件夹
private string tempDirectoryPath; //下载下来的配置文件暂存文件夹//单机版注释掉
//private string tempDirectoryPath; //下载下来的配置文件暂存文件夹//单机版注释掉
private string serverFileXml;//服务端文件版本配置
private string localTempXml; //本地临时配置文件路径
private string localFileXml;//本地文件版本配置
@ -47,17 +48,19 @@ public class UpdateManager : MonoBehaviour {
state = UpdateState.Edit;
DisasterManager.disaster = selectedMsg;
initPath();
downLoadFileVersion();//单机版注释
//versionUpdateOnCompleted();//联机版取消注释
DisasterManager.editorRight = true;
// downLoadFileVersion();//单机版注释
versionUpdateOnCompleted();//联机版取消注释
}
public void Edit(DisasterInfo info)
{
selectedMsg = info;
DisasterManager.disaster = selectedMsg;
state = UpdateState.Edit;
initPath();
downLoadFileVersion();//单机版注释
//versionUpdateOnCompleted();
//downLoadFileVersion();//单机版注释
versionUpdateOnCompleted();
}
/// <summary>
/// 进入查看模式 //单机版注释
@ -66,24 +69,25 @@ public class UpdateManager : MonoBehaviour {
{
state = UpdateState.View;
DisasterManager.disaster = selectedMsg;
DisasterManager.editorRight = false;
initPath();
downLoadFileVersion();//单机版注释
//versionUpdateOnCompleted();
//downLoadFileVersion();//单机版注释
versionUpdateOnCompleted();
}
/// <summary>
/// 进入主场景之前先更新 //单机版注释
/// </summary>
private void UpdateBeforeContinue()
{
foreach(string key in delList)
{
File.Delete(localDirectoryPath + key);
}
progressList = new float[fileList.Count];
completedList = new bool[fileList.Count];
UpdateResources();
}
//private void UpdateBeforeContinue()
//{
// foreach(string key in delList)
// {
// File.Delete(localDirectoryPath + key);
// }
// progressList = new float[fileList.Count];
// completedList = new bool[fileList.Count];
// UpdateResources();
//}
/// <summary>
/// 不更新直接进入主场景
/// </summary>
@ -116,13 +120,13 @@ public class UpdateManager : MonoBehaviour {
SceneManager.LoadScene("MainScene_New");
}
//单机版注释掉
public void MainSceneUpdateDisaster()
{
state = UpdateState.MainSceneUpdate;
//先更新
initPath();
downLoadFileVersion();
}
//public void MainSceneUpdateDisaster()
//{
// state = UpdateState.MainSceneUpdate;
// //先更新
// initPath();
// downLoadFileVersion();
//}
/// <summary>
/// 文件路径初始化
/// </summary>
@ -131,17 +135,17 @@ public class UpdateManager : MonoBehaviour {
fileList = new List<string>();
serverDirectoryPath = selectedMsg.Id.ToString() + "/File/"; //服务器相对路径
localDirectoryPath = Application.dataPath + "/Data/" + selectedMsg.Id.ToString() + "/File/"; //本地路径
tempDirectoryPath = Application.dataPath + "/Temp/" + selectedMsg.Id.ToString() + "/"; //本地临时路径 //单机版注释
//tempDirectoryPath = Application.dataPath + "/Temp/" + selectedMsg.Id.ToString() + "/"; //本地临时路径 //单机版注释
//如果本地没有该灾情的文件夹,先创建
if (!Directory.Exists(localDirectoryPath))
{
Directory.CreateDirectory(localDirectoryPath);
}
//如果本地没有临时路径,先创建 //单机版注释
if (!Directory.Exists(tempDirectoryPath))
{
Directory.CreateDirectory(tempDirectoryPath);
}
//if (!Directory.Exists(tempDirectoryPath))
//{
// Directory.CreateDirectory(tempDirectoryPath);
//}
serverFileXml = selectedMsg.Id.ToString() + "/" + selectedMsg.Id.ToString() + ".xml"; //服务器配置文件
localTempXml = Application.dataPath + "/Temp/" + selectedMsg.Id.ToString() + ".xml"; //本地临时配置文件
@ -150,10 +154,10 @@ public class UpdateManager : MonoBehaviour {
/// <summary>
/// 下载最新的文件配置文档 //单机版注释
/// </summary>
private void downLoadFileVersion()
{
NetworkManager.Default.DownloadFileAsync(localTempXml, serverFileXml , null, OnDownloadProgress, OnFileVersionCompleted);
}
//private void downLoadFileVersion()
//{
// NetworkManager.Default.DownloadFileAsync(localTempXml, serverFileXml , null, OnDownloadProgress, OnFileVersionCompleted);
//}
private void OnDownloadProgress(string arg1, string arg2, float progress)
{
@ -163,70 +167,70 @@ public class UpdateManager : MonoBehaviour {
}
}
//单机版注释掉该方法
private void OnFileVersionCompleted(string localTempXml, string serverFileXml)
{
if (!File.Exists(localFileXml))
{
CreateMD5Tool.Instance.CreateManifestXml(localDirectoryPath, localFileXml);
}
//获取本地的HashID
Dictionary<string, string> localHashID = getMainFileVersion(localFileXml);
//获取最新的HashID
Dictionary<string, string> serverHashID = getMainFileVersion(localTempXml);
//private void OnFileVersionCompleted(string localTempXml, string serverFileXml)
//{
// if (!File.Exists(localFileXml))
// {
// CreateMD5Tool.Instance.CreateManifestXml(localDirectoryPath, localFileXml);
// }
// //获取本地的HashID
// Dictionary<string, string> localHashID = getMainFileVersion(localFileXml);
// //获取最新的HashID
// Dictionary<string, string> serverHashID = getMainFileVersion(localTempXml);
foreach (string key in serverHashID.Keys)
{
//1、先判断本地资源列表是否存在,若不存在则属于新资源
if (!localHashID.ContainsKey(key))
{
fileList.Add(key);
}
else
{
//2、再判断HashID是否相等,若不等则属于新资源
string hash = serverHashID[key];
if (localHashID[key] != serverHashID[key])
{
fileList.Add(key);
}
}
}
foreach(string key in localHashID.Keys)
{
//如果本地有但服务端没有,则删除该资源
if (!serverHashID.ContainsKey(key))
{
//File.Delete(localDirectoryPath + key);
delList.Add(key);
}
}
if (fileList.Count > 0 || delList.Count > 0)
{
switch (state)
{
case UpdateState.None:
break;
case UpdateState.Edit:
ResourceLoadWindow.Instance.LoadUpdateTipWindow("本地与服务端内容不一致,是否更新?", UpdateBeforeContinue, ContinueWithoutUpdate);
break;
case UpdateState.View:
ResourceLoadWindow.Instance.LoadUpdateTipWindow("本地与服务端内容不一致,是否更新?", UpdateBeforeContinue, ContinueWithoutUpdate);
break;
case UpdateState.MainSceneUpdate:
UpdateBeforeContinue();
break;
default:
break;
}
}
else
{
//将本地临时配置文件替换原有配置文件
FileMove(localTempXml, localFileXml);
//更新完成
versionUpdateOnCompleted();
}
}
// foreach (string key in serverHashID.Keys)
// {
// //1、先判断本地资源列表是否存在,若不存在则属于新资源
// if (!localHashID.ContainsKey(key))
// {
// fileList.Add(key);
// }
// else
// {
// //2、再判断HashID是否相等,若不等则属于新资源
// string hash = serverHashID[key];
// if (localHashID[key] != serverHashID[key])
// {
// fileList.Add(key);
// }
// }
// }
// foreach(string key in localHashID.Keys)
// {
// //如果本地有但服务端没有,则删除该资源
// if (!serverHashID.ContainsKey(key))
// {
// //File.Delete(localDirectoryPath + key);
// delList.Add(key);
// }
// }
// if (fileList.Count > 0 || delList.Count > 0)
// {
// switch (state)
// {
// case UpdateState.None:
// break;
// case UpdateState.Edit:
// ResourceLoadWindow.Instance.LoadUpdateTipWindow("本地与服务端内容不一致,是否更新?", UpdateBeforeContinue, ContinueWithoutUpdate);
// break;
// case UpdateState.View:
// ResourceLoadWindow.Instance.LoadUpdateTipWindow("本地与服务端内容不一致,是否更新?", UpdateBeforeContinue, ContinueWithoutUpdate);
// break;
// case UpdateState.MainSceneUpdate:
// UpdateBeforeContinue();
// break;
// default:
// break;
// }
// }
// else
// {
// //将本地临时配置文件替换原有配置文件
// FileMove(localTempXml, localFileXml);
// //更新完成
// versionUpdateOnCompleted();
// }
//}
/// <summary>
/// 更新完成
/// </summary>
@ -246,7 +250,7 @@ public class UpdateManager : MonoBehaviour {
break;
case UpdateState.MainSceneUpdate:
Debug.Log("灾情更新完成");
MessageDispatcher.SendMessage("DisasterUpdateCompelete"); //单机版注释
// MessageDispatcher.SendMessage("DisasterUpdateCompelete"); //单机版注释
break;
default:
break;
@ -255,19 +259,19 @@ public class UpdateManager : MonoBehaviour {
/// <summary>
/// 文件下载更新 单机版注释
/// </summary>
private void UpdateResources()
{
updateCount = 0;
for (int i = 0; i < fileList.Count; i++)
{
// Debug.Log("#########################第" + i + "个文件开始下载");
//private void UpdateResources()
//{
// updateCount = 0;
// for (int i = 0; i < fileList.Count; i++)
// {
// // Debug.Log("#########################第" + i + "个文件开始下载");
var fullPath = tempDirectoryPath + fileList[i]; //本地临时路径
var filePath = serverDirectoryPath + fileList[i]; //服务器相对路径
checkDirectory(fullPath);
NetworkManager.Default.DownloadFileAsync(fullPath, filePath, null, OnDownloadProgress, OnCompleted);
}
}
// var fullPath = tempDirectoryPath + fileList[i]; //本地临时路径
// var filePath = serverDirectoryPath + fileList[i]; //服务器相对路径
// checkDirectory(fullPath);
// NetworkManager.Default.DownloadFileAsync(fullPath, filePath, null, OnDownloadProgress, OnCompleted);
// }
//}
private void checkDirectory(string path)
{
string directoryName = Path.GetDirectoryName(path);
@ -277,27 +281,27 @@ public class UpdateManager : MonoBehaviour {
}
}
//单机版注释
private void OnCompleted(string fullname,string filename)
{
updateCount++;
var fileName = filename.Replace(serverDirectoryPath, string.Empty);
var targetFile = localDirectoryPath + fileName;
//将临时文件替换原有文件
FileMove(fullname, targetFile);
//private void OnCompleted(string fullname,string filename)
//{
// updateCount++;
// var fileName = filename.Replace(serverDirectoryPath, string.Empty);
// var targetFile = localDirectoryPath + fileName;
// //将临时文件替换原有文件
// FileMove(fullname, targetFile);
int index = fileList.IndexOf(fileName);
completedList[index] = true;
Debug.Log("*************************第" + index + "个文件下载完成");
// int index = fileList.IndexOf(fileName);
// completedList[index] = true;
// Debug.Log("*************************第" + index + "个文件下载完成");
//所有文件更新完成
if (updateCount == fileList.Count)
{
Directory.Delete(tempDirectoryPath, true);
//将本地临时配置文件替换原有配置文件
FileMove(localTempXml, localFileXml);
versionUpdateOnCompleted();
}
}
// //所有文件更新完成
// if (updateCount == fileList.Count)
// {
// Directory.Delete(tempDirectoryPath, true);
// //将本地临时配置文件替换原有配置文件
// FileMove(localTempXml, localFileXml);
// versionUpdateOnCompleted();
// }
//}
/// <summary>
/// 文件移动
/// </summary>

4
Assets/Scripts/Replay/DisasterManager.cs

@ -18,7 +18,7 @@ public class DisasterManager : MonoBehaviour
private void Awake()
{
//updateFlag = false;
editorRight = true;//单机版
//editorRight = true;//单机版
//editorRight = true;//联机版
}
private void Start()
@ -130,7 +130,7 @@ public class DisasterManager : MonoBehaviour
obj.nodeID = int.Parse(node.GetAttribute("ID"));
obj.nodeName = node.GetAttribute("Name");
obj.nodeDetail = node.GetAttribute("Detail");
obj.ParentID= int.Parse(node.GetAttribute("ParentID"));
obj.ParentID = int.Parse(node.GetAttribute("ParentID"));
secondNodeObjects.Add(obj);
}
}

10
Assets/Scripts/UIScripts/EditorRight.cs

@ -6,11 +6,12 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EditorRight : MonoBehaviour {
public class EditorRight : MonoBehaviour
{
private Toggle toggle;
// Use this for initialization
void Start ()
void Start()
{
toggle = GetComponent<Toggle>();
toggle.onValueChanged.AddListener(SetEditorRight);
@ -20,12 +21,13 @@ public class EditorRight : MonoBehaviour {
{
DisasterManager.editorRight = isOn;
MessageDispatcher.SendMessage("PlayStatusChanged");
NetworkManager.Default.SendAsync("DISASTER_EDITOR_RIGHT_SYNC", new EditorRightStruct { controlRight= isOn , disasterID= DisasterManager.disaster.Id });//单机版注释
//NetworkManager.Default.SendAsync("DISASTER_EDITOR_RIGHT_SYNC", new EditorRightStruct { controlRight= isOn , disasterID= DisasterManager.disaster.Id });//单机版注释
GetComponent<DISASTER_EDITOR_RIGHT_SYNC>().SetInteractable(isOn);
}
// Update is called once per frame
void Update () {
void Update()
{
}
}

BIN
Assets/Sky/Materials/azure[Sky].mat

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2
Assets/StreamingAssets/TianQiSettingData.xml

@ -1 +1 @@
<Root>{"tianqi":0,"wendu":10,"fengli":2,"fengxiang":0,"datetime":11,"neightLast":1,"Hasneight":0}</Root>
<Root>{"tianqi":0,"wendu":10,"fengli":4,"fengxiang":2,"datetime":11,"neightLast":1,"Hasneight":0}</Root>

BIN
ProjectSettings/ProjectSettings.asset

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