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升级到2018并改为单机版本

develop
曹衍涛 4 years ago
parent
commit
92d2cba8c2
  1. 531
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  20. 728
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  21. 728
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  27. BIN
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  29. 2
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  30. 4
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  41. 2
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  44. BIN
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14
Assets/Models/Disasters/OilScripts/OilParticleControl.cs

@ -117,13 +117,13 @@ public class OilParticleControl : MonoBehaviour
//方形发射器大小
private void BoxShapContron()
{
if (shap.box.x < BoxMax.x)
shap.box = new Vector3(shap.box.x + Time.deltaTime * BoxSpeed.x, shap.box.y, shap.box.z);
if (shap.box.y < BoxMax.y)
shap.box = new Vector3(shap.box.x, shap.box.y + Time.deltaTime * BoxSpeed.y, shap.box.z);
if (shap.box.z < BoxMax.z)
shap.box = new Vector3(shap.box.x, shap.box.y, shap.box.z + Time.deltaTime * BoxSpeed.z);
if (shap.box.x >= BoxMax.x && shap.box.y >= BoxMax.y && shap.box.z >= BoxMax.z)
if (shap.scale.x < BoxMax.x)
shap.scale = new Vector3(shap.scale.x + Time.deltaTime * BoxSpeed.x, shap.scale.y, shap.scale.z);
if (shap.scale.y < BoxMax.y)
shap.scale = new Vector3(shap.scale.x, shap.scale.y + Time.deltaTime * BoxSpeed.y, shap.scale.z);
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shap.scale = new Vector3(shap.scale.x, shap.scale.y, shap.scale.z + Time.deltaTime * BoxSpeed.z);
if (shap.scale.x >= BoxMax.x && shap.scale.y >= BoxMax.y && shap.scale.z >= BoxMax.z)
CancelInvoke("BoxShapContron");
}
}

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100002: Bip01
@ -175,10 +173,103 @@ ModelImporter:
13700028: pPipe1 2
13700030: XiaoFangYuan_Body
13700032: XiaoFangYuan_Hat
2186277476908879412: ImportLogs
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fileIDToRecycleName:
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400000: //RootNode
@ -11,26 +9,39 @@ ModelImporter:
3300000: //RootNode
4300000: Cylinder001
4300002: Plane001
2186277476908879412: ImportLogs
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12
Assets/ReplayUIManager.cs

@ -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.

6
Assets/Scripts/DisasterList/AddDisaster.cs

@ -27,10 +27,10 @@ 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)
{

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
}
}

28
Assets/Scripts/DisasterList/EditDisaster.cs

@ -32,23 +32,23 @@ 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 = "";
}
}

8
Assets/Scripts/DisasterList/PagesController.cs

@ -32,16 +32,16 @@ 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)
{

256
Assets/Scripts/DisasterList/UpdateManager.cs

@ -21,7 +21,7 @@ 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
@ -47,8 +47,8 @@ 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
// downLoadFileVersion();//单机版注释
versionUpdateOnCompleted();//联机版取消注释
}
public void Edit(DisasterInfo info)
{
@ -56,8 +56,8 @@ public class UpdateManager : MonoBehaviour {
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
@ -67,23 +67,23 @@ public class UpdateManager : MonoBehaviour {
state = UpdateState.View;
DisasterManager.disaster = selectedMsg;
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 +116,13 @@ 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 +131,17 @@ 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 +150,10 @@ 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 +163,70 @@ 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 +246,7 @@ 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 +255,19 @@ 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 +277,27 @@ 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

@ -18,8 +18,8 @@ public class DisasterManager : MonoBehaviour
private void Awake()
{
//updateFlag = false;
editorRight = true;//单机版
//editorRight = true;//联机版
//editorRight = true;//单机版
editorRight = true;//联机版
}
private void Start()
{

2
Assets/Scripts/UIScripts/EditorRight.cs

@ -20,7 +20,7 @@ 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);
}

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Assets/Sky/Textures/MoonRenderTexture.renderTexture

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ProjectSettings/GraphicsSettings.asset

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ProjectSettings/PresetManager.asset

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ProjectSettings/ProjectSettings.asset

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2
ProjectSettings/ProjectVersion.txt

@ -1 +1 @@
m_EditorVersion: 5.6.5p3
m_EditorVersion: 2018.4.0f1

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ProjectSettings/TagManager.asset

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ProjectSettings/UnityConnectSettings.asset

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ProjectSettings/VFXManager.asset

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