Skip to content

Commit

Permalink
第一次提交
Browse files Browse the repository at this point in the history
  • Loading branch information
--ggr committed Dec 20, 2016
0 parents commit 9256222
Show file tree
Hide file tree
Showing 353 changed files with 28,772 additions and 0 deletions.
Binary file added Assets/1.unity
Binary file not shown.
8 changes: 8 additions & 0 deletions Assets/1.unity.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Editor.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

6 changes: 6 additions & 0 deletions Assets/Editor/CrossPlatformInput.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

146 changes: 146 additions & 0 deletions Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,146 @@
using System;
using System.Collections.Generic;
using UnityEditor;

namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
[InitializeOnLoad]
public class CrossPlatformInitialize
{
// Custom compiler defines:
//
// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
// MOBILE_INPUT : denotes that mobile input should be used right now!

static CrossPlatformInitialize()
{
var defines = GetDefinesList(buildTargetGroups[0]);
if (!defines.Contains("CROSS_PLATFORM_INPUT"))
{
SetEnabled("CROSS_PLATFORM_INPUT", true, false);
SetEnabled("MOBILE_INPUT", true, true);
}
}


[MenuItem("Mobile Input/Enable")]
private static void Enable()
{
SetEnabled("MOBILE_INPUT", true, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WP8Player:
case BuildTarget.BlackBerry:
case BuildTarget.PSM:
case BuildTarget.Tizen:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
"OK");
break;

default:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
"OK");
break;
}
}


[MenuItem("Mobile Input/Enable", true)]
private static bool EnableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return !defines.Contains("MOBILE_INPUT");
}


[MenuItem("Mobile Input/Disable")]
private static void Disable()
{
SetEnabled("MOBILE_INPUT", false, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WP8Player:
case BuildTarget.BlackBerry:
EditorUtility.DisplayDialog("Mobile Input",
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
"OK");
break;
}
}


[MenuItem("Mobile Input/Disable", true)]
private static bool DisableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return defines.Contains("MOBILE_INPUT");
}


private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Standalone,
BuildTargetGroup.WebPlayer,
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WP8,
BuildTargetGroup.BlackBerry
};

private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WP8,
BuildTargetGroup.BlackBerry,
BuildTargetGroup.PSM,
BuildTargetGroup.Tizen,
BuildTargetGroup.WSA
};


private static void SetEnabled(string defineName, bool enable, bool mobile)
{
//Debug.Log("setting "+defineName+" to "+enable);
foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
{
var defines = GetDefinesList(group);
if (enable)
{
if (defines.Contains(defineName))
{
return;
}
defines.Add(defineName);
}
else
{
if (!defines.Contains(defineName))
{
return;
}
while (defines.Contains(defineName))
{
defines.Remove(defineName);
}
}
string definesString = string.Join(";", defines.ToArray());
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
}
}


private static List<string> GetDefinesList(BuildTargetGroup group)
{
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Resources.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Resources/Prefabs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Resources/Prefabs/UI.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Binary file added Assets/Resources/Prefabs/UI/Canvas.prefab
Binary file not shown.
8 changes: 8 additions & 0 deletions Assets/Resources/Prefabs/UI/Canvas.prefab.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Binary file added Assets/Resources/Prefabs/UI/TTT.prefab
Binary file not shown.
8 changes: 8 additions & 0 deletions Assets/Resources/Prefabs/UI/TTT.prefab.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Binary file added Assets/Resources/Prefabs/UI/fds.prefab
Binary file not shown.
8 changes: 8 additions & 0 deletions Assets/Resources/Prefabs/UI/fds.prefab.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Binary file added Assets/Resources/Prefabs/UI/sss.prefab
Binary file not shown.
8 changes: 8 additions & 0 deletions Assets/Resources/Prefabs/UI/sss.prefab.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Scripts.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Scripts/Core.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Scripts/Core/Attributes.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

19 changes: 19 additions & 0 deletions Assets/Scripts/Core/Attributes/ModuleAttribute.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,19 @@
using UnityEngine;
using System.Collections;
using System;

/// <summary>
/// 数据模型属性
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class ModuleAttribute : Attribute
{
public string name;
public bool autoRegister;

public ModuleAttribute(string name,bool autoRegister)
{
this.name = name;
this.autoRegister = autoRegister;
}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/Core/Attributes/ModuleAttribute.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

19 changes: 19 additions & 0 deletions Assets/Scripts/Core/Attributes/UpdateAttribute.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,19 @@
using UnityEngine;
using System.Collections;
using System;

/// <summary>
/// 心跳属性
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class UpdateAttribute : Attribute
{
public string name;
public bool autoRegister;

public UpdateAttribute(string name,bool autoRegister)
{
this.name = name;
this.autoRegister = autoRegister;
}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/Core/Attributes/UpdateAttribute.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Scripts/Core/FSMStateMachine.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

9 changes: 9 additions & 0 deletions Assets/Scripts/Core/FSMStateMachine/Actions.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

18 changes: 18 additions & 0 deletions Assets/Scripts/Core/FSMStateMachine/Actions/ActionOpenUI.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
using System;
using UnityEngine;
using FSM;

public class ActionOpenUI : FSMAction
{
public string toOpenUIName;
public bool closeAll;

public ActionOpenUI() { }
public override void OnEnter()
{
UINames openUIName = (UINames)Enum.Parse(typeof(UINames), toOpenUIName);
if (UIManager.Instance.IsOpen(openUIName)) return;
UIManager.Instance.OpenUI(openUIName, closeAll);
base.OnEnter();
}
}
12 changes: 12 additions & 0 deletions Assets/Scripts/Core/FSMStateMachine/Actions/ActionOpenUI.cs.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Loading

0 comments on commit 9256222

Please sign in to comment.