临时提交

This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2024-10-17 01:59:25 +08:00
parent 6da2f9e691
commit c85f350e0a
191 changed files with 17326 additions and 17008 deletions
+295 -283
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@@ -0,0 +1,13 @@
using System.Numerics;
using UnityEngine;
namespace HotMain
{
public class HotMain : MonoBehaviour
{
private void Awake()
{
Matrix3x2 matrix3X2 = new Matrix3x2();
}
}
}
+3
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@@ -0,0 +1,3 @@
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timeCreated: 1729095624
+58 -6
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 2
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m_LocalScale: {x: 1, y: 1, z: 1}
@@ -155,7 +156,6 @@ Transform:
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- {fileID: 296179531}
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &67180526
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@@ -193,13 +193,13 @@ Transform:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 296179530}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 67180525}
m_RootOrder: -2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &296179532
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@@ -237,13 +237,13 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1371077985}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
m_Father: {fileID: 67180525}
m_RootOrder: -2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1371077987
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@@ -354,13 +354,57 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1460349557}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 7.316754, y: -5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
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- component: {fileID: 1739013436}
m_Layer: 0
m_Name: HotMain
m_TagString: Untagged
m_Icon: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 18461ba6893b4a8ca33cb88bbfac8765, type: 3}
m_Name:
m_EditorClassIdentifier:
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m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1994723394
GameObject:
@@ -406,11 +450,19 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1994723394}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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SceneRoots:
m_ObjectHideFlags: 0
m_Roots:
- {fileID: 1460349560}
- {fileID: 67180525}
- {fileID: 1994723396}
- {fileID: 1739013437}
@@ -25,8 +25,7 @@ namespace HotMain.SHGame.Procedure
public static readonly string[] HotDllName =
{
"HotSamples.dll",
"GameLauncher.dll",
"GameScripts.dll",
// "GameScripts.dll",
};
public static readonly string[] AotMetaAssemblyFiles =
@@ -9,7 +9,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 6431846330035490337}
- component: {fileID: 3619268780635689341}
- component: {fileID: -1515069072980619319}
m_Layer: 0
m_Name: HotLauncher
m_TagString: Untagged
@@ -32,7 +32,7 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &3619268780635689341
--- !u!114 &-1515069072980619319
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -9,7 +9,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 2646845557578810839}
- component: {fileID: 3370151640881118991}
- component: {fileID: 5586394961982563370}
m_Layer: 0
m_Name: HotGameMain
m_TagString: Untagged
@@ -24,15 +24,15 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4950134704075743259}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &3370151640881118991
--- !u!114 &5586394961982563370
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -1,21 +1,23 @@
using Cysharp.Threading.Tasks;
using HotScripts.GameLauncher.FGui.Scripts;
using HotScripts.GameLauncher.FGui.Scripts.Launcher;
using Launcher;
using SHFrame;
using UnityEngine;
public class HotLauncherMain : MonoBehaviour
namespace HotScripts.GameLauncher
{
private void Start()
public class HotLauncherMain : MonoBehaviour
{
//打开下载页
RunLauncher().Forget();
}
private void Start()
{
//打开下载页
RunLauncher().Forget();
}
private async UniTask RunLauncher()
{
LauncherBinder.BindAll();
await SHFrameModule.UI.Open<LauncherUI>("Launcher", "Launcher");
private async UniTask RunLauncher()
{
LauncherBinder.BindAll();
await SHFrameModule.UI.Open<LauncherUI>("Launcher", "Launcher");
}
}
}
@@ -1,8 +1,7 @@
using HotScripts.GameScripts.FGui;
using HotScripts.GameScripts.Luban;
using Plugins.JNGame.System;
using SHFrame;
using EventDispatcher = Plugins.JNGame.Util.EventDispatcher;
using JNGame.Runtime.System;
using JNGame.Util;
namespace HotScripts.GameScripts
{
@@ -10,7 +9,7 @@ namespace HotScripts.GameScripts
{
//Launcher 事件
public static SHFrame.EventDispatcher EventLauncher => EventUtil.Dispatcher;
public static SHFrame.EventDispatcher EventLauncher => SHFrame.EventUtil.Dispatcher;
//App 事件
public static EventDispatcher Event = new EventDispatcher();
@@ -3,9 +3,9 @@ using System.Threading.Tasks;
using Common;
using Cysharp.Threading.Tasks;
using FairyGUI;
using HotScripts.GameLauncher;
// using HotScripts.GameLauncher;
using JNGame.Runtime.System;
using MainUI;
using Plugins.JNGame.System;
using SHFrame;
namespace HotScripts.GameScripts.FGui
@@ -50,7 +50,7 @@ namespace HotScripts.GameScripts.FGui
{
await UniTask.DelayFrame(1);
Log.Debug($"UI 初始化中");
App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSystem,$"UI 初始化中");
// App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSystem,$"UI 初始化中");
BindAll();
BindUI();
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5170e578d823499481b4ab2083ea1e16
timeCreated: 1729070950
@@ -1,7 +1,8 @@
using System;
using HotScripts.GameLauncher;
// using HotScripts.GameLauncher;
using HotScripts.GameScripts.FGui;
using HotScripts.GameScripts.FGui.Scripts;
using JNGame.Runtime;
using JNGame;
using SHFrame;
using UnityEngine;
@@ -19,8 +20,8 @@ namespace HotScripts.GameScripts
//初始化系统
await JNetGame.Instance.Init(App.AllSystem());
//初始化成功
App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSuccess);
// //初始化成功
// App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSuccess);
}
@@ -32,12 +33,12 @@ namespace HotScripts.GameScripts
private void AddListener()
{
App.EventLauncher.AddListener(HotLauncherEvent.GoGameMain,OnGoGameMain);
// App.EventLauncher.AddListener(HotLauncherEvent.GoGameMain,OnGoGameMain);
}
private void RemoveListener()
{
App.EventLauncher.RemoveListener(HotLauncherEvent.GoGameMain,OnGoGameMain);
// App.EventLauncher.RemoveListener(HotLauncherEvent.GoGameMain,OnGoGameMain);
}
private async void OnGoGameMain(EventArgs eventargs)
@@ -1,9 +1,9 @@
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using GameConfig;
using HotScripts.GameLauncher;
// using HotScripts.GameLauncher;
using JNGame.Runtime.System;
using Luban;
using Plugins.JNGame.System;
using SHFrame;
using UnityEngine;
using YooAsset;
@@ -21,7 +21,7 @@ namespace HotScripts.GameScripts.Luban
{
await UniTask.DelayFrame(1);
Log.Debug($"配置文件 初始化中");
App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSystem,$"配置文件 初始化中");
// App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSystem,$"配置文件 初始化中");
_tables = new Tables(LoadByteBuf);
Log.Debug($"配置文件 初始化完成 {Tables.TbGMap.DataList[0].MapName}");
}
@@ -2,6 +2,7 @@
using System.IO;
using System.Collections.Generic;
using System.Linq;
using JNGame.Runtime.Util;
using JNGame.Map;
using Unity.AI.Navigation;
using UnityEngine;
@@ -1,5 +1,5 @@
using System;
using JNGame.Util.Types;
using JNGame.Runtime.Util.Types;
namespace JNGame.Runtime.Entitas
{
@@ -1,9 +1,8 @@
using System;
using Cysharp.Threading.Tasks;
using JNGame.Util;
using Plugins.JNGame.System;
using Cysharp.Threading.Tasks;
using JNGame.Runtime.System;
using JNGame.Runtime.Util;
namespace JNGame
namespace JNGame.Runtime
{
public class JNetGame : SingletonScene<JNetGame>
{
@@ -1,6 +1,6 @@
using System.Collections.Generic;
using JNGame.Math;
using Profiler = JNGame.Util.Profiler;
using Profiler = JNGame.Runtime.Util.Profiler;
namespace JNGame.PathFinding
{
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using JNGame.Runtime.Util;
using JNGame.Math;
using JNGame.Util;
@@ -7,8 +7,6 @@ using DotRecast.Recast.Toolset;
using DotRecast.Recast.Toolset.Builder;
using JNGame.Map.DotRecast.Util;
using JNGame.Math;
using Newtonsoft.Json;
using UnityEngine;
namespace JNGame.Map.DotRecast
{
@@ -3,7 +3,7 @@
//线程库类 虽然不会影响帧同步 但是显示的使用线程库 这里给它改正常
//Interlocked.Increment
using JNGame.Util.NoThread;
using JNGame.Runtime.Util.NoThread;
namespace DotRecast.Core
{
@@ -1,5 +1,5 @@
using System;
using JNGame.Util.NoThread;
using JNGame.Runtime.Util.NoThread;
namespace DotRecast.Core
{
@@ -1,4 +1,4 @@
namespace Plugins.JNGame.Network.Action
namespace JNGame.Network.Action
{
public enum NActionEnum : int
{
@@ -1,7 +1,7 @@
using System;
using Google.Protobuf;
namespace Plugins.JNGame.Network.Entity
namespace JNGame.Network.Entity
{
public class JNetParam
{
@@ -3,12 +3,10 @@ using System.Collections.Generic;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using Google.Protobuf;
using Plugins.JNGame.Network.Entity;
using Plugins.JNGame.Network.Util;
using Plugins.JNGame.System;
using Plugins.JNGame.Util;
using JNGame.Runtime.System;
using JNGame.Util;
namespace Plugins.JNGame.Network.Group
namespace JNGame.Network.Group
{
public class JNClientGroup<T> : SystemBase where T : JNClientBase
{
@@ -4,12 +4,12 @@ using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using Google.Protobuf;
using Plugins.JNGame.Network.Entity;
using Plugins.JNGame.Network.Util;
using Plugins.JNGame.System;
using Plugins.JNGame.Util;
using JNGame.Network.Entity;
using JNGame.Network.Util;
using JNGame.Runtime.System;
using JNGame.Util;
namespace Plugins.JNGame.Network
namespace JNGame.Network
{
/// <summary>
/// 基础客户端网络类
@@ -1,15 +1,10 @@
using System;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Reflection;
using DotRecast.Core.Collections;
using Google.Protobuf;
using Plugins.JNGame.Network.Entity;
using Plugins.JNGame.Network.Util;
using Plugins.JNGame.System;
using Plugins.JNGame.Util;
using JNGame.Runtime.System;
using JNGame.Util;
namespace Plugins.JNGame.Network
namespace JNGame.Network
{
public class JNServerParam
@@ -1,12 +1,12 @@
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using Plugins.JNGame.Network.Util;
using JNGame.Network.Util;
using TouchSocket.Core;
using TouchSocket.Http.WebSockets;
using TouchSocket.Sockets;
using UnityEngine;
namespace Plugins.JNGame.Network
namespace JNGame.Network
{
public abstract class JNSocket : JNClientBase
{
@@ -1,11 +1,9 @@
using System;
using System.Net;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
using Plugins.JNGame.Network.Entity;
using Plugins.JNGame.Network.Util;
using JNGame.Network.Action;
using JNGame.Network.Entity;
using JNGame.Network.Util;
using TouchSocket.Core;
using TouchSocket.Sockets;
using UnityEngine;
@@ -1,15 +1,12 @@

using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using Google.Protobuf;
using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
using Plugins.JNGame.Network.Entity;
using Plugins.JNGame.Network.Util;
using JNGame.Network.Action;
using JNGame.Network.Entity;
using JNGame.Network.Util;
using TouchSocket.Core;
using TouchSocket.Sockets;
using UnityEngine;
@@ -1,11 +1,10 @@
using System;
using System.Linq;
using System.Reflection;
using Google.Protobuf;
using Plugins.JNGame.Network.Entity;
using Plugins.JNGame.Util;
using JNGame.Network.Entity;
using JNGame.Runtime.Util;
namespace Plugins.JNGame.Network.Util
namespace JNGame.Network.Util
{
// 网络数据工具类 [请求Id*4,处理Id*4,...参数数据*N]
public static class NDataUtil
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using JNGame.Runtime.Sync;
using JNGame.Sync.Frame.Service;
using JNGame.Sync.System.View;
using UnityEngine;
@@ -1,4 +1,5 @@
using JNGame.Sync.Entity;
using JNGame.Runtime.Sync;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame;
using UnityEngine;
@@ -1,4 +1,5 @@
using System;
using JNGame.Runtime.Sync;
using JNGame.Sync.Frame;
using UnityEngine;
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using DotRecast.Core.Collections;
using JNGame.Math;
using JNGame.Runtime.Util;
using JNGame.Sync.State.Tile;
using UnityEngine;
@@ -1,8 +1,8 @@
using JNGame.Runtime.Entitas;
using JNGame.Sync.Frame.Entity.Component.Components;
using JNGame.Util.Types;
using System;
using Entitas;
using JNGame.Runtime.Util.Types;
namespace JNGame.Sync.Frame.Entity.Components
{
@@ -2,6 +2,7 @@
using System.Collections.Generic;
using DotRecast.Core.Collections;
using Entitas;
using JNGame.Runtime.Sync;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity.Component.Components;
using JNGame.Sync.Frame.Entity.Components;
@@ -1,5 +1,6 @@
using System;
using Entitas;
using JNGame.Runtime.Sync;
using JNGame.Sync.Frame.Entity;
namespace JNGame.Sync.Entity
@@ -1,6 +1,6 @@
using Entitas;
namespace JNGame.Sync
namespace JNGame.Runtime.Sync
{
public abstract class JNBaseSystem : ISystem
{
@@ -1,18 +1,14 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Entitas;
using JNGame.Runtime.Util;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity;
using JNGame.Sync.Frame.Service;
using JNGame.Sync.System;
using JNGame.Sync.System.View;
using JNGame.Util;
using UnityEngine;
namespace JNGame.Sync.Frame
namespace JNGame.Runtime.Sync
{
public abstract class JNSyncDefaultService : JNSyncService
{
@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
namespace JNGame.Sync
namespace JNGame.Runtime.Sync
{
public abstract class JNSyncService : Feature
{
@@ -1,5 +1,4 @@
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Collections.Generic;
using DotRecast.Core.Collections;
using UnityEngine;
using NotImplementedException = System.NotImplementedException;
@@ -5,7 +5,6 @@ using DotRecast.Core.Collections;
using JNGame.Math;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System.Data
{
@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using Google.Protobuf;
using JNGame.Util.Types;
using JNGame.Runtime.Util.Types;
using Newtonsoft.Json;
namespace JNGame.Sync.System.View
@@ -1,7 +1,7 @@
using System;
using JNGame.Runtime.Util;
using JNGame.Math;
using JNGame.Sync.System;
using Plugins.JNGame.Util;
namespace JNGame.Sync.Frame.Service
{
@@ -1,6 +1,5 @@
using Entitas;
using JNGame.Runtime.Sync;
using JNGame.Sync.Entity;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System
{
@@ -1,7 +1,6 @@
using System.Collections.Concurrent;
using System.Linq;
using JNGame.Sync.Frame.Service;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System
{
@@ -1,5 +1,4 @@
using JNGame.Sync.Frame.Service;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System
{
@@ -1,5 +1,4 @@
using Entitas;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System
{
@@ -1,7 +1,4 @@
using System;
using System.Collections.Generic;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity;
using System.Collections.Generic;
using JNGame.Sync.System;
using UnityEngine;
@@ -1,7 +1,7 @@
using Cysharp.Threading.Tasks;
using Entitas;
namespace Plugins.JNGame.Runtime.System
namespace JNGame.Runtime.System
{
public class JNSystemLoad : ISystem
{
@@ -1,7 +1,6 @@
using Cysharp.Threading.Tasks;
using System.Threading.Tasks;
namespace Plugins.JNGame.System
namespace JNGame.Runtime.System
{
public abstract class SystemBase
{
@@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using JNGame.Util;
using JNGame.Runtime.Util;
using UnityEngine;
namespace Plugins.JNGame.Util
namespace JNGame.Util
{
/// <summary>
/// 静态事件分发器
@@ -2,10 +2,9 @@ using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Networking;
namespace Plugins.JNGame.Util
namespace JNGame.Runtime.Util
{
public class JAPIConfig{
@@ -1,6 +1,6 @@
using Newtonsoft.Json;
namespace JNGame.Util {
namespace JNGame.Runtime.Util {
public static class JsonUtil {
public static string ToJson(object obj){
return JsonConvert.SerializeObject(obj);
@@ -1,9 +1,8 @@

using System;
using System;
using System.Net.Sockets;
using System.Threading.Tasks;
namespace JNGame.Util
namespace JNGame.Runtime.Util
{
public class NetTool
{
@@ -1,4 +1,4 @@
namespace JNGame.Util.NoThread
namespace JNGame.Runtime.Util.NoThread
{
public class Interlocked
{
@@ -1,12 +1,12 @@
using System;
using UnityEngine;
namespace JNGame.Util
namespace JNGame.Runtime.Util
{
public class Profiler
{
[System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
// [System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
public static void BeginSample(string tag)
{
#if UNITY_5_3_OR_NEWER
@@ -14,7 +14,7 @@ namespace JNGame.Util
#endif
}
[System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
// [System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
public static void EndSample()
{
#if UNITY_5_3_OR_NEWER
@@ -1,11 +0,0 @@
namespace Plugins.JNGame.Util
{
//Proto工具
public class ProtoUtil
{
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 37c91935ad854ee1a4b199391df35004
timeCreated: 1706006228
@@ -1,8 +1,7 @@
using System;
using JNGame.Math;
using UnityEngine;
namespace Plugins.JNGame.Util
namespace JNGame.Runtime.Util
{
public static class RandomUtil
{
@@ -1,4 +1,4 @@
namespace Plugins.JNGame.Util
namespace JNGame.Runtime.Util
{
public abstract class SingletonUtil<T> where T : Singleton<T>,new() {
@@ -1,93 +1,97 @@
using System;
using UnityEngine;
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
///
/// As a note, this is made as MonoBehaviour because we need Coroutines.
/// </summary>
public class SingletonScene<T> : MonoBehaviour where T : MonoBehaviour
namespace JNGame.Runtime.Util
{
private static T _instance;
private static object _lock = new object();
public static T Instance
/// <summary>
/// Be aware this will not prevent a non singleton constructor
/// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
///
/// As a note, this is made as MonoBehaviour because we need Coroutines.
/// </summary>
public class SingletonScene<T> : MonoBehaviour where T : MonoBehaviour
{
get
private static T _instance;
private static object _lock = new object();
public static T Instance
{
if (applicationIsQuitting)
get
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
if (applicationIsQuitting)
{
try
{
_instance = (T)FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singleton = new GameObject();
_instance = singleton.AddComponent<T>();
singleton.name = "(singleton) " + typeof(T).ToString();
DontDestroyOnLoad(singleton);
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created with DontDestroyOnLoad.");
}
else
{
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
}
}
catch (Exception e)
{
Debug.LogError(e.Message);
}
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
return _instance;
lock (_lock)
{
if (_instance == null)
{
try
{
_instance = (T)FindObjectOfType(typeof(T));
if (FindObjectsOfType(typeof(T)).Length > 1)
{
Debug.LogError("[Singleton] Something went really wrong " +
" - there should never be more than 1 singleton!" +
" Reopening the scene might fix it.");
return _instance;
}
if (_instance == null)
{
GameObject singleton = new GameObject();
_instance = singleton.AddComponent<T>();
singleton.name = "(singleton) " + typeof(T).ToString();
DontDestroyOnLoad(singleton);
Debug.Log("[Singleton] An instance of " + typeof(T) +
" is needed in the scene, so '" + singleton +
"' was created with DontDestroyOnLoad.");
}
else
{
Debug.Log("[Singleton] Using instance already created: " +
_instance.gameObject.name);
}
}
catch (Exception e)
{
Debug.LogError(e.Message);
}
}
return _instance;
}
}
}
}
private static bool applicationIsQuitting = false;
private static bool applicationIsQuitting = false;
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
public void OnDestroy()
{
applicationIsQuitting = true;
OnDispose();
}
protected virtual void OnDispose()
{
/// <summary>
/// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary>
public void OnDestroy()
{
applicationIsQuitting = true;
OnDispose();
}
protected virtual void OnDispose()
{
}
}
}
@@ -1,208 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
namespace JNGame.Util
{
/// <summary>
/// 单例接口。
/// </summary>
public interface ISingleton
{
void Active();
void Release();
}
/// <summary>
/// 单例管理器(统一化持久和释放)。
/// </summary>
public static class SingletonManager
{
private static List<ISingleton> _singletonList;
private static Dictionary<string, GameObject> _gameObjects;
private static GameObject _root;
public static GameObject Root
{
get
{
if (_root == null)
{
_root = GameObject.Find("[SingletonManager]");
if (_root == null)
{
_root = new GameObject("[SingletonManager]")
{
transform =
{
position = Vector3.zero
}
};
}
UnityEngine.Object.DontDestroyOnLoad(_root);
}
return _root;
}
}
public static void Retain(ISingleton go)
{
if (_singletonList == null)
{
_singletonList = new List<ISingleton>();
}
_singletonList.Add(go);
}
public static void Retain(GameObject go)
{
if (_gameObjects == null)
{
_gameObjects = new Dictionary<string, GameObject>();
}
if (!_gameObjects.ContainsKey(go.name))
{
_gameObjects.Add(go.name, go);
if (Application.isPlaying)
{
UnityEngine.Object.DontDestroyOnLoad(go);
}
}
}
public static void Release(GameObject go)
{
if (_gameObjects != null && _gameObjects.ContainsKey(go.name))
{
_gameObjects.Remove(go.name);
UnityEngine.Object.Destroy(go);
}
}
public static void Release(ISingleton go)
{
if (_singletonList != null && _singletonList.Contains(go))
{
_singletonList.Remove(go);
}
}
public static void Release()
{
if (_gameObjects != null)
{
foreach (var item in _gameObjects)
{
Object.Destroy(item.Value);
}
_gameObjects.Clear();
}
if (_singletonList != null)
{
for (int i = 0; i < _singletonList.Count; ++i)
{
_singletonList[i].Release();
}
_singletonList.Clear();
}
Resources.UnloadUnusedAssets();
}
public static GameObject GetGameObject(string name)
{
GameObject go = null;
if (_gameObjects != null)
{
_gameObjects.TryGetValue(name, out go);
}
return go;
}
internal static bool ContainsKey(string name)
{
if (_gameObjects != null)
{
return _gameObjects.ContainsKey(name);
}
return false;
}
internal static ISingleton GetSingleton(string name)
{
for (int i = 0; i < _singletonList.Count; ++i)
{
if (_singletonList[i].ToString() == name)
{
return _singletonList[i];
}
}
return null;
}
/// <summary>
/// 释放所有单例。
/// </summary>
public static void ReStart()
{
Release();
}
}
/// <summary>
/// 全局单例对象(非线程安全)。
/// </summary>
/// <typeparam name="T">泛型T。</typeparam>
public abstract class TSingleton<T> : ISingleton where T : TSingleton<T>, new()
{
private static T _instance;
public static T Instance
{
get
{
if (null == _instance)
{
_instance = new T();
_instance.Init();
SingletonManager.Retain(_instance);
}
return _instance;
}
}
public static bool IsValid => _instance != null;
protected TSingleton()
{
}
protected virtual void Init()
{
}
public virtual void Active()
{
}
public virtual void Release()
{
if (_instance != null)
{
SingletonManager.Release(_instance);
_instance = null;
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0f5742a6d574437b86898a1d984862fb
timeCreated: 1722414939
@@ -2,7 +2,7 @@
using System.Linq;
using UnityEngine;
namespace JNGame.Util
namespace JNGame.Runtime.Util
{
public delegate void TimerCallback();
@@ -1,9 +1,8 @@
using System;
using System.IO;
using System.Net.Sockets;
using System.Runtime.Serialization.Formatters.Binary;
namespace Plugins.JNGame.Util
namespace JNGame.Runtime.Util
{
public class ToUtil
{
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using System.Linq;
namespace JNGame.Util.Types
namespace JNGame.Runtime.Util.Types
{
public class KeyValue<TKey, TValue>
{
@@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace JNGame.Util
namespace JNGame.Runtime.Util
{
/// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher
/// <summary>
@@ -1,6 +1,6 @@
using System;
namespace Game.Plugins.JNGame.Util
namespace JNGame.Runtime.Util
{
public class UseUtil
{
@@ -5,11 +5,8 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
// {{ AOT assemblies
public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string>
{
"JNGame.dll",
"Luban.Runtime.dll",
"SHFrame.dll",
"UniTask.dll",
"YooAsset.dll",
"mscorlib.dll",
};
// }}
@@ -18,222 +15,20 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
// }}
// {{ AOT generic types
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HotLauncherMain.<RunLauncher>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<HotLauncherMain.<RunLauncher>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>
// Cysharp.Threading.Tasks.ITaskPoolNode<object>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// Cysharp.Threading.Tasks.IUniTaskSource<System.ValueTuple<byte,byte>>
// Cysharp.Threading.Tasks.IUniTaskSource<byte>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<System.ValueTuple<byte,byte>>
// Cysharp.Threading.Tasks.UniTask.Awaiter<byte>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<System.ValueTuple<byte,byte>>
// Cysharp.Threading.Tasks.UniTask.IsCanceledSource<byte>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<System.ValueTuple<byte,byte>>
// Cysharp.Threading.Tasks.UniTask.MemoizeSource<byte>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// Cysharp.Threading.Tasks.UniTask<System.ValueTuple<byte,byte>>
// Cysharp.Threading.Tasks.UniTask<byte>
// Cysharp.Threading.Tasks.UniTaskCompletionSourceCore<Cysharp.Threading.Tasks.AsyncUnit>
// SingletonScene<object>
// System.Action<object,object>
// System.Action<object>
// System.Collections.Generic.ArraySortHelper<object>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.Collections.Generic.Comparer<System.ValueTuple<byte,byte>>
// System.Collections.Generic.Comparer<byte>
// System.Collections.Generic.Comparer<object>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.Collections.Generic.ComparisonComparer<System.ValueTuple<byte,byte>>
// System.Collections.Generic.ComparisonComparer<byte>
// System.Collections.Generic.ComparisonComparer<object>
// System.Collections.Generic.Dictionary.Enumerator<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.Dictionary.Enumerator<int,object>
// System.Collections.Generic.Dictionary.Enumerator<object,object>
// System.Collections.Generic.Dictionary.KeyCollection.Enumerator<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.Dictionary.KeyCollection.Enumerator<int,object>
// System.Collections.Generic.Dictionary.KeyCollection.Enumerator<object,object>
// System.Collections.Generic.Dictionary.KeyCollection<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.Dictionary.KeyCollection<int,object>
// System.Collections.Generic.Dictionary.KeyCollection<object,object>
// System.Collections.Generic.Dictionary.ValueCollection.Enumerator<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.Dictionary.ValueCollection.Enumerator<int,object>
// System.Collections.Generic.Dictionary.ValueCollection.Enumerator<object,object>
// System.Collections.Generic.Dictionary.ValueCollection<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.Dictionary.ValueCollection<int,object>
// System.Collections.Generic.Dictionary.ValueCollection<object,object>
// System.Collections.Generic.Dictionary<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.Dictionary<int,object>
// System.Collections.Generic.Dictionary<object,object>
// System.Collections.Generic.EqualityComparer<HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.Collections.Generic.EqualityComparer<System.ValueTuple<byte,byte>>
// System.Collections.Generic.EqualityComparer<byte>
// System.Collections.Generic.EqualityComparer<int>
// System.Collections.Generic.EqualityComparer<object>
// System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<int,HotScripts.GameScripts.FGui.UIConfigStruct>>
// System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<int,object>>
// System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<object,object>>
// System.Collections.Generic.ICollection<object>
// System.Collections.Generic.IComparer<object>
// System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<int,HotScripts.GameScripts.FGui.UIConfigStruct>>
// System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<int,object>>
// System.Collections.Generic.IEnumerable<System.Collections.Generic.KeyValuePair<object,object>>
// System.Collections.Generic.IEnumerable<int>
// System.Collections.Generic.IEnumerable<object>
// System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<int,HotScripts.GameScripts.FGui.UIConfigStruct>>
// System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<int,object>>
// System.Collections.Generic.IEnumerator<System.Collections.Generic.KeyValuePair<object,object>>
// System.Collections.Generic.IEnumerator<int>
// System.Collections.Generic.IEnumerator<object>
// System.Collections.Generic.IEqualityComparer<int>
// System.Collections.Generic.IEqualityComparer<object>
// System.Collections.Generic.IList<object>
// System.Collections.Generic.KeyValuePair<int,HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.KeyValuePair<int,object>
// System.Collections.Generic.KeyValuePair<object,object>
// System.Collections.Generic.List.Enumerator<object>
// System.Collections.Generic.List<object>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.Collections.Generic.ObjectComparer<System.ValueTuple<byte,byte>>
// System.Collections.Generic.ObjectComparer<byte>
// System.Collections.Generic.ObjectComparer<object>
// System.Collections.Generic.ObjectEqualityComparer<HotScripts.GameScripts.FGui.UIConfigStruct>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.Collections.Generic.ObjectEqualityComparer<System.ValueTuple<byte,byte>>
// System.Collections.Generic.ObjectEqualityComparer<byte>
// System.Collections.Generic.ObjectEqualityComparer<int>
// System.Collections.Generic.ObjectEqualityComparer<object>
// System.Collections.ObjectModel.ReadOnlyCollection<object>
// System.Comparison<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.Comparison<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.Comparison<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.Comparison<System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.Comparison<System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.Comparison<System.ValueTuple<byte,byte>>
// System.Comparison<byte>
// System.Comparison<object>
// System.Func<System.Threading.Tasks.VoidTaskResult>
// System.Func<int>
// System.Func<object,System.Threading.Tasks.VoidTaskResult>
// System.Func<object,object,object>
// System.Func<object,object>
// System.Predicate<object>
// System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable.ConfiguredTaskAwaiter<System.Threading.Tasks.VoidTaskResult>
// System.Runtime.CompilerServices.ConfiguredTaskAwaitable<System.Threading.Tasks.VoidTaskResult>
// System.Runtime.CompilerServices.TaskAwaiter<System.Threading.Tasks.VoidTaskResult>
// System.Threading.Tasks.ContinuationTaskFromResultTask<System.Threading.Tasks.VoidTaskResult>
// System.Threading.Tasks.Task<System.Threading.Tasks.VoidTaskResult>
// System.Threading.Tasks.TaskFactory.<>c__DisplayClass35_0<System.Threading.Tasks.VoidTaskResult>
// System.Threading.Tasks.TaskFactory<System.Threading.Tasks.VoidTaskResult>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>>
// System.ValueTuple<byte,System.ValueTuple<byte,System.ValueTuple<byte,byte>>>
// System.ValueTuple<byte,System.ValueTuple<byte,byte>>
// System.ValueTuple<byte,byte>
// }}
public void RefMethods()
{
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotLauncherMain.<RunLauncher>d__1>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotLauncherMain.<RunLauncher>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<HotLauncherMain.<RunLauncher>d__1>(HotLauncherMain.<RunLauncher>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>>(HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>(HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1&)
// System.Void Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start<SHFrame.UIModule.<Open>d__15<object>>(SHFrame.UIModule.<Open>d__15<object>&)
// string Luban.StringUtil.CollectionToString<int>(System.Collections.Generic.IEnumerable<int>)
// string Luban.StringUtil.CollectionToString<object>(System.Collections.Generic.IEnumerable<object>)
// Cysharp.Threading.Tasks.UniTask SHFrame.UIModule.Open<object>(string,string,FairyGUI.GComponent,object[])
// object[] System.Array.Empty<object>()
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.Luban.LubanManager.<OnInit>d__3>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.Luban.LubanManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<byte>,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3>(Cysharp.Threading.Tasks.UniTask.Awaiter<byte>&,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.Luban.LubanManager.<OnInit>d__3>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.Luban.LubanManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder<System.Threading.Tasks.VoidTaskResult>.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter<byte>,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3>(Cysharp.Threading.Tasks.UniTask.Awaiter<byte>&,HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3>(HotScripts.GameScripts.FGui.FGuiManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start<HotScripts.GameScripts.Luban.LubanManager.<OnInit>d__3>(HotScripts.GameScripts.Luban.LubanManager.<OnInit>d__3&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.HotGameMain.<Awake>d__0>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.HotGameMain.<Awake>d__0&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompleted<Cysharp.Threading.Tasks.UniTask.Awaiter,HotScripts.GameScripts.HotGameMain.<OnGoGameMain>d__4>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameScripts.HotGameMain.<OnGoGameMain>d__4&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<HotScripts.GameScripts.HotGameMain.<Awake>d__0>(HotScripts.GameScripts.HotGameMain.<Awake>d__0&)
// System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start<HotScripts.GameScripts.HotGameMain.<OnGoGameMain>d__4>(HotScripts.GameScripts.HotGameMain.<OnGoGameMain>d__4&)
// YooAsset.AssetHandle YooAsset.ResourcePackage.LoadAssetSync<object>(string)
// YooAsset.AssetHandle YooAsset.YooAssets.LoadAssetSync<object>(string)
// string string.Join<int>(string,System.Collections.Generic.IEnumerable<int>)
// string string.Join<object>(string,System.Collections.Generic.IEnumerable<object>)
// string string.JoinCore<int>(System.Char*,int,System.Collections.Generic.IEnumerable<int>)
// string string.JoinCore<object>(System.Char*,int,System.Collections.Generic.IEnumerable<object>)
}
}
+268 -17
View File
@@ -1,5 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<linker>
<assembly fullname="DesperateDevs.Caching">
<type fullname="DesperateDevs.Caching.ObjectPool`1" preserve="all" />
</assembly>
<assembly fullname="DesperateDevs.Reflection">
<type fullname="DesperateDevs.Reflection.PublicMemberInfoExtension" preserve="all" />
</assembly>
<assembly fullname="FairyGUI.Runtime">
<type fullname="FairyGUI.Controller" preserve="all" />
<type fullname="FairyGUI.EventCallback1" preserve="all" />
@@ -9,103 +15,348 @@
<type fullname="FairyGUI.GComponent" preserve="all" />
<type fullname="FairyGUI.GObject" preserve="all" />
<type fullname="FairyGUI.GProgressBar" preserve="all" />
<type fullname="FairyGUI.GRoot" preserve="all" />
<type fullname="FairyGUI.GTextField" preserve="all" />
<type fullname="FairyGUI.UIObjectFactory" preserve="all" />
<type fullname="FairyGUI.UIPackage" preserve="all" />
<type fullname="FairyGUI.Utils.XML" preserve="all" />
</assembly>
<assembly fullname="Google.Protobuf">
<type fullname="Google.Protobuf.ByteString" preserve="all" />
<type fullname="Google.Protobuf.CodedInputStream" preserve="all" />
<type fullname="Google.Protobuf.CodedOutputStream" preserve="all" />
<type fullname="Google.Protobuf.Collections.MapField`2" preserve="all" />
<type fullname="Google.Protobuf.Collections.MapField`2/Codec" preserve="all" />
<type fullname="Google.Protobuf.Collections.RepeatedField`1" preserve="all" />
<type fullname="Google.Protobuf.Extension" preserve="all" />
<type fullname="Google.Protobuf.FieldCodec" preserve="all" />
<type fullname="Google.Protobuf.FieldCodec`1" preserve="all" />
<type fullname="Google.Protobuf.IBufferMessage" preserve="all" />
<type fullname="Google.Protobuf.IDeepCloneable`1" preserve="all" />
<type fullname="Google.Protobuf.IMessage" preserve="all" />
<type fullname="Google.Protobuf.IMessage`1" preserve="all" />
<type fullname="Google.Protobuf.JsonFormatter" preserve="all" />
<type fullname="Google.Protobuf.MessageExtensions" preserve="all" />
<type fullname="Google.Protobuf.MessageParser" preserve="all" />
<type fullname="Google.Protobuf.MessageParser`1" preserve="all" />
<type fullname="Google.Protobuf.ParseContext" preserve="all" />
<type fullname="Google.Protobuf.ProtoPreconditions" preserve="all" />
<type fullname="Google.Protobuf.Reflection.FileDescriptor" preserve="all" />
<type fullname="Google.Protobuf.Reflection.GeneratedClrTypeInfo" preserve="all" />
<type fullname="Google.Protobuf.Reflection.MessageDescriptor" preserve="all" />
<type fullname="Google.Protobuf.UnknownFieldSet" preserve="all" />
<type fullname="Google.Protobuf.WriteContext" preserve="all" />
</assembly>
<assembly fullname="HotMain">
<type fullname="HotMain.HotMainEvent" preserve="all" />
<type fullname="HotMain.SHGame.Procedure.ProcedureInitializePackage" preserve="all" />
</assembly>
<assembly fullname="JNGame">
<type fullname="JNGame.JNetGame" preserve="all" />
<type fullname="Plugins.JNGame.System.SystemBase" preserve="all" />
<type fullname="Plugins.JNGame.Util.EventDispatcher" preserve="all" />
<type fullname="SingletonScene`1" preserve="all" />
</assembly>
<assembly fullname="Luban.Runtime">
<type fullname="Luban.BeanBase" preserve="all" />
<type fullname="Luban.ByteBuf" preserve="all" />
<type fullname="Luban.StringUtil" preserve="all" />
<assembly fullname="Newtonsoft.Json">
<type fullname="Newtonsoft.Json.JsonConvert" preserve="all" />
<type fullname="Newtonsoft.Json.JsonIgnoreAttribute" preserve="all" />
<type fullname="Newtonsoft.Json.JsonPropertyAttribute" preserve="all" />
<type fullname="Newtonsoft.Json.NullValueHandling" preserve="all" />
</assembly>
<assembly fullname="SHFrame">
<type fullname="SHFrame.EventArgs" preserve="all" />
<type fullname="SHFrame.EventDispatcher" preserve="all" />
<type fullname="SHFrame.EventListener" preserve="all" />
<type fullname="SHFrame.EventListener/EventHandler" preserve="all" />
<type fullname="SHFrame.EventUtil" preserve="all" />
<type fullname="SHFrame.Log" preserve="all" />
<type fullname="SHFrame.SHFrameModule" preserve="all" />
<type fullname="SHFrame.UIBase" preserve="all" />
<type fullname="SHFrame.UIModule" preserve="all" />
</assembly>
<assembly fullname="System">
<type fullname="System.CodeDom.Compiler.GeneratedCodeAttribute" preserve="all" />
<type fullname="System.Collections.Concurrent.BlockingCollection`1" preserve="all" />
<type fullname="System.Collections.Generic.ISet`1" preserve="all" />
<type fullname="System.Collections.Generic.LinkedListNode`1" preserve="all" />
<type fullname="System.Collections.Generic.LinkedList`1" preserve="all" />
<type fullname="System.Collections.Generic.Queue`1" preserve="all" />
<type fullname="System.Collections.Generic.Stack`1" preserve="all" />
<type fullname="System.ComponentModel.EditorBrowsableAttribute" preserve="all" />
<type fullname="System.ComponentModel.EditorBrowsableState" preserve="all" />
<type fullname="System.Diagnostics.Process" preserve="all" />
<type fullname="System.Diagnostics.ProcessStartInfo" preserve="all" />
<type fullname="System.Diagnostics.Stopwatch" preserve="all" />
<type fullname="System.Net.Sockets.Socket" preserve="all" />
<type fullname="System.Net.Sockets.SocketFlags" preserve="all" />
<type fullname="System.Text.RegularExpressions.Capture" preserve="all" />
<type fullname="System.Text.RegularExpressions.Group" preserve="all" />
<type fullname="System.Text.RegularExpressions.GroupCollection" preserve="all" />
<type fullname="System.Text.RegularExpressions.Match" preserve="all" />
<type fullname="System.Text.RegularExpressions.Regex" preserve="all" />
</assembly>
<assembly fullname="System.Core">
<type fullname="System.Collections.Generic.HashSet`1" preserve="all" />
<type fullname="System.Collections.Generic.HashSet`1/Enumerator" preserve="all" />
<type fullname="System.Linq.Enumerable" preserve="all" />
<type fullname="System.Linq.IOrderedEnumerable`1" preserve="all" />
</assembly>
<assembly fullname="System.IO.Compression">
<type fullname="System.IO.Compression.ZipArchive" preserve="all" />
<type fullname="System.IO.Compression.ZipArchiveEntry" preserve="all" />
</assembly>
<assembly fullname="System.Numerics.Vectors">
<type fullname="System.Numerics.Vector" preserve="all" />
<type fullname="System.Numerics.Vector`1" preserve="all" />
</assembly>
<assembly fullname="TouchSocket">
<type fullname="TouchSocket.Sockets.ByteBlockEventArgs" preserve="all" />
<type fullname="TouchSocket.Sockets.CloseObjectExtension" preserve="all" />
<type fullname="TouchSocket.Sockets.ConnectObjectExtension" preserve="all" />
<type fullname="TouchSocket.Sockets.ConnectedEventArgs" preserve="all" />
<type fullname="TouchSocket.Sockets.ConnectedEventHandler`1" preserve="all" />
<type fullname="TouchSocket.Sockets.ConnectingEventArgs" preserve="all" />
<type fullname="TouchSocket.Sockets.ConnectingEventHandler`1" preserve="all" />
<type fullname="TouchSocket.Sockets.DisconnectEventArgs" preserve="all" />
<type fullname="TouchSocket.Sockets.DisconnectEventHandler`1" preserve="all" />
<type fullname="TouchSocket.Sockets.IConnectObject" preserve="all" />
<type fullname="TouchSocket.Sockets.IPHost" preserve="all" />
<type fullname="TouchSocket.Sockets.ITcpClient" preserve="all" />
<type fullname="TouchSocket.Sockets.ITcpClientBase" preserve="all" />
<type fullname="TouchSocket.Sockets.ReceivedDataEventArgs" preserve="all" />
<type fullname="TouchSocket.Sockets.ReceivedEventHandler`1" preserve="all" />
<type fullname="TouchSocket.Sockets.ReconnectionPlugin`1" preserve="all" />
<type fullname="TouchSocket.Sockets.SenderExtension" preserve="all" />
<type fullname="TouchSocket.Sockets.ServiceBase" preserve="all" />
<type fullname="TouchSocket.Sockets.ServiceExtension" preserve="all" />
<type fullname="TouchSocket.Sockets.SocketClient" preserve="all" />
<type fullname="TouchSocket.Sockets.SocketPluginManagerExtension" preserve="all" />
<type fullname="TouchSocket.Sockets.TcpClient" preserve="all" />
<type fullname="TouchSocket.Sockets.TcpClientBase" preserve="all" />
<type fullname="TouchSocket.Sockets.TcpService" preserve="all" />
<type fullname="TouchSocket.Sockets.TcpService`1" preserve="all" />
<type fullname="TouchSocket.Sockets.TouchSocketConfigExtension" preserve="all" />
</assembly>
<assembly fullname="TouchSocket.Core">
<type fullname="TouchSocket.Core.ByteBlock" preserve="all" />
<type fullname="TouchSocket.Core.DisposableObject" preserve="all" />
<type fullname="TouchSocket.Core.FixedHeaderPackageAdapter" preserve="all" />
<type fullname="TouchSocket.Core.IPluginManager" preserve="all" />
<type fullname="TouchSocket.Core.IRegistrator" preserve="all" />
<type fullname="TouchSocket.Core.LoggerContainerExtension" preserve="all" />
<type fullname="TouchSocket.Core.SetupConfigObject" preserve="all" />
<type fullname="TouchSocket.Core.SingleStreamDataHandlingAdapter" preserve="all" />
<type fullname="TouchSocket.Core.TouchSocketConfig" preserve="all" />
<type fullname="TouchSocket.Core.TouchSocketCoreConfigExtension" preserve="all" />
</assembly>
<assembly fullname="TouchSocket.Http">
<type fullname="TouchSocket.Http.WebSockets.WSDataFrame" preserve="all" />
<type fullname="TouchSocket.Http.WebSockets.WSDataFrameEventArgs" preserve="all" />
<type fullname="TouchSocket.Http.WebSockets.WSDataFrameEventHandler`1" preserve="all" />
<type fullname="TouchSocket.Http.WebSockets.WSDataType" preserve="all" />
<type fullname="TouchSocket.Http.WebSockets.WebSocketClient" preserve="all" />
<type fullname="TouchSocket.Http.WebSockets.WebSocketClientBase" preserve="all" />
</assembly>
<assembly fullname="UniTask">
<type fullname="Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.PlayerLoopTiming" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask/Awaiter" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTaskCompletionSource`1" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTaskExtensions" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask`1" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UniTask`1/Awaiter" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UnityAsyncExtensions" preserve="all" />
<type fullname="Cysharp.Threading.Tasks.UnityAsyncExtensions/UnityWebRequestAsyncOperationAwaiter" preserve="all" />
</assembly>
<assembly fullname="Unity.AI.Navigation">
<type fullname="Unity.AI.Navigation.NavMeshSurface" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.AIModule">
<type fullname="UnityEngine.AI.NavMesh" preserve="all" />
<type fullname="UnityEngine.AI.NavMeshTriangulation" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.CoreModule">
<type fullname="UnityEngine.Application" preserve="all" />
<type fullname="UnityEngine.Color" preserve="all" />
<type fullname="UnityEngine.CombineInstance" preserve="all" />
<type fullname="UnityEngine.Component" preserve="all" />
<type fullname="UnityEngine.Coroutine" preserve="all" />
<type fullname="UnityEngine.Debug" preserve="all" />
<type fullname="UnityEngine.ExecuteInEditMode" preserve="all" />
<type fullname="UnityEngine.GameObject" preserve="all" />
<type fullname="UnityEngine.Gizmos" preserve="all" />
<type fullname="UnityEngine.HideFlags" preserve="all" />
<type fullname="UnityEngine.LayerMask" preserve="all" />
<type fullname="UnityEngine.Matrix4x4" preserve="all" />
<type fullname="UnityEngine.Mesh" preserve="all" />
<type fullname="UnityEngine.MeshFilter" preserve="all" />
<type fullname="UnityEngine.MonoBehaviour" preserve="all" />
<type fullname="UnityEngine.Object" preserve="all" />
<type fullname="UnityEngine.TextAsset" preserve="all" />
<type fullname="UnityEngine.Rect" preserve="all" />
<type fullname="UnityEngine.Time" preserve="all" />
<type fullname="UnityEngine.Transform" preserve="all" />
<type fullname="UnityEngine.Vector2" preserve="all" />
<type fullname="UnityEngine.Vector2Int" preserve="all" />
<type fullname="UnityEngine.Vector3" preserve="all" />
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using AppGame.Systems;
using AppGame.Systems.CServer;
using Plugins.JNGame.System;
using Plugins.JNGame.Util;
using JNGame.Runtime.System;
using JNGame.Runtime.Util;
using JNGame.Util;
using Service;
namespace AppGame
@@ -2,6 +2,7 @@ using AppGame;
using AppGame.Sync;
using Cinemachine;
using Game.Input;
using JNGame.Runtime;
using JNGame;
using JNGame.Sync.Debuger;
using UnityEngine;
@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using Plugins.JNGame.Util;
using JNGame.Runtime.Util;
namespace AppGame
{
@@ -1,4 +1,4 @@
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
namespace AppGame
{
@@ -12,7 +12,7 @@ using JNGame.Sync.Entity;
using JNGame.Sync.Frame;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
using UnityEngine;
namespace AppGame.Sync
@@ -11,7 +11,7 @@ using JNGame.Sync.Entity;
using JNGame.Sync.State;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
namespace AppGame.Sync
{
@@ -7,12 +7,13 @@ using DotRecast.Core.Collections;
using Game.Input;
using Game.JNGFrame.View;
using Game.JNGState.Logic.Data;
using JNGame.Runtime.Util;
using JNGame.Math;
using JNGame.Sync.State.Tile;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using JNGame.Util;
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
using UnityEngine;
namespace AppGame.Sync
@@ -11,12 +11,13 @@ using Game.JNGFrame.View;
using Game.JNGState.Logic.Data;
using Game.Logic.System.Logic;
using Game.Logic.System.Usual;
using JNGame.Runtime.Util;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using JNGame.Util;
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
using UnityEngine;
namespace AppGame.Sync
@@ -12,12 +12,13 @@ using Game.JNGState.Logic.Data;
using Game.Logic.System;
using Game.Logic.System.Logic;
using Game.Logic.System.Usual;
using JNGame.Runtime.Util;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using JNGame.Util;
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
using UnityEngine;
namespace AppGame.Sync
@@ -4,8 +4,8 @@ using AppGame.Systems.CServer;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using JNGame.Network;
using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
using JNGame.Network;
using JNGame.Network.Action;
namespace AppGame.Systems
{
@@ -1,5 +1,5 @@
using System.Threading.Tasks;
using Plugins.JNGame.Network.Group;
using JNGame.Network.Group;
namespace AppGame.Systems
{
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using JNGame.Network;
using Plugins.JNGame.Network;
using JNGame.Network;
namespace AppGame.Systems.CServer
{
@@ -9,8 +9,8 @@ using Google.Protobuf;
using JNGame.Network;
using JNGame.Sync.State.Tile;
using JNGame.Sync.System.Data;
using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
using JNGame.Network;
using JNGame.Network.Action;
namespace AppGame.Systems.CServer
{
@@ -3,7 +3,7 @@ using AppGame.Systems.CServer;
using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections;
using JNGame.Network;
using Plugins.JNGame.Network.Action;
using JNGame.Network.Action;
namespace AppGame.Systems
{
@@ -1,11 +1,12 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using AppGame.Sync;
using JNGame.Runtime.Sync;
using JNGame.Runtime.System;
using JNGame.Sync.Frame;
using JNGame.Sync.State;
using JNGame.Sync.System.Data;
using JNGame.Sync.System.View;
using Plugins.JNGame.System;
namespace AppGame.Systems
{
@@ -3,8 +3,8 @@ using System.Threading.Tasks;
using AppGame;
using AppGame.Sync;
using Cysharp.Threading.Tasks;
using Plugins.JNGame.Network;
using Plugins.JNGame.Network.Action;
using JNGame.Network;
using JNGame.Network.Action;
public class JNGSocket : JNSocket
{
@@ -3,12 +3,12 @@ using System.Collections.Generic;
using AppGame;
using AppGame.Systems.CServer;
using Google.Protobuf;
using JNGame.Runtime.Util;
using JNGame.Math;
using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System;
using JNGame.Sync.System.Data;
using Plugins.JNGame.Network.Action;
using Plugins.JNGame.Util;
using JNGame.Network.Action;
using TouchSocket.Core;
namespace Game.JNGState.Logic.Data
@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using JNGame.Runtime.Util.Types;
using JNGame.Sync.System.View;
using JNGame.Util.Types;
namespace Game.Input
{

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