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DESKTOP-5RP3AKU\Jisol 2024-10-17 01:59:25 +08:00
parent 6da2f9e691
commit c85f350e0a
191 changed files with 17326 additions and 17008 deletions

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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();
}
}
}

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@ -0,0 +1,3 @@
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@ -25,8 +25,7 @@ namespace HotMain.SHGame.Procedure
public static readonly string[] HotDllName = public static readonly string[] HotDllName =
{ {
"HotSamples.dll", "HotSamples.dll",
"GameLauncher.dll", // "GameScripts.dll",
"GameScripts.dll",
}; };
public static readonly string[] AotMetaAssemblyFiles = public static readonly string[] AotMetaAssemblyFiles =

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@ -9,7 +9,7 @@ GameObject:
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m_Layer: 0 m_Layer: 0
m_Name: HotLauncher m_Name: HotLauncher
m_TagString: Untagged m_TagString: Untagged
@ -32,7 +32,7 @@ Transform:
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@ -9,7 +9,7 @@ GameObject:
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@ -1,21 +1,23 @@
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using HotScripts.GameLauncher.FGui.Scripts;
using HotScripts.GameLauncher.FGui.Scripts.Launcher; using HotScripts.GameLauncher.FGui.Scripts.Launcher;
using Launcher; using Launcher;
using SHFrame; using SHFrame;
using UnityEngine; using UnityEngine;
public class HotLauncherMain : MonoBehaviour namespace HotScripts.GameLauncher
{ {
private void Start() public class HotLauncherMain : MonoBehaviour
{ {
//打开下载页 private void Start()
RunLauncher().Forget(); {
} //打开下载页
RunLauncher().Forget();
}
private async UniTask RunLauncher() private async UniTask RunLauncher()
{ {
LauncherBinder.BindAll(); LauncherBinder.BindAll();
await SHFrameModule.UI.Open<LauncherUI>("Launcher", "Launcher"); await SHFrameModule.UI.Open<LauncherUI>("Launcher", "Launcher");
}
} }
} }

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@ -1,8 +1,7 @@
using HotScripts.GameScripts.FGui; using HotScripts.GameScripts.FGui;
using HotScripts.GameScripts.Luban; using HotScripts.GameScripts.Luban;
using Plugins.JNGame.System; using JNGame.Runtime.System;
using SHFrame; using JNGame.Util;
using EventDispatcher = Plugins.JNGame.Util.EventDispatcher;
namespace HotScripts.GameScripts namespace HotScripts.GameScripts
{ {
@ -10,7 +9,7 @@ namespace HotScripts.GameScripts
{ {
//Launcher 事件 //Launcher 事件
public static SHFrame.EventDispatcher EventLauncher => EventUtil.Dispatcher; public static SHFrame.EventDispatcher EventLauncher => SHFrame.EventUtil.Dispatcher;
//App 事件 //App 事件
public static EventDispatcher Event = new EventDispatcher(); public static EventDispatcher Event = new EventDispatcher();

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@ -3,9 +3,9 @@ using System.Threading.Tasks;
using Common; using Common;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using FairyGUI; using FairyGUI;
using HotScripts.GameLauncher; // using HotScripts.GameLauncher;
using JNGame.Runtime.System;
using MainUI; using MainUI;
using Plugins.JNGame.System;
using SHFrame; using SHFrame;
namespace HotScripts.GameScripts.FGui namespace HotScripts.GameScripts.FGui
@ -50,7 +50,7 @@ namespace HotScripts.GameScripts.FGui
{ {
await UniTask.DelayFrame(1); await UniTask.DelayFrame(1);
Log.Debug($"UI 初始化中"); Log.Debug($"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(); BindAll();
BindUI(); BindUI();

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5170e578d823499481b4ab2083ea1e16
timeCreated: 1729070950

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@ -1,7 +1,8 @@
using System; using System;
using HotScripts.GameLauncher; // using HotScripts.GameLauncher;
using HotScripts.GameScripts.FGui; using HotScripts.GameScripts.FGui;
using HotScripts.GameScripts.FGui.Scripts; using HotScripts.GameScripts.FGui.Scripts;
using JNGame.Runtime;
using JNGame; using JNGame;
using SHFrame; using SHFrame;
using UnityEngine; using UnityEngine;
@ -19,8 +20,8 @@ namespace HotScripts.GameScripts
//初始化系统 //初始化系统
await JNetGame.Instance.Init(App.AllSystem()); await JNetGame.Instance.Init(App.AllSystem());
//初始化成功 // //初始化成功
App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSuccess); // App.EventLauncher.DispatchEvent(HotLauncherEvent.InitSuccess);
} }
@ -32,12 +33,12 @@ namespace HotScripts.GameScripts
private void AddListener() private void AddListener()
{ {
App.EventLauncher.AddListener(HotLauncherEvent.GoGameMain,OnGoGameMain); // App.EventLauncher.AddListener(HotLauncherEvent.GoGameMain,OnGoGameMain);
} }
private void RemoveListener() private void RemoveListener()
{ {
App.EventLauncher.RemoveListener(HotLauncherEvent.GoGameMain,OnGoGameMain); // App.EventLauncher.RemoveListener(HotLauncherEvent.GoGameMain,OnGoGameMain);
} }
private async void OnGoGameMain(EventArgs eventargs) private async void OnGoGameMain(EventArgs eventargs)

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@ -1,9 +1,9 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using GameConfig; using GameConfig;
using HotScripts.GameLauncher; // using HotScripts.GameLauncher;
using JNGame.Runtime.System;
using Luban; using Luban;
using Plugins.JNGame.System;
using SHFrame; using SHFrame;
using UnityEngine; using UnityEngine;
using YooAsset; using YooAsset;
@ -21,7 +21,7 @@ namespace HotScripts.GameScripts.Luban
{ {
await UniTask.DelayFrame(1); await UniTask.DelayFrame(1);
Log.Debug($"配置文件 初始化中"); Log.Debug($"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); _tables = new Tables(LoadByteBuf);
Log.Debug($"配置文件 初始化完成 {Tables.TbGMap.DataList[0].MapName}"); Log.Debug($"配置文件 初始化完成 {Tables.TbGMap.DataList[0].MapName}");
} }

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@ -2,6 +2,7 @@
using System.IO; using System.IO;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using JNGame.Runtime.Util;
using JNGame.Map; using JNGame.Map;
using Unity.AI.Navigation; using Unity.AI.Navigation;
using UnityEngine; using UnityEngine;

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@ -1,5 +1,5 @@
using System; using System;
using JNGame.Util.Types; using JNGame.Runtime.Util.Types;
namespace JNGame.Runtime.Entitas namespace JNGame.Runtime.Entitas
{ {

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@ -1,9 +1,8 @@
using System; using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks; using JNGame.Runtime.System;
using JNGame.Util; using JNGame.Runtime.Util;
using Plugins.JNGame.System;
namespace JNGame namespace JNGame.Runtime
{ {
public class JNetGame : SingletonScene<JNetGame> public class JNetGame : SingletonScene<JNetGame>
{ {

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@ -1,6 +1,6 @@
using System.Collections.Generic; using System.Collections.Generic;
using JNGame.Math; using JNGame.Math;
using Profiler = JNGame.Util.Profiler; using Profiler = JNGame.Runtime.Util.Profiler;
namespace JNGame.PathFinding namespace JNGame.PathFinding
{ {

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@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using JNGame.Runtime.Util;
using JNGame.Math; using JNGame.Math;
using JNGame.Util; using JNGame.Util;

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@ -7,8 +7,6 @@ using DotRecast.Recast.Toolset;
using DotRecast.Recast.Toolset.Builder; using DotRecast.Recast.Toolset.Builder;
using JNGame.Map.DotRecast.Util; using JNGame.Map.DotRecast.Util;
using JNGame.Math; using JNGame.Math;
using Newtonsoft.Json;
using UnityEngine;
namespace JNGame.Map.DotRecast namespace JNGame.Map.DotRecast
{ {

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@ -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 //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 //Interlocked.Increment
using JNGame.Util.NoThread; using JNGame.Runtime.Util.NoThread;
namespace DotRecast.Core namespace DotRecast.Core
{ {

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@ -1,5 +1,5 @@
using System; using System;
using JNGame.Util.NoThread; using JNGame.Runtime.Util.NoThread;
namespace DotRecast.Core namespace DotRecast.Core
{ {

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@ -1,4 +1,4 @@
namespace Plugins.JNGame.Network.Action namespace JNGame.Network.Action
{ {
public enum NActionEnum : int public enum NActionEnum : int
{ {

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@ -1,7 +1,7 @@
using System; using System;
using Google.Protobuf; using Google.Protobuf;
namespace Plugins.JNGame.Network.Entity namespace JNGame.Network.Entity
{ {
public class JNetParam public class JNetParam
{ {

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@ -3,12 +3,10 @@ using System.Collections.Generic;
using System.Threading.Tasks; using System.Threading.Tasks;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Google.Protobuf; using Google.Protobuf;
using Plugins.JNGame.Network.Entity; using JNGame.Runtime.System;
using Plugins.JNGame.Network.Util; using JNGame.Util;
using Plugins.JNGame.System;
using Plugins.JNGame.Util;
namespace Plugins.JNGame.Network.Group namespace JNGame.Network.Group
{ {
public class JNClientGroup<T> : SystemBase where T : JNClientBase public class JNClientGroup<T> : SystemBase where T : JNClientBase
{ {

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@ -4,12 +4,12 @@ using System.Threading.Tasks;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using Google.Protobuf; using Google.Protobuf;
using Plugins.JNGame.Network.Entity; using JNGame.Network.Entity;
using Plugins.JNGame.Network.Util; using JNGame.Network.Util;
using Plugins.JNGame.System; using JNGame.Runtime.System;
using Plugins.JNGame.Util; using JNGame.Util;
namespace Plugins.JNGame.Network namespace JNGame.Network
{ {
/// <summary> /// <summary>
/// 基础客户端网络类 /// 基础客户端网络类

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@ -1,15 +1,10 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Net.Sockets;
using System.Reflection;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using Google.Protobuf; using JNGame.Runtime.System;
using Plugins.JNGame.Network.Entity; using JNGame.Util;
using Plugins.JNGame.Network.Util;
using Plugins.JNGame.System;
using Plugins.JNGame.Util;
namespace Plugins.JNGame.Network namespace JNGame.Network
{ {
public class JNServerParam public class JNServerParam

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@ -1,12 +1,12 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Plugins.JNGame.Network.Util; using JNGame.Network.Util;
using TouchSocket.Core; using TouchSocket.Core;
using TouchSocket.Http.WebSockets; using TouchSocket.Http.WebSockets;
using TouchSocket.Sockets; using TouchSocket.Sockets;
using UnityEngine; using UnityEngine;
namespace Plugins.JNGame.Network namespace JNGame.Network
{ {
public abstract class JNSocket : JNClientBase public abstract class JNSocket : JNClientBase
{ {

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@ -1,11 +1,9 @@
using System; using System;
using System.Net;
using System.Threading.Tasks; using System.Threading.Tasks;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Plugins.JNGame.Network; using JNGame.Network.Action;
using Plugins.JNGame.Network.Action; using JNGame.Network.Entity;
using Plugins.JNGame.Network.Entity; using JNGame.Network.Util;
using Plugins.JNGame.Network.Util;
using TouchSocket.Core; using TouchSocket.Core;
using TouchSocket.Sockets; using TouchSocket.Sockets;
using UnityEngine; using UnityEngine;

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@ -1,15 +1,12 @@
 
using System; using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks; using System.Threading.Tasks;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using Google.Protobuf; using Google.Protobuf;
using Plugins.JNGame.Network; using JNGame.Network.Action;
using Plugins.JNGame.Network.Action; using JNGame.Network.Entity;
using Plugins.JNGame.Network.Entity; using JNGame.Network.Util;
using Plugins.JNGame.Network.Util;
using TouchSocket.Core; using TouchSocket.Core;
using TouchSocket.Sockets; using TouchSocket.Sockets;
using UnityEngine; using UnityEngine;

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@ -1,11 +1,10 @@
using System; using System;
using System.Linq; using System.Linq;
using System.Reflection;
using Google.Protobuf; using Google.Protobuf;
using Plugins.JNGame.Network.Entity; using JNGame.Network.Entity;
using Plugins.JNGame.Util; 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] // 网络数据工具类 [请求Id*4,处理Id*4,...参数数据*N]
public static class NDataUtil public static class NDataUtil

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@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using JNGame.Runtime.Sync;
using JNGame.Sync.Frame.Service; using JNGame.Sync.Frame.Service;
using JNGame.Sync.System.View; using JNGame.Sync.System.View;
using UnityEngine; using UnityEngine;

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@ -1,4 +1,5 @@
using JNGame.Sync.Entity; using JNGame.Runtime.Sync;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame; using JNGame.Sync.Frame;
using UnityEngine; using UnityEngine;

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@ -1,4 +1,5 @@
using System; using System;
using JNGame.Runtime.Sync;
using JNGame.Sync.Frame; using JNGame.Sync.Frame;
using UnityEngine; using UnityEngine;

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@ -1,6 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using JNGame.Math; using JNGame.Math;
using JNGame.Runtime.Util;
using JNGame.Sync.State.Tile; using JNGame.Sync.State.Tile;
using UnityEngine; using UnityEngine;

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@ -1,8 +1,8 @@
using JNGame.Runtime.Entitas; using JNGame.Runtime.Entitas;
using JNGame.Sync.Frame.Entity.Component.Components; using JNGame.Sync.Frame.Entity.Component.Components;
using JNGame.Util.Types;
using System; using System;
using Entitas; using Entitas;
using JNGame.Runtime.Util.Types;
namespace JNGame.Sync.Frame.Entity.Components namespace JNGame.Sync.Frame.Entity.Components
{ {

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@ -2,6 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using Entitas; using Entitas;
using JNGame.Runtime.Sync;
using JNGame.Sync.Entity; using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity.Component.Components; using JNGame.Sync.Frame.Entity.Component.Components;
using JNGame.Sync.Frame.Entity.Components; using JNGame.Sync.Frame.Entity.Components;

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@ -1,5 +1,6 @@
using System; using System;
using Entitas; using Entitas;
using JNGame.Runtime.Sync;
using JNGame.Sync.Frame.Entity; using JNGame.Sync.Frame.Entity;
namespace JNGame.Sync.Entity namespace JNGame.Sync.Entity

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@ -1,6 +1,6 @@
using Entitas; using Entitas;
namespace JNGame.Sync namespace JNGame.Runtime.Sync
{ {
public abstract class JNBaseSystem : ISystem public abstract class JNBaseSystem : ISystem
{ {

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@ -1,18 +1,14 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Threading; using System.Threading;
using System.Threading.Tasks;
using Entitas; using Entitas;
using JNGame.Runtime.Util;
using JNGame.Sync.Entity; using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity;
using JNGame.Sync.Frame.Service; using JNGame.Sync.Frame.Service;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.View;
using JNGame.Util;
using UnityEngine; using UnityEngine;
namespace JNGame.Sync.Frame namespace JNGame.Runtime.Sync
{ {
public abstract class JNSyncDefaultService : JNSyncService public abstract class JNSyncDefaultService : JNSyncService
{ {

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@ -1,7 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
namespace JNGame.Sync namespace JNGame.Runtime.Sync
{ {
public abstract class JNSyncService : Feature public abstract class JNSyncService : Feature
{ {

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@ -1,5 +1,4 @@
using System.Collections.Concurrent; using System.Collections.Generic;
using System.Collections.Generic;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using UnityEngine; using UnityEngine;
using NotImplementedException = System.NotImplementedException; using NotImplementedException = System.NotImplementedException;

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@ -5,7 +5,6 @@ using DotRecast.Core.Collections;
using JNGame.Math; using JNGame.Math;
using JNGame.Sync.State.Tile; using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity; using JNGame.Sync.State.Tile.Entity;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System.Data namespace JNGame.Sync.System.Data
{ {

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
using Google.Protobuf; using Google.Protobuf;
using JNGame.Util.Types; using JNGame.Runtime.Util.Types;
using Newtonsoft.Json; using Newtonsoft.Json;
namespace JNGame.Sync.System.View namespace JNGame.Sync.System.View

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@ -1,7 +1,7 @@
using System; using System;
using JNGame.Runtime.Util;
using JNGame.Math; using JNGame.Math;
using JNGame.Sync.System; using JNGame.Sync.System;
using Plugins.JNGame.Util;
namespace JNGame.Sync.Frame.Service namespace JNGame.Sync.Frame.Service
{ {

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@ -1,6 +1,5 @@
using Entitas; using JNGame.Runtime.Sync;
using JNGame.Sync.Entity; using JNGame.Sync.Entity;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System namespace JNGame.Sync.System
{ {

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@ -1,7 +1,6 @@
using System.Collections.Concurrent; using System.Collections.Concurrent;
using System.Linq; using System.Linq;
using JNGame.Sync.Frame.Service; using JNGame.Sync.Frame.Service;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System namespace JNGame.Sync.System
{ {

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@ -1,5 +1,4 @@
using JNGame.Sync.Frame.Service; using JNGame.Sync.Frame.Service;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System namespace JNGame.Sync.System
{ {

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@ -1,5 +1,4 @@
using Entitas; using Entitas;
using NotImplementedException = System.NotImplementedException;
namespace JNGame.Sync.System namespace JNGame.Sync.System
{ {

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@ -1,7 +1,4 @@
using System; using System.Collections.Generic;
using System.Collections.Generic;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity;
using JNGame.Sync.System; using JNGame.Sync.System;
using UnityEngine; using UnityEngine;

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@ -1,7 +1,7 @@
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Entitas; using Entitas;
namespace Plugins.JNGame.Runtime.System namespace JNGame.Runtime.System
{ {
public class JNSystemLoad : ISystem public class JNSystemLoad : ISystem
{ {

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@ -1,7 +1,6 @@
using Cysharp.Threading.Tasks;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace Plugins.JNGame.System namespace JNGame.Runtime.System
{ {
public abstract class SystemBase public abstract class SystemBase
{ {

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@ -1,9 +1,9 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using JNGame.Util; using JNGame.Runtime.Util;
using UnityEngine; using UnityEngine;
namespace Plugins.JNGame.Util namespace JNGame.Util
{ {
/// <summary> /// <summary>
/// 静态事件分发器 /// 静态事件分发器

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@ -2,10 +2,9 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Newtonsoft.Json; using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Networking; using UnityEngine.Networking;
namespace Plugins.JNGame.Util namespace JNGame.Runtime.Util
{ {
public class JAPIConfig{ public class JAPIConfig{

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@ -1,6 +1,6 @@
using Newtonsoft.Json; using Newtonsoft.Json;
namespace JNGame.Util { namespace JNGame.Runtime.Util {
public static class JsonUtil { public static class JsonUtil {
public static string ToJson(object obj){ public static string ToJson(object obj){
return JsonConvert.SerializeObject(obj); return JsonConvert.SerializeObject(obj);

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@ -1,9 +1,8 @@
 using System;
using System;
using System.Net.Sockets; using System.Net.Sockets;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace JNGame.Util namespace JNGame.Runtime.Util
{ {
public class NetTool public class NetTool
{ {

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@ -1,4 +1,4 @@
namespace JNGame.Util.NoThread namespace JNGame.Runtime.Util.NoThread
{ {
public class Interlocked public class Interlocked
{ {

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@ -1,12 +1,12 @@
using System; using System;
using UnityEngine; using UnityEngine;
namespace JNGame.Util namespace JNGame.Runtime.Util
{ {
public class Profiler public class Profiler
{ {
[System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
// [System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
public static void BeginSample(string tag) public static void BeginSample(string tag)
{ {
#if UNITY_5_3_OR_NEWER #if UNITY_5_3_OR_NEWER
@ -14,7 +14,7 @@ namespace JNGame.Util
#endif #endif
} }
[System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")] // [System.Diagnostics.Conditional("ENABLE_TEST_SROPTIONS")]
public static void EndSample() public static void EndSample()
{ {
#if UNITY_5_3_OR_NEWER #if UNITY_5_3_OR_NEWER

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@ -1,11 +0,0 @@
namespace Plugins.JNGame.Util
{
//Proto工具
public class ProtoUtil
{
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 37c91935ad854ee1a4b199391df35004
timeCreated: 1706006228

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@ -1,8 +1,7 @@
using System; using System;
using JNGame.Math; using JNGame.Math;
using UnityEngine;
namespace Plugins.JNGame.Util namespace JNGame.Runtime.Util
{ {
public static class RandomUtil public static class RandomUtil
{ {

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@ -1,4 +1,4 @@
namespace Plugins.JNGame.Util namespace JNGame.Runtime.Util
{ {
public abstract class SingletonUtil<T> where T : Singleton<T>,new() { public abstract class SingletonUtil<T> where T : Singleton<T>,new() {

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@ -1,93 +1,97 @@
using System; using System;
using UnityEngine; using UnityEngine;
/// <summary>
/// Be aware this will not prevent a non singleton constructor namespace JNGame.Runtime.Util
/// 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
{ {
private static T _instance; /// <summary>
/// Be aware this will not prevent a non singleton constructor
private static object _lock = new object(); /// such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
public static T Instance ///
/// 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) + if (applicationIsQuitting)
"' already destroyed on application quit." +
" Won't create again - returning null.");
return null;
}
lock (_lock)
{
if (_instance == null)
{ {
try Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
{ "' already destroyed on application quit." +
_instance = (T)FindObjectOfType(typeof(T)); " Won't create again - returning null.");
return null;
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; 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> /// <summary>
/// When Unity quits, it destroys objects in a random order. /// When Unity quits, it destroys objects in a random order.
/// In principle, a Singleton is only destroyed when application quits. /// In principle, a Singleton is only destroyed when application quits.
/// If any script calls Instance after it have been destroyed, /// If any script calls Instance after it have been destroyed,
/// it will create a buggy ghost object that will stay on the Editor scene /// it will create a buggy ghost object that will stay on the Editor scene
/// even after stopping playing the Application. Really bad! /// even after stopping playing the Application. Really bad!
/// So, this was made to be sure we're not creating that buggy ghost object. /// So, this was made to be sure we're not creating that buggy ghost object.
/// </summary> /// </summary>
public void OnDestroy() public void OnDestroy()
{ {
applicationIsQuitting = true; applicationIsQuitting = true;
OnDispose(); OnDispose();
} }
protected virtual void OnDispose() protected virtual void OnDispose()
{ {
}
} }
} }

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@ -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;
}
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0f5742a6d574437b86898a1d984862fb
timeCreated: 1722414939

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@ -2,7 +2,7 @@
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
namespace JNGame.Util namespace JNGame.Runtime.Util
{ {
public delegate void TimerCallback(); public delegate void TimerCallback();

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@ -1,9 +1,8 @@
using System; using System;
using System.IO; using System.IO;
using System.Net.Sockets;
using System.Runtime.Serialization.Formatters.Binary; using System.Runtime.Serialization.Formatters.Binary;
namespace Plugins.JNGame.Util namespace JNGame.Runtime.Util
{ {
public class ToUtil public class ToUtil
{ {

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@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
namespace JNGame.Util.Types namespace JNGame.Runtime.Util.Types
{ {
public class KeyValue<TKey, TValue> public class KeyValue<TKey, TValue>
{ {

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@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading.Tasks; using System.Threading.Tasks;
namespace JNGame.Util namespace JNGame.Runtime.Util
{ {
/// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher /// Author: Pim de Witte (pimdewitte.com) and contributors, https://github.com/PimDeWitte/UnityMainThreadDispatcher
/// <summary> /// <summary>

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@ -1,6 +1,6 @@
using System; using System;
namespace Game.Plugins.JNGame.Util namespace JNGame.Runtime.Util
{ {
public class UseUtil public class UseUtil
{ {

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@ -5,11 +5,8 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
// {{ AOT assemblies // {{ AOT assemblies
public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string> public static readonly IReadOnlyList<string> PatchedAOTAssemblyList = new List<string>
{ {
"JNGame.dll",
"Luban.Runtime.dll",
"SHFrame.dll", "SHFrame.dll",
"UniTask.dll", "UniTask.dll",
"YooAsset.dll",
"mscorlib.dll", "mscorlib.dll",
}; };
// }} // }}
@ -18,222 +15,20 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
// }} // }}
// {{ AOT generic types // {{ AOT generic types
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HotLauncherMain.<RunLauncher>d__1> // Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>
// Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask.<>c<HotScripts.GameScripts.FGui.FGuiManager.<Open>d__6<object>> // Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask<HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>
// 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.ITaskPoolNode<object> // 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> // Cysharp.Threading.Tasks.UniTaskCompletionSourceCore<Cysharp.Threading.Tasks.AsyncUnit>
// SingletonScene<object>
// System.Action<object,object>
// System.Action<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<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() 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.GameLauncher.HotLauncherMain.<RunLauncher>d__1>(Cysharp.Threading.Tasks.UniTask.Awaiter&,HotScripts.GameLauncher.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<HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1>(HotScripts.GameLauncher.HotLauncherMain.<RunLauncher>d__1&)
// 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.Start<SHFrame.UIModule.<Open>d__15<object>>(SHFrame.UIModule.<Open>d__15<object>&) // 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[]) // Cysharp.Threading.Tasks.UniTask SHFrame.UIModule.Open<object>(string,string,FairyGUI.GComponent,object[])
// object[] System.Array.Empty<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>)
} }
} }

View File

@ -1,5 +1,11 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<linker> <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"> <assembly fullname="FairyGUI.Runtime">
<type fullname="FairyGUI.Controller" preserve="all" /> <type fullname="FairyGUI.Controller" preserve="all" />
<type fullname="FairyGUI.EventCallback1" preserve="all" /> <type fullname="FairyGUI.EventCallback1" preserve="all" />
@ -9,103 +15,348 @@
<type fullname="FairyGUI.GComponent" preserve="all" /> <type fullname="FairyGUI.GComponent" preserve="all" />
<type fullname="FairyGUI.GObject" preserve="all" /> <type fullname="FairyGUI.GObject" preserve="all" />
<type fullname="FairyGUI.GProgressBar" preserve="all" /> <type fullname="FairyGUI.GProgressBar" preserve="all" />
<type fullname="FairyGUI.GRoot" preserve="all" />
<type fullname="FairyGUI.GTextField" preserve="all" /> <type fullname="FairyGUI.GTextField" preserve="all" />
<type fullname="FairyGUI.UIObjectFactory" preserve="all" /> <type fullname="FairyGUI.UIObjectFactory" preserve="all" />
<type fullname="FairyGUI.UIPackage" preserve="all" /> <type fullname="FairyGUI.UIPackage" preserve="all" />
<type fullname="FairyGUI.Utils.XML" preserve="all" /> <type fullname="FairyGUI.Utils.XML" preserve="all" />
</assembly> </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" />
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- first:
Any:
second:
enabled: 1
settings: {}
- first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
- first:
Windows Store Apps: WindowsStoreApps
second:
enabled: 0
settings:
CPU: AnyCPU
userData:
assetBundleName:
assetBundleVariant:

View File

@ -14,110 +14,110 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
BuildinFiles: BuildinFiles:
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View File

@ -1,7 +1,8 @@
using AppGame.Systems; using AppGame.Systems;
using AppGame.Systems.CServer; using AppGame.Systems.CServer;
using Plugins.JNGame.System; using JNGame.Runtime.System;
using Plugins.JNGame.Util; using JNGame.Runtime.Util;
using JNGame.Util;
using Service; using Service;
namespace AppGame namespace AppGame

View File

@ -2,6 +2,7 @@ using AppGame;
using AppGame.Sync; using AppGame.Sync;
using Cinemachine; using Cinemachine;
using Game.Input; using Game.Input;
using JNGame.Runtime;
using JNGame; using JNGame;
using JNGame.Sync.Debuger; using JNGame.Sync.Debuger;
using UnityEngine; using UnityEngine;

View File

@ -1,7 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Plugins.JNGame.Util; using JNGame.Runtime.Util;
namespace AppGame namespace AppGame
{ {

View File

@ -1,4 +1,4 @@
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
namespace AppGame namespace AppGame
{ {

View File

@ -12,7 +12,7 @@ using JNGame.Sync.Entity;
using JNGame.Sync.Frame; using JNGame.Sync.Frame;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
using UnityEngine; using UnityEngine;
namespace AppGame.Sync namespace AppGame.Sync

View File

@ -11,7 +11,7 @@ using JNGame.Sync.Entity;
using JNGame.Sync.State; using JNGame.Sync.State;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
namespace AppGame.Sync namespace AppGame.Sync
{ {

View File

@ -7,12 +7,13 @@ using DotRecast.Core.Collections;
using Game.Input; using Game.Input;
using Game.JNGFrame.View; using Game.JNGFrame.View;
using Game.JNGState.Logic.Data; using Game.JNGState.Logic.Data;
using JNGame.Runtime.Util;
using JNGame.Math; using JNGame.Math;
using JNGame.Sync.State.Tile; using JNGame.Sync.State.Tile;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using JNGame.Util; using JNGame.Util;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
using UnityEngine; using UnityEngine;
namespace AppGame.Sync namespace AppGame.Sync

View File

@ -11,12 +11,13 @@ using Game.JNGFrame.View;
using Game.JNGState.Logic.Data; using Game.JNGState.Logic.Data;
using Game.Logic.System.Logic; using Game.Logic.System.Logic;
using Game.Logic.System.Usual; using Game.Logic.System.Usual;
using JNGame.Runtime.Util;
using JNGame.Sync.State.Tile; using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity; using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using JNGame.Util; using JNGame.Util;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
using UnityEngine; using UnityEngine;
namespace AppGame.Sync namespace AppGame.Sync

View File

@ -12,12 +12,13 @@ using Game.JNGState.Logic.Data;
using Game.Logic.System; using Game.Logic.System;
using Game.Logic.System.Logic; using Game.Logic.System.Logic;
using Game.Logic.System.Usual; using Game.Logic.System.Usual;
using JNGame.Runtime.Util;
using JNGame.Sync.State.Tile; using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity; using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using JNGame.Util; using JNGame.Util;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
using UnityEngine; using UnityEngine;
namespace AppGame.Sync namespace AppGame.Sync

View File

@ -4,8 +4,8 @@ using AppGame.Systems.CServer;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using JNGame.Network; using JNGame.Network;
using Plugins.JNGame.Network; using JNGame.Network;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
namespace AppGame.Systems namespace AppGame.Systems
{ {

View File

@ -1,5 +1,5 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Plugins.JNGame.Network.Group; using JNGame.Network.Group;
namespace AppGame.Systems namespace AppGame.Systems
{ {

View File

@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading.Tasks; using System.Threading.Tasks;
using JNGame.Network; using JNGame.Network;
using Plugins.JNGame.Network; using JNGame.Network;
namespace AppGame.Systems.CServer namespace AppGame.Systems.CServer
{ {

View File

@ -9,8 +9,8 @@ using Google.Protobuf;
using JNGame.Network; using JNGame.Network;
using JNGame.Sync.State.Tile; using JNGame.Sync.State.Tile;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using Plugins.JNGame.Network; using JNGame.Network;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
namespace AppGame.Systems.CServer namespace AppGame.Systems.CServer
{ {

View File

@ -3,7 +3,7 @@ using AppGame.Systems.CServer;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using DotRecast.Core.Collections; using DotRecast.Core.Collections;
using JNGame.Network; using JNGame.Network;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
namespace AppGame.Systems namespace AppGame.Systems
{ {

View File

@ -1,11 +1,12 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading.Tasks; using System.Threading.Tasks;
using AppGame.Sync; using AppGame.Sync;
using JNGame.Runtime.Sync;
using JNGame.Runtime.System;
using JNGame.Sync.Frame; using JNGame.Sync.Frame;
using JNGame.Sync.State; using JNGame.Sync.State;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using JNGame.Sync.System.View; using JNGame.Sync.System.View;
using Plugins.JNGame.System;
namespace AppGame.Systems namespace AppGame.Systems
{ {

View File

@ -3,8 +3,8 @@ using System.Threading.Tasks;
using AppGame; using AppGame;
using AppGame.Sync; using AppGame.Sync;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Plugins.JNGame.Network; using JNGame.Network;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
public class JNGSocket : JNSocket public class JNGSocket : JNSocket
{ {

View File

@ -3,12 +3,12 @@ using System.Collections.Generic;
using AppGame; using AppGame;
using AppGame.Systems.CServer; using AppGame.Systems.CServer;
using Google.Protobuf; using Google.Protobuf;
using JNGame.Runtime.Util;
using JNGame.Math; using JNGame.Math;
using JNGame.Sync.State.Tile.Entity; using JNGame.Sync.State.Tile.Entity;
using JNGame.Sync.System; using JNGame.Sync.System;
using JNGame.Sync.System.Data; using JNGame.Sync.System.Data;
using Plugins.JNGame.Network.Action; using JNGame.Network.Action;
using Plugins.JNGame.Util;
using TouchSocket.Core; using TouchSocket.Core;
namespace Game.JNGState.Logic.Data namespace Game.JNGState.Logic.Data

View File

@ -1,7 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using JNGame.Runtime.Util.Types;
using JNGame.Sync.System.View; using JNGame.Sync.System.View;
using JNGame.Util.Types;
namespace Game.Input namespace Game.Input
{ {

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