Commit 6cb5400e authored by chenzuyi's avatar chenzuyi

接入LionSDK

parent baadb64f
......@@ -22,7 +22,7 @@
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......@@ -280,6 +280,15 @@
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......@@ -301,6 +310,33 @@
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......
......@@ -22,7 +22,7 @@
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......@@ -85,6 +85,8 @@
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......@@ -119,7 +121,9 @@
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......@@ -330,6 +334,15 @@
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......@@ -351,6 +364,33 @@
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......
......@@ -22,7 +22,7 @@
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<OutputPath>Temp\bin\Debug\</OutputPath>
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<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
......@@ -194,6 +194,7 @@
<None Include="Assets\Standard Assets\ParticleSystems\ParticleSystemsGuidelines.txt" />
<None Include="Assets\Standard Assets\Effects\TessellationShaders\Shaders\BumpedSpecularSmooth.shader" />
<None Include="Assets\Standard Assets\ParticleSystems\Shaders\PriorityParticleAddSoft.shader" />
<None Include="Assets\Plugins\Android\AndroidManifest.xml" />
<None Include="Assets\Standard Assets\Effects\TessellationShaders\Shaders\BumpedSpecularDisplacement.shader" />
<None Include="Assets\Standard Assets\Environment\Water\Water4\Shaders\FXWater4Simple.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Readme.txt" />
......@@ -394,6 +395,15 @@
<Reference Include="RFLib_DotNet_2018">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/#E1_Plugins/RayFire/Plugins/Windows/x86_x64/RFLib_DotNet_2018.dll</HintPath>
</Reference>
<Reference Include="Win10Interface">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/Adjust/Windows/Stubs/Win10Interface.dll</HintPath>
</Reference>
<Reference Include="Win81Interface">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/Adjust/Windows/Stubs/Win81Interface.dll</HintPath>
</Reference>
<Reference Include="WinWsInterface">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/Adjust/Windows/Stubs/WinWsInterface.dll</HintPath>
</Reference>
<Reference Include="DemiLib">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/Demigiant/DemiLib/Core/DemiLib.dll</HintPath>
</Reference>
......@@ -403,6 +413,18 @@
<Reference Include="DOTweenPro">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/Demigiant/DOTweenPro/DOTweenPro.dll</HintPath>
</Reference>
<Reference Include="Facebook.Unity">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/FacebookSDK/Plugins/Facebook.Unity.dll</HintPath>
</Reference>
<Reference Include="Facebook.Unity.Gameroom">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/FacebookSDK/Plugins/Gameroom/Facebook.Unity.Gameroom.dll</HintPath>
</Reference>
<Reference Include="FacebookNamedPipeClient">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/FacebookSDK/Plugins/Gameroom/FacebookNamedPipeClient.dll</HintPath>
</Reference>
<Reference Include="Facebook.Unity.Settings">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Assets/FacebookSDK/Plugins/Settings/Facebook.Unity.Settings.dll</HintPath>
</Reference>
<Reference Include="clipper_library">
<HintPath>F:/WorkSpace/UnityWorkSpace/BattleMuscle/BattleMuscle/Library/PackageCache/com.unity.cinemachine@2.7.3/Runtime/ThirdParty/clipper_library.dll</HintPath>
</Reference>
......
This diff is collapsed.
......@@ -87,15 +87,7 @@ public class BattleUI : MonoBehaviour
m_tryAgain.onClick.AddListener(TryAgainLevel);
m_startBtn.onClick.AddListener(StartBtn);
m_settingBtn.onClick.AddListener(SettingBtn);
//m_posUpBtn.onClick.AddListener(PosUpBtn);
//m_posDownBtn.onClick.AddListener(PosDownBtn);
//m_fieldFarBtn.onClick.AddListener(FieldFarBtn);
//m_fieldNearBtn.onClick.AddListener(FieldNearBtn);
//m_ShowOrHideMouseText = m_ShowOrHideMouseObj.GetComponentInChildren<Text>();
//GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
//GameServices.configService.playerConfig.ClawMoveSpeed = 0.4f;//开始默认值
}
private void Start()
{
......@@ -110,7 +102,7 @@ public class BattleUI : MonoBehaviour
{
if (BattleCtrl.instance.isStartBattle&& !BattleCtrl.instance.isEndBattle)
{
{
timerT1 += Time.deltaTime;
}
if (!BattleCtrl.instance.isStartBattle&& !BattleCtrl.instance.isEndBattle)
......@@ -121,14 +113,7 @@ public class BattleUI : MonoBehaviour
//print("游戏是否开始:"+ BattleCtrl.instance.isStartBattle);
//print("游戏是否结束:"+ BattleCtrl.instance.isEndBattle);
}
//void SetDragMode()
//{
// BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(true);
//}
//void SetMoveMode()
//{
// BattleCtrl.instance.levelManager.curLevel.chainView.SetDragMode(false);
//}
// 当前关卡再来一次
void LoadCurLevel()
{
......@@ -251,19 +236,6 @@ public class BattleUI : MonoBehaviour
m_cameraFieldView.text = string.Format("fieldView{0:f1}", varCam.fieldOfView);
}
}
////爪子移动速度增加
//public void ClawMoveSpeedAddBtn()
//{
// onClawMoveSpeedAddBtn?.Invoke();
// m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
//}
////爪子移动速度减少
//public void ClawMoveSpeedDownBtn()
//{
// onClawMoveSpeedDownBtn?.Invoke();
// m_clawMoveSpeed.text = string.Format("系数越小,越快\n{0:f3}", GameServices.configService.playerConfig.ClawMoveSpeed);
//}
//胜利
public void OnBattleWin()
{
......@@ -271,36 +243,13 @@ public class BattleUI : MonoBehaviour
m_selectLevelObj.SetActive(false);
int varCurTime = (int)BattleCtrl.instance.levelManager.curLevel.bestTime;
m_gameBestTime.text = string.Format("{0:d2}:{1:d2}", varCurTime / 60, varCurTime % 60);
//string varKey = BattleCtrl.instance.levelManager.CurLevelIndex.ToString();
//if (LocalRecord.HasKey(varKey))
//{
// int varBestTime = LocalRecord.GetIntRecord(varKey);
// if (varCurTime < varBestTime)
// {
// m_gameBestTime.text = string.Format("{0:d2}:{1:d2}", varCurTime / 60, varCurTime % 60);
// }
// else
// {
// m_gameBestTime.text = string.Format("{0:d2}:{1:d2}", varBestTime / 60, varBestTime % 60);
// }
//}
//else
//{
// m_gameBestTime.text = string.Format("{0:d2}:{1:d2}", varCurTime / 60, varCurTime % 60);
//}
//做法2
//GameServices.audioServices.RecycleBgm();
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.Success,false, delegate ()
//{
// GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
//});
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.Success);
//结束----------------
//TinySauce.OnGameFinished(true, BattleCtrl.instance.Score, string.Format("{0:d}", (BattleCtrl.instance.levelManager.CurLevelIndex + 1)));
//if (Facebook.Unity.FB.IsInitialized)
//{
// Facebook.Unity.FB.LogAppEvent($"Level_Complete_{BattleCtrl.instance.levelManager.CurLevelIndex + 1}");
//}
if (Facebook.Unity.FB.IsInitialized)
{
Facebook.Unity.FB.LogAppEvent($"Level_Complete_{BattleCtrl.instance.levelManager.CurLevelIndex + 1}");
}
//----------------
}
public void LoadSceneLevel1()
......@@ -312,19 +261,13 @@ public class BattleUI : MonoBehaviour
{
m_loseObj.SetActive(true);
m_selectLevelObj.SetActive(false);
//做法2
//GameServices.audioServices.RecycleBgm();
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.GetFail(),false, delegate ()
//{
// GameServices.audioServices.PlayBgm(GameServices.configService.audioConfig.GameBgm);
//});
//GameServices.audioServices.PlayAudio(GameServices.configService.audioConfig.GetFail());
//结束----------------
//TinySauce.OnGameFinished(true, BattleCtrl.instance.Score, string.Format("{0:d}", (BattleCtrl.instance.levelManager.CurLevelIndex + 1)));
//if (Facebook.Unity.FB.IsInitialized)
//{
// Facebook.Unity.FB.LogAppEvent($"Level_Complete_{BattleCtrl.instance.levelManager.CurLevelIndex + 1}");
//}
if (Facebook.Unity.FB.IsInitialized)
{
Facebook.Unity.FB.LogAppEvent($"Level_Complete_{BattleCtrl.instance.levelManager.CurLevelIndex + 1}");
}
//----------------
}
/// 加载关卡前调用,隐藏不需要显示的ui
......@@ -362,29 +305,16 @@ public class BattleUI : MonoBehaviour
});
//开始----------------
//TinySauce.OnGameStarted(string.Format("{0:d}", (BattleCtrl.instance.levelManager.CurLevelIndex + 1)));
//if (Facebook.Unity.FB.IsInitialized)
//{
// Facebook.Unity.FB.LogAppEvent($"Level_Start_{BattleCtrl.instance.levelManager.CurLevelIndex + 1}");
//}
if (Facebook.Unity.FB.IsInitialized)
{
Facebook.Unity.FB.LogAppEvent($"Level_Start_{BattleCtrl.instance.levelManager.CurLevelIndex + 1}");
}
//----------------
}
//设置战斗UI状态
public void SetBattleObjState(bool bool_)
{
//if (bool_)
//{
// print("显示战斗UI");
//}
//else
//{
// print("隐藏战斗UI");
//}
//print("显示m_battleObj:"+bool_);
m_battleObj.SetActive(bool_);
//m_successResultObj.SetActive(bool_);
//m_successResultMaskObj.SetActive(!bool_);
//m_ShowMouseObj.SetActive(!bool_);
//m_HideMouseObj.SetActive(!bool_);
}
//设置手势位置
public void SetMousePos(float x,float y)
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// Inspired by: https://github.com/facebook/facebook-sdk-for-unity/blob/master/Facebook.Unity.Settings/FacebookSettings.cs
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
public class AdjustSettings : ScriptableObject
{
private static AdjustSettings instance;
[SerializeField]
private bool isPostProcessingEnabled = true;
[SerializeField]
private bool isiOS14ProcessingEnabled = false;
public static AdjustSettings Instance
{
get
{
instance = NullableInstance;
if (instance == null)
{
// Create AdjustSettings.asset inside the folder in which AdjustSettings.cs reside.
instance = ScriptableObject.CreateInstance<AdjustSettings>();
var guids = AssetDatabase.FindAssets(string.Format("{0} t:script", "AdjustSettings"));
if (guids == null || guids.Length <= 0)
{
return instance;
}
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]).Replace("AdjustSettings.cs", "AdjustSettings.asset");
AssetDatabase.CreateAsset(instance, assetPath);
// Before switching to AssetsDatabase, EditorPrefs were used to write 'adjustiOS14Support' key.
// Check if this key still exists in EditorPrefs.
// If yes, migrate the value to AdjustSettings.asset and remove the key from EditorPrefs.
if (EditorPrefs.HasKey("adjustiOS14Support"))
{
UnityEngine.Debug.Log("[Adjust]: Found 'adjustiOS14Support' key in EditorPrefs.");
UnityEngine.Debug.Log("[Adjust]: Migrating that value to AdjustSettings.asset.");
IsiOS14ProcessingEnabled = EditorPrefs.GetBool("adjustiOS14Support", false);
EditorPrefs.DeleteKey("adjustiOS14Support");
UnityEngine.Debug.Log("[Adjust]: Key 'adjustiOS14Support' removed from EditorPrefs.");
}
}
return instance;
}
}
public static AdjustSettings NullableInstance
{
get
{
if (instance == null)
{
var guids = AssetDatabase.FindAssets(string.Format("{0} t:ScriptableObject", "AdjustSettings"));
if (guids == null || guids.Length <= 0)
{
return instance;
}
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
instance = (AdjustSettings)AssetDatabase.LoadAssetAtPath(assetPath, typeof(AdjustSettings));
}
return instance;
}
}
public static bool IsPostProcessingEnabled
{
get
{
return Instance.isPostProcessingEnabled;
}
set
{
if (Instance.isPostProcessingEnabled != value)
{
Instance.isPostProcessingEnabled = value;
}
}
}
public static bool IsiOS14ProcessingEnabled
{
get
{
return Instance.isiOS14ProcessingEnabled;
}
set
{
if (Instance.isiOS14ProcessingEnabled != value)
{
Instance.isiOS14ProcessingEnabled = value;
}
}
}
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