Commit 972e4e14 authored by lrh's avatar lrh

蒲: 工程提交

parents
Pipeline #143 failed with stages
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using System;
#if ByteDanceAd
public class ByteDanceAdController : IAdController
{
public ByteDanceAdController()
{
var ad = UnionAdManager.instance;
}
public void LoadBanner()
{
//不显示Banner
return;
GameDebug.Log($"UnionAdManager -> LoadExpressBannerAd");
try
{
UnionAdManager.instance.LoadExpressBannerAd();
}
catch (Exception e)
{
GameDebug.LogError(e);
}
}
public void ShowBanner()
{
//不显示Banner
return;
GameDebug.Log($"UnionAdManager -> ShowBanner");
try
{
UnionAdManager.instance.ShowExpressBannerAd();
}
catch (Exception e)
{
GameDebug.LogError(e);
}
}
public void CloseBanner()
{
//不显示Banner
return;
GameDebug.Log($"UnionAdManager -> CloseBanner");
try
{
UnionAdManager.instance.CloseBanner();
}
catch (Exception e)
{
GameDebug.LogError(e);
}
LoadBanner();
}
public void LoadRectangleAd()
{
//不显示Banner
return;
GameDebug.Log($"UnionAdManager -> LoadRectangleAd");
try
{
UnionAdManager.instance.LoadExpressRectangleAd();
}
catch (Exception e)
{
GameDebug.LogError(e);
}
}
public void ShowRectangleAd()
{
//不显示Banner
return;
GameDebug.Log($"UnionAdManager -> ShowRectangleAd");
try
{
UnionAdManager.instance.ShowExpressRectangleAd();
}
catch (Exception e)
{
GameDebug.LogError(e);
}
//GameDebug.Log($"UnionAdManager -> ShowRectangleAd");
}
public void CloseRectangleAd()
{
//不显示Banner
return;
try
{
UnionAdManager.instance.CloseRectangelAd();
}
catch (Exception e)
{
GameDebug.LogError(e);
}
UnionAdManager.instance.Invoke(nameof(UnionAdManager.LoadExpressRectangleAd),0.2f);
GameDebug.Log($"UnionAdManager -> CloseRectangleAd");
//UnionAdManager.instance.LoadExpressInterstitialAd();
}
private float m_LastShowFullScreenAdTime;
public void LoadInterstitialAd()
{
GameDebug.Log($"UnionAdManager -> LoadInterstitialAd");
UnionAdManager.instance.LoadFullScreenVideoAd();
}
public void ShowInterstitialAd(Action onSuc,Action<string> onFail,Action<string> onClose)
{
if (m_LastShowFullScreenAdTime > 0 && UnityEngine.Time.realtimeSinceStartup - m_LastShowFullScreenAdTime <= 180)
{
GameDebug.LogError("全屏广告最多3分钟显示一次");
onFail?.Invoke("全屏广告最多3分钟显示一次");
return;
}
m_LastShowFullScreenAdTime = UnityEngine.Time.realtimeSinceStartup;
GameDebug.Log($"UnionAdManager -> ShowInterstitialAd");
UnionAdManager.instance.ShowFullScreenVideoAd(onSuc,onFail);
}
public void CloseInterstitalAd()
{
GameDebug.Log($"UnionAdManager -> CloseInterstitalAd");
//UnionAdManager.instance.CloseFullScreenVideo();
}
public bool isVideoReady()
{
return UnionAdManager.instance.isVideoReady;
}
public void LoadVideoAd()
{
GameDebug.Log($"UnionAdManager -> LoadVideoAd");
UnionAdManager.instance.LoadRewardAd();
}
public void ShowVideoAd(Action onSuc, Action<string> onFail, Action onClose)
{
GameDebug.Log($"UnionAdManager -> ShowVideoAd");
UnionAdManager.instance.ShowRewardAd(onSuc,()=>
{
GameDebug.LogError("视频播放失败");
LoadVideoAd();
onFail?.Invoke("");
});
}
}
#endif
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guid: d16fef36a85d47aca280a1a2c2d41f2a
timeCreated: 1599464519
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using System;
internal class FakeAd : IAdController
{
public void LoadBanner()
{
}
public void ShowBanner()
{
}
public void CloseBanner()
{
}
public void LoadRectangleAd()
{
}
public void ShowRectangleAd()
{
}
public void CloseRectangleAd()
{
}
public void LoadInterstitialAd()
{
}
public void ShowInterstitialAd(Action onSuc, Action<string> onFail, Action<string> onClose)
{
GameDebug.Log("fake Interstitial ad");
onSuc?.Invoke();
}
public void CloseInterstitalAd()
{
}
public bool isVideoReady()
{
return false;
}
public void LoadVideoAd()
{
}
public void ShowVideoAd(Action onSuc, Action<string> onFail, Action onClose)
{
GameDebug.Log("fake Video ad");
onSuc?.Invoke();
//Game.Instance.ShowNoticePanel("暂无广告");
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IAdController
{
void LoadBanner();
void ShowBanner();
void CloseBanner();
void LoadRectangleAd();
void ShowRectangleAd();
void CloseRectangleAd();
void LoadInterstitialAd();
void ShowInterstitialAd(Action onSuc,Action<string> onFail,Action<string> onClose);
void CloseInterstitalAd();
bool isVideoReady();
void LoadVideoAd();
void ShowVideoAd(Action onSuc,Action<string> onFail,Action onClose);
}
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namespace OppoAds
{
public interface INativeAdManager
{
void LoadBanner();
void ShowBanner();
void CloseBanner();
void LoadRectangleAd();
void ShowRectangleAd();
void CloseRectangleAd();
void LoadFullScreenAd();
void ShowFullScreenAd();
void CloseFullScreenAd();
void LoadRewardVideoAd();
void ShowRewardVideoAd();
bool isVideoReady();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ByteDanceAd
public class UnionADTEST : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
UnionAdManager.instance.AllADsInit();
Invoke("ShowBanner", 3);
}
// Update is called once per frame
void ShowBanner()
{
UnionAdManager.instance.ShowExpressBannerAd();
}
public void ShowFull()
{
UnionAdManager.instance.ShowFullScreenVideoAd(null,null);
}
public void ShowReward()
{
UnionAdManager.instance.ShowRewardAd(()=> {
//播放视频完毕 给与奖励
},null);
}
public void ShowInter()
{
UnionAdManager.instance.ShowExpressInterstitialAd();
}
public void ClearAD()
{
UnionAdManager.instance.DisposeAds();
}
}
#endif
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IAnalytics
{
void BattleStart(int level);
void BattleEnd(int level,bool win,int score);
}
#if Voodoo
public class VoodooAnalytics : IAnalytics
{
public void BattleStart(int level)
{
Debug.Log($"BattleStart :{level}");
TinySauce.OnGameStarted(level.ToString());
}
public void BattleEnd(int level, bool win, int score)
{
Debug.Log($"BattleEnd :{level}");
TinySauce.OnGameFinished(level.ToString(),win,score);
}
}
#endif
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{
"name": "Anim",
"references": [
"GUID:334cc7b79611d4adf805a3ea780da502",
"GUID:f83b7a8e51f454f8c8bf899bf43fe151"
],
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"noEngineReferences": false
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class AnimBase : MonoBehaviour {
[SerializeField]
protected AnimationCurve m_Curve = AnimationCurve.EaseInOut(0, 0, 1, 1);
public void SetCurve(AnimationCurve _curve)
{
m_Curve = _curve;
}
private DelayAction m_DelayAction;
public DelayAction delayAction
{
get
{
if (m_DelayAction == null)
{
m_DelayAction = gameObject.AddComponent<DelayAction>();
}
return m_DelayAction;
}
}
protected Coroutine PlayAnim<T>(T targetValue, float time, Func<T, T, float, T> lerpFunc, Action<T> setCurValueAction, Func<T> getCurValueFunc, Action callback,bool ensureCallback = true)
{
if (gameObject.activeInHierarchy)
{
if (ensureCallback)
{
delayAction.DelayDoAction(time, callback);
return StartCoroutine(PlayAnimCoroutine(targetValue, time, lerpFunc, setCurValueAction, getCurValueFunc,null));
}
else
{
return StartCoroutine(PlayAnimCoroutine(targetValue, time, lerpFunc, setCurValueAction, getCurValueFunc, callback));
}
}
return null;
}
/// <summary>
///
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="targetValue"></param>
/// <param name="time"></param>
/// <param name="lerpFunc">Lerp函数</param>
/// <param name="setCurValueAction"></param>
/// <param name="getCurValueFunc"></param>
/// <param name="callback"></param>
/// <returns></returns>
IEnumerator PlayAnimCoroutine<T>(T targetValue, float time, Func<T, T, float, T> lerpFunc, Action<T> setCurValueAction, Func<T> getCurValueFunc,Action onEnd)
{
if (setCurValueAction == null || getCurValueFunc == null || lerpFunc == null)
yield break;
float timer = 0;
T originalValue = getCurValueFunc();
while (timer <= time)
{
if (!this) yield break;
timer += Time.deltaTime;
float rate = timer / time;
float y = m_Curve.Evaluate(rate);
var curValue = lerpFunc(originalValue, targetValue, y);
setCurValueAction(curValue);
yield return null;
}
onEnd?.Invoke();
}
public void StopAllAnim()
{
StopAllCoroutines();
}
private void OnDestroy()
{
StopAllAnim();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public abstract class ColorPingPongAnim : MonoBehaviour
{
[SerializeField]
float period = 1;
[SerializeField]
AnimationCurve m_ForwardCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[SerializeField]
AnimationCurve m_BackwardCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[SerializeField]
RendererAnim m_RendererAnim;
[SerializeField]
Color fromColor = Color.white;
[SerializeField]
Color toColor = Color.red;
protected Action<Color> m_SetColorFunc;
protected Func<Color> m_GetColorFunc;
bool m_StopAnim;
// Use this for initialization
protected virtual void Awake()
{
if (m_RendererAnim == null) m_RendererAnim = gameObject.AddComponent<RendererAnim>();
Init(fromColor, toColor);
}
private void OnEnable()
{
Play();
}
private void OnDisable()
{
Stop();
}
public abstract Action<Color> SetColorFunc();
public abstract Func<Color> GetColorFunc();
public void Init(Color fromColor, Color toColor)
{
this.fromColor = fromColor;
this.toColor = toColor;
this.m_SetColorFunc = SetColorFunc();
this.m_GetColorFunc = GetColorFunc();
}
public void Play()
{
m_StopAnim = false;
m_RendererAnim.enabled = true;
//ResetColor();
StartCoroutine(PlayForward());
}
public void Stop()
{
m_StopAnim = true;
m_RendererAnim.StopAnim();
m_RendererAnim.enabled = false;
}
IEnumerator PlayForward()
{
yield return null;
m_RendererAnim.ColorAnim(m_SetColorFunc, m_GetColorFunc, toColor, period / 2, OnForwardEnd);
}
void OnForwardEnd()
{
if (m_StopAnim)
return;
StartCoroutine(PlayBackward());
}
IEnumerator PlayBackward()
{
yield return null;
m_RendererAnim.ColorAnim(m_SetColorFunc, m_GetColorFunc, fromColor, period / 2, OnBackwardEnd);
}
void OnBackwardEnd()
{
if (m_StopAnim)
return;
StartCoroutine(PlayForward());
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class DelayAction : MonoBehaviour
{
private static DelayAction _instace;
public static DelayAction instance
{
get
{
if (_instace == null)
{
_instace = new GameObject("DelayAction").AddComponent<DelayAction>();
}
return _instace;
}
}
class DelayActionStruct
{
public float beginTime;
public float duration;
public Action action;
}
private List<DelayActionStruct> m_DelayActions = new List<DelayActionStruct>();
public void DelayDoAction(float time,Action _action)
{
//GameDebug.Log($"准备执行:{Time.realtimeSinceStartup} 延迟时间:{testTime} ");
DelayActionStruct newAction = new DelayActionStruct
{
beginTime = Time.realtimeSinceStartup,
duration = time,
action = ()=>
{
//GameDebug.Log($"时间到 执行:{Time.realtimeSinceStartup} ");
try
{
_action?.Invoke();
}
catch(Exception e)
{
GameDebug.LogError(e);
}
}
};
m_DelayActions.Add(newAction);
}
public static void DelayDo(float time, Action _action)
{
instance.DelayDoAction(time,_action);
}
void CheckDelayAction()
{
if (m_DelayActions == null)
{
m_DelayActions = new List<DelayActionStruct>();
}
if(m_DelayActions.Count > 0)
{
for (int i = 0; i < m_DelayActions.Count; )
{
if (Time.realtimeSinceStartup - m_DelayActions[i].beginTime >= m_DelayActions[i].duration)
{
m_DelayActions[i].action?.Invoke();
m_DelayActions.RemoveAt(i);
}
else
{
i++;
}
}
}
}
#if DEBUG
private int testSeq;
public float testTime = 5;
[ContextMenu("Test")]
void Test()
{
int cur = testSeq++;
GameDebug.Log($"准备执行:{Time.realtimeSinceStartup} 延迟时间:{testTime} testSeq:{cur}");
DelayDoAction(testTime, () =>
{
GameDebug.Log($"时间到 执行:{Time.realtimeSinceStartup} testSeq:{cur}");
});
}
#endif
// Update is called once per frame
void Update ()
{
CheckDelayAction();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
#if UNITY_EDITOR
[CustomEditor(typeof(UIElementPan))]
public class UIElementPanInspector : Editor {
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
UIElementPan _this = this.target as UIElementPan;
if (GUILayout.Button("Show"))
{
_this.Show();
}
if (GUILayout.Button("Hide"))
{
_this.Hide();
}
}
}
#endif
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class RendererAnim : AnimBase
{
//float FloatLerpFunc(float a, float b, float value)
//{
// return Mathf.Lerp(a, b, value);
//}
//public void AlphaAnim(Renderer renderer, int propertyID,float targetAlpha,float time, Action onEnd)
//{
// StartCoroutine(PlayAnim<float>(targetAlpha, time, FloatLerpFunc,
// (alpha) =>
// {
// var color = renderer.material.GetColor(propertyID);
// color.a = alpha;
// renderer.material.SetColor(propertyID, color);
// },
// () =>
// {
// return renderer.material.GetColor(propertyID).a;
// }
// , onEnd));
//}
Color ColorLerpFunc(Color a, Color b, float value)
{
return Color.Lerp(a, b, value);
}
public Coroutine ColorAnim(Renderer renderer, int propertyID, Color targetColor, float time, Action onEnd,bool ensureCallback = true)
{
return PlayAnim<Color>(targetColor, time, ColorLerpFunc,
(color) =>
{
if(renderer)
renderer.material.SetColor(propertyID, color);
},
() =>
{
if(!renderer)
return Color.white;
if (renderer.material.HasProperty(propertyID))
return renderer.material.GetColor(propertyID);
return Color.white;
}
, onEnd,ensureCallback);
}
public Coroutine ColorAnim(Material material, int propertyID, Color targetColor, float time, Action onEnd,bool ensureCallback = true)
{
return PlayAnim<Color>(targetColor, time, ColorLerpFunc,
(color) =>
{
if (material)
material.SetColor(propertyID, color);
},
() =>
{
if (!material)
return Color.white;
if (material.HasProperty(propertyID))
return material.GetColor(propertyID);
return Color.white;
}
, onEnd,ensureCallback);
}
public Coroutine ColorAnim(Action<Color>setColorFunc,Func<Color> getColorFunc, Color targetColor, float time, Action onEnd,bool ensureCallback = true)
{
return PlayAnim<Color>(targetColor, time, ColorLerpFunc,
(color) =>
{
if(setColorFunc != null)
setColorFunc(color);
},
() =>
{
if (getColorFunc != null)
return getColorFunc();
else
return Color.white;
}
, onEnd,ensureCallback);
}
public void StopAnim()
{
StopAllCoroutines();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class RendererColorPingpongAnim : ColorPingPongAnim
{
public Renderer render;
public string colorPropertyName = "_Color";
int ColorPropertyId = 0;
// Use this for initialization
protected override void Awake()
{
base.Awake();
if (render == null)
{
render = GetComponentInChildren<Renderer>();
}
ColorPropertyId = Shader.PropertyToID(colorPropertyName);
}
private void OnEnable()
{
Play();
}
private void OnDisable()
{
Stop();
}
public override Action<Color> SetColorFunc()
{
Action<Color> setColorFunc = (color) =>
{
if (render)
render.material.SetColor(colorPropertyName, color);
};
return setColorFunc;
}
public override Func<Color> GetColorFunc()
{
Func<Color> getColorFunc = () =>
{
if (render)
return render.material.GetColor(colorPropertyName);
return Color.white;
};
return getColorFunc;
}
[ContextMenu("Play")]
public new void Play()
{
base.Play();
}
[ContextMenu("Stop")]
public new void Stop()
{
base.Stop();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SelfRotate : MonoBehaviour {
public float speed = 1;
public Vector3 axis = Vector3.back;
float angle = 0;
public bool worldRotate = true;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(worldRotate)
transform.RotateAround(transform.position,axis, speed );
else
transform.RotateAround(transform.position, transform.TransformDirection(axis).normalized, speed);
}
}
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