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mirror of https://github.com/soarqin/DSP_Mods_TO.git synced 2026-02-04 22:22:22 +08:00

format code

This commit is contained in:
2026-01-28 20:27:15 +08:00
parent d698e0afc1
commit 98abc31c6f
38 changed files with 2043 additions and 2043 deletions

View File

@@ -5,31 +5,31 @@ using XianTu.UI;
namespace XianTu
{
internal class XianTuTest : MonoBehaviour
{
private void Awake()
{
var abload = ABLoader.LoadFromFile("xiantu", "Assets/AB");
Singleton<LoadManager>.Instance.SetLoader(abload);
_canvas = new UIManager();
cube = GameObject.Find("Cube");
_canvas.PanelManager.Push("BlueTuPatchUI");
var data = BlueTuUIData.Instance;
var trans = cube.transform;
BlueTuUIData.Instance.OnValueChange += delegate
{
trans.localScale = data.Scale;
trans.position = data.Bias;
trans.eulerAngles = new Vector3(0f, data.Rotate, 0f);
};
}
internal class XianTuTest : MonoBehaviour
{
private void Awake()
{
var abload = ABLoader.LoadFromFile("xiantu", "Assets/AB");
Singleton<LoadManager>.Instance.SetLoader(abload);
_canvas = new UIManager();
cube = GameObject.Find("Cube");
_canvas.PanelManager.Push("BlueTuPatchUI");
var data = BlueTuUIData.Instance;
var trans = cube.transform;
BlueTuUIData.Instance.OnValueChange += delegate
{
trans.localScale = data.Scale;
trans.position = data.Bias;
trans.eulerAngles = new Vector3(0f, data.Rotate, 0f);
};
}
private static void LoadTest()
{
var text = Path.Combine("Assets/XianTu/AB", "xiantu");
var assetBundle = AssetBundle.LoadFromFile(text);
var allAssetNames = assetBundle.GetAllAssetNames();
foreach (var text2 in allAssetNames)
private static void LoadTest()
{
var text = Path.Combine("Assets/XianTu/AB", "xiantu");
var assetBundle = AssetBundle.LoadFromFile(text);
var allAssetNames = assetBundle.GetAllAssetNames();
foreach (var text2 in allAssetNames)
{
Debug.Log("全路径: " + text2);
var text3 = text2.Substring(0, text2.IndexOf("prefabs"));
@@ -45,24 +45,24 @@ namespace XianTu
gameObject2.name = "路径: " + text4;
}
}
Debug.Log("路径streamingAssetsPath" + Application.streamingAssetsPath);
Debug.Log("dataPath" + Application.dataPath);
Debug.Log("persistentDataPath" + Application.persistentDataPath);
}
Debug.Log("路径streamingAssetsPath" + Application.streamingAssetsPath);
Debug.Log("dataPath" + Application.dataPath);
Debug.Log("persistentDataPath" + Application.persistentDataPath);
}
private void Update()
{
var keyDown = Input.GetKeyDown(hotKey);
if (keyDown)
{
_canvas.SetActive(!_canvas.ActiveSelf);
}
}
private void Update()
{
var keyDown = Input.GetKeyDown(hotKey);
if (keyDown)
{
_canvas.SetActive(!_canvas.ActiveSelf);
}
}
private UIManager _canvas;
public KeyCode hotKey = KeyCode.F2;
public KeyCode hotKey = KeyCode.F2;
public GameObject cube;
}
public GameObject cube;
}
}