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