Merge remote-tracking branch 'origin/master' into AnHui_BaoShi

This commit is contained in:
李浩 2025-03-26 09:53:01 +08:00
commit 805c2f79b8
9 changed files with 350 additions and 37 deletions

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@ -278,6 +278,11 @@ public class ActionHelper
var dictAction = (XMLTool.DictionaryAction)act;
return QFramework.OperationChangeAction.Allocate(dictAction.args);
}
case "ShowScore":
{
var dictAction = (XMLTool.DictionaryAction)act;
return QFramework.ShowScoreAction.Allocate(dictAction.args);
}
default:
Debug.LogError($"没有找到此Action的类型{act.Type}");
break;

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@ -0,0 +1,82 @@
using QFramework.Example;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace QFramework
{
internal class ShowScoreAction : IAction
{
public System.Action OnFinished { get; set; }
private ShowScoreAction()
{
}
private static readonly SimpleObjectPool<ShowScoreAction> mPool =
new SimpleObjectPool<ShowScoreAction>(() => new ShowScoreAction(), null, 10);
Dictionary<string, string> datas;
public static ShowScoreAction Allocate(Dictionary<string, string> datas, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.datas = datas;
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
UIScoreData data = new UIScoreData();
if (datas.ContainsKey("onlyCurModule"))
{
if (bool.TryParse(datas["onlyCurModule"], out data.onlyCurModule) == false)
{
data.onlyCurModule = false;
}
}
UIKit.OpenPanelAsync<UIScore>(canvasLevel: UILevel.PopUI, uiData: data).ToAction().StartGlobal(() => this.Finish());
}
public void OnExecute(float dt)
{
//this.Finish();
//OnFinished?.Invoke();
}
public void OnFinish()
{
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
public bool Paused { get; set; }
public void Deinit()
{
if (!Deinited)
{
OnFinished = null;
Deinited = true;
mPool.Recycle(this);
}
}
public bool Deinited { get; set; }
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0ba81906fe012d2468c5a69a833ed765
timeCreated: 1647655796

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@ -0,0 +1,145 @@
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using System.IO;
using System;
public class WindowsLowercaseRenamer : EditorWindow
{
[MenuItem("Assets/Windows安全重命名")]
private static void SafeRenameAll()
{
string dataPath = Global.dataPath;
// 新增:处理根目录名称
ProcessRootDirectory(dataPath);
// 处理子目录和文件
ProcessDirectoriesRecursive(dataPath);
ProcessFilesRecursive(dataPath);
AssetDatabase.Refresh();
Debug.Log("安全重命名完成!");
}
// 新增方法:处理根目录
private static void ProcessRootDirectory(string originalPath)
{
try
{
DirectoryInfo rootInfo = new DirectoryInfo(originalPath);
string targetRootName = rootInfo.Name.ToLowerInvariant();
// 如果根目录名称不符合规范
if (rootInfo.Name != targetRootName)
{
string parentPath = rootInfo.Parent.FullName;
string newRootPath = Path.Combine(parentPath, targetRootName);
// 特殊处理:根目录重命名需要额外权限
if (Directory.Exists(newRootPath))
{
string tempPath = Path.Combine(parentPath, Guid.NewGuid().ToString());
Directory.Move(originalPath, tempPath);
Directory.Move(tempPath, newRootPath);
}
else
{
Directory.Move(originalPath, newRootPath);
}
Debug.Log($"根目录重命名成功: {originalPath} → {newRootPath}");
// 更新全局路径(如果需要)
Global.dataPath = newRootPath; // 根据实际Global类的实现可能需要调整
}
}
catch (Exception ex)
{
Debug.LogError($"根目录重命名失败: {ex.Message}");
}
}
private static void ProcessDirectoriesRecursive(string path)
{
foreach (var dirPath in Directory.GetDirectories(path))
{
// 递归处理子目录
ProcessDirectoriesRecursive(dirPath);
DirectoryInfo dirInfo = new DirectoryInfo(dirPath);
string targetName = dirInfo.Name.ToLowerInvariant();
// 仅当实际目录名不符合规范时才重命名
if (dirInfo.Name != targetName)
{
string parentPath = dirInfo.Parent.FullName;
string newPath = Path.Combine(parentPath, targetName);
try
{
// 特殊处理Windows需要先重命名到临时名称
//if (Directory.Exists(newPath))
//{
// string tempPath = Path.Combine(parentPath, Guid.NewGuid().ToString());
// Directory.Move(dirPath, tempPath);
// Directory.Move(tempPath, newPath);
//}
//else
//{
Directory.Move(dirPath, newPath);
//}
Debug.Log($"目录重命名成功: {dirPath} → {newPath}");
}
catch (Exception ex)
{
Debug.LogError($"目录重命名失败: {dirPath}\n{ex.Message}");
}
}
}
}
private static void ProcessFilesRecursive(string path)
{
foreach (var filePath in Directory.GetFiles(path))
{
FileInfo fileInfo = new FileInfo(filePath);
string targetName = Path.GetFileNameWithoutExtension(fileInfo.Name).ToLowerInvariant();
string targetExt = fileInfo.Extension.ToLowerInvariant();
string newFileName = $"{targetName}{targetExt}";
// 比较实际文件名
if (fileInfo.Name != newFileName)
{
string newPath = Path.Combine(fileInfo.DirectoryName, newFileName);
try
{
// Windows特殊处理如果目标存在但大小写不同
if (File.Exists(newPath))
{
string tempPath = Path.Combine(fileInfo.DirectoryName, Guid.NewGuid().ToString() + fileInfo.Extension);
File.Move(filePath, tempPath);
File.Move(tempPath, newPath);
}
else
{
File.Move(filePath, newPath);
}
Debug.Log($"文件重命名成功: {filePath} → {newPath}");
}
catch (Exception ex)
{
Debug.LogError($"文件重命名失败: {filePath}\n{ex.Message}");
}
}
}
// 递归子目录
foreach (var dirPath in Directory.GetDirectories(path))
{
ProcessFilesRecursive(dirPath);
}
}
}
#endif

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3fc1a350612ff074eb9880438ed8d526
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -7,60 +7,72 @@ using UnityEngine;
public class VirtualFPostProcess : IPostprocessBuildWithReport
{
// 定义回调优先级(越低越先执行)
public int callbackOrder => 0;
// 在打包完成后执行
public void OnPostprocessBuild(BuildReport report)
{
// 获取项目根目录路径
string projectPath = Application.dataPath;
// 获取Data文件夹的路径
string dataFolderPath = Path.Combine(projectPath, "../Data");
string buildOutputPath = GetValidBuildPath(report);
// 获取打包后的输出目录
string buildOutputPath = report.summary.outputPath;
if (buildOutputPath.Contains(".exe"))
{
var paths = buildOutputPath.Split('/');
buildOutputPath = buildOutputPath.Replace(paths[paths.Length - 1], "");
}
// 检查Data文件夹是否存在
if (Directory.Exists(dataFolderPath))
{
// 将Data文件夹复制到打包后的目标目录
string targetDataPath = Path.Combine(buildOutputPath, "Data");
CopyDirectory(dataFolderPath, targetDataPath);
Debug.Log($"Data folder copied to build output directory: {targetDataPath}");
// 目标目录强制小写
string targetDataPath = Path.Combine(buildOutputPath, "data");
CopyDirectoryWithLowerCaseNames(dataFolderPath, targetDataPath);
Debug.Log($"数据目录已复制到: {targetDataPath}");
}
else
{
Debug.LogWarning("Data folder not found at: " + dataFolderPath);
Debug.LogWarning("未找到数据目录: " + dataFolderPath);
}
}
// 递归复制文件夹的辅助方法,覆盖已有文件和文件夹
private void CopyDirectory(string sourceDir, string destinationDir)
private string GetValidBuildPath(BuildReport report)
{
// 确保目标目录存在
if (!Directory.Exists(destinationDir))
string path = report.summary.outputPath;
if (path.Contains(".exe"))
{
Directory.CreateDirectory(destinationDir);
return Path.GetDirectoryName(path);
}
return path;
}
private void CopyDirectoryWithLowerCaseNames(string sourceDir, string targetDir)
{
// 创建小写目标目录
var lowerTargetDir = ConvertToLowerPath(targetDir);
Directory.CreateDirectory(lowerTargetDir);
// 复制文件(带小写转换)
foreach (var file in Directory.GetFiles(sourceDir))
{
string fileName = Path.GetFileName(file);
string lowerName = ConvertToLowerPath(fileName);
File.Copy(file, Path.Combine(lowerTargetDir, lowerName), true);
}
// 遍历源目录中的文件
foreach (string file in Directory.GetFiles(sourceDir))
// 递归处理子目录(带小写转换)
foreach (var dir in Directory.GetDirectories(sourceDir))
{
string destFile = Path.Combine(destinationDir, Path.GetFileName(file));
File.Copy(file, destFile, true); // 覆盖已有文件
}
// 遍历源目录中的子文件夹
foreach (string subDir in Directory.GetDirectories(sourceDir))
{
string destSubDir = Path.Combine(destinationDir, Path.GetFileName(subDir));
CopyDirectory(subDir, destSubDir); // 递归复制子文件夹
string dirName = Path.GetFileName(dir);
string lowerDirName = ConvertToLowerPath(dirName);
CopyDirectoryWithLowerCaseNames(dir, Path.Combine(lowerTargetDir, lowerDirName));
}
}
}
// 中英文混合路径转小写
private string ConvertToLowerPath(string input)
{
char[] chars = input.ToCharArray();
for (int i = 0; i < chars.Length; i++)
{
// 只处理ASCII字母字符中文等Unicode字符保持不变
if (chars[i] >= 'A' && chars[i] <= 'Z')
{
chars[i] = (char)(chars[i] | 0x20); // 快速转小写
}
}
return new string(chars);
}
}

View File

@ -6,6 +6,10 @@ namespace QFramework.Example
{
public class UIScoreData : UIPanelData
{
/// <summary>
/// Ö»ÏÔʾµ±Ç°Ä£¿éµÄÆÀ·Ö
/// </summary>
public bool onlyCurModule = false;
}
public partial class UIScore : UIPanel
{
@ -63,14 +67,30 @@ namespace QFramework.Example
protected override void OnOpen(IUIData uiData = null)
{
mData = uiData as UIScoreData ?? new UIScoreData();
Content.RemoveAllChildren();
float sum = 0;
float score = 0;
foreach (var moduleDict in ScoreController.Instance.moduleDict)
bool onlyCur = false;
if (uiData == null)
{
foreach (var item in moduleDict.Value.scoreDict)
if (bool.TryParse(Global.Instance.curModule.OnlyCurScore, out onlyCur) == false)
{
onlyCur = false;
}
}
else
{
onlyCur = mData.onlyCurModule;
}
if (onlyCur)
{
foreach (var item in ScoreController.Instance.GetCurScoreData())
{
GameObject obj = GameObject.Instantiate(ItemPrefab.gameObject, Content);
obj.transform.Find("Step").GetComponent<TextMeshProUGUI>().text = item.Value.step;
@ -81,6 +101,23 @@ namespace QFramework.Example
score += item.Value.value;
}
}
else
{
foreach (var moduleDict in ScoreController.Instance.moduleDict)
{
foreach (var item in moduleDict.Value.scoreDict)
{
GameObject obj = GameObject.Instantiate(ItemPrefab.gameObject, Content);
obj.transform.Find("Step").GetComponent<TextMeshProUGUI>().text = item.Value.step;
obj.transform.Find("Name").GetComponent<TextMeshProUGUI>().text = item.Value.name;
obj.transform.Find("Sum").GetComponent<TextMeshProUGUI>().text = item.Value.sum;
obj.transform.Find("Score").GetComponent<TextMeshProUGUI>().text = item.Value.value.ToString();
sum += float.Parse(item.Value.sum);
score += item.Value.value;
}
}
}
this.Score.text = score.ToString();
this.Sum.text = sum.ToString();

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@ -26,6 +26,7 @@ namespace XMLTool
public string ModuleName { get; set; }
public string Descript { get; set; }
public string OnlyCurScore { get; set; }
public string Icon { get; set; }
public List<Operation> Operations { get; set; }
@ -269,6 +270,7 @@ namespace XMLTool
module.type = moduleElement.Element("Type")?.Value;
module.ModuleName = moduleElement.Element("Name")?.Value;
module.Icon = moduleElement.Element("Icon")?.Value;
module.OnlyCurScore = moduleElement.Element("OnlyCurScore")?.Value;
module.Descript = moduleElement.Element("Descript")?.Value.Trim();
module.Scene = moduleElement.Element("Scene")?.Value;
@ -1557,6 +1559,17 @@ namespace XMLTool
newAction = act;
}
break;
case "ShowScore":
{
var act = new DictionaryAction();
XAttribute onlyCurModule = action.Attribute("onlyCurModule");
if (onlyCurModule != null)
{
act.args.Add("onlyCurModule", onlyCurModule.Value);
}
newAction = act;
}
break;
default:
newAction = new Action();
break;

View File

@ -18,6 +18,9 @@
<!--执行下一步左侧步骤列表 默认开始的时候为-1步 要主动调用一次才到第1步-->
<Action type="NextOperation"></Action>
<!--显示得分UI界面 onlyCurModule 是否仅显示当前模块成绩 默认为false-->
<Action type="ShowScore" onlyCurModule="true"></Action>
<!--切换operation模块 使用此功能 operation的配置中必须有name属性
name为operation配置中的name
执行此行后 不需要在执行NextOperationAction 框架底层执行了
@ -262,6 +265,8 @@
<Scene>Scene</Scene>
<!--Study学习模式 Exam实训模式 All都有-->
<Type>Study</Type>
<!--右上角显示成绩的时候 是否只显示当前模块的-->
<OnlyCurScore>false</OnlyCurScore>
<!--
用于显示模块选择页面的 模块图标
图片存放于Data/Image/路径下面 可以自己构建子路径