fix:1、更换项目,使用winter来创建
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@@ -1,6 +1,6 @@
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using System;
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namespace FlowerPower
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namespace LoveLegend
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{
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public abstract class BaseInterfaceManager<T> : IDisposable, InterfaceManager where T : BaseInterfaceManager<T>, new()
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@@ -1,4 +1,4 @@
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namespace FlowerPower
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namespace LoveLegend
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{
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public abstract class BaseUnityManager<T> : SingletonUnity<T>, InterfaceManager
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@@ -1,4 +1,4 @@
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namespace FlowerPower
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namespace LoveLegend
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{
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public interface InterfaceManager
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{
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@@ -2,7 +2,7 @@ using FairyGUI;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class CameraManager : BaseInterfaceManager<CameraManager>
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{
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@@ -1,8 +1,8 @@
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using System;
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namespace FlowerPower
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namespace LoveLegend
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{
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public enum MonthType : int
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public enum MonthType : int
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{
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None = 0,
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January = 1,
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@@ -32,7 +32,7 @@ namespace FlowerPower
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private long HeartBeatInterval = 7;
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private int FixTimeOffset = 0;
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public int ServerRTTOneWayTimeOffset { get; private set; }
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@@ -102,12 +102,20 @@ namespace FlowerPower
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public long GetServerCurrTimestamp()
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public long GetServerCurrTimestamp(bool isFix = false)
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{
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return GetCurrTimestamp() - ServerRTTOneWayTimeOffset;
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var servertimes = GetCurrTimestamp() - ServerRTTOneWayTimeOffset;
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if(isFix)
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{
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servertimes += FixTimeOffset;
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}
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return servertimes;
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}
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public void SetTimeOffset(int offset)
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{
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FixTimeOffset += offset;
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}
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public DateTime GetServerCurrDateTime()
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@@ -397,7 +405,7 @@ namespace FlowerPower
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}
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public string DateTimeToFFFString(DateTime time)
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{
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return time.ToString("HH:mm:ss");
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return time.ToString("HH:mm:ss ff");
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}
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public long GetServerCurrTimestampByMillisecond()
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{
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@@ -1,5 +1,5 @@
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class GameIManager : BaseInterfaceManager<GameIManager>
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{
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class ModuleManager : BaseInterfaceManager<ModuleManager>
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{
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class SceneManager : BaseInterfaceManager<SceneManager>
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{
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class ManagerOfManager : Singleton<ManagerOfManager>
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{
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@@ -5,7 +5,7 @@ using System.Linq;
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using System.Text;
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using UnityEngine.Events;
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class AudioManager : BaseUnityManager<AudioManager>
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{
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@@ -107,7 +107,7 @@ namespace FlowerPower
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public void InitDefaultButtonClickSound(string btnSound)
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{
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string defaultSound = AudioConst.click;
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string defaultSound = AudioConst.UIButtonDefault;
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if (!string.IsNullOrEmpty(btnSound))
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{
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defaultSound = btnSound;
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@@ -3,7 +3,7 @@ using UnityEngine;
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using System.Collections;
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using UnityEngine.SceneManagement;
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namespace FlowerPower
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namespace LoveLegend
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{
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public sealed class SceneSwitchManager : BaseUnityManager<SceneSwitchManager>
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{
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@@ -1,6 +1,6 @@
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using UnityEngine;
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namespace FlowerPower
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namespace LoveLegend
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{
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public enum TimerTimeType : int
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{
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@@ -7,7 +7,7 @@ using UnityEngine.EventSystems;
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using System.Collections.Generic;
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using System.Linq;
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namespace FlowerPower
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namespace LoveLegend
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{
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public class UISequenceInfo
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{
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@@ -694,7 +694,7 @@ namespace FlowerPower
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{
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GameObject engineEventSystemGo = new GameObject("[EngineEventSystem]");
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engineEventSystemGo.AddComponent<EngineEventSystem>();
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engineEventSystemGo.transform.SetParent(GemCrushCore.Instance.transform, false);
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engineEventSystemGo.transform.SetParent(LoveLegendCore.Instance.transform, false);
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}
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private void InitFguiConfig()
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@@ -763,7 +763,7 @@ namespace FlowerPower
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{
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if (AppConst.IsMultiLangue)
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{
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Stage.inst.currLang = AppConst.InternalLangue;
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Stage.inst.currLang = Language.getCurrentLanguage();
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}
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}
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@@ -823,7 +823,7 @@ namespace FlowerPower
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if (multiLangueConfigList == null || multiLangueConfigList.Count == 0) return;
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if (string.IsNullOrWhiteSpace(switchLang)) return;
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if (switchLang == Stage.inst.currLang && switchLang == AppConst.InternalLangue) return;
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if (switchLang == Stage.inst.currLang) return;
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if (!multiLangueConfigList.Contains(switchLang)) return;
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var switchLangXML = LoadKit.Instance.LoadAsset<TextAsset>("TextAsset.I18N", switchLang);
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@@ -832,6 +832,9 @@ namespace FlowerPower
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var xml = new FairyGUI.Utils.XML(switchLangXML.text);
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UIPackage.SetStringsSource(xml);
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Stage.inst.currLang = switchLang;
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AppConst.CurrMultiLangue = switchLang;
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