master
2021744738 2 years ago
parent b4ccba82ea
commit 6a9027ed24

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class WebConnectSample : MonoBehaviour
{
public Text recTxt;
private void Awake()
{
//注册接收方法
EduCoderTool.WebConnecter.Singleton.dataHandle += ReceiveWebMsg;
}
//接收从平台发送过来的数据
void ReceiveWebMsg(string data)
{
Debug.Log("ReceiveWebMsg:" + data);
recTxt.text = data;
}
//提交成绩一共有3个方法这里展示了常用的提交分数的方法
public void ButtonClick()
{
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true, 90);
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using UnityEngine;
using System;
using System.Runtime.InteropServices;
using Newtonsoft.Json;
using System.Collections.Generic;
namespace EduCoderTool
{
/*
* web
* @author lz
**/
public class WebConnecter : MonoBehaviour
{
private static WebConnecter instance = null;
/// <summary>
/// 单例
/// </summary>
public static WebConnecter Singleton
{
get
{
if(instance == null)
{
instance = GameObject.FindObjectOfType<WebConnecter>();
if(instance == null)
{
GameObject go = new GameObject("WebConnecter");
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return instance;
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}
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private static extern void SendMsgToWeb(string str);
//接收数据
public Action<string> dataHandle;
void Awake()
{
if(instance == null)
{
instance = this;
}else
{
Destroy(gameObject);
}
}
/// <summary>
/// 接收web端发送数据
/// </summary>
/// <param name="jsonStr"></param>
public void RecData(string jsonStr)
{
dataHandle?.Invoke(jsonStr);
}
/// <summary>
/// 发送数据到web端
/// </summary>
/// <param name="data"></param>
public void SendDataToWeb(string data)
{
Debug.LogFormat(">>>>>> unity send web data{0}",data);
if (Application.platform == RuntimePlatform.WebGLPlayer)
{
SendMsgToWeb(data);
}
}
public void SendResultToWeb(bool success)
{
Dictionary<string, string> data = new Dictionary<string, string>();
data.Add("GameState", success ? "Success" : "Fail");
data.Add("Data", "");
string json = JsonConvert.SerializeObject(data);
SendDataToWeb(json);
}
public void SendResultToWeb(bool success, double score)
{
Dictionary<string, object> data = new Dictionary<string, object>();
data.Add("GameState", success ? "Success" : "Fail");
data.Add("Data", score);
string json = JsonConvert.SerializeObject(data);
SendDataToWeb(json);
}
}
}

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<?xml version="1.0" encoding="utf-8" ?>
<linker>
<assembly fullname="System">
<type fullname="System.ComponentModel.TypeConverter" preserve="all" />
<!-- <namespace fullname="System.ComponentModel" preserve="all" /> -->
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using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
public class JsonNetSample : MonoBehaviour
{
public Text Output;
void Start()
{
Output.text = "Start!\n\n";
TestJson();
SerailizeJson();
DeserializeJson();
LinqToJson();
JsonPath();
WriteLine("\nDone!");
}
void WriteLine(string msg)
{
Output.text = Output.text + msg + "\n";
}
public class Product
{
public string Name;
public DateTime ExpiryDate = new DateTime(2000, 1, 1, 0, 0, 0, DateTimeKind.Utc);
public decimal Price;
public string[] Sizes;
public override bool Equals(object obj)
{
if (obj is Product)
{
Product p = (Product)obj;
return (p.Name == Name && p.ExpiryDate == ExpiryDate && p.Price == Price);
}
return base.Equals(obj);
}
public override int GetHashCode()
{
return (Name ?? string.Empty).GetHashCode();
}
}
[System.Serializable]
public class CharacterListItem
{
public int Id { get; set; }
public string Name { get; set; }
public int Level { get; set; }
public string Class { get; set; }
public string Sex { get; set; }
}
void TestJson()
{
WriteLine("* TestJson");
var json = "{\"Id\":51, \"Name\":\"padre\", \"Level\":0, \"Class\":\"Vampire\", \"Sex\":\"F\"}";
var c = JsonConvert.DeserializeObject<CharacterListItem>(json);
WriteLine(c.Id + " " + c.Name);
}
void SerailizeJson()
{
WriteLine("* SerailizeJson");
Product product = new Product();
product.Name = "Apple";
product.ExpiryDate = new DateTime(2008, 12, 28);
product.Sizes = new string[] { "Small" };
string json = JsonConvert.SerializeObject(product);
WriteLine(json);
}
public class Movie
{
public string Name { get; set; }
public string Description { get; set; }
public string Classification { get; set; }
public string Studio { get; set; }
public DateTime? ReleaseDate { get; set; }
public List<string> ReleaseCountries { get; set; }
}
void DeserializeJson()
{
WriteLine("* DeserializeJson");
string json = @"{
'Name': 'Bad Boys',
'ReleaseDate': '1995-4-7T00:00:00',
'Genres': [
'Action',
'Comedy'
]
}";
Movie m = JsonConvert.DeserializeObject<Movie>(json);
string name = m.Name;
WriteLine(name);
}
void LinqToJson()
{
WriteLine("* LinqToJson");
JArray array = new JArray();
array.Add("Manual text");
array.Add(new DateTime(2000, 5, 23));
JObject o = new JObject();
o["MyArray"] = array;
string json = o.ToString();
WriteLine(json);
}
private void JsonPath()
{
WriteLine("* JsonPath");
var o = JObject.Parse(@"{
'Stores': [
'Lambton Quay',
'Willis Street'
],
'Manufacturers': [
{
'Name': 'Acme Co',
'Products': [
{
'Name': 'Anvil',
'Price': 50
}
]
},
{
'Name': 'Contoso',
'Products': [
{
'Name': 'Elbow Grease',
'Price': 99.95
},
{
'Name': 'Headlight Fluid',
'Price': 4
}
]
}
]
}");
JToken acme = o.SelectToken("$.Manufacturers[?(@.Name == 'Acme Co')]");
WriteLine(acme.ToString());
IEnumerable<JToken> pricyProducts = o.SelectTokens("$..Products[?(@.Price >= 50)].Name");
foreach (var item in pricyProducts)
{
WriteLine(item.ToString());
}
}
}

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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
/// <summary>
/// ui工具
/// </summary>
public class ExchangeFont : EditorWindow
{
[MenuItem("UnityExt/UI/更换字体")]
public static void Open()
{
EditorWindow.GetWindow(typeof(ExchangeFont), true);
}
public Font SelectOldFont;
static Font OldFont;
public Font SelectNewFont;
static Font NewFont;
static float NewLineSpacing;
private void OnGUI()
{
SelectOldFont = (Font)EditorGUILayout.ObjectField("请选择想更换的字体", SelectOldFont, typeof(Font), true, GUILayout.MinWidth(100));
OldFont = SelectOldFont;
SelectNewFont = (Font)EditorGUILayout.ObjectField("请选择新的字体", SelectNewFont, typeof(Font), true, GUILayout.MinWidth(100));
NewFont = SelectNewFont;
NewLineSpacing = 1;
NewLineSpacing = EditorGUILayout.FloatField("新行间距", NewLineSpacing);
if (GUILayout.Button("更换选中的预制体"))
{
if (SelectOldFont == null || SelectNewFont == null)
{
Debug.LogError("请选择字体!");
}
else
{
Change();
}
}
if (GUILayout.Button("更换文件夹下所有的预制体"))
{
if (SelectOldFont == null || SelectNewFont == null)
{
Debug.LogError("请选择字体!");
}
else
{
ChangeSelectFloud();
}
}
}
public static void Change()
{
Object[] Texts = Selection.GetFiltered(typeof(Text), SelectionMode.Deep);
Debug.Log("找到" + Texts.Length + "个Text即将处理");
int count = 0;
foreach (Object text in Texts)
{
if (text)
{
Text AimText = (Text)text;
Undo.RecordObject(AimText, AimText.gameObject.name);
if (AimText.font == OldFont)
{
AimText.font = NewFont;
AimText.lineSpacing = NewLineSpacing;
//Debug.Log(AimText.name + ":" + AimText.text);
EditorUtility.SetDirty(AimText);
count++;
}
}
}
Debug.Log("字体更换完毕!更换了" + count + "个");
}
public static void ChangeSelectFloud()
{
object[] objs = Selection.GetFiltered(typeof(object), SelectionMode.DeepAssets);
for (int i = 0; i < objs.Length; i++)
{
string ext = System.IO.Path.GetExtension(objs[i].ToString());
if (!ext.Contains(".GameObject"))
{
continue;
}
GameObject go = (GameObject)objs[i];
var Texts = go.GetComponentsInChildren<Text>(true);
int count = 0;
foreach (Text text in Texts)
{
Undo.RecordObject(text, text.gameObject.name);
if (text.font == OldFont)
{
text.font = NewFont;
text.lineSpacing = NewLineSpacing;
EditorUtility.SetDirty(text);
count++;
}
}
if (count > 0)
{
AssetDatabase.SaveAssets();
Debug.Log(go.name + "界面有:" + count + "个Arial字体");
}
}
}
}
#endif

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