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修复非ENABLE_DLL模式报错的问题

tanghai 2 lat temu
rodzic
commit
ed7bc996ee

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UIHelp/UIHelpEvent.cs

@@ -11,7 +11,7 @@ namespace ET.Client
 	        Fiber fiber = uiComponent.Fiber();
 	        try
 	        {
-		        const string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UIHelp}.prefab";
+		        string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UIHelp}.prefab";
 		        GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
 		        GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
 		        UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UIHelp, gameObject);

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILobby/UILobbyEvent.cs

@@ -8,7 +8,7 @@ namespace ET.Client
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
             await ETTask.CompletedTask;
-            const string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UILobby}.prefab";
+            string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UILobby}.prefab";
             GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILobby, gameObject);

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILogin/UILoginEvent.cs

@@ -8,7 +8,7 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            const string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UILogin}.prefab";
+            string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UILogin}.prefab";
             GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILogin, gameObject);

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/Demo/Unit/AfterUnitCreate_CreateUnitView.cs

@@ -9,7 +9,7 @@ namespace ET.Client
         {
             Unit unit = args.Unit;
             // Unit View层
-            const string assetsName = $"Assets/Bundles/Unit/Unit.prefab";
+            string assetsName = $"Assets/Bundles/Unit/Unit.prefab";
             GameObject bundleGameObject = await scene.GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
             GameObject prefab = bundleGameObject.Get<GameObject>("Skeleton");
 

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/LockStep/LSUnitViewComponentSystem.cs

@@ -25,7 +25,7 @@ namespace ET.Client
             foreach (long playerId in room.PlayerIds)
             {
                 LSUnit lsUnit = lsUnitComponent.GetChild<LSUnit>(playerId);
-                const string assetsName = $"Assets/Bundles/Unit/Unit.prefab";
+                string assetsName = $"Assets/Bundles/Unit/Unit.prefab";
                 GameObject bundleGameObject = await room.GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
                 GameObject prefab = bundleGameObject.Get<GameObject>("Skeleton");
 

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLobby/UILSLobbyEvent.cs

@@ -7,7 +7,7 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            const string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSLobby}.prefab";
+            string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSLobby}.prefab";
             GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILSLobby, gameObject);

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLogin/UILSLoginEvent.cs

@@ -8,7 +8,7 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            const string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSLogin}.prefab";
+            string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSLogin}.prefab";
             GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILSLogin, gameObject);

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSRoom/UILSRoomEvent.cs

@@ -8,7 +8,7 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            const string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSRoom}.prefab";
+            string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSRoom}.prefab";
             GameObject bundleGameObject = await uiComponent.Room().GetComponent<ResourcesLoaderComponent>().LoadAssetAsync<GameObject>(assetsName);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILSRoom, gameObject);

+ 21 - 7
Unity/ProjectSettings/ProjectSettings.asset

@@ -3,7 +3,7 @@
 --- !u!129 &1
 PlayerSettings:
   m_ObjectHideFlags: 0
-  serializedVersion: 23
+  serializedVersion: 24
   productGUID: 1eb5b450436966b49a962ffe89a9d776
   AndroidProfiler: 0
   AndroidFilterTouchesWhenObscured: 0
@@ -181,10 +181,10 @@ PlayerSettings:
   StripUnusedMeshComponents: 0
   VertexChannelCompressionMask: 214
   iPhoneSdkVersion: 988
-  iOSTargetOSVersionString: 11.0
+  iOSTargetOSVersionString: 12.0
   tvOSSdkVersion: 0
   tvOSRequireExtendedGameController: 0
-  tvOSTargetOSVersionString: 11.0
+  tvOSTargetOSVersionString: 12.0
   uIPrerenderedIcon: 0
   uIRequiresPersistentWiFi: 0
   uIRequiresFullScreen: 1
@@ -683,7 +683,6 @@ PlayerSettings:
   switchReleaseVersion: 0
   switchDisplayVersion: 1.0.0
   switchStartupUserAccount: 0
-  switchTouchScreenUsage: 0
   switchSupportedLanguagesMask: 0
   switchLogoType: 0
   switchApplicationErrorCodeCategory: 
@@ -725,6 +724,7 @@ PlayerSettings:
   switchNativeFsCacheSize: 32
   switchIsHoldTypeHorizontal: 0
   switchSupportedNpadCount: 8
+  switchEnableTouchScreen: 1
   switchSocketConfigEnabled: 0
   switchTcpInitialSendBufferSize: 32
   switchTcpInitialReceiveBufferSize: 64
@@ -841,7 +841,7 @@ PlayerSettings:
   scriptingDefineSymbols:
     Android: UNITY;ENABLE_DLL
     Server: UNITY;ENABLE_DLL;ENABLE_VIEW
-    Standalone: UNITY;ENABLE_DLL;ENABLE_VIEW
+    Standalone: UNITY;ENABLE_VIEW;ENABLE_DLL
     WebGL: UNITY;ENABLE_DLL;ENABLE_VIEW
     iPhone: UNITY;ENABLE_DLL;ENABLE_VIEW
   additionalCompilerArguments: {}
@@ -853,13 +853,27 @@ PlayerSettings:
     Standalone: 1
     iPhone: 1
   il2cppCompilerConfiguration: {}
-  managedStrippingLevel: {}
+  managedStrippingLevel:
+    Android: 1
+    EmbeddedLinux: 1
+    GameCoreScarlett: 1
+    GameCoreXboxOne: 1
+    Lumin: 1
+    Nintendo Switch: 1
+    PS4: 1
+    PS5: 1
+    Stadia: 1
+    Standalone: 1
+    WebGL: 1
+    Windows Store Apps: 1
+    XboxOne: 1
+    iPhone: 1
+    tvOS: 1
   incrementalIl2cppBuild: {}
   suppressCommonWarnings: 1
   allowUnsafeCode: 1
   useDeterministicCompilation: 1
   enableRoslynAnalyzers: 1
-  selectedPlatform: 0
   additionalIl2CppArgs: 
   scriptingRuntimeVersion: 1
   gcIncremental: 0