hexiaojie 8 meses atrás
pai
commit
5df78cbb2e

+ 8 - 8
GameClient/Assets/AssetBundleCollectorSetting.asset

@@ -161,14 +161,6 @@ MonoBehaviour:
         FilterRuleName: CollectAll
         AssetTags: 
         UserData: 
-      - CollectPath: Assets/Game/CSShare/Sqlite/excelConfig.sqlite.bytes
-        CollectorGUID: ef20d70915914224195c8bc33e9f6c8e
-        CollectorType: 0
-        AddressRuleName: AddressByFileName
-        PackRuleName: PackRawFile
-        FilterRuleName: CollectAll
-        AssetTags: 
-        UserData: 
       - CollectPath: Assets/ResIn/Font
         CollectorGUID: 1295ceb03b9528244a0d4164f9f414fe
         CollectorType: 0
@@ -185,6 +177,14 @@ MonoBehaviour:
         FilterRuleName: CollectAll
         AssetTags: 
         UserData: 
+      - CollectPath: Assets/Game/CSShare/GFG/HotUpdate/LuBanConfig/LubanData
+        CollectorGUID: 4c3156d3772f9344a90455ef1e9a93ba
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
     - GroupName: scene
       GroupDesc: 
       AssetTags: preload

+ 1 - 1
GameClient/Assets/Editor/BuildEditor/PresetAssetHelper.cs

@@ -33,7 +33,7 @@ namespace GFGEditor
             preloadFiles.AddRange(assetBundlePreloadFiles.PreloadFiles);
 
 
-            SqliteController.Instance.Init(false, null);
+            //SqliteController.Instance.Init(false, null);
 
             List<StoryDialogCfg> dataArray = CommonDataManager.Tables.TblStoryDialogCfg.DataList;
             foreach (var cfg in dataArray)

+ 4 - 140
GameClient/Assets/Editor/ToolsMenu.cs

@@ -65,27 +65,7 @@ namespace GFGEditor
         }
 
 #endif
-        [MenuItem("策划/更新并导入所有", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportAll)]
-        static void UpdateAndImportAll()
-        {
-            UpdateProject();
-            UpdateAndImportArtRes();
-            UpdateAndImportExcel();
-            if (CommitWhenRelease)
-            {
-                CommitProject();
-            }
-        }
-
-        [MenuItem("策划/更新并导入Excel", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportExcel)]
-        static void UpdateAndImportExcelAndCommit()
-        {
-            UpdateAndImportExcel();
-            if (CommitWhenRelease)
-            {
-                CommitProject();
-            }
-        }
+        
 
         [MenuItem("策划/更新并导入美术资源", false, (int)TOOL_MENU_PRIORITY.UpdateAndImportArtRes)]
         static void UpdateAndImportArtResAndCommit()
@@ -120,21 +100,6 @@ namespace GFGEditor
             EditorUtility.ClearProgressBar();
         }
 
-        [MenuItem("策划/其它/导入配置表", false, (int)TOOL_MENU_PRIORITY.ImportExcel)]
-        public static void ImportExcelNeiWang()
-        {
-            ImportExcel();
-        }
-
-        [MenuItem("策划/检查配置表", false, (int)TOOL_MENU_PRIORITY.CheckExcel)]
-        public static void CheckExcel()
-        {
-            EditorUtility.DisplayProgressBar("进度", "正在检查表格", 1);
-            //检查表格部分内容
-            ExcelChecker.StartCheck();
-            EditorUtility.ClearProgressBar();
-        }
-
         [MenuItem("策划/其它/导入美术资源", false, (int)TOOL_MENU_PRIORITY.ImportArtRes)]
         public static void ImportArtResNeiWang()
         {
@@ -193,71 +158,14 @@ namespace GFGEditor
             ImportArtResTool.Import();
             EditorUtility.ClearProgressBar();
         }
-
-        public static void ImportExcel()
-        {
-            Log.ILog = new UnityLogger();
-            //清除缓存  
-            if (File.Exists(ExcelConfig.excelsCacheFolderPath))
-            {
-                File.Delete(ExcelConfig.excelsCacheFolderPath);
-            }
-            ET.Options.Instance = new ET.Options();
-            //清除缓存  
-            
-            if (File.Exists(ExcelConfig.excelsCacheFolderPath))
-            {
-                File.Delete(ExcelConfig.excelsCacheFolderPath);
-            }
-            
-            EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
-            SqliteController.Instance.Init(false, null);
-            SQLiteHelper.Instance.OpenConnection();
-            //try
-            //{
-
-            SQLiteHelper.Instance.ClearAllTables();
-            CodeTemplateFactory.Init();
-
-            if (!Directory.Exists(ExcelConfig.configCodePath))
-            {
-                Directory.CreateDirectory(ExcelConfig.configCodePath);
-            }
-
-            if (!Directory.Exists(ExcelConfig.configArrayCodePath))
-            {
-                Directory.CreateDirectory(ExcelConfig.configArrayCodePath);
-            }
-
-            ExcelReader.WriteExcle();
-            ExcelReader.ReadExcel(CodeBuilder.GenerateCode);
-            //}
-            //catch (Exception e)
-            //{
-            //    throw (e.InnerException);
-            //}
-            //finally
-            //{
-            SQLiteHelper.Instance.CloseConnection();
-            //}
-            //开始扫描表格,自动生成部分数据
-            ExcelScanner.StartScan();
-            AssetDatabase.Refresh();
-            EditorUtility.ClearProgressBar();
-            SQLiteHelper.Instance.CloseConnection();
-        }
+        
 
         static void UpdateAndImportArtRes()
         {
             UpdateArtRes();
             ImportArtRes();
         }
-
-        static void UpdateAndImportExcel()
-        {
-            UpdateExcel();
-            ImportExcel();
-        }
+        
 
         [MenuItem("Tools/ImageClip/TestImportClipImage")]
         public static void TestImportClipImage()
@@ -369,51 +277,7 @@ namespace GFGEditor
                 UnityEngine.Debug.Log(assembly.name);
             }
         }
-
-        //[MenuItem("Tools/Build/Build Bundles Res Init")]
-        //public static void BuildBundlesResIn()
-        //{
-        //    BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
-        //}
-
-        //[MenuItem("Tools/Build/Build Bundles All")]
-        //public static void BuildBundlesRes()
-        //{
-        //    BuildDllHelper.BuildHotUpdateDll();
-        //    BuildScript.BuildCustomBundles(resArr, "BuildSetting");
-        //}
-
-        ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
-        //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
-        //public static void CopyToStreamingAssets()
-        //{
-        //    BuildScript.CopyToStreamingAssets();
-        //}
-
-        [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
-        public static void SetBundlesExcelTestDir()
-        {
-            try
-            {
-                ExcelConfig.excelsRootDirNameDressUp = "Config-demo1";
-                ImportExcel();
-            }
-            catch (Exception e)
-            {
-                Log.Error(e.ToString());
-                ExcelConfig.excelsRootDirNameDressUp = "Config";
-            }
-        }
-
-        //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
-        //public static void BuildBundlesResTemp()
-        //{
-        //    EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
-        //    BuildDllHelper.BuildHotUpdateDll();
-        //    BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
-        //    EditorUtility.ClearProgressBar();
-        //}
-
+        
         [MenuItem("Tools/ClearCache")]
         public static void ClearCache()
         {

+ 18 - 9
GameClient/Assets/Game/HotUpdate/Controller/GameController.cs

@@ -22,8 +22,7 @@ namespace GFGGame
                 Debug.LogError("调试1" + e);
                 throw;
             }
-
-            Debug.Log($"正在初始化 MusicManager");
+            
             try
             {
                 SoundManager.Instance.Stop();
@@ -33,8 +32,7 @@ namespace GFGGame
                 Debug.LogError("调试2" + e);
                 throw;
             }
-
-            Debug.Log($"正在初始化 SoundManager");
+            
             try
             {
                 VoiceManager.Instance.Stop();
@@ -44,8 +42,7 @@ namespace GFGGame
                 Debug.LogError("调试3" + e);
                 throw;
             }
-
-            Debug.Log($"正在初始化 VoiceManager");
+            
             //GameObject对象池
             try
             {
@@ -56,8 +53,7 @@ namespace GFGGame
                 Debug.LogError("调试4" + e);
                 throw;
             }
-
-            Debug.Log($"正在初始化 PrefabManager");
+            
             try
             {
                 //字体
@@ -69,7 +65,20 @@ namespace GFGGame
                 throw;
             }
 
-            Debug.Log($"正在初始化 FontLoader");
+            // 先加载Luban配置
+            Debug.Log("开始加载Luban配置表...");
+            try
+            {
+                // 使用LubanConfigLoader加载配置
+                CommonDataManager.Init();
+                Debug.Log("Luban配置表加载完成");
+            }
+            catch (Exception e)
+            {
+                Debug.LogError($"Luban配置加载失败: {e}");
+                throw;
+            }
+            
             //界面
             try
             {

+ 0 - 9
GameClient/Assets/Game/HotUpdate/ETCodes/ETManager.cs

@@ -24,23 +24,14 @@ namespace GFGGame
             TimeInfo.Instance.TimeZone = 8;
             try
             {
-                Debug.Log($"正在初始化HotUpdateCodeLoaderHotUpdate");
                 Game.EventSystem.Add(HotUpdateCodeLoaderHotUpdate.Instance.GetAllTypes());
-                Debug.Log($"正在初始化 TimerComponent");
                 Game.Scene.AddComponent<TimerComponent>();
-                Debug.Log($"正在初始化 CoroutineLockComponent");
                 Game.Scene.AddComponent<CoroutineLockComponent>();
-                Debug.Log($"正在初始化 OpcodeTypeComponent");
                 Game.Scene.AddComponent<OpcodeTypeComponent>();
-                Debug.Log($"正在初始化 MessageDispatcherComponent");
                 Game.Scene.AddComponent<MessageDispatcherComponent>();
-                Debug.Log($"正在初始化 NetThreadComponent");
                 Game.Scene.AddComponent<NetThreadComponent>();
-                Debug.Log($"正在初始化 SessionStreamDispatcher");
                 Game.Scene.AddComponent<SessionStreamDispatcher>();
-                Debug.Log($"正在初始化 ZoneSceneManagerComponent");
                 Game.Scene.AddComponent<ZoneSceneManagerComponent>();
-                Debug.Log($"正在初始化 NumericWatcherComponent");
                 Game.Scene.AddComponent<NumericWatcherComponent>();
 
                 GameGlobal.zoneScene = SceneFactory.CreateZoneScene(1, "Game", Game.Scene);

+ 0 - 10
GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Scene/SceneFactory.cs

@@ -10,25 +10,15 @@ namespace ET
         {
             Scene zoneScene = EntitySceneFactory.CreateScene(Game.IdGenerater.GenerateInstanceId(), zone, SceneType.Zone, name, parent);
             zoneScene.AddComponent<ZoneSceneFlagComponent>();
-            Debug.Log($"正在初始化 ZoneSceneFlagComponent");
             zoneScene.AddComponent<NetWSComponent, int>(SessionStreamDispatcherType.SessionStreamDispatcherClientOuter);
-            Debug.Log($"正在初始化 NetWSComponent");
             zoneScene.AddComponent<CurrentScenesComponent>();
-            Debug.Log($"正在初始化 CurrentScenesComponent");
             zoneScene.AddComponent<ObjectWait>();
-            Debug.Log($"正在初始化 ObjectWait");
             zoneScene.AddComponent<PlayerComponent>();
-            Debug.Log($"正在初始化 PlayerComponent");
             zoneScene.AddComponent<AccountInfoComponent>();
-            Debug.Log($"正在初始化 AccountInfoComponent");
             zoneScene.AddComponent<ServerInfosComponent>();
-            Debug.Log($"正在初始化 ServerInfosComponent");
             zoneScene.AddComponent<RoleInfosComponent>();
-            Debug.Log($"正在初始化 RoleInfosComponent");
             zoneScene.AddComponent<SessionComponent>();
-            Debug.Log($"正在初始化 SessionComponent");
             zoneScene.AddComponent<LogSplicingComponent>();
-            Debug.Log($"正在初始化 LogSplicingComponent");
             return zoneScene;
         }
 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/GameConfig.cs

@@ -32,7 +32,7 @@ namespace GFGGame
             var result = JsonMapper.ToObject<Result>(json);
             LoginAddress = result.loginApiUrl;
             //LoginAddress = "43.139.184.240:10003";
-            //LoginAddress = "175.178.189.228:10013";//测试地址
+            LoginAddress = "192.168.1.191:20005";//测试地址
             showGM = int.Parse(result.showGM);
             if(!string.IsNullOrEmpty(result.openTime))
             {

+ 0 - 1
GameClient/Assets/Game/HotUpdate/HotUpdateDriver.cs

@@ -14,7 +14,6 @@ namespace GFGGame
             LitJson.UnityTypeBindings.Register();
             //ET
             ETManager.Instance.Init();
-            Debug.Log($"正在初始化 ETManager.Init");
             //Game
             OperationSystem.Initialize();
             GameController.Start();

+ 0 - 0
GameClient/Assets/Game/HotUpdate/Sqlite.meta → GameClient/Assets/Game/HotUpdate/LubanManager.meta


+ 44 - 0
GameClient/Assets/Game/HotUpdate/LubanManager/CommonDataManager.cs

@@ -0,0 +1,44 @@
+using GFGGame;
+using SimpleJSON;
+using UnityEngine;
+using YooAsset;
+
+public class CommonDataManager2 : Singleton<CommonDataManager2>
+{
+    public static cfg.Tables Tables;
+
+    protected override void Awake()
+    {
+        base.Awake();
+        DontDestroyOnLoad(gameObject);
+    }
+
+    public void Init()
+    {
+        Tables = new cfg.Tables(LoadByteBuf);
+    }
+
+    private JSONNode LoadByteBuf(string file)
+    {
+        var str = ReadStringSync(file);
+        if (string.IsNullOrEmpty(str))
+        {
+            Debug.LogError("load luban json failed:" + file);
+            return null;
+        }
+
+        return JSON.Parse(str);
+    }
+
+    public string ReadStringSync(string loc)
+    {
+        var handler = YooAssets.LoadAssetSync<Sprite>(loc);
+        if (handler == null)
+        {
+            return null;
+        }
+
+        var data = handler.AssetObject as TextAsset;
+        return data != null ? data.text : null;
+    }
+}

+ 3 - 0
GameClient/Assets/Game/HotUpdate/LubanManager/CommonDataManager.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 84dc3bedfef3414cbb5a27e639b6596f
+timeCreated: 1747563077

+ 37 - 0
GameClient/Assets/Game/HotUpdate/LubanManager/SqliteController.cs

@@ -0,0 +1,37 @@
+// using System;
+// using UnityEngine;
+// using YooAsset;
+//
+// namespace GFGGame
+// {
+//     public class SqliteController : SingletonBase<SqliteController>
+//     {
+//
+//         public void Init(bool logable, string resPath)
+//         {
+//
+//             string dbPath = null;
+//             string connectionPath;
+// #if UNITY_EDITOR
+//             dbPath = $"{Environment.CurrentDirectory}/{ResPathUtil.SQLITE_FILE_PATH}";
+//
+// #else
+//             dbPath = GetSqlFilePath(resPath);
+// #endif
+//
+// #if !UNITY_EDITOR && UNITY_ANDROID
+//             connectionPath =  "uri=file:" + dbPath;
+// #else
+//             connectionPath = "data source=" + dbPath;
+// #endif
+//             SQLiteHelper.Instance.Init(logable, connectionPath);
+//         }
+//
+//         private string GetSqlFilePath(string resPath)
+//         {
+//             RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(resPath);
+//             return handle.GetRawFilePath();
+//         }
+//
+//     }
+// }

+ 0 - 0
GameClient/Assets/Game/HotUpdate/Sqlite/SqliteController.cs.meta → GameClient/Assets/Game/HotUpdate/LubanManager/SqliteController.cs.meta


+ 0 - 37
GameClient/Assets/Game/HotUpdate/Sqlite/SqliteController.cs

@@ -1,37 +0,0 @@
-using System;
-using UnityEngine;
-using YooAsset;
-
-namespace GFGGame
-{
-    public class SqliteController : SingletonBase<SqliteController>
-    {
-
-        public void Init(bool logable, string resPath)
-        {
-
-            string dbPath = null;
-            string connectionPath;
-#if UNITY_EDITOR
-            dbPath = $"{Environment.CurrentDirectory}/{ResPathUtil.SQLITE_FILE_PATH}";
-
-#else
-            dbPath = GetSqlFilePath(resPath);
-#endif
-
-#if !UNITY_EDITOR && UNITY_ANDROID
-            connectionPath =  "uri=file:" + dbPath;
-#else
-            connectionPath = "data source=" + dbPath;
-#endif
-            SQLiteHelper.Instance.Init(logable, connectionPath);
-        }
-
-        private string GetSqlFilePath(string resPath)
-        {
-            RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(resPath);
-            return handle.GetRawFilePath();
-        }
-
-    }
-}

+ 0 - 10
GameClient/Assets/Game/HotUpdate/Views/ViewGlobal.cs

@@ -12,32 +12,22 @@ namespace GFGGame
 
         public static void CreatClickEffect()
         {
-            Debug.Log($"正在初始化 CreatClickEffect");
             if (comHolder == null)
             {
-                Debug.Log($"正在初始化 comHolder");
                 comHolder = UI_ComHolder.Create();
-                Debug.Log($"正在初始化 Create");
                 comHolder.target.touchable = false;
-                Debug.Log($"正在初始化 touchable");
                 ViewManager.AddChildToFloatLayer(comHolder.target);
-                Debug.Log($"正在初始化 SetPosition");
                 comHolder.target.SetPosition(-100, -100, 0);
-                Debug.Log($"正在初始化 SetClickPos");
                 GRoot.inst.onTouchBegin.Add(SetClickPos);
-                Debug.Log($"正在初始化 CreateEffectUI");
                 _effectUI1 = EffectUIPool.CreateEffectUI(comHolder.m_holder, "ui_dj", "DJ");
             }
         }
 
         private static void SetClickPos()
         {
-            Debug.Log($"正在初始化 GlobalToLocal");
             Vector2 pos = GRoot.inst.GlobalToLocal(Stage.inst.touchPosition);
-            Debug.Log($"正在初始化 SetPosition 1");
             comHolder.m_holder.visible = false;
             comHolder.m_holder.visible = true;
-            Debug.Log($"正在初始化 SetPosition 2");
             comHolder.target.SetPosition(pos.x, pos.y, 0);
         }
 

+ 0 - 14
GameClient/Assets/Game/HotUpdate/Views/ViewManager.cs

@@ -41,17 +41,12 @@ namespace GFGGame
 
         public static void Init()
         {
-            Debug.Log($"正在初始化 SetLoaderExtension");
             //设置CustomLoader
             UIObjectFactory.SetLoaderExtension(typeof(GFGGLoader));
-            Debug.Log($"正在初始化 Common");
             //通用资源,单独加,增加一次引用,不会被释放
             GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
-            Debug.Log($"正在初始化 CommonGame");
             GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("CommonGame"));
-            Debug.Log($"正在初始化 Main");
             GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Main"));
-            Debug.Log($"正在初始化 NAudioClip");
             //await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
             UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAsset("Common", "click");
        
@@ -63,32 +58,23 @@ namespace GFGGame
             _viewDic = new Dictionary<string, IUIView>();
 
             _viewStack = new List<ViewStructure>();
-            Debug.Log($"正在初始化 BottomLayer");
             //初始化视图层容器
             _bottomLayer = CreateLayer("BottomLayer");
             //_bottomLayer.sortingOrder = ConstSortingOrder.Bottom;
-            Debug.Log($"正在初始化 TopLayer");
             _topLayer = CreateLayer("TopLayer");
             _topLayer.sortingOrder = ConstViewLayerSortingOrder.TOP;
-            Debug.Log($"正在初始化 GuideLayer");
             _guideLayer = CreateLayer("GuideLayer");
             _guideLayer.sortingOrder = ConstViewLayerSortingOrder.Guide;
-            Debug.Log($"正在初始化 ModalLayer");
             _modalLayer = CreateLayer("ModalLayer");
             _modalLayer.sortingOrder = ConstViewLayerSortingOrder.Modal;
-            Debug.Log($"正在初始化 AlertLayer");
             _alertLayer = CreateLayer("AlertLayer");
             _alertLayer.sortingOrder = ConstViewLayerSortingOrder.Alert;
             //debug层
-            Debug.Log($"正在初始化 DebugLayer");
             _debugLayer = CreateLayer("DebugLayer");
             _debugLayer.sortingOrder = ConstViewLayerSortingOrder.Debug;
-            Debug.Log($"正在初始化 FloatLayer");
             _floatLayer = CreateLayer("FloatLayer");
             _floatLayer.sortingOrder = ConstViewLayerSortingOrder.Float;
-            Debug.Log($"正在初始化 SetMaskAlpha");
             SetMaskAlpha(0.6f);
-            Debug.Log($"正在初始化 SetMaskAlpha end");
         }
 
         public static void AddChildToBottomLayer(GObject gObject)

+ 0 - 2
GameClient/Assets/Game/Launcher/LauncherController.cs

@@ -137,9 +137,7 @@ namespace GFGGame
 
         private static void StartGame()
         {
-            Debug.Log($"正在初始化0");
             LauncherView.Instance.SetDesc($"正在初始化...");
-            Debug.Log($"正在初始化1");
             HotUpdateCodeLoader.Instance.StartLoad();
         }
 

+ 0 - 7
GameClient/Assets/ThirdParty/FairyGUI/Scripts/Event/EventDispatcher.cs

@@ -205,24 +205,19 @@ namespace FairyGUI
 
         internal bool InternalDispatchEvent(string strType, EventBridge bridge, object data, object initiator)
         {
-            Debug.Log($"正在初始化 InternalDispatchEvent 1");
             if (bridge == null)
                 bridge = TryGetEventBridge(strType);
-            Debug.Log($"正在初始化 InternalDispatchEvent 2");
             EventBridge gBridge = null;
             if ((this is DisplayObject) && ((DisplayObject)this).gOwner != null)
                 gBridge = ((DisplayObject)this).gOwner.TryGetEventBridge(strType);
-            Debug.Log($"正在初始化 InternalDispatchEvent 3");
             bool b1 = bridge != null && !bridge.isEmpty;
             bool b2 = gBridge != null && !gBridge.isEmpty;
             if (b1 || b2)
             {
-                Debug.Log($"正在初始化 InternalDispatchEvent 44");
                 EventContext context = EventContext.Get();
                 context.initiator = initiator != null ? initiator : this;
                 context.type = strType;
                 context.data = data;
-                Debug.Log($"正在初始化 InternalDispatchEvent 4");
                 if (data is InputEvent)
                     sCurrentInputEvent = (InputEvent)data;
                 context.inputEvent = sCurrentInputEvent;
@@ -238,12 +233,10 @@ namespace FairyGUI
                     gBridge.CallCaptureInternal(context);
                     gBridge.CallInternal(context);
                 }
-                Debug.Log($"正在初始化 InternalDispatchEvent 5");
                 EventContext.Return(context);
                 context.initiator = null;
                 context.sender = null;
                 context.data = null;
-                Debug.Log($"正在初始化 InternalDispatchEvent 6");
                 return context._defaultPrevented;
             }
             else

+ 1 - 1
GameClient/Assets/ThirdParty/FairyGUI/Scripts/UI/GGroup.cs

@@ -312,7 +312,7 @@ namespace FairyGUI
                     child.SetXY(child.x + dx, child.y + dy);
                 }
             }
-            Debug.Log($"正在初始化 SetPosition xxxx5");
+
             _updating &= 2;
         }
 

+ 0 - 11
GameClient/Assets/ThirdParty/FairyGUI/Scripts/UI/GObject.cs

@@ -405,10 +405,8 @@ namespace FairyGUI
         /// <param name="zv">z value.</param>
         public void SetPosition(float xv, float yv, float zv)
         {
-            Debug.Log($"正在初始化 SetPosition xxxx");
             if (_x != xv || _y != yv || _z != zv)
             {
-                Debug.Log($"正在初始化 SetPosition xxxx1");
                 float dx = xv - _x;
                 float dy = yv - _y;
                 _x = xv;
@@ -416,21 +414,16 @@ namespace FairyGUI
                 _z = zv;
 
                 HandlePositionChanged();
-                Debug.Log($"正在初始化 SetPosition xxxx4");
                 if (this is GGroup)
                     ((GGroup)this).MoveChildren(dx, dy);
 
                 UpdateGear(1);
-                Debug.Log($"正在初始化 SetPosition xxxx5");
                 if (parent != null && !(parent is GList))
                 {
-                    Debug.Log($"正在初始化 SetPosition xxxx6");
                     parent.SetBoundsChangedFlag();
                     if (_group != null)
                         _group.SetBoundsChangedFlag(true);
-                    Debug.Log($"正在初始化 SetPosition xxxx7");
                     DispatchEvent("onPositionChanged", null);
-                    Debug.Log($"正在初始化 SetPosition xxxx8");
                 }
 
                 if (draggingObject == this && !sUpdateInDragging)
@@ -1264,7 +1257,6 @@ namespace FairyGUI
         {
             if (underConstruct || _gearLocked)
                 return;
-            Debug.Log($"正在初始化 SetPosition xxxx6");
             GearBase gear = _gears[index];
             if (gear != null && gear.controller != null)
                 gear.UpdateState();
@@ -1545,14 +1537,12 @@ namespace FairyGUI
         public Rect LocalToGlobal(Rect rect)
         {
             Rect ret = new Rect();
-            Debug.Log($"正在初始化 SetPosition xxxx9");
             Vector2 v = this.LocalToGlobal(new Vector2(rect.xMin, rect.yMin));
             ret.xMin = v.x;
             ret.yMin = v.y;
             v = this.LocalToGlobal(new Vector2(rect.xMax, rect.yMax));
             ret.xMax = v.x;
             ret.yMax = v.y;
-            Debug.Log($"正在初始化 SetPosition xxxx10");
             return ret;
         }
 
@@ -1859,7 +1849,6 @@ namespace FairyGUI
 
         virtual protected void HandlePositionChanged()
         {
-            Debug.Log($"正在初始化 SetPosition xxxx3");
             if (displayObject != null)
             {
                 float xv = _x;

+ 7 - 0
GameClient/GameClient.sln.DotSettings.user

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