Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
ab6be0a9e2
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@ -10,6 +10,7 @@ this.mapShotTimeItemData = {}
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this.tianFuMaterial = {}
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this.needEndingTime = 0
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|
||||
this.dropIsSHowEquipPrint = true--显示掉落时是否显示装备和魂印
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function this.Initialize()
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this.isBagPanel = false
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end
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|
@ -703,7 +704,12 @@ function this.GetItemListFromTempBag(drop, isSave)
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itemdata.frame = GetQuantityImageByquality(itemdata.configData.Quantity)
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itemdata.icon = GetResourcePath(itemdata.configData.ResourceID)
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||||
itemdata.num = drop.itemlist[i].itemNum
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||||
table.insert(itemDataList, itemdata)
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-- LogGreen("itemdata.configData.ItemType "..itemdata.configData.ItemType.." this.dropIsSHowEquipPrint "..tostring(this.dropIsSHowEquipPrint))
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||||
if itemdata.configData.ItemType ~= ItemType.Equip or itemdata.configData.ItemType ~= ItemType.HunYin then
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table.insert(itemDataList, itemdata)
|
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elseif this.dropIsSHowEquipPrint then--献祭 升星吞卡 掉落身上装备和魂印 但是不显示 前端做处理
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table.insert(itemDataList, itemdata)
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||||
end
|
||||
end
|
||||
end
|
||||
if drop.equipId ~= nil and #drop.equipId > 0 then
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|
@ -992,4 +998,8 @@ function this.BagIndicationRefresh(msg)
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CheckRedPointStatus(RedPointType.Bag_HeroDebris)
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CheckRedPointStatus(RedPointType.Bag_BoxAndBlueprint)
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||||
end
|
||||
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function this.SetDropIsSHowEquipPrint(dropIsSHowEquipPrint)
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this.dropIsSHowEquipPrint = dropIsSHowEquipPrint
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||||
end
|
||||
return this
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@ -3235,9 +3235,9 @@ local passivityList = {
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local af = 0
|
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local onSkillCast = function(skill)
|
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local targets = skill:GetDirectTargets()
|
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if targets and #targets > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/#targets)
|
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local maxNum = skill:GetMaxTargetNum()
|
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if maxNum and maxNum > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/maxNum)
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end
|
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end
|
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role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
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@ -3309,9 +3309,9 @@ local passivityList = {
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local af = 0
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local onSkillCast = function(skill)
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local targets = skill.effectTargets[2]
|
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if targets and #targets > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/#targets)
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local maxNum = skill:GetMaxTargetNum()
|
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if maxNum and maxNum > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/maxNum)
|
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end
|
||||
end
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role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
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@ -3365,9 +3365,9 @@ local passivityList = {
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local af = 0
|
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local onSkillCast = function(skill)
|
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local targets = skill:GetDirectTargets()
|
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if targets and #targets > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/#targets)
|
||||
local maxNum = skill:GetMaxTargetNum()
|
||||
if maxNum and maxNum > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/maxNum)
|
||||
end
|
||||
end
|
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role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
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|
@ -3436,9 +3436,9 @@ local passivityList = {
|
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|
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local af = 0
|
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local onSkillCast = function(skill)
|
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local targets = skill:GetDirectTargets()
|
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if targets and #targets > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/#targets)
|
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local maxNum = skill:GetMaxTargetNum()
|
||||
if maxNum and maxNum > 0 then
|
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af = BattleUtil.ErrorCorrection(f1/maxNum)
|
||||
end
|
||||
end
|
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role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
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|
@ -3714,15 +3714,24 @@ local passivityList = {
|
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local f1 = args[1]
|
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|
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local OnRoleDamageBefore = function(defRole, factorFunc, damageType, skill)
|
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local targets = skill:GetDirectTargets()
|
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if not targets or #targets == 0 then return end
|
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local cf = f1/#targets
|
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for _, target in ipairs(targets) do
|
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BattleUtil.RandomAction(cf, function()
|
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BattleLogic.BuffMgr:ClearBuff(target, function(buff)
|
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return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
|
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if skill then
|
||||
-- 计算概率
|
||||
local cf = f1
|
||||
local maxNum = skill:GetMaxTargetNum()
|
||||
if maxNum and maxNum > 0 then
|
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cf = cf/maxNum
|
||||
end
|
||||
|
||||
local targets = skill:GetDirectTargets()
|
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if not targets or #targets == 0 then return end
|
||||
|
||||
for _, target in ipairs(targets) do
|
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BattleUtil.RandomAction(cf, function()
|
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BattleLogic.BuffMgr:ClearBuff(target, function(buff)
|
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return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
|
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end)
|
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end)
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
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role.Event:AddEvent(BattleEventName.RoleDamageBefore, OnRoleDamageBefore)
|
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@ -1,4 +1,4 @@
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RoleLogic = {}
|
||||
RoleLogic = {}
|
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RoleLogic.__index = RoleLogic
|
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--local RoleLogic = RoleLogic
|
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--local RoleDataName = RoleDataName
|
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|
@ -161,6 +161,12 @@ end
|
|||
|
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-- 改变怒气值
|
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function RoleLogic:AddRage(value, type)
|
||||
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
|
||||
if (type==3 or type==4) and BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end) then
|
||||
LogError("角色身上有无敌盾,不扣除怒气")
|
||||
return
|
||||
end
|
||||
|
||||
local delta = 0
|
||||
if type == 1 then --加算
|
||||
delta = value
|
||||
|
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@ -1,4 +1,4 @@
|
|||
HeroManager = {}
|
||||
HeroManager = {}
|
||||
local this = HeroManager
|
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
||||
|
@ -915,57 +915,59 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
|
|||
end
|
||||
--英雄身上魂印属性计算
|
||||
local function CalculateSoulPrintAddVal(_heroId)
|
||||
local allSoulPrintAddWarPowerVal = 0
|
||||
|
||||
-- local allSoulPrintAddWarPowerVal = 0
|
||||
-- local curHeroData = HeroManager.GetSingleHeroData(_heroId)
|
||||
-- if curHeroData then
|
||||
-- if (table.nums(curHeroData.soulPrintList) >= 1) then
|
||||
-- for i = 1, #curHeroData.soulPrintList do
|
||||
-- LogError(_heroId)
|
||||
-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
|
||||
-- if cursoulPrintConfig then
|
||||
-- allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- return allSoulPrintAddWarPowerVal
|
||||
local addAllProVal = {}
|
||||
local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
|
||||
local curHeroData = HeroManager.GetSingleHeroData(_heroId)
|
||||
if curHeroData then
|
||||
if (table.nums(curHeroData.soulPrintList) >= 1) then
|
||||
for i = 1, #curHeroData.soulPrintList do
|
||||
local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
|
||||
if cursoulPrintConfig then
|
||||
allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
|
||||
end
|
||||
end
|
||||
end
|
||||
if(table.nums(curHeroData.soulPrintList) >= 1) then
|
||||
for i = 1, #curHeroData.soulPrintList do
|
||||
local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
|
||||
if cursoulPrintConfig then
|
||||
--基础属性计算
|
||||
local soulPrintPropertyList = cursoulPrintConfig.Property
|
||||
if soulPrintPropertyList and #soulPrintPropertyList > 0 then
|
||||
for i,v in pairs(soulPrintPropertyList) do
|
||||
if(addAllProVal[v[1]]) then
|
||||
addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
|
||||
else
|
||||
addAllProVal[v[1]]=v[2]
|
||||
end
|
||||
end
|
||||
end
|
||||
--被动技能计算
|
||||
if cursoulPrintConfig.PassiveSkill then
|
||||
--单体加成 --单体等级限制加成 --团体加成 --减乘
|
||||
singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return allSoulPrintAddWarPowerVal
|
||||
--local addAllProVal = {}
|
||||
--local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
|
||||
--local curHeroData = HeroManager.GetSingleHeroData(_heroId)
|
||||
--if curHeroData then
|
||||
-- if(table.nums(curHeroData.soulPrintList) >= 1) then
|
||||
-- for i = 1, #curHeroData.soulPrintList do
|
||||
-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
|
||||
-- if cursoulPrintConfig then
|
||||
-- --基础属性计算
|
||||
-- local soulPrintPropertyList = cursoulPrintConfig.Property
|
||||
-- if soulPrintPropertyList and #soulPrintPropertyList > 0 then
|
||||
-- for i,v in pairs(soulPrintPropertyList) do
|
||||
-- if(addAllProVal[v[1]]) then
|
||||
-- addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
|
||||
-- else
|
||||
-- addAllProVal[v[1]]=v[2]
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- --被动技能计算
|
||||
-- if cursoulPrintConfig.PassiveSkill then
|
||||
-- --单体加成 --单体等级限制加成 --团体加成 --减乘
|
||||
-- singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--end
|
||||
--if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
|
||||
-- for i,v in pairs(singleHeroProVal) do
|
||||
-- if addAllProVal[i] then
|
||||
-- addAllProVal[i] = addAllProVal[i] + v
|
||||
-- else
|
||||
-- addAllProVal[i] = v
|
||||
-- end
|
||||
-- end
|
||||
--end
|
||||
--return addAllProVal,lvProVal,allHeroProVal,specialProVal
|
||||
if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
|
||||
for i,v in pairs(singleHeroProVal) do
|
||||
if addAllProVal[i] then
|
||||
addAllProVal[i] = addAllProVal[i] + v
|
||||
else
|
||||
addAllProVal[i] = v
|
||||
end
|
||||
end
|
||||
end
|
||||
return addAllProVal,lvProVal,allHeroProVal,specialProVal
|
||||
end
|
||||
--英雄身上宝器属性计算
|
||||
local function CalculateEquipTreaSureAddVal(_heroId)
|
||||
|
@ -1434,10 +1436,10 @@ function this.GetAllHeroTeamAddProVal(teamHeroInfos,curteamHeroDid)
|
|||
CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
|
||||
local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal =
|
||||
CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
|
||||
--local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId)
|
||||
local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId)
|
||||
this.DoubleTableCompound(teamProVal, heroSkillAllHeroProVal)
|
||||
this.DoubleTableCompound(teamProVal, falismanAllHeroProVal)
|
||||
--this.DoubleTableCompound(teamProVal,soulPrinAllHeroProVal)
|
||||
this.DoubleTableCompound(teamProVal,soulPrinAllHeroProVal)
|
||||
end
|
||||
end
|
||||
--光环加成
|
||||
|
@ -1556,7 +1558,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
|
|||
-- end
|
||||
--end
|
||||
--魂印的属性加成
|
||||
local allSoulPrintAddWarPowerVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
|
||||
local singleHeroSoulPrintProVal,lvSoulPrintProVal,allHeroSoulPrintProVal,specialSoulPrintProVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
|
||||
-- LogError("魂印的单体属性加成 "..allSoulPrintAddWarPowerVal)
|
||||
--宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣
|
||||
local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId)
|
||||
|
@ -1600,19 +1602,19 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
|
|||
this.DoubleTableCompound(allAddProVal, allPokemonPeiJianAddPro)
|
||||
this.DoubleTableCompound(allAddProVal, guildSkillAllProAdd)
|
||||
this.DoubleTableCompound(allAddProVal, falismanSingleHeroProVal)
|
||||
--this.DoubleTableCompound(allAddProVal,soulPrinSingleHeroProVal)
|
||||
this.DoubleTableCompound(allAddProVal,singleHeroSoulPrintProVal)
|
||||
this.DoubleTableCompound(allAddProVal, playerDcorateAdd)
|
||||
this.DoubleTableCompound(allAddProVal, heroSkillSingleHeroProVal)
|
||||
this.DoubleTableCompound(allAddProVal, equipTreasureAddPro)
|
||||
this.DoubleTableCompound(allAddProVal, vipAddPro)
|
||||
--100等级所有属性合并
|
||||
this.DoubleTableCompound(lvProVal, falismanLvProVal)
|
||||
--this.DoubleTableCompound(lvProVal,soulPrinLvProVal)
|
||||
this.DoubleTableCompound(lvProVal,lvSoulPrintProVal)
|
||||
this.DoubleTableCompound(lvProVal, heroSkillLvProVal)
|
||||
--团体所有属性合并
|
||||
if not _isAllHeroProVal then
|
||||
this.DoubleTableCompound(allHeroProVal, falismanAllHeroProVal)
|
||||
--this.DoubleTableCompound(allHeroProVal,soulPrinAllHeroProVal)
|
||||
this.DoubleTableCompound(allHeroProVal,allHeroSoulPrintProVal)
|
||||
this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal)
|
||||
this.DoubleTableCompound(allHeroProVal, teamAddPro)
|
||||
end
|
||||
|
@ -1623,7 +1625,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
|
|||
-- end
|
||||
--4公式特殊(减乘)所有属性加成
|
||||
this.DoubleTableCompound(specialProVal, falismanSpecialProVal)
|
||||
--this.DoubleTableCompound(specialProVal,soulPrinSpecialProVal)
|
||||
this.DoubleTableCompound(specialProVal,specialSoulPrintProVal)
|
||||
this.DoubleTableCompound(specialProVal, heroSkillSpecialProVal)
|
||||
--100等级所有属性合并
|
||||
local forNum = curLvNum - 100
|
||||
|
@ -1739,10 +1741,10 @@ curHeroData.MLSproList={}
|
|||
if _type == 1 then
|
||||
--最后加魂印战力
|
||||
allAddProVal[HeroProType.WarPower] =
|
||||
allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal
|
||||
allEquipScore + CalculateWarForce(allAddProVal)
|
||||
elseif _type == 2 then
|
||||
allAddProVal[HeroProType.WarPower] =
|
||||
allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal
|
||||
allEquipScore + CalculateWarForce(allAddProVal)
|
||||
--最后加魂印战力
|
||||
end
|
||||
--for i, v in pairs(allAddProVal) do
|
||||
|
|
|
@ -463,7 +463,7 @@ function RewardItemPopup:ItemDataListSort(itemDataList)
|
|||
end
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function RewardItemPopup:OnClose()
|
||||
|
||||
BagManager.SetDropIsSHowEquipPrint(true)
|
||||
local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
|
||||
if compShowType == 1 then
|
||||
compShowType = 0
|
||||
|
|
|
@ -36,6 +36,7 @@ function this:BindEvent()
|
|||
NetManager.UseAndPriceItemRequest(3, data, function(msg)
|
||||
HeroManager.DeleteHeroDatas(data)
|
||||
parent:ClosePanel()
|
||||
BagManager.SetDropIsSHowEquipPrint(false)
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
|
||||
ResolvePanel.SwitchView(2)
|
||||
end)
|
||||
|
|
|
@ -1278,6 +1278,7 @@ function RoleInfoPanel:StarUpClick()
|
|||
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
|
||||
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
|
||||
if #dropItemTabs > 0 then
|
||||
BagManager.SetDropIsSHowEquipPrint(false)
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
|
||||
self:DeleteUpStarMaterials()
|
||||
end)
|
||||
|
|
|
@ -1,263 +1,117 @@
|
|||
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEditor;
|
||||
|
||||
using System.IO;
|
||||
|
||||
using System.Text;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// 这个是讲lua文件转化为UTF-8格式的工具
|
||||
|
||||
/// </summary>
|
||||
|
||||
|
||||
|
||||
public class SetLuaToUTF8 : EditorWindow
|
||||
|
||||
{
|
||||
|
||||
// 常量 //
|
||||
|
||||
// 常量 //
|
||||
private const string EDITOR_VERSION = "v0.01"; // 这个编辑器的版本号 //
|
||||
|
||||
// gui 相关 //
|
||||
|
||||
private Vector2 m_scrollPos; // 记录 gui 界面的滚动 //
|
||||
|
||||
|
||||
|
||||
private string m_luaPath = "ManagedResources/~Lua/"; // 文件路径
|
||||
|
||||
private string m_fileSuffix = ".lua"; // 文件后缀
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// 数据目录
|
||||
|
||||
/// </summary>
|
||||
|
||||
static string AppDataPath
|
||||
|
||||
{
|
||||
|
||||
get { return Application.dataPath.ToLower(); }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
[MenuItem("Lua/File to UTF-8 Encoding")]
|
||||
|
||||
static void Init()
|
||||
|
||||
{
|
||||
|
||||
Debug.Log("初始化转化lua文件为UTF-8格式");
|
||||
|
||||
// Get existing open window or if none, make a new one:
|
||||
|
||||
SetLuaToUTF8 window = (SetLuaToUTF8)EditorWindow.GetWindow(typeof(SetLuaToUTF8));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// UI 按钮显示 //
|
||||
|
||||
void OnGUI()
|
||||
|
||||
{
|
||||
|
||||
m_scrollPos = GUILayout.BeginScrollView(m_scrollPos, GUILayout.Width(Screen.width), GUILayout.Height(Screen.height));
|
||||
|
||||
GUILayout.BeginVertical(); // begin
|
||||
|
||||
|
||||
|
||||
//-------------- 调试按钮 --------------//
|
||||
|
||||
// 导出 UI 路径 //
|
||||
|
||||
GUILayout.Label("===========================");
|
||||
|
||||
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
GUILayout.Label("要转化的路径: "); //
|
||||
|
||||
m_luaPath = GUILayout.TextField(m_luaPath, 64);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
GUILayout.Label("文件后缀: "); //
|
||||
|
||||
m_fileSuffix = GUILayout.TextField(m_fileSuffix, 64);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (GUILayout.Button("\n 文件转utf-8格式 \n")) //
|
||||
|
||||
{
|
||||
|
||||
this.Conversion();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-------------- end 调试按钮 --------------//
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
GUILayout.Label("工具版本号: " + EDITOR_VERSION); //
|
||||
|
||||
GUILayout.EndVertical(); // end
|
||||
|
||||
GUILayout.EndScrollView();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// 开始转化
|
||||
|
||||
private void Conversion()
|
||||
|
||||
{
|
||||
|
||||
if (m_luaPath.Equals(string.Empty))
|
||||
|
||||
{
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (!IsFolderExists(m_luaPath))
|
||||
{
|
||||
|
||||
Debug.LogError("找不到文件夹路径!");
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
string path = AppDataPath + "/" + m_luaPath;
|
||||
|
||||
string[] files = Directory.GetFiles(path, "*", SearchOption.AllDirectories);
|
||||
|
||||
foreach (string file in files)
|
||||
|
||||
{
|
||||
|
||||
if (!file.EndsWith(m_fileSuffix)) continue;
|
||||
|
||||
if (!file.EndsWith(m_fileSuffix)) continue;
|
||||
string strTempPath = file.Replace(@"\", "/");
|
||||
|
||||
Debug.Log("文件路径:" + strTempPath);
|
||||
|
||||
ConvertFileEncoding(strTempPath, null, new UTF8Encoding(false));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
Debug.Log("格式转换完成!");
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// 检测是否存在文件夹
|
||||
|
||||
private static bool IsFolderExists(string folderPath)
|
||||
|
||||
{
|
||||
|
||||
if (folderPath.Equals(string.Empty))
|
||||
|
||||
{
|
||||
|
||||
return false;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
return Directory.Exists(GetFullPath(folderPath));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// 返回Application.dataPath下完整目录
|
||||
|
||||
private static string GetFullPath(string srcName)
|
||||
|
||||
{
|
||||
|
||||
if (srcName.Equals(string.Empty))
|
||||
|
||||
{
|
||||
|
||||
return Application.dataPath;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (srcName[0].Equals('/'))
|
||||
|
||||
{
|
||||
|
||||
srcName.Remove(0, 1);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
return Application.dataPath + "/" + srcName;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
|
||||
/// 文件编码转换
|
||||
|
||||
/// </summary>
|
||||
|
||||
/// <param name="sourceFile">源文件</param>
|
||||
|
||||
/// <param name="destFile">目标文件,如果为空,则覆盖源文件</param>
|
||||
|
||||
/// <param name="targetEncoding">目标编码</param>
|
||||
|
||||
private static void ConvertFileEncoding(string sourceFile, string destFile, Encoding targetEncoding)
|
||||
|
||||
{
|
||||
|
||||
destFile = string.IsNullOrEmpty(destFile) ? sourceFile : destFile;
|
||||
|
||||
File.WriteAllText(destFile, File.ReadAllText(sourceFile, Encoding.UTF8), targetEncoding);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
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Loading…
Reference in New Issue