-- 需要先加载的部分 ------------------------------------------------------- ---@type UnityEngine.Application Application = CS.UnityEngine.Application ---@type UnityEngine.SystemInfo SystemInfo = CS.UnityEngine.SystemInfo ---@type UnityEngine.QualitySettings QualitySettings = CS.UnityEngine.QualitySettings ---@type UnityEngine.Time Time = CS.UnityEngine.Time ---@type UnityEngine.GameObject GameObject = CS.UnityEngine.GameObject ---@type UnityEngine.Component Component = CS.UnityEngine.Component ---@type UnityEngine.Behaviour Behaviour = CS.UnityEngine.Behaviour ---@type UnityEngine.Transform Transform = CS.UnityEngine.Transform ---@type UnityEngine.Vector3 Vector3 = CS.UnityEngine.Vector3 ---@type UnityEngine.Rect Rect = CS.UnityEngine.Rect ---@type System.Collections.Queue Queue = CS.System.Collections.Queue ---@type System.Collections.Stack Stack = CS.System.Collections.Stack ---@type System.Collections.Hashtable Hashtable = CS.System.Collections.Hashtable ---@type System.Collections.ArrayList ArrayList = CS.System.Collections.ArrayList ---@type UnityEngine.PlayerPrefs PlayerPrefs = CS.UnityEngine.PlayerPrefs ---@type System.IO.File File = CS.System.IO.File ---@type System.IO.Path Path = CS.System.IO.Path ---@type System.IO.Directory Directory = CS.System.IO.Directory ---@type System.IO.MemoryStream MemoryStream = CS.System.IO.MemoryStream ---@type UnityEngine.Color Color = CS.UnityEngine.Color ---@type UnityEngine.Screen Screen = CS.UnityEngine.Screen ---@type System.GC GC = CS.System.GC ---NGUI ---@type Localization Localization = CS.Localization ---@type NGUITools NGUITools = CS.NGUITools ---@type Coolape.ReporterMessageReceiver ReporterMessageReceiver = CS.ReporterMessageReceiver ----Coolape ---@type Coolape.JSON JSON = CS.Coolape.JSON ---@type Coolape.CLCfgBase CLCfgBase = CS.Coolape.CLCfgBase ---@type Coolape.WWWEx WWWEx = CS.Coolape.WWWEx ---@type Coolape.CLAssetType CLAssetType = CS.Coolape.CLAssetType ---@type Coolape.StrEx StrEx = CS.Coolape.StrEx ---@type Coolape.Utl Utl = CS.Coolape.Utl ---@type Coolape.CLPanelManager CLPanelManager = CS.Coolape.CLPanelManager ---@type Coolape.Net Net = CS.Coolape.Net ---@type Coolape.Net.NetWorkType NetWorkType = CS.Coolape.Net.NetWorkType ---@type Coolape.PStr PStr = CS.Coolape.PStr ---@type Coolape.MapEx MapEx = CS.Coolape.MapEx ---@type Coolape.CLUIOtherObjPool CLUIOtherObjPool = CS.Coolape.CLUIOtherObjPool ---@type Coolape.CLUIInit CLUIInit = CS.Coolape.CLUIInit ---@type Coolape.InvokeEx InvokeEx = CS.Coolape.InvokeEx ---@type Coolape.CLPathCfg CLPathCfg = CS.Coolape.CLPathCfg ---@type Coolape.CLVerManager CLVerManager = CS.Coolape.CLVerManager ---@type Coolape.CLUIUtl CLUIUtl = CS.Coolape.CLUIUtl ---@type Coolape.CLMainBase CLMainBase = CS.Coolape.CLMainBase ---@type Coolape.SoundEx SoundEx = CS.Coolape.SoundEx ---@type Coolape.FileEx FileEx = CS.Coolape.FileEx ---@type Coolape.B2InputStream B2InputStream = CS.Coolape.B2InputStream ---@type Coolape.B2OutputStream B2OutputStream = CS.Coolape.B2OutputStream ---@type Coolape.CLAlert CLAlert = CS.Coolape.CLAlert ---@type Coolape.AndroidStatusBar AndroidStatusBar = CS.Coolape.AndroidStatusBar ---other ---@type MyMain MyMain = CS.MyMain ---@type MyCfg MyCfg = CS.MyCfg ------------------------------------------------------- require "toolkit.CLLPrintEx" ---@public 重写require local localReq = require function require(path) local ret, result = pcall(localReq, path) --("toolkit.KKWhiteList") if not ret then printe("Err:" .. result) return nil end return result end ------------------------------------------------------- -- require require("bio.BioUtl") require("toolkit.LuaUtl") require("public.CLLPrefs") require("toolkit.CLLUpdateUpgrader") require("toolkit.CLLVerManager") ------------------------------------------------------- -- 全局变量 __version__ = Application.version -- "1.0" __UUID__ = "" ------------------------------------------------------- bio2Int = BioUtl.bio2int int2Bio = BioUtl.int2bio bio2Long = BioUtl.bio2long long2Bio = BioUtl.long2bio bio2number = BioUtl.bio2number number2bio = BioUtl.number2bio -- net = Net.self NetSuccess = 1000 -- Net.SuccessCode LGet = Localization.Get function LGetFmt(key, ...) return string.format(LGet(key), ...) end ---@public 异步加载panel ---@param panelName string 页面名 ---@param callback function 取得页面的回调(panel, orgs) ---@param paras object 回调的透传参数 ---@param luaClass ClassBase lua类可为空 function getPanelAsy(panelName, callback, paras, luaClass) if luaTable then CLPanelManager.getPanelAsy( panelName, ---@param p Coolape.CLPanelLua function(p, orgs) if p.luaTable == nil then p.luaTable = luaClass.new() end callback(p, orgs) end, paras ) else CLPanelManager.getPanelAsy(panelName, callback, paras) end end ------------------------------------------------------- -- 模式 GameMode = { none = 0, city = 1, map = 2, battle = 3 } ------------------------------------------------------- local chnCfg -- 安装包配置 function getChlCfg() if chnCfg ~= nil then return chnCfg end if not CLCfgBase.self.isEditMode then local fpath = "chnCfg.json" -- 该文在打包时会自动放在streamingAssetsPath目录下,详细参见打包工具 local content = FileEx.readNewAllText(fpath) if (content ~= nil) then chnCfg = JSON.DecodeMap(content) end end return chnCfg end -- 取得渠道代码 function getChlCode() if chnCfg ~= nil then return MapEx.getString(chnCfg, "SubChannel") end local chlCode = "1000" chnCfg = getChlCfg() if (chnCfg ~= nil) then chlCode = MapEx.getString(chnCfg, "SubChannel") end return chlCode end -------------------------------------------------------