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DESKTOP-UBV38B7\codingworks
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Merge branch 'master' into ILRuntime
2 parents e6d8c1b + dfe14d3 commit 17ab3b3

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Assets/Game/Prefab/GameMode.prefab.meta

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Assets/GameFramework/Config.meta

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//-----------------------------------------------------------------------
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// <copyright>
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// Copyright (c) 2018 Hu Tao. All rights reserved.
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// </copyright>
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// <describe> #版本信息# </describe>
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// <email> [email protected] </email>
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// <time> #2018年6月28日 11点16分# </time>
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//-----------------------------------------------------------------------
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using System;
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using System.Collections.Generic;
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[Serializable]
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public class AssetBundleVersionInfo
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{
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public int Version;
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public bool IsEncrypt;
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public List<ResourcesInfo> Resources;
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}
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[Serializable]
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public class ResourcesInfo
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{
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public string Name;
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public string Hash;
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}

Assets/GameFramework/Config/AssetBundleVersionInfo.cs.meta

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//-----------------------------------------------------------------------
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// <copyright>
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// Copyright (c) 2018 Hu Tao. All rights reserved.
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// </copyright>
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// <describe> #加密器密钥序列化对象# </describe>
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// <email> [email protected] </email>
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// <time> #2018年6月28日 14点53分# </time>
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//-----------------------------------------------------------------------
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using UnityEngine;
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public class EnciphererKey : ScriptableObject {
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public string Key = "";
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public byte[] KeyVector;
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public void GeneraterKey()
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{
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string tem = "0123456789abcdefghijklmnopqrstuvwxyz";
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for (int i = 0; i < 32; i++)
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{
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int index = Random.Range(0, tem.Length);
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Key += tem[index];
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}
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KeyVector = new byte[0];
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}
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}

Assets/GameFramework/Config/EnciphererKey.cs.meta

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Assets/GameFramework/DataTable.meta

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//-----------------------------------------------------------------------
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// <copyright>
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// Copyright (c) 2018 Zhang Yang. All rights reserved.
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// </copyright>
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// <describe> #配置文件管理类# </describe>
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// <email> [email protected] </email>
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// <time> #2018年6月28日 16点03分# </time>
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//-----------------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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namespace GameFramework.Taurus
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{
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public sealed class DataTableManager : GameFrameworkModule
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{
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//
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//private Dictionary<string,I>
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public void LoadDataTable<T>(string dataTable) where T :class, IDataTableRow,new()
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{
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}
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public override void OnClose()
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{
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}
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}
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}

Assets/GameFramework/DataTable/DataTableManager.cs.meta

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//-----------------------------------------------------------------------
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// <copyright>
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// Copyright (c) 2018 Zhang Yang. All rights reserved.
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// </copyright>
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// <describe> #配置文件管理类# </describe>
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// <email> [email protected] </email>
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// <time> #2018年6月28日 16点03分# </time>
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//-----------------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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namespace GameFramework.Taurus
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{
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public interface IDataTable<T> where T : IDataTableRow
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{
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}
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}

Assets/GameFramework/DataTable/IDataTable.cs.meta

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//-----------------------------------------------------------------------
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// <copyright>
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// Copyright (c) 2018 Zhang Yang. All rights reserved.
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// </copyright>
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// <describe> #配置文件的行解析# </describe>
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// <email> [email protected] </email>
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// <time> #2018年6月28日 11点56分# </time>
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//-----------------------------------------------------------------------
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namespace GameFramework.Taurus
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{
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public interface IDataTableRow
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{
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/// <summary>
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/// Id
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/// </summary>
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int Id { get; }
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/// <summary>
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/// 解析当前数据的接口
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/// </summary>
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/// <param name="data"></param>
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void ParseRowData(string data);
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}
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}

Assets/GameFramework/DataTable/IDataTableRow.cs.meta

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