tippinggame / f8framework Goto Github PK
View Code? Open in Web Editor NEWF8 Framework是一个优雅,轻量,符合直觉的基于Unity引擎的Game Framework,组件围绕F8一键启动,框架整体遵循以极少的使用成本开发游戏。
License: MIT License
F8 Framework是一个优雅,轻量,符合直觉的基于Unity引擎的Game Framework,组件围绕F8一键启动,框架整体遵循以极少的使用成本开发游戏。
License: MIT License
感谢
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at F8Framework.Core.Editor.TMPIntegrationSwitcher.EnsureIntegrationState () [0x00022] in .\Library\PackageCache\com.tippinggame.f8framework@1068aec\Editor\Localization\TMPIntegrationSwitcher.cs:13
at (wrapper managed-to-native) System.Reflection.RuntimeMethodInfo.InternalInvoke(System.Reflection.RuntimeMethodInfo,object,object[],System.Exception&)
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0006a] in <17d9ce77f27a4bd2afb5ba32c9bea976>:0
--- End of inner exception stack trace ---
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00083] in <17d9ce77f27a4bd2afb5ba32c9bea976>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <17d9ce77f27a4bd2afb5ba32c9bea976>:0
at UnityEditor.EditorAssemblies.ProcessInitializeOnLoadMethodAttributes () [0x000a5] in <78fe3e0b66cf40fc8dbec96aa3584483>:0
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()
直接把代码下载下来,没用导入包的方式,(导入包的方式没这个问题)
每次调用 FF8.Local.下的方法,都会创建新的 Localization模块,在F88.cs
public static Localization Local
{
get
{
if (_localization == null)//这里永远都会判定为空,然后新建一个新的
_localization = ModuleCenter.CreateModule<Localization>();
return _localization;
}
set
{
if (_localization == null)
_localization = value;
}
}
可以出一个大包微信小游戏的文档吗,自己操作了下没成功。
如果同一个包内的资源过多(比如SpriteAtla打包的散图),会造成AssetBundleMap额外大,是否考虑将AB包内资源引用单独出来,类似AB包的manifest
LogViewer日志显示,内置指令系统、系统状态检测(https://github.com/nhn/gpm.unity.git)
按照您提供的git去资源商店安装了gpm
缺少的是using ThirdParty.MessagePack; 然后我重新导gmp就会显示F8框架用了第三方库,这个可以一起导进去,但是导进去以后还有报错
然后我尝试了链接内的logviewer 单独安装 2.0.4版本 依旧很多报错
FF8.Storage如果仅设置了私有数据,并且数据类型为struct,将无法读取
直觉告诉我这有问题,我的测试代码如下:
FF8.Storage.Clear();
StructInfo Info1 = new StructInfo("initial_ZIM_1");
//FF8.Storage.SetObject("Key5", new StructInfo("anyone")); // 取消这行注释,将可以正常工作
// 设置UserId,用户私有的Key
FF8.Storage.SetUser("1");
FF8.Storage.SetObject("Key5", Info1, user: true);
// 取出数据
FF8.Storage.SetUser("1");
StructInfo info1 = FF8.Storage.GetObject<StructInfo>("Key5", user: true);
LogF8.Log(info1.Initial);
运行代码,日志会打印空字段
而如果将代码中第三行取消注释,则可以正常工作
另外,struct类型改为class似乎一样无法工作
最后,感谢您的框架开源和无私奉献,这对我这类unity新手来说很有帮助
大佬,请问一下
我看热更流程里,对比本地清单里和远端的MD5值,不一样就需要下载,然后所有资源下载完之后,才会更新沙盒里的资源清单
如果下载到一半,退出游戏,再次打开游戏的话,还会从新在下吧,可能是我看漏了哈,倒是没有看到有啥断点续传,缓存啥的的机制。
缓存机制的话,我的想法有两种
1.下载好一个,就在本地清单里写进去,但是感觉IO操作太频繁了
2.构建下载清单时,遍历远端资源清单,本地沙盒或者StreamingAsset下没有的资源,才是需要下载的资源,放到热更下载清单里,进行下载
恳求大佬点播赐教
Assets/F8Framework/Runtime/Localization/Core/Localization.cs(24,17): error CS0246: The type or namespace name 'LocalizedStrings' could not be found (are you missing a using directive or an assembly reference?)
private LocalizedStrings p_LocalizedStrings;
新更新往里加了什么吗?这个类找不到
以下方法或属性之间的调用具有二义性:“System.Linq.Enumerable.ToHashSet(System.Collections.Generic.IEnumerable)”和“F8Framework.Core.IEnumerableExts.ToHashSet(System.Collections.Generic.IEnumerable)”CS0121
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