Merge branch 'main' into HQB_workspace

# Conflicts:
#	Assets/Scripts/Project/Manager/ReconnectMgr.cs
#	Assets/Scripts/Project/Objects/Other/MobileController.cs
#	Assets/StreamingAssets/realtimeStat.json
This commit is contained in:
liuyu 2024-09-07 17:20:23 +08:00
commit a66a6f9a3d
221 changed files with 409 additions and 19528 deletions

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Bounds</c>.
/// </summary>
public class BoundsConverter : PartialConverter<Bounds>{
/// <summary>
/// Prevent the properties from being stripped.
/// </summary>
/*
* https://docs.unity3d.com/Manual/IL2CPP-BytecodeStripping.html
* Instead of an extra file, work around by making and accessing a dummy instance.
*/
private void PreserveProperties(){
var _dummy = new Bounds();
_dummy.center = _dummy.center;
_dummy.extents = _dummy.extents;
}
/// <summary>
/// Get the property names include <c>center</c>, <c>extents</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"center", "extents"};
}
}
}

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@ -1,27 +0,0 @@

/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Color</c>.
/// </summary>
public class ColorConverter : PartialConverter<Color>{
/// <summary>
/// Get the property names include <c>r</c>, <c>g</c>, <c>b</c>, <c>a</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"r", "g", "b", "a"};
}
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>System.Collections.Generic.Dictionary</c>.
/// </summary>
public class DictionaryConverter : JsonConverter{
/// <summary>
/// Determine if the type is <c>System.Collections.Generic.Dictionary</c>.
/// </summary>
/// <param name="objectType">Type of the object.</param>
/// <returns><c>true</c> if this can convert the specified type; otherwise, <c>false</c>.</returns>
public override bool CanConvert(Type objectType){
if(!objectType.IsGenericType) return false;
var _type = objectType.GetGenericTypeDefinition();
return typeof(Dictionary<,>) == _type || typeof(IDictionary<,>) == _type;
}
/// <summary>
/// Read as <c>System.Collections.Generic.KeyValuePair</c> array to rebuild a dictionary.
/// </summary>
/// <returns>The object value.</returns>
/// <param name="reader">The <c>Newtonsoft.Json.JsonReader</c> to read from.</param>
/// <param name="objectType">Type of the object.</param>
/// <param name="existingValue">The existing value of object being read.</param>
/// <param name="serializer">The calling serializer.</param>
public override object ReadJson(
JsonReader reader,
Type objectType,
object existingValue,
JsonSerializer serializer
){
if(JsonToken.Null == reader.TokenType) return null;
var _result = Activator.CreateInstance(objectType) as IDictionary;
var _args = objectType.GetGenericArguments();
foreach(JObject _pair in JArray.Load(reader)){
var _key = _pair["Key"].ToObject(_args[0], serializer);
var _value = _pair["Value"].ToObject(_args[1], serializer);
if(!_result.Contains(_key)) _result.Add(_key, _value);
else Debug.LogWarningFormat("Ignore pair with repeat key: {0}", _pair.ToString(Formatting.None));
}
return _result;
}
/// <summary>
/// Write as <c>System.Collections.Generic.KeyValuePair</c> array.
/// </summary>
/// <param name="writer">The <c>Newtonsoft.Json.JsonWriter</c> to write to.</param>
/// <param name="value">The value.</param>
/// <param name="serializer">The calling serializer.</param>
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer){
serializer.Serialize(writer, (value as IDictionary).Cast<object>());
}
}
}

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@ -1,156 +0,0 @@

/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace WanzyeeStudio.Json{
/// <summary>
/// Integrate custom <c>Newtonsoft.Json.JsonConverter</c> to use
/// <a href="http://www.newtonsoft.com/json" target="_blank">Json.NET</a> in Unity.
/// </summary>
///
/// <remarks>
/// To use Json.NET, please set Unity "PlayerSettings/Api Compatibility Lavel" to .NET 2.0.
/// Then download from its website and import the .NET 2.0 dll.
/// Json.NET doesn't support serializing some types originally, e.g., <c>UnityEngine.Vector3</c>.
/// This has the <c>defaultSettings</c> includes necessary custom converters by default for Unity using it.
/// And assign to <c>Newtonsoft.Json.JsonConvert.DefaultSettings</c> when initializing if the original <c>null</c>.
/// </remarks>
///
/// <example>
/// Now we can use Json.NET just like before:
/// </example>
///
/// <code>
/// Debug.Log(JsonConvert.SerializeObject(Vector3.up));
/// var vec = JsonConvert.DeserializeObject<Vector2>("{'x':1.0,'y':0.0}");
/// </code>
///
/// <example>
/// User can directly modify <c>defaultSettings</c> for customization, and override it:
/// </example>
///
/// <code>
/// JsonConvert.DefaultSettings = () => new JsonSerializerSettings(){
/// Converters = JsonNetUtility.defaultSettings.Converters,
/// DefaultValueHandling = DefaultValueHandling.Populate
/// };
/// </code>
///
public static class JsonNetUtility{
#region Fields
/// <summary>
/// The default <c>Newtonsoft.Json.JsonSerializerSettings</c>.
/// </summary>
///
/// <remarks>
/// All its properties stay default, but the <c>Converters</c> includes below:
/// 1. Any custom <c>Newtonsoft.Json.JsonConverter</c> has constructor without parameters.
/// 2. Any <c>Newtonsoft.Json.JsonConverter</c> from <c>WanzyeeStudio.Json</c>.
/// 3. <c>Newtonsoft.Json.Converters.StringEnumConverter</c>.
/// 4. <c>Newtonsoft.Json.Converters.VersionConverter</c>.
/// </remarks>
///
public static JsonSerializerSettings defaultSettings = new JsonSerializerSettings(){
Converters = CreateConverters()
};
#endregion
#region Methods
/// <summary>
/// Initialize when start up, set <c>Newtonsoft.Json.JsonConvert.DefaultSettings</c> if not yet.
/// </summary>
[RuntimeInitializeOnLoadMethod]
private static void Initialize(){
if(null == JsonConvert.DefaultSettings) JsonConvert.DefaultSettings = () => defaultSettings;
}
/// <summary>
/// Create the converter instances.
/// </summary>
/// <returns>The converters.</returns>
private static List<JsonConverter> CreateConverters(){
var _customs = FindConverterTypes().Select((type) => CreateConverter(type));
var _builtins = new JsonConverter[]{new StringEnumConverter(), new VersionConverter()};
return _customs.Concat(_builtins).Where((converter) => null != converter).ToList();
}
/// <summary>
/// Try to create the converter of specified type.
/// </summary>
/// <returns>The converter.</returns>
/// <param name="type">Type.</param>
private static JsonConverter CreateConverter(Type type){
try{ return Activator.CreateInstance(type) as JsonConverter; }
catch(Exception exception){ Debug.LogErrorFormat("Can't create JsonConverter {0}:\n{1}", type, exception); }
return null;
}
/// <summary>
/// Find all the valid converter types.
/// </summary>
/// <returns>The types.</returns>
private static Type[] FindConverterTypes(){
return AppDomain.CurrentDomain.GetAssemblies(
).SelectMany((dll) => dll.GetTypes()
).Where((type) => typeof(JsonConverter).IsAssignableFrom(type)
).Where((type) => (!type.IsAbstract && !type.IsGenericTypeDefinition)
).Where((type) => null != type.GetConstructor(new Type[0])
).Where((type) => !(null != type.Namespace && type.Namespace.StartsWith("Newtonsoft.Json"))
).OrderBy((type) => null != type.Namespace && type.Namespace.StartsWith("WanzyeeStudio")
).ToArray();
}
#endregion
#if UNITY_EDITOR
/// <summary>
/// Initialize in edit mode.
/// </summary>
/*
* http://stackoverflow.com/q/44655667
* There's a bug of RuntimeInitializeOnLoadMethodAttribute issued above.
* Here directly split into two initialize methods to avoid that, and make the code cleaner.
*/
[UnityEditor.InitializeOnLoadMethod]
private static void InitializeEditor(){
Initialize();
}
#endif
}
}

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@ -1,29 +0,0 @@

/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
using System.Linq;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Matrix4x4</c>.
/// </summary>
public class Matrix4x4Converter : PartialConverter<Matrix4x4>{
/// <summary>
/// Get the property names include from <c>m00</c> to <c>m33</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
var _indexes = new []{"0", "1", "2", "3"};
return _indexes.SelectMany((row) => _indexes.Select((column) => "m" + row + column)).ToArray();
}
}
}

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@ -1,232 +0,0 @@

/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom base <c>Newtonsoft.Json.JsonConverter</c> to filter serialized properties.
/// </summary>
///
/// <remarks>
/// Useful for Unity or 3rd party classes, since we can't insert any <c>Newtonsoft.Json.JsonIgnoreAttribute</c>.
/// By the way, this works by reflection to access properties.
/// Please make sure your property not to be stripped by Unity.
/// </remarks>
///
/// <example>
/// It's very easy to make a custom converter, just inherit and override <c>GetPropertyNames()</c> as the filter:
/// </example>
///
/// <code>
/// public class SomeConverter : PartialConverter<SomeClass>{
/// protected override string[] GetPropertyNames(){
/// return new []{"someField", "someProperty", "etc"};
/// }
/// }
/// </code>
///
public abstract class PartialConverter<T> : JsonConverter{
#region Static Methods
/// <summary>
/// Get the field or property of the specified <c>name</c>.
/// </summary>
/// <returns>The member.</returns>
/// <param name="name">Name.</param>
private static MemberInfo GetMember(string name){
var _flag = BindingFlags.Instance | BindingFlags.Public;
var _field = typeof(T).GetField(name, _flag);
if(null != _field) return _field;
var _property = typeof(T).GetProperty(name, _flag);
if(null == _property) Throw(name, "Public instance field or property {0} is not found.");
if(null == _property.GetGetMethod()) Throw(name, "Property {0} is not readable.");
if(null == _property.GetSetMethod()) Throw(name, "Property {0} is not writable.");
if(_property.GetIndexParameters().Any()) Throw(name, "Not support property {0} with indexes.");
return _property;
}
/// <summary>
/// Throw an exception of the specified message formatted with the member name.
/// </summary>
/// <param name="name">Name.</param>
/// <param name="format">Format.</param>
private static void Throw(string name, string format){
throw new ArgumentException(string.Format(format, typeof(T).Name + "." + name), "name");
}
/// <summary>
/// Get the value from the member.
/// </summary>
/// <returns>The value.</returns>
/// <param name="member">Member.</param>
/// <param name="target">Target.</param>
private static object GetValue(MemberInfo member, object target){
if(member is FieldInfo) return (member as FieldInfo).GetValue(target);
else return (member as PropertyInfo).GetValue(target, null);
}
/// <summary>
/// Set the value to the member.
/// </summary>
/// <param name="member">Member.</param>
/// <param name="target">Target.</param>
/// <param name="value">Value.</param>
private static void SetValue(MemberInfo member, object target, object value){
if(member is FieldInfo) (member as FieldInfo).SetValue(target, value);
else (member as PropertyInfo).SetValue(target, value, null);
}
/// <summary>
/// Get the value type of the member.
/// </summary>
/// <returns>The value type.</returns>
/// <param name="member">Member.</param>
private static Type GetValueType(MemberInfo member){
if(member is FieldInfo) return (member as FieldInfo).FieldType;
else return (member as PropertyInfo).PropertyType;
}
#endregion
#region Fields
/// <summary>
/// The stored property names with the member.
/// </summary>
private static Dictionary<string, MemberInfo> _properties;
#endregion
#region Methods
/// <summary>
/// Gets the property names paired with the accessing member.
/// </summary>
/// <returns>The properties.</returns>
private Dictionary<string, MemberInfo> GetProperties(){
if(null != _properties) return _properties;
var _names = GetPropertyNames();
if(null == _names || !_names.Any())
throw new InvalidProgramException("GetPropertyNames() cannot return empty.");
if(_names.Any((name) => string.IsNullOrEmpty(name)))
throw new InvalidProgramException("GetPropertyNames() cannot contain empty value.");
_properties = _names.Distinct().ToDictionary((name) => name, (name) => GetMember(name));
return _properties;
}
/// <summary>
/// Get the property names to serialize, only used once when initializing.
/// </summary>
/// <returns>The property names.</returns>
protected abstract string[] GetPropertyNames();
/// <summary>
/// Create the instance for <c>ReadJson()</c> to populate.
/// </summary>
/// <returns>The instance.</returns>
protected virtual T CreateInstance(){
return Activator.CreateInstance<T>();
}
/// <summary>
/// Determine if the object type is <c>T</c>.
/// </summary>
/// <param name="objectType">Type of the object.</param>
/// <returns><c>true</c> if this can convert the specified type; otherwise, <c>false</c>.</returns>
public override bool CanConvert(Type objectType){
return typeof(T) == objectType;
}
/// <summary>
/// Read the specified properties to the object.
/// </summary>
/// <returns>The object value.</returns>
/// <param name="reader">The <c>Newtonsoft.Json.JsonReader</c> to read from.</param>
/// <param name="objectType">Type of the object.</param>
/// <param name="existingValue">The existing value of object being read.</param>
/// <param name="serializer">The calling serializer.</param>
/*
* Force the instance as an object reference, otherwise this may reflect to a wrong copy if the T is struct.
* But keep the CreateInstance() to return T for safer overriding.
*/
public override object ReadJson(
JsonReader reader,
Type objectType,
object existingValue,
JsonSerializer serializer
){
if(JsonToken.Null == reader.TokenType) return null;
var _object = JObject.Load(reader);
var _result = CreateInstance() as object;
foreach(var _pair in GetProperties()){
var _value = _object[_pair.Key].ToObject(GetValueType(_pair.Value), serializer);
SetValue(_pair.Value, _result, _value);
}
return _result;
}
/// <summary>
/// Write the specified properties of the object.
/// </summary>
/// <param name="writer">The <c>Newtonsoft.Json.JsonWriter</c> to write to.</param>
/// <param name="value">The value.</param>
/// <param name="serializer">The calling serializer.</param>
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer){
var _object = new JObject();
foreach(var _pair in GetProperties()){
var _value = GetValue(_pair.Value, value);
_object[_pair.Key] = JToken.FromObject(_value, serializer);
}
_object.WriteTo(writer);
}
#endregion
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Quaternion</c>.
/// </summary>
public class QuaternionConverter : PartialConverter<Quaternion>{
/// <summary>
/// Get the property names include <c>x</c>, <c>y</c>, <c>z</c>, <c>w</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"x", "y", "z", "w"};
}
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Rect</c>.
/// </summary>
public class RectConverter : PartialConverter<Rect>{
/// <summary>
/// Get the property names include <c>x</c>, <c>y</c>, <c>width</c>, <c>height</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"x", "y", "width", "height"};
}
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.RectOffset</c>.
/// </summary>
public class RectOffsetConverter : PartialConverter<RectOffset>{
/// <summary>
/// Get the property names include <c>left</c>, <c>right</c>, <c>top</c>, <c>bottom</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"left", "right", "top", "bottom"};
}
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Vector2</c>.
/// </summary>
public class Vector2Converter : PartialConverter<Vector2>{
/// <summary>
/// Get the property names include <c>x</c>, <c>y</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"x", "y"};
}
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Vector3</c>.
/// </summary>
public class Vector3Converter : PartialConverter<Vector3>{
/// <summary>
/// Get the property names include <c>x</c>, <c>y</c>, <c>z</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"x", "y", "z"};
}
}
}

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/*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*\ ( ( ) )
|/ \| ) ) _((_
|| (c) Wanzyee Studio < wanzyeestudio.blogspot.com > || ( ( |_ _ |=n
|\ /| _____)) | ! ] U
\.ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ./ (_(__(S) |___*/
using UnityEngine;
namespace WanzyeeStudio.Json{
/// <summary>
/// Custom <c>Newtonsoft.Json.JsonConverter</c> for <c>UnityEngine.Vector4</c>.
/// </summary>
public class Vector4Converter : PartialConverter<Vector4>{
/// <summary>
/// Get the property names include <c>x</c>, <c>y</c>, <c>z</c>, <c>w</c>.
/// </summary>
/// <returns>The property names.</returns>
protected override string[] GetPropertyNames(){
return new []{"x", "y", "z", "w"};
}
}
}

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{
"name": "WanzyeeStudio.Runtime",
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{
"Id": "JsonNet",
"Version": "9.0.1",
"Authors": [
"James Newton-King"
],
"Owners": [
"Esun Kim"
],
"Description": "Unity3D port of Json.NET which is a popular high-performance JSON framework for .NET",
"Files": [
"Assets/UnityPackages/JsonNet/Newtonsoft.Json.dll",
"Assets/UnityPackages/JsonNet/Newtonsoft.Json.dll.mdb",
{
"Target": "Assets/UnityPackages/JsonNetSample/JsonNetSample.cs",
"Extra": true
},
{
"Target": "Assets/UnityPackages/JsonNetSample/JsonNetSample.unity",
"Extra": true
}
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The MIT License (MIT)
Copyright (c) 2016 SaladLab
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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[![Build status](https://ci.appveyor.com/api/projects/status/slry7u0dy894pevo/branch/master?svg=true)](https://ci.appveyor.com/project/veblush/json-net-unity3d/branch/master)
# Newtonsoft Json.NET for Unity3D
[Newtonsoft Json.NET](http://www.newtonsoft.com/json) is a de facto standard JSON library in .NET ecosystem.
But it doesn't support Unity3D, so it's a little bit hard to use JSON.NET just after getting [Json.NET package](https://www.nuget.org/packages/Newtonsoft.Json/).
This package is for Unity3D programmers that need to use latest Json.NET in Unity3D.
## Where can I get it?
Visit [Release](https://github.com/SaladLab/Json.Net.Unity3D/releases)
page to get latest Json.NET unity-package.
To use this library in IL2CPP build settings, you need to add
[link.xml](https://github.com/SaladLab/Json.Net.Unity3D/blob/master/src/UnityPackage/Assets/link.xml) to your project's asset folder.
For detailed information about link.xml, read unity [manual](http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html) about this.
## What's the deal?
Unity3D has old-fashioned and bizarre .NET Framework like these :)
- Basically based on .NET Framework 3.5 ([forked Mono 2.6](https://github.com/Unity-Technologies/mono/commits/unity-staging))
- Runtime lacks some types in .NET Framework 3.5 (like System.ComponentModel.AddingNewEventHandler)
- For iOS, dynamic code emission is forbidden by Apple AppStore.
Because Newtonsoft Json.NET doesn't handle these limitations, errors will welcome you
when you use official Json.NET dll targetting .NET 3.5 Framework.
## What's done?
Following works are done to make Json.NET support Unity3D.
- Based on Newtonsoft Json.NET 9.
- Disable IL generation to work well under AOT environment like iOS.
- Remove code related with System.ComponentModel.
- Remove System.Data and EntityKey support.
- Remove XML support.
- Remove DiagnosticsTraceWriter support.
- Workaround for differences between Microsoft.NET & Unity3D-Mono.NET
For Unity.Lite version, additional works are done to make more lite.
- Remove JsonLinq, JPath (JToken, ...)
- Remove Bson
## Unit Test
Tests in Json.NET are updated to be able to run under
[UnityEditor Test Runner](http://docs.unity3d.com/Manual/testing-editortestsrunner.html).
All tests pass under Microsoft .NET 3.5 but with UnityEditor some of them fail
because there are not-implemented features and bugs in Unity3D-Mono framework.
Test Result:
| Profile |:white_check_mark: Passed | :x: Failed | :white_circle: Ignored |
| :------------- | -----------------------: | ---------: | ---------------------: |
| Microsoft.NET | 1605 | 0 | 1 |
| Unity3D-Mono | 1592 | 13 | 1 |
Detailed Description is [here](./docs/UnitTest.md) to tell you what failed and why.
## Unity Compatibility
This library is tested on Unity 4.7, 5.2 and 5.3. For AOT environment like iOS, you
need to use IL2CPP instead of obsolute Mono-AOT because IL2CPP handles generic code better than Mono-AOT. With Mono-AOT configuration, AOT related exception would be thrown.
For windows store build, there is a compatibility issue related with UWP.
If you have a problem, please read [workaround for UWP](./docs/UwpWorkaround.md).
## FAQ
#### Q: `MissingMethodException` is thrown for `ComponentModel.TypeConverter`.
```csharp
MissingMethodException: Method not found:
Default constructor not found...ctor() of System.ComponentModel.TypeConverter.
```
Make sure that `link.xml` is added to your project.
#### Q: `ExecutionEngineException` is thrown in calling `CreateValueInternal`.
```csharp
xecutionEngineException:
Attempting to call method 'CLASS::.cctor' for which no ahead of time (AOT) code was generated.
at System.Reflection.MonoCMethod.Invoke (...)
at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal
```
This exception is thrown because Unity3D strips out unnecessary classes which are actually used by serialization.
To fix this problem, just put `new CLASS()` in your code to prevent Unity3D from removing the class.
Reference: [TroubleShootingIPhone](https://docs.unity3d.com/Manual/TroubleShootingIPhone.html)
#### Q: `ArgumentNullException` is thrown in calling `CreateParameterizedConstructor`.
```csharp
ArgumentNullException: Argument cannot be null.
Parameter name: method
at Newtonsoft.Json.Utilities.ValidationUtils.ArgumentNotNull (...)
at Newtonsoft.Json.Utilities.LateBoundReflectionDelegateFactory.CreateParameterizedConstructor (...)
```
This is similar with the previous case. But this case is tricky because this is
caused by Json.NET internal classes such as `CollectionWrapper<T>`.
To fix this problem, put `AotHelper.EnsureList<T>()` if you use `HashSet<T>`
or `AotHelper.EnsureDictionary<TKey, TValue>()` if you use `Dictionary<TKey, TValue>` in working class.

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<linker>
<assembly fullname="System">
<type fullname="System.ComponentModel.TypeConverter" preserve="all"/>
<type fullname="System.ComponentModel.ArrayConverter" preserve="all"/>
<type fullname="System.ComponentModel.BaseNumberConverter" preserve="all"/>
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<type fullname="System.ComponentModel.CharConverter" preserve="all"/>
<type fullname="System.ComponentModel.CollectionConverter" preserve="all"/>
<type fullname="System.ComponentModel.ComponentConverter" preserve="all"/>
<type fullname="System.ComponentModel.CultureInfoConverter" preserve="all"/>
<type fullname="System.ComponentModel.DateTimeConverter" preserve="all"/>
<type fullname="System.ComponentModel.DecimalConverter" preserve="all"/>
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<type fullname="System.ComponentModel.NullableConverter" preserve="all"/>
<type fullname="System.ComponentModel.SByteConverter" preserve="all"/>
<type fullname="System.ComponentModel.SingleConverter" preserve="all"/>
<type fullname="System.ComponentModel.StringConverter" preserve="all"/>
<type fullname="System.ComponentModel.TimeSpanConverter" preserve="all"/>
<type fullname="System.ComponentModel.UInt16Converter" preserve="all"/>
<type fullname="System.ComponentModel.UInt32Converter" preserve="all"/>
<type fullname="System.ComponentModel.UInt64Converter" preserve="all"/>
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JBQ_Test : MonoBehaviour
{
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
///1.遮罩转场面板显示
//UIManager.Instance.ShowPanel<UI_MaskPanel>(E_UI_Layer.System, (panel) =>
//{
// panel.Init();
//});
///2.任务书显示测试
//UIManager.Instance.ShowPanel<UI_CheckTaskPanel>(E_UI_Layer.System, (panel) =>
//{
// ProcessManager.Instance.mode = E_ModeType.Study;
// panel.Init();
//});
///3.接受任务书面板
//UIManager.Instance.ShowPanel<UI_ReceiveTaskPanel>(E_UI_Layer.System, (panel) =>
//{
// panel.Init();
//});
///4.工作票选择面板
//UIManager.Instance.ShowPanel<UI_SelectWorkTicketPanel>(E_UI_Layer.System, (panel) =>
//{
// ProcessManager.Instance.mode = E_ModeType.Study;
// //panel.Init(4);
//});
///5.顶部提示面板
//UIManager.Instance.ShowPanel<UI_TopTipPanel>(E_UI_Layer.System, (panel) =>
//{
// panel.Init("任务接受:<color=#00EEE6>查看任务单</color>", "请先打看掌机,查看您接受到的任务工单");
//});
///6.message面板测试
//UIManager.Instance.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (panel) =>
//{
// panel.Init("警告", "完成任务", E_MessageType.Warning, () =>
// {
// print("确认");
// }, () =>
// {
// print("取消");
// });
//});
///7.UI_MiddleTipPanel面板测试
//UIManager.Instance.ShowPanel<UI_MiddleTipPanel>(E_UI_Layer.System, (panel) =>
//{
// panel.Init("任务接受查看任务单");
//});
///8.电能计量装置装拆工单
//UIManager.Instance.ShowPanel<UI_InstallAndDismantleTicketPanel>(E_UI_Layer.System, (panel) =>
//{
// //panel.Init();
//});
}
//if (Input.GetKeyDown(KeyCode.L))
//{
// ///遮罩转场面板渐隐命令
// //EventCenter.Instance.EventTrigger(Enum_EventType.HideMask);
// UIManager.Instance.ShowPanel<UI_MenuBar>(E_UI_Layer.System, (panel) =>
// {
// panel.Init();
// });
//}
}
}

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