using System; using Excel2Json; using Fort23.Core; using Fort23.UTool; using UnityEditor; using UnityEngine; namespace GameUI { public class GameApplctionMono : MonoBehaviour { public GameApplction GameApplction; public void Update() { #if UNITY_EDITOR // if (EditorApplication.isPaused) // { // return; // } #endif EventSystem.Instance.Update(); AssetBundleLoadManager.Instance.UpdateBundle(); TimeHelper.clientFrame = TimeHelper.ClientFrame() + (long)(Time.deltaTime * 1000); } private class TestHERO { public int level; public int exp; public void AddExp(int e) { this.exp += e; HeroPowerUpConfig allPowerUp = ConfigComponent.Instance.Get(level); while (exp > allPowerUp.levelUpExp && allPowerUp.levelUpExp > 0) { exp = exp - allPowerUp.levelUpExp; level++; allPowerUp = ConfigComponent.Instance.Get(level); } } } // [ContextMenu("monster")] // public void Test() // { // LevelBattleConfig[] levelBattleConfigs = ConfigComponent.Instance.GetAll(); // TestHERO testHero = new TestHERO(); // testHero.level = 1; // string m = ""; // for (int i = 0; i < levelBattleConfigs.Length; i++) // { // LevelBattleConfig levelBattleConfig = levelBattleConfigs[i]; // int jy = levelBattleConfig.exp * levelBattleConfig.miniExpAndGold[0] / 4; // testHero.AddExp(jy); // m += testHero.level + "\n"; // } // Debug.Log(m); // } private async void OnApplicationPause(bool pauseStatus) { if (pauseStatus) { // 退出时记录时间 AccountFileInfo.Instance.playerData.ExitTime = TimeHelper.ClientNow(); AccountFileInfo.Instance.SavePlayerData(); } else { PlayerManager.Instance.CalculateOfflineRewards(); } } public void LateUpdate() { EventSystem.Instance.LateUpdate(); } } }