zzjfengqing / et-eui Goto Github PK
View Code? Open in Web Editor NEW基于ET框架的UI模块
License: MIT License
基于ET框架的UI模块
License: MIT License
很多人好怕效率问题
就是那种,列表,拉到一定位置就加载一些数据出来,拉到一定位置又继续加载一些数据出来.
切换到IOS平台后,open c# code就报错了,无法进行下一步,请协助。谢谢。
已启动重新生成…
1>------ 已启动全部重新生成: 项目: Unity.ThirdParty, 配置: Debug Any CPU ------
1>E:\Downloads\ET-EUI-main\Unity\Assets\ThirdParty\ILRuntime\Mono.Cecil\symbols\mdb\Mono.CompilerServices.SymbolWriter\SymbolWriterImpl.cs(55,3,55,16): error CS0246: 未能找到类型或命名空间名“ModuleBuilder”(是否缺少 using 指令或程序集引用?)
1>E:\Downloads\ET-EUI-main\Unity\Assets\ThirdParty\ILRuntime\Mono.Cecil\symbols\mdb\Mono.CompilerServices.SymbolWriter\SymbolWriterImpl.cs(59,28,59,41): error CS0246: 未能找到类型或命名空间名“ModuleBuilder”(是否缺少 using 指令或程序集引用?)
1>E:\Downloads\ET-EUI-main\Unity\Assets\ThirdParty\ILRuntime\Mono.Cecil\symbols\mdb\Mono.CompilerServices.SymbolWriter\SymbolWriterImpl.cs(56,30,56,43): error CS0246: 未能找到类型或命名空间名“ModuleBuilder”(是否缺少 using 指令或程序集引用?)
2>------ 已启动全部重新生成: 项目: Unity.Mono, 配置: Debug Any CPU ------
2>CSC : error CS0006: 未能找到元数据文件“E:\Downloads\ET-EUI-main\Unity\Temp\Bin\Debug\Unity.ThirdParty.dll”
3>------ 已启动全部重新生成: 项目: Unity.Editor, 配置: Debug Any CPU ------
3>CSC : error CS0006: 未能找到元数据文件“E:\Downloads\ET-EUI-main\Unity\Temp\Bin\Debug\Unity.Mono.dll”
3>CSC : error CS0006: 未能找到元数据文件“E:\Downloads\ET-EUI-main\Unity\Temp\Bin\Debug\Unity.ThirdParty.dll”
========== 全部重新生成: 成功 0 个,失败 3 个,跳过 0 个 ==========
RedDotComponentSystem.cs line:302
GameObjectPoolHelper.cs line:151
其实就是资源路径的问题,对象池现在只加载Item文件夹下的资源
红点预制件移动到Item文件夹下就能直接解决(×)
unity 缺少WSA的 kcp库文件
是不是该更新ET8.0了
另外,也无法创建出骷髅人:
/Users/lionqu/Github/ET-EUI/Bin/Server
2022-03-17 22:00:10.9937 not found actor: Process 10010 448758180454072328 { "_t" : "M2C_CreateUnits", "Units" : [{ "Ks" : [1000, 1003], "Vs" : [60000, 15000], "UnitId" : 1197244622208827397, "ConfigId" : 1001, "Type" : 1, "X" : -10.0, "Y" : 0.0, "Z" : -10.0, "ForwardX" : 0.0, "ForwardY" : 0.0, "ForwardZ" : 1.0, "MoveInfo" : null }] }
at ET.SessionStreamDispatcherServerInner.Dispatch(Session session, MemoryStream memoryStream) in /Users/lionqu/Github/ET-EUI/Server/Hotfix/Demo/Session/SessionStreamDispatcherServerInner.cs:line 33
at ET.SessionStreamDispatcherSystem.Dispatch(SessionStreamDispatcher self, Int32 type, Session session, MemoryStream memoryStream) in /Users/lionqu/Github/ET-EUI/Unity/Codes/Hotfix/Module/Message/SessionStreamDispatcherSystem.cs:line 81
at ET.NetInnerComponentSystem.OnRead(NetInnerComponent self, Int64 channelId, MemoryStream memoryStream) in /Users/lionqu/Github/ET-EUI/Server/Hotfix/Module/MessageInner/NetInnerComponentSystem.cs:line 63
at ET.AService.OnRead(Int64 channelId, MemoryStream memoryStream) in /Users/lionqu/Github/ET-EUI/Unity/Assets/Mono/Module/Network/AService.cs:line 53
at ET.TChannel.OnRead(MemoryStream memoryStream) in /Users/lionqu/Github/ET-EUI/Unity/Assets/Mono/Module/NetworkTCP/TChannel.cs:line 392
at ET.TChannel.HandleRecv(Object o) in /Users/lionqu/Github/ET-EUI/Unity/Assets/Mono/Module/NetworkTCP/TChannel.cs:line 280
at ET.TChannel.OnRecvComplete(Object o) in /Users/lionqu/Github/ET-EUI/Unity/Assets/Mono/Module/NetworkTCP/TChannel.cs:line 228
at ET.TChannel.<>c__DisplayClass10_0.<OnComplete>b__1() in /Users/lionqu/Github/ET-EUI/Unity/Assets/Mono/Module/NetworkTCP/TChannel.cs:line 37
at ET.ThreadSynchronizationContext.Update() in /Users/lionqu/Github/ET-EUI/Unity/Assets/Mono/Core/ThreadSynchronizationContext.cs:line 34
at ET.Game.Update() in /Users/lionqu/Github/ET-EUI/Unity/Codes/Model/Core/Entity/Game.cs:line 38
at ET.Program.Main(String[] args) in /Users/lionqu/Github/ET-EUI/Server/App/Program.cs:line 50
比如一个UI有两种模式,A模式下多一些功能,B模式下多另外一些功能。
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