PGRData/Script/matrix/xcommon/XTool.lua
2024-09-01 22:49:41 +02:00

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local Json = require("XCommon/Json")
local type = type
local table = table
local string = string
local math = math
local next = next
local debug = debug
local tostring = tostring
local tableInsert = table.insert
local stringMatch = string.match
local mathModf = math.modf
XTool =
XTool or
{
_IsAutoRefreshOnNextFrame = true
}
XTool.USENEWBATTLEROOM = true
XTool.UObjIsNil = function(uobj)
return uobj == nil or not uobj:Exist()
end
XTool.LoopMap = function(map, func)
if type(map) == "userdata" then
if not map then
return
end
local e = map:GetEnumerator()
while e:MoveNext() do
func(e.Current.Key, e.Current.Value)
end
e:Dispose()
elseif type(map) == "table" then
for key, value in pairs(map) do
func(key, value)
end
end
end
XTool.LoopCollection = function(collection, func)
if type(collection) == "table" then
for _, value in pairs(collection) do
func(value)
end
elseif type(collection) == "userdata" then
for i = 0, collection.Count - 1 do
func(collection[i])
end
end
end
XTool.LoopArray = function(collection, func)
for i = 0, collection.Length - 1 do
func(collection[i])
end
end
XTool.CsList2LuaTable = function(collection)
local ret = {}
for i = 0, collection.Count - 1 do
tableInsert(ret, collection[i])
end
return ret
end
XTool.CsMap2LuaTable = function(map)
local ret = {}
local e = map:GetEnumerator()
while e:MoveNext() do
ret[e.Current.Key] = e.Current.Value
end
e:Dispose()
return ret
end
XTool.CsObjectFields2LuaTable = function(CsObj)
if CsObj == nil or type(CsObj) ~= "userdata" then
return {}
end
local jsonStr = CS.XTool.SerializeObject(CsObj)
return Json.decode(jsonStr)
end
XTool.Clone = function(t)
local cache = {}
local function clone(o)
if type(o) ~= "table" then
return o
end
if cache[o] then
return cache[o]
end
local newO = {}
for k, v in pairs(o) do
newO[clone(k)] = clone(v)
end
local mTable = getmetatable(o)
if type(mTable) == "table" then
setmetatable(newO, mTable)
end
cache[o] = newO
return newO
end
return clone(t)
end
XTool.GetFileNameWithoutExtension = function(path)
return stringMatch(path, "[./]*([^/]*)%.%w+")
end
XTool.GetFileName = function(path)
return stringMatch(path, "[./]*([^/]*%.%w+)")
end
XTool.GetExtension = function(path)
return stringMatch(path, "[./]*(%.%w+)")
end
XTool.GetTableCount = function(list)
if type(list) ~= "table" then
return 0
end
local count = 0
for _, _ in pairs(list) do
count = count + 1
end
return count
end
local NumberText = {
[0] = "",
[1] = CS.XTextManager.GetText("One"),
[2] = CS.XTextManager.GetText("Two"),
[3] = CS.XTextManager.GetText("Three"),
[4] = CS.XTextManager.GetText("Four"),
[5] = CS.XTextManager.GetText("Five"),
[6] = CS.XTextManager.GetText("Six"),
[7] = CS.XTextManager.GetText("Seven"),
[8] = CS.XTextManager.GetText("Eight"),
[9] = CS.XTextManager.GetText("Nine"),
[10] = CS.XTextManager.GetText("Ten")
}
local RomanNumberText = {
[0] = "",
[1] = CS.XTextManager.GetText("RomanOne"),
[2] = CS.XTextManager.GetText("RomanTwo"),
[3] = CS.XTextManager.GetText("RomanThree"),
[4] = CS.XTextManager.GetText("RomanFour"),
[5] = CS.XTextManager.GetText("RomanFive"),
[6] = CS.XTextManager.GetText("RomanSix"),
[7] = CS.XTextManager.GetText("RomanSeven"),
[8] = CS.XTextManager.GetText("RomanEight"),
[9] = CS.XTextManager.GetText("RomanNine"),
[10] = CS.XTextManager.GetText("RomanTen")
}
XTool.ParseNumberString = function(num)
return NumberText[mathModf(num / 10)] .. NumberText[num % 10]
end
XTool.ConvertNumberString = function(num)
return NumberText[num] or ""
end
XTool.ConvertRomanNumberString = function(num)
return RomanNumberText[num] or ""
end
XTool.MatchEmoji = function(text)
return stringMatch(text, "%[%d%d%d%d%d%]")
end
XTool.CopyToClipboard = function(text)
CS.XAppPlatBridge.CopyStringToClipboard(tostring(text))
XUiManager.TipText("Clipboard", XUiManager.UiTipType.Tip)
end
XTool.ToArray = function(t)
local array = {}
for _, v in pairs(t) do
table.insert(array, v)
end
return array
end
XTool.MergeArray = function(...)
local res = {}
for _, t in pairs({...}) do
if type(t) == "table" then
for _, v in pairs(t) do
table.insert(res, v)
end
end
end
return res
end
function XTool.ReverseList(list)
if not list then
return
end
local length = #list
local middle = math.floor(length * 0.5)
for i = 1, middle do
local reverseI = length - i + 1
local tmp = list[i]
list[i] = list[reverseI]
list[reverseI] = tmp
end
return list
end
XTool.Waterfall = function(cbList)
local last
for i = #cbList, 1, -1 do
if type(cbList[i]) == "function" then
local nextCb = last
local cb = function()
cbList[i](nextCb)
end
last = cb
else
XLog.Error("XTool.Waterfall error, unit is not function")
end
end
if last then
last()
end
end
XTool.InitUiObject = function(targetObj)
targetObj.Obj = targetObj.Transform:GetComponent("UiObject")
if targetObj.Obj ~= nil then
for i = 0, targetObj.Obj.NameList.Count - 1 do
targetObj[targetObj.Obj.NameList[i]] = targetObj.Obj.ObjList[i]
end
end
end
XTool.InitUiObjectByInstance = function(uiObject, instance)
for i = 0, uiObject.NameList.Count - 1 do
instance[uiObject.NameList[i]] = uiObject.ObjList[i]
end
end
XTool.InitUiObjectByUi = function(targetUi, uiPrefab)
targetUi.GameObject = uiPrefab.gameObject
targetUi.Transform = uiPrefab.transform
XTool.InitUiObject(targetUi)
return targetUi
end
XTool.DestroyChildren = function(gameObject)
if not gameObject then
return
end
if XTool.UObjIsNil(gameObject) then
return
end
local transform = gameObject.transform
for i = 0, transform.childCount - 1, 1 do
CS.UnityEngine.Object.Destroy(transform:GetChild(i).gameObject)
end
end
XTool.IsTableEmpty = function(tb)
return not tb or not next(tb)
end
XTool.IsNumberValid = function(number)
return number and number ~= 0 or false
end
XTool.GetStackTraceName = function(level)
level = level or 3
local info
for i = level, 2, -1 do
info = debug.getinfo(i)
if info then
break
end
end
local name = "lua:" .. tostring(info.source) .. "_" .. tostring(info.currentline)
return name
end
-- datas : 只接受数组
XTool.TableRemove = function(datas, removeValue)
local removePos = nil
for index, value in ipairs(datas) do
if value == removeValue then
removePos = index
break
end
end
if removePos then
table.remove(datas, removePos)
end
end
-- 直接使用getRoundingValue
-- 保留digit位小数
XTool.MathGetRoundingValue = function(value, digit)
return math.floor(value * XTool.MathPow(10, digit)) / XTool.MathPow(10, digit)
end
-- 直接使用math.pow
XTool.MathPow = function(a, b)
return a ^ b
end
--==================
--将utf8字符转换为unicode编码格式对应的十进制数值
--==================
XTool.Utf8_to_unicode = function(convertStr)
if type(convertStr) ~= "string" then
return convertStr
end
local resultDec = 0
local i = 1
local num1 = string.byte(convertStr, i)
if num1 ~= nil then
local tempVar1, tempVar2 = 0, 0
if num1 >= 0x00 and num1 <= 0x7f then
tempVar1 = num1
tempVar2 = 0
elseif num1 & 0xe0 == 0xc0 then
local t1 = 0
local t2 = 0
t1 = num1 & 0xff >> 3
i = i + 1
num1 = string.byte(convertStr, i)
t2 = num1 & 0xff >> 2
tempVar1 = t2 | ((t1 & (0xff >> 6)) << 6)
tempVar2 = t1 >> 2
elseif num1 & 0xf0 == 0xe0 then
local t1 = 0
local t2 = 0
local t3 = 0
t1 = num1 & (0xff >> 3)
i = i + 1
num1 = string.byte(convertStr, i)
t2 = num1 & (0xff >> 2)
i = i + 1
num1 = string.byte(convertStr, i)
t3 = num1 & (0xff >> 2)
tempVar1 = ((t2 & (0xff >> 6)) << 6) | t3
tempVar2 = (t1 << 4) | (t2 >> 2)
end
resultDec = tempVar2 * 256 + tempVar1
end
return resultDec
end
--==================
--提取字符串中的英文和汉字文本
--==================
XTool.GetPureStr = function(str)
if str == nil then
return nil
end
local resultChar = {}
for i = 1, #str do
local curByte = string.byte(str, i)
local byteCount = 1
if curByte > 239 then
byteCount = 4
elseif curByte > 223 then
byteCount = 3
elseif curByte > 128 then
byteCount = 2
else
byteCount = 1
end
local subStr = string.sub(str, i, i + byteCount - 1)
local charUnicodeNum = XTool.Utf8_to_unicode(subStr)
--
--[[if curByte == 32 or --空格
(curByte > 47 and curByte < 58) or --数字
(curByte > 96 and curByte < 123) or --小写字母
(curByte > 64 and curByte < 91) --大写字母
]] if
(curByte > 96 and curByte < 123) or (curByte > 64 and curByte < 91) or
(charUnicodeNum >= 19968 and charUnicodeNum <= 40891)
then --汉字/u4E00 -- /u9fbb
table.insert(resultChar, subStr)
end
i = i + byteCount
if i > #str then
return table.concat(resultChar)
end
end
return nil
end
--随机打乱
XTool.RandomBreakTableOrder = function(t)
local index
local temp
local total = #t
for i = 1, total, 1 do
for j = i + 1, total, 1 do
index = math.random(j, total)
temp = t[i]
t[i] = t[index]
t[index] = temp
break
end
end
return t
end
--权重随机算法输入带有Weight字段的元素组 输出:加权后的随机元素)
XTool.WeightRandomSelect = function(elements, isNotSetRandomseed)
local sum = 0
for _, v in ipairs(elements) do
sum = sum + v.Weight
end
if not isNotSetRandomseed then
math.randomseed(os.time())
end
local compareWeight = math.random(1, sum)
local index = 1
while sum > 0 do
sum = sum - elements[index].Weight
if sum < compareWeight then
return elements[index]
end
index = index + 1
end
XLog.Error("compare error, return nil")
return nil
end
-- 权重随机算法(输入:权重数组 输出加权后的随机index
XTool.RandomSelectByWeightArray = function(weights)
local sum = 0
for i = 1, #weights do
sum = sum + weights[i]
end
math.randomseed(os.time())
local compareWeight = math.random(1, sum)
local index = 1
while sum > 0 do
sum = sum - weights[index]
if sum < compareWeight then
return index
end
index = index + 1
end
XLog.Error("compare error, return nil")
return nil
end
--从1-limit之间获取指定count不重复随机数
function XTool.GetRandomNumbers(limit, count)
local result = {}
for i = 1, limit do
tableInsert(result, i)
end
local num, tmp
math.randomseed(os.time())
for i = 1, limit do
num = math.random(1, limit)
tmp = result[i]
result[i] = result[num]
result[num] = tmp
end
if count then
for i = count + 1, limit do
result[i] = nil
end
end
return result
end
--- 根据随机种子打乱数组
---@param array table 需要打乱的数组
---@param randomseed number 随机种子
---@return table
--------------------------
function XTool.RandomArray(array, randomseed)
if #array < 0 then
XLog.Warning("XTool.RandomArray: random array error: array is empty or not an array", array)
return {}
end
local result = {}
--不对原数据产生变化
local tmpArray = XTool.Clone(array)
math.randomseed(randomseed)
local count = #tmpArray
while count > 0 do
local idx = math.random(1, count)
if tmpArray[idx] then
tableInsert(result, tmpArray[idx])
table.remove(tmpArray, idx)
end
count = #tmpArray
end
return result
end
--- 计算数组内的每个数占总数的百分比且总和保持100%
---@param array number[]
---@param decimals number 保留几位小数
---@return number[]
--------------------------
function XTool.CalArrayPercent(array, decimals)
local result = {}
if XTool.IsTableEmpty(array) then
return result
end
decimals = math.max(decimals, 0)
local decimal = 10 ^ decimals
local hundred = 100
local function addArray(arr, from, to)
arr = arr or {}
from = from or 1
to = to or #arr
local total = 0
for i = from, to do
total = total + arr[i]
end
return total
end
for idx, value in ipairs(array) do
local leftTotal = addArray(array, idx)
--四舍五入
local percent = leftTotal <= 0 and 0.0 or math.floor(value / leftTotal * hundred * decimal + 0.5) / decimal
if decimals == 0 then
percent = math.floor(percent)
end
hundred = hundred - percent
result[idx] = percent
end
return result
end
XTool.ResetInitSchedule = function()
XTool.__InitSchedule = nil
end
--[[
描述:调用函数时延迟到下一帧统一调用,避免同一个函数在同一帧多次调用
使用场景:
1.可在注册事件中调用, 多个事件重复触发,也仅在帧结束回调一次
2.可在自己函数内使用,因逻辑上导致的多次触发可归为帧结束回调一次
]]
XTool.CallFunctionOnNextFrame = function(callback, caller, ...)
return XTool._RegisterFunctionOnNextFrame(callback, caller, ...)
end
XTool._RegisterFunctionOnNextFrame = function(callback, caller, ...)
if callback == nil then
return false
end
if not XTool._IsAutoRefreshOnNextFrame then
if caller then
callback(caller, ...)
else
callback(...)
end
return true
end
XTool._FunctionsOnNextFrame = XTool._FunctionsOnNextFrame or {}
local callerData
-- 分开处理避免两个不同的类调用同一个方法导致其中一个调用缺失
if caller then
callerData = XTool._FunctionsOnNextFrame[caller] or {}
callerData[callback] = {caller, ...}
XTool._FunctionsOnNextFrame[caller] = callerData
else
callerData = XTool._FunctionsOnNextFrame["STATIC"] or {}
callerData[callback] = {...}
XTool._FunctionsOnNextFrame["STATIC"] = callerData
end
if not XTool.__InitSchedule then
XTool.__InitSchedule = true
XScheduleManager.ScheduleForever(XTool._AutoRefreshOnNextFrame, 0, 0)
end
return true
end
XTool._AutoRefreshOnNextFrame = function()
if XTool.IsTableEmpty(XTool._FunctionsOnNextFrame) then
return
end
for key, callbackDic in pairs(XTool._FunctionsOnNextFrame) do
for callback, args in pairs(callbackDic) do
callback(table.unpack(args))
end
XTool._FunctionsOnNextFrame[key] = nil
end
end
XTool.ConnectSignal = function(source, path, event, callback, caller, returnArgKey)
local controlVar = XTool._CheckSignalPath(source, path, event, callback, caller)
if not controlVar then
return
end
if caller == nil then
caller = source
end
return XTool._ConnectSignal(controlVar, path, event, callback, caller, returnArgKey)
end
XTool.ConnectSignals = function(source, path, event, callback, caller)
local controlVar = XTool._CheckSignalPath(source, path, event, callback, caller)
if not controlVar then
return
end
if caller == nil then
caller = source
end
local result = {}
for _, var in ipairs(controlVar) do
table.insert(result, XTool._ConnectSignal(var, path, event, callback, caller))
end
return result
end
XTool._CheckSignalPath = function(source, path, event, callback, caller)
local varNames = string.Split(path, "/")
local controlVar = source
for _, v in ipairs(varNames) do
controlVar = controlVar[v]
if controlVar == nil then
XLog.Error("信号连接失败,请检查路径:", path)
return
end
end
return controlVar
end
XTool._ConnectSignal = function(controlVar, path, event, callback, caller, returnArgKey)
local signalData = controlVar.SignalData
if signalData == nil and CheckClassSuper(controlVar, XSignalData) then
signalData = controlVar
end
if not signalData then
XLog.Error("信号连接失败,查找对象不属于信号数据:", path)
return
end
signalData:ConnectSignal(event, caller, callback, returnArgKey)
return signalData
end
XTool.RegisterSignalWrap = function(source)
local wrapResult = {}
setmetatable(
wrapResult,
{
__index = function(_, k)
return source[k]
end
}
)
wrapResult.SignalData = XSignalData.New()
wrapResult.__Source = source
return wrapResult
end
XTool.GetTableNameByTablePath = function(tablePath)
local tableParts = string.Split(tablePath, "/")
return string.gsub(tableParts[#tableParts], ".tab", "")
end
--字符串转为Vector3 格式为 x|y|z
XTool.ConvertStringToVector3 = function(str)
if string.IsNilOrEmpty(str) then
return CS.UnityEngine.Vector3.zero
end
local values = string.Split(str,"|")
local x = 0
local y = 0
local z = 0
if values[1] then
x = tonumber(values[1])
end
if values[2] then
y = tonumber(values[2])
end
if values[3] then
z = tonumber(values[3])
end
return CS.UnityEngine.Vector3(x, y, z)
end
XTool.Random = function(a, b)
if nil ~= a and nil ~= b then
if math.round(a) ~= a or math.round(b) ~= b then
return a + math.random() * (b - a)
end
if a > b then
XLog.Warning("math.random param b must be bigger than param a")
end
return math.random(a, b)
elseif nil ~= a then
return math.random(a)
end
return math.random()
end
-- 循坏分割字符串
XTool.LoopSplitStr = function(content, splitStr, splitLen)
local totalLenght = string.Utf8Len(content)
if totalLenght <= splitLen then
return content
end
local result = string.Utf8Sub(content, 1, splitLen)
local remaind = string.Utf8Sub(content, splitLen + 1, totalLenght - splitLen)
result = result .. splitStr .. XTool.LoopSplitStr(remaind, splitStr, splitLen)
return result
end
-- 按位运算获取关卡星级标记
-- @stageFlags: 按位的星级标记
-- @starsCount: 星级最大数默认是3
XTool.GetStageStarsFlag = function (stageFlags, starsCount)
local count = 0
local map = {}
if not XTool.IsNumberValid(stageFlags) then
return count, map
end
local flag = 1
for i = 1, not XTool.IsNumberValid(starsCount) and 3 or starsCount do
count = count + (stageFlags & flag > 0 and 1 or 0)
map[i] = (stageFlags & flag) > 0
flag = flag << 1
end
return count, map
end
-- 创建匿名proxy
XTool.CreateBattleRoomDetailProxy = function(customFunction)
local XUiBattleRoomRoleDetailDefaultProxy = require("XUi/XUiNewRoomSingle/XUiBattleRoomRoleDetailDefaultProxy")
local proxy = CreateAnonClassInstance(customFunction or {}, XUiBattleRoomRoleDetailDefaultProxy)
return proxy
end
---获得贝塞尔曲线点
---@param time number 0到1的值0获取曲线的起点1获得曲线的终点
---@param startPoint UnityEngine.Vector3 曲线的起始位置
---@param center UnityEngine.Vector3 决定曲线形状的控制点
---@param endPoint UnityEngine.Vector3 曲线的终点
function XTool.GetBezierPoint(time, startPoint, center, endPoint)
return (1 - time) * (1 - time) * startPoint + 2 * time * (1 - time) * center + time * time * endPoint
end
function XTool.StrToTable(str)
local fn, err = load("return " .. str)
if fn then
return fn()
else
XLog.Error(err)
return nil
end
end
function XTool.SortIdTable(idTable, isDescend)
table.sort(idTable, function(a, b) return isDescend and a > b or a < b end)
end