forked from endernon/PGRData
792 lines
No EOL
21 KiB
Lua
792 lines
No EOL
21 KiB
Lua
local Json = require("XCommon/Json")
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local type = type
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local table = table
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local string = string
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local math = math
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local next = next
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local debug = debug
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local tostring = tostring
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local tableInsert = table.insert
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local stringMatch = string.match
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local mathModf = math.modf
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XTool =
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XTool or
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{
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_IsAutoRefreshOnNextFrame = true
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}
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XTool.USENEWBATTLEROOM = true
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XTool.UObjIsNil = function(uobj)
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return uobj == nil or not uobj:Exist()
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end
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XTool.LoopMap = function(map, func)
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if type(map) == "userdata" then
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if not map then
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return
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end
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local e = map:GetEnumerator()
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while e:MoveNext() do
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func(e.Current.Key, e.Current.Value)
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end
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e:Dispose()
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elseif type(map) == "table" then
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for key, value in pairs(map) do
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func(key, value)
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end
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end
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end
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XTool.LoopCollection = function(collection, func)
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if type(collection) == "table" then
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for _, value in pairs(collection) do
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func(value)
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end
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elseif type(collection) == "userdata" then
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for i = 0, collection.Count - 1 do
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func(collection[i])
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end
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end
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end
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XTool.LoopArray = function(collection, func)
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for i = 0, collection.Length - 1 do
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func(collection[i])
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end
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end
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XTool.CsList2LuaTable = function(collection)
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local ret = {}
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for i = 0, collection.Count - 1 do
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tableInsert(ret, collection[i])
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end
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return ret
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end
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XTool.CsMap2LuaTable = function(map)
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local ret = {}
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local e = map:GetEnumerator()
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while e:MoveNext() do
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ret[e.Current.Key] = e.Current.Value
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end
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e:Dispose()
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return ret
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end
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XTool.CsObjectFields2LuaTable = function(CsObj)
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if CsObj == nil or type(CsObj) ~= "userdata" then
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return {}
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end
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local jsonStr = CS.XTool.SerializeObject(CsObj)
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return Json.decode(jsonStr)
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end
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XTool.Clone = function(t)
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local cache = {}
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local function clone(o)
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if type(o) ~= "table" then
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return o
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end
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if cache[o] then
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return cache[o]
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end
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local newO = {}
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for k, v in pairs(o) do
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newO[clone(k)] = clone(v)
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end
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local mTable = getmetatable(o)
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if type(mTable) == "table" then
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setmetatable(newO, mTable)
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end
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cache[o] = newO
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return newO
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end
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return clone(t)
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end
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XTool.GetFileNameWithoutExtension = function(path)
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return stringMatch(path, "[./]*([^/]*)%.%w+")
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end
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XTool.GetFileName = function(path)
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return stringMatch(path, "[./]*([^/]*%.%w+)")
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end
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XTool.GetExtension = function(path)
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return stringMatch(path, "[./]*(%.%w+)")
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end
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XTool.GetTableCount = function(list)
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if type(list) ~= "table" then
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return 0
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end
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local count = 0
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for _, _ in pairs(list) do
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count = count + 1
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end
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return count
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end
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local NumberText = {
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[0] = "",
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[1] = CS.XTextManager.GetText("One"),
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[2] = CS.XTextManager.GetText("Two"),
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[3] = CS.XTextManager.GetText("Three"),
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[4] = CS.XTextManager.GetText("Four"),
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[5] = CS.XTextManager.GetText("Five"),
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[6] = CS.XTextManager.GetText("Six"),
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[7] = CS.XTextManager.GetText("Seven"),
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[8] = CS.XTextManager.GetText("Eight"),
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[9] = CS.XTextManager.GetText("Nine"),
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[10] = CS.XTextManager.GetText("Ten")
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}
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local RomanNumberText = {
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[0] = "",
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[1] = CS.XTextManager.GetText("RomanOne"),
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[2] = CS.XTextManager.GetText("RomanTwo"),
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[3] = CS.XTextManager.GetText("RomanThree"),
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[4] = CS.XTextManager.GetText("RomanFour"),
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[5] = CS.XTextManager.GetText("RomanFive"),
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[6] = CS.XTextManager.GetText("RomanSix"),
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[7] = CS.XTextManager.GetText("RomanSeven"),
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[8] = CS.XTextManager.GetText("RomanEight"),
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[9] = CS.XTextManager.GetText("RomanNine"),
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[10] = CS.XTextManager.GetText("RomanTen")
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}
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XTool.ParseNumberString = function(num)
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return NumberText[mathModf(num / 10)] .. NumberText[num % 10]
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end
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XTool.ConvertNumberString = function(num)
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return NumberText[num] or ""
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end
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XTool.ConvertRomanNumberString = function(num)
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return RomanNumberText[num] or ""
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end
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XTool.MatchEmoji = function(text)
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return stringMatch(text, "%[%d%d%d%d%d%]")
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end
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XTool.CopyToClipboard = function(text)
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CS.XAppPlatBridge.CopyStringToClipboard(tostring(text))
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XUiManager.TipText("Clipboard", XUiManager.UiTipType.Tip)
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end
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XTool.ToArray = function(t)
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local array = {}
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for _, v in pairs(t) do
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table.insert(array, v)
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end
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return array
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end
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XTool.MergeArray = function(...)
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local res = {}
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for _, t in pairs({...}) do
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if type(t) == "table" then
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for _, v in pairs(t) do
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table.insert(res, v)
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end
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end
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end
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return res
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end
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function XTool.ReverseList(list)
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if not list then
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return
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end
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local length = #list
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local middle = math.floor(length * 0.5)
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for i = 1, middle do
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local reverseI = length - i + 1
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local tmp = list[i]
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list[i] = list[reverseI]
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list[reverseI] = tmp
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end
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return list
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end
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XTool.Waterfall = function(cbList)
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local last
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for i = #cbList, 1, -1 do
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if type(cbList[i]) == "function" then
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local nextCb = last
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local cb = function()
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cbList[i](nextCb)
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end
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last = cb
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else
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XLog.Error("XTool.Waterfall error, unit is not function")
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end
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end
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if last then
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last()
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end
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end
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XTool.InitUiObject = function(targetObj)
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targetObj.Obj = targetObj.Transform:GetComponent("UiObject")
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if targetObj.Obj ~= nil then
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for i = 0, targetObj.Obj.NameList.Count - 1 do
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targetObj[targetObj.Obj.NameList[i]] = targetObj.Obj.ObjList[i]
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end
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end
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end
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XTool.InitUiObjectByInstance = function(uiObject, instance)
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for i = 0, uiObject.NameList.Count - 1 do
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instance[uiObject.NameList[i]] = uiObject.ObjList[i]
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end
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end
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XTool.InitUiObjectByUi = function(targetUi, uiPrefab)
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targetUi.GameObject = uiPrefab.gameObject
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targetUi.Transform = uiPrefab.transform
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XTool.InitUiObject(targetUi)
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return targetUi
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end
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XTool.DestroyChildren = function(gameObject)
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if not gameObject then
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return
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end
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if XTool.UObjIsNil(gameObject) then
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return
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end
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local transform = gameObject.transform
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for i = 0, transform.childCount - 1, 1 do
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CS.UnityEngine.Object.Destroy(transform:GetChild(i).gameObject)
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end
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end
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XTool.IsTableEmpty = function(tb)
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return not tb or not next(tb)
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end
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XTool.IsNumberValid = function(number)
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return number and number ~= 0 or false
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end
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XTool.GetStackTraceName = function(level)
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level = level or 3
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local info
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for i = level, 2, -1 do
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info = debug.getinfo(i)
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if info then
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break
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end
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end
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local name = "lua:" .. tostring(info.source) .. "_" .. tostring(info.currentline)
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return name
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end
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-- datas : 只接受数组
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XTool.TableRemove = function(datas, removeValue)
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local removePos = nil
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for index, value in ipairs(datas) do
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if value == removeValue then
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removePos = index
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break
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end
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end
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if removePos then
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table.remove(datas, removePos)
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end
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end
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-- 直接使用getRoundingValue
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-- 保留digit位小数
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XTool.MathGetRoundingValue = function(value, digit)
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return math.floor(value * XTool.MathPow(10, digit)) / XTool.MathPow(10, digit)
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end
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-- 直接使用math.pow
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XTool.MathPow = function(a, b)
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return a ^ b
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end
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--==================
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--将utf8字符转换为unicode编码格式对应的十进制数值
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--==================
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XTool.Utf8_to_unicode = function(convertStr)
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if type(convertStr) ~= "string" then
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return convertStr
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end
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local resultDec = 0
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local i = 1
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local num1 = string.byte(convertStr, i)
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if num1 ~= nil then
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local tempVar1, tempVar2 = 0, 0
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if num1 >= 0x00 and num1 <= 0x7f then
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tempVar1 = num1
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tempVar2 = 0
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elseif num1 & 0xe0 == 0xc0 then
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local t1 = 0
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local t2 = 0
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t1 = num1 & 0xff >> 3
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i = i + 1
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num1 = string.byte(convertStr, i)
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t2 = num1 & 0xff >> 2
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tempVar1 = t2 | ((t1 & (0xff >> 6)) << 6)
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tempVar2 = t1 >> 2
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elseif num1 & 0xf0 == 0xe0 then
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local t1 = 0
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local t2 = 0
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local t3 = 0
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t1 = num1 & (0xff >> 3)
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i = i + 1
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num1 = string.byte(convertStr, i)
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t2 = num1 & (0xff >> 2)
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i = i + 1
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num1 = string.byte(convertStr, i)
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t3 = num1 & (0xff >> 2)
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tempVar1 = ((t2 & (0xff >> 6)) << 6) | t3
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tempVar2 = (t1 << 4) | (t2 >> 2)
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end
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resultDec = tempVar2 * 256 + tempVar1
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end
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return resultDec
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end
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--==================
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--提取字符串中的英文和汉字文本
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--==================
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XTool.GetPureStr = function(str)
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if str == nil then
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return nil
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end
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local resultChar = {}
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for i = 1, #str do
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local curByte = string.byte(str, i)
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local byteCount = 1
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if curByte > 239 then
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byteCount = 4
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elseif curByte > 223 then
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byteCount = 3
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elseif curByte > 128 then
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byteCount = 2
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else
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byteCount = 1
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end
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local subStr = string.sub(str, i, i + byteCount - 1)
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local charUnicodeNum = XTool.Utf8_to_unicode(subStr)
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--
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--[[if curByte == 32 or --空格
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(curByte > 47 and curByte < 58) or --数字
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(curByte > 96 and curByte < 123) or --小写字母
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(curByte > 64 and curByte < 91) --大写字母
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]] if
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(curByte > 96 and curByte < 123) or (curByte > 64 and curByte < 91) or
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(charUnicodeNum >= 19968 and charUnicodeNum <= 40891)
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then --汉字/u4E00 -- /u9fbb
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table.insert(resultChar, subStr)
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end
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i = i + byteCount
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if i > #str then
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return table.concat(resultChar)
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end
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end
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return nil
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end
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--随机打乱
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XTool.RandomBreakTableOrder = function(t)
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local index
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local temp
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local total = #t
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for i = 1, total, 1 do
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for j = i + 1, total, 1 do
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index = math.random(j, total)
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temp = t[i]
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t[i] = t[index]
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t[index] = temp
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break
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end
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end
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return t
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end
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--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)
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XTool.WeightRandomSelect = function(elements, isNotSetRandomseed)
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local sum = 0
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for _, v in ipairs(elements) do
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sum = sum + v.Weight
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end
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if not isNotSetRandomseed then
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math.randomseed(os.time())
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end
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local compareWeight = math.random(1, sum)
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local index = 1
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while sum > 0 do
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sum = sum - elements[index].Weight
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if sum < compareWeight then
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return elements[index]
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end
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index = index + 1
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end
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XLog.Error("compare error, return nil")
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return nil
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end
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-- 权重随机算法(输入:权重数组 输出:加权后的随机index)
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XTool.RandomSelectByWeightArray = function(weights)
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local sum = 0
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for i = 1, #weights do
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sum = sum + weights[i]
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end
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math.randomseed(os.time())
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local compareWeight = math.random(1, sum)
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local index = 1
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while sum > 0 do
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sum = sum - weights[index]
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if sum < compareWeight then
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return index
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end
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index = index + 1
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end
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XLog.Error("compare error, return nil")
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return nil
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end
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--从1-limit之间获取指定count不重复随机数
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function XTool.GetRandomNumbers(limit, count)
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local result = {}
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for i = 1, limit do
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tableInsert(result, i)
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end
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local num, tmp
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math.randomseed(os.time())
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for i = 1, limit do
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num = math.random(1, limit)
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tmp = result[i]
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result[i] = result[num]
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result[num] = tmp
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end
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if count then
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for i = count + 1, limit do
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result[i] = nil
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end
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end
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return result
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end
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--- 根据随机种子打乱数组
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---@param array table 需要打乱的数组
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---@param randomseed number 随机种子
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---@return table
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--------------------------
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function XTool.RandomArray(array, randomseed)
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if #array < 0 then
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XLog.Warning("XTool.RandomArray: random array error: array is empty or not an array", array)
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return {}
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end
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local result = {}
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--不对原数据产生变化
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local tmpArray = XTool.Clone(array)
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math.randomseed(randomseed)
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local count = #tmpArray
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while count > 0 do
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local idx = math.random(1, count)
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if tmpArray[idx] then
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tableInsert(result, tmpArray[idx])
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table.remove(tmpArray, idx)
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end
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count = #tmpArray
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end
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return result
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end
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--- 计算数组内的每个数占总数的百分比,且总和保持100%
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---@param array number[]
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---@param decimals number 保留几位小数
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---@return number[]
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--------------------------
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function XTool.CalArrayPercent(array, decimals)
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local result = {}
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if XTool.IsTableEmpty(array) then
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return result
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end
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decimals = math.max(decimals, 0)
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local decimal = 10 ^ decimals
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local hundred = 100
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local function addArray(arr, from, to)
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arr = arr or {}
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from = from or 1
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to = to or #arr
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local total = 0
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for i = from, to do
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total = total + arr[i]
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end
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return total
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end
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for idx, value in ipairs(array) do
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local leftTotal = addArray(array, idx)
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--四舍五入
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local percent = leftTotal <= 0 and 0.0 or math.floor(value / leftTotal * hundred * decimal + 0.5) / decimal
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if decimals == 0 then
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percent = math.floor(percent)
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end
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hundred = hundred - percent
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result[idx] = percent
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end
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return result
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end
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XTool.ResetInitSchedule = function()
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XTool.__InitSchedule = nil
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end
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--[[
|
||
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 |