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Modificáronse 100 ficheiros con 11857 adicións e 13 borrados
  1. BIN=BIN
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  14. BIN=BIN
      Assets/GameMain/DataTables/UIForm.bytes
  15. 1 1
      Assets/GameMain/Scripts/DataTable/DRAircraft.cs
  16. 1 1
      Assets/GameMain/Scripts/DataTable/DRArmor.cs
  17. 1 1
      Assets/GameMain/Scripts/DataTable/DRAsteroid.cs
  18. 228 0
      Assets/GameMain/Scripts/DataTable/DRCustomFaceStyple.cs
  19. 11 0
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  20. 218 0
      Assets/GameMain/Scripts/DataTable/DRCustomHairStyple.cs
  21. 11 0
      Assets/GameMain/Scripts/DataTable/DRCustomHairStyple.cs.meta
  22. 228 0
      Assets/GameMain/Scripts/DataTable/DRCustomRole.cs
  23. 11 0
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  24. 1 1
      Assets/GameMain/Scripts/DataTable/DREntity.cs
  25. 1 1
      Assets/GameMain/Scripts/DataTable/DRMusic.cs
  26. 1 1
      Assets/GameMain/Scripts/DataTable/DRScene.cs
  27. 1 1
      Assets/GameMain/Scripts/DataTable/DRSound.cs
  28. 1 1
      Assets/GameMain/Scripts/DataTable/DRThruster.cs
  29. 1 1
      Assets/GameMain/Scripts/DataTable/DRUIForm.cs
  30. 1 1
      Assets/GameMain/Scripts/DataTable/DRUISound.cs
  31. 1 1
      Assets/GameMain/Scripts/DataTable/DRWeapon.cs
  32. 2 0
      Assets/GameMain/Scripts/Procedure/ProcedurePreload.cs
  33. 82 0
      Assets/GameMain/Scripts/UI/CustomRole.cs
  34. 11 0
      Assets/GameMain/Scripts/UI/CustomRole.cs.meta
  35. 35 0
      Assets/GameMain/Scripts/UI/FinchFaceButton.cs
  36. 11 0
      Assets/GameMain/Scripts/UI/FinchFaceButton.cs.meta
  37. 174 0
      Assets/GameMain/Scripts/UI/FinchFaceForm.cs
  38. 11 0
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  39. 224 0
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  40. 11 0
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  41. 5 0
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  42. 4 0
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Assets/GameMain/DataTables/CustomFaceStyple.bytes


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+ 24 - 0
Assets/GameMain/DataTables/CustomRole.txt

@@ -0,0 +1,24 @@
+#	捏人系统界面														
+#	Id	Name	IsActive	ButtonStyple	ButtonPushFun	Icon	IsSendContent	SendContent	Receive	Part	IsKeepChildrenScale	IsMirror	ScaleRangeMin	ScaleRangeMax	ModifyType
+#	int	string	int	int	string	string	int	int	int	int	bool	bool	float	float	int
+#	按钮id	按钮名称	是否显示	按钮类型	按钮控制类型	图片icon名称	是否传输内容	传输对应类型	接收到的对应数据	对应身体部位	是否保持子物体缩放	是否左右一样	缩放最小值	缩放最大值	缩放类型
+	1	捏脸	1	3	"1%2,5,6,7,8,9,10,11,12,13%0"	nielian	0	0	0	1	TRUE	TRUE	0	1	2
+	2	身材	1	3	0	shengcai	0	0	1	2	TRUE	TRUE	1	2	3
+	3	服装	1	3	0	fuzhuang	0	0	2	3	TRUE	TRUE	2	3	4
+	4	人类骨骼	1	3	0	humanbone	0	0	3	4	TRUE	TRUE	3	4	5
+	5	发型	1	0	"1%2,21,14,15,16,17,18,19,20%0"	faxing	0	0	4	5	TRUE	TRUE	4	5	6
+	6	脸型	1	0	0	lianxing	0	0	5	6	TRUE	TRUE	5	6	7
+	7	眼眶	1	0	0	yankuang	0	0	6	7	TRUE	TRUE	6	7	8
+	8	瞳孔	1	0	0	tongkong	0	0	7	8	TRUE	TRUE	7	8	9
+	9	眉毛	1	0	0	meimao	0	0	8	9	TRUE	TRUE	8	9	10
+	10	鼻子	1	0	0	bizi	0	0	9	10	TRUE	TRUE	9	10	11
+	11	耳朵	1	0	0	erduo	0	0	10	11	TRUE	TRUE	10	11	12
+	12	嘴巴	1	0	0	zuiba	0	0	11	12	TRUE	TRUE	11	12	13
+	13	肤色	1	0	1	fuse	0	0	12	13	TRUE	TRUE	12	13	14
+	14	发色	1	2	0	fase	1	1	13	14	TRUE	TRUE	13	14	15
+	15	发型1	1	0	0	faxing1	1	1	14	15	TRUE	TRUE	14	15	16
+	16	发型2	1	0	0	faxing2	1	1	15	16	TRUE	TRUE	15	16	17
+	17	发型3	1	0	0	faxing3	1	1	16	17	TRUE	TRUE	16	17	18
+	18	发型4	1	0	0	faxing4	1	1	17	18	TRUE	TRUE	17	18	19
+	19	发型5	1	0	0	faxing5	1	1	18	19	TRUE	TRUE	18	19	20
+	20	发型6	1	0	0	faxing6	1	1	19	20	TRUE	TRUE	19	20	21

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Assets/GameMain/DataTables/CustomRole.txt.meta

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+ 2 - 1
Assets/GameMain/DataTables/Scene.bytes

@@ -1 +1,2 @@
-MenuMain
+MenuMain

+CustomRole

BIN=BIN
Assets/GameMain/DataTables/UIForm.bytes


+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRAircraft.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.517
+// 生成时间:2022-01-18 21:33:45.697
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRArmor.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.539
+// 生成时间:2022-01-18 21:33:45.708
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRAsteroid.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.557
+// 生成时间:2022-01-18 21:33:45.712
 //------------------------------------------------------------
 
 using GameFramework;

+ 228 - 0
Assets/GameMain/Scripts/DataTable/DRCustomFaceStyple.cs

@@ -0,0 +1,228 @@
+//------------------------------------------------------------
+// Game Framework
+// Copyright © 2013-2021 Jiang Yin. All rights reserved.
+// Homepage: https://gameframework.cn/
+// Feedback: mailto:ellan@gameframework.cn
+//------------------------------------------------------------
+// 此文件由工具自动生成,请勿直接修改。
+// 生成时间:2022-01-18 21:33:45.745
+//------------------------------------------------------------
+
+using GameFramework;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Text;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace MetaClient
+{
+    /// <summary>
+    /// 脸型。
+    /// </summary>
+    public class DRCustomFaceStyple : DataRowBase
+    {
+        private int m_Id = 0;
+
+        /// <summary>
+        /// 获取id。
+        /// </summary>
+        public override int Id
+        {
+            get
+            {
+                return m_Id;
+            }
+        }
+
+        /// <summary>
+        /// 获取名称。
+        /// </summary>
+        public string Name
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取层级。
+        /// </summary>
+        public int Cengji
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否显示。
+        /// </summary>
+        public int IsActive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取图片Icon。
+        /// </summary>
+        public string Icon
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取按钮类型。
+        /// </summary>
+        public int ButtonStyple
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否传输内容。
+        /// </summary>
+        public int IsSendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取传输对应类型。
+        /// </summary>
+        public int SendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取接收到的对应数据。
+        /// </summary>
+        public int Receive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应身体部位。
+        /// </summary>
+        public int Part
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否保持子物体缩放。
+        /// </summary>
+        public bool IsKeepChildrenScale
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否左右一样。
+        /// </summary>
+        public bool IsMirror
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最小值。
+        /// </summary>
+        public float ScaleRangeMin
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最大值。
+        /// </summary>
+        public float ScaleRangeMax
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放类型。
+        /// </summary>
+        public int ModifyType
+        {
+            get;
+            private set;
+        }
+
+        public override bool ParseDataRow(string dataRowString, object userData)
+        {
+            string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
+            for (int i = 0; i < columnStrings.Length; i++)
+            {
+                columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
+            }
+
+            int index = 0;
+            index++;
+            m_Id = int.Parse(columnStrings[index++]);
+            Name = columnStrings[index++];
+            Cengji = int.Parse(columnStrings[index++]);
+            IsActive = int.Parse(columnStrings[index++]);
+            Icon = columnStrings[index++];
+            ButtonStyple = int.Parse(columnStrings[index++]);
+            IsSendContent = int.Parse(columnStrings[index++]);
+            SendContent = int.Parse(columnStrings[index++]);
+            Receive = int.Parse(columnStrings[index++]);
+            Part = int.Parse(columnStrings[index++]);
+            IsKeepChildrenScale = bool.Parse(columnStrings[index++]);
+            IsMirror = bool.Parse(columnStrings[index++]);
+            ScaleRangeMin = float.Parse(columnStrings[index++]);
+            ScaleRangeMax = float.Parse(columnStrings[index++]);
+            ModifyType = int.Parse(columnStrings[index++]);
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
+        {
+            using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
+            {
+                using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
+                {
+                    m_Id = binaryReader.Read7BitEncodedInt32();
+                    Name = binaryReader.ReadString();
+                    Cengji = binaryReader.Read7BitEncodedInt32();
+                    IsActive = binaryReader.Read7BitEncodedInt32();
+                    Icon = binaryReader.ReadString();
+                    ButtonStyple = binaryReader.Read7BitEncodedInt32();
+                    IsSendContent = binaryReader.Read7BitEncodedInt32();
+                    SendContent = binaryReader.Read7BitEncodedInt32();
+                    Receive = binaryReader.Read7BitEncodedInt32();
+                    Part = binaryReader.Read7BitEncodedInt32();
+                    IsKeepChildrenScale = binaryReader.ReadBoolean();
+                    IsMirror = binaryReader.ReadBoolean();
+                    ScaleRangeMin = binaryReader.ReadSingle();
+                    ScaleRangeMax = binaryReader.ReadSingle();
+                    ModifyType = binaryReader.Read7BitEncodedInt32();
+                }
+            }
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        private void GeneratePropertyArray()
+        {
+
+        }
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/DataTable/DRCustomFaceStyple.cs.meta

@@ -0,0 +1,11 @@
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+guid: cb5f495c41ea1a44aa3606338ac72cb9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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+  assetBundleName: 
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+ 218 - 0
Assets/GameMain/Scripts/DataTable/DRCustomHairStyple.cs

@@ -0,0 +1,218 @@
+//------------------------------------------------------------
+// Game Framework
+// Copyright © 2013-2021 Jiang Yin. All rights reserved.
+// Homepage: https://gameframework.cn/
+// Feedback: mailto:ellan@gameframework.cn
+//------------------------------------------------------------
+// 此文件由工具自动生成,请勿直接修改。
+// 生成时间:2022-01-18 21:33:45.741
+//------------------------------------------------------------
+
+using GameFramework;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Text;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace MetaClient
+{
+    /// <summary>
+    /// 发型。
+    /// </summary>
+    public class DRCustomHairStyple : DataRowBase
+    {
+        private int m_Id = 0;
+
+        /// <summary>
+        /// 获取id。
+        /// </summary>
+        public override int Id
+        {
+            get
+            {
+                return m_Id;
+            }
+        }
+
+        /// <summary>
+        /// 获取名称。
+        /// </summary>
+        public string Name
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否显示。
+        /// </summary>
+        public int IsActive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取图片Icon。
+        /// </summary>
+        public string Icon
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取按钮类型。
+        /// </summary>
+        public int ButtonStyple
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否传输内容。
+        /// </summary>
+        public int IsSendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取传输对应类型。
+        /// </summary>
+        public int SendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取接收到的对应数据。
+        /// </summary>
+        public int Receive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应身体部位。
+        /// </summary>
+        public int Part
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否保持子物体缩放。
+        /// </summary>
+        public bool IsKeepChildrenScale
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否左右一样。
+        /// </summary>
+        public bool IsMirror
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最小值。
+        /// </summary>
+        public float ScaleRangeMin
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最大值。
+        /// </summary>
+        public float ScaleRangeMax
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放类型。
+        /// </summary>
+        public int ModifyType
+        {
+            get;
+            private set;
+        }
+
+        public override bool ParseDataRow(string dataRowString, object userData)
+        {
+            string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
+            for (int i = 0; i < columnStrings.Length; i++)
+            {
+                columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
+            }
+
+            int index = 0;
+            index++;
+            m_Id = int.Parse(columnStrings[index++]);
+            Name = columnStrings[index++];
+            IsActive = int.Parse(columnStrings[index++]);
+            Icon = columnStrings[index++];
+            ButtonStyple = int.Parse(columnStrings[index++]);
+            IsSendContent = int.Parse(columnStrings[index++]);
+            SendContent = int.Parse(columnStrings[index++]);
+            Receive = int.Parse(columnStrings[index++]);
+            Part = int.Parse(columnStrings[index++]);
+            IsKeepChildrenScale = bool.Parse(columnStrings[index++]);
+            IsMirror = bool.Parse(columnStrings[index++]);
+            ScaleRangeMin = float.Parse(columnStrings[index++]);
+            ScaleRangeMax = float.Parse(columnStrings[index++]);
+            ModifyType = int.Parse(columnStrings[index++]);
+            index++;
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
+        {
+            using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
+            {
+                using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
+                {
+                    m_Id = binaryReader.Read7BitEncodedInt32();
+                    Name = binaryReader.ReadString();
+                    IsActive = binaryReader.Read7BitEncodedInt32();
+                    Icon = binaryReader.ReadString();
+                    ButtonStyple = binaryReader.Read7BitEncodedInt32();
+                    IsSendContent = binaryReader.Read7BitEncodedInt32();
+                    SendContent = binaryReader.Read7BitEncodedInt32();
+                    Receive = binaryReader.Read7BitEncodedInt32();
+                    Part = binaryReader.Read7BitEncodedInt32();
+                    IsKeepChildrenScale = binaryReader.ReadBoolean();
+                    IsMirror = binaryReader.ReadBoolean();
+                    ScaleRangeMin = binaryReader.ReadSingle();
+                    ScaleRangeMax = binaryReader.ReadSingle();
+                    ModifyType = binaryReader.Read7BitEncodedInt32();
+                }
+            }
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        private void GeneratePropertyArray()
+        {
+
+        }
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/DataTable/DRCustomHairStyple.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c862bf81b04777e45a3cf20e0fb618c9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 228 - 0
Assets/GameMain/Scripts/DataTable/DRCustomRole.cs

@@ -0,0 +1,228 @@
+//------------------------------------------------------------
+// Game Framework
+// Copyright © 2013-2021 Jiang Yin. All rights reserved.
+// Homepage: https://gameframework.cn/
+// Feedback: mailto:ellan@gameframework.cn
+//------------------------------------------------------------
+// 此文件由工具自动生成,请勿直接修改。
+// 生成时间:2022-01-18 17:00:23.091
+//------------------------------------------------------------
+
+using GameFramework;
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Text;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace MetaClient
+{
+    /// <summary>
+    /// 捏人系统界面。
+    /// </summary>
+    public class DRCustomRole : DataRowBase
+    {
+        private int m_Id = 0;
+
+        /// <summary>
+        /// 获取按钮id。
+        /// </summary>
+        public override int Id
+        {
+            get
+            {
+                return m_Id;
+            }
+        }
+
+        /// <summary>
+        /// 获取按钮名称。
+        /// </summary>
+        public string Name
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否显示。
+        /// </summary>
+        public int IsActive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取按钮类型。
+        /// </summary>
+        public int ButtonStyple
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取按钮控制类型。
+        /// </summary>
+        public string ButtonPushFun
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取图片icon名称。
+        /// </summary>
+        public string Icon
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否传输内容。
+        /// </summary>
+        public int IsSendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取传输对应类型。
+        /// </summary>
+        public int SendContent
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取接收到的对应数据。
+        /// </summary>
+        public int Receive
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取对应身体部位。
+        /// </summary>
+        public int Part
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否保持子物体缩放。
+        /// </summary>
+        public bool IsKeepChildrenScale
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取是否左右一样。
+        /// </summary>
+        public bool IsMirror
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最小值。
+        /// </summary>
+        public float ScaleRangeMin
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放最大值。
+        /// </summary>
+        public float ScaleRangeMax
+        {
+            get;
+            private set;
+        }
+
+        /// <summary>
+        /// 获取缩放类型。
+        /// </summary>
+        public int ModifyType
+        {
+            get;
+            private set;
+        }
+
+        public override bool ParseDataRow(string dataRowString, object userData)
+        {
+            string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
+            for (int i = 0; i < columnStrings.Length; i++)
+            {
+                columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
+            }
+
+            int index = 0;
+            index++;
+            m_Id = int.Parse(columnStrings[index++]);
+            Name = columnStrings[index++];
+            IsActive = int.Parse(columnStrings[index++]);
+            ButtonStyple = int.Parse(columnStrings[index++]);
+            ButtonPushFun = columnStrings[index++];
+            Icon = columnStrings[index++];
+            IsSendContent = int.Parse(columnStrings[index++]);
+            SendContent = int.Parse(columnStrings[index++]);
+            Receive = int.Parse(columnStrings[index++]);
+            Part = int.Parse(columnStrings[index++]);
+            IsKeepChildrenScale = bool.Parse(columnStrings[index++]);
+            IsMirror = bool.Parse(columnStrings[index++]);
+            ScaleRangeMin = float.Parse(columnStrings[index++]);
+            ScaleRangeMax = float.Parse(columnStrings[index++]);
+            ModifyType = int.Parse(columnStrings[index++]);
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
+        {
+            using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
+            {
+                using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
+                {
+                    m_Id = binaryReader.Read7BitEncodedInt32();
+                    Name = binaryReader.ReadString();
+                    IsActive = binaryReader.Read7BitEncodedInt32();
+                    ButtonStyple = binaryReader.Read7BitEncodedInt32();
+                    ButtonPushFun = binaryReader.ReadString();
+                    Icon = binaryReader.ReadString();
+                    IsSendContent = binaryReader.Read7BitEncodedInt32();
+                    SendContent = binaryReader.Read7BitEncodedInt32();
+                    Receive = binaryReader.Read7BitEncodedInt32();
+                    Part = binaryReader.Read7BitEncodedInt32();
+                    IsKeepChildrenScale = binaryReader.ReadBoolean();
+                    IsMirror = binaryReader.ReadBoolean();
+                    ScaleRangeMin = binaryReader.ReadSingle();
+                    ScaleRangeMax = binaryReader.ReadSingle();
+                    ModifyType = binaryReader.Read7BitEncodedInt32();
+                }
+            }
+
+            GeneratePropertyArray();
+            return true;
+        }
+
+        private void GeneratePropertyArray()
+        {
+
+        }
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/DataTable/DRCustomRole.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: dd9fb24b1d0e5294289922ad3a976856
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DREntity.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.576
+// 生成时间:2022-01-18 21:33:45.717
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRMusic.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.591
+// 生成时间:2022-01-18 21:33:45.719
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRScene.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.610
+// 生成时间:2022-01-18 21:33:45.722
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRSound.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.625
+// 生成时间:2022-01-18 21:33:45.724
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRThruster.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.638
+// 生成时间:2022-01-18 21:33:45.727
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRUIForm.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.652
+// 生成时间:2022-01-18 21:33:45.729
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRUISound.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.666
+// 生成时间:2022-01-18 21:33:45.731
 //------------------------------------------------------------
 
 using GameFramework;

+ 1 - 1
Assets/GameMain/Scripts/DataTable/DRWeapon.cs

@@ -5,7 +5,7 @@
 // Feedback: mailto:ellan@gameframework.cn
 //------------------------------------------------------------
 // 此文件由工具自动生成,请勿直接修改。
-// 生成时间:2021-06-16 21:54:35.680
+// 生成时间:2022-01-18 21:33:45.739
 //------------------------------------------------------------
 
 using GameFramework;

+ 2 - 0
Assets/GameMain/Scripts/Procedure/ProcedurePreload.cs

@@ -30,6 +30,8 @@ namespace MetaClient
             "UIForm",
             "UISound",
             "Weapon",
+            "CustomHairStyple",
+            "CustomFaceStyple",
         };
 
         private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();

+ 82 - 0
Assets/GameMain/Scripts/UI/CustomRole.cs

@@ -0,0 +1,82 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+using GameFramework;
+using GameFramework.DataTable;
+using GameFramework.Sound;
+namespace MetaClient
+{
+    public class CustomRole : UGuiForm
+    {
+        [Header("选择功能分类界面")]
+        public GameObject toolView;
+        [Header("列表分类界面")]
+        public GameObject ButtonList;
+        [Header("历史记录")]
+        public List<string> historyStr;
+
+        [SerializeField]
+        private IDataTable<DRCustomRole> customRoleData;
+
+
+        //[Header("捏脸界面")]
+        //public GameObject nieLianView;
+        //[Header("身体修改界面")]
+        //public GameObject bodyChangeView;
+        //[Header("服装修改界面")]
+        //public GameObject clothChangeView;
+        //[SerializeField]
+        //private EFinchFaceCengJi eFinchFaceCengJi = EFinchFaceCengJi.None;//默认为未开始选择层级
+        //[SerializeField]
+        //private EFinchFaceStyple eFinchFaceStyple = EFinchFaceStyple.None;//默认为未选择界面分支 
+
+
+
+
+        protected override void OnOpen(object userData) {
+
+            base.OnOpen(userData);
+            IDataTable<DRCustomRole> _data = GameEntry.DataTable.GetDataTable<DRCustomRole>();
+            customRoleData = _data;
+        }
+
+
+        //public void ButtonDragFun(int _id) {
+        //    DRCustomRole _button = customRoleData.GetDataRow(_id);
+        //    int _buttonStyple = _button.ButtonStyple;
+        //    switch ((EButtonStyple)_buttonStyple) 
+        //    {
+        //        case EButtonStyple.Button:
+        //            break;
+        //        case EButtonStyple.Scroll:
+        //            break;
+        //        case EButtonStyple.TiaoSe:
+        //            break;
+        //        case EButtonStyple.NorButton:
+        //            break;
+        //    }
+        //}
+        public void ButtonDragWay(DRCustomRole _button) {
+            string[] _strArrary = _button.ButtonPushFun.Split(new char[] { ',' });
+            if (_strArrary[0] == "1")
+            {
+                string _str = _button.ButtonPushFun;
+                historyStr.Add(_str);
+            }
+        }
+
+
+
+        protected override void OnClose(bool isShutdown, object userData)
+        {
+            base.OnClose(isShutdown, userData);
+        }
+
+        public void ClickFaceChangeBtn()
+        {
+            GameEntry.Event.Fire(this, CustomRoleFaceEventArgs.Create(EditableFacePart.eye, new Vector3(1, 0, 0)));
+        }
+    }
+
+}

+ 11 - 0
Assets/GameMain/Scripts/UI/CustomRole.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1cbef28fa1e9c7d46a28b56c9954f284
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 35 - 0
Assets/GameMain/Scripts/UI/FinchFaceButton.cs

@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityGameFramework.Runtime;
+namespace MetaClient
+{
+    public class FinchFaceButton : MonoBehaviour
+    {
+        //[Header("当前选择层级")]
+        //public EFinchFaceCengJi eFinchFaceCengJi = EFinchFaceCengJi.None;//默认为未开始选择层级
+        //[Header("当前界面分支")]
+        //public EFinchFaceStyple eFinchFaceStyple = EFinchFaceStyple.None;//默认为未选择界面分支
+        //[Header("链接的Ui脚本")]
+        //public FinchFaceForm finchFaceForm;//默认为未选择界面分支
+        //[Header("是否改变当前的层级")]
+        //public bool changeCengJi = false;
+        //// Start is called before the first frame update
+        //void Awake()
+        //{
+        //    Button btn = this.GetComponent<Button>();
+        //    btn.onClick.AddListener(OnClick);
+        //}
+        //private void OnClick()
+        //{
+        //    finchFaceForm.ChooseJieMianFun(eFinchFaceStyple,eFinchFaceCengJi,changeCengJi,this.gameObject.name);
+        //    //Debug.Log("Button Clicked. ClickHandler.");
+        //}
+        //// Update is called once per frame
+        ////void Update()
+        ////{
+
+        ////}
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/UI/FinchFaceButton.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6c7679c5725ae04489870b5a5011c4f2
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 174 - 0
Assets/GameMain/Scripts/UI/FinchFaceForm.cs

@@ -0,0 +1,174 @@
+//------------------------------------------------------------
+// Game Framework
+// Copyright © 2013-2021 Jiang Yin. All rights reserved.
+// Homepage: https://gameframework.cn/
+// Feedback: mailto:ellan@gameframework.cn
+//------------------------------------------------------------
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityGameFramework.Runtime;
+
+namespace MetaClient
+{
+    public class FinchFaceForm : UGuiForm
+    {
+        [Header("选择功能分类界面")]
+        public GameObject toolView;
+        [Header("捏脸界面")]
+        public GameObject nieLianView;
+        [Header("身体修改界面")]
+        public GameObject bodyChangeView;
+        [Header("服装修改界面")]
+        public GameObject clothChangeView;
+        [SerializeField]
+        private EFinchFaceCengJi eFinchFaceCengJi = EFinchFaceCengJi.None;//默认为未开始选择层级
+        [SerializeField]
+        private EFinchFaceStyple eFinchFaceStyple = EFinchFaceStyple.None;//默认为未选择界面分支 
+
+         
+
+
+
+
+#if UNITY_2017_3_OR_NEWER
+        protected override void OnOpen(object userData)
+#else
+        protected internal override void OnOpen(object userData)
+#endif
+        {
+            base.OnOpen(userData);
+        }
+
+        /// <summary>
+        /// 按钮触发事件
+        /// </summary>
+        public void ChooseJieMianFun(EFinchFaceStyple _styple,EFinchFaceCengJi _cengJi,bool _changeCengJi, string _objName)
+        {
+            //eFinchFaceCengJi = _cengJi;
+            //eFinchFaceStyple = _styple;
+            ChangeStyple(_styple, _cengJi, _changeCengJi, _objName);
+        }
+        /// <summary>
+        /// 按钮触发事件控制事件
+        /// </summary>
+        private void ChangeStyple(EFinchFaceStyple _styple, EFinchFaceCengJi _cengJi, bool _changeCengJi, string _objName)
+        {
+            //首先判定是否需要改变选择的界面类型
+            if (_styple != eFinchFaceStyple)
+            {
+                eFinchFaceStyple = _styple;
+
+                toolView.SetActive(false);
+                if (nieLianView != null)
+                {
+                    nieLianView.SetActive(false);
+                }
+                if (bodyChangeView != null)
+                {
+                    bodyChangeView.SetActive(false);
+                }
+                if (clothChangeView != null)
+                {
+                    clothChangeView.SetActive(false);
+                }
+            
+            }
+            switch (eFinchFaceStyple)
+            {
+                //回到首次选择的界面
+                case EFinchFaceStyple.None:
+                    toolView.SetActive(true);
+                    break;
+                //捏脸分支
+                case EFinchFaceStyple.FaceChange:
+                    nieLianView.SetActive(true);
+                    ChangeCengJi(_cengJi, _changeCengJi, _objName);
+                    break;
+                //身体分支
+                case EFinchFaceStyple.BodyChange:
+                    bodyChangeView.SetActive(true);
+                    ChangeCengJi(_cengJi,_changeCengJi, _objName);
+                    break;
+                //衣服分支
+                case EFinchFaceStyple.ClothChange:
+                    clothChangeView.SetActive(true);
+                    ChangeCengJi(_cengJi,_changeCengJi,_objName);
+                    break;
+            }
+           
+        }
+        /// <summary>
+        /// 按钮控制界面层级修改
+        /// </summary>
+        private void ChangeCengJi(EFinchFaceCengJi _cengJi,bool _changeCengJi,string _objName) 
+        {
+            //if (_cengJi != eFinchFaceCengJi)
+            //{
+
+            //}
+            if (_changeCengJi)
+            {
+                eFinchFaceCengJi = _cengJi;
+            }
+        }
+        private void ChangeNowViewFun(string _objName)
+        {
+
+        }
+
+
+
+
+
+
+
+        /// <summary>
+        /// 按钮控制捏脸界面修改
+        /// </summary>
+        private void ChangeNieLianViewCengJi()
+        {
+            
+        }
+        
+
+
+
+
+#if UNITY_2017_3_OR_NEWER
+        protected override void OnClose(bool isShutdown, object userData)
+#else
+        protected internal override void OnClose(bool isShutdown, object userData)
+#endif
+        {
+            base.OnClose(isShutdown, userData);
+        }
+
+        public void ClickFaceChangeBtn()
+        {
+            GameEntry.Event.Fire(this, CustomRoleFaceEventArgs.Create(EditableFacePart.eye, new Vector3(1,0,0)));
+        }
+    }
+    /// <summary>
+    /// 捏脸分类
+    /// </summary>
+    public enum EFinchFaceStyple {
+        //初始
+        None,
+        //捏脸
+        FaceChange,
+        //身体重铸
+        BodyChange,
+        //衣服替换
+        ClothChange,
+    }
+    /// <summary>
+    /// 当前点击的图层应用顺序等级 即一级只能单向指向固定二级 二级只能回退到一级选择界面 
+    /// </summary>
+    public enum EFinchFaceCengJi {
+        None,
+        One,
+        Two,
+        Three
+    }
+}

+ 11 - 0
Assets/GameMain/Scripts/UI/FinchFaceForm.cs.meta

@@ -0,0 +1,11 @@
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+guid: 63172921f077f4c428583ef8dc2e5dcd
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 224 - 0
Assets/GameMain/Scripts/UI/UICustom.cs

@@ -0,0 +1,224 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using UnityGameFramework.Runtime;
+using GameFramework;
+using GameFramework.DataTable;
+using GameFramework.Sound;
+using GameFramework.Download;
+using GameFramework.FileSystem;
+using GameFramework.ObjectPool;
+using GameFramework.Resource;
+using System;
+namespace MetaClient
+{
+
+    public class UICustom : UGuiForm
+    {
+        // Start is called before the first frame update
+        [Header("初始界面")]
+        public GameObject toolView;
+
+        [Header("基础按钮界面")]
+        public GameObject baseView;
+        [Header("保存按钮")]
+        public GameObject saveBtn;
+
+        [Header("捏脸界面")]
+        public GameObject nieLianView;
+
+
+        [Header("身体界面")]
+        public GameObject bodyView;
+
+
+        [Header("衣服界面")]
+        public GameObject clothView;
+
+        //[Header("点击后生成的按钮列表")]
+        //public GameObject buttonList;
+
+        [Header("按钮预制体")]
+        public GameObject buttonItem;
+
+
+        [Header("颜色演示预制体")]
+        public GameObject colItem;
+
+
+        private float tween_leftMax = -100;
+        private float tween_leftMix = 73.3f;
+
+        private float tween_rightMin = 375f;
+        private float tween_rightMax = 536f;
+
+        private float tween_saveBtnMax = 119;
+        private float tween_saveBtnMin = -108;
+
+
+        //private float tweenTime = 10;
+        //private float tweenLeastTime = 0;
+
+        private bool isTween = false;
+        [Header("选择界面分支")]
+        [SerializeField]
+        private ECustomStyple eCustomStyple = ECustomStyple.None;
+        [Header("历史记录用于回退")]
+        [SerializeField]
+        private List<string> histroy;
+
+
+        protected override void OnOpen(object userData)
+        {
+
+            base.OnOpen(userData);
+            //IDataTable<DRCustomRole> _data = GameEntry.DataTable.GetDataTable<DRCustomRole>();
+        }
+        protected override void OnClose(bool isShutdown, object userData)
+        {
+            base.OnClose(isShutdown, userData);
+        }
+        public void ClickBtnFun(object[] _objects) {
+            if (isTween)
+            {
+                return;
+            }
+            ECustomStyple _eCustomStyple = (ECustomStyple)int.Parse(_objects[0].ToString());
+            switch (eCustomStyple)
+            {
+                case ECustomStyple.None:
+                    break;
+                case ECustomStyple.NieLian:
+                    GameObject _nieLianList = nieLianView.transform.GetChild(0).gameObject;
+                    _nieLianList.SetActive(false);
+                    GameObject _nieLianXX = nieLianView.transform.GetChild(2).gameObject;
+                    break;
+                case ECustomStyple.Body:
+                    break;
+                case ECustomStyple.Cloth:
+                    break;
+            }
+        }
+        
+        //private IEnumerator Tween(Action _action) {
+        //    for (int i = 0; i < 100; i++)
+        //    {
+        //        float _value = i / 100;
+        //        float _right=Mathf.Lerp(tween_rightMax, tween_rightMin, _value);
+        //        float _left= Mathf.Lerp(tween_leftMix, tween_rightMax, _value);
+        //        clothView.GetComponent<RectTransform>().SetPositionX(_right);
+        //        toolView.GetComponent<RectTransform>().SetPositionX(_right);
+        //        bodyView.GetComponent<RectTransform>().SetPositionX(_right);
+        //        nieLianView.GetComponent<RectTransform>().SetPositionX(_right);
+        //        baseView.GetComponent<RectTransform>().SetPositionX(_left);
+        //    }
+        //    yield return null;
+        //}
+
+
+
+
+
+
+
+
+        protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+        {
+            base.OnUpdate(elapseSeconds, realElapseSeconds);
+        }
+
+        private void CreateNieLianFun(object[] _objects) {
+            ENieLianStyple _eNieLianStyple = (ENieLianStyple)int.Parse(_objects[1].ToString());
+            switch (_eNieLianStyple)
+            {
+                case ENieLianStyple.faxing:
+                    break;
+                case ENieLianStyple.lianxing:
+                    break;
+                case ENieLianStyple.yankuang:
+                    break;
+                case ENieLianStyple.tongkong:
+                    break;
+                case ENieLianStyple.meimao:
+                    break;
+                case ENieLianStyple.bizi:
+                    break;
+                case ENieLianStyple.erduo:
+                    break;
+                case ENieLianStyple.zuiba:
+                    break;
+                case ENieLianStyple.fuse:
+                    break;
+            }
+            //switch()
+        }
+
+
+
+
+
+
+        private void CreateButtonFun(string path,GameObject _parent,Action action) {
+            GameEntry.Resource.LoadAsset(AssetUtility.GetUISpriteAsset(path), new LoadAssetCallbacks(
+                (assetName, asset, duration, userData) =>
+                {
+                    Texture2D tex = (Texture2D)asset;
+                    var sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.zero);
+                    GameObject _obj = GameObject.Instantiate(buttonItem);
+                    Image _objImg = _obj.transform.GetComponent<Image>();
+                    _objImg.sprite = sprite;
+                    _obj.transform.SetParent(_parent.transform);
+
+                    //GameObject 
+                    //img.sprite = sprite;
+                    //if (nativeSize)
+                    //{
+                    //    img.SetNativeSize();
+                    //}
+                }));
+        }
+
+
+        //public void NieLian() { 
+        
+        //}
+
+
+        public void ClickFaceChangeBtn()
+        {
+            GameEntry.Event.Fire(this, CustomRoleFaceEventArgs.Create(EditableFacePart.eye, new Vector3(1, 0, 0)));
+        }
+    }
+    public enum ECustomStyple
+    {
+        None,
+        NieLian,
+        Body,
+        Cloth
+    }
+    public enum EButtonStyple
+    {
+        Button,
+        Scroll,
+        TiaoSe,
+        NorButton,
+    }
+    public enum ENieLianStyple {
+        faxing,
+        lianxing,
+        yankuang,
+        tongkong,
+        meimao,
+        bizi,
+        erduo,
+        zuiba,
+        fuse
+    }
+
+
+
+
+
+
+}

+ 11 - 0
Assets/GameMain/Scripts/UI/UICustom.cs.meta

@@ -0,0 +1,11 @@
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+guid: 1a03824077a712c4c8ac038a3516a2d5
+MonoImporter:
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+ 5 - 0
Assets/GameMain/Scripts/UI/UIFormId.cs

@@ -38,5 +38,10 @@ namespace MetaClient
         /// 自定义角色。
         /// </summary>
         CustomRoleForm = 103,
+
+        /// <summary>
+        /// 自定义角色。
+        /// </summary>
+        FinchFace = 103,
     }
 }

+ 4 - 0
Assets/GameMain/Scripts/Utility/AssetUtility.cs

@@ -60,5 +60,9 @@ namespace MetaClient
         {
             return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
         }
+        public static string GetUISpriteAsset(string assetName)
+        {
+            return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.png", assetName);
+        }
     }
 }

A diferenza do arquivo foi suprimida porque é demasiado grande
+ 7036 - 0
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