特效新内容。修复gameplay致命bug和分数保存bug
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/* ---------------------------------------
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* Author: Started by David Mkrtchyan, modified by Martin Pane (martintayx@gmail.com) (@martinTayx)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 18-May-18
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using UnityEngine;
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namespace Tayx.Graphy.Utils.NumString
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{
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public static class G_FloatString
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{
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#region Variables -> Private
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/// <summary>
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/// Float represented as a string, formatted.
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/// </summary>
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private const string m_floatFormat = "0.0";
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/// <summary>
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/// The currently defined, globally used decimal multiplier.
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/// </summary>
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private static float m_decimalMultiplier = 10f;
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/// <summary>
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/// List of negative floats casted to strings.
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/// </summary>
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private static string[] m_negativeBuffer = new string[0];
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/// <summary>
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/// List of positive floats casted to strings.
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/// </summary>
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private static string[] m_positiveBuffer = new string[0];
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#endregion
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#region Properties -> Public
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/// <summary>
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/// The lowest float value of the existing number buffer.
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/// </summary>
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public static float MinValue => -(m_negativeBuffer.Length - 1).FromIndex();
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/// <summary>
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/// The highest float value of the existing number buffer.
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/// </summary>
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public static float MaxValue => (m_positiveBuffer.Length - 1).FromIndex();
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#endregion
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#region Methods -> Public
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/// <summary>
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/// Initialize the buffers.
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/// </summary>
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/// <param name="minNegativeValue">
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/// Lowest negative value allowed.
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/// </param>
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/// <param name="maxPositiveValue">
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/// Highest positive value allowed.
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/// </param>
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public static void Init( float minNegativeValue, float maxPositiveValue )
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{
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int negativeLength = minNegativeValue.ToIndex();
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int positiveLength = maxPositiveValue.ToIndex();
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if( MinValue > minNegativeValue && negativeLength >= 0 )
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{
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m_negativeBuffer = new string[negativeLength];
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for( int i = 0; i < negativeLength; i++ )
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{
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m_negativeBuffer[ i ] = (-i - 1).FromIndex().ToString( m_floatFormat );
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}
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}
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if( MaxValue < maxPositiveValue && positiveLength >= 0 )
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{
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m_positiveBuffer = new string[positiveLength + 1];
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for( int i = 0; i < positiveLength + 1; i++ )
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{
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m_positiveBuffer[ i ] = i.FromIndex().ToString( m_floatFormat );
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}
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}
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}
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public static void Dispose()
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{
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m_negativeBuffer = new string[0];
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m_positiveBuffer = new string[0];
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}
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/// <summary>
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/// Returns this float as a cached string.
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/// </summary>
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/// <param name="value">The required float.</param>
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/// <returns>A cached number string.</returns>
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public static string ToStringNonAlloc( this float value )
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{
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int valIndex = value.ToIndex();
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if( value < 0 && valIndex < m_negativeBuffer.Length )
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{
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return m_negativeBuffer[ valIndex ];
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}
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if( value >= 0 && valIndex < m_positiveBuffer.Length )
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{
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return m_positiveBuffer[ valIndex ];
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}
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return value.ToString();
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}
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/// <summary>
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/// Returns this float as a cached string.
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/// </summary>
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/// <param name="value">The required float.</param>
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/// <returns>A cached number string.</returns>
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public static string ToStringNonAlloc( this float value, string format )
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{
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int valIndex = value.ToIndex();
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if( value < 0 && valIndex < m_negativeBuffer.Length )
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{
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return m_negativeBuffer[ valIndex ];
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}
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if( value >= 0 && valIndex < m_positiveBuffer.Length )
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{
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return m_positiveBuffer[ valIndex ];
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}
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return value.ToString( format );
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}
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/// <summary>
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/// Returns a float as a casted int.
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/// </summary>
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/// <param name="f">The given float.</param>
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/// <returns>The given float as an int.</returns>
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public static int ToInt( this float f )
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{
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return (int) f;
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}
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/// <summary>
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/// Returns an int as a casted float.
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/// </summary>
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/// <param name="f">The given int.</param>
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/// <returns>The given int as a float.</returns>
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public static float ToFloat( this int i )
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{
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return (float) i;
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}
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#endregion
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#region Methods -> Private
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private static int ToIndex( this float f )
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{
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return Mathf.Abs( (f * m_decimalMultiplier).ToInt() );
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}
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private static float FromIndex( this int i )
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{
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return (i.ToFloat() / m_decimalMultiplier);
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}
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#endregion
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}
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}
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