124 lines
3.2 KiB
C#
124 lines
3.2 KiB
C#
using Sirenix.OdinInspector;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using UnityEngine;
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namespace ET
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{
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public class Init : SerializedMonoBehaviour
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{
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[InlineButton("RefreshKey","刷新")]
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[SerializeField]
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public string key { get; set; }
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[InlineButton("RefreshKeyIV", "刷新")]
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[SerializeField]
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public string keyIV { get; set; }
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public static byte[] xorKey;
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[InlineButton("RefreshXor", "刷新")]
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[SerializeField]
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public string _xorKey;
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public string XorKey => _xorKey;
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void RefreshKey()
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{
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Char[] arr = new char[16];
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for (int i = 0; i < arr.Length; i++)
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{
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arr[i] = (char)RandomHelper.RandomNumber('A', 'z' + 1);
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}
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key =string.Join("",arr);
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}
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void RefreshKeyIV()
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{
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Char[] arr = new char[16];
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for (int i = 0; i < arr.Length; i++)
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{
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arr[i] = (char)RandomHelper.RandomNumber('A', 'z' + 1);
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}
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keyIV = string.Join("",arr);
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}
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void RefreshXor()
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{
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Char[] arr = new char[16];
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for (int i = 0; i < arr.Length; i++)
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{
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arr[i] = (char)RandomHelper.RandomNumber('A', 'z' + 1);
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}
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_xorKey =string.Join("",arr);
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}
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private void Start()
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{
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this.StartAsync();
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}
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private void StartAsync()
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{
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try
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{
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SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);
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DontDestroyOnLoad(gameObject);
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string[] assemblyNames = { "Unity.Model.dll", "Unity.ModelView.dll"};
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foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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string assemblyName = assembly.ManifestModule.Name;
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if (!assemblyNames.Contains(assemblyName))
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{
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continue;
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}
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Game.EventSystem.Add(assembly);
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}
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xorKey = Encoding.UTF8.GetBytes(_xorKey);
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ProtobufHelper.Init();
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Game.Options = new Options();
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Game.EventSystem.Publish(new ET.EventType.AppStart
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{
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key = key,
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keyIV = keyIV,
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xorKey = xorKey,
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}).Coroutine();
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}
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catch (Exception e)
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{
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Log.Error(e);
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}
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}
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private void Update()
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{
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Game.Update();
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Game.FrameFinish();
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}
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private void LateUpdate()
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{
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Game.LateUpdate();
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}
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private void OnApplicationQuit()
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{
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Game.Close();
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}
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public static void Quit()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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UnityEngine.Application.Quit();
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#endif
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}
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}
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} |