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qiuqiu 2025-05-10 18:40:04 +08:00
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#sql
#unity/日常积累
![[Pasted image 20250510173018.png]]
#### 场景 1获取表记录数正确用法
``` cs
// ✅ 正确使用 ExecuteScalar
public int GetUserCount()
{
string sql = "SELECT COUNT(*) FROM Users";
return _db.ExecuteScalar<int>(sql); // 直接返回整数
}
// ❌ 错误用法(用 Execute 会返回受影响行数,此处永远返回 0
public int GetUserCount_Wrong()
{
string sql = "SELECT COUNT(*) FROM Users";
return _db.Execute(sql); // 错误!返回的是 0
}
```
#### 场景 2删除过期数据
``` cs
// ✅ 正确使用 Execute
public int DeleteExpiredUsers()
{
string sql = "DELETE FROM Users WHERE LastLogin < datetime('now','-1 year')";
return _db.Execute(sql); // 返回被删除的行数
}
// ❌ 错误用法(用 ExecuteScalar 会返回 null
public void DeleteExpiredUsers_Wrong()
{
string sql = "DELETE FROM Users WHERE ...";
var result = _db.ExecuteScalar<object>(sql); // 无意义操作
}
```
### 4. 特殊场景注意事项
#### 参数化查询 SQL 注入
``` cs
// ✅ 安全方式
public int GetAdultsCount(int minAge)
{
string sql = "SELECT COUNT(*) FROM Users WHERE Age > ?";
return _db.ExecuteScalar<int>(sql, minAge);
}
// ❌ 危险方式(直接拼接字符串)
public int GetAdultsCount_Unsafe(int minAge)
{
string sql = $"SELECT COUNT(*) FROM Users WHERE Age > {minAge}"; // SQL 注入风险
return _db.ExecuteScalar<int>(sql);
}
```
### 5.事务中的使用
``` cs
public void BatchUpdate()
{
_db.RunInTransaction(() =>
{
// 混合使用两种方法
int count = _db.ExecuteScalar<int>("SELECT COUNT(*) FROM Logs");
if (count > 1000)
{
int deleted = _db.Execute("DELETE FROM Logs WHERE Id IN (SELECT Id FROM Logs LIMIT 100)");
Debug.Log($"已清理 {deleted} 条日志");
}
});
}
```
![[Pasted image 20250510173323.png]]

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#unity/代码缓存
## MiniJson.cs
``` cs
/*
* Copyright (c) 2013 Calvin Rien
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
*
* Simplified it so that it doesn't throw exceptions
* and can be used in Unity iPhone with maximum code stripping.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace MiniJSON
{
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
// Example usage:
//
// using UnityEngine;
// using System.Collections;
// using System.Collections.Generic;
// using MiniJSON;
//
// public class MiniJSONTest : MonoBehaviour {
// void Start () {
// var jsonString = "{ \"array\": [1.44,2,3], " +
// "\"object\": {\"key1\":\"value1\", \"key2\":256}, " +
// "\"string\": \"The quick brown fox \\\"jumps\\\" over the lazy dog \", " +
// "\"unicode\": \"\\u3041 Men\u00fa sesi\u00f3n\", " +
// "\"int\": 65536, " +
// "\"float\": 3.1415926, " +
// "\"bool\": true, " +
// "\"null\": null }";
//
// var dict = Json.Deserialize(jsonString) as Dictionary<string,object>;
//
// Debug.Log("deserialized: " + dict.GetType());
// Debug.Log("dict['array'][0]: " + ((List<object>) dict["array"])[0]);
// Debug.Log("dict['string']: " + (string) dict["string"]);
// Debug.Log("dict['float']: " + (double) dict["float"]); // floats come out as doubles
// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs
// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);
//
// var str = Json.Serialize(dict);
//
// Debug.Log("serialized: " + str);
// }
// }
/// <summary>
/// This class encodes and decodes JSON strings.
/// Spec. details, see http://www.json.org/
///
/// JSON uses Arrays and Objects. These correspond here to the datatypes IList and IDictionary.
/// All numbers are parsed to doubles.
/// </summary>
public static class Json
{
/// <summary>
/// Parses the string json into a value
/// </summary>
/// <param name="json">A JSON string.</param>
/// <returns>An List&lt;object&gt;, a Dictionary&lt;string, object&gt;, a double, an integer,a string, null, true, or false</returns>
public static object Deserialize(string json)
{
// save the string for debug information
if (json == null)
{
return null;
}
return Parser.Parse(json);
}
sealed class Parser : IDisposable
{
const string WORD_BREAK = "{}[],:\"";
public static bool IsWordBreak(char c)
{
return Char.IsWhiteSpace(c) || WORD_BREAK.IndexOf(c) != -1;
}
enum TOKEN
{
NONE,
CURLY_OPEN,
CURLY_CLOSE,
SQUARED_OPEN,
SQUARED_CLOSE,
COLON,
COMMA,
STRING,
NUMBER,
TRUE,
FALSE,
NULL
};
StringReader json;
Parser(string jsonString)
{
json = new StringReader(jsonString);
}
public static object Parse(string jsonString)
{
using (var instance = new Parser(jsonString))
{
return instance.ParseValue();
}
}
public void Dispose()
{
json.Dispose();
json = null;
}
Dictionary<string, object> ParseObject()
{
Dictionary<string, object> table = new Dictionary<string, object>();
// ditch opening brace
json.Read();
// {
while (true)
{
switch (NextToken)
{
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.CURLY_CLOSE:
return table;
default:
// name
string name = ParseString();
if (name == null)
{
return null;
}
// :
if (NextToken != TOKEN.COLON)
{
return null;
}
// ditch the colon
json.Read();
// value
table[name] = ParseValue();
break;
}
}
}
List<object> ParseArray()
{
List<object> array = new List<object>();
// ditch opening bracket
json.Read();
// [
var parsing = true;
while (parsing)
{
TOKEN nextToken = NextToken;
switch (nextToken)
{
case TOKEN.NONE:
return null;
case TOKEN.COMMA:
continue;
case TOKEN.SQUARED_CLOSE:
parsing = false;
break;
default:
object value = ParseByToken(nextToken);
array.Add(value);
break;
}
}
return array;
}
object ParseValue()
{
TOKEN nextToken = NextToken;
return ParseByToken(nextToken);
}
object ParseByToken(TOKEN token)
{
switch (token)
{
case TOKEN.STRING:
return ParseString();
case TOKEN.NUMBER:
return ParseNumber();
case TOKEN.CURLY_OPEN:
return ParseObject();
case TOKEN.SQUARED_OPEN:
return ParseArray();
case TOKEN.TRUE:
return true;
case TOKEN.FALSE:
return false;
case TOKEN.NULL:
return null;
default:
return null;
}
}
string ParseString()
{
StringBuilder s = new StringBuilder();
char c;
// ditch opening quote
json.Read();
bool parsing = true;
while (parsing)
{
if (json.Peek() == -1)
{
parsing = false;
break;
}
c = NextChar;
switch (c)
{
case '"':
parsing = false;
break;
case '\\':
if (json.Peek() == -1)
{
parsing = false;
break;
}
c = NextChar;
switch (c)
{
case '"':
case '\\':
case '/':
s.Append(c);
break;
case 'b':
s.Append('\b');
break;
case 'f':
s.Append('\f');
break;
case 'n':
s.Append('\n');
break;
case 'r':
s.Append('\r');
break;
case 't':
s.Append('\t');
break;
case 'u':
var hex = new char[4];
for (int i = 0; i < 4; i++)
{
hex[i] = NextChar;
}
s.Append((char) Convert.ToInt32(new string(hex), 16));
break;
}
break;
default:
s.Append(c);
break;
}
}
return s.ToString();
}
object ParseNumber()
{
string number = NextWord;
if (number.IndexOf('.') == -1)
{
long parsedInt;
Int64.TryParse(number, out parsedInt);
return parsedInt;
}
double parsedDouble;
Double.TryParse(number, out parsedDouble);
return parsedDouble;
}
void EatWhitespace()
{
while (Char.IsWhiteSpace(PeekChar))
{
json.Read();
if (json.Peek() == -1)
{
break;
}
}
}
char PeekChar
{
get { return Convert.ToChar(json.Peek()); }
}
char NextChar
{
get { return Convert.ToChar(json.Read()); }
}
string NextWord
{
get
{
StringBuilder word = new StringBuilder();
while (!IsWordBreak(PeekChar))
{
word.Append(NextChar);
if (json.Peek() == -1)
{
break;
}
}
return word.ToString();
}
}
TOKEN NextToken
{
get
{
EatWhitespace();
if (json.Peek() == -1)
{
return TOKEN.NONE;
}
switch (PeekChar)
{
case '{':
return TOKEN.CURLY_OPEN;
case '}':
json.Read();
return TOKEN.CURLY_CLOSE;
case '[':
return TOKEN.SQUARED_OPEN;
case ']':
json.Read();
return TOKEN.SQUARED_CLOSE;
case ',':
json.Read();
return TOKEN.COMMA;
case '"':
return TOKEN.STRING;
case ':':
return TOKEN.COLON;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
case '-':
return TOKEN.NUMBER;
}
switch (NextWord)
{
case "false":
return TOKEN.FALSE;
case "true":
return TOKEN.TRUE;
case "null":
return TOKEN.NULL;
}
return TOKEN.NONE;
}
}
}
/// <summary>
/// Converts a IDictionary / IList object or a simple type (string, int, etc.) into a JSON string
/// </summary>
/// <param name="json">A Dictionary&lt;string, object&gt; / List&lt;object&gt;</param>
/// <returns>A JSON encoded string, or null if object 'json' is not serializable</returns>
public static string Serialize(object obj)
{
return Serializer.Serialize(obj);
}
sealed class Serializer
{
StringBuilder builder;
Serializer()
{
builder = new StringBuilder();
}
public static string Serialize(object obj)
{
var instance = new Serializer();
instance.SerializeValue(obj);
return instance.builder.ToString();
}
void SerializeValue(object value)
{
IList asList;
IDictionary asDict;
string asStr;
if (value == null)
{
builder.Append("null");
}
else if ((asStr = value as string) != null)
{
SerializeString(asStr);
}
else if (value is bool)
{
builder.Append((bool) value ? "true" : "false");
}
else if ((asList = value as IList) != null)
{
SerializeArray(asList);
}
else if ((asDict = value as IDictionary) != null)
{
SerializeObject(asDict);
}
else if (value is char)
{
SerializeString(new string((char) value, 1));
}
else
{
SerializeOther(value);
}
}
void SerializeObject(IDictionary obj)
{
bool first = true;
builder.Append('{');
foreach (object e in obj.Keys)
{
if (!first)
{
builder.Append(',');
}
SerializeString(e.ToString());
builder.Append(':');
SerializeValue(obj[e]);
first = false;
}
builder.Append('}');
}
void SerializeArray(IList anArray)
{
builder.Append('[');
bool first = true;
foreach (object obj in anArray)
{
if (!first)
{
builder.Append(',');
}
SerializeValue(obj);
first = false;
}
builder.Append(']');
}
void SerializeString(string str)
{
builder.Append('\"');
char[] charArray = str.ToCharArray();
foreach (var c in charArray)
{
switch (c)
{
case '"':
builder.Append("\\\"");
break;
case '\\':
builder.Append("\\\\");
break;
case '\b':
builder.Append("\\b");
break;
case '\f':
builder.Append("\\f");
break;
case '\n':
builder.Append("\\n");
break;
case '\r':
builder.Append("\\r");
break;
case '\t':
builder.Append("\\t");
break;
default:
int codepoint = Convert.ToInt32(c);
if ((codepoint >= 32) && (codepoint <= 126))
{
builder.Append(c);
}
else
{
builder.Append("\\u");
builder.Append(codepoint.ToString("x4"));
}
break;
}
}
builder.Append('\"');
}
void SerializeOther(object value)
{
// NOTE: decimals lose precision during serialization.
// They always have, I'm just letting you know.
// Previously floats and doubles lost precision too.
if (value is float)
{
builder.Append(((float) value).ToString("R"));
}
else if (value is int
|| value is uint
|| value is long
|| value is sbyte
|| value is byte
|| value is short
|| value is ushort
|| value is ulong)
{
builder.Append(value);
}
else if (value is double
|| value is decimal)
{
builder.Append(Convert.ToDouble(value).ToString("R"));
}
else
{
SerializeString(value.ToString());
}
}
}
}
}
```

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#sql
#unity/日常积累
SQL注入(SQL Injection)是一种常见的网络安全攻击技术攻击者通过在应用程序的输入字段中插入恶意的SQL代码从而操纵后端数据库查询的行为。当应用程序没有正确处理用户输入就直接拼接SQL语句时就可能产生SQL注入漏洞。
## SQL注入的工作原理
1. **正常查询**`SELECT * FROM users WHERE username = 'admin' AND password = '123456'`
2. **注入攻击**:攻击者输入用户名`admin' --`,密码任意
3. **被篡改的查询**`SELECT * FROM users WHERE username = 'admin' --' AND password = 'xxx'`
- `--`在SQL中是注释符号使得密码检查被忽略
## 为什么要防止SQL注入
### 1. 数据泄露风险
攻击者可以:
- 获取数据库中的敏感信息(用户凭证、个人信息、财务数据等)
- 绕过认证直接登录系统
- 导出整个数据库内容
### 2. 数据篡改风险
攻击者可以:
- 修改、删除重要数据
- 插入虚假信息
- 破坏数据完整性
### 3. 系统控制风险
- 执行系统命令(在某些数据库系统中)
- 攻击内网其他系统
- 完全控制服务器
### 4. 法律和合规问题
- 违反数据保护法规如GDPR
- 面临巨额罚款
- 损害企业声誉
## 如何防范SQL注入
### 最佳实践
1. **使用参数化查询/预处理语句**
``` cs
// 正确做法
string sql = "SELECT * FROM Users WHERE Username = @username AND Password = @password";
SqlCommand command = new SqlCommand(sql, connection);
command.Parameters.AddWithValue("@username", username);
command.Parameters.AddWithValue("@password", password);
```
2. **使用ORM框架**
- Entity Framework
- Dapper
- NHibernate等
3. **输入验证和过滤**
- 白名单验证
- 转义特殊字符
4. **最小权限原则**
- 数据库用户只赋予必要权限
5. **定期安全测试**
- SQL注入漏洞扫描
- 渗透测试
SQL注入是OWASP Top 10中最危险的安全漏洞之一开发者必须高度重视并采取有效措施防范。

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#unity/日常积累
在C#中这里的下划线 _ 是弃元运算符Discard operator它的主要作用是
- 明确忽略异步任务返回值
ProcessQueue() 方法返回的是 UniTask但这里我们不需要关心它的执行结果。使用 _ = 可以:
- 避免编译器警告CS4014 "Because this call is not awaited..."
- 明确表示我们有意忽略这个异步操作的返回值
2. 触发异步操作但不等待
这行代码的实质作用是:启动队列处理流程,但不需要等待它完成。这种模式常用于:
- 后台任务处理
- 非阻塞式操作
- 事件触发机制
典型应用场景(在您代码中的体现):
``` cs
public void ReportBatchEvent(...)
{
// ... existing code ...
_eventQueue.Enqueue(new BatchEventData { ... });
_ = ProcessQueue(); // 触发队列处理但不阻塞当前线程
}
```
这种写法比直接调用 ProcessQueue(); 更安全,因为它明确处理了异步方法的返回值,避免了潜在的警告和资源泄漏问题。

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@ -1,187 +1,3 @@
#灵感
#灵感
待修复链接:
https://inspire.sg.larksuite.com/base/XDR2bO9UCalzNPsSGAhl7Acjglf?table=tblNSDJrGa8mz8km&view=vewqPiSXAQ
![[Pasted image 20250115163753.png]]
![[Pasted image 20250115163705.png]]
![[Pasted image 20250118114128.png]]
![[Pasted image 20250118114628.png]]
![[Pasted image 20250118141400.png]]
![[Pasted image 20250118161534.png]]
创建单个item的逻辑
![[Pasted image 20250118202943.png]]
拿单个Item模板类的方法
![[Pasted image 20250118203318.png]]
lua逻辑入口GameMain
![[Pasted image 20250421115020.png]]
这里是打开游戏,就自动进局内的入口
![[Pasted image 20250119195857.png]]
核心驱动,进游戏,是这里
![[Pasted image 20250119195959.png]]
用这几个主题
![[Pasted image 20250418172858.png]]
主题所在路径:
```
Assets\ZSlotKing\MiniGame\Themes\
```
UI替换相关
![[Pasted image 20250421135455.png]]
大厅弹窗,断点调用逻辑参考:
![[Pasted image 20250421135634.png]]
举例说明:
![[Pasted image 20250421141339.png]]
对应的窗体类型,是这个:
![[Pasted image 20250421141414.png]]
对应的弹窗UI是这个
![[Pasted image 20250421141702.png]]
如果要屏蔽UI可以参考从这个角度出发处理。
单活动的修改处理:
![[Pasted image 20250421150826.png]]
![[Pasted image 20250421172749.png]]
![[Pasted image 20250421172809.png]]
![[Pasted image 20250421172859.png]]
具体进入,哪个主题,是这个入口来着,也需要同步修改一下
![[Pasted image 20250427102024.png]]
theme8主题需要加到xasset加上后还会有这个逻辑错误待解决的已处理
![[Pasted image 20250422145955.png]]
解决方式:
需要从slot拿对应的Group配置文件
![[Pasted image 20250422173821.png]]
然后在Build里面也加一下这个Group
![[Pasted image 20250422175551.png]]
然后,就可以正常进游戏了
![[Pasted image 20250422175740.png]]
其他同理,需要这样设置;
Theme7的话这样设置是可以正常进游戏但是无法确定结果
![[Pasted image 20250422183409.png]]
基本很多默认的逻辑报错都是result结果的
![[Pasted image 20250423134138.png]]
![[Pasted image 20250423134808.png]]
这里是,大厅相关的图标,美术资源
![[Pasted image 20250427093250.png]]
这里是控制大厅数量个数的逻辑入口例如现在默认设置为一个count
![[Pasted image 20250427094616.png]]
同理,这里是拖曳的时候,获取到的
![[Pasted image 20250427101638.png]]
获取到之后,就是在滑动的时候,也创建一个新的;
如果不想自动创建新的,注释这个就好
![[Pasted image 20250427101809.png]]
最开始的更新窗体
![[Pasted image 20250427102626.png]]
是由这行代码控制的,注释就直接隐藏了
![[Pasted image 20250427102614.png]]
打印的入口,直接`log`就可以了
![[Pasted image 20250427103728.png]]
这里可以控制,具体页面的索引
![[Pasted image 20250427104302.png]]
当前打开 特定主题的列表,是在这里设定
![[Pasted image 20250430163026.png]]
购买按钮,反转的话,也临时记录一下,这俩按钮反转
![[Pasted image 20250508152353.png]]
外部也是可以调用TopOnBar的返回大厅按钮
![[Pasted image 20250508161217.png]]
这里是等级更新的时候,会隐藏
![[Pasted image 20250508161325.png]]
这俩都临时改成true吧不要隐藏了
![[Pasted image 20250508161421.png]]
tolua如果需要加一些自定义的CSharp方法是可以在`CustomSettings`这个脚本里,去加,例如加了这俩
![[Pasted image 20250509105407.png]]
需要注意的是最好不要放在namespace里面不然在lua里面调用相关会出现nil空指针等报错
![[Pasted image 20250509105511.png]]
![[Pasted image 20250509105726.png]]
最好,不要有任何命名空间引用吧:
![[Pasted image 20250509105757.png]]
生成lua逻辑直接点这个按钮就好
![[Pasted image 20250508173711.png]]
如果谷歌sdk相关没有正确配置会有这个提示
![[Pasted image 20250508181109.png]]
谷歌相关组件官方sdk地址https://github.com/playgameservices/play-games-plugin-for-unity/releases
[[slot业务逻辑 临时记录_第一章|第一章]]

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@ -0,0 +1,193 @@
#灵感
待修复链接:
https://inspire.sg.larksuite.com/base/XDR2bO9UCalzNPsSGAhl7Acjglf?table=tblNSDJrGa8mz8km&view=vewqPiSXAQ
![[Pasted image 20250115163753.png]]
![[Pasted image 20250115163705.png]]
![[Pasted image 20250118114128.png]]
![[Pasted image 20250118114628.png]]
![[Pasted image 20250118141400.png]]
![[Pasted image 20250118161534.png]]
创建单个item的逻辑
![[Pasted image 20250118202943.png]]
拿单个Item模板类的方法
![[Pasted image 20250118203318.png]]
lua逻辑入口GameMain
![[Pasted image 20250421115020.png]]
这里是打开游戏,就自动进局内的入口
![[Pasted image 20250119195857.png]]
核心驱动,进游戏,是这里
![[Pasted image 20250119195959.png]]
用这几个主题
![[Pasted image 20250418172858.png]]
主题所在路径:
```
Assets\ZSlotKing\MiniGame\Themes\
```
UI替换相关
![[Pasted image 20250421135455.png]]
大厅弹窗,断点调用逻辑参考:
![[Pasted image 20250421135634.png]]
举例说明:
![[Pasted image 20250421141339.png]]
对应的窗体类型,是这个:
![[Pasted image 20250421141414.png]]
对应的弹窗UI是这个
![[Pasted image 20250421141702.png]]
如果要屏蔽UI可以参考从这个角度出发处理。
单活动的修改处理:
![[Pasted image 20250421150826.png]]
![[Pasted image 20250421172749.png]]
![[Pasted image 20250421172809.png]]
![[Pasted image 20250421172859.png]]
具体进入,哪个主题,是这个入口来着,也需要同步修改一下
![[Pasted image 20250427102024.png]]
theme8主题需要加到xasset加上后还会有这个逻辑错误待解决的已处理
![[Pasted image 20250422145955.png]]
解决方式:
需要从slot拿对应的Group配置文件
![[Pasted image 20250422173821.png]]
然后在Build里面也加一下这个Group
![[Pasted image 20250422175551.png]]
然后,就可以正常进游戏了
![[Pasted image 20250422175740.png]]
其他同理,需要这样设置;
Theme7的话这样设置是可以正常进游戏但是无法确定结果
![[Pasted image 20250422183409.png]]
基本很多默认的逻辑报错都是result结果的
![[Pasted image 20250423134138.png]]
![[Pasted image 20250423134808.png]]
这里是,大厅相关的图标,美术资源
![[Pasted image 20250427093250.png]]
这里是控制大厅数量个数的逻辑入口例如现在默认设置为一个count
![[Pasted image 20250427094616.png]]
同理,这里是拖曳的时候,获取到的
![[Pasted image 20250427101638.png]]
获取到之后,就是在滑动的时候,也创建一个新的;
如果不想自动创建新的,注释这个就好
![[Pasted image 20250427101809.png]]
最开始的更新窗体
![[Pasted image 20250427102626.png]]
是由这行代码控制的,注释就直接隐藏了
![[Pasted image 20250427102614.png]]
打印的入口,直接`log`就可以了
![[Pasted image 20250427103728.png]]
这里可以控制,具体页面的索引
![[Pasted image 20250427104302.png]]
当前打开 特定主题的列表,是在这里设定
![[Pasted image 20250430163026.png]]
购买按钮,反转的话,也临时记录一下,这俩按钮反转
![[Pasted image 20250508152353.png]]
外部也是可以调用TopOnBar的返回大厅按钮
![[Pasted image 20250508161217.png]]
这里是等级更新的时候,会隐藏
![[Pasted image 20250508161325.png]]
这俩都临时改成true吧不要隐藏了
![[Pasted image 20250508161421.png]]
tolua如果需要加一些自定义的CSharp方法是可以在`CustomSettings`这个脚本里,去加,例如加了这俩
![[Pasted image 20250509105407.png]]
需要注意的是最好不要放在namespace里面不然在lua里面调用相关会出现nil空指针等报错
![[Pasted image 20250509105511.png]]
![[Pasted image 20250509105726.png]]
最好,不要有任何命名空间引用吧:
![[Pasted image 20250509105757.png]]
生成lua逻辑直接点这个按钮就好
![[Pasted image 20250508173711.png]]
如果谷歌sdk相关没有正确配置会有这个提示
![[Pasted image 20250508181109.png]]
谷歌相关组件官方sdk地址https://github.com/playgameservices/play-games-plugin-for-unity/releases
字段名称修改一下:
![[img_v3_02m5_cc537595-ff4a-42f4-bf9e-1af456d8d4hu.jpg]]
![[Pasted image 20250510161224.png]]

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@ -52,4 +52,14 @@ sql的数据转换也是使用这个json插件
![[Pasted image 20250509145032.png]]
![[img_v3_02k9_c4f0c181-f5d1-4224-ba9a-a803859b50hu.jpg]]
![[img_v3_02k9_c4f0c181-f5d1-4224-ba9a-a803859b50hu.jpg]]
安卓和ios的数据库文件恢复相关
![[Pasted image 20250510100803.png]]
![[Pasted image 20250510100520.png]]
表名参考
![[Pasted image 20250510183627.png]]

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@ -21,11 +21,11 @@
# 今日任务
- [ ] 今晚记得拿一下 neko
- [ ] 解决一下 安卓和ios移动端 sqlite文件的重建处理
- [ ] 把上报,也都统一放到后台线程队列里,进行处理吧
- [x] 今晚记得拿一下 neko
- [x] 解决一下 安卓和ios移动端 sqlite文件的重建处理
- [x] 把上报,也都统一放到后台线程队列里,进行处理吧
- [ ] 对标amp上报机制完成几种上报驱动的重构[[解构amp项目 临时记录]]
- [ ] 今晚记得,也拿一下身份证
- [x] 今晚记得,也拿一下身份证
- [ ] 处理一下 多表联结查询统计 数据分析
- [ ] 弄一下 存储过程
---

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@ -22,6 +22,16 @@
# 今日任务
- [ ] 买多3条毛巾 备用
- [ ] 发一下 猫 小红书 领养
- [ ] 要买 泰国 电话卡
- [ ] 要申请 电子入境证
- [ ] 换一下 Slot Update字符相关
- [ ] 替换一下 三消 上传资源 机制
---
越过山丘 下载地址 https://y80s.tv/ju/43017
[[slot业务逻辑 临时记录]]
[[MiniJson]]
[[ExecuteScalar和Execute区别]]
[[_弃元运算符]]
[[SQL注入]]
# Journal

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