qiuqiu пре 7 месеци
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630c26115a

+ 7 - 1
.idea/workspace.xml

@@ -6,7 +6,13 @@
     </configurations>
   </component>
   <component name="ChangeListManager">
-    <list default="true" id="fec10672-acda-4616-894b-a4b6f93aea6f" name="Default Changelist" comment="" />
+    <list default="true" id="fec10672-acda-4616-894b-a4b6f93aea6f" name="Default Changelist" comment="">
+      <change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/笔记文件/2.笔记/slot业务逻辑 临时记录.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/2.笔记/slot业务逻辑 临时记录.md" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/笔记文件/2.笔记/数据中台 临时记录.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/2.笔记/数据中台 临时记录.md" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/笔记文件/日记/2025_05_09_星期五.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/日记/2025_05_09_星期五.md" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/笔记文件/日记/2025_05_10_星期六.md" beforeDir="false" afterPath="$PROJECT_DIR$/笔记文件/日记/2025_05_10_星期六.md" afterDir="false" />
+    </list>
     <option name="SHOW_DIALOG" value="false" />
     <option name="HIGHLIGHT_CONFLICTS" value="true" />
     <option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />

+ 80 - 0
笔记文件/2.笔记/ExecuteScalar和Execute区别.md

@@ -0,0 +1,80 @@
+#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(防 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]]

+ 632 - 0
笔记文件/2.笔记/MiniJson.md

@@ -0,0 +1,632 @@
+#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());
+				}
+			}
+		}
+	}
+}
+```

+ 98 - 0
笔记文件/2.笔记/SQL注入.md

@@ -0,0 +1,98 @@
+#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。

+ 34 - 0
笔记文件/2.笔记/_弃元运算符.md

@@ -0,0 +1,34 @@
+#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。

+ 2 - 186
笔记文件/2.笔记/slot业务逻辑 临时记录.md

@@ -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]]

+ 193 - 0
笔记文件/2.笔记/slot业务逻辑 临时记录_第一章.md

@@ -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]]

+ 11 - 1
笔记文件/2.笔记/数据中台 临时记录.md

@@ -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]]

+ 4 - 4
笔记文件/日记/2025_05_09_星期五.md

@@ -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
 ---

+ 10 - 0
笔记文件/日记/2025_05_10_星期六.md

@@ -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

BIN
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BIN
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BIN
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BIN
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BIN
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BIN
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BIN
笔记文件/附件/img_v3_02m5_cc537595-ff4a-42f4-bf9e-1af456d8d4hu.jpg