拉取资源

This commit is contained in:
xianyi
2025-08-28 16:09:01 +08:00
parent d2c5f509c3
commit 254a40d87d
486 changed files with 3540 additions and 28962 deletions

View File

@@ -12,7 +12,7 @@ namespace TcgEngine
public class AvatarData : ScriptableObject
{
public string id;
public Sprite avatar;
public string avatar_path;
public int sort_order;
public static List<AvatarData> avatar_list = new List<AvatarData>();
@@ -29,6 +29,17 @@ namespace TcgEngine
return a.sort_order.CompareTo(b.sort_order);
});
}
public Sprite GetAvatar()
{
if (!string.IsNullOrEmpty(avatar_path))
{
Sprite dynamicSprite = SpriteLoader.Get()?.LoadSprite(avatar_path);
if (dynamicSprite != null)
return dynamicSprite;
}
return null;
}
public static AvatarData Get(string id)
{

View File

@@ -36,8 +36,10 @@ namespace TcgEngine
[Header("Display")]
public string title;
public Sprite art_full;
public Sprite art_board;
[Header("Dynamic Art Paths")]
public string art_full_path;
public string art_board_path;
[Header("Stats")]
public CardType type;
@@ -95,12 +97,34 @@ namespace TcgEngine
public Sprite GetBoardArt(VariantData variant)
{
return art_board;
if (!string.IsNullOrEmpty(art_board_path))
{
Sprite dynamicSprite = SpriteLoader.Get()?.LoadSprite(art_board_path);
if (dynamicSprite != null)
return dynamicSprite;
}
return null;
}
public Sprite GetFullArt(VariantData variant)
{
return art_full;
if (!string.IsNullOrEmpty(art_full_path))
{
Sprite dynamicSprite = SpriteLoader.Get()?.LoadSprite(art_full_path);
if (dynamicSprite != null)
{
return dynamicSprite;
}
else
{
Debug.LogWarning($"卡牌{id} 图片加载失败: {art_full_path}");
}
}
else
{
Debug.LogWarning($"卡牌{id} art_full_path为空");
}
return null;
}
public string GetTitle()

View File

@@ -12,8 +12,8 @@ namespace TcgEngine
public class CardbackData : ScriptableObject
{
public string id;
public Sprite cardback;
public Sprite deck;
public string cardback_path;
public string deck_path;
public int sort_order;
public static List<CardbackData> cardback_list = new List<CardbackData>();
@@ -30,6 +30,28 @@ namespace TcgEngine
return a.sort_order.CompareTo(b.sort_order);
});
}
public Sprite GetCardback()
{
if (!string.IsNullOrEmpty(cardback_path))
{
Sprite dynamicSprite = SpriteLoader.Get()?.LoadSprite(cardback_path);
if (dynamicSprite != null)
return dynamicSprite;
}
return null;
}
public Sprite GetDeck()
{
if (!string.IsNullOrEmpty(deck_path))
{
Sprite dynamicSprite = SpriteLoader.Get()?.LoadSprite(deck_path);
if (dynamicSprite != null)
return dynamicSprite;
}
return null;
}
public static CardbackData Get(string id)
{

View File

@@ -45,7 +45,7 @@ namespace TcgEngine.Client
CardbackData cb = CardbackData.Get(player.cardback);
if (deck_render != null && cb != null)
deck_render.sprite = cb.deck;
deck_render.sprite = cb.GetDeck();
if (deck_value != null)
deck_value.text = player.cards_deck.Count.ToString();

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@@ -31,8 +31,8 @@ namespace TcgEngine.Client
public void SetCardback(CardbackData cb)
{
if (cb != null && cb.cardback != null)
card_sprite.sprite = cb.cardback;
if (cb != null)
card_sprite.sprite = cb.GetCardback();
}
public RectTransform GetRect()

View File

@@ -59,7 +59,7 @@ namespace TcgEngine.UI
{
AvatarData avat = AvatarData.Get(user.avatar);
if (avat != null)
avatar.sprite = avat.avatar;
avatar.sprite = avat.GetAvatar();
}
if (online_img != null)

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@@ -0,0 +1,231 @@
using System;
using System.Collections;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using TcgEngine.UI;
namespace TcgEngine
{
/// <summary>
/// 资源初始化
/// </summary>
public class ResourceInitializer : MonoBehaviour
{
[Header("UI References")]
public GameObject downloadPanel;
public Text statusText;
public Slider progressBar;
public Button retryButton;
public Button skipButton;
[Header("Settings")]
public bool allowSkip = false;
public float timeoutSeconds = 30f;
private bool downloadCompleted = false;
private bool downloadFailed = false;
public event Action OnInitializationComplete;
public event Action<string> OnInitializationFailed;
private void Start()
{
if (downloadPanel != null)
downloadPanel.SetActive(false);
if (retryButton != null)
{
// TODO 重试
retryButton.gameObject.SetActive(false);
}
if (skipButton != null)
{
// TODO 跳过
skipButton.gameObject.SetActive(false);
}
}
/// <summary>
/// 开始资源初始化流程
/// </summary>
public async Task<bool> InitializeResources()
{
try
{
UpdateStatus("正在检查资源版本...");
// 获取或创建ResourceDownloader实例
ResourceDownloader downloader = ResourceDownloader.Get();
// 订阅下载事件
SubscribeToDownloadEvents(downloader);
// 检查是否需要更新
bool needsUpdate = await downloader.CheckForUpdates();
if (!needsUpdate)
{
UpdateStatus("资源已是最新版本");
CompleteInitialization();
return true;
}
UpdateStatus("发现新版本,正在下载资源...");
UpdateProgress(0f);
// 开始下载和更新
bool success = await DownloadWithTimeout(downloader);
if (success)
{
UpdateStatus("资源更新完成!");
UpdateProgress(1f);
await Task.Delay(1000);
CompleteInitialization();
return true;
}
else
{
return false;
}
}
catch (Exception e)
{
Debug.LogError($"Resource initialization failed: {e.Message}");
UpdateStatus($"初始化失败: {e.Message}");
return false;
}
finally
{
// 取消订阅事件
if (ResourceDownloader.Get() != null)
{
UnsubscribeFromDownloadEvents(ResourceDownloader.Get());
}
}
}
/// <summary>
/// 带超时的下载
/// </summary>
private async Task<bool> DownloadWithTimeout(ResourceDownloader downloader)
{
var downloadTask = downloader.DownloadAndUpdateResources();
var timeoutTask = Task.Delay(TimeSpan.FromSeconds(timeoutSeconds));
var completedTask = await Task.WhenAny(downloadTask, timeoutTask);
if (completedTask == timeoutTask)
{
UpdateStatus("下载超时");
OnInitializationFailed?.Invoke("Download timeout");
return false;
}
return await downloadTask;
}
/// <summary>
/// 订阅下载事件
/// </summary>
private void SubscribeToDownloadEvents(ResourceDownloader downloader)
{
downloader.OnDownloadProgress += OnDownloadProgress;
downloader.OnDownloadComplete += OnDownloadComplete;
downloader.OnDownloadError += OnDownloadError;
downloader.OnExtractProgress += OnExtractProgress;
downloader.OnExtractComplete += OnExtractComplete;
}
/// <summary>
/// 取消订阅下载事件
/// </summary>
private void UnsubscribeFromDownloadEvents(ResourceDownloader downloader)
{
downloader.OnDownloadProgress -= OnDownloadProgress;
downloader.OnDownloadComplete -= OnDownloadComplete;
downloader.OnDownloadError -= OnDownloadError;
downloader.OnExtractProgress -= OnExtractProgress;
downloader.OnExtractComplete -= OnExtractComplete;
}
private void OnDownloadProgress(float progress)
{
UpdateProgress(progress * 0.7f);
UpdateStatus($"正在下载资源... {(progress * 100):F1}%");
}
private void OnDownloadComplete(string filePath)
{
UpdateProgress(0.7f);
UpdateStatus("下载完成,正在解压...");
}
private void OnDownloadError(string error)
{
downloadFailed = true;
UpdateStatus($"下载失败: {error}");
OnInitializationFailed?.Invoke(error);
}
private void OnExtractProgress(float progress)
{
UpdateProgress(0.7f + progress * 0.3f);
UpdateStatus($"正在解压资源... {(progress * 100):F1}%");
}
private void OnExtractComplete()
{
downloadCompleted = true;
UpdateProgress(1f);
UpdateStatus("资源解压完成!");
// 打印解压后的文件夹位置
if (ResourceDownloader.Get() != null)
{
ResourceDownloader.Get().LogResourcePaths();
// 另外也可以直接打印路径
string spritesPath = ResourceDownloader.Get().GetSpritesDirectoryPath();
Debug.Log($"[ResourceInitializer] 资源解压到: {spritesPath}");
// 在macOS上可以直接用这个命令在终端中打开文件夹
Debug.Log($"[ResourceInitializer] 打开文件夹命令: open \"{spritesPath}\"");
}
}
/// <summary>
/// 更新状态文本
/// </summary>
private void UpdateStatus(string status)
{
if (statusText != null)
{
statusText.text = status;
}
Debug.Log($"[ResourceInitializer] {status}");
}
/// <summary>
/// 更新进度条
/// </summary>
private void UpdateProgress(float progress)
{
if (progressBar != null)
{
progressBar.value = Mathf.Clamp01(progress);
}
}
/// <summary>
/// 完成初始化
/// </summary>
private void CompleteInitialization()
{
downloadCompleted = true;
OnInitializationComplete?.Invoke();
}
}
}

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@@ -0,0 +1,11 @@
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MonoImporter:
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serializedVersion: 2
defaultReferences: []
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userData:
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@@ -0,0 +1,334 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
namespace TcgEngine.UI
{
/// <summary>
/// 启动
/// </summary>
public class SplashScreenManager : MonoBehaviour
{
[Header("UI组件")]
public Text statusText;
public Slider progressBar;
public Text progressText;
public Image logoImage;
public CanvasGroup mainCanvasGroup;
[Header("设置")]
public string nextSceneName = "LoginMenu";
public float fadeInDuration = 1f;
public float fadeOutDuration = 1f;
public float minimumDisplayTime = 3f;
[Header("音效")]
public AudioClip splashMusic;
private float startTime;
private void Start()
{
startTime = Time.time;
InitializeUI();
StartCoroutine(RunSplashSequence());
}
private void InitializeUI()
{
// 设置初始状态
if (mainCanvasGroup != null)
mainCanvasGroup.alpha = 0f;
UpdateStatus("启动中...");
UpdateProgress(0f);
// 播放音乐
if (splashMusic != null)
{
AudioTool.Get().PlayMusic("splash", splashMusic, 0.6f);
}
}
private IEnumerator RunSplashSequence()
{
// 淡入
yield return StartCoroutine(FadeIn());
// 获取版本信息
string version = GetCurrentVersion();
// 显示版本信息
UpdateStatus($"版本 {version}");
UpdateProgress(0.1f);
yield return new WaitForSeconds(0.5f);
// 开始资源初始化
yield return StartCoroutine(InitializeResources());
// 确保最少显示时间
yield return StartCoroutine(WaitForMinimumTime());
// 完成并跳转
yield return StartCoroutine(CompleteAndTransition());
}
private IEnumerator FadeIn()
{
if (mainCanvasGroup == null) yield break;
float elapsed = 0f;
while (elapsed < fadeInDuration)
{
elapsed += Time.deltaTime;
mainCanvasGroup.alpha = Mathf.Lerp(0f, 1f, elapsed / fadeInDuration);
yield return null;
}
mainCanvasGroup.alpha = 1f;
}
private IEnumerator InitializeResources()
{
UpdateStatus("正在初始化资源系统...");
UpdateProgress(0.2f);
yield return new WaitForSeconds(0.3f);
// 直接在主线程中调用ResourceDownloader
ResourceDownloader downloader = null;
try
{
downloader = ResourceDownloader.Get();
// 订阅事件以获取进度更新
downloader.OnDownloadProgress += OnDownloadProgress;
downloader.OnExtractProgress += OnExtractProgress;
downloader.OnDownloadComplete += OnDownloadComplete;
downloader.OnExtractComplete += OnExtractComplete;
downloader.OnDownloadError += OnDownloadError;
UpdateStatus("正在检查资源版本...");
UpdateProgress(0.3f);
}
catch (System.Exception e)
{
Debug.LogError($"[SplashScreenManager] 资源初始化异常: {e.Message}");
UpdateStatus("资源初始化失败,使用现有资源");
UpdateProgress(0.9f);
yield break;
}
// 使用协程包装异步调用
yield return StartCoroutine(CheckAndDownloadResources(downloader));
// 取消订阅事件
if (downloader != null)
{
downloader.OnDownloadProgress -= OnDownloadProgress;
downloader.OnExtractProgress -= OnExtractProgress;
downloader.OnDownloadComplete -= OnDownloadComplete;
downloader.OnExtractComplete -= OnExtractComplete;
downloader.OnDownloadError -= OnDownloadError;
}
UpdateStatus("初始化完成!");
UpdateProgress(1f);
}
private IEnumerator CheckAndDownloadResources(ResourceDownloader downloader)
{
bool needsUpdate = false;
bool taskCompleted = false;
// 异步检查更新
downloader.CheckForUpdates().ContinueWith(task =>
{
needsUpdate = task.Result;
taskCompleted = true;
});
// 等待任务完成
while (!taskCompleted)
{
yield return null;
}
if (!needsUpdate)
{
UpdateStatus("资源已是最新版本");
UpdateProgress(0.9f);
yield return new WaitForSeconds(0.5f);
yield break;
}
UpdateStatus("发现新版本,开始下载...");
UpdateProgress(0.4f);
// 异步下载资源
bool downloadSuccess = false;
taskCompleted = false;
downloader.DownloadAndUpdateResources().ContinueWith(task =>
{
downloadSuccess = task.Result;
taskCompleted = true;
});
// 等待下载完成
while (!taskCompleted)
{
yield return null;
}
if (downloadSuccess)
{
UpdateStatus("资源更新完成!");
}
else
{
UpdateStatus("下载失败,使用现有资源");
}
UpdateProgress(0.95f);
}
private void OnDownloadProgress(float progress)
{
float baseProgress = 0.4f;
float range = 0.3f;
UpdateProgress(baseProgress + progress * range);
UpdateStatus($"正在下载资源 {(progress * 100):F0}%");
}
private void OnDownloadComplete(string filePath)
{
UpdateStatus("下载完成,正在解压...");
UpdateProgress(0.7f);
}
private void OnDownloadError(string error)
{
UpdateStatus("下载出错,使用现有资源");
Debug.LogWarning($"[SplashScreenManager] 下载错误: {error}");
}
private void OnExtractProgress(float progress)
{
float baseProgress = 0.7f;
float range = 0.2f;
UpdateProgress(baseProgress + progress * range);
UpdateStatus($"正在解压资源 {(progress * 100):F0}%");
}
private void OnExtractComplete()
{
UpdateStatus("解压完成!");
UpdateProgress(0.9f);
}
private IEnumerator WaitForMinimumTime()
{
float elapsedTime = Time.time - startTime;
float remainingTime = minimumDisplayTime - elapsedTime;
if (remainingTime > 0)
{
UpdateStatus("准备完成...");
yield return new WaitForSeconds(remainingTime);
}
}
private IEnumerator CompleteAndTransition()
{
UpdateStatus("准备进入游戏...");
// 淡出音乐
if (splashMusic != null)
{
AudioTool.Get().FadeOutMusic("splash");
}
// 淡出界面
if (mainCanvasGroup != null)
{
float elapsed = 0f;
while (elapsed < fadeOutDuration)
{
elapsed += Time.deltaTime;
mainCanvasGroup.alpha = Mathf.Lerp(1f, 0f, elapsed / fadeOutDuration);
yield return null;
}
}
// 显示黑屏并跳转
var blackPanel = TcgEngine.UI.BlackPanel.Get();
if (blackPanel != null)
{
blackPanel.Show();
yield return new WaitForSeconds(0.3f);
}
else
{
Debug.LogWarning("[SplashScreenManager] BlackPanel not found, skipping fade effect");
yield return new WaitForSeconds(0.1f);
}
// 跳转到下一个场景
SceneManager.LoadScene(nextSceneName);
}
private void UpdateStatus(string message)
{
if (statusText != null)
statusText.text = message;
Debug.Log($"[SplashScreen] {message}");
}
private void UpdateProgress(float progress)
{
progress = Mathf.Clamp01(progress);
if (progressBar != null)
progressBar.value = progress;
if (progressText != null)
progressText.text = $"{(progress * 100):F0}%";
}
/// <summary>
/// 获取当前版本信息
/// </summary>
private string GetCurrentVersion()
{
try
{
string versionFile = System.IO.Path.Combine(Application.persistentDataPath, "version.txt");
if (System.IO.File.Exists(versionFile))
{
string[] lines = System.IO.File.ReadAllLines(versionFile);
if (lines.Length > 0 && !string.IsNullOrEmpty(lines[0].Trim()))
{
return lines[0].Trim();
}
}
var downloader = ResourceDownloader.Get();
if (downloader != null)
{
string resourceVersion = downloader.GetCurrentVersion();
if (!string.IsNullOrEmpty(resourceVersion) && resourceVersion != "0.0.0")
{
return resourceVersion;
}
}
return Application.version;
}
catch (System.Exception e)
{
Debug.LogWarning($"[SplashScreenManager] 获取版本信息失败: {e.Message}");
return Application.version;
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,685 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.IO.Compression;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
namespace TcgEngine
{
/// <summary>
/// 资源下载管理器
/// </summary>
public class ResourceDownloader : MonoBehaviour
{
[Header("Download Settings")]
public string serverUrl = "https://cardcdn.ambigrat.com";
public string resourcesEndpoint = "/test/{version}.zip";
public string versionEndpoint = "/api/version";
[Header("URL Pattern Options")]
[Tooltip("支持的占位符: {version} - 版本号")]
public bool useVersionInFilename = true;
[Tooltip("如果启用,会先检查版本化文件是否存在")]
public bool validateVersionedUrl = false;
[Tooltip("调试模式:当版本接口失败时,使用固定版本号")]
public bool debugMode = true;
[Tooltip("调试模式下使用的固定版本号")]
public string debugVersion = "0.0.1";
[Tooltip("调试模式下使用的固定MD5值")]
public string debugMd5 = "ceb24758054d6dcf1e23ddb41811a525";
private string currentVersion = "0.0.0";
private string currentMd5 = "";
private string targetVersion = "0.0.1";
private string targetMd5 = "";
private string persistentDataPath;
private string spritesPath;
public static ResourceDownloader instance;
// 事件
public event Action<float> OnDownloadProgress;
public event Action<string> OnDownloadComplete;
public event Action<string> OnDownloadError;
public event Action<float> OnExtractProgress;
public event Action OnExtractComplete;
private void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
InitializePaths();
}
else
{
// 如果已经存在实例,销毁这个重复的组件
Debug.LogWarning("ResourceDownloader instance already exists, destroying duplicate");
Destroy(gameObject);
}
}
private void InitializePaths()
{
persistentDataPath = Application.persistentDataPath;
spritesPath = Path.Combine(persistentDataPath, "Sprites");
// 确保目录存在
if (!Directory.Exists(spritesPath))
{
Directory.CreateDirectory(spritesPath);
}
LoadCurrentVersion();
}
/// <summary>
/// 检查是否需要更新资源
/// </summary>
public async Task<bool> CheckForUpdates()
{
try
{
Debug.Log($"Starting update check. Current version: {currentVersion}, Current MD5: {currentMd5}");
var serverVersionData = await GetServerVersionData();
if (serverVersionData == null || string.IsNullOrEmpty(serverVersionData.version))
{
Debug.LogWarning("Failed to get server version");
// 调试模式:版本接口失败时使用固定版本号
if (debugMode)
{
Debug.Log($"Debug mode enabled: using fixed version {debugVersion} and MD5 {debugMd5}");
targetVersion = debugVersion;
targetMd5 = debugMd5;
return await CheckVersionAndMd5();
}
return false;
}
targetVersion = serverVersionData.version;
targetMd5 = serverVersionData.md5 ?? "";
Debug.Log($"Server version: {targetVersion}, MD5: {targetMd5}, Local version: {currentVersion}, Local MD5: {currentMd5}");
return await CheckVersionAndMd5();
}
catch (Exception e)
{
Debug.LogError($"Error checking for updates: {e.Message}");
// 调试模式:出现异常时也尝试使用固定版本
if (debugMode)
{
Debug.Log($"Debug mode: attempting to use version {debugVersion} despite error");
targetVersion = debugVersion;
targetMd5 = debugMd5;
return await CheckVersionAndMd5();
}
return false;
}
}
/// <summary>
/// 检查版本和MD5决定是否需要下载
/// </summary>
private async Task<bool> CheckVersionAndMd5()
{
// 检查版本是否不同
if (currentVersion != targetVersion)
{
Debug.Log($"Version mismatch. Current: {currentVersion}, Target: {targetVersion}");
return true;
}
// 检查本地文件是否存在
if (!Directory.Exists(spritesPath) || Directory.GetFiles(spritesPath, "*", SearchOption.AllDirectories).Length == 0)
{
Debug.Log("Local sprites not found, need to download");
return true;
}
// 版本相同检查MD5
if (string.IsNullOrEmpty(targetMd5))
{
Debug.Log("No target MD5 provided, assuming files are correct");
return false;
}
Debug.Log($"版本匹配开始检查MD5校验...");
Debug.Log($"当前版本: {currentVersion}");
Debug.Log($"目标版本: {targetVersion}");
Debug.Log($"保存的MD5: {currentMd5}");
Debug.Log($"目标MD5: {targetMd5}");
string localMd5 = await CalculateDirectoryMd5(spritesPath);
if (localMd5 != targetMd5)
{
Debug.LogWarning($"🚨 MD5校验失败");
Debug.LogWarning($"本地计算MD5: {localMd5}");
Debug.LogWarning($"期望的MD5: {targetMd5}");
Debug.Log("正在删除损坏的文件并重新下载...");
// 删除损坏的文件
if (Directory.Exists(spritesPath))
{
Directory.Delete(spritesPath, true);
}
return true; // 需要重新下载
}
Debug.Log($"✅ MD5校验通过: {localMd5}");
Debug.Log("文件完整性验证成功,无需下载");
return false; // 无需下载
}
/// <summary>
/// 计算目录下所有文件的MD5和
/// </summary>
private async Task<string> CalculateDirectoryMd5(string directoryPath)
{
try
{
if (!Directory.Exists(directoryPath))
return "";
var files = Directory.GetFiles(directoryPath, "*", SearchOption.AllDirectories);
if (files.Length == 0)
return "";
Debug.Log($"=== 开始计算目录MD5 ===");
Debug.Log($"目录路径: {directoryPath}");
Debug.Log($"文件数量: {files.Length}");
// 按路径排序确保一致性
Array.Sort(files);
// 打印前几个文件作为示例
Debug.Log("文件列表示例:");
for (int i = 0; i < Math.Min(5, files.Length); i++)
{
string relativePath = files[i].Substring(directoryPath.Length + 1).Replace('\\', '/');
Debug.Log($" [{i+1}] {relativePath}");
}
if (files.Length > 5)
{
Debug.Log($" ... 还有 {files.Length - 5} 个文件");
}
using (var md5 = System.Security.Cryptography.MD5.Create())
{
foreach (string file in files)
{
// 只处理相对路径部分
string relativePath = file.Substring(directoryPath.Length + 1).Replace('\\', '/');
byte[] pathBytes = System.Text.Encoding.UTF8.GetBytes(relativePath);
md5.TransformBlock(pathBytes, 0, pathBytes.Length, null, 0);
// 读取文件内容
byte[] fileBytes = File.ReadAllBytes(file);
md5.TransformBlock(fileBytes, 0, fileBytes.Length, null, 0);
// 每10个文件yield一次避免阻塞
if (Array.IndexOf(files, file) % 10 == 0)
{
await Task.Yield();
}
}
// 完成哈希计算
md5.TransformFinalBlock(new byte[0], 0, 0);
string result = BitConverter.ToString(md5.Hash).Replace("-", "").ToLowerInvariant();
Debug.Log($"=== MD5计算完成 ===");
Debug.Log($"本地计算的MD5: {result}");
Debug.Log($"目标MD5: {targetMd5}");
Debug.Log($"MD5匹配: {(result == targetMd5 ? " " : " ")}");
Debug.Log($"===================");
return result;
}
}
catch (Exception e)
{
Debug.LogError($"Error calculating directory MD5: {e.Message}");
return "";
}
}
/// <summary>
/// 构建版本化的下载URL
/// </summary>
private string BuildVersionedDownloadUrl(string version)
{
string targetFileName;
if (!useVersionInFilename)
{
// 不使用版本化文件名时,统一使用"sprites"
targetFileName = "sprites";
}
else if (string.IsNullOrEmpty(version))
{
// 如果版本为空,使用调试版本
targetFileName = debugVersion;
}
else
{
// 使用实际版本号
targetFileName = version;
}
string endpoint = resourcesEndpoint.Replace("{version}", targetFileName);
string url = serverUrl + endpoint;
Debug.Log($"Built download URL: {url} (version: {version}, filename: {targetFileName})");
return url;
}
/// <summary>
/// 验证版本化URL是否存在可选
/// </summary>
private async Task<bool> ValidateVersionedUrl(string url)
{
if (!validateVersionedUrl)
return true;
try
{
using (UnityWebRequest request = UnityWebRequest.Head(url))
{
var operation = request.SendWebRequest();
while (!operation.isDone)
{
await Task.Yield();
}
if (request.result == UnityWebRequest.Result.Success)
{
Debug.Log($"Validated versioned URL: {url}");
return true;
}
else
{
Debug.LogWarning($"Versioned URL not found: {url} - {request.error}");
return false;
}
}
}
catch (Exception e)
{
Debug.LogError($"Error validating URL {url}: {e.Message}");
return false;
}
}
/// <summary>
/// 获取服务器版本数据
/// </summary>
private async Task<ResourceVersionResponse> GetServerVersionData()
{
// 从NetworkData获取游戏服务器地址
string gameServerUrl = NetworkData.Get().api_url;
if (string.IsNullOrEmpty(gameServerUrl))
{
Debug.LogError("Failed to get game server URL from NetworkData");
return null;
}
// 构建完整的版本检查URL
string protocol = NetworkData.Get().api_https ? "https://" : "http://";
string url = protocol + gameServerUrl + versionEndpoint;
Debug.Log($"Version check URL: {url}");
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
var operation = request.SendWebRequest();
while (!operation.isDone)
{
await Task.Yield();
}
if (request.result == UnityWebRequest.Result.Success)
{
try
{
var versionData = JsonUtility.FromJson<ResourceVersionResponse>(request.downloadHandler.text);
return versionData;
}
catch (Exception e)
{
Debug.LogError($"Failed to parse version response: {e.Message}");
return null;
}
}
else
{
Debug.LogError($"Failed to get version: {request.error}");
return null;
}
}
}
/// <summary>
/// 下载并更新资源
/// </summary>
public async Task<bool> DownloadAndUpdateResources()
{
try
{
string zipFilePath = Path.Combine(persistentDataPath, $"{targetVersion}.zip");
// 构建版本化的下载URL
string downloadUrl = BuildVersionedDownloadUrl(targetVersion);
// 验证URL是否存在可选
if (validateVersionedUrl)
{
bool urlExists = await ValidateVersionedUrl(downloadUrl);
if (!urlExists)
{
OnDownloadError?.Invoke($"Versioned resource not found for version {targetVersion}");
return false;
}
}
// 下载压缩包
bool downloadSuccess = await DownloadFile(downloadUrl, zipFilePath);
if (!downloadSuccess)
{
OnDownloadError?.Invoke("Failed to download resources");
return false;
}
OnDownloadComplete?.Invoke(zipFilePath);
// 解压文件
bool extractSuccess = await ExtractZipFile(zipFilePath, spritesPath);
if (!extractSuccess)
{
OnDownloadError?.Invoke("Failed to extract resources");
return false;
}
OnExtractComplete?.Invoke();
// 清理下载的压缩包
if (File.Exists(zipFilePath))
{
File.Delete(zipFilePath);
}
// 更新版本信息
SaveCurrentVersion(targetVersion, targetMd5);
currentVersion = targetVersion;
currentMd5 = targetMd5;
Debug.Log($"Resources updated successfully to version {currentVersion}");
return true;
}
catch (Exception e)
{
Debug.LogError($"Error downloading/updating resources: {e.Message}");
OnDownloadError?.Invoke(e.Message);
return false;
}
}
/// <summary>
/// 下载文件
/// </summary>
private async Task<bool> DownloadFile(string url, string filePath)
{
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
var operation = request.SendWebRequest();
while (!operation.isDone)
{
OnDownloadProgress?.Invoke(request.downloadProgress);
await Task.Yield();
}
if (request.result == UnityWebRequest.Result.Success)
{
File.WriteAllBytes(filePath, request.downloadHandler.data);
return true;
}
else
{
Debug.LogError($"Download failed: {request.error}");
return false;
}
}
}
/// <summary>
/// 解压ZIP文件
/// </summary>
private async Task<bool> ExtractZipFile(string zipFilePath, string extractPath)
{
try
{
// 清空目标目录
if (Directory.Exists(extractPath))
{
Directory.Delete(extractPath, true);
}
Directory.CreateDirectory(extractPath);
using (var archive = ZipFile.OpenRead(zipFilePath))
{
int totalEntries = archive.Entries.Count;
int processedEntries = 0;
foreach (var entry in archive.Entries)
{
// 跳过目录条目
if (string.IsNullOrEmpty(entry.Name))
continue;
string entryPath = Path.Combine(extractPath, entry.FullName);
string directoryName = Path.GetDirectoryName(entryPath);
if (!string.IsNullOrEmpty(directoryName) && !Directory.Exists(directoryName))
{
Directory.CreateDirectory(directoryName);
}
using (var entryStream = entry.Open())
using (var outputStream = File.Create(entryPath))
{
await entryStream.CopyToAsync(outputStream);
}
processedEntries++;
OnExtractProgress?.Invoke((float)processedEntries / totalEntries);
if (processedEntries % 10 == 0) // 每10个文件yield一次
{
await Task.Yield();
}
}
}
return true;
}
catch (Exception e)
{
Debug.LogError($"Extract failed: {e.Message}");
return false;
}
}
/// <summary>
/// 加载当前版本信息
/// </summary>
private void LoadCurrentVersion()
{
string versionFile = Path.Combine(persistentDataPath, "version.txt");
if (File.Exists(versionFile))
{
string[] lines = File.ReadAllLines(versionFile);
if (lines.Length > 0)
{
currentVersion = lines[0].Trim();
}
if (lines.Length > 1)
{
currentMd5 = lines[1].Trim();
}
Debug.Log($"Loaded current version: {currentVersion}, MD5: {currentMd5}");
}
else
{
currentVersion = "0.0.0";
currentMd5 = "";
Debug.Log($"No version file found, using defaults: {currentVersion}");
}
}
/// <summary>
/// 保存当前版本信息
/// </summary>
private void SaveCurrentVersion(string version, string md5 = "")
{
string versionFile = Path.Combine(persistentDataPath, "version.txt");
string content = version;
if (!string.IsNullOrEmpty(md5))
{
content += "\n" + md5;
}
File.WriteAllText(versionFile, content);
Debug.Log($"Saved version: {version}, MD5: {md5}");
}
/// <summary>
/// 获取本地Sprite资源路径
/// </summary>
public string GetLocalSpritePath(string relativePath)
{
return Path.Combine(spritesPath, relativePath);
}
/// <summary>
/// 检查本地资源是否存在
/// </summary>
public bool HasLocalResources()
{
return Directory.Exists(spritesPath) &&
Directory.GetFiles(spritesPath, "*", SearchOption.AllDirectories).Length > 0;
}
public string GetCurrentVersion()
{
return currentVersion;
}
/// <summary>
/// 获取指定版本的下载URL用于调试
/// </summary>
public string GetDownloadUrlForVersion(string version)
{
return BuildVersionedDownloadUrl(version);
}
/// <summary>
/// 获取当前目标版本的下载URL
/// </summary>
public string GetCurrentDownloadUrl()
{
return BuildVersionedDownloadUrl(targetVersion);
}
/// <summary>
/// 获取本地Sprites目录的完整路径用于调试
/// </summary>
public string GetSpritesDirectoryPath()
{
return spritesPath;
}
/// <summary>
/// 手动计算并打印当前Sprites目录的MD5
/// </summary>
public async void CalculateAndLogCurrentMd5()
{
Debug.Log("=== 手动计算当前Sprites目录MD5 ===");
if (!Directory.Exists(spritesPath))
{
Debug.LogWarning("Sprites目录不存在");
return;
}
string calculatedMd5 = await CalculateDirectoryMd5(spritesPath);
Debug.Log($"手动计算结果: {calculatedMd5}");
Debug.Log($"当前保存的MD5: {currentMd5}");
Debug.Log($"调试MD5: {debugMd5}");
Debug.Log("================================");
}
/// <summary>
/// 打印本地资源路径信息
/// </summary>
public void LogResourcePaths()
{
Debug.Log($"=== Resource Paths ===");
Debug.Log($"persistentDataPath: {persistentDataPath}");
Debug.Log($"Sprites Directory: {spritesPath}");
Debug.Log($"Directory Exists: {Directory.Exists(spritesPath)}");
if (Directory.Exists(spritesPath))
{
var files = Directory.GetFiles(spritesPath, "*", SearchOption.AllDirectories);
Debug.Log($"Total files in Sprites: {files.Length}");
// 显示前10个文件作为示例
for (int i = 0; i < Math.Min(10, files.Length); i++)
{
string relativePath = files[i].Substring(spritesPath.Length + 1);
Debug.Log($" {relativePath}");
}
if (files.Length > 10)
{
Debug.Log($" ... and {files.Length - 10} more files");
}
}
Debug.Log($"======================");
}
public static ResourceDownloader Get()
{
if (instance == null)
{
// 如果没有实例,创建一个新的
GameObject go = new GameObject("ResourceDownloader");
instance = go.AddComponent<ResourceDownloader>();
DontDestroyOnLoad(go);
Debug.Log("Created new ResourceDownloader instance");
}
return instance;
}
}
/// <summary>
/// 资源版本响应数据结构
/// </summary>
[Serializable]
public class ResourceVersionResponse
{
public string version;
public string md5;
public string description;
public long timestamp;
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,187 @@
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using System.IO;
#endif
namespace TcgEngine
{
/// <summary>
/// 自动设置卡牌、头像、卡背的资源路径
/// </summary>
public class ResourcePathHelper : MonoBehaviour
{
#if UNITY_EDITOR
[MenuItem("TcgEngine/Tools/Setup Cards Data Paths")]
public static void SetupCardsDataPaths()
{
string[] cardGuids = AssetDatabase.FindAssets("t:CardData");
int updated = 0;
foreach (string guid in cardGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
CardData card = AssetDatabase.LoadAssetAtPath<CardData>(assetPath);
if (card != null)
{
bool changed = false;
card.art_full_path = $"Cards/{card.id}.png";
Debug.Log($"Card {card.id}: set art_full_path = {card.art_full_path}");
changed = true;
card.art_board_path = $"CardsBoard/{card.id}_board.png";
Debug.Log($"Card {card.id}: set art_board_path = {card.art_board_path}");
changed = true;
if (changed)
{
EditorUtility.SetDirty(card);
updated++;
}
}
}
AssetDatabase.SaveAssets();
}
[MenuItem("TcgEngine/Tools/Setup Avatar Data Paths")]
public static void SetupAvatarDataPaths()
{
string[] avatarGuids = AssetDatabase.FindAssets("t:AvatarData");
int updated = 0;
foreach (string guid in avatarGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
AvatarData avatar = AssetDatabase.LoadAssetAtPath<AvatarData>(assetPath);
if (avatar != null)
{
avatar.avatar_path = $"Avatar/{avatar.id}.png";
Debug.Log($"Avatar {avatar.id}: set avatar_path = {avatar.avatar_path}");
EditorUtility.SetDirty(avatar);
updated++;
}
}
AssetDatabase.SaveAssets();
}
[MenuItem("TcgEngine/Tools/Setup Cardback Data Paths")]
public static void SetupCardbackDataPaths()
{
string[] cardbackGuids = AssetDatabase.FindAssets("t:CardbackData");
int updated = 0;
foreach (string guid in cardbackGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
CardbackData cardback = AssetDatabase.LoadAssetAtPath<CardbackData>(assetPath);
if (cardback != null)
{
bool changed = false;
int lastIndex = cardback.id.LastIndexOf('_');
string cardbackId = "";
if (lastIndex != -1)
{
cardbackId = cardback.id.Substring(lastIndex + 1);
}
else
{
cardbackId = cardback.id;
}
cardback.cardback_path = $"Cardbacks/cardback_{cardbackId}.png";
Debug.Log($"Cardback {cardback.id} set cardback_path = {cardback.cardback_path}");
changed = true;
cardback.deck_path = $"Cardbacks/deck_{cardbackId}.png";
Debug.Log($"Cardback {cardback.id} set deck_path = {cardback.deck_path}");
if (changed)
{
EditorUtility.SetDirty(cardback);
updated++;
}
}
}
AssetDatabase.SaveAssets();
}
/// <summary>
/// 将Unity资源路径转换为Sprites相对路径
/// </summary>
private static string ConvertUnityPathToSpritePath(string unityPath)
{
if (string.IsNullOrEmpty(unityPath))
return "";
// 查找Sprites文件夹在路径中的位置
int spritesIndex = unityPath.IndexOf("Sprites/");
if (spritesIndex >= 0)
{
// 提取Sprites/之后的部分
string relativePath = unityPath.Substring(spritesIndex + "Sprites/".Length);
return relativePath;
}
return Path.GetFileName(unityPath);
}
[MenuItem("TcgEngine/Tools/Clear Dynamic Sprite Paths")]
public static void ClearDynamicSpritePaths()
{
// 清除卡牌数据路径
string[] cardGuids = AssetDatabase.FindAssets("t:CardData");
foreach (string guid in cardGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
CardData card = AssetDatabase.LoadAssetAtPath<CardData>(assetPath);
if (card != null)
{
card.art_full_path = "";
card.art_board_path = "";
EditorUtility.SetDirty(card);
}
}
// 清除头像数据路径
string[] avatarGuids = AssetDatabase.FindAssets("t:AvatarData");
foreach (string guid in avatarGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
AvatarData avatar = AssetDatabase.LoadAssetAtPath<AvatarData>(assetPath);
if (avatar != null)
{
avatar.avatar_path = "";
EditorUtility.SetDirty(avatar);
}
}
// 清除卡背数据路径
string[] cardbackGuids = AssetDatabase.FindAssets("t:CardbackData");
foreach (string guid in cardbackGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
CardbackData cardback = AssetDatabase.LoadAssetAtPath<CardbackData>(assetPath);
if (cardback != null)
{
cardback.cardback_path = "";
cardback.deck_path = "";
EditorUtility.SetDirty(cardback);
}
}
AssetDatabase.SaveAssets();
Debug.Log("Clear Success");
}
#endif
}
}

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@@ -0,0 +1,321 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace TcgEngine
{
/// <summary>
/// 动态Sprite加载器支持从本地下载的资源中加载图片
/// </summary>
public class SpriteLoader : MonoBehaviour
{
private static SpriteLoader instance;
private Dictionary<string, Sprite> spriteCache = new Dictionary<string, Sprite>();
private Dictionary<string, Texture2D> textureCache = new Dictionary<string, Texture2D>();
public static SpriteLoader Instance
{
get
{
if (instance == null)
{
GameObject go = new GameObject("SpriteLoader");
instance = go.AddComponent<SpriteLoader>();
DontDestroyOnLoad(go);
}
return instance;
}
}
private void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else if (instance != this)
{
Destroy(gameObject);
}
}
/// <summary>
/// 从本地文件加载Sprite
/// </summary>
/// <param name="relativePath">相对于Sprites文件夹的路径</param>
/// <returns>加载的Sprite失败返回null</returns>
public Sprite LoadSprite(string relativePath)
{
if (string.IsNullOrEmpty(relativePath))
{
Debug.LogWarning("[SpriteLoader] Empty relativePath provided");
return null;
}
Debug.Log($"[SpriteLoader] Loading sprite: {relativePath}");
// 检查缓存
if (spriteCache.ContainsKey(relativePath))
{
Debug.Log($"[SpriteLoader] Found in cache: {relativePath}");
return spriteCache[relativePath];
}
try
{
// 先尝试从下载的本地资源加载
string localPath = GetLocalSpritePath(relativePath);
Debug.Log($"[SpriteLoader] Checking local path: {localPath}");
if (File.Exists(localPath))
{
Debug.Log($"[SpriteLoader] Local file exists, loading from: {localPath}");
Sprite sprite = LoadSpriteFromFile(localPath);
if (sprite != null)
{
Debug.Log($"[SpriteLoader] Successfully loaded from local file: {relativePath}");
spriteCache[relativePath] = sprite;
return sprite;
}
else
{
Debug.LogWarning($"[SpriteLoader] Failed to load sprite from local file: {localPath}");
}
}
else
{
Debug.LogWarning($"[SpriteLoader] Local file does not exist: {localPath}");
}
// 如果本地文件不存在尝试从Resources加载fallback
Debug.Log($"[SpriteLoader] Trying Resources fallback for: {relativePath}");
Sprite fallbackSprite = LoadSpriteFromResources(relativePath);
if (fallbackSprite != null)
{
Debug.Log($"[SpriteLoader] Successfully loaded from Resources: {relativePath}");
spriteCache[relativePath] = fallbackSprite;
return fallbackSprite;
}
Debug.LogWarning($"[SpriteLoader] Failed to load sprite from both local and Resources: {relativePath}");
return null;
}
catch (Exception e)
{
Debug.LogError($"[SpriteLoader] Error loading sprite {relativePath}: {e.Message}");
return null;
}
}
/// <summary>
/// 从文件系统加载Sprite
/// </summary>
private Sprite LoadSpriteFromFile(string filePath)
{
try
{
// 加载纹理
Texture2D texture = LoadTextureFromFile(filePath);
if (texture == null)
return null;
// 创建Sprite
Sprite sprite = Sprite.Create(
texture,
new Rect(0, 0, texture.width, texture.height),
new Vector2(0.5f, 0.5f)
);
return sprite;
}
catch (Exception e)
{
Debug.LogError($"Error loading sprite from file {filePath}: {e.Message}");
return null;
}
}
/// <summary>
/// 从文件加载纹理
/// </summary>
private Texture2D LoadTextureFromFile(string filePath)
{
if (textureCache.ContainsKey(filePath))
{
return textureCache[filePath];
}
try
{
byte[] fileData = File.ReadAllBytes(filePath);
Texture2D texture = new Texture2D(2, 2);
if (texture.LoadImage(fileData))
{
textureCache[filePath] = texture;
return texture;
}
else
{
Destroy(texture);
return null;
}
}
catch (Exception e)
{
Debug.LogError($"Error loading texture from file {filePath}: {e.Message}");
return null;
}
}
/// <summary>
/// 从Resources文件夹加载Spritefallback
/// </summary>
private Sprite LoadSpriteFromResources(string relativePath)
{
try
{
// 移除文件扩展名
string resourcePath = Path.ChangeExtension(relativePath, null);
// 尝试直接加载Sprite
Sprite sprite = Resources.Load<Sprite>(resourcePath);
if (sprite != null)
return sprite;
// 如果直接加载失败尝试加载Texture2D然后转换
Texture2D texture = Resources.Load<Texture2D>(resourcePath);
if (texture != null)
{
return Sprite.Create(
texture,
new Rect(0, 0, texture.width, texture.height),
new Vector2(0.5f, 0.5f)
);
}
return null;
}
catch (Exception e)
{
Debug.LogError($"Error loading sprite from resources {relativePath}: {e.Message}");
return null;
}
}
/// <summary>
/// 获取本地Sprite文件路径
/// </summary>
private string GetLocalSpritePath(string relativePath)
{
if (ResourceDownloader.Get() != null)
{
return ResourceDownloader.Get().GetLocalSpritePath(relativePath);
}
// Fallback路径
string basePath = Path.Combine(Application.persistentDataPath, "Sprites");
return Path.Combine(basePath, relativePath);
}
/// <summary>
/// 清理缓存
/// </summary>
public void ClearCache()
{
foreach (var sprite in spriteCache.Values)
{
if (sprite != null)
Destroy(sprite);
}
spriteCache.Clear();
foreach (var texture in textureCache.Values)
{
if (texture != null)
Destroy(texture);
}
textureCache.Clear();
}
/// <summary>
/// 预加载指定目录下的所有图片
/// </summary>
public void PreloadSprites(string directory)
{
try
{
string localDir = GetLocalSpritePath(directory);
if (!Directory.Exists(localDir))
return;
string[] files = Directory.GetFiles(localDir, "*.png", SearchOption.AllDirectories);
foreach (string file in files)
{
string relativePath = GetRelativePath(file);
LoadSprite(relativePath);
}
}
catch (Exception e)
{
Debug.LogError($"Error preloading sprites from {directory}: {e.Message}");
}
}
/// <summary>
/// 获取相对路径
/// </summary>
private string GetRelativePath(string fullPath)
{
string spritesPath = GetLocalSpritePath("");
if (fullPath.StartsWith(spritesPath))
{
return fullPath.Substring(spritesPath.Length + 1);
}
return fullPath;
}
/// <summary>
/// 检查Sprite是否存在
/// </summary>
public bool SpriteExists(string relativePath)
{
if (spriteCache.ContainsKey(relativePath))
return true;
string localPath = GetLocalSpritePath(relativePath);
if (File.Exists(localPath))
return true;
// 检查Resources
string resourcePath = Path.ChangeExtension(relativePath, null);
Sprite sprite = Resources.Load<Sprite>(resourcePath);
if (sprite != null)
{
Resources.UnloadAsset(sprite);
return true;
}
Texture2D texture = Resources.Load<Texture2D>(resourcePath);
if (texture != null)
{
Resources.UnloadAsset(texture);
return true;
}
return false;
}
private void OnDestroy()
{
ClearCache();
}
public static SpriteLoader Get()
{
return Instance;
}
}
}

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@@ -39,7 +39,7 @@ namespace TcgEngine.UI
if (avatar != null)
{
avatar_img.sprite = avatar.avatar;
avatar_img.sprite = avatar.GetAvatar();
}
}

View File

@@ -39,7 +39,7 @@ namespace TcgEngine.UI
if (cardback != null)
{
cardback_img.sprite = cardback.cardback;
cardback_img.sprite = cardback.GetCardback();
}
}

View File

@@ -89,9 +89,9 @@ namespace TcgEngine.UI
AvatarData avat1 = AvatarData.Get(player.avatar);
AvatarData avat2 = AvatarData.Get(oplayer.avatar);
if(avat1 != null)
player_avatar.sprite = avat1.avatar;
player_avatar.sprite = avat1.GetAvatar();
if (avat2 != null)
other_avatar.sprite = avat2.avatar;
other_avatar.sprite = avat2.GetAvatar();
if (pwinner != null && pwinner == player)
winner_text.text = "Victory";