MVVM and Databinding for Unity3d(C# & XLua & ILRuntime)
Developed by Clark
Requires Unity 2018.4 or higher.
LoxodonFramework is a lightweight MVVM(Model-View-ViewModel) framework built specifically to target Unity3D.
Databinding and localization are supported.It has a very flexible extensibility.It makes your game development faster and easier.
For tutorials,examples and support,please see the project.You can also discuss the project in the Unity Forums.
The plugin is compatible with MacOSX,Windows,Linux,UWP,WebGL,IOS and Android,and provides all the source code of the project.
If you like this framework or think it is useful, please write a review on AssetStore or give me a STAR or FORK it on Github, thank you!
Tested in Unity 3D on the following platforms:
PC/Mac/Linux
IOS
Android
UWP(window10)
WebGL
Loxodon Framework Bundle is an AssetBundle manager.It provides a functionality that can automatically manage/load an AssetBundle and its dependencies from local or remote location.Asset Dependency Management including BundleManifest that keep track of every AssetBundle and all of their dependencies. An AssetBundle Simulation Mode which allows for iterative testing of AssetBundles in a the Unity editor without ever building an AssetBundle.
The asset redundancy analyzer can help you find the redundant assets included in the AssetsBundles.Create a fingerprint for the asset by collecting the characteristic data of the asset. Find out the redundant assets in all AssetBundles by fingerprint comparison.it only supports the AssetBundle of Unity 5.6 or higher.
This is a network connection component, implemented using TcpClient, supports IPV6 and IPV4, automatically recognizes the current network when connecting with a domain name, and preferentially connects to the IPV4 network.
DotNetty is a port of Netty, asynchronous event-driven network application framework for rapid development of maintainable high performance protocol servers & clients.
This version is modified based on DotNetty's 0.7.2 version and is a customized version for the Unity development platform. It removes some dependent libraries and passes the test under IL2CPP.
When I started with Unity3d development I needed to use SQLite in my project and it was very hard to me to find a place with simple instructions on how to make it work. All I got were links to paid solutions on the Unity3d's Assets Store and a lot of different and complicated tutorials.
At the end, I decided that there should be a simpler way and I created SQLite4Unity3d, a plugin that helps you to use SQLite in your Unity3d projects in a clear and easy way and works in iOS, Mac, Android and Windows projects.
It uses the great sqlite-net library as a base so you will have Linq besides sql. For a further reference on what possibilities you have available with this library I encourage you to visit its github repository.
Quick Start
Create a view and view model of the progress bar.
public class ProgressBarViewModel : ViewModelBase
{
private string tip;
private bool enabled;
private float value;
public ProgressBarViewModel()
{
}
public string Tip
{
get { return this.tip; }
set { this.Set<string>(ref this.tip, value, nameof(Tip)); }
}
public bool Enabled
{
get { return this.enabled; }
set { this.Set<bool>(ref this.enabled, value, nameof(Enabled)); }
}
public float Value
{
get { return this.value; }
set { this.Set<float>(ref this.value, value, nameof(Value)); }
}
}
public class ProgressBarView : UIView
{
public GameObject progressBar;
public Text progressTip;
public Text progressText;
public Slider progressSlider;
protected override void Awake()
{
var bindingSet = this.CreateBindingSet<ProgressBar, ProgressBarViewModel>();
bindingSet.Bind(this.progressBar).For(v => v.activeSelf).To(vm => vm.Enabled).OneWay();
bindingSet.Bind(this.progressTip).For(v => v.text).To(vm => vm.Tip).OneWay();
bindingSet.Bind(this.progressText).For(v => v.text)
.ToExpression(vm => string.Format("{0:0.00}%", vm.Value * 100)).OneWay();
bindingSet.Bind(this.progressSlider).For(v => v.value).To(vm => vm.Value).OneWay();
bindingSet.Build();
}
}
IEnumerator Unzip(ProgressBarViewModel progressBar)
{
progressBar.Tip = "Unziping";
progressBar.Enabled = true;//Display the progress bar
for(int i=0;i<30;i++)
{
//TODO:Add unzip code here.
progressBar.Value = (i/(float)30);
yield return null;
}
progressBar.Enabled = false;//Hide the progress bar
progressBar.Tip = "";
}
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