--默认值可以不传
local ConfigHelpers = {}

--设置物体高亮  target:设置对象   isLigth:是否高亮   seeThrough:是否穿透(默认为true,穿透) startColor:高亮开始颜色(默认初始化)  endColor:高亮结束颜色(默认初始化)  flashingFrequency:闪烁频率(默认为2)  flashingDelay:闪烁延迟(默认为0) nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetHeightLight( target , isLight , seeThrough , startColor , endColor , flashingFrequency , flashingDelay  , nextConfigIdList )
    local target = ConfigHelpers.FindGameObject(target)
    if target then
        flashingFrequency = flashingFrequency or 0.5
        flashingDelay = flashingDelay
        seeThrough = (seeThrough == ]
        startColor = startColor or Color.green
        endColor = endColor or Color.red
        GameUtils.SetHeightLight( target , isLight, seeThrough, startColor , endColor , flashingFrequency , flashingDelay )
        local shla = target:GetComponent("SyncHighLightAction")
        if shla == nil then
            shla = target:AddComponent(typeof(SyncHighLightAction))
        end
        shla:UpdateStatus(isLight, seeThrough , startColor , endColor , flashingFrequency , flashingDelay)
        if nextConfigIdList then
            ConfigHelpers.ExecIdList(nextConfigIdList)
        end
    end
end

--播放动画  target:设置对象  clipName:动画名称  nextConfigIdList:完成过后要执行的id集合  speed:速度(默认为1)   normalizedTime:动画从哪播放(默认为0,从头开始播放)
function ConfigHelpers.PlayAnimation( target , clipName , nextConfigIdList , speed , normalizedTime )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local anima = target:GetComponent('Animation')
            if anima then
                local saa = target:GetComponent("SyncAnimationAction")
                if saa == nil then
                    saa = target:AddComponent(typeof(SyncAnimationAction))
                end
                speed = speed
                normalizedTime = normalizedTime
                local clip = anima:GetClip(clipName)
                if clip then
                    anima.clip = clip
                    local tClip = anima:get_Item(clipName)
                    tClip.speed = speed
                    tClip.normalizedTime = normalizedTime
                    anima:Play()
                    saa:SendMsgToServer()
                    if nextConfigIdList then
                        local allTime = anima.clip.length / math.abs(speed)
                        GameUtils.StartCoroutineDelaySec(function ( ... )
                            ConfigHelpers.ExecIdList(nextConfigIdList)
                        end,allTime)
                    end
                else
                    Print_t('<color=red>发生错误:</color>找不到动画对象='..clipName)
                end
            end
        end
    end
end

--播放动画  target:设置对象  clipName:动画名称  nextConfigIdList:完成过后要执行的id集合  speed:速度(默认为1)   normalizedTime:动画从哪播放(默认为0,从头开始播放)
function ConfigHelpers.PlayAnimator( target , clipName , layer , speed , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local anima = target:GetComponent('Animator')
            if anima then
                local saa = target:GetComponent("SyncAnimatorAction")
                if saa == nil then
                    target:AddComponent(typeof(SyncAnimatorAction))
                end
                speed = speed
                if clipName then
                    anima:Play(clipName,layer)
                    anima.speed = speed
                    if nextConfigIdList then
                        local allTime = anima:GetCurrentAnimatorStateInfo(layer).length / math.abs(speed)
                        GameUtils.StartCoroutineDelaySec(function ( ... )
                            ConfigHelpers.ExecIdList(nextConfigIdList)
                        end,allTime)
                    end
                else
                    Print_t('<color=red>发生错误:</color>找不到动画对象='..clipName)
                end
            end
        end
    end
end

--延迟几秒执行     sec:延迟秒数    nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.DelaySec( sec , nextConfigIdList )
    GameUtils.StartCoroutineDelaySec(function ( ... )
        if nextConfigIdList then
            ConfigHelpers.ExecIdList(nextConfigIdList)
        end
    end,sec)
end

--播放声音  audioName:音频名称   delaySec:延迟几秒播放(默认为0)  nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.PlayAudio( audioName , delaySec , nextConfigIdList )
    local audioLibrary = AudioLibrary.instance
    local audioClip = audioLibrary:GetAudioClip(audioName)
    if audioClip then
        delaySec = delaySec
        AudioSourceGlobal.clip = audioClip
        AudioSourceGlobal:PlayDelayed(delaySec)
        audioLibrary:SendSyncAudio(audioName,delaySec)
        if nextConfigIdList then
            GameUtils.StartCoroutineDelaySec(function ( ... )
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end,delaySec + audioClip.length)
        end
    else
        Print_t('<color=red>发生错误:</color>找不到音频对象='..audioName)
    end
end

--关闭音频播放   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.CloseAudio( nextConfigIdList )
    AudioSourceGlobal:Stop()
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--设置组件状态  target:设置对象  enabled:是否关闭   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetComponentEnabled( target , componentName , enabled , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local component = target:GetComponent(componentName)
            if component then
                component.enabled = enabled
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            else
                Print_t('<color=red>发生错误:</color>找不到组件对象='..clipName)
            end
        end
    end
end

--开始计时    nextConfigIdList:完成过后要执行的id集合
local isEndTime = false

function ConfigHelpers.StartTime( nextConfigIdList )
    tempTime =
    isEndTime = false
    GameUtils.StartCoroutineWaitUntil(function (  )
        tempTime = tempTime + Time.deltaTime
        return isEndTime
    end)
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--计时结束      nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.EndTime( target , nextConfigIdList )
    isEndTime = true
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local textObj = target:GetComponent('Text')
            if textObj then
                textObj.text = ConfigHelpers.FormatSecond(tempTime)
                local sta = target:GetComponent("SyncTextAction")
                if sta == nil then
                    target:AddComponent(typeof(SyncTextAction))
                end
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            end
        end
    end
end

--初始化总分    nextConfigIdList:完成过后要执行的id集合

function ConfigHelpers.InitScore( score , nextConfigIdList )
    allScore = score
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--更新分数     nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.UpdateScore( value , nextConfigIdList )
    allScore = allScore + value
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--获取分数并显示      nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.GetScore( nextConfigIdList )
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
    return allScore
end

--计时器  target:设置对象    direction:(1为正计时,-1为倒计时) startCount:起始点  endCount:目标点  nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.Timer( target , direction , startCount , endCount , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local textObj = target:GetComponent('Text')
            if textObj then
                GameUtils.StartCoroutineWaitUntil(function (  )
                     then
                        startCount = startCount + Time.deltaTime
                        if startCount >= endCount then
                            if nextConfigIdList then
                                ConfigHelpers.ExecIdList(nextConfigIdList)
                            end
                            Print_t('正计时结束')
                        end
                        textObj.text = tostring(math.floor(startCount))
                    else
                        startCount = startCount - Time.deltaTime
                        if startCount <= endCount then
                            if nextConfigIdList then
                                ConfigHelpers.ExecIdList(nextConfigIdList)
                            end
                            Print_t('倒计时结束')
                        end
                        textObj.text = tostring(math.ceil(startCount))
                    end
                    local sta = target:GetComponent("SyncTextAction")
                    if sta == nil then
                        target:AddComponent(typeof(SyncTextAction))
                    end
                     ]
                    return result
                end)
            end
        end
    end
end

--淡入淡出  finishNextConfigIdList:淡出后要执行的id集合    stayNextConfigIdList:黑屏时要执行的集合   fadeInTime:淡入花费时间   stayTime:黑屏花费时间  fadeOutTime:弹出花费时间
function ConfigHelpers.FadeInOut( finishNextConfigIdList , stayNextConfigIdList , fadeInTime , stayTime , fadeOutTime )
    fadeInTime = fadeInTime or 1.5
    stayTime = stayTime or 0.5
    fadeOutTime = fadeOutTime or 1.5
    GameUtils.FadeInOut(BlackBgGlobal,fadeInTime,stayTime,fadeOutTime,function ( ... )
        if finishNextConfigIdList then
            ConfigHelpers.ExecIdList(finishNextConfigIdList)
        end
    end,function ( ... )
        if stayNextConfigIdList then
            ConfigHelpers.ExecIdList(stayNextConfigIdList)
        end
    end)
end

--设置对象激活状态   target:设置对象   isActive:是否激活    nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetGameObjectActive( target , isActive , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local saa = target:GetComponent("SyncActiveAction")
            if saa == nil then
                target:AddComponent(typeof(SyncActiveAction))
            end
            target.gameObject:SetActive(isActive)
            if nextConfigIdList then
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end
        end
    end
end

--设置对象旋转   target:设置对象   isLocal:是否本地坐标旋转  time:旋转所需时间    nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.Rotation( target , isLocal , time , rx , ry , rz , nextConfigIdList )
     if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local tween
            if isLocal then
                tween = target.transform:DOLocalRotate(Vector3(rx, ry, rz), time):SetEase(Ease.Linear)
            else
                tween = target.transform:DORotate(Vector3(rx, ry, rz), time):SetEase(Ease.Linear)
            end
            local sta = target:GetComponent("SyncTransformAction")
            if sta == nil then
                target:AddComponent(typeof(SyncTransformAction))
            end
            tween:OnComplete(function ( ... )
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            end)
        end
    end
end

--设置对象缩放   target:设置对象   time:缩放所需时间    nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.Scale( target , time , sx , sy , sz , nextConfigIdList )
     if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local tween
            tween = target.transform:DOScale(Vector3(sx, sy, sz), time):SetEase(Ease.Linear)
            local sta = target:GetComponent("SyncTransformAction")
            if sta == nil then
                target:AddComponent(typeof(SyncTransformAction))
            end
            tween:OnComplete(function ( ... )
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            end)
        end
    end
end

--设置主角位置  target:设置对象   px:x值   py:y值   pz:z值   lookTarget:面对的对象   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetPlayerTransform( px , py , pz , lookTarget , nextConfigIdList )
    local target = ConfigHelpers.FindGameObject(lookTarget)
    GameUtils.SetPlayerTransform(px,py,pz,target and target.transform or nil)
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--设置文本内容  target:设置对象   content:内容    nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetText( target , content , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local text = target:GetComponent('Text')
            if text then
                local sta = target:GetComponent("SyncTextAction")
                if sta == nil then
                    target:AddComponent(typeof(SyncTextAction))
                end
                text.text = tostring(content)
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            end
        end
    end
end

--移动位置   target:设置对象   isLocal:是否是本地坐标   time:移动所需时间  nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.MoveToTarget( target , isLocal , px , py , pz , rx , ry , rz , time , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            rx = rx
            ry = ry
            rz = rz
            local sta = target:GetComponent("SyncTransformAction")
            if sta == nil then
                target:AddComponent(typeof(SyncTransformAction))
            end
            GameUtils.MoveToTarget(target,isLocal,px,py,pz,rx,ry,rz ,time,function ( ... )
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            end)
        end
    end
end

local dataLibrary = {}
--设置数据   dataName:数据名称   dataValue:数据的值   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetData( dataName , dataValue , nextConfigIdList )
    dataLibrary[dataName] = dataValue
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--获取数据   dataName:数据名称   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.GetData( dataName , nextConfigIdList )
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
    return dataLibrary[dataName]
end

-- local needExecNextConfigIdList
-- function ConfigHelpers.SceneLoaded( scene , mode )
--     LoadConfig(scene.name,needExecNextConfigIdList)
--     SceneManager.sceneLoaded('-', ConfigHelpers.SceneLoaded)
-- end

--切换场景    sceneName:要切换的场景    nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.ChangeScene( sceneName , nextConfigIdList )
    -- needExecNextConfigIdList = nextConfigIdList
    -- SceneManager.sceneLoaded('+', ConfigHelpers.SceneLoaded)
    -- SceneManager.LoadSceneAsync(sceneName)
    ConfigHelpers.CloseAudio()
    ConfigHelpers.ClearLongPressMove()
    followMeDic = {}
    lookAtDic = {}
    MF.Route.ClearUpdate()
    GameUtils.SetRaySelectListenerStatus(true)
    GameUtils.StopAllCoroutine()
    GameUtils.LoadScene(sceneName,nextConfigIdList,nil,nil)
end

--为按钮注册事件  target:设置对象   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.RegisterClick( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target and nextConfigIdList then
            GameUtils.RegisterClick(target,function ( ... )
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end)
        end
    end
end

function ConfigHelpers.RemoveClick( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            GameUtils.RemoveClick(target)
        end
        if nextConfigIdList then
            ConfigHelpers.ExecIdList(nextConfigIdList)
        end
    end
end

function ConfigHelpers.OnMouseEnter( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target and nextConfigIdList then
            GameUtils.OnMouseEnter(target,function ( ... )
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end)
        end
    end
end

function ConfigHelpers.RemoveMouseEnter( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            GameUtils.RemoveMouseEnter(target)
        end
        if nextConfigIdList then
            ConfigHelpers.ExecIdList(nextConfigIdList)
        end
    end
end

function ConfigHelpers.OnMouseExit( target , nextConfigIdList )
   if target then
        target = ConfigHelpers.FindGameObject(target)
        if target and nextConfigIdList then
            GameUtils.OnMouseExit(target,function ( ... )
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end)
        end
    end
end

function ConfigHelpers.RemoveMouseExit( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            GameUtils.RemoveMouseExit(target)
        end
        if nextConfigIdList then
            ConfigHelpers.ExecIdList(nextConfigIdList)
        end
    end
end

function ConfigHelpers.SetRaySelectListenerStatus( active , nextConfigIdList )
    GameUtils.SetRaySelectListenerStatus(active)
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--设置父物体    target:设置对象   parent:父物体   nextConfigIdList:完成过后要执行的id集合
function ConfigHelpers.SetParent( target , parent , px , py , pz , rx , ry , rz , sx , sy , sz , nextConfigIdList )
    if target and parent then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            parent = ConfigHelpers.FindGameObject(parent)
            if parent then
                local sta = target:GetComponent("SyncTransformAction")
                if sta == nil then
                    target:AddComponent(typeof(SyncTransformAction))
                end
                local t = target.transform
                t:SetParent(parent.transform)
                t.localPosition = Vector3( px , py , pz )
                t.localEulerAngles = Vector3( rx , ry , rz )
                t.localScale = Vector3( sx , sy , sz )
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            end
        end
    end
end

--跟随摄像机   target:目标对象  isFollow:是否跟随  distance:面向的距离  nextConfigIdList:执行的id集合
local followMeDic = {}
function ConfigHelpers.FollowMe( target , isFollow , distance , nextConfigIdList)
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            if isFollow then
                local player = GameObject.Find('FrameWork/Customs/ViveFocus/WaveVR/head').transform
                distance = distance
                local spanEulerAngles = target.transform.eulerAngles - player.eulerAngles
                followMeDic[target] = true
                GameUtils.StartCoroutineWaitUntil(function ( ... )
                    local result = player.position + (player.forward * distance)
                    target.transform.position = result
                    target.transform.eulerAngles = spanEulerAngles + player.eulerAngles
                    return not followMeDic[target]
                end)
            else
                followMeDic[target] = nil
            end
            if nextConfigIdList then
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end
        end
    end
end

--跟随摄像机   target:目标对象  isStop:是否停止面向自己(默认为false)
local lookAtDic = {}
function ConfigHelpers.LookMe( target , isStop , nextConfigIdList)
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local player = GameObject.Find('FrameWork/Customs/ViveFocus/WaveVR/head').transform
            if not isStop then
                lookAtDic[target] = true
                local rtf = target:GetComponent('RectTransform')
                GameUtils.StartCoroutineWaitUntil(function ( ... )
                    target.transform:LookAt(player.position)
                    target.transform:Rotate(Vector3.up, )
                    return not lookAtDic[target]
                end)
            else
                lookAtDic[target] = nil
            end
            if nextConfigIdList then
                ConfigHelpers.ExecIdList(nextConfigIdList)
            end
        end
    end
end

--播放视频   target:目标对象   videoName:视频名称(视频放到StreamingAssets文件夹下才有效)  isLoop:是否重复播放(默认重复)  nextConfigIdList:如果isLoop是true的话,那么会立马执行id集合,否则会等视频播放完才执行id集合
function ConfigHelpers.PlayVedio( target , videoName , isLoop , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            target:SetActive(false)
            isLoop = (isLoop == ]
            local mp = target:GetComponent('MediaPlayerCtrl')
            if mp == nil then
                mp = target:AddComponent(typeof(MediaPlayerCtrl))
            end
            mp.m_TargetMaterial = { target }
            -- mp.m_objResize = { target }
            mp:Load(videoName)
            mp.m_bLoop = isLoop
            mp:Play()
            target:SetActive(true)
            if isLoop then
                if nextConfigIdList then
                    ConfigHelpers.ExecIdList(nextConfigIdList)
                end
            else
                mp.OnEnd = function ( ... )
                    if nextConfigIdList then
                        ConfigHelpers.ExecIdList(nextConfigIdList)
                    end
                end
            end
        end
    end
end

--获取手柄在圆形区域的触摸点
function ConfigHelpers.GetTouchPadPosition( nextConfigIdList )
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
    return GameUtils.GetTouchPadPosition()
end

--判断手柄上某键是否按下或者鼠标左键是否按下
function ConfigHelpers.GetKeyDown( keycode , nextConfigIdList )
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
    return GameUtils.GetKeyDown(keycode)
end

--判断手柄上某键是否抬起或者鼠标左键是否抬起
function ConfigHelpers.GetKeyUp( keycode , nextConfigIdList )
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
    return GameUtils.GetKeyUp(keycode)
end

--增加物体长按拖动
function ConfigHelpers.AddLongPressMove( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            local sta = target:GetComponent("SyncTransformAction")
            if sta == nil then
                target:AddComponent(typeof(SyncTransformAction))
            end
            GameUtils.AddLongPressMove(target)
        end
    end
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--移除物体长按拖动
function ConfigHelpers.RemoveLongPressMove( target , nextConfigIdList )
    if target then
        target = ConfigHelpers.FindGameObject(target)
        if target then
            GameUtils.RemoveLongPressMove(target)
        end
    end
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

--清除所有能拖拽物体的状态,使之不能被拖拽
function ConfigHelpers.ClearLongPressMove( nextConfigIdList )
    GameUtils.ClearLongPressMove()
    if nextConfigIdList then
        ConfigHelpers.ExecIdList(nextConfigIdList)
    end
end

function ConfigHelpers.ExecId( id )
    if id == nil then
        Print_t('此id非法')
        return
    end
    if ConfigGlobal[id] == nil then
        Print_t('不存在此id'..id)
        return
    end
    Print_t(id..' = '..ConfigGlobal[id].action)
    if ConfigGlobal[id].action then
        -- assert(load(ConfigGlobal[id].action))()
        xpcall(load(ConfigGlobal[id].action),function ( ... )
            Print_t(debug.traceback(),'<color=red>发生错误</color>')
        end)
    end
end

function ConfigHelpers.ExecIdList( idList )
    if idList then
        if type(idList) == 'table' then
            for i,id in ipairs(idList) do
                ConfigHelpers.ExecId(id)
            end
        else
            idList()
        end
    end
end

function ConfigHelpers.FindGameObject( path )
    if path and path ~= '' then
        local target = GameObject.Find(path)
        if target then
            return target
        else
            local startIndex = string.find(path,'/')
            if startIndex then
                ,startIndex-)
                local root = GameObject.Find('/'..rootPath)
                if root then
                    ,path.length)
                    local result = root.transform:Find(childPath)
                    if result then
                        return result.gameObject
                    end
                end
            end
        end
    end
    Print_t('<color=red>发生错误:</color>找不到对象='..(path or ''))
    return nil
end

--总秒数格式化   传总秒数   返回的时间格式为 59:34   第二个参数表示是否显示小时
function ConfigHelpers.FormatSecond( senconds , isShowHour )
    )
    )

    sec = )
     then
       sec = '..sec
    end
     then
       hour = '..hour
    end
    local t = min ..':'..sec
    return isShowHour and hour..t or t
end

return ConfigHelpers

ConfigHelpers的更多相关文章

  1. Lua工具类

    1.打印table --一个用以打印table的函数 function print_r (t, name) print(pr(t,name)) end function pr (t, name, in ...

  2. 使用IDEA开发Spark程序

    一.分布式估算圆周率 1.计算原理 假设正方形的面积S等于x²,而正方形的内切圆的面积C等于Pi×(x/2)²,因此圆面积与正方形面积之比C/S就为Pi/4,于是就有Pi=4×C/S. 可以利用计算机 ...

随机推荐

  1. Ajax同时上传表单序列化参数+自定义参数

    $.ajax({ type:'POST', url :"<{:U('jiuzhu/edit')}>", data:$.param({'name1':value1,'na ...

  2. 配置RedisTemplate、JedisPoolConfig、JedisConnectionFactory+自定义序列化 (xml+java方式)+使用

    java方式配置RedisTemplate //spring注入ben //@Bean(name = "redisTemplate") public RedisTemplate i ...

  3. java中StringBuffer与String、StringBuilder的区别

    在java中我们经常可以看到StringBuffer和String的用法,但是我自己在使用过程中,经常会将两者弄混淆,今天我们就来了解一下两者的区别: 我们首先来看一下我们的官方API中的简单介绍: ...

  4. 提示AttributeError: 'module' object has no attribute 'HTTPSHandler'解决方法

    今天在新机器上安装sqlmap,运行提示AttributeError: 'module' object has no attribute 'HTTPSHandler' 网上找了找资料,发现一篇文章ht ...

  5. servelet跳转页面的路径中一直包含sevelet的解决办法

    解决办法1: 在web.xml配置文件中修改: <servlet-mapping> <servlet-name>LoginServelet</servlet-name&g ...

  6. JAVA正则表达式判断元音

    /* * 判断字符串”qaq”中间的字符是否是元音 * * aeiou * AEIOU * */ (1)正则表达式 (2) (3)

  7. iOS视频播放(AVFoundation)

    iOS视频播放(AVFoundation) 关于iOS平台的音视频处理,苹果官方提供了OC和swift接口的AVFoundation框架,可以进行各种音频播放和剪辑,底层实现使用了GPU加速,编解码效 ...

  8. JS中的“==”与强制类型转换

    JavaScript中有“==”与“===”,那么他们有何区别呢? 对于基本数据类型, ===  (!==)只有当两个变量的类型和值都相等时,才返回true:而 == (!=)则会对变量进行强制类型转 ...

  9. Windows常用命令,想要看什么命令直接在全文“CTRL+F”检索(转)

    原文地址:https://www.cnblogs.com/kekec/p/3662125.html 打开"运行"对话框(Win+R),输入cmd,打开控制台命令窗口... 也可以通 ...

  10. day 20 约束 异常处理 MD5

    1.类的约束(重点): 写一个父类.  父类中的某个方法要抛出一个异常  NotImplementError # 项目经理 class Base:     # 对子类进行了约束. 必须重写该方法    ...