From 0397d0f01e8aaf719357e3c487c5790408772688 Mon Sep 17 00:00:00 2001
From: ALEXTANG <574809918@qq.com>
Date: Sat, 13 May 2023 20:31:11 +0800
Subject: [PATCH] Update
Update
---
Assets/AssetRaw/UI/TestUI.prefab | 1706 +++++++++++++++++
Assets/AssetRaw/UI/TestUI.prefab.meta | 7 +
.../HotFix/GameBase/BehaviourSingleton.cs | 68 +-
.../HotFix/GameLogic/Demo/BattleSystem.cs | 109 +-
.../GameLogic/Demo/UI/UIBattleWindow.cs | 13 +-
.../GameScripts/HotFix/GameLogic/GameApp.cs | 4 +-
.../GameLogic/GameApp_RegisterSystem.cs | 1 +
.../GameFramework/Utility/Utility.Unity.cs | 3 +-
8 files changed, 1846 insertions(+), 65 deletions(-)
create mode 100644 Assets/AssetRaw/UI/TestUI.prefab
create mode 100644 Assets/AssetRaw/UI/TestUI.prefab.meta
diff --git a/Assets/AssetRaw/UI/TestUI.prefab b/Assets/AssetRaw/UI/TestUI.prefab
new file mode 100644
index 00000000..ea940510
--- /dev/null
+++ b/Assets/AssetRaw/UI/TestUI.prefab
@@ -0,0 +1,1706 @@
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diff --git a/Assets/AssetRaw/UI/TestUI.prefab.meta b/Assets/AssetRaw/UI/TestUI.prefab.meta
new file mode 100644
index 00000000..b2e1493f
--- /dev/null
+++ b/Assets/AssetRaw/UI/TestUI.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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diff --git a/Assets/GameScripts/HotFix/GameBase/BehaviourSingleton.cs b/Assets/GameScripts/HotFix/GameBase/BehaviourSingleton.cs
index 812b41a8..05e82f0c 100644
--- a/Assets/GameScripts/HotFix/GameBase/BehaviourSingleton.cs
+++ b/Assets/GameScripts/HotFix/GameBase/BehaviourSingleton.cs
@@ -1,7 +1,23 @@
-using System.Collections.Generic;
+using System;
+using System.Collections.Generic;
namespace TEngine
{
+ [AttributeUsage(AttributeTargets.Class)]
+ public class UpdateAttribute : Attribute
+ {
+ }
+
+ [AttributeUsage(AttributeTargets.Class)]
+ public class LateUpdateAttribute : Attribute
+ {
+ }
+
+ [AttributeUsage(AttributeTargets.Class)]
+ public class FixedUpdateAttribute : Attribute
+ {
+ }
+
///
/// 通过LogicSys来驱动且具备Unity完整生命周期的单例(不继承MonoBehaviour)
///
@@ -53,13 +69,29 @@ namespace TEngine
{
}
+ ///
+ /// 帧更新。
+ /// 需要UpdateAttribute。
+ ///
public virtual void Update()
{
}
+ ///
+ /// 后帧更新。
+ /// 需要LateUpdateAttribute。
+ ///
public virtual void LateUpdate()
{
}
+
+ ///
+ /// 物理帧更新。
+ /// 需要FixedUpdateAttribute。
+ ///
+ public virtual void FixedUpdate()
+ {
+ }
public virtual void Destroy()
{
@@ -84,12 +116,25 @@ namespace TEngine
private readonly List _listStart = new List();
private readonly List _listUpdate = new List();
private readonly List _listLateUpdate = new List();
+ private readonly List _listFixedUpdate = new List();
public void RegSingleton(BaseBehaviourSingleton inst)
{
Log.Assert(!_listInst.Contains(inst));
_listInst.Add(inst);
_listStart.Add(inst);
+ if (HadAttribute(inst.GetType()))
+ {
+ _listUpdate.Add(inst);
+ }
+ if (HadAttribute(inst.GetType()))
+ {
+ _listLateUpdate.Add(inst);
+ }
+ if (HadAttribute(inst.GetType()))
+ {
+ _listFixedUpdate.Add(inst);
+ }
}
public void UnRegSingleton(BaseBehaviourSingleton inst)
@@ -174,6 +219,20 @@ namespace TEngine
TProfiler.EndFirstSample();
}
}
+
+ public override void OnFixedUpdate()
+ {
+ var listFixedUpdate = _listFixedUpdate;
+ var listFixedUpdateCnt = listFixedUpdate.Count;
+ for (int i = 0; i < listFixedUpdateCnt; i++)
+ {
+ var inst = listFixedUpdate[i];
+
+ TProfiler.BeginFirstSample(inst.GetType().FullName);
+ inst.FixedUpdate();
+ TProfiler.EndFirstSample();
+ }
+ }
public override void OnDestroy()
{
@@ -208,5 +267,12 @@ namespace TEngine
inst.OnDrawGizmos();
}
}
+
+ private bool HadAttribute(Type type) where T:Attribute
+ {
+ T attribute = Attribute.GetCustomAttribute(type, typeof(T)) as T;
+
+ return attribute != null;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/GameScripts/HotFix/GameLogic/Demo/BattleSystem.cs b/Assets/GameScripts/HotFix/GameLogic/Demo/BattleSystem.cs
index 36a719b7..2d9e4986 100644
--- a/Assets/GameScripts/HotFix/GameLogic/Demo/BattleSystem.cs
+++ b/Assets/GameScripts/HotFix/GameLogic/Demo/BattleSystem.cs
@@ -11,7 +11,8 @@ using Random = UnityEngine.Random;
///
/// 战斗房间
///
-public class BattleRoom
+[Update]
+public class BattleSystem:BehaviourSingleton
{
private enum ESteps
{
@@ -44,17 +45,52 @@ public class BattleRoom
private UniTimer _spawnWaitTimer = UniTimer.CreateOnceTimer(0.75f);
private UniTimer _waveWaitTimer = UniTimer.CreateOnceTimer(4f);
- public BattleRoom()
- {
- Utility.Unity.AddUpdateListener(UpdateRoom);
- }
- ~BattleRoom()
+ ///
+ /// 加载房间
+ ///
+ public IEnumerator LoadRoom()
{
- Utility.Unity.RemoveUpdateListener(UpdateRoom);
- DestroyRoom();
- }
+ // 创建房间根对象
+ _roomRoot = new GameObject("BattleRoom");
+ // 加载背景音乐
+ GameModule.Audio.Play(AudioType.Music, "music_background", true);
+
+ // 创建游戏对象发生器
+ _entitySpawner = UniPooling.CreateSpawner("DefaultPackage");
+
+ // 创建游戏对象池
+ yield return _entitySpawner.CreateGameObjectPoolAsync("player_ship");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("player_bullet");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("enemy_ship");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("enemy_bullet");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid01");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid02");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid03");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_asteroid");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_enemy");
+ yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_player");
+
+ // 创建玩家实体对象
+ var handle = _entitySpawner.SpawnSync("player_ship", _roomRoot.transform);
+ var entity = handle.GameObj.GetComponent();
+ entity.InitEntity(handle);
+
+ // 显示战斗界面
+ yield return GameModule.UI.ShowUIAsync();
+
+ // 监听游戏事件
+ GameEvent.AddEventListener(ActorEventDefine.PlayerDead,OnPlayerDead);
+ GameEvent.AddEventListener(ActorEventDefine.EnemyDead,OnEnemyDead);
+ GameEvent.AddEventListener(ActorEventDefine.AsteroidExplosion,OnAsteroidExplosion);
+ GameEvent.AddEventListener(ActorEventDefine.PlayerFireBullet,OnPlayerFireBullet);
+ GameEvent.AddEventListener(ActorEventDefine.EnemyFireBullet,OnEnemyFireBullet);
+
+ _startWaitTimer.Reset();
+ _steps = ESteps.Ready;
+ }
+
///
/// 销毁房间
///
@@ -70,6 +106,18 @@ public class BattleRoom
Object.Destroy(_roomRoot);
GameModule.UI.CloseWindow();
+
+ // 监听游戏事件
+ GameEvent.RemoveEventListener(ActorEventDefine.PlayerDead,OnPlayerDead);
+ GameEvent.RemoveEventListener(ActorEventDefine.EnemyDead,OnEnemyDead);
+ GameEvent.RemoveEventListener(ActorEventDefine.AsteroidExplosion,OnAsteroidExplosion);
+ GameEvent.RemoveEventListener(ActorEventDefine.PlayerFireBullet,OnPlayerFireBullet);
+ GameEvent.RemoveEventListener(ActorEventDefine.EnemyFireBullet,OnEnemyFireBullet);
+ }
+
+ public override void Update()
+ {
+ UpdateRoom();
}
///
@@ -140,49 +188,6 @@ public class BattleRoom
}
}
- ///
- /// 加载房间
- ///
- public IEnumerator LoadRoom()
- {
- // 创建房间根对象
- _roomRoot = new GameObject("BattleRoom");
-
- // 加载背景音乐
- GameModule.Audio.Play(AudioType.Music, "music_background", true);
-
- // 创建游戏对象发生器
- _entitySpawner = UniPooling.CreateSpawner("DefaultPackage");
-
- // 创建游戏对象池
- yield return _entitySpawner.CreateGameObjectPoolAsync("player_ship");
- yield return _entitySpawner.CreateGameObjectPoolAsync("player_bullet");
- yield return _entitySpawner.CreateGameObjectPoolAsync("enemy_ship");
- yield return _entitySpawner.CreateGameObjectPoolAsync("enemy_bullet");
- yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid01");
- yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid02");
- yield return _entitySpawner.CreateGameObjectPoolAsync("asteroid03");
- yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_asteroid");
- yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_enemy");
- yield return _entitySpawner.CreateGameObjectPoolAsync("explosion_player");
-
- // 创建玩家实体对象
- var handle = _entitySpawner.SpawnSync("player_ship", _roomRoot.transform);
- var entity = handle.GameObj.GetComponent();
- entity.InitEntity(handle);
-
- // 显示战斗界面
- yield return GameModule.UI.ShowUIAsync();
-
- // 监听游戏事件
- GameEvent.AddEventListener(ActorEventDefine.PlayerDead,OnPlayerDead);
- GameEvent.AddEventListener(ActorEventDefine.EnemyDead,OnEnemyDead);
- GameEvent.AddEventListener(ActorEventDefine.AsteroidExplosion,OnAsteroidExplosion);
- GameEvent.AddEventListener(ActorEventDefine.PlayerFireBullet,OnPlayerFireBullet);
- GameEvent.AddEventListener(ActorEventDefine.EnemyFireBullet,OnEnemyFireBullet);
-
- _steps = ESteps.Ready;
- }
#region 接收事件
diff --git a/Assets/GameScripts/HotFix/GameLogic/Demo/UI/UIBattleWindow.cs b/Assets/GameScripts/HotFix/GameLogic/Demo/UI/UIBattleWindow.cs
index ebb12e8a..bdc8f486 100644
--- a/Assets/GameScripts/HotFix/GameLogic/Demo/UI/UIBattleWindow.cs
+++ b/Assets/GameScripts/HotFix/GameLogic/Demo/UI/UIBattleWindow.cs
@@ -35,6 +35,7 @@ namespace GameLogic
public override void OnRefresh()
{
+ m_textScore.text = "Score : 0";
m_goOverView.SetActive(false);
}
@@ -43,14 +44,10 @@ namespace GameLogic
private async UniTaskVoid OnClickRestartBtn()
{
await UniTask.Yield();
- // yield return YooAssets.LoadSceneAsync("scene_battle");
- //
- // _battleRoom = new BattleRoom();
- // yield return _battleRoom.LoadRoom();
- //
- // // 释放资源
- // var package = YooAssets.GetPackage("DefaultPackage");
- // package.UnloadUnusedAssets();
+ await GameModule.Resource.LoadSceneAsync("scene_battle").ToUniTask(Utility.Unity.Behaviour);
+
+ BattleSystem.Instance.DestroyRoom();
+ await BattleSystem.Instance.LoadRoom().ToUniTask(Utility.Unity.Behaviour);
}
private async UniTaskVoid OnClickHomeBtn()
diff --git a/Assets/GameScripts/HotFix/GameLogic/GameApp.cs b/Assets/GameScripts/HotFix/GameLogic/GameApp.cs
index d768b2fb..907ed10c 100644
--- a/Assets/GameScripts/HotFix/GameLogic/GameApp.cs
+++ b/Assets/GameScripts/HotFix/GameLogic/GameApp.cs
@@ -36,9 +36,7 @@ public partial class GameApp:Singleton
private async UniTaskVoid StartBattleRoom()
{
await GameModule.Resource.LoadSceneAsync("scene_battle").ToUniTask(Utility.Unity.Behaviour);
-
- BattleRoom battleRoom = new BattleRoom();
- await battleRoom.LoadRoom().ToUniTask(Utility.Unity.Behaviour);
+ await BattleSystem.Instance.LoadRoom().ToUniTask(Utility.Unity.Behaviour);
}
///
diff --git a/Assets/GameScripts/HotFix/GameLogic/GameApp_RegisterSystem.cs b/Assets/GameScripts/HotFix/GameLogic/GameApp_RegisterSystem.cs
index 2ea74829..a00022cb 100644
--- a/Assets/GameScripts/HotFix/GameLogic/GameApp_RegisterSystem.cs
+++ b/Assets/GameScripts/HotFix/GameLogic/GameApp_RegisterSystem.cs
@@ -20,6 +20,7 @@ public partial class GameApp
{
// 初始化对象池系统
UniPooling.Initalize();
+ AddLogicSys(BehaviourSingleSystem.Instance);
}
///
diff --git a/Assets/TEngine/Runtime/GameFramework/Utility/Utility.Unity.cs b/Assets/TEngine/Runtime/GameFramework/Utility/Utility.Unity.cs
index 76e25b5d..ad360217 100644
--- a/Assets/TEngine/Runtime/GameFramework/Utility/Utility.Unity.cs
+++ b/Assets/TEngine/Runtime/GameFramework/Utility/Utility.Unity.cs
@@ -16,6 +16,7 @@ namespace TEngine
{
private static GameObject _entity;
private static MainBehaviour _behaviour;
+ public static MainBehaviour Behaviour => _behaviour;
#region 控制协程Coroutine
@@ -259,7 +260,7 @@ namespace TEngine
_behaviour = _entity.AddComponent();
}
- private class MainBehaviour : MonoBehaviour
+ public class MainBehaviour : MonoBehaviour
{
private event UnityAction updateEvent;
private event UnityAction fixedUpdateEvent;