TEngine 6

This commit is contained in:
Alex-Rachel
2025-03-07 23:09:46 +08:00
parent aad8ff3ee5
commit 551727687f
1988 changed files with 46223 additions and 94880 deletions

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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/modules.xml
/projectSettingsUpdater.xml
/.idea.SourceGenerator.iml
/contentModel.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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SourceGenerator

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/../.." vcs="Git" />
</component>
</project>

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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Diagnostics;
using Microsoft.CodeAnalysis.FlowAnalysis;
using Exception = System.Exception;
namespace Analyzer
{
public static class AnalyzerHelper
{
/// <summary>
/// 获取语法树节点的子节点中第一个指定类型节点
/// </summary>
/// <param name="syntaxNode">语法树节点</param>
/// <typeparam name="T">指定语法节点类型</typeparam>
/// <returns>第一个指定类型节点</returns>
public static T? GetFirstChild<T>(this SyntaxNode syntaxNode) where T : SyntaxNode
{
foreach (SyntaxNode? childNode in syntaxNode.ChildNodes())
{
if (childNode.GetType() == typeof(T))
{
return childNode as T;
}
}
return null;
}
public static SyntaxNode? GetFirstChild(this SyntaxNode syntaxNode)
{
var childNodes = syntaxNode.ChildNodes();
if (childNodes.Count() > 0)
{
return childNodes.First();
}
return null;
}
/// <summary>
/// 获取语法树节点的子节点中最后一个指定类型节点
/// </summary>
/// <param name="syntaxNode">语法树节点</param>
/// <typeparam name="T">指定语法节点类型</typeparam>
/// <returns>最后一个指定类型节点</returns>
public static T? GetLastChild<T>(this SyntaxNode syntaxNode) where T : SyntaxNode
{
foreach (SyntaxNode? childNode in syntaxNode.ChildNodes().Reverse())
{
if (childNode.GetType() == typeof(T))
{
return childNode as T;
}
}
return null;
}
/// <summary>
/// 获取语法节点所属的ClassDeclarationSyntax
/// </summary>
public static ClassDeclarationSyntax? GetParentClassDeclaration(this SyntaxNode syntaxNode)
{
SyntaxNode? parentNode = syntaxNode.Parent;
while (parentNode != null)
{
if (parentNode is ClassDeclarationSyntax classDeclarationSyntax)
{
return classDeclarationSyntax;
}
parentNode = parentNode.Parent;
}
return null;
}
/// <summary>
/// INamedTypeSymbol 是否有指定的Attribute
/// </summary>
public static bool HasAttribute(this ITypeSymbol typeSymbol, string AttributeName)
{
foreach (AttributeData? attributeData in typeSymbol.GetAttributes())
{
if (attributeData.AttributeClass?.ToString() == AttributeName)
{
return true;
}
}
return false;
}
public static bool HasAttributeInTypeAndBaseTyes(this ITypeSymbol typeSymbol, string AttributeName)
{
if (typeSymbol.HasAttribute(AttributeName))
{
return true;
}
foreach (var baseType in typeSymbol.BaseTypes())
{
if (baseType.HasAttribute(AttributeName))
{
return true;
}
}
return false;
}
public static IEnumerable<ITypeSymbol> BaseTypes(this ITypeSymbol typeSymbol)
{
ITypeSymbol? baseType = typeSymbol.BaseType;
while (baseType != null)
{
yield return baseType;
baseType = baseType.BaseType;
}
}
/// <summary>
/// INamedTypeSymbol 是否有指定的基类Attribute
/// </summary>
public static bool HasBaseAttribute(this INamedTypeSymbol namedTypeSymbol, string AttributeName)
{
foreach (AttributeData? attributeData in namedTypeSymbol.GetAttributes())
{
INamedTypeSymbol? attributeType = attributeData.AttributeClass?.BaseType;
while (attributeType != null)
{
if (attributeType.ToString() == AttributeName)
{
return true;
}
attributeType = attributeType.BaseType;
}
}
return false;
}
/// <summary>
/// INamedTypeSymbol 获取指定类型的第一个Attribute
/// </summary>
public static AttributeData? GetFirstAttribute(this INamedTypeSymbol namedTypeSymbol, string AttributeName)
{
foreach (AttributeData? attributeData in namedTypeSymbol.GetAttributes())
{
if (attributeData.AttributeClass?.ToString() == AttributeName)
{
return attributeData;
}
}
return null;
}
/// <summary>
/// INamedTypeSymbol 是否含有指定接口
/// </summary>
public static bool HasInterface(this INamedTypeSymbol namedTypeSymbol, string InterfaceName)
{
foreach (INamedTypeSymbol? iInterface in namedTypeSymbol.AllInterfaces)
{
if (iInterface.IsInterface(InterfaceName))
{
return true;
}
}
return false;
}
/// <summary>
/// 某个接口symbol 是否是指定的接口
/// </summary>
public static bool IsInterface(this INamedTypeSymbol namedTypeSymbol, string InterfaceName)
{
return $"{namedTypeSymbol.GetNameSpace()}.{namedTypeSymbol.Name}" == InterfaceName;
}
/// <summary>
/// 判断指定的程序集是否需要分析
/// </summary>
public static bool IsAssemblyNeedAnalyze(string? assemblyName, params string[] analyzeAssemblyNames)
{
if (assemblyName == null)
{
return false;
}
foreach (string analyzeAssemblyName in analyzeAssemblyNames)
{
if (assemblyName == analyzeAssemblyName)
{
return true;
}
}
return false;
}
/// <summary>
/// 获取 成员访问语法节点的父级类型
/// </summary>
public static ITypeSymbol? GetMemberAccessSyntaxParentType(this MemberAccessExpressionSyntax memberAccessExpressionSyntax,
SemanticModel semanticModel)
{
SyntaxNode? firstChildSyntaxNode = memberAccessExpressionSyntax.GetFirstChild();
if (firstChildSyntaxNode == null)
{
return null;
}
ISymbol? firstChildSymbol = semanticModel.GetSymbolInfo(firstChildSyntaxNode).Symbol;
if (firstChildSymbol == null)
{
return null;
}
if (firstChildSymbol is ILocalSymbol localSymbol)
{
return localSymbol.Type;
}
if (firstChildSymbol is IParameterSymbol parameterSymbol)
{
return parameterSymbol.Type;
}
if (firstChildSymbol is IPropertySymbol propertySymbol)
{
return propertySymbol.Type;
}
if (firstChildSymbol is IMethodSymbol methodSymbol)
{
return methodSymbol.ReturnType;
}
if (firstChildSymbol is IFieldSymbol fieldSymbol)
{
return fieldSymbol.Type;
}
if (firstChildSymbol is IEventSymbol eventSymbol)
{
return eventSymbol.Type;
}
return null;
}
/// <summary>
/// 获取最近的指定类型祖先节点
/// </summary>
public static T? GetNeareastAncestor<T>(this SyntaxNode syntaxNode) where T : SyntaxNode
{
foreach (var ancestorNode in syntaxNode.Ancestors())
{
if (ancestorNode is T Tancestor)
{
return Tancestor;
}
}
return null;
}
/// <summary>
/// 判断函数是否是否含有指定类型的参数
/// </summary>
public static bool HasParameterType(this IMethodSymbol methodSymbol, string parameterType, out IParameterSymbol? cencelTokenSymbol)
{
foreach (var parameterSymbol in methodSymbol.Parameters)
{
if (parameterSymbol.Type.ToString() == parameterType)
{
cencelTokenSymbol = parameterSymbol;
return true;
}
}
cencelTokenSymbol = null;
return false;
}
/// <summary>
/// 获取所有指定类型的子节点
/// </summary>
public static IEnumerable<T> DescendantNodes<T>(this SyntaxNode syntaxNode) where T : SyntaxNode
{
foreach (var descendantNode in syntaxNode.DescendantNodes())
{
if (descendantNode is T node)
{
yield return node;
}
}
}
/// <summary>
/// 获取与该语法节点同层级的上一个节点
/// </summary>
public static SyntaxNode? PreviousNode(this SyntaxNode syntaxNode)
{
if (syntaxNode.Parent == null)
{
return null;
}
int index = 0;
foreach (var childNode in syntaxNode.Parent.ChildNodes())
{
if (childNode == syntaxNode)
{
break;
}
index++;
}
if (index == 0)
{
return null;
}
return syntaxNode.Parent.ChildNodes().ElementAt(index - 1);
}
/// <summary>
/// 获取与该语法节点同层级的下一个节点
/// </summary>
public static SyntaxNode? NextNode(this SyntaxNode syntaxNode)
{
if (syntaxNode.Parent == null)
{
return null;
}
int index = 0;
foreach (var childNode in syntaxNode.Parent.ChildNodes())
{
if (childNode == syntaxNode)
{
break;
}
index++;
}
if (index == syntaxNode.Parent.ChildNodes().Count() - 1)
{
return null;
}
return syntaxNode.Parent.ChildNodes().ElementAt(index + 1);
}
/// <summary>
/// 获取await表达式所在的控制流block
/// </summary>
public static BasicBlock? GetAwaitStatementControlFlowBlock(StatementSyntax statementSyntax, AwaitExpressionSyntax awaitExpressionSyntax, SemanticModel semanticModel)
{
// 跳过 return 表达式
if (statementSyntax.IsKind(SyntaxKind.ReturnStatement))
{
return null;
}
var methodSyntax = statementSyntax.GetNeareastAncestor<MethodDeclarationSyntax>();
if (methodSyntax == null)
{
return null;
}
// 构建表达式所在函数的控制流图
var controlFlowGraph = ControlFlowGraph.Create(methodSyntax, semanticModel);
if (controlFlowGraph == null)
{
return null;
}
if (statementSyntax is LocalDeclarationStatementSyntax)
{
return null;
}
BasicBlock? block = controlFlowGraph.Blocks.FirstOrDefault(x => x.Operations.Any(y => y.Syntax.Contains(statementSyntax)));
return block;
}
/// <summary>
/// 判断类是否为partial类
/// </summary>
public static bool IsPartial(this ClassDeclarationSyntax classDeclaration)
{
foreach (var modifier in classDeclaration.Modifiers)
{
if (modifier.IsKind(SyntaxKind.PartialKeyword))
{
return true;
}
}
return false;
}
public static string? GetNameSpace(this INamedTypeSymbol namedTypeSymbol)
{
INamespaceSymbol? namespaceSymbol = namedTypeSymbol.ContainingNamespace;
string? namespaceName = namespaceSymbol?.Name;
while (namespaceSymbol?.ContainingNamespace != null)
{
namespaceSymbol = namespaceSymbol.ContainingNamespace;
if (string.IsNullOrEmpty(namespaceSymbol.Name))
{
break;
}
namespaceName = $"{namespaceSymbol.Name}.{namespaceName}";
}
if (string.IsNullOrEmpty(namespaceName))
{
return null;
}
return namespaceName;
}
/// <summary>
/// 根据语义模型的文件路径 判断是否需要分析
/// </summary>
public static bool IsSemanticModelNeedAnalyze(SemanticModel semanticModel, params string[] filePaths)
{
foreach (var filePath in filePaths)
{
if (semanticModel.SyntaxTree.FilePath.Contains(filePath))
{
return true;
}
}
return false;
}
/// <summary>
/// 类型symbol是否有指定名字 指定参数的方法
/// </summary>
public static bool HasMethodWithParams(this INamedTypeSymbol namedTypeSymbol, string methodName, params ITypeSymbol[] typeSymbols)
{
foreach (var member in namedTypeSymbol.GetMembers())
{
if (member is not IMethodSymbol methodSymbol)
{
continue;
}
if (methodSymbol.Name != methodName)
{
continue;
}
if (typeSymbols.Length != methodSymbol.Parameters.Length)
{
continue;
}
if (typeSymbols.Length == 0)
{
return true;
}
bool isEqual = true;
for (int i = 0; i < typeSymbols.Length; i++)
{
if (typeSymbols[i].ToString() != methodSymbol.Parameters[i].Type.ToString())
{
isEqual = false;
break;
}
}
if (isEqual)
{
return true;
}
}
return false;
}
/// <summary>
/// 类型symbol是否有指定名字 指定参数的方法
/// </summary>
public static bool HasMethodWithParams(this INamedTypeSymbol namedTypeSymbol, string methodName, params string[] typeSymbols)
{
foreach (var member in namedTypeSymbol.GetMembers())
{
if (member is not IMethodSymbol methodSymbol)
{
continue;
}
if (methodSymbol.Name != methodName)
{
continue;
}
if (typeSymbols.Length != methodSymbol.Parameters.Length)
{
continue;
}
if (typeSymbols.Length == 0)
{
return true;
}
bool isEqual = true;
for (int i = 0; i < typeSymbols.Length; i++)
{
if (typeSymbols[i] != methodSymbol.Parameters[i].Type.ToString())
{
isEqual = false;
break;
}
}
if (isEqual)
{
return true;
}
}
return false;
}
/// <summary>
/// 方法symbol 是否有指定的attribute
/// </summary>
public static bool HasAttribute(this IMethodSymbol methodSymbol, string AttributeName)
{
foreach (AttributeData? attributeData in methodSymbol.GetAttributes())
{
if (attributeData?.AttributeClass?.ToString() == AttributeName)
{
return true;
}
}
return false;
}
}
}

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.002.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SourceGenerator", "SourceGenerator\SourceGenerator.csproj", "{26B3F75F-AB7F-48F8-B234-F5A26E8CA319}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{57F17CC8-F26D-496E-B8E9-2601F9FF3CE5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{57F17CC8-F26D-496E-B8E9-2601F9FF3CE5}.Debug|Any CPU.Build.0 = Debug|Any CPU
{57F17CC8-F26D-496E-B8E9-2601F9FF3CE5}.Release|Any CPU.ActiveCfg = Release|Any CPU
{57F17CC8-F26D-496E-B8E9-2601F9FF3CE5}.Release|Any CPU.Build.0 = Release|Any CPU
{26B3F75F-AB7F-48F8-B234-F5A26E8CA319}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{26B3F75F-AB7F-48F8-B234-F5A26E8CA319}.Debug|Any CPU.Build.0 = Debug|Any CPU
{26B3F75F-AB7F-48F8-B234-F5A26E8CA319}.Release|Any CPU.ActiveCfg = Release|Any CPU
{26B3F75F-AB7F-48F8-B234-F5A26E8CA319}.Release|Any CPU.Build.0 = Release|Any CPU
{F02E4A8C-07E7-4C7F-B30A-3D5BE1C7CB98}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F02E4A8C-07E7-4C7F-B30A-3D5BE1C7CB98}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F02E4A8C-07E7-4C7F-B30A-3D5BE1C7CB98}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F02E4A8C-07E7-4C7F-B30A-3D5BE1C7CB98}.Release|Any CPU.Build.0 = Release|Any CPU
{23425ADC-1091-46A0-94BF-8EA6A7F5EFD7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{23425ADC-1091-46A0-94BF-8EA6A7F5EFD7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{23425ADC-1091-46A0-94BF-8EA6A7F5EFD7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{23425ADC-1091-46A0-94BF-8EA6A7F5EFD7}.Release|Any CPU.Build.0 = Release|Any CPU
{CA734AB9-F825-4DDA-BCB1-AD5FC464CAB0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{CA734AB9-F825-4DDA-BCB1-AD5FC464CAB0}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CA734AB9-F825-4DDA-BCB1-AD5FC464CAB0}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CA734AB9-F825-4DDA-BCB1-AD5FC464CAB0}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {FCBB04E4-2793-4CF8-9278-E932D3B254AC}
EndGlobalSection
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public class Definition
{
public const string FrameworkNameSpace = "TEngine";
public const string NameSpace = "GameLogic";
public const string EventInterface = "EventInterface";
public const string StringToHash = "RuntimeId.ToRuntimeId";
}

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using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Analyzer;
[Generator]
public class EventInterfaceGenerator : ISourceGenerator
{
public void Initialize(GeneratorInitializationContext context)
{
// 可以在这里进行初始化
}
public void Execute(GeneratorExecutionContext context)
{
// 获取当前语法树
var syntaxTrees = context.Compilation.SyntaxTrees;
List<string> classNameList = new List<string>();
foreach (var tree in syntaxTrees)
{
var root = tree.GetRoot();
var interfaces = root.DescendantNodes()
.OfType<InterfaceDeclarationSyntax>()
.Where(i => i.AttributeLists.Count > 0 &&
i.AttributeLists
.Any(a => a.Attributes
.Any(attr => attr.Name.ToString() == $"{Definition.EventInterface}")));
foreach (var interfaceNode in interfaces)
{
var interfaceName = interfaceNode.Identifier.ToString();
var fullName = interfaceNode.SyntaxTree.GetRoot()
.DescendantNodes()
.OfType<NamespaceDeclarationSyntax>()
.Select(ns => ns.Name.ToString())
.Concat(new[] { interfaceName })
.Aggregate((a, b) => a + "." + b);
var eventClassName = $"{interfaceName}_Event";
var eventClassCode = GenerateEventClass(interfaceName, eventClassName, interfaceNode);
context.AddSource($"{eventClassName}.g.cs", eventClassCode);
// 生成实现类
var implementationClassCode = GenerateImplementationClass(fullName, interfaceName, interfaceNode,context);
context.AddSource($"{interfaceName}_Gen.g.cs", implementationClassCode);
classNameList.Add($"{interfaceName}_Gen");
}
}
string uniqueFileName = $"GameEventHelper.g.cs";
context.AddSource(uniqueFileName, GenerateGameEventHelper(classNameList));
}
private string GenerateGameEventHelper(List<string> classNameList)
{
var sb = new StringBuilder();
sb.AppendLine($"//------------------------------------------------------------------------------");
sb.AppendLine($"// <auto-generated>");
sb.AppendLine($"// This code was generated by autoBindTool.");
sb.AppendLine($"// Changes to this file may cause incorrect behavior and will be lost if");
sb.AppendLine($"// the code is regenerated.");
sb.AppendLine($"// </auto-generated>");
sb.AppendLine($"//------------------------------------------------------------------------------");
sb.AppendLine();
sb.AppendLine($"using UnityEngine;");
sb.AppendLine($"using UnityEngine.UI;");
sb.AppendLine($"using {Definition.FrameworkNameSpace};");
sb.AppendLine();
sb.AppendLine($"namespace {Definition.NameSpace}");
sb.AppendLine($"{{");
sb.AppendLine($" public static class GameEventHelper");
sb.AppendLine(" {");
sb.AppendLine($" public static void Init()");
sb.AppendLine(" {");
foreach (var className in classNameList)
{
sb.AppendLine($" var m_{className} = new {className}(GameEvent.EventMgr.GetDispatcher());");
}
sb.AppendLine(" }");
sb.AppendLine(" }");
sb.AppendLine("}");
return sb.ToString();
}
private string GenerateEventClass(string interfaceName, string className, InterfaceDeclarationSyntax interfaceNode)
{
var methods = interfaceNode.Members.OfType<MethodDeclarationSyntax>();
var sb = new StringBuilder();
sb.AppendLine($"//------------------------------------------------------------------------------");
sb.AppendLine($"// <auto-generated>");
sb.AppendLine($"// This code was generated by autoBindTool.");
sb.AppendLine($"// Changes to this file may cause incorrect behavior and will be lost if");
sb.AppendLine($"// the code is regenerated.");
sb.AppendLine($"// </auto-generated>");
sb.AppendLine($"//------------------------------------------------------------------------------");
sb.AppendLine();
sb.AppendLine($"using UnityEngine;");
sb.AppendLine($"using UnityEngine.UI;");
sb.AppendLine($"using {Definition.FrameworkNameSpace};");
sb.AppendLine();
sb.AppendLine($"namespace {Definition.NameSpace}");
sb.AppendLine("{");
sb.AppendLine($" public partial class {className}");
sb.AppendLine(" {");
foreach (var method in methods)
{
var methodName = method.Identifier.ToString();
var parameters = string.Join(", ", method.ParameterList.Parameters.Select(p => $"{p.Type} {p.Identifier}"));
sb.AppendLine($" public static readonly int {methodName} = {Definition.StringToHash}(\"{className}.{methodName}\");");
}
sb.AppendLine(" }");
sb.AppendLine("}");
return sb.ToString();
}
private string GenerateImplementationClass(string interfaceFullName, string interfaceName, InterfaceDeclarationSyntax interfaceNode,GeneratorExecutionContext context)
{
var semanticModel = context.Compilation.GetSemanticModel(interfaceNode.SyntaxTree);
var sb = new StringBuilder();
sb.AppendLine($"//------------------------------------------------------------------------------");
sb.AppendLine($"// <auto-generated>");
sb.AppendLine($"// This code was generated by autoBindTool.");
sb.AppendLine($"// Changes to this file may cause incorrect behavior and will be lost if");
sb.AppendLine($"// the code is regenerated.");
sb.AppendLine($"// </auto-generated>");
sb.AppendLine($"//------------------------------------------------------------------------------");
sb.AppendLine();
sb.AppendLine($"using UnityEngine;");
sb.AppendLine($"using UnityEngine.UI;");
sb.AppendLine($"using {Definition.FrameworkNameSpace};");
sb.AppendLine();
sb.AppendLine($"namespace {Definition.NameSpace}");
sb.AppendLine($"{{");
sb.AppendLine($" public partial class {interfaceName}_Gen : {interfaceName}");
sb.AppendLine(" {");
sb.AppendLine(" private EventDispatcher _dispatcher;");
sb.AppendLine($" public {interfaceName}_Gen(EventDispatcher dispatcher)");
sb.AppendLine(" {");
sb.AppendLine(" _dispatcher = dispatcher;");
sb.AppendLine($" GameEvent.EventMgr.RegWrapInterface(\"{interfaceFullName}\", this);");
sb.AppendLine(" }");
foreach (var method in interfaceNode.Members.OfType<MethodDeclarationSyntax>())
{
var methodName = method.Identifier.ToString();
var parameters = GenerateParameters(method, semanticModel);
sb.AppendLine($" public void {methodName}({parameters})");
sb.AppendLine(" {");
if (method.ParameterList.Parameters.Count > 0)
{
var paramNames = string.Join(", ", method.ParameterList.Parameters.Select(p => p.Identifier.ToString()));
sb.AppendLine($" _dispatcher.Send({interfaceName}_Event.{methodName}, {paramNames});");
}
else
{
sb.AppendLine($" _dispatcher.Send({interfaceName}_Event.{methodName});");
}
sb.AppendLine(" }");
}
sb.AppendLine(" }");
sb.AppendLine("}");
return sb.ToString();
}
private string GenerateParameters(MethodDeclarationSyntax method, SemanticModel semanticModel)
{
return string.Join(", ", method.ParameterList.Parameters.Select(p =>
{
var typeSymbol = semanticModel.GetTypeInfo(p.Type).Type;
return typeSymbol != null
? $"{typeSymbol.ToDisplayString()} {p.Identifier}"
: $"{p.Type} {p.Identifier}";
}));
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<IncludeBuildOutput>false</IncludeBuildOutput>
<Nullable>enable</Nullable>
<LangVersion>12</LangVersion>
<IncludeBuildOutput>false</IncludeBuildOutput>
<DevelopmentDependency>true</DevelopmentDependency>
<IncludeSymbols>false</IncludeSymbols>
<NoWarn>1701;1702;RS2008</NoWarn>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<SatelliteResourceLanguages>en</SatelliteResourceLanguages>
</PropertyGroup>
<ItemGroup>
<Compile Include="../Analyzer/Extension/*.cs">
<Link>Extension\%(RecursiveDir)%(FileName)%(Extension)</Link>
</Compile>
</ItemGroup>
<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="3.9.0" PrivateAssets="all" />
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.3">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup>
<!-- <Target Name="PostBuild" AfterTargets="PostBuildEvent">-->
<!-- <Copy SourceFiles="$(TargetDir)/$(TargetName).dll" DestinationFolder="$(ProjectDir)/../../Unity/Assets/Plugins/" ContinueOnError="false" />-->
<!-- </Target>-->
</Project>

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{
"runtimeTarget": {
"name": ".NETStandard,Version=v2.0/",
"signature": ""
},
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"targets": {
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# UnityProject
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
@@ -7,11 +9,8 @@
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
/EditorBuild/
/[Aa]ssets/StreamingAssets
/[Aa]ssets/StreamingAssets.meta
/BuildBundleInfo/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
@@ -44,6 +43,7 @@ ExportedObj/
*.mdb
*.opendb
*.VC.db
*.idea
# Unity3D generated meta files
*.pidb.meta
@@ -55,6 +55,7 @@ sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
@@ -65,13 +66,16 @@ crashlytics-build.properties
[Aa]ssets/HybridCLRGenerate/
[Aa]ssets/HybridCLRGenerate.meta
#AATemp
[Aa]ssets/AATemp/
[Aa]ssets/AATemp.meta
# Custom AATest
[Aa]ssets/AATest/
[Aa]ssets/AATest.meta
[Aa]ssets/StreamingAssets/
[Aa]ssets/StreamingAssets.meta
#Rider
/.idea/
#Bundles
Bundles/
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#Sandbox
Sandbox/
package/
#MAC
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using TEngine;
using UnityEngine;
public class GameEntry : MonoBehaviour
{
void Awake()
{
ModuleSystem.GetModule<IUpdateDriver>();
ModuleSystem.GetModule<IResourceModule>();
ModuleSystem.GetModule<IDebuggerModule>();
ModuleSystem.GetModule<IFsmModule>();
Settings.ProcedureSetting.StartProcedure().Forget();
}
}

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@@ -1,79 +0,0 @@
namespace TEngine
{
/// <summary>
/// 基础LogicSys,生命周期由TEngine实现推荐给系统实现
/// 减少多余的Mono保持系统层面只有一个Update。
/// 用主Mono来驱动LogicSys的生命周期。
/// </summary>
/// <typeparam name="T">逻辑系统类型。</typeparam>
public abstract class BaseLogicSys<T> : ILogicSys where T : new()
{
private static T _instance;
public static bool HasInstance => _instance != null;
public static T Instance
{
get
{
if (null == _instance)
{
_instance = new T();
}
return _instance;
}
}
#region virtual function
public virtual bool OnInit()
{
if (null == _instance)
{
_instance = new T();
}
return true;
}
public virtual void OnStart()
{
}
public virtual void OnUpdate()
{
}
public virtual void OnLateUpdate()
{
}
public virtual void OnFixedUpdate()
{
}
public virtual void OnRoleLogin()
{
}
public virtual void OnRoleLogout()
{
}
public virtual void OnDestroy()
{
}
public virtual void OnDrawGizmos()
{
}
public virtual void OnApplicationPause(bool pause)
{
}
public virtual void OnMapChanged()
{
}
#endregion
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: fc4ce19b17fd4277951d189b66f503e2
timeCreated: 1683120353

View File

@@ -1,309 +0,0 @@
using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 通过LogicSys来驱动且具备Unity完整生命周期的单例不继承MonoBehaviour
/// <remarks>Update、FixUpdate以及LateUpdate这些敏感帧更新需要加上对应的Attribute以最优化性能。</remarks>
/// </summary>
/// <typeparam name="T">完整生命周期的类型。</typeparam>
public abstract class BehaviourSingleton<T> : BaseBehaviourSingleton where T : BaseBehaviourSingleton, new()
{
private static T _instance;
public static T Instance
{
get
{
if (null == _instance)
{
_instance = new T();
Log.Assert(_instance != null);
_instance.Awake();
RegSingleton(_instance);
}
return _instance;
}
}
private static void RegSingleton(BaseBehaviourSingleton inst)
{
BehaviourSingleSystem.Instance.RegSingleton(inst);
}
}
#region Attribute
/// <summary>
/// 帧更新属性。
/// <remarks>适用于BehaviourSingleton。</remarks>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class UpdateAttribute : Attribute
{
}
/// <summary>
/// 物理帧更新属性。
/// <remarks>适用于BehaviourSingleton。</remarks>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class FixedUpdateAttribute : Attribute
{
}
/// <summary>
/// 后帧更新属性。
/// <remarks>适用于BehaviourSingleton。</remarks>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class LateUpdateAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Class)]
public class RoleLoginAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Class)]
public class RoleLogoutAttribute : Attribute
{
}
#endregion
/// <summary>
/// 基础Behaviour单例。
/// <remarks>(抽象类)</remarks>
/// </summary>
public abstract class BaseBehaviourSingleton
{
/// <summary>
/// 是否已经Start。
/// </summary>
public bool IsStart = false;
public virtual void Awake()
{
}
public virtual void Start()
{
}
/// <summary>
/// 帧更新。
/// <remarks>需要UpdateAttribute。</remarks>
/// </summary>
public virtual void Update()
{
}
/// <summary>
/// 后帧更新。
/// <remarks>需要LateUpdateAttribute。</remarks>
/// </summary>
public virtual void LateUpdate()
{
}
/// <summary>
/// 物理帧更新。
/// <remarks>需要FixedUpdateAttribute。</remarks>
/// </summary>
public virtual void FixedUpdate()
{
}
public virtual void Destroy()
{
}
public virtual void OnPause()
{
}
public virtual void OnResume()
{
}
public virtual void OnDrawGizmos()
{
}
}
/// <summary>
/// 通过LogicSys来驱动且具备Unity完整生命周期的驱动系统不继承MonoBehaviour
/// </summary>
public sealed class BehaviourSingleSystem : BaseLogicSys<BehaviourSingleSystem>
{
private readonly List<BaseBehaviourSingleton> _listInst = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listStart = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listUpdate = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listLateUpdate = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listFixedUpdate = new List<BaseBehaviourSingleton>();
/// <summary>
/// 注册单例。
/// <remarks>调用Instance时自动调用。</remarks>
/// </summary>
/// <param name="inst">单例实例。</param>
internal void RegSingleton(BaseBehaviourSingleton inst)
{
Log.Assert(!_listInst.Contains(inst));
_listInst.Add(inst);
_listStart.Add(inst);
if (HadAttribute<UpdateAttribute>(inst.GetType()))
{
_listUpdate.Add(inst);
}
if (HadAttribute<LateUpdateAttribute>(inst.GetType()))
{
_listLateUpdate.Add(inst);
}
if (HadAttribute<FixedUpdateAttribute>(inst.GetType()))
{
_listFixedUpdate.Add(inst);
}
}
public void UnRegSingleton(BaseBehaviourSingleton inst)
{
if (inst == null)
{
Log.Error($"BaseBehaviourSingleton Is Null");
return;
}
Log.Assert(_listInst.Contains(inst));
if (_listInst.Contains(inst))
{
_listInst.Remove(inst);
}
if (_listStart.Contains(inst))
{
_listStart.Remove(inst);
}
if (_listUpdate.Contains(inst))
{
_listUpdate.Remove(inst);
}
if (_listLateUpdate.Contains(inst))
{
_listLateUpdate.Remove(inst);
}
inst.Destroy();
inst = null;
}
public override void OnUpdate()
{
var listStart = _listStart;
var listToUpdate = _listUpdate;
int count = listStart.Count;
if (count > 0)
{
for (int i = 0; i < count; i++)
{
var inst = listStart[i];
Log.Assert(!inst.IsStart);
inst.IsStart = true;
inst.Start();
}
listStart.Clear();
}
var listUpdateCnt = listToUpdate.Count;
for (int i = 0; i < listUpdateCnt; i++)
{
var inst = listToUpdate[i];
TProfiler.BeginFirstSample(inst.GetType().FullName);
inst.Update();
TProfiler.EndFirstSample();
}
}
public override void OnLateUpdate()
{
var listLateUpdate = _listLateUpdate;
var listLateUpdateCnt = listLateUpdate.Count;
for (int i = 0; i < listLateUpdateCnt; i++)
{
var inst = listLateUpdate[i];
TProfiler.BeginFirstSample(inst.GetType().FullName);
inst.LateUpdate();
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()
{
int count = _listInst.Count;
for (int i = 0; i < count; i++)
{
var inst = _listInst[i];
inst.Destroy();
}
}
public override void OnApplicationPause(bool pause)
{
int count = _listInst.Count;
for (int i = 0; i < count; i++)
{
var inst = _listInst[i];
if (pause)
{
inst.OnPause();
}
else
{
inst.OnResume();
}
}
}
public override void OnDrawGizmos()
{
int count = _listInst.Count;
for (int i = 0; i < count; i++)
{
var inst = _listInst[i];
inst.OnDrawGizmos();
}
}
private bool HadAttribute<T>(Type type) where T : Attribute
{
T attribute = Attribute.GetCustomAttribute(type, typeof(T)) as T;
return attribute != null;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5c0e9c1c8c9d4ce99a1c991fb62a0256
timeCreated: 1683120460

View File

@@ -1,58 +0,0 @@
/// <summary>
/// 定义通用的逻辑接口,统一生命期调用
/// </summary>
public interface ILogicSys
{
/// <summary>
/// 初始化接口
/// </summary>
/// <returns></returns>
bool OnInit();
/// <summary>
/// 销毁系统
/// </summary>
void OnDestroy();
/// <summary>
/// 初始化后,第一帧统一调用
/// </summary>
void OnStart();
/// <summary>
/// 更新接口
/// </summary>
/// <returns></returns>
void OnUpdate();
/// <summary>
/// 渲染后调用
/// </summary>
void OnLateUpdate();
/// <summary>
/// 物理帧更新
/// </summary>
void OnFixedUpdate();
/// <summary>
/// 登录账号/角色时调用
/// </summary>
void OnRoleLogin();
/// <summary>
/// 清理数据接口,切换账号/角色时调用
/// </summary>
void OnRoleLogout();
/// <summary>
/// 绘制调试接口
/// </summary>
void OnDrawGizmos();
/// <summary>
/// 暂停游戏
/// </summary>
/// <param name="pause"></param>
void OnApplicationPause(bool pause);
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 63ff6535a43f41d7ac793b8a153a37b6
timeCreated: 1681213932

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timeCreated: 1681214042

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: bc365e281d234e61891bf9f922a0897a
timeCreated: 1715574965

View File

@@ -1,141 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace GameBase
{
public interface ISingleton
{
/// <summary>
/// 激活接口,通常用于在某个时机手动实例化
/// </summary>
void Active();
/// <summary>
/// 释放接口
/// </summary>
void Release();
}
/// <summary>
/// 框架中的全局对象与Unity场景依赖相关的DontDestroyOnLoad需要统一管理方便重启游戏时清除工作
/// </summary>
public static class SingletonSystem
{
private static List<ISingleton> _singletons;
private static Dictionary<string, GameObject> _gameObjects;
public static void Retain(ISingleton go)
{
if (_singletons == null)
{
_singletons = new List<ISingleton>();
}
_singletons.Add(go);
}
public static void Retain(GameObject go)
{
if (_gameObjects == null)
{
_gameObjects = new Dictionary<string, GameObject>();
}
if (_gameObjects.TryAdd(go.name, go))
{
if (Application.isPlaying)
{
Object.DontDestroyOnLoad(go);
}
}
}
public static void Release(GameObject go)
{
if (_gameObjects != null && _gameObjects.ContainsKey(go.name))
{
_gameObjects.Remove(go.name);
Object.Destroy(go);
}
}
public static void Release(ISingleton go)
{
if (_singletons != null && _singletons.Contains(go))
{
_singletons.Remove(go);
}
}
public static void Release()
{
if (_gameObjects != null)
{
foreach (var item in _gameObjects)
{
Object.Destroy(item.Value);
}
_gameObjects.Clear();
}
if (_singletons != null)
{
for (int i = _singletons.Count -1; i >= 0; i--)
{
_singletons[i].Release();
}
_singletons.Clear();
}
Resources.UnloadUnusedAssets();
}
public static GameObject GetGameObject(string name)
{
GameObject go = null;
if (_gameObjects != null)
{
_gameObjects.TryGetValue(name, out go);
}
return go;
}
internal static bool ContainsKey(string name)
{
if (_gameObjects != null)
{
return _gameObjects.ContainsKey(name);
}
return false;
}
public static void Restart()
{
if (Camera.main != null)
{
Camera.main.gameObject.SetActive(false);
}
Release();
SceneManager.LoadScene(0);
}
internal static ISingleton GetSingleton(string name)
{
for (int i = 0; i < _singletons.Count; ++i)
{
if (_singletons[i].ToString() == name)
{
return _singletons[i];
}
}
return null;
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4ad00b596d0743a4b04591fe52087d0f
timeCreated: 1715574577

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3026f5e2510440618f6d4f28b37c5244
timeCreated: 1695289286

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fileFormatVersion: 2
guid: 40a878a415f34e7a855fc4916bbb8e6b
timeCreated: 1702479104

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1dcaa491f139438dbd963d8bbf0dba85
timeCreated: 1702385397

View File

@@ -1,9 +0,0 @@
using System;
namespace GameLogic
{
[AttributeUsage(AttributeTargets.Class)]
public class BaseAttribute: Attribute
{
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 819c4eaddddd4646a100da2e3f19c3c7
timeCreated: 1702385397

View File

@@ -1,75 +0,0 @@
using System;
using System.Collections.Generic;
using System.Reflection;
namespace GameLogic
{
public class CodeTypes
{
private static CodeTypes _instance;
public static CodeTypes Instance => _instance ??= new CodeTypes();
private readonly Dictionary<string, Type> _allTypes = new();
private readonly UnOrderMultiMapSet<Type, Type> _types = new();
public void Init(Assembly[] assemblies)
{
Dictionary<string, Type> addTypes = GetAssemblyTypes(assemblies);
foreach ((string fullName, Type type) in addTypes)
{
_allTypes[fullName] = type;
if (type.IsAbstract)
{
continue;
}
// 记录所有的有BaseAttribute标记的的类型
object[] objects = type.GetCustomAttributes(typeof(BaseAttribute), true);
foreach (object o in objects)
{
_types.Add(o.GetType(), type);
}
}
}
public HashSet<Type> GetTypes(Type systemAttributeType)
{
if (!_types.ContainsKey(systemAttributeType))
{
return new HashSet<Type>();
}
return _types[systemAttributeType];
}
public Dictionary<string, Type> GetTypes()
{
return _allTypes;
}
public Type GetType(string typeName)
{
return _allTypes[typeName];
}
public static Dictionary<string, Type> GetAssemblyTypes(params Assembly[] args)
{
Dictionary<string, Type> types = new Dictionary<string, Type>();
foreach (Assembly ass in args)
{
foreach (Type type in ass.GetTypes())
{
if (type.FullName != null)
{
types[type.FullName] = type;
}
}
}
return types;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 01fdfc4515314c579523ac3716005210
timeCreated: 1702385429

View File

@@ -1,80 +0,0 @@
using System.Collections.Generic;
namespace GameLogic
{
public class UnOrderMultiMapSet<TKey, TValue>: Dictionary<TKey, HashSet<TValue>>
{
public new HashSet<TValue> this[TKey t]
{
get
{
HashSet<TValue> set;
if (!TryGetValue(t, out set))
{
set = new HashSet<TValue>();
}
return set;
}
}
public Dictionary<TKey, HashSet<TValue>> GetDictionary()
{
return this;
}
public void Add(TKey t, TValue k)
{
HashSet<TValue> set;
TryGetValue(t, out set);
if (set == null)
{
set = new HashSet<TValue>();
base[t] = set;
}
set.Add(k);
}
public bool Remove(TKey t, TValue k)
{
HashSet<TValue> set;
TryGetValue(t, out set);
if (set == null)
{
return false;
}
if (!set.Remove(k))
{
return false;
}
if (set.Count == 0)
{
Remove(t);
}
return true;
}
public bool Contains(TKey t, TValue k)
{
HashSet<TValue> set;
TryGetValue(t, out set);
if (set == null)
{
return false;
}
return set.Contains(k);
}
public new int Count
{
get
{
int count = 0;
foreach (KeyValuePair<TKey,HashSet<TValue>> kv in this)
{
count += kv.Value.Count;
}
return count;
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
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timeCreated: 1702385485

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d1f693ff76ae490fbe194855d94e8266
timeCreated: 1702479172

View File

@@ -1,21 +0,0 @@
using System;
using TEngine;
namespace GameLogic
{
/// <summary>
/// 事件接口帮助类。
/// </summary>
internal class EventInterfaceHelper
{
/// <summary>
/// 初始化。
/// </summary>
public static void Init()
{
GameEvent.EventMgr.Init();
RegisterEventInterface_Logic.Register(GameEvent.EventMgr);
RegisterEventInterface_UI.Register(GameEvent.EventMgr);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 9afaf331ee7249adb5cc0953dfd3413c
timeCreated: 1702379658

View File

@@ -1,16 +0,0 @@
using TEngine;
namespace GameLogic
{
[System.AttributeUsage(System.AttributeTargets.Class)]
internal class EventInterfaceImpAttribute : BaseAttribute
{
private EEventGroup _eGroup;
public EEventGroup EventGroup => _eGroup;
public EventInterfaceImpAttribute(EEventGroup group)
{
_eGroup = group;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8bbf40942b0e4470bb8d8a82577f713c
timeCreated: 1702479403

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: de49bf2e9f0a4fac85851a582e2fb4ed
timeCreated: 1702379835

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: bff68b49afffbe54b9d5ff4e4cad4f23
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,70 +0,0 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by autoBindTool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using TEngine;
namespace GameLogic
{
public partial class IActorLogicEvent_Event
{
public static readonly int OnMainPlayerDataChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerDataChange");
public static readonly int OnMainPlayerLevelChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerLevelChange");
public static readonly int OnMainPlayerGoldChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerGoldChange");
public static readonly int OnMainPlayerDiamondChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerDiamondChange");
public static readonly int OnMainPlayerBindDiamondChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerBindDiamondChange");
public static readonly int OnMainPlayerCurrencyChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerCurrencyChange");
public static readonly int OnMainPlayerExpChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerExpChange");
}
[EventInterfaceImp(EEventGroup.GroupLogic)]
public partial class IActorLogicEvent_Gen : IActorLogicEvent
{
private EventDispatcher _dispatcher;
public IActorLogicEvent_Gen(EventDispatcher dispatcher)
{
_dispatcher = dispatcher;
}
public void OnMainPlayerDataChange()
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerDataChange);
}
public void OnMainPlayerLevelChange()
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerLevelChange);
}
public void OnMainPlayerGoldChange(System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerGoldChange,oldVal,newVal);
}
public void OnMainPlayerDiamondChange(System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerDiamondChange,oldVal,newVal);
}
public void OnMainPlayerBindDiamondChange(System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerBindDiamondChange,oldVal,newVal);
}
public void OnMainPlayerCurrencyChange(GameLogic.CurrencyType type,System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerCurrencyChange,type,oldVal,newVal);
}
public void OnMainPlayerExpChange(System.UInt64 oldVal,System.UInt64 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerExpChange,oldVal,newVal);
}
}
}

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