TEngine 6
21
UnityProject/.gitignore
vendored
@@ -1,5 +1,7 @@
|
||||
# UnityProject
|
||||
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# 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
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||||
*.opendb
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*.VC.db
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||||
*.idea
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||||
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# Unity3D generated meta files
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||||
*.pidb.meta
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||||
@@ -55,6 +55,7 @@ sysinfo.txt
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||||
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||||
# Builds
|
||||
*.apk
|
||||
*.unitypackage
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||||
|
||||
# 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/
|
||||
@@ -79,6 +83,7 @@ Bundles/
|
||||
#Sandbox
|
||||
Sandbox/
|
||||
|
||||
package/
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#MAC
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.DS_Store
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secondaryTextures: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,40 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2f0b0c553be8edd4682e9180fdd13e37, type: 3}
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m_Name: I2Languages
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m_EditorClassIdentifier:
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mSource:
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UserAgreesToHaveItOnTheScene: 0
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UserAgreesToHaveItInsideThePluginsFolder: 0
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GoogleLiveSyncIsUptoDate: 1
|
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mTerms: []
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CaseInsensitiveTerms: 0
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mTerm_AppName:
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Google_WebServiceURL:
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||||
Google_SpreadsheetKey:
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Google_SpreadsheetName:
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Google_LastUpdatedVersion:
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Google_Password: change_this
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GoogleInEditorCheckFrequency: 2
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Spreadsheet_SpecializationAsRows: 1
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Spreadsheet_SortRows: 1
|
14
UnityProject/Assets/GameScripts/GameEntry.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
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();
|
||||
}
|
||||
}
|
@@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
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|
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guid: 9cdc4a1084443e8408c7e46ec9e661c7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@@ -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
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc4ce19b17fd4277951d189b66f503e2
|
||||
timeCreated: 1683120353
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c0e9c1c8c9d4ce99a1c991fb62a0256
|
||||
timeCreated: 1683120460
|
@@ -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);
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 63ff6535a43f41d7ac793b8a153a37b6
|
||||
timeCreated: 1681213932
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b68a449df312429cbb27873984ec238e
|
||||
timeCreated: 1681214042
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc365e281d234e61891bf9f922a0897a
|
||||
timeCreated: 1715574965
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ad00b596d0743a4b04591fe52087d0f
|
||||
timeCreated: 1715574577
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3026f5e2510440618f6d4f28b37c5244
|
||||
timeCreated: 1695289286
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40a878a415f34e7a855fc4916bbb8e6b
|
||||
timeCreated: 1702479104
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1dcaa491f139438dbd963d8bbf0dba85
|
||||
timeCreated: 1702385397
|
@@ -1,9 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class BaseAttribute: Attribute
|
||||
{
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 819c4eaddddd4646a100da2e3f19c3c7
|
||||
timeCreated: 1702385397
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 01fdfc4515314c579523ac3716005210
|
||||
timeCreated: 1702385429
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b798f0c1317c4caf9ace168f07b51d4f
|
||||
timeCreated: 1702385485
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d1f693ff76ae490fbe194855d94e8266
|
||||
timeCreated: 1702479172
|
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9afaf331ee7249adb5cc0953dfd3413c
|
||||
timeCreated: 1702379658
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bbf40942b0e4470bb8d8a82577f713c
|
||||
timeCreated: 1702479403
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de49bf2e9f0a4fac85851a582e2fb4ed
|
||||
timeCreated: 1702379835
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bff68b49afffbe54b9d5ff4e4cad4f23
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 615ca01c7a524654c91935631f39f570
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,40 +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 ILoginUI_Event
|
||||
{
|
||||
public static readonly int OnRoleLogin = RuntimeId.ToRuntimeId("ILoginUI_Event.OnRoleLogin");
|
||||
public static readonly int OnRoleLoginOut = RuntimeId.ToRuntimeId("ILoginUI_Event.OnRoleLoginOut");
|
||||
}
|
||||
|
||||
[EventInterfaceImp(EEventGroup.GroupUI)]
|
||||
public partial class ILoginUI_Gen : ILoginUI
|
||||
{
|
||||
private EventDispatcher _dispatcher;
|
||||
public ILoginUI_Gen(EventDispatcher dispatcher)
|
||||
{
|
||||
_dispatcher = dispatcher;
|
||||
}
|
||||
|
||||
public void OnRoleLogin(System.Boolean isReconnect)
|
||||
{
|
||||
_dispatcher.Send(ILoginUI_Event.OnRoleLogin,isReconnect);
|
||||
}
|
||||
|
||||
public void OnRoleLoginOut()
|
||||
{
|
||||
_dispatcher.Send(ILoginUI_Event.OnRoleLoginOut);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7cf3381dedbf4daeb53e710a5c544204
|
||||
timeCreated: 1702433587
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 610229edeca4417685ffd07f18b2b9f1
|
||||
timeCreated: 1702379817
|
@@ -1,38 +0,0 @@
|
||||
using System;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 示例货币枚举。
|
||||
/// </summary>
|
||||
public enum CurrencyType
|
||||
{
|
||||
None,
|
||||
Gold,
|
||||
Diamond,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 示意逻辑层事件。
|
||||
/// <remarks> 优化抛出事件,通过接口约束事件参数。</remarks>
|
||||
/// <remarks> example: GameEvent.Get<IActorLogicEvent>().OnMainPlayerCurrencyChange(CurrencyType.Gold,oldVal,newVal); </remarks>
|
||||
/// </summary>
|
||||
[EventInterface(EEventGroup.GroupLogic)]
|
||||
interface IActorLogicEvent
|
||||
{
|
||||
void OnMainPlayerDataChange();
|
||||
|
||||
void OnMainPlayerLevelChange();
|
||||
|
||||
void OnMainPlayerGoldChange(uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerDiamondChange(uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerBindDiamondChange(uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerCurrencyChange(CurrencyType type, uint oldVal, uint newVal);
|
||||
|
||||
void OnMainPlayerExpChange(ulong oldVal, ulong newVal);
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d4558cb74e8462a86f0ee3461f6b7c9
|
||||
timeCreated: 1702383645
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90e13cc92c5d42f28b4f5fab599f472a
|
||||
timeCreated: 1702379805
|
@@ -1,17 +0,0 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 示意UI层事件。
|
||||
/// <remarks> 优化抛出事件,通过接口约束事件参数。</remarks>
|
||||
/// <remarks> example: GameEvent.Get<ILoginUI>().OnRoleLogin(isReconnect); </remarks>
|
||||
/// </summary>
|
||||
[EventInterface(EEventGroup.GroupUI)]
|
||||
public interface ILoginUI
|
||||
{
|
||||
public void OnRoleLogin(bool isReconnect);
|
||||
|
||||
public void OnRoleLoginOut();
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33b45e62bd3447498acfe874017b9a35
|
||||
timeCreated: 1702433755
|
@@ -1,41 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 逻辑层事件接口。
|
||||
/// </summary>
|
||||
internal class RegisterEventInterface_Logic
|
||||
{
|
||||
/// <summary>
|
||||
/// 注册逻辑层事件接口。
|
||||
/// </summary>
|
||||
/// <param name="mgr">事件管理器。</param>
|
||||
public static void Register(EventMgr mgr)
|
||||
{
|
||||
HashSet<Type> types = CodeTypes.Instance.GetTypes(typeof(EventInterfaceImpAttribute));
|
||||
|
||||
foreach (Type type in types)
|
||||
{
|
||||
object[] attrs = type.GetCustomAttributes(typeof(EventInterfaceImpAttribute), false);
|
||||
if (attrs.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EventInterfaceImpAttribute httpHandlerAttribute = (EventInterfaceImpAttribute)attrs[0];
|
||||
|
||||
if (httpHandlerAttribute.EventGroup != EEventGroup.GroupLogic)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
|
||||
|
||||
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8bdf6c139b44758aa16db2e1837f5d9
|
||||
timeCreated: 1702379518
|
@@ -1,41 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// UI层事件接口。
|
||||
/// </summary>
|
||||
internal class RegisterEventInterface_UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 注册UI层事件接口。
|
||||
/// </summary>
|
||||
/// <param name="mgr">事件管理器。</param>
|
||||
public static void Register(EventMgr mgr)
|
||||
{
|
||||
HashSet<Type> types = CodeTypes.Instance.GetTypes(typeof(EventInterfaceImpAttribute));
|
||||
|
||||
foreach (Type type in types)
|
||||
{
|
||||
object[] attrs = type.GetCustomAttributes(typeof(EventInterfaceImpAttribute), false);
|
||||
if (attrs.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EventInterfaceImpAttribute httpHandlerAttribute = (EventInterfaceImpAttribute)attrs[0];
|
||||
|
||||
if (httpHandlerAttribute.EventGroup != EEventGroup.GroupUI)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
|
||||
|
||||
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f53b67f2cfbe4912bffee9593cd60970
|
||||
timeCreated: 1702379505
|
@@ -1,159 +1,39 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using GameBase;
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
/// <summary>
|
||||
/// 游戏App。
|
||||
/// </summary>
|
||||
public partial class GameApp:Singleton<GameApp>
|
||||
public partial class GameApp
|
||||
{
|
||||
private static List<Assembly> _hotfixAssembly;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 热更域App主入口。
|
||||
/// </summary>
|
||||
/// <param name="objects"></param>
|
||||
public static void Entrance(object[] objects)
|
||||
{
|
||||
GameEventHelper.Init();
|
||||
_hotfixAssembly = (List<Assembly>)objects[0];
|
||||
Log.Warning("======= 看到此条日志代表你成功运行了热更新代码 =======");
|
||||
Log.Warning("======= Entrance GameApp =======");
|
||||
Instance.Active();
|
||||
Instance.Start();
|
||||
Utility.Unity.AddUpdateListener(Instance.Update);
|
||||
Utility.Unity.AddFixedUpdateListener(Instance.FixedUpdate);
|
||||
Utility.Unity.AddLateUpdateListener(Instance.LateUpdate);
|
||||
Utility.Unity.AddDestroyListener(Instance.OnDestroy);
|
||||
Utility.Unity.AddOnDrawGizmosListener(Instance.OnDrawGizmos);
|
||||
Utility.Unity.AddOnApplicationPauseListener(Instance.OnApplicationPause);
|
||||
GameModule.Procedure.RestartProcedure(new GameLogic.OnEnterGameAppProcedure());
|
||||
Instance.StartGameLogic();
|
||||
ModuleSystem.GetModule<IUpdateDriver>().AddDestroyListener(Release);
|
||||
StartGameLogic();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始游戏业务层逻辑。
|
||||
/// <remarks>显示UI、加载场景等。</remarks>
|
||||
/// </summary>
|
||||
private void StartGameLogic()
|
||||
|
||||
private static void StartGameLogic()
|
||||
{
|
||||
|
||||
GameEvent.Get<ILoginUI>().ShowLoginUI(NetworkError.Ok);
|
||||
GameModule.UI.ShowUIAsync<BattleMainUI>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭游戏。
|
||||
/// </summary>
|
||||
/// <param name="shutdownType">关闭游戏框架类型。</param>
|
||||
public static void Shutdown(ShutdownType shutdownType)
|
||||
|
||||
private static void Release()
|
||||
{
|
||||
Log.Info("GameApp Shutdown");
|
||||
if (shutdownType == ShutdownType.None)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (shutdownType == ShutdownType.Restart)
|
||||
{
|
||||
Utility.Unity.RemoveUpdateListener(Instance.Update);
|
||||
Utility.Unity.RemoveFixedUpdateListener(Instance.FixedUpdate);
|
||||
Utility.Unity.RemoveLateUpdateListener(Instance.LateUpdate);
|
||||
Utility.Unity.RemoveDestroyListener(Instance.OnDestroy);
|
||||
Utility.Unity.RemoveOnDrawGizmosListener(Instance.OnDrawGizmos);
|
||||
Utility.Unity.RemoveOnApplicationPauseListener(Instance.OnApplicationPause);
|
||||
}
|
||||
|
||||
SingletonSystem.Release();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
logic.OnStart();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
TProfiler.BeginFirstSample("Update");
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
TProfiler.BeginSample(logic.GetType().FullName);
|
||||
logic.OnUpdate();
|
||||
TProfiler.EndSample();
|
||||
}
|
||||
TProfiler.EndFirstSample();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
TProfiler.BeginFirstSample("FixedUpdate");
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
TProfiler.BeginSample(logic.GetType().FullName);
|
||||
logic.OnFixedUpdate();
|
||||
TProfiler.EndSample();
|
||||
}
|
||||
TProfiler.EndFirstSample();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
TProfiler.BeginFirstSample("LateUpdate");
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
TProfiler.BeginSample(logic.GetType().FullName);
|
||||
logic.OnLateUpdate();
|
||||
TProfiler.EndSample();
|
||||
}
|
||||
TProfiler.EndFirstSample();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
logic.OnDestroy();
|
||||
}
|
||||
Shutdown(ShutdownType.Restart);
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
logic.OnDrawGizmos();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnApplicationPause(bool isPause)
|
||||
{
|
||||
var listLogic = _listLogicMgr;
|
||||
var logicCnt = listLogic.Count;
|
||||
for (int i = 0; i < logicCnt; i++)
|
||||
{
|
||||
var logic = listLogic[i];
|
||||
logic.OnApplicationPause(isPause);
|
||||
}
|
||||
Log.Warning("======= Release GameApp =======");
|
||||
}
|
||||
}
|
@@ -1,59 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using GameBase;
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
|
||||
public partial class GameApp : Singleton<GameApp>
|
||||
{
|
||||
private List<ILogicSys> _listLogicMgr;
|
||||
|
||||
public override void Active()
|
||||
{
|
||||
CodeTypes.Instance.Init(_hotfixAssembly.ToArray());
|
||||
EventInterfaceHelper.Init();
|
||||
_listLogicMgr = new List<ILogicSys>();
|
||||
RegisterAllSystem();
|
||||
InitSystemSetting();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置一些通用的系统属性。
|
||||
/// </summary>
|
||||
private void InitSystemSetting()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 注册所有逻辑系统
|
||||
/// </summary>
|
||||
private void RegisterAllSystem()
|
||||
{
|
||||
//带生命周期的单例系统。
|
||||
AddLogicSys(BehaviourSingleSystem.Instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 注册逻辑系统。
|
||||
/// </summary>
|
||||
/// <param name="logicSys">ILogicSys</param>
|
||||
/// <returns></returns>
|
||||
private bool AddLogicSys(ILogicSys logicSys)
|
||||
{
|
||||
if (_listLogicMgr.Contains(logicSys))
|
||||
{
|
||||
Log.Fatal("Repeat add logic system: {0}", logicSys.GetType().Name);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!logicSys.OnInit())
|
||||
{
|
||||
Log.Fatal("{0} Init failed", logicSys.GetType().Name);
|
||||
return false;
|
||||
}
|
||||
|
||||
_listLogicMgr.Add(logicSys);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44cc95ba54fa4fd49012f55199ddd907
|
||||
timeCreated: 1695288685
|
@@ -3,11 +3,14 @@
|
||||
"rootNamespace": "GameLogic",
|
||||
"references": [
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:cbb0d51b565003841ae81cdbaf747114",
|
||||
"GUID:8f58f15387c7a6f4fad9857024eb47f7",
|
||||
"GUID:24c092aee38482f4e80715eaa8148782",
|
||||
"GUID:af760644fe07b7945b1afa1ccb7cff14",
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:e34a5702dd353724aa315fb8011f08c3"
|
||||
"GUID:e34a5702dd353724aa315fb8011f08c3",
|
||||
"GUID:47f9fc774596be54ebfed7739cd70c86",
|
||||
"GUID:1aa3e8589868c80499255710874679c0",
|
||||
"GUID:d8b63aba1907145bea998dd612889d6b",
|
||||
"GUID:756335c0388f7114790e504ed368ae1d"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
111
UnityProject/Assets/GameScripts/HotFix/GameLogic/GameModule.cs
Normal file
@@ -0,0 +1,111 @@
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
public class GameModule
|
||||
{
|
||||
#region 框架模块
|
||||
|
||||
/// <summary>
|
||||
/// 获取游戏基础模块。
|
||||
/// </summary>
|
||||
public static RootModule Base
|
||||
{
|
||||
get => _base ??= Object.FindObjectOfType<RootModule>();
|
||||
private set => _base = value;
|
||||
}
|
||||
|
||||
private static RootModule _base;
|
||||
|
||||
/// <summary>
|
||||
/// 获取调试模块。
|
||||
/// </summary>
|
||||
public static IDebuggerModule Debugger
|
||||
{
|
||||
get => _debugger ??= Get<IDebuggerModule>();
|
||||
private set => _debugger = value;
|
||||
}
|
||||
|
||||
|
||||
private static IDebuggerModule _debugger;
|
||||
|
||||
/// <summary>
|
||||
/// 获取有限状态机模块。
|
||||
/// </summary>
|
||||
public static IFsmModule Fsm => _fsm ??= Get<IFsmModule>();
|
||||
|
||||
private static IFsmModule _fsm;
|
||||
|
||||
/// <summary>
|
||||
/// 流程管理模块。
|
||||
/// </summary>
|
||||
public static IProcedureModule Procedure => _procedure ??= Get<IProcedureModule>();
|
||||
|
||||
private static IProcedureModule _procedure;
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源模块。
|
||||
/// </summary>
|
||||
public static IResourceModule Resource => _resource ??= Get<IResourceModule>();
|
||||
|
||||
private static IResourceModule _resource;
|
||||
|
||||
/// <summary>
|
||||
/// 获取音频模块。
|
||||
/// </summary>
|
||||
public static IAudioModule Audio => _audio ??= Get<IAudioModule>();
|
||||
|
||||
private static IAudioModule _audio;
|
||||
|
||||
/// <summary>
|
||||
/// 获取UI模块。
|
||||
/// </summary>
|
||||
public static UIModule UI => _ui ??= UIModule.Instance;
|
||||
|
||||
private static UIModule _ui;
|
||||
|
||||
/// <summary>
|
||||
/// 获取场景模块。
|
||||
/// </summary>
|
||||
public static ISceneModule Scene => _scene ??= Get<ISceneModule>();
|
||||
|
||||
private static ISceneModule _scene;
|
||||
|
||||
/// <summary>
|
||||
/// 获取计时器模块。
|
||||
/// </summary>
|
||||
public static ITimerModule Timer => _timer ??= Get<ITimerModule>();
|
||||
|
||||
private static ITimerModule _timer;
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// 获取游戏框架模块类。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">游戏框架模块类。</typeparam>
|
||||
/// <returns>游戏框架模块实例。</returns>
|
||||
private static T Get<T>() where T : class
|
||||
{
|
||||
T module = ModuleSystem.GetModule<T>();
|
||||
|
||||
Log.Assert(condition: module != null, $"{typeof(T)} is null");
|
||||
|
||||
return module;
|
||||
}
|
||||
|
||||
public static void Shutdown()
|
||||
{
|
||||
Log.Info("GameModule Shutdown");
|
||||
|
||||
_base = null;
|
||||
_debugger = null;
|
||||
_fsm = null;
|
||||
_procedure = null;
|
||||
_resource = null;
|
||||
_audio = null;
|
||||
_ui = null;
|
||||
_scene = null;
|
||||
_timer = null;
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 45e088b7b85a4090badd937f497d9a54
|
||||
timeCreated: 1741268386
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80ad446616504117a54aa052e3859c56
|
||||
timeCreated: 1741357387
|
@@ -0,0 +1,12 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
[EventInterface(EEventGroup.GroupUI)]
|
||||
public interface ILoginUI
|
||||
{
|
||||
void ShowLoginUI(UnityEngine.Networking.NetworkError tNetworkError);
|
||||
|
||||
void CloseLoginUI();
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 767a914650f74a009cd9b75a91ceb848
|
||||
timeCreated: 1741357395
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56c0a6f4a9654e5181e863120b2debd1
|
||||
timeCreated: 1730998610
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9c48b7552e60034097a2f45049b3987
|
||||
guid: 1c2c045781eb1824e897633e0984ce8d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: afddbfe87a53e9049bf031ee18842f87
|
||||
guid: 7bb4592c3b9cea842bebcb566fb64a07
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@@ -1,12 +1,15 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
namespace GameLogic
|
||||
{
|
||||
public class ErrorLogger:IDisposable
|
||||
public class ErrorLogger : IDisposable
|
||||
{
|
||||
public ErrorLogger()
|
||||
private readonly UIModule _uiModule;
|
||||
|
||||
public ErrorLogger(UIModule uiModule)
|
||||
{
|
||||
_uiModule = uiModule;
|
||||
Application.logMessageReceived += LogHandler;
|
||||
}
|
||||
|
||||
@@ -20,7 +23,7 @@ namespace TEngine
|
||||
if (type == LogType.Exception)
|
||||
{
|
||||
string des = $"客户端报错, \n#内容#:---{condition} \n#位置#:---{stacktrace}";
|
||||
GameModule.UI.ShowUIAsync<LogUI>(des);
|
||||
_uiModule.ShowUIAsync<LogUI>(des);
|
||||
}
|
||||
}
|
||||
}
|
@@ -3,48 +3,53 @@ using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TEngine
|
||||
namespace GameLogic
|
||||
{
|
||||
[Window(UILayer.System,fromResources:true)]
|
||||
[Window(UILayer.System, fromResources: true)]
|
||||
class LogUI : UIWindow
|
||||
{
|
||||
private Stack<string> _errorTextString = new Stack<string>();
|
||||
|
||||
private readonly Stack<string> _errorTextString = new Stack<string>();
|
||||
|
||||
#region 脚本工具生成的代码
|
||||
|
||||
private Text m_textError;
|
||||
private Button m_btnClose;
|
||||
|
||||
protected override void ScriptGenerator()
|
||||
{
|
||||
m_textError = FindChildComponent<Text>("m_textError");
|
||||
m_btnClose = FindChildComponent<Button>("m_btnClose");
|
||||
m_btnClose.onClick.AddListener(OnClickCloseBtn);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 事件
|
||||
|
||||
private void OnClickCloseBtn()
|
||||
{
|
||||
PopErrorLog().Forget();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void OnRefresh()
|
||||
{
|
||||
_errorTextString.Push(UserData.ToString());
|
||||
m_textError.text = UserData.ToString();
|
||||
}
|
||||
|
||||
private async UniTaskVoid PopErrorLog()
|
||||
{
|
||||
if (_errorTextString.Count <= 0)
|
||||
{
|
||||
await UniTask.Yield();
|
||||
Close();
|
||||
return;
|
||||
}
|
||||
protected override void OnRefresh()
|
||||
{
|
||||
_errorTextString.Push(UserData.ToString());
|
||||
m_textError.text = UserData.ToString();
|
||||
}
|
||||
|
||||
string error = _errorTextString.Pop();
|
||||
m_textError.text = error;
|
||||
}
|
||||
private async UniTaskVoid PopErrorLog()
|
||||
{
|
||||
if (_errorTextString.Count <= 0)
|
||||
{
|
||||
await UniTask.Yield();
|
||||
Close();
|
||||
return;
|
||||
}
|
||||
|
||||
string error = _errorTextString.Pop();
|
||||
m_textError.text = error;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,69 @@
|
||||
using System.Threading;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// UI资源加载器接口。
|
||||
/// </summary>
|
||||
public interface IUIResourceLoader
|
||||
{
|
||||
/// <summary>
|
||||
/// 同步加载游戏物体并实例化。
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <param name="parent">资源实例父节点。</param>
|
||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>资源实例。</returns>
|
||||
/// <remarks>会实例化资源到场景,无需主动UnloadAsset,Destroy时自动UnloadAsset。</remarks>
|
||||
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "");
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载游戏物体并实例化。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">资源实例父节点。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>异步游戏物体实例。</returns>
|
||||
/// <remarks>会实例化资源到场景,无需主动UnloadAsset,Destroy时自动UnloadAsset。</remarks>
|
||||
public UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 默认UI资源加载器。
|
||||
/// </summary>
|
||||
public class UIResourceLoader : IUIResourceLoader
|
||||
{
|
||||
private readonly IResourceModule m_ResourceLoaderImp = ModuleSystem.GetModule<IResourceModule>();
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载游戏物体并实例化。
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <param name="parent">资源实例父节点。</param>
|
||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>资源实例。</returns>
|
||||
/// <remarks>会实例化资源到场景,无需主动UnloadAsset,Destroy时自动UnloadAsset。</remarks>
|
||||
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "")
|
||||
{
|
||||
return m_ResourceLoaderImp.LoadGameObject(location, parent, packageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载游戏物体并实例化。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">资源实例父节点。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>异步游戏物体实例。</returns>
|
||||
/// <remarks>会实例化资源到场景,无需主动UnloadAsset,Destroy时自动UnloadAsset。</remarks>
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "")
|
||||
{
|
||||
return await m_ResourceLoaderImp.LoadGameObjectAsync(location, parent, cancellationToken, packageName);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16dc9f62ef87425db617e33106a49a05
|
||||
timeCreated: 1735213496
|
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e82ba9a7ae2fc864f90379ad6b1b8a12
|
||||
guid: e3fe9f1f232445443bb3a05918c700af
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@@ -34,7 +34,6 @@ RectTransform:
|
||||
- {fileID: 2683445926897574365}
|
||||
- {fileID: 6164213652418733423}
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
@@ -58,7 +57,9 @@ Canvas:
|
||||
m_OverrideSorting: 0
|
||||
m_OverridePixelPerfect: 0
|
||||
m_SortingBucketNormalizedSize: 0
|
||||
m_VertexColorAlwaysGammaSpace: 0
|
||||
m_AdditionalShaderChannelsFlag: 0
|
||||
m_UpdateRectTransformForStandalone: 0
|
||||
m_SortingLayerID: 0
|
||||
m_SortingOrder: 0
|
||||
m_TargetDisplay: 0
|
||||
@@ -78,7 +79,7 @@ MonoBehaviour:
|
||||
m_BlockingObjects: 0
|
||||
m_BlockingMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 55
|
||||
m_Bits: 4294967295
|
||||
--- !u!1 &2683445926897574364
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -110,7 +111,6 @@ RectTransform:
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 2683445925571829817}
|
||||
m_RootOrder: 1
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
@@ -190,7 +190,6 @@ RectTransform:
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 2683445925571829817}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
|
||||
@@ -267,7 +266,6 @@ RectTransform:
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 2683445925571829817}
|
||||
m_RootOrder: 2
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
|