升级luban-next

升级luban-next
This commit is contained in:
ALEXTANG
2023-10-20 11:38:51 +08:00
parent 0d09a7e73b
commit 887094a4b1
39 changed files with 1756 additions and 286 deletions

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@@ -1,36 +0,0 @@
<module name="Battle">
<enum name="ActorAttrDataType">
<var name="None" alias="无效数据" value="0"/>
<var name="MaxHp" alias="最大血量" value="1"/>
<var name="Attack" alias="攻击力" value="2"/>
<var name="PhyDamage" alias="物理伤害" value="3"/>
<var name="PhyDef" alias="物理防御" value="4"/>
<var name="MagicDamage" alias="法术伤害" value="5"/>
<var name="MagicDef" alias="法术防御" value="6"/>
<var name="MoveSpeed" alias="移动速度" value="7"/>
<var name="AttackSpeed" alias="攻击速度" value="8"/>
<var name="Hit" alias="命中率" value="9"/>
<var name="Dodge" alias="闪避率" value="10"/>
<var name="CriticalAtkRatio" alias="暴击率" value="11"/>
<var name="SanValue" alias="San值(疯狂值)" value="12"/>
<var name="MaxMp" alias="最大MP" value="13"/>
<var name="PhyDamageRatio" alias="物理伤害倍率" value="14"/>
<var name="MagicDamageRatio" alias="魔法伤害倍率" value="15"/>
<var name="CriticalRatio" alias="暴击倍率" value="16"/>
<var name="CriticalReduce" alias="暴击减免" value="17"/>
</enum>
<enum name="ActorAttrAddType">
<var name="NONE" alias="无效数据" value="0"/>
<var name="ABSOLUTE_VAL" alias="加法计算" value="1"/>
<var name="SUM_PERCENT_VAL" alias="多个项结果累加,然后对加法做乘法" value="2"/>
<var name="MUL_PERCENT_VAL" alias="每一项都是对最终结果做乘法" value="3"/>
</enum>
<bean name="ResAttrImpactData" sep="," parent="">
<var name="DataType" type="ActorAttrDataType"/>
<var name="AddType" type="ActorAttrAddType"/>
<var name="Value" type="float"/>
</bean>
</module>

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@@ -1,68 +0,0 @@
<module name="Battle">
<enum name="BuffTimeType">
<var name="BUFF_TIME_DURING" alias="指定持续时间" value="0"/>
<var name="BUFF_TIME_INFINIT" alias="无尽时间" value="1"/>
</enum>
<enum name="BuffReplaceType">
<var name="BUFF_REPLACE_INSTEAD" alias="更新时间范围" value="0"/>
<var name="BUFF_REPLACE_FORBIT" alias="不允许叠加" value="1"/>
<var name="BUFF_REPLACE_ADD_TIME" alias="累加时间范围" value="2"/>
<var name="BUFF_REPLACE_ADD_ATTR" alias="叠加数值" value="3"/>
<var name="BUFF_REPLACE_TYPE_COUNT" alias="叠加种类" value="4"/>
</enum>
<enum name="BuffStateID">
<var name="BUFF_STATE_NONE" alias="无状态" value="0"/>
<var name="BUFF_STATE_STUN" alias="眩晕状态" value="1"/>
<var name="BUFF_STATE_UNDEAD" alias="无敌状态" value="2"/>
<var name="BUFF_STATE_INVISIBLE" alias="隐身状态" value="3"/>
<var name="BUFF_STATE_BIGGER" alias="体形变大" value="4"/>
<var name="BUFF_STATE_NO_MOVE" alias="定身,不能移动" value="5"/>
<var name="BUFF_STATE_NO_SKILL" alias="沉默,不能放技能" value="6"/>
<var name="BUFF_STATE_SLEEP" alias="昏睡" value="7"/>
<var name="BUFF_STATE_FORCE_COLLIDER" alias="强制开启阻挡" value="8"/>
<var name="BUFF_STATE_IGNORE_COLLIDER" alias="无视阻挡" value="9"/>
<var name="BUFF_STATE_MAX" alias="最大状态" value="10"/>
</enum>
<enum name="BuffResultType">
<var name="BUFF_RESULT_NONE" alias="无" value="0"/>
<var name="BUFF_RESULT_PHY_ATK_UP" alias="物理攻击提升" value="1"/>
<var name="BUFF_RESULT_PHY_ATK_DOWN" alias="物理攻击降低" value="2"/>
<var name="BUFF_RESULT_PHY_DEF_UP" alias="物理防御提升" value="3"/>
<var name="BUFF_RESULT_PHY_DEF_DOWN" alias="物理防御降低" value="4"/>
<var name="BUFF_RESULT_PHY_HIT_UP" alias="物理命中提升" value="5"/>
<var name="BUFF_RESULT_PHY_HIT_DOWN" alias="物理命中降低" value="6"/>
<var name="BUFF_RESULT_PHY_LOSE_HP" alias="物理持续掉血" value="7"/>
<var name="BUFF_RESULT_MAG_ATK_UP" alias="法术攻击提升" value="8"/>
<var name="BUFF_RESULT_MAG_ATK_DOWN" alias="法术攻击降低" value="9"/>
<var name="BUFF_RESULT_MAG_DEF_UP" alias="法术防御提升" value="10"/>
<var name="BUFF_RESULT_MAG_DEF_DOWN" alias="法术防御降低" value="11"/>
<var name="BUFF_RESULT_MAG_HIT_UP" alias="法术命中提升" value="12"/>
<var name="BUFF_RESULT_MAG_HIT_DOWN" alias="法术命中降低" value="13"/>
<var name="BUFF_RESULT_MAG_LOSE_HP" alias="法术持续掉血" value="14"/>
<var name="BUFF_RESULT_CIRT_UP" alias="暴击率提升" value="15"/>
<var name="BUFF_RESULT_CIRT_DOWN" alias="暴击率降低" value="16"/>
<var name="BUFF_RESULT_CIRT_VALUE_UP" alias="暴击倍率提升" value="17"/>
<var name="BUFF_RESULT_CIRT_VALUE_DOWN" alias="暴击倍率降低" value="18"/>
<var name="BUFF_RESULT_MOVE_SPEED_UP" alias="移速提升" value="19"/>
<var name="BUFF_RESULT_MOVE_SPEED_DOWN" alias="移速降低" value="20"/>
</enum>
<bean name="BuffTriggleState" sep="," parent="">
<var name="StateID" type="BuffStateID"/>
<var name="StateParam" type="float"/>
</bean>
<bean name="BuffDotTickConfig" sep="," parent="">
<!-- 触发间隔,如果为0, 则只加一次 -->
<var name="TickTime" type="float"/>
<!-- 1增加buff的时候立刻触发,否则等待TickTime后再触发 -->
<var name="TickWhenAdd" type="int"/>
</bean>
</module>

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@@ -1,25 +0,0 @@
<module name="Battle">
<enum name="SkillMagicType"> 技能元素类型
<var name="SKILL_TYPE_NONE" alias="无类型" value="0"/>
<var name="SKILL_TYPE_DMG_PHY" alias="物理伤害属性" value="1"/>
<var name="SKILL_TYPE_DMG_MAGIC" alias="魔法伤害属性" value="2"/>
</enum>
<enum name="SkillAttrDamageType"> 伤害类型
<var name="ATTR_TYPE_NONE" alias="无数值" value="0"/>
<var name="ATTR_TYPE_DMG_WEAPON" alias="按释放者的伤害类型*X%+固定值计算,目标有防御计算" value="1"/>
<var name="ATTR_TYPE_DMG_NO_DEFEND" alias="按释放者的伤害类型*X%+固定值计算(无视目标的防御)" value="2"/>
<var name="ATTR_TYPE_DMG_TARGET_HP_NO_DEFEND" alias="按受击者的气血上限*X%+固定值计算(无视目标的防御)" value="3"/>
<var name="ATTR_TYPE_HP_AS_ATK" alias="按释放者的攻击类型*X%+固定值计算,恢复当前生命" value="4"/>
<var name="ATTR_TYPE_HP_RATIO" alias="按受击者的HP上限*X%+固定值计算,恢复当前生命" value="5"/>
</enum>
<bean name="SkillAttrDamageData" sep="," parent="">
<var name="MagicType" type="SkillMagicType"/>
<var name="AttrType" type="SkillAttrDamageType"/>
<var name="Param1" type="float"/>
<var name="Param2" type="float"/>
<var name="Param3" type="float"/>
<var name="MaxLimit" type="float"/>
</bean>
</module>

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@@ -1,23 +0,0 @@
<root>
<topmodule name="GameConfig"/>
<externalselector name="unity"/>
<patch name="cn"/>
<patch name="en"/>
<group name="c,client" default="1"/> client
<group name="s,server" default="1"/> server
<group name="e" default="1"/> editor
<import name="."/>
<importexcel name="__tables__.xlsx" type="table"/> 相对data目录
<importexcel name="__enums__.xlsx" type="enum"/>相对data目录
<importexcel name="__beans__.xlsx" type="bean"/>相对data目录
<service name="server" manager="Tables" group="s"/>
<service name="client" manager="Tables" group="c"/>
<service name="all" manager="Tables" group="c,s,e"/>
</root>

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@@ -0,0 +1,17 @@
<module name="">
<bean name="vector2" valueType="1" sep=",">
<var name="x" type="float"/>
<var name="y" type="float"/>
</bean>
<bean name="vector3" valueType="1" sep=",">
<var name="x" type="float"/>
<var name="y" type="float"/>
<var name="z" type="float"/>
</bean>
<bean name="vector4" valueType="1" sep=",">
<var name="x" type="float"/>
<var name="y" type="float"/>
<var name="z" type="float"/>
<var name="w" type="float"/>
</bean>
</module>

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@@ -0,0 +1,14 @@
set WORKSPACE=../..
set LUBAN_DLL=%WORKSPACE%\Tools\Luban\Luban.dll
set CONF_ROOT=.
set DATA_OUTPATH=%WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/
set CODE_OUTPATH=%WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig/
dotnet %LUBAN_DLL% ^
-t client ^
-c cs-bin ^
-d bin^
--conf %CONF_ROOT%\luban.conf ^
-x outputCodeDir=%CODE_OUTPATH% ^
-x outputDataDir=%DATA_OUTPATH%
pause

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@@ -0,0 +1,15 @@
set WORKSPACE=../../
set LUBAN_DLL=%WORKSPACE%/Tools/Luban/Luban.dll
set CONF_ROOT=.
set DATA_OUTPATH=%WORKSPACE%/Server/GameConfig
set CODE_OUTPATH=%WORKSPACE%/Server/Hotfix/Config/GameConfig
dotnet %LUBAN_DLL% ^
-t server^
-c cs-bin ^
-d bin^
--conf %CONF_ROOT%\luban.conf ^
-x outputCodeDir=%CODE_OUTPATH% ^
-x outputDataDir=%DATA_OUTPATH%
pause

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@@ -0,0 +1,22 @@
{
"groups":
[
{"names":["c"], "default":true},
{"names":["s"], "default":true},
{"names":["e"], "default":true}
],
"schemaFiles":
[
{"fileName":"Defines", "type":""},
{"fileName":"Datas/__tables__.xlsx", "type":"table"},
{"fileName":"Datas/__beans__.xlsx", "type":"bean"},
{"fileName":"Datas/__enums__.xlsx", "type":"enum"}
],
"dataDir": "Datas",
"targets":
[
{"name":"server", "manager":"Tables", "groups":["s"], "topModule":"cfg"},
{"name":"client", "manager":"Tables", "groups":["c"], "topModule":"cfg"},
{"name":"all", "manager":"Tables", "groups":["c,s,e"], "topModule":"cfg"}
]
}

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@@ -1,21 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
set CUSTOM_TEMP=%WORKSPACE%\Configs\CustomTemplate\CustomTemplate_Client
xcopy %CUSTOM_TEMP%\ConfigSystem.cs %WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs /s /e /i /y
%GEN_CLIENT% -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir %WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/ ^
--gen_types code_cs_unity_bin,data_bin ^
-s client
echo ======== 生成配置文件结束 ========
pause

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@@ -1,40 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
set CUSTOM_TEMP=%WORKSPACE%\Configs\CustomTemplate\CustomTemplate_Client_LazyLoad
xcopy %CUSTOM_TEMP%\ConfigSystem.cs %WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs /s /e /i /y
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_LazyLoad -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir %WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/ ^
--gen_types data_bin ^
-s client
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_LazyLoad -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir ..\GenerateDatas\bidx ^
--gen_types code_cs_unity_bin,data_bidx ^
-s client
echo ======== 生成配置文件结束 ========
set WORKSPACE=..
set "prefix=Idx_"
for %%a in (%DATA_OUTPUT%\bidx\*) do (
ren "%%a" "Idx_%%~nxa"
)
echo ======== 所有文件已添加前缀 ========
xcopy %DATA_OUTPUT%\bidx\ %WORKSPACE%\UnityProject\Assets\AssetRaw\Configs\bidx\ /s /e /i /y
pause

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@@ -1,21 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
set CUSTOM_TEMP=%WORKSPACE%\Configs\CustomTemplate\CustomTemplate_Client_UniTask
xcopy %CUSTOM_TEMP%\ConfigSystem.cs %WORKSPACE%\UnityProject\Assets\GameScripts\HotFix\GameProto\ConfigSystem.cs /s /e /i /y
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Client_UniTask -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig ^
--output_data_dir %WORKSPACE%/UnityProject/Assets/AssetRaw/Configs/bytes/ ^
--gen_types code_cs_unity_bin,data_bin ^
-s client
echo ======== 生成配置文件结束 ========
pause

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@@ -1,18 +0,0 @@
cd /d %~dp0
set WORKSPACE=..
set GEN_CLIENT=%WORKSPACE%\Tools\Luban.ClientServer\Luban.ClientServer.exe
set CONF_ROOT=%WORKSPACE%\Configs
set DATA_OUTPUT=%ROOT_PATH%..\GenerateDatas
%GEN_CLIENT% --template_search_path %CONF_ROOT%\CustomTemplate\CustomTemplate_Server_Task -j cfg --^
-d %CONF_ROOT%\Defines\__root__.xml ^
--input_data_dir %CONF_ROOT%\Excels^
--output_code_dir %WORKSPACE%/DotNet/Logic/src/Config/GameConfig ^
--output_data_dir ..\DotNet\Config\GameConfig ^
--gen_types code_cs_bin,data_bin ^
-s server
echo ======== 生成配置文件结束 ========
pause

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@@ -1 +0,0 @@
目前使用luban-classic请自行导入

1
Tools/Luban/about.txt Normal file
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@@ -0,0 +1 @@
使用luban-next, 请前往Tools/build-luban编译或者自行导入

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folderAsset: yes
DefaultImporter:
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userData:
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@@ -0,0 +1,8 @@
namespace Luban
{
public abstract class BeanBase
{
public abstract int GetTypeId();
}
}

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namespace Luban
{
public interface ITypeId
{
int GetTypeId();
}
}

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@@ -0,0 +1,52 @@
using System.Collections.Generic;
using System.Text;
namespace Luban
{
public static class StringUtil
{
public static string ToStr(object o)
{
return ToStr(o, new StringBuilder());
}
public static string ToStr(object o, StringBuilder sb)
{
foreach (var p in o.GetType().GetFields())
{
sb.Append($"{p.Name} = {p.GetValue(o)},");
}
foreach (var p in o.GetType().GetProperties())
{
sb.Append($"{p.Name} = {p.GetValue(o)},");
}
return sb.ToString();
}
public static string ArrayToString<T>(T[] arr)
{
return "[" + string.Join(",", arr) + "]";
}
public static string CollectionToString<T>(IEnumerable<T> arr)
{
return "[" + string.Join(",", arr) + "]";
}
public static string CollectionToString<TK, TV>(IDictionary<TK, TV> dic)
{
var sb = new StringBuilder('{');
foreach (var e in dic)
{
sb.Append(e.Key).Append(':');
sb.Append(e.Value).Append(',');
}
sb.Append('}');
return sb.ToString();
}
}
}

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settings: {}
- first:
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second:
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