Update Demo目录

Update Demo目录
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ALEXTANG
2022-10-24 20:39:01 +08:00
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using System.Collections.Generic;
using TEngine.Runtime;
using TEngine.Runtime.Actor;
using UnityEngine;
public class ActorTestMain : MonoBehaviour
{
private uint _actorId = 1000;
void Start()
{
//Demo示例监听TEngine流程加载器OnStartGame事件
//抛出这个事件说明框架流程加载完成(热更新,初始化等)
GameEventMgr.Instance.AddEventListener(TEngineEvent.OnStartGame,OnStartGame);
}
private void OnStartGame()
{
Log.Debug("TEngineEvent.OnStartGame");
//激活ActorManager
ActorManager.Instance.Active();
//注册Actor类型
ActorManager.Instance.RegisterActorType(ActorType.ActorPlayer,typeof(PlayerActor));
//创建Actor
var actor = ActorManager.Instance.CreateGameActor(ActorType.ActorPlayer, _actorId++, true);
//附加组件ActorGameObjet可视化
actor.Attach<ModelComponent>();
actor.Attach<FsmComponent>();
actor.Attach<AnimatorComponent>();
}
}

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using TEngine.Runtime.Entity;
using UnityEngine;
namespace TEngine.Runtime.Actor
{
public class PlayEntityMgr:UnitySingleton<PlayEntityMgr>
{
protected override void OnLoad()
{
RegisterEvent();
base.OnLoad();
}
/// <summary>
/// RegisterEvent
/// </summary>
void RegisterEvent()
{
GameEventMgr.Instance.AddEventListener<IEntity, float, object>(EntityEvent.ShowEntitySuccess, OnShowEntitySuccess);
GameEventMgr.Instance.AddEventListener<int, string, string, string, object>(EntityEvent.ShowEntityFailure, OnShowEntityFailure);
GameEventMgr.Instance.AddEventListener<int, string, IEntityGroup, object>(EntityEvent.HideEntityComplete, OnHideEntityComplete);
}
/// <summary>
/// OnShowEntitySuccess
/// </summary>
/// <param name="entity"></param>
/// <param name="duration"></param>
/// <param name="userData"></param>
private void OnShowEntitySuccess(IEntity entity, float duration, object userData)
{
Log.Warning("OnShowEntitySuccess" + entity.ToString() + " " + duration + " " + userData);
}
/// <summary>
/// OnShowEntityFailure
/// </summary>
/// <param name="entityId"></param>
/// <param name="entityAssetName"></param>
/// <param name="entityGroupName"></param>
/// <param name="errorMessage"></param>
/// <param name="userData"></param>
private void OnShowEntityFailure(int entityId, string entityAssetName, string entityGroupName,
string errorMessage, object userData)
{
}
/// <summary>
/// OnHideEntityComplete
/// </summary>
/// <param name="entityId"></param>
/// <param name="entityAssetName"></param>
/// <param name="entityGroup"></param>
/// <param name="userData"></param>
private void OnHideEntityComplete(int entityId, string entityAssetName, IEntityGroup entityGroup,
object userData)
{
}
/// <summary>
/// 玩家Actor实体管理器创建光源/ URP可最佳实践
/// </summary>
/// <param name="lightType"></param>
/// <param name="position"></param>
/// <param name="quaternion"></param>
public void CreatePlayerEntity(GameActor actor,string entityPath, Vector3 position,Quaternion quaternion)
{
EntityData data = EntityData.Create(position,quaternion,actor);
EntitySystem.Instance.CreateEntity<ActorEntity>(entityPath, data);
}
}
}

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using System.Collections.Generic;
using TEngine.Runtime.Entity;
using UnityEngine;
namespace TEngine.Runtime.Actor
{
public class ActorEntity : EntityLogicEx
{
protected override void OnShow(object userData)
{
base.OnInit(userData);
var entityData = (EntityData)userData;
GameActor actor = (GameActor)entityData.UserData;
actor.Event.SendEvent(StringId.StringToHash("ActorEntityOnShow"),gameObject);
}
protected override void OnHide(bool isShutdown, object userData)
{
}
}
/// <summary>
/// 玩家Actor把Actor具象化成玩家
/// </summary>
public class PlayerActor:GameActor
{
public override int GetActorType()
{
return ActorType.ActorPlayer;
}
public override void Awake()
{
base.Awake();
}
public override void OnInit()
{
base.OnInit();
}
}
/// <summary>
/// Animator组件
/// </summary>
public class AnimatorComponent : ActorComponent
{
private Animator _animator;
protected override void Awake()
{
base.Awake();
_animator = OwnActor.gameObject.AddComponent<Animator>();
}
}
/// <summary>
/// 模型组件
/// </summary>
public class ModelComponent : ActorComponent
{
private GameObject _model;
/// <summary>
/// Awake
/// </summary>
protected override void Awake()
{
base.Awake();
RegisterEvent();
InitModel();
BindOwnActor();
}
/// <summary>
/// 注册组件事件
/// </summary>
private void RegisterEvent()
{
OwnActor.Event.AddEventListener<GameObject>(StringId.StringToHash("ActorEntityOnShow"),OnLoadModel,OwnActor);
}
private void InitModel()
{
//普通创建实体
// var obj = TResources.Load("Capsule");
// _model = Object.Instantiate(obj);
//通过Entity创建实体
PlayEntityMgr.Instance.CreatePlayerEntity(OwnActor,"Capsule",Vector3.zero, Quaternion.identity);
}
public void OnLoadModel(GameObject gameObject)
{
_model = gameObject;
BindOwnActor();
}
private void BindOwnActor()
{
if (_model == null)
{
return;
}
_model.transform.SetParent(OwnActor.gameObject.transform);
}
}
/// <summary>
/// 状态机组件
/// </summary>
public class FsmComponent : ActorComponent
{
public IFsm<FsmComponent> Fsm;
protected override void Awake()
{
base.Awake();
List<FsmState<FsmComponent>> stateList = new List<FsmState<FsmComponent>>() { IdleState.Create(), MoveState.Create() };
Fsm = FsmManager.Instance.CreateFsm(OwnActor.ActorId.ToString(), this, stateList);
Fsm.Start<IdleState>();
}
#region
public class IdleState : FsmState<FsmComponent>, IMemory
{
//触发移动的指令列表
private static KeyCode[] MOVE_COMMANDS =
{
KeyCode.LeftArrow,
KeyCode.RightArrow,
KeyCode.UpArrow,
KeyCode.DownArrow,
KeyCode.A,
KeyCode.W,
KeyCode.S,
KeyCode.D
};
protected override void OnInit(IFsm<FsmComponent> fsm)
{
base.OnInit(fsm);
}
protected override void OnEnter(IFsm<FsmComponent> fsm)
{
Log.Warning("OnEnter IdleState");
base.OnEnter(fsm);
}
protected override void OnUpdate(IFsm<FsmComponent> fsm, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(fsm, elapseSeconds, realElapseSeconds);
foreach (var command in MOVE_COMMANDS)
{
//触发任何一个移动指令时
if (Input.GetKeyDown(command))
{
//记录这个移动指令
fsm.SetData<int>("MoveCommand", (int)command);
//切换到移动状态
ChangeState<MoveState>(fsm);
}
}
}
protected override void OnLeave(IFsm<FsmComponent> fsm, bool isShutdown)
{
base.OnLeave(fsm, isShutdown);
}
protected override void OnDestroy(IFsm<FsmComponent> fsm)
{
base.OnDestroy(fsm);
}
public static IdleState Create()
{
IdleState state = MemoryPool.Acquire<IdleState>();
return state;
}
public void Clear()
{
//此类无状态记录Clear为空实现
}
}
public class MoveState : FsmState<FsmComponent>, IMemory
{
private static readonly float EXIT_TIME = 0.01f;
private float exitTimer;
private KeyCode moveCommand;
protected override void OnInit(IFsm<FsmComponent> fsm)
{
base.OnInit(fsm);
}
protected override void OnEnter(IFsm<FsmComponent> fsm)
{
base.OnEnter(fsm);
//进入移动状态时,获取移动指令数据
moveCommand = (KeyCode)(int)fsm.GetData<int>("MoveCommand");
Log.Warning("OnEnter MoveState" + moveCommand);
}
protected override void OnUpdate(IFsm<FsmComponent> fsm, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(fsm, elapseSeconds, realElapseSeconds);
//计时器累计时间
exitTimer += elapseSeconds;
//switch(moveCommand)
//{
//根据移动方向指令向对应方向移动
//}
if (moveCommand != 0)
{
exitTimer = 0;
}
//达到指定时间后
if (exitTimer > EXIT_TIME)
{
//切换回空闲状态
ChangeState<IdleState>(fsm);
}
}
protected override void OnLeave(IFsm<FsmComponent> fsm, bool isShutdown)
{
base.OnLeave(fsm, isShutdown);
//推出移动状态时,把计时器清零
exitTimer = 0;
//清空移动指令
moveCommand = KeyCode.None;
fsm.RemoveData("MoveCommand");
}
protected override void OnDestroy(IFsm<FsmComponent> fsm)
{
base.OnDestroy(fsm);
}
public static MoveState Create()
{
MoveState state = MemoryPool.Acquire<MoveState>();
return state;
}
public void Clear()
{
//还原状态内数据
exitTimer = 0;
moveCommand = KeyCode.None;
}
}
#endregion
}
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