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Update Demo目录
Update Demo目录
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433
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/ActorDemo.unity
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433
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/ActorDemo.unity
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externalObjects: {}
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userData:
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38
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/ActorTestMain.cs
Normal file
38
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/ActorTestMain.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
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>();
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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75
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/PlayEntityMgr.cs
Normal file
75
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/PlayEntityMgr.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17eab8dad38941328e42d077d6ff6c89
|
||||
timeCreated: 1663917080
|
283
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/PlayerActor.cs
Normal file
283
Assets/TEngine.Demo/Demo/TEngine.ActorDemo/PlayerActor.cs
Normal file
@@ -0,0 +1,283 @@
|
||||
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 状态机
|
||||
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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@@ -0,0 +1,7 @@
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Reference in New Issue
Block a user