增加Demo示例

增加Demo示例
This commit is contained in:
ALEXTANG
2022-09-23 10:38:22 +08:00
parent 752cf4bad6
commit a23f74c2f9
38 changed files with 2892 additions and 0 deletions

8
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title: TEngine Demo
sections:
- heading:
text: '<b>这些案例是基于TEngine2.0的Demo </b>'
linkText:
url:
- heading: <b>1.TEngine.NetDemo</b>
text: '网络模块demo.'
- heading: <b>2.TEngine.EntityDemo</b>
text: '实体模块demo.'
linkText:
url:
- heading: <b>3.TEngine.UIDemo</b>
text: 'UI模块demo 示例以及常用用法'
linkText:
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- heading: <b>4.TEngine.ActorDemo</b>
text: 'Actor模块demo 示例以及常用用法'
linkText:
url:
- heading: 在线文档
text: 'To read more about TEngine please see the <b>TEngine documentation</b> :'
linkText: TEngine documentation
url: http://1.12.241.46:5000/
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor {
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static float kSpace = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
{
var readme = SelectReadme();
SessionState.SetBool(kShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
}
[MenuItem("Tutorial/Show Tutorial Instructions")]
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[]{readmeObject};
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
GUILayout.Label(readme.title, TitleStyle);
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(kSpace);
}
}
bool m_Initialized;
GUIStyle LinkStyle { get { return m_LinkStyle; } }
[SerializeField] GUIStyle m_LinkStyle;
GUIStyle TitleStyle { get { return m_TitleStyle; } }
[SerializeField] GUIStyle m_TitleStyle;
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
[SerializeField] GUIStyle m_HeadingStyle;
GUIStyle BodyStyle { get { return m_BodyStyle; } }
[SerializeField] GUIStyle m_BodyStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_HeadingStyle.fontSize = 18 ;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
m_LinkStyle.stretchWidth = false;
m_Initialized = true;
}
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI ();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI ();
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
return GUI.Button (position, label, LinkStyle);
}
}

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using System;
using UnityEngine;
public class Readme : ScriptableObject {
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section {
public string heading, text, linkText, url;
}
}

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using System.Collections.Generic;
using TEngine.Runtime;
using TEngine.Runtime.Actor;
using UnityEngine;
namespace TEngine.Runtime.Actor
{
public class PlayerActor:GameActor
{
public override int GetActorType()
{
return ActorType.ActorPlayer;
}
public override void Awake()
{
base.Awake();
}
public override void OnInit()
{
base.OnInit();
}
}
public class AnimatorComponent : ActorComponent
{
private Animator _animator;
protected override void Awake()
{
base.Awake();
_animator = OwnActor.gameObject.AddComponent<Animator>();
}
}
public class ModelComponent : ActorComponent
{
private GameObject _model;
protected override void Awake()
{
base.Awake();
var obj = TResources.Load("Capsule");
_model = Object.Instantiate(obj);
_model.transform.SetParent(OwnActor.gameObject.transform);
}
}
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
}
}
public class ActorTestMain : MonoBehaviour
{
private uint _actorId = 0;
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 System;
using TEngine.Runtime;
using TEngine.Runtime.Entity;
using UnityEngine;
public class EntityTestMain : MonoBehaviour
{
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");
for (int i = 1; i < 10; i++)
{
//实体数据创建
EntityData entityData= EntityData.Create();
entityData.Position = new Vector3(i, i, 0);
entityData.Rotation = Quaternion.identity;
//实体系统创建实体,自动创建实体组
EntitySystem.Instance.CreateEntity<EntityCube>("Cube",entityData);
}
}
/// <summary>
/// 实体Cube
/// </summary>
public class EntityCube:EntityLogicEx
{
protected override void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
{
base.OnAttached(childEntity, parentTransform, userData);
Log.Info("OnAttached");
}
/// <summary>
/// 实体显示事件
/// </summary>
/// <param name="userData">EntityData</param>
protected override void OnShow(object userData)
{
base.OnShow(userData);
Log.Info("OnShow");
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
}
}
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using System.Net;
using TEngine.Runtime;
using TEngine.Runtime.UIModule;
using TEngineProto;
using UnityEngine;
public class NetTestMain : MonoBehaviour
{
public const string MainTcp = "MainTcp";
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);
}
/// <summary>
/// NetworkChannel通信Channel
/// </summary>
private INetworkChannel _networkChannel;
/// <summary>
/// OnStartGame
/// </summary>
private void OnStartGame()
{
Log.Debug("TEngineEvent.OnStartGame");
//创建网络Channel Service类型 Tcp
_networkChannel = TEngine.Runtime.Network.Instance.CreateNetworkChannel(MainTcp, ServiceType.Tcp, new NetworkChannelHelper());
//连接Channel 本地8081 需要开启服务器
_networkChannel.Connect(IPAddress.Parse("127.0.0.1"),8081);
//注册消息包回调 ActionCode.Login -> Action Login
TEngine.Runtime.Network.Instance.RegisterHandler(MainTcp,(int)ActionCode.Login,Login);
}
/// <summary>
/// 测试发送消息包,需要开启服务器
/// </summary>
private void Update()
{
if (Input.GetKeyDown(KeyCode.K))
{
var a = MemoryPool.Acquire<MainPack>();
a.actioncode = ActionCode.Login;
a.requestcode = RequestCode.User;
a.loginPack = new LoginPack();
a.loginPack.username = "1111";
a.loginPack.password = "2222";
TEngine.Runtime.Network.Instance.Send(MainTcp, a);
}
}
/// <summary>
/// Login消息回调
/// </summary>
/// <param name="mainPack">消息包</param>
private void Login(MainPack mainPack)
{
Log.Debug(mainPack.extstr);
}
}

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using TEngine.Runtime.UIModule;
using TEngineProto;
using UnityEngine;
using UnityEngine.UI;
using Network = TEngine.Runtime.Network;
class TEngineLoginUI : UIWindow
{
#region
private Image m_imgbg;
private Text m_textTittle;
private Text m_textVer;
private Image m_imgLogo;
private GameObject m_goLoading;
private GameObject m_goLoginRoot;
private InputField m_inputName;
private InputField m_inputPassword;
private Button m_btnLogin;
protected override void ScriptGenerator()
{
m_imgbg = FindChildComponent<Image>("m_imgbg");
m_textTittle = FindChildComponent<Text>("m_textTittle");
m_textVer = FindChildComponent<Text>("m_textVer");
m_imgLogo = FindChildComponent<Image>("m_imgLogo");
m_goLoading = FindChild("m_goLoading").gameObject;
m_goLoginRoot = FindChild("m_goLoginRoot").gameObject;
m_inputName = FindChildComponent<InputField>("m_goLoginRoot/m_inputName");
m_inputPassword = FindChildComponent<InputField>("m_goLoginRoot/m_inputPassword");
m_btnLogin = FindChildComponent<Button>("m_goLoginRoot/m_btnLogin");
m_btnLogin.onClick.AddListener(OnClickLoginBtn);
}
#endregion
#region
private void OnClickLoginBtn()
{
var mainPack = new MainPack();
mainPack.actioncode = ActionCode.Login;
mainPack.requestcode = RequestCode.User;
mainPack.loginPack = new LoginPack();
mainPack.loginPack.username = m_inputName.text;
mainPack.loginPack.password = m_inputPassword.text;
Network.Instance.SendCsMsg("MainTcp",mainPack);
}
#endregion
}

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