Update BattleDemo

Update BattleDemo
This commit is contained in:
ALEXTANG
2023-07-17 18:09:07 +08:00
parent a273e9d5f8
commit ee2147e3d9
39 changed files with 975 additions and 8 deletions

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fileFormatVersion: 2
guid: 3212280593954784b888cf6e9fa088a8
timeCreated: 1689584199

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using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// Actor属性数据管理。
/// </summary>
public class ActorData : EntityLogicComponent
{
}
}

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fileFormatVersion: 2
guid: a344b822c96449a29d78fb64b02c762d
timeCreated: 1689584206

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fileFormatVersion: 2
guid: cc314cd9682f4c1d8a870e2b4c6a5c88
timeCreated: 1689584122

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using System.Collections.Generic;
using System.Linq;
using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 实体类的Buff管理。
/// </summary>
public class BuffComponent:EntityLogicComponent
{
private readonly Dictionary<int, BufferItem> _allBuff = new Dictionary<int, BufferItem>();
private readonly List<BufferItem> _listBuff = new List<BufferItem>();
public override void Dispose()
{
foreach (var bufferItem in _listBuff)
{
BufferItem.Release(bufferItem);
}
_listBuff.Clear();
_allBuff.Clear();
base.Dispose();
}
/// <summary>
/// 增加Buff。
/// </summary>
/// <param name="buffId">BuffId。</param>
/// <param name="caster">施法者。</param>
/// <param name="addStackNum">增加层数。</param>
/// <param name="skillId">技能Id。</param>
/// <returns></returns>
public bool AddBuff(int buffId, EntityLogic caster, int addStackNum = 1, uint skillId = 0)
{
BufferItem bufferItem = BufferItem.Alloc(buffId);
if (bufferItem == null)
{
return false;
}
RefreshBuffAttr();
UpdateBuffState();
_allBuff.Add(buffId, bufferItem);
_listBuff.Add(bufferItem);
return true;
}
/// <summary>
/// 移除Buff。
/// </summary>
/// <param name="buffID">BuffID。</param>
/// <param name="caster">移除施放来源。</param>
public void RmvBuff(int buffID, EntityLogic caster)
{
if (_allBuff.TryGetValue(buffID, out BufferItem buffItem))
{
RemoveBuffFromList(buffItem);
RefreshBuffAttr();
UpdateBuffState();
}
}
private void RemoveBuffFromList(BufferItem buffItem)
{
Log.Info("remove buff: {0}", buffItem.BuffID);
BufferItem.Release(buffItem);
_allBuff.Remove(buffItem.BuffID);
_listBuff.Remove(buffItem);
}
/// <summary>
/// 刷新Buff带来的属性。
/// </summary>
private void RefreshBuffAttr()
{
}
/// <summary>
/// 刷新Buff改变的状态。
/// </summary>
private void UpdateBuffState()
{
}
}
}

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fileFormatVersion: 2
guid: 29088ba5001247628aefb072c6d82705
timeCreated: 1689582372

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using GameConfig.Battle;
using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// Buff实例。
/// </summary>
public class BufferItem:IMemory
{
/// <summary>
/// BuffId。
/// </summary>
public int BuffID => BuffConfig?.BuffID ?? 0;
/// <summary>
/// BUff配置表。
/// </summary>
public BuffConfig BuffConfig { private set; get; }
/// <summary>
/// 清理内存。
/// </summary>
public void Clear()
{
BuffConfig = null;
}
/// <summary>
/// 生成Buff实例。
/// </summary>
/// <param name="buffId">buffId。</param>
/// <returns>Buff实例。</returns>
public static BufferItem Alloc(int buffId)
{
Log.Debug($"Alloc buffItem buffId:{buffId}");
BuffConfig buffConfig = ConfigLoader.Instance.Tables.TbBuff.Get(buffId);
if (buffConfig == null)
{
Log.Warning($"Alloc buffItem Failed ! buffId:{buffId}");
return null;
}
BufferItem ret = MemoryPool.Acquire<BufferItem>();
ret.BuffConfig = buffConfig;
return ret;
}
/// <summary>
/// 释放Buff实例。
/// </summary>
/// <param name="bufferItem"></param>
public static void Release(BufferItem bufferItem)
{
if (bufferItem == null)
{
return;
}
MemoryPool.Release(bufferItem);
}
}
}

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fileFormatVersion: 2
guid: 8915b9545484419eb2642a69d4056daf
timeCreated: 1689584322

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using TEngine;
using UnityEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 实体创建预数据。
/// </summary>
public class EntityCreateData:IMemory
{
public ActorEntityType actorEntityType;
public bool HasBornPos = false;
public Vector3 BornPos;
public Vector3 BornForward;
/// <summary>
/// 设置出生点。
/// </summary>
/// <param name="bornPos"></param>
/// <param name="forward"></param>
public void SetBornPos(Vector3 bornPos, Vector3 forward)
{
HasBornPos = true;
BornPos = bornPos;
BornForward = forward;
}
public void Clear()
{
actorEntityType = ActorEntityType.None;
HasBornPos = false;
BornPos = Vector3.zero;
BornForward = Vector3.zero;
}
}
}

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fileFormatVersion: 2
guid: 4ba847c6eb944645a4b693f1a432d933
timeCreated: 1689583498

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/// </summary>
public abstract class EntityLogic : Entity
{
public override void OnCreate()
/// <summary>
/// 逻辑层实体类型。
/// </summary>
/// <returns></returns>
public abstract ActorEntityType GetActorEntityType();
/// <summary>
/// 是否是战斗起始的Actor。
/// <remarks>,比如双方参与战斗的玩家或者技能编辑器里的Caster。</remarks>
/// </summary>
public bool IsStartActor;
public EntityCreateData CreateData { private set; get; }
public virtual string GetActorName()
{
base.OnCreate();
return string.Empty;
}
#region
public ActorData ActorData { protected set; get; }
public BuffComponent BuffComponent { protected set; get; }
public SkillCasterComponent SkillCaster { protected set; get; }
#endregion
#region
internal bool LogicCreate(EntityCreateData entityCreateData)
{
CreateData = entityCreateData;
OnLogicCreate();
return true;
}
public override void Dispose()
protected virtual void OnLogicCreate()
{
base.Dispose();
}
internal void LogicDestroy()
{
OnLogicDestroy();
if (CreateData != null)
{
MemoryPool.Release(CreateData);
}
}
protected virtual void OnLogicDestroy()
{
}
#endregion
}
}

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using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 逻辑层组件实体。
/// </summary>
public abstract class EntityLogicComponent: Entity
{
public EntityLogic Owner => (EntityLogic)Parent;
}
}

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fileFormatVersion: 2
guid: 92574294d8144f218f323f63f72a8374
timeCreated: 1689585864

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using System;
using System.Collections.Generic;
using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 实体类型。
/// </summary>
public enum ActorEntityType
{
None,
Player,
Monster,
Pet,
Npc,
}
/// <summary>
/// 逻辑层实体管理器。
/// </summary>
public class EntityLogicMgr
{
private static readonly Dictionary<long, EntityLogic> EntityLogicPool = new Dictionary<long, EntityLogic>();
private static readonly List<EntityLogic> ListEntityLogics = new List<EntityLogic>();
public static event Action<EntityLogic> OnEntityCreate;
public static event Action<EntityLogic> OnEntityDestroy;
public static List<EntityLogic> GetAllActor(ref List<EntityLogic> temp)
{
if (temp == null)
{
temp = new List<EntityLogic>();
}
temp.AddRange(ListEntityLogics);
return temp;
}
public static List<EntityLogic> GetTypeActor(ref List<EntityLogic> temp,ActorEntityType type)
{
if (temp == null)
{
temp = new List<EntityLogic>();
}
foreach (var actor in ListEntityLogics)
{
if (actor.GetActorEntityType() == type)
{
temp.Add(actor);
}
}
return temp;
}
public static EntityLogic CreateEntityLogic(EntityCreateData entityCreateData, bool isStartActor = false)
{
if (entityCreateData == null)
{
Log.Error("create actor failed, create data is null");
return null;
}
var actor = CreateActorEntityObject(entityCreateData.actorEntityType);
if (actor == null)
{
Log.Error("create actor failed, create data is {0}", entityCreateData);
return null;
}
actor.IsStartActor = isStartActor;
if (!actor.LogicCreate(entityCreateData))
{
DestroyActor(actor);
return null;
}
if (OnEntityCreate != null)
{
OnEntityCreate(actor);
}
Log.Debug("entityLogic created: {0}", actor.GetActorName());
return actor;
}
private static EntityLogic CreateActorEntityObject(ActorEntityType actorType)
{
EntityLogic entityLogic = null;
switch (actorType)
{
case ActorEntityType.Player:
{
entityLogic = Entity.Create<PlayerEntity>(GameApp.Instance.Scene);
break;
}
default:
{
Log.Error("unknown actor type:{0}", actorType);
break;
}
}
if (entityLogic != null)
{
EntityLogicPool.Add(entityLogic.RuntimeId, entityLogic);
ListEntityLogics.Add(entityLogic);
}
return entityLogic;
}
public static bool DestroyActor(long runtimeId)
{
EntityLogicPool.TryGetValue(runtimeId, out EntityLogic entityLogic);
if (entityLogic != null)
{
return DestroyActor(entityLogic);
}
return false;
}
public static bool DestroyActor(EntityLogic entityLogic)
{
Log.Debug("on destroy entityLogic {0}", entityLogic.RuntimeId);
var runtimeId = entityLogic.RuntimeId;
Log.Assert(EntityLogicPool.ContainsKey(runtimeId));
if (OnEntityDestroy != null)
{
OnEntityDestroy(entityLogic);
}
entityLogic.LogicDestroy();
EntityLogicPool.Remove(runtimeId);
ListEntityLogics.Remove(entityLogic);
return true;
}
}
}

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fileFormatVersion: 2
guid: 513b12007c8f408698d12aee22fc44db
timeCreated: 1689579220

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{
public class PlayerEntity : EntityLogic
{
public override void OnCreate()
public override ActorEntityType GetActorEntityType()
{
base.OnCreate();
return ActorEntityType.Player;
}
public override void Dispose()
protected override void OnLogicCreate()
{
base.Dispose();
base.OnLogicCreate();
ActorData = AddComponent<ActorData>();
BuffComponent = AddComponent<BuffComponent>();
SkillCaster = AddComponent<SkillCasterComponent>();
}
}
}

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fileFormatVersion: 2
guid: 8d126355d2da45c8899a7a4fff5d376c
timeCreated: 1689584135

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using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 技能释放组件。
/// </summary>
public class SkillCasterComponent:EntityLogicComponent
{
/// <summary>
/// 播放技能。
/// </summary>
/// <param name="skillId">技能Id。</param>
/// <param name="target">目标。</param>
/// <param name="checkCd">是否检测CD。</param>
/// <param name="forceCaster">是否强制释放。</param>
/// <returns>是否播放成功。</returns>
internal void PlaySkill(int skillId, EntityLogic target = null, bool forceCaster = false, bool checkCd = true)
{
Log.Assert(skillId > 0, $"ActorName: {Owner.GetActorName()}");
Log.Debug("Start Play SKill[{0}]", skillId);
var skillBaseConfig = ConfigLoader.Instance.Tables.TbSkill.Get(skillId);
if (skillBaseConfig == null)
{
Log.Error("GetSkillBaseConfig Failed, invalid skillID: {0}", skillId);
return;
}
}
}
}

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fileFormatVersion: 2
guid: 9b445989d175457db064ef74adeb4181
timeCreated: 1689582410

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fileFormatVersion: 2
guid: 0c20684aa6954a80abe88ef8ee599800
timeCreated: 1689585664

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using System;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 技能表现数据。
/// <remarks>表现数据再由SkillElement组成。</remarks>
/// </summary>
[Serializable]
public class SkillDisplayData
{
}
}

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fileFormatVersion: 2
guid: 7ffa4d74525b4c55ac6013a4372c6d42
timeCreated: 1689586727

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using System.Collections.Generic;
using GameConfig.Battle;
using TEngine;
namespace GameLogic.BattleDemo
{
public enum SkillPlayStatus
{
/// <summary>
/// 初始状态。
/// </summary>
PlayInit,
/// <summary>
/// 技能施法前摇。
/// <remarks>播放动作阶段。</remarks>
/// </summary>
PlayingAim,
/// <summary>
/// 播放技能阶段,该阶段同时只能有一个技能播放。
/// </summary>
PlayingFront,
/// <summary>
/// 后台播放阶段,前台播放完后,可能还有一些元素要继续生效,这个时候转为后台播放阶段。
/// 同时玩家可以释放新的技能。
/// </summary>
PlayingBack,
/// <summary>
/// 播放完毕,等待播放.
/// </summary>
PlayingToFree
}
/// <summary>
/// 技能播放的数据。
/// </summary>
public class SkillPlayData:IMemory
{
/// <summary>
/// 技能内存Id,代表该玩家当前的唯一技能Id。
/// </summary>
public uint skillGid = 0;
/// <summary>
/// 技能的配置Id。
/// </summary>
public uint skillId;
/// <summary>
/// 技能的配置。
/// </summary>
public SkillBaseConfig skillBaseConfig;
/// <summary>
/// 技能表现ID.
/// </summary>
public int skillDisplayId;
/// <summary>
/// 技能表现数据。
/// </summary>
public SkillDisplayData skillDisplayData;
/// <summary>
/// 是否已经创建过visual表现层。
/// </summary>
public bool HasVisualPlayData = false;
/// <summary>
/// 开始时间。
/// </summary>
public float startTime;
/// <summary>
/// 开始技能进入后台的时间。
/// </summary>
public float startBackTime;
private SkillPlayStatus _status = SkillPlayStatus.PlayInit;
/// <summary>
/// 播放状态
/// </summary>
public SkillPlayStatus Status
{
set
{
if (_status != value)
{
_status = value;
if (_status == SkillPlayStatus.PlayingBack)
{
startBackTime = GameTime.time;
}
}
}
get => _status;
}
public bool IsFrontStatus => _status == SkillPlayStatus.PlayingAim || _status == SkillPlayStatus.PlayingFront;
public bool IsRunningStatus => _status == SkillPlayStatus.PlayingFront || _status == SkillPlayStatus.PlayingBack;
private EntityLogic _casterActor = null;
private SkillCasterComponent _skillCaster = null;
/// <summary>
/// 获取技能施法者。
/// </summary>
public EntityLogic CasterActor
{
get => _casterActor;
set
{
_casterActor = value;
_skillCaster = _casterActor.SkillCaster;
}
}
/// <summary>
/// 获取施法者的运行时ID。
/// </summary>
public long CasterId
{
get
{
if (_casterActor != null)
{
return _casterActor.RuntimeId;
}
return 0;
}
}
/// <summary>
/// 目标对象。
/// </summary>
public EntityLogic targetActor;
/// <summary>
/// 获取技能播放模块。
/// </summary>
internal SkillCasterComponent SkillCaster => _skillCaster;
/// <summary>
/// 处理动画元素。
/// </summary>
internal SkillAnimationHandle animHandle;
/// <summary>
/// 技能元素处理列表。
/// </summary>
internal List<SkillElementHandle> handleList = new List<SkillElementHandle>();
public void Clear()
{
skillId = 0;
skillGid = 0;
skillDisplayId = 0;
skillDisplayData = null;
skillBaseConfig = null;
Status = SkillPlayStatus.PlayInit;
startTime = 0;
startBackTime = 0;
CasterActor = null;
targetActor = null;
DestroyAllElement();
}
private void DestroyAllElement()
{
//销毁所有的ElementHandle
foreach (var elemHandle in handleList)
{
elemHandle?.Destroy();
}
handleList.Clear();
animHandle = null;
}
/// <summary>
/// 增加技能元素处理。
/// </summary>
/// <param name="handle">技能元素处理。</param>
/// <returns>是否增加成功。</returns>
internal bool AddElementHandle(SkillElementHandle handle)
{
string errField = null;
string checkResult = handle.CheckElementConfig(ref errField);
if (!string.IsNullOrEmpty(checkResult))
{
Log.Warning("skill Element config[{0}] error: {1}, RandomSkillLibraryId[{2}]", handle.GetType().ToString(), checkResult, skillId);
return false;
}
handleList.Add(handle);
return true;
}
/// <summary>
/// 创建表现层技能对象。
/// </summary>
internal void CreateVisualObject()
{
if (HasVisualPlayData)
{
return;
}
HasVisualPlayData = true;
//发送给visual事件
//TODO
}
/// <summary>
/// 销毁表现层技能对象。
/// </summary>
internal void DestroyVisualObject()
{
if (HasVisualPlayData && _casterActor != null)
{
HasVisualPlayData = false;
//TODO
}
}
}
}

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fileFormatVersion: 2
guid: 05013b249849443eb8c5cb10491233ed
timeCreated: 1689586140

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fileFormatVersion: 2
guid: 29cd06d7bab9405481fc35365616dac3
timeCreated: 1689587459

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namespace GameLogic.BattleDemo
{
public abstract class SkillElementData
{
}
}

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fileFormatVersion: 2
guid: 7d6aefa939104f9d89a18ab78e385d05
timeCreated: 1689587502

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using System;
namespace GameLogic.BattleDemo
{
[Serializable]
public enum SkillTriggerEvent
{
/// <summary>
/// 无触发。
/// </summary>
NoneEvent,
/// <summary>
/// 时间点触发。
/// </summary>
TimeEvent,
/// <summary>
/// 施法结束触发。
/// </summary>
AnimStopEvent,
}
}

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guid: 0413bfaea7674c68bde372498c15cc2d
timeCreated: 1689588039

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fileFormatVersion: 2
guid: 503ad5f03b8b4f8aab31436f9c5f44eb
timeCreated: 1689587434

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namespace GameLogic.BattleDemo
{
public class SkillAnimationHandle:SkillElementHandle
{
}
}

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fileFormatVersion: 2
guid: f93a8f3fc1e34bb8a03bdb3c0ba56e27
timeCreated: 1689587524

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using GameConfig.Battle;
using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 每个元素的状态。
/// </summary>
public enum SkillElementStatus
{
/// <summary>
/// 元素状态初始化。
/// </summary>
ELEM_STATUS_INIT,
/// <summary>
/// 元素状态运行中。
/// </summary>
ELEM_STATUS_RUN,
/// <summary>
/// 元素状态停止。
/// </summary>
ELEM_STATUS_STOP
}
public abstract class SkillElementHandle
{
private static uint m_nextHandleGID = 1;
public uint m_handleGID;
public EntityLogic CasterActor;
protected uint m_skillId;
protected SkillAttrDamageData[] m_damageAttr;
protected SkillPlayData m_playData;
public SkillElementStatus Status = SkillElementStatus.ELEM_STATUS_INIT;
public void Destroy()
{
if (Status == SkillElementStatus.ELEM_STATUS_RUN)
{
Stop();
}
OnDestroy();
}
/// <summary>
/// 初始化接口
/// </summary>
public void Init(SkillPlayData playData, SkillAttrDamageData[] damageAttr)
{
m_handleGID = m_nextHandleGID++;
CasterActor = playData.CasterActor;
m_skillId = playData.skillId;
m_playData = playData;
m_damageAttr = damageAttr;
Status = SkillElementStatus.ELEM_STATUS_INIT;
OnInit();
}
/// <summary>
/// 触发Element开始。
/// </summary>
/// <param name="playData">技能播放数据。</param>
/// <param name="eventType">技能触发类型。</param>
public void Start(SkillPlayData playData, SkillTriggerEvent eventType)
{
if (Status != SkillElementStatus.ELEM_STATUS_INIT)
{
Log.Error("invalid status skillId[{0}] element Type[{1}]", m_skillId, GetType().Name);
return;
}
Status = SkillElementStatus.ELEM_STATUS_RUN;
//如果是重复触发的机制,则不需要开始就触发。
OnStart(playData, eventType);
}
/// <summary>
/// 触发Element结束。
/// </summary>
public void Stop()
{
if (Status == SkillElementStatus.ELEM_STATUS_STOP)
{
return;
}
if (Status != SkillElementStatus.ELEM_STATUS_RUN)
{
Status = SkillElementStatus.ELEM_STATUS_STOP;
return;
}
Status = SkillElementStatus.ELEM_STATUS_STOP;
OnStop();
}
#region override function
/// <summary>
/// 检查配置是否正常
/// </summary>
/// <returns></returns>
public virtual string CheckElementConfig(ref string errField)
{
return null;
}
/// <summary>
/// 初始化一些数,在加入到技能列表的时候触发
/// </summary>
protected virtual void OnInit()
{
}
/// <summary>
/// 触发销毁。
/// </summary>
protected virtual void OnDestroy()
{
}
/// <summary>
/// 触发开始
/// </summary>
/// <param name="playData">触发开始的消息类型</param>
/// <param name="eventType">触发开始的消息类型</param>
protected virtual void OnStart(SkillPlayData playData, SkillTriggerEvent eventType)
{
}
/// <summary>
/// 触发结束。
/// </summary>
protected virtual void OnStop()
{
}
/// <summary>
/// 调试绘制。
/// </summary>
public virtual void OnDrawGizmos()
{
}
#endregion
}
}

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guid: 689c542f2f41447395080f93982a872f
timeCreated: 1689587448

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guid: 489220b19d954b69be5e170287e92210
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using TEngine;
namespace GameLogic.BattleDemo
{
/// <summary>
/// 外观显示组件。
/// </summary>
public class DisplayComponent:EntityLogicComponent
{
public DisplayInfo displayInfo;
public override void Dispose()
{
MemoryPool.Release(displayInfo);
base.Dispose();
}
}
}

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guid: e1b7fbc52816477c9fc7de9eabe17667
timeCreated: 1689582273

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using TEngine;
namespace GameLogic.BattleDemo
{
public class DisplayInfo:IMemory
{
public void Clear()
{
throw new System.NotImplementedException();
}
}
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