mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
更新Demo
更新Demo
This commit is contained in:
121
.gitignore
vendored
121
.gitignore
vendored
@@ -1,118 +1,15 @@
|
||||
# This .gitignore file should be placed at the root of your Unity project directory
|
||||
#
|
||||
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||
#
|
||||
/[Ll]ibrary/
|
||||
/[Tt]emp/
|
||||
/[Oo]bj/
|
||||
/[Bb]uild/
|
||||
/[Bb]uilds/
|
||||
/[Ll]ogs/
|
||||
/[Mm]emoryCaptures/
|
||||
/EditorBuild/
|
||||
# /[Aa]ssets/TResources/DLL/
|
||||
/[Aa]ssets/StreamingAssets
|
||||
/BuildBundleInfo/
|
||||
[Aa]ssets/AATest/
|
||||
[Aa]ssets/AATest.meta
|
||||
|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||
!/[Aa]ssets/**/*.meta
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
# Autogenerated Jetbrains Rider plugin
|
||||
[Aa]ssets/Plugins/Editor/JetBrains*
|
||||
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
# Autogenerated VS/MD/Consulo solution and project files
|
||||
ExportedObj/
|
||||
.consulo/
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
|
||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
|
||||
# Unity3D generated meta files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
||||
# Unity3D generated file on crash reports
|
||||
sysinfo.txt
|
||||
|
||||
# Builds
|
||||
*.apk
|
||||
|
||||
# Crashlytics generated file
|
||||
crashlytics-build.properties
|
||||
|
||||
# TEnginePersistentDataPath
|
||||
TEnginePersistentDataPath/
|
||||
|
||||
# Hotfix
|
||||
TEngineHotUpdate/bin
|
||||
TEngineHotUpdate/obj
|
||||
|
||||
#HybirdCLR(HuaTuo)
|
||||
/HybirdCLRData/
|
||||
[Hh]ybridCLRData/
|
||||
|
||||
|
||||
#AATemp
|
||||
[Aa]ssets/AATemp/
|
||||
[Aa]ssets/AATemp.meta
|
||||
|
||||
#Rider
|
||||
/.idea/
|
||||
|
||||
# ABConfig
|
||||
[Aa]ssets/BuildConfig/
|
||||
[Aa]ssets/BuildConfig.meta
|
||||
|
||||
[Aa]ssets/StreamingAssets/
|
||||
[Aa]ssets/StreamingAssets.meta
|
||||
Assets/HybridCLRBuildCache/AssetBundleOutput.meta
|
||||
Assets/HybridCLRBuildCache/AssetBundleOutput/StandaloneWindows.meta
|
||||
Assets/HybridCLRBuildCache.meta
|
||||
Assets/HybridCLRBuildCache/AssetBundleSourceData.meta
|
||||
Assets/HybridCLRBuildCache/AssetBundleSourceData/StandaloneWindows.meta
|
||||
|
||||
#Bundles
|
||||
Bundles/
|
||||
|
||||
#Sandbox
|
||||
Sandbox/
|
||||
UnityProject/UserSettings/Layouts/default-2021.dwlt
|
||||
UnityProject/UserSettings/Search.settings
|
||||
|
||||
#Luban
|
||||
Luban/.cache.meta
|
||||
Tools/Luban/
|
||||
Tools/Luban.ClientServer/
|
||||
Configs/.cache.meta
|
||||
GenerateDatas/
|
||||
|
||||
#HybridCLR
|
||||
Assets/HybridCLRData.meta
|
||||
UserSettings/Search.settings
|
||||
|
||||
#Unity UserSettings
|
||||
UserSettings/Search.index
|
||||
UserSettings/Layouts/default-2021.dwlt
|
||||
|
||||
#UnityOnlineServiceData
|
||||
Assets/UnityOnlineServiceData.meta
|
||||
Assets/UnityOnlineServiceData
|
||||
#FileServer
|
||||
Tools/FileServer/AssetRoot
|
||||
|
||||
UnityProject/ProjectSettings/CommonBurstAotSettings.json
|
||||
UnityProject/ProjectSettings/BurstAotSettings_StandaloneWindows.json
|
||||
|
@@ -1,45 +0,0 @@
|
||||
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@@ -1,18 +0,0 @@
|
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{
|
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"name": "BattleCore.Runtime",
|
||||
"rootNamespace": "BattleCore.Runtime",
|
||||
"references": [
|
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"GUID:aa06d4cc755c979489c256c1bcca1dfb",
|
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"GUID:d8b63aba1907145bea998dd612889d6b",
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|
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"includePlatforms": [],
|
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|
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|
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fileFormatVersion: 2
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guid: 890abd3a957e406ab422fc468ba6c169
|
||||
timeCreated: 1682353243
|
@@ -1,6 +0,0 @@
|
||||
namespace BattleCore.Runtime
|
||||
{
|
||||
public static class EntityExtension
|
||||
{
|
||||
}
|
||||
}
|
@@ -1,27 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace BattleCore.Runtime
|
||||
{
|
||||
public static class MathematicsExt
|
||||
{
|
||||
public static int2 ToInt2(this Vector2Int vec) => new int2(vec.x, vec.y);
|
||||
public static int3 ToInt3(this Vector3Int vec) => new int3(vec.x, vec.y, vec.z);
|
||||
public static float2 ToFloat2(this Vector2 vec) => new float2(vec.x, vec.y);
|
||||
public static float3 ToFloat3(this Vector3 vec) => new float3(vec.x, vec.y, vec.z);
|
||||
|
||||
public static bool IsEquals(this int2 a, int2 b) => math.all(a == b);
|
||||
public static bool IsEquals(this int3 a, int3 b) => math.all(a == b);
|
||||
|
||||
|
||||
public static Vector2Int ToVec2(this int2 vec) => new Vector2Int(vec.x, vec.y);
|
||||
public static Vector3Int ToVec3(this int2 vec) => new Vector3Int(vec.x, vec.y, 0);
|
||||
public static Vector3Int ToVec3(this int3 vec) => new Vector3Int(vec.x, vec.y, vec.z);
|
||||
public static Vector2 ToVec2(this float2 vec) => new Vector2(vec.x, vec.y);
|
||||
public static Vector3 ToVec3(this float3 vec) => new Vector3(vec.x, vec.y, vec.z);
|
||||
public static int ManhattanDist(this int2 vec) => vec.x + vec.y;
|
||||
public static int ManhattanDist(this int3 vec) => vec.x + vec.y + vec.z;
|
||||
public static float ManhattanDist(this float2 vec) => vec.x + vec.y;
|
||||
public static float ManhattanDist(this float3 vec) => vec.x + vec.y + vec.z;
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b0e288b918a41698571ec3d36059851
|
||||
timeCreated: 1682353251
|
@@ -1,21 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BattleCore.Runtime
|
||||
{
|
||||
public class Empty : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,16 +0,0 @@
|
||||
namespace GameBase
|
||||
{
|
||||
public class BaseClsTemplate<T>
|
||||
{
|
||||
protected static T Imp;
|
||||
|
||||
/// <summary>
|
||||
/// Unity工程,注册处理函数。
|
||||
/// </summary>
|
||||
/// <param name="imp">实现类。</param>
|
||||
public static void RegisterImp(T imp)
|
||||
{
|
||||
Imp = imp;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b062b3e32edd4536a4308a3d180842e0
|
||||
timeCreated: 1681989133
|
@@ -1,190 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Linq;
|
||||
|
||||
/*******************************************************************************
|
||||
//开启一个Loom进程
|
||||
Loom.RunAsync(() =>
|
||||
{
|
||||
aucThread = new Thread(ReceiveMsg);
|
||||
aucThread.Start();
|
||||
}
|
||||
|
||||
//进程调用主线程方法
|
||||
MainPack pack = (MainPack)MainPack.Descriptor.Parser.ParseFrom(buffer, 0, len);
|
||||
Loom.QueueOnMainThread((param) =>
|
||||
{
|
||||
UdpHandleResponse(pack);
|
||||
}, null);
|
||||
|
||||
*******************************************************************************/
|
||||
namespace GameBase
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Loom多线程通信。
|
||||
/// <remarks></remarks>
|
||||
/// </summary>
|
||||
public class Loom : MonoBehaviour
|
||||
{
|
||||
public Dictionary<string, CancellationTokenSource> TokenSourcesDictionary = new Dictionary<string, CancellationTokenSource>();
|
||||
private static readonly int MaxThreads = 8;
|
||||
private static int _numThreads;
|
||||
private static Loom _current;
|
||||
|
||||
public static Loom Current
|
||||
{
|
||||
get
|
||||
{
|
||||
Initialize();
|
||||
return _current;
|
||||
}
|
||||
}
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
_current = this;
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
protected void OnDestroy()
|
||||
{
|
||||
}
|
||||
|
||||
private static bool _initialized;
|
||||
|
||||
private static void Initialize()
|
||||
{
|
||||
if (!_initialized)
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_initialized = true;
|
||||
|
||||
var obj = new GameObject("[Loom]");
|
||||
|
||||
_current = obj.AddComponent<Loom>();
|
||||
|
||||
DontDestroyOnLoad(obj);
|
||||
}
|
||||
}
|
||||
|
||||
public struct NoDelayedQueueItem
|
||||
{
|
||||
public Action<object> Action;
|
||||
public object Param;
|
||||
}
|
||||
|
||||
private readonly List<NoDelayedQueueItem> _actions = new List<NoDelayedQueueItem>();
|
||||
|
||||
public struct DelayedQueueItem
|
||||
{
|
||||
public float Time;
|
||||
public Action<object> Action;
|
||||
public object Param;
|
||||
}
|
||||
|
||||
private readonly List<DelayedQueueItem> _delayed = new List<DelayedQueueItem>();
|
||||
|
||||
private readonly List<DelayedQueueItem> _currentDelayed = new List<DelayedQueueItem>();
|
||||
|
||||
public static void QueueOnMainThread(Action<object> taction, object param, float time = 0f)
|
||||
{
|
||||
if (time != 0f)
|
||||
{
|
||||
lock (Current._delayed)
|
||||
{
|
||||
Current._delayed.Add(new DelayedQueueItem { Time = Time.time + time, Action = taction, Param = param });
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
lock (Current._actions)
|
||||
{
|
||||
Current._actions.Add(new NoDelayedQueueItem { Action = taction, Param = param });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static Thread RunAsync(Action action)
|
||||
{
|
||||
Initialize();
|
||||
while (_numThreads >= MaxThreads)
|
||||
{
|
||||
Thread.Sleep(100);
|
||||
}
|
||||
|
||||
Interlocked.Increment(ref _numThreads);
|
||||
ThreadPool.QueueUserWorkItem(RunAction, action);
|
||||
return null;
|
||||
}
|
||||
|
||||
private static void RunAction(object action)
|
||||
{
|
||||
try
|
||||
{
|
||||
((Action)action)();
|
||||
}
|
||||
catch
|
||||
{
|
||||
// ignored
|
||||
}
|
||||
finally
|
||||
{
|
||||
Interlocked.Decrement(ref _numThreads);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (_current == this)
|
||||
{
|
||||
_current = null;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<NoDelayedQueueItem> _currentActions = new List<NoDelayedQueueItem>();
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_actions.Count > 0)
|
||||
{
|
||||
lock (_actions)
|
||||
{
|
||||
_currentActions.Clear();
|
||||
_currentActions.AddRange(_actions);
|
||||
_actions.Clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < _currentActions.Count; i++)
|
||||
{
|
||||
_currentActions[i].Action(_currentActions[i].Param);
|
||||
}
|
||||
}
|
||||
|
||||
if (_delayed.Count > 0)
|
||||
{
|
||||
lock (_delayed)
|
||||
{
|
||||
_currentDelayed.Clear();
|
||||
_currentDelayed.AddRange(_delayed.Where(d => d.Time <= Time.time));
|
||||
for (int i = 0; i < _currentDelayed.Count; i++)
|
||||
{
|
||||
_delayed.Remove(_currentDelayed[i]);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _currentDelayed.Count; i++)
|
||||
{
|
||||
_currentDelayed[i].Action(_currentDelayed[i].Param);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 00565f0d362f4c36836804455e19c3df
|
||||
timeCreated: 1681990210
|
@@ -1,214 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace GameBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 单例接口。
|
||||
/// </summary>
|
||||
public interface ISingleton
|
||||
{
|
||||
void Active();
|
||||
|
||||
void Release();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 单例管理器(统一化持久和释放)。
|
||||
/// </summary>
|
||||
public static class SingletonMgr
|
||||
{
|
||||
private static List<ISingleton> _singletonList;
|
||||
private static Dictionary<string, GameObject> _gameObjects;
|
||||
private static GameObject _root;
|
||||
|
||||
public static GameObject Root
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_root == null)
|
||||
{
|
||||
_root = GameObject.Find("[SingletonMgr]");
|
||||
|
||||
if (_root == null)
|
||||
{
|
||||
_root = new GameObject("[SingletonMgr]")
|
||||
{
|
||||
transform =
|
||||
{
|
||||
position = Vector3.zero
|
||||
}
|
||||
};
|
||||
}
|
||||
UnityEngine.Object.DontDestroyOnLoad(_root);
|
||||
}
|
||||
return _root;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Retain(ISingleton go)
|
||||
{
|
||||
if (_singletonList == null)
|
||||
{
|
||||
_singletonList = new List<ISingleton>();
|
||||
}
|
||||
|
||||
_singletonList.Add(go);
|
||||
}
|
||||
|
||||
public static void Retain(GameObject go)
|
||||
{
|
||||
if (_gameObjects == null)
|
||||
{
|
||||
_gameObjects = new Dictionary<string, GameObject>();
|
||||
}
|
||||
|
||||
if (!_gameObjects.ContainsKey(go.name))
|
||||
{
|
||||
_gameObjects.Add(go.name, go);
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
UnityEngine.Object.DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void Release(GameObject go)
|
||||
{
|
||||
if (_gameObjects != null && _gameObjects.ContainsKey(go.name))
|
||||
{
|
||||
_gameObjects.Remove(go.name);
|
||||
UnityEngine.Object.Destroy(go);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Release(ISingleton go)
|
||||
{
|
||||
if (_singletonList != null && _singletonList.Contains(go))
|
||||
{
|
||||
_singletonList.Remove(go);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Release()
|
||||
{
|
||||
if (_gameObjects != null)
|
||||
{
|
||||
foreach (var item in _gameObjects)
|
||||
{
|
||||
UnityEngine.Object.Destroy(item.Value);
|
||||
}
|
||||
|
||||
_gameObjects.Clear();
|
||||
}
|
||||
|
||||
if (_singletonList != null)
|
||||
{
|
||||
for (int i = 0; i < _singletonList.Count; ++i)
|
||||
{
|
||||
_singletonList[i].Release();
|
||||
}
|
||||
|
||||
_singletonList.Clear();
|
||||
}
|
||||
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
public static GameObject GetGameObject(string name)
|
||||
{
|
||||
GameObject go = null;
|
||||
if (_gameObjects != null)
|
||||
{
|
||||
_gameObjects.TryGetValue(name, out go);
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
internal static bool ContainsKey(string name)
|
||||
{
|
||||
if (_gameObjects != null)
|
||||
{
|
||||
return _gameObjects.ContainsKey(name);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
internal static ISingleton GetSingleton(string name)
|
||||
{
|
||||
for (int i = 0; i < _singletonList.Count; ++i)
|
||||
{
|
||||
if (_singletonList[i].ToString() == name)
|
||||
{
|
||||
return _singletonList[i];
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 释放所有单例。
|
||||
/// </summary>
|
||||
public static void ReStart()
|
||||
{
|
||||
Release();
|
||||
|
||||
SceneManager.LoadScene(0);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 全局单例对象(非线程安全)。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">泛型T。</typeparam>
|
||||
public abstract class TSingleton<T> : ISingleton where T : TSingleton<T>, new()
|
||||
{
|
||||
private static T _instance;
|
||||
|
||||
public static T Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (null == _instance)
|
||||
{
|
||||
_instance = new T();
|
||||
_instance.Init();
|
||||
#if UNITY_EDITOR
|
||||
Log.Info($"TSingleton Instance:{typeof(T).Name}");
|
||||
#endif
|
||||
SingletonMgr.Retain(_instance);
|
||||
}
|
||||
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool IsValid => _instance != null;
|
||||
|
||||
protected TSingleton()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void Init()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void Active()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void Release()
|
||||
{
|
||||
if (_instance != null)
|
||||
{
|
||||
SingletonMgr.Release(_instance);
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa2cb5bb622045d7a6f2a4c4faea3ca6
|
||||
timeCreated: 1681989590
|
@@ -1,111 +0,0 @@
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 具备Unity完整生命周期的单例。
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public abstract class UnitySingleton<T> : MonoBehaviour where T : MonoBehaviour
|
||||
{
|
||||
private static T _instance;
|
||||
|
||||
public static T Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
var ins = UnityEngine.Object.FindObjectOfType<T>();
|
||||
if (ins != null)
|
||||
{
|
||||
var obj = ins.gameObject;
|
||||
obj.name = typeof(T).Name;
|
||||
_instance = ins;
|
||||
SingletonMgr.Retain(obj);
|
||||
return Instance;
|
||||
}
|
||||
|
||||
System.Type thisType = typeof(T);
|
||||
string instName = thisType.Name;
|
||||
GameObject go = SingletonMgr.GetGameObject(instName);
|
||||
if (go == null)
|
||||
{
|
||||
go = GameObject.Find($"{instName}");
|
||||
if (go == null)
|
||||
{
|
||||
go = new GameObject(instName);
|
||||
go.transform.position = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
_instance = go.GetComponent<T>();
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = go.AddComponent<T>();
|
||||
}
|
||||
|
||||
if (_instance == null)
|
||||
{
|
||||
Log.Error($"Can't create UnitySingleton<{typeof(T)}>");
|
||||
}
|
||||
}
|
||||
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public static T Active()
|
||||
{
|
||||
return Instance;
|
||||
}
|
||||
|
||||
public static bool IsValid => _instance != null;
|
||||
|
||||
private bool CheckInstance()
|
||||
{
|
||||
if (this == Instance)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
GameObject.Destroy(gameObject);
|
||||
return false;
|
||||
}
|
||||
|
||||
protected virtual void OnLoad()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void Awake()
|
||||
{
|
||||
if (CheckInstance())
|
||||
{
|
||||
OnLoad();
|
||||
}
|
||||
#if UNITY_EDITOR
|
||||
Log.Debug($"UnitySingleton Instance:{typeof(T).Name}");
|
||||
#endif
|
||||
GameObject tEngine = SingletonMgr.Root;
|
||||
if (tEngine != null)
|
||||
{
|
||||
this.gameObject.transform.SetParent(tEngine.transform);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
Release();
|
||||
}
|
||||
|
||||
public static void Release()
|
||||
{
|
||||
if (_instance != null)
|
||||
{
|
||||
SingletonMgr.Release(_instance.gameObject);
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25c99243aa534df5870e36fdf9d36afd
|
||||
timeCreated: 1681990223
|
@@ -1,24 +0,0 @@
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
#if ENABLE_URP
|
||||
using UnityEngine.Rendering.Universal;
|
||||
#endif
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class CameraUtils
|
||||
{
|
||||
public static void AddCameraStack(Camera camera,Camera mainCamera)
|
||||
{
|
||||
#if ENABLE_URP
|
||||
if (mainCamera != null)
|
||||
{
|
||||
// 通过脚本的方式,只要能找到 camera 不轮是否跨 base 相机的场景,都可以 Add 进 Stack
|
||||
mainCamera.GetComponent<UniversalAdditionalCameraData>().cameraStack.Add(GameModule.UI.UICamera);
|
||||
}
|
||||
#else
|
||||
Log.Fatal("Could not add camera stack because had no URP-Render-Pip");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6375b5490bbdcc145a24706a6c4e9cb7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,15 +0,0 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public static class ActorEventDefine
|
||||
{
|
||||
public static readonly int ScoreChange = StringId.StringToHash("ActorEventDefine.ScoreChange");
|
||||
public static readonly int GameOver = StringId.StringToHash("ActorEventDefine.GameOver");
|
||||
public static readonly int EnemyDead = StringId.StringToHash("ActorEventDefine.EnemyDead");
|
||||
public static readonly int PlayerDead = StringId.StringToHash("ActorEventDefine.PlayerDead");
|
||||
public static readonly int AsteroidExplosion = StringId.StringToHash("ActorEventDefine.AsteroidExplosion");
|
||||
public static readonly int EnemyFireBullet = StringId.StringToHash("ActorEventDefine.EnemyFireBullet");
|
||||
public static readonly int PlayerFireBullet = StringId.StringToHash("ActorEventDefine.PlayerFireBullet");
|
||||
}
|
||||
}
|
@@ -1,21 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UniFramework.Pooling;
|
||||
|
||||
public class EntityEffect : MonoBehaviour
|
||||
{
|
||||
public float DelayDestroyTime = 1f;
|
||||
|
||||
private SpawnHandle _handle;
|
||||
|
||||
public void InitEntity(SpawnHandle handle)
|
||||
{
|
||||
_handle = handle;
|
||||
|
||||
Invoke(nameof(DelayDestroy), DelayDestroyTime);
|
||||
}
|
||||
private void DelayDestroy()
|
||||
{
|
||||
_handle.Restore();
|
||||
_handle = null;
|
||||
}
|
||||
}
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22e854424b81c9d49b36e6aa8b1cc9ba
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,36 +0,0 @@
|
||||
# UniFramework.Pooling
|
||||
|
||||
一个功能强大的游戏对象池系统。
|
||||
|
||||
该系统依赖于YooAsset资源系统,支持各类异步编程,支持同步接口和异步接口。
|
||||
|
||||
```c#
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
using UniFramework.Pooling;
|
||||
|
||||
IEnumerator Start()
|
||||
{
|
||||
// 初始化游戏对象池系统
|
||||
UniPooling.Initalize();
|
||||
|
||||
// 创建孵化器
|
||||
var spawner = UniPooling.CreateSpawner("DefaultPackage");
|
||||
|
||||
// 创建Cube预制体的对象池
|
||||
var operation = spawner.CreateGameObjectPoolAsync("Cube.prefab");
|
||||
yield return operation;
|
||||
|
||||
// 孵化Cube游戏对象
|
||||
SpawnHandle handle = spawner.SpawnAsync("Cube.prefab");
|
||||
yield return handle;
|
||||
Debug.Log(handle.GameObj.name);
|
||||
|
||||
// 回收游戏对象
|
||||
handle.Restore();
|
||||
|
||||
// 丢弃游戏对象
|
||||
handle.Discard();
|
||||
}
|
||||
```
|
||||
|
@@ -1,70 +0,0 @@
|
||||
using YooAsset;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
public class CreatePoolOperation : GameAsyncOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
Waiting,
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly AssetOperationHandle _handle;
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
internal CreatePoolOperation(AssetOperationHandle handle)
|
||||
{
|
||||
_handle = handle;
|
||||
}
|
||||
protected override void OnStart()
|
||||
{
|
||||
_steps = ESteps.Waiting;
|
||||
}
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None || _steps == ESteps.Done)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.Waiting)
|
||||
{
|
||||
if (_handle.IsValid == false)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"{nameof(AssetOperationHandle)} is invalid.";
|
||||
return;
|
||||
}
|
||||
|
||||
if (_handle.IsDone == false)
|
||||
return;
|
||||
|
||||
if (_handle.AssetObject == null)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
|
||||
return;
|
||||
}
|
||||
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Succeed;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 等待异步实例化结束
|
||||
/// </summary>
|
||||
public void WaitForAsyncComplete()
|
||||
{
|
||||
if (_handle != null)
|
||||
{
|
||||
if (_steps == ESteps.Done)
|
||||
return;
|
||||
_handle.WaitForAsyncComplete();
|
||||
OnUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a5687620a17f42e4085a0e2243be7561
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,215 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
internal class GameObjectPool
|
||||
{
|
||||
private readonly Transform _poolRoot;
|
||||
private readonly Queue<InstantiateOperation> _cacheOperations;
|
||||
private readonly bool _dontDestroy;
|
||||
private readonly int _initCapacity;
|
||||
private readonly int _maxCapacity;
|
||||
private readonly float _destroyTime;
|
||||
private float _lastRestoreRealTime = -1f;
|
||||
|
||||
/// <summary>
|
||||
/// 资源句柄
|
||||
/// </summary>
|
||||
public AssetOperationHandle AssetHandle { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 资源定位地址
|
||||
/// </summary>
|
||||
public string Location { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 内部缓存总数
|
||||
/// </summary>
|
||||
public int CacheCount
|
||||
{
|
||||
get { return _cacheOperations.Count; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 外部使用总数
|
||||
/// </summary>
|
||||
public int SpawnCount { private set; get; } = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 是否常驻不销毁
|
||||
/// </summary>
|
||||
public bool DontDestroy
|
||||
{
|
||||
get { return _dontDestroy; }
|
||||
}
|
||||
|
||||
|
||||
public GameObjectPool(GameObject poolRoot, string location, bool dontDestroy, int initCapacity, int maxCapacity, float destroyTime)
|
||||
{
|
||||
_poolRoot = poolRoot.transform;
|
||||
Location = location;
|
||||
|
||||
_dontDestroy = dontDestroy;
|
||||
_initCapacity = initCapacity;
|
||||
_maxCapacity = maxCapacity;
|
||||
_destroyTime = destroyTime;
|
||||
|
||||
// 创建缓存池
|
||||
_cacheOperations = new Queue<InstantiateOperation>(initCapacity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建对象池
|
||||
/// </summary>
|
||||
public void CreatePool(ResourcePackage package)
|
||||
{
|
||||
// 加载游戏对象
|
||||
AssetHandle = package.LoadAssetAsync<GameObject>(Location);
|
||||
|
||||
// 创建初始对象
|
||||
for (int i = 0; i < _initCapacity; i++)
|
||||
{
|
||||
var operation = AssetHandle.InstantiateAsync(_poolRoot);
|
||||
_cacheOperations.Enqueue(operation);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁游戏对象池
|
||||
/// </summary>
|
||||
public void DestroyPool()
|
||||
{
|
||||
// 卸载资源对象
|
||||
AssetHandle.Release();
|
||||
AssetHandle = null;
|
||||
|
||||
// 销毁游戏对象
|
||||
foreach (var operation in _cacheOperations)
|
||||
{
|
||||
if (operation.Result != null)
|
||||
GameObject.Destroy(operation.Result);
|
||||
}
|
||||
_cacheOperations.Clear();
|
||||
|
||||
SpawnCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查询静默时间内是否可以销毁
|
||||
/// </summary>
|
||||
public bool CanAutoDestroy()
|
||||
{
|
||||
if (_dontDestroy)
|
||||
return false;
|
||||
if (_destroyTime < 0)
|
||||
return false;
|
||||
|
||||
if (_lastRestoreRealTime > 0 && SpawnCount <= 0)
|
||||
return (Time.realtimeSinceStartup - _lastRestoreRealTime) > _destroyTime;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 游戏对象池是否已经销毁
|
||||
/// </summary>
|
||||
public bool IsDestroyed()
|
||||
{
|
||||
return AssetHandle == null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 回收
|
||||
/// </summary>
|
||||
public void Restore(InstantiateOperation operation)
|
||||
{
|
||||
if (IsDestroyed())
|
||||
{
|
||||
DestroyInstantiateOperation(operation);
|
||||
return;
|
||||
}
|
||||
|
||||
SpawnCount--;
|
||||
if (SpawnCount <= 0)
|
||||
_lastRestoreRealTime = Time.realtimeSinceStartup;
|
||||
|
||||
// 如果外部逻辑销毁了游戏对象
|
||||
if (operation.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
if (operation.Result == null)
|
||||
return;
|
||||
}
|
||||
|
||||
// 如果缓存池还未满员
|
||||
if (_cacheOperations.Count < _maxCapacity)
|
||||
{
|
||||
SetRestoreGameObject(operation.Result);
|
||||
_cacheOperations.Enqueue(operation);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyInstantiateOperation(operation);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 丢弃
|
||||
/// </summary>
|
||||
public void Discard(InstantiateOperation operation)
|
||||
{
|
||||
if (IsDestroyed())
|
||||
{
|
||||
DestroyInstantiateOperation(operation);
|
||||
return;
|
||||
}
|
||||
|
||||
SpawnCount--;
|
||||
if (SpawnCount <= 0)
|
||||
_lastRestoreRealTime = Time.realtimeSinceStartup;
|
||||
|
||||
DestroyInstantiateOperation(operation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取一个游戏对象
|
||||
/// </summary>
|
||||
public SpawnHandle Spawn(Transform parent, Vector3 position, Quaternion rotation, bool forceClone, params System.Object[] userDatas)
|
||||
{
|
||||
InstantiateOperation operation;
|
||||
if (forceClone == false && _cacheOperations.Count > 0)
|
||||
operation = _cacheOperations.Dequeue();
|
||||
else
|
||||
operation = AssetHandle.InstantiateAsync();
|
||||
|
||||
SpawnCount++;
|
||||
SpawnHandle handle = new SpawnHandle(this, operation, parent, position, rotation, userDatas);
|
||||
YooAssets.StartOperation(handle);
|
||||
return handle;
|
||||
}
|
||||
|
||||
private void DestroyInstantiateOperation(InstantiateOperation operation)
|
||||
{
|
||||
// 取消异步操作
|
||||
operation.Cancel();
|
||||
|
||||
// 销毁游戏对象
|
||||
if (operation.Result != null)
|
||||
{
|
||||
GameObject.Destroy(operation.Result);
|
||||
}
|
||||
}
|
||||
private void SetRestoreGameObject(GameObject gameObj)
|
||||
{
|
||||
if (gameObj != null)
|
||||
{
|
||||
gameObj.SetActive(false);
|
||||
gameObj.transform.SetParent(_poolRoot);
|
||||
gameObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1dd976626eb4ca645b4ec80921f4e8fd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,148 +0,0 @@
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
public sealed class SpawnHandle : GameAsyncOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
Waiting,
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly GameObjectPool _pool;
|
||||
private InstantiateOperation _operation;
|
||||
private readonly Transform _parent;
|
||||
private readonly Vector3 _position;
|
||||
private readonly Quaternion _rotation;
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
/// <summary>
|
||||
/// 实例化的游戏对象
|
||||
/// </summary>
|
||||
public GameObject GameObj
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_operation == null)
|
||||
{
|
||||
UniLogger.Warning("The spawn handle is invalid !");
|
||||
return null;
|
||||
}
|
||||
|
||||
return _operation.Result;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用户自定义数据集
|
||||
/// </summary>
|
||||
public System.Object[] UserDatas { private set; get; }
|
||||
|
||||
private SpawnHandle()
|
||||
{
|
||||
}
|
||||
internal SpawnHandle(GameObjectPool pool, InstantiateOperation operation, Transform parent, Vector3 position, Quaternion rotation, params System.Object[] userDatas)
|
||||
{
|
||||
_pool = pool;
|
||||
_operation = operation;
|
||||
_parent = parent;
|
||||
_position = position;
|
||||
_rotation = rotation;
|
||||
UserDatas = userDatas;
|
||||
}
|
||||
protected override void OnStart()
|
||||
{
|
||||
_steps = ESteps.Waiting;
|
||||
}
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None || _steps == ESteps.Done)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.Waiting)
|
||||
{
|
||||
if (_operation.IsDone == false)
|
||||
return;
|
||||
|
||||
if (_operation.Status != EOperationStatus.Succeed)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = _operation.Error;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_operation.Result == null)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"Clone game object is null.";
|
||||
return;
|
||||
}
|
||||
|
||||
// 设置参数
|
||||
_operation.Result.transform.SetParent(_parent);
|
||||
_operation.Result.transform.SetPositionAndRotation(_position, _rotation);
|
||||
_operation.Result.SetActive(true);
|
||||
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Succeed;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 回收
|
||||
/// </summary>
|
||||
public void Restore()
|
||||
{
|
||||
if (_operation != null)
|
||||
{
|
||||
ClearCompletedCallback();
|
||||
CancelHandle();
|
||||
_pool.Restore(_operation);
|
||||
_operation = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 丢弃
|
||||
/// </summary>
|
||||
public void Discard()
|
||||
{
|
||||
if (_operation != null)
|
||||
{
|
||||
ClearCompletedCallback();
|
||||
CancelHandle();
|
||||
_pool.Discard(_operation);
|
||||
_operation = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 等待异步实例化结束
|
||||
/// </summary>
|
||||
public void WaitForAsyncComplete()
|
||||
{
|
||||
if (_operation != null)
|
||||
{
|
||||
if (_steps == ESteps.Done)
|
||||
return;
|
||||
_operation.WaitForAsyncComplete();
|
||||
OnUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelHandle()
|
||||
{
|
||||
if (IsDone == false)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"User cancelled !";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6350d2984a149b349b9cec658d21b12a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,259 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
public class Spawner
|
||||
{
|
||||
private readonly List<GameObjectPool> _gameObjectPools = new List<GameObjectPool>(100);
|
||||
private readonly List<GameObjectPool> _removeList = new List<GameObjectPool>(100);
|
||||
private readonly GameObject _spawnerRoot;
|
||||
private readonly ResourcePackage _package;
|
||||
|
||||
public string PackageName
|
||||
{
|
||||
get
|
||||
{
|
||||
return _package.PackageName;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private Spawner()
|
||||
{
|
||||
}
|
||||
internal Spawner(GameObject poolingRoot, ResourcePackage package)
|
||||
{
|
||||
_spawnerRoot = new GameObject($"{package.PackageName}");
|
||||
_spawnerRoot.transform.SetParent(poolingRoot.transform);
|
||||
_package = package;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新游戏对象池系统
|
||||
/// </summary>
|
||||
internal void Update()
|
||||
{
|
||||
_removeList.Clear();
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
if (pool.CanAutoDestroy())
|
||||
_removeList.Add(pool);
|
||||
}
|
||||
|
||||
foreach (var pool in _removeList)
|
||||
{
|
||||
_gameObjectPools.Remove(pool);
|
||||
pool.DestroyPool();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁游戏对象池系统
|
||||
/// </summary>
|
||||
internal void Destroy()
|
||||
{
|
||||
DestroyAll(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁所有对象池及其资源
|
||||
/// </summary>
|
||||
/// <param name="includeAll">销毁所有对象池,包括常驻对象池</param>
|
||||
public void DestroyAll(bool includeAll)
|
||||
{
|
||||
if (includeAll)
|
||||
{
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
pool.DestroyPool();
|
||||
}
|
||||
_gameObjectPools.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
List<GameObjectPool> removeList = new List<GameObjectPool>();
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
if (pool.DontDestroy == false)
|
||||
removeList.Add(pool);
|
||||
}
|
||||
foreach (var pool in removeList)
|
||||
{
|
||||
_gameObjectPools.Remove(pool);
|
||||
pool.DestroyPool();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 异步创建指定资源的游戏对象池
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="dontDestroy">资源常驻不销毁</param>
|
||||
/// <param name="initCapacity">对象池的初始容量</param>
|
||||
/// <param name="maxCapacity">对象池的最大容量</param>
|
||||
/// <param name="destroyTime">静默销毁时间(注意:小于零代表不主动销毁)</param>
|
||||
public CreatePoolOperation CreateGameObjectPoolAsync(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue, float destroyTime = -1f)
|
||||
{
|
||||
return CreateGameObjectPoolInternal(location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步创建指定资源的游戏对象池
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="dontDestroy">资源常驻不销毁</param>
|
||||
/// <param name="initCapacity">对象池的初始容量</param>
|
||||
/// <param name="maxCapacity">对象池的最大容量</param>
|
||||
/// <param name="destroyTime">静默销毁时间(注意:小于零代表不主动销毁)</param>
|
||||
public CreatePoolOperation CreateGameObjectPoolSync(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue, float destroyTime = -1f)
|
||||
{
|
||||
var operation = CreateGameObjectPoolInternal(location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
operation.WaitForAsyncComplete();
|
||||
return operation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建指定资源的游戏对象池
|
||||
/// </summary>
|
||||
private CreatePoolOperation CreateGameObjectPoolInternal(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue, float destroyTime = -1f)
|
||||
{
|
||||
if (maxCapacity < initCapacity)
|
||||
throw new Exception("The max capacity value must be greater the init capacity value.");
|
||||
|
||||
GameObjectPool pool = TryGetGameObjectPool(location);
|
||||
if (pool != null)
|
||||
{
|
||||
UniLogger.Warning($"GameObject pool is already existed : {location}");
|
||||
var operation = new CreatePoolOperation(pool.AssetHandle);
|
||||
YooAssets.StartOperation(operation);
|
||||
return operation;
|
||||
}
|
||||
else
|
||||
{
|
||||
pool = new GameObjectPool(_spawnerRoot, location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
pool.CreatePool(_package);
|
||||
_gameObjectPools.Add(pool);
|
||||
|
||||
var operation = new CreatePoolOperation(pool.AssetHandle);
|
||||
YooAssets.StartOperation(operation);
|
||||
return operation;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象</param>
|
||||
/// <param name="userDatas">用户自定义数据</param>
|
||||
public SpawnHandle SpawnAsync(string location, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return SpawnInternal(location, null, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="parent">父物体</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象</param>
|
||||
/// <param name="userDatas">用户自定义数据</param>
|
||||
public SpawnHandle SpawnAsync(string location, Transform parent, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return SpawnInternal(location, parent, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="parent">父物体</param>
|
||||
/// <param name="position">世界坐标</param>
|
||||
/// <param name="rotation">世界角度</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象</param>
|
||||
/// <param name="userDatas">用户自定义数据</param>
|
||||
public SpawnHandle SpawnAsync(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return SpawnInternal(location, parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象</param>
|
||||
/// <param name="userDatas">用户自定义数据</param>
|
||||
public SpawnHandle SpawnSync(string location, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
SpawnHandle handle = SpawnInternal(location, null, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="parent">父物体</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象</param>
|
||||
/// <param name="userDatas">用户自定义数据</param>
|
||||
public SpawnHandle SpawnSync(string location, Transform parent, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
SpawnHandle handle = SpawnInternal(location, parent, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="parent">父物体</param>
|
||||
/// <param name="position">世界坐标</param>
|
||||
/// <param name="rotation">世界角度</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象</param>
|
||||
/// <param name="userDatas">用户自定义数据</param>
|
||||
public SpawnHandle SpawnSync(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
SpawnHandle handle = SpawnInternal(location, parent, position, rotation, forceClone, userDatas);
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实例化一个游戏对象
|
||||
/// </summary>
|
||||
private SpawnHandle SpawnInternal(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone, params System.Object[] userDatas)
|
||||
{
|
||||
var pool = TryGetGameObjectPool(location);
|
||||
if (pool != null)
|
||||
{
|
||||
return pool.Spawn(parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
// 如果不存在创建游戏对象池
|
||||
pool = new GameObjectPool(_spawnerRoot, location, false, 0, int.MaxValue, -1f);
|
||||
pool.CreatePool(_package);
|
||||
_gameObjectPools.Add(pool);
|
||||
return pool.Spawn(parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
|
||||
private GameObjectPool TryGetGameObjectPool(string location)
|
||||
{
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
if (pool.Location == location)
|
||||
return pool;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c0b7912d44674d47a5b7240670dcc87
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,21 +0,0 @@
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
internal static class UniLogger
|
||||
{
|
||||
[Conditional("DEBUG")]
|
||||
public static void Log(string info)
|
||||
{
|
||||
UnityEngine.Debug.Log(info);
|
||||
}
|
||||
public static void Warning(string info)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning(info);
|
||||
}
|
||||
public static void Error(string info)
|
||||
{
|
||||
UnityEngine.Debug.LogError(info);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50142a5596fb6c1439dced35faef4d4c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,127 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏对象池系统
|
||||
/// </summary>
|
||||
public static class UniPooling
|
||||
{
|
||||
private static bool _isInitialize = false;
|
||||
private static GameObject _driver = null;
|
||||
private static readonly List<Spawner> _spawners = new List<Spawner>();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 初始化游戏对象池系统
|
||||
/// </summary>
|
||||
public static void Initalize()
|
||||
{
|
||||
if (_isInitialize)
|
||||
throw new Exception($"{nameof(UniPooling)} is initialized !");
|
||||
|
||||
if (_isInitialize == false)
|
||||
{
|
||||
// 创建驱动器
|
||||
_isInitialize = true;
|
||||
_driver = new UnityEngine.GameObject($"[{nameof(UniPooling)}]");
|
||||
_driver.AddComponent<UniPoolingDriver>();
|
||||
UnityEngine.Object.DontDestroyOnLoad(_driver);
|
||||
UniLogger.Log($"{nameof(UniPooling)} initalize !");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁游戏对象池系统
|
||||
/// </summary>
|
||||
public static void Destroy()
|
||||
{
|
||||
if (_isInitialize)
|
||||
{
|
||||
foreach (var spawner in _spawners)
|
||||
{
|
||||
spawner.Destroy();
|
||||
}
|
||||
_spawners.Clear();
|
||||
|
||||
_isInitialize = false;
|
||||
if (_driver != null)
|
||||
GameObject.Destroy(_driver);
|
||||
UniLogger.Log($"{nameof(UniPooling)} destroy all !");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新游戏对象池系统
|
||||
/// </summary>
|
||||
internal static void Update()
|
||||
{
|
||||
if (_isInitialize)
|
||||
{
|
||||
foreach (var spawner in _spawners)
|
||||
{
|
||||
spawner.Update();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建游戏对象生成器
|
||||
/// </summary>
|
||||
/// <param name="packageName">资源包名称</param>
|
||||
public static Spawner CreateSpawner(string packageName)
|
||||
{
|
||||
// 获取资源包
|
||||
var assetPackage = YooAssets.GetPackage(packageName);
|
||||
if (assetPackage == null)
|
||||
throw new Exception($"Not found asset package : {packageName}");
|
||||
|
||||
// 检测资源包初始化状态
|
||||
if (assetPackage.InitializeStatus == EOperationStatus.None)
|
||||
throw new Exception($"Asset package {packageName} not initialize !");
|
||||
if (assetPackage.InitializeStatus == EOperationStatus.Failed)
|
||||
throw new Exception($"Asset package {packageName} initialize failed !");
|
||||
|
||||
if (HasSpawner(packageName))
|
||||
return GetSpawner(packageName);
|
||||
|
||||
Spawner spawner = new Spawner(_driver, assetPackage);
|
||||
_spawners.Add(spawner);
|
||||
return spawner;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取游戏对象生成器
|
||||
/// </summary>
|
||||
/// <param name="packageName">资源包名称</param>
|
||||
public static Spawner GetSpawner(string packageName)
|
||||
{
|
||||
foreach (var spawner in _spawners)
|
||||
{
|
||||
if (spawner.PackageName == packageName)
|
||||
return spawner;
|
||||
}
|
||||
|
||||
UniLogger.Warning($"Not found spawner : {packageName}");
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测游戏对象生成器是否存在
|
||||
/// </summary>
|
||||
/// <param name="packageName">资源包名称</param>
|
||||
public static bool HasSpawner(string packageName)
|
||||
{
|
||||
foreach (var spawner in _spawners)
|
||||
{
|
||||
if (spawner.PackageName == packageName)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 04fd1800aa2e61644893fa7893d93db8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,12 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace UniFramework.Pooling
|
||||
{
|
||||
internal class UniPoolingDriver : MonoBehaviour
|
||||
{
|
||||
void Update()
|
||||
{
|
||||
UniPooling.Update();
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4112e0723ed46c45927cc3498d62e5a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,199 +0,0 @@
|
||||
|
||||
namespace UniFramework.Utility
|
||||
{
|
||||
public sealed class UniTimer
|
||||
{
|
||||
/// <summary>
|
||||
/// 延迟后,触发一次
|
||||
/// </summary>
|
||||
public static UniTimer CreateOnceTimer(float delay)
|
||||
{
|
||||
return new UniTimer(delay, -1, -1, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟后,永久性的间隔触发
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="interval">间隔时间</param>
|
||||
public static UniTimer CreatePepeatTimer(float delay, float interval)
|
||||
{
|
||||
return new UniTimer(delay, interval, -1, -1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟后,在一段时间内间隔触发
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="interval">间隔时间</param>
|
||||
/// <param name="duration">触发周期</param>
|
||||
public static UniTimer CreatePepeatTimer(float delay, float interval, float duration)
|
||||
{
|
||||
return new UniTimer(delay, interval, duration, -1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟后,间隔触发一定次数
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="interval">间隔时间</param>
|
||||
/// <param name="maxTriggerCount">最大触发次数</param>
|
||||
public static UniTimer CreatePepeatTimer(float delay, float interval, long maxTriggerCount)
|
||||
{
|
||||
return new UniTimer(delay, interval, -1, maxTriggerCount);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟后,在一段时间内触发
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="duration">触发周期</param>
|
||||
public static UniTimer CreateDurationTimer(float delay, float duration)
|
||||
{
|
||||
return new UniTimer(delay, -1, duration, -1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 延迟后,永久触发
|
||||
/// </summary>
|
||||
public static UniTimer CreateForeverTimer(float delay)
|
||||
{
|
||||
return new UniTimer(delay, -1, -1, -1);
|
||||
}
|
||||
|
||||
|
||||
private readonly float _intervalTime;
|
||||
private readonly float _durationTime;
|
||||
private readonly long _maxTriggerCount;
|
||||
|
||||
// 需要重置的变量
|
||||
private float _delayTimer = 0;
|
||||
private float _durationTimer = 0;
|
||||
private float _intervalTimer = 0;
|
||||
private long _triggerCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 延迟时间
|
||||
/// </summary>
|
||||
public float DelayTime { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否已经结束
|
||||
/// </summary>
|
||||
public bool IsOver { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否已经暂停
|
||||
/// </summary>
|
||||
public bool IsPause { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 延迟剩余时间
|
||||
/// </summary>
|
||||
public float Remaining
|
||||
{
|
||||
get
|
||||
{
|
||||
if (IsOver)
|
||||
return 0f;
|
||||
else
|
||||
return System.Math.Max(0f, DelayTime - _delayTimer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计时器
|
||||
/// </summary>
|
||||
/// <param name="delay">延迟时间</param>
|
||||
/// <param name="interval">间隔时间</param>
|
||||
/// <param name="duration">运行时间</param>
|
||||
/// <param name="maxTriggerTimes">最大触发次数</param>
|
||||
public UniTimer(float delay, float interval, float duration, long maxTriggerCount)
|
||||
{
|
||||
DelayTime = delay;
|
||||
_intervalTime = interval;
|
||||
_durationTime = duration;
|
||||
_maxTriggerCount = maxTriggerCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停计时器
|
||||
/// </summary>
|
||||
public void Pause()
|
||||
{
|
||||
IsPause = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 恢复计时器
|
||||
/// </summary>
|
||||
public void Resume()
|
||||
{
|
||||
IsPause = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 结束计时器
|
||||
/// </summary>
|
||||
public void Kill()
|
||||
{
|
||||
IsOver = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
_delayTimer = 0;
|
||||
_durationTimer = 0;
|
||||
_intervalTimer = 0;
|
||||
_triggerCount = 0;
|
||||
IsOver = false;
|
||||
IsPause = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新计时器
|
||||
/// </summary>
|
||||
public bool Update(float deltaTime)
|
||||
{
|
||||
if (IsOver || IsPause)
|
||||
return false;
|
||||
|
||||
_delayTimer += deltaTime;
|
||||
if (_delayTimer < DelayTime)
|
||||
return false;
|
||||
|
||||
if(_intervalTime > 0)
|
||||
_intervalTimer += deltaTime;
|
||||
if (_durationTime > 0)
|
||||
_durationTimer += deltaTime;
|
||||
|
||||
// 检测间隔执行
|
||||
if (_intervalTime > 0)
|
||||
{
|
||||
if (_intervalTimer < _intervalTime)
|
||||
return false;
|
||||
_intervalTimer = 0;
|
||||
}
|
||||
|
||||
// 检测结束条件
|
||||
if (_durationTime > 0)
|
||||
{
|
||||
if (_durationTimer >= _durationTime)
|
||||
Kill();
|
||||
}
|
||||
|
||||
// 检测结束条件
|
||||
if (_maxTriggerCount > 0)
|
||||
{
|
||||
_triggerCount++;
|
||||
if (_triggerCount >= _maxTriggerCount)
|
||||
Kill();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a9ba1e57e76e1c3498c1e678e2737ab2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca2e7b4bdd8611b4ca9a21408a8a20a1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4703541a565f5ec4bb35edd81c28958c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 145b951be40d41dea06e76bd967a5d15
|
||||
timeCreated: 1682045847
|
@@ -1,19 +0,0 @@
|
||||
using System;
|
||||
using ProtoBuf;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
[Serializable, ProtoContract(Name = @"HeartBeat")]
|
||||
public class HeartBeat : PacketBase
|
||||
{
|
||||
public HeartBeat()
|
||||
{
|
||||
}
|
||||
|
||||
public override int Id => 1;
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8b9b60d2abf409ca9dd2ce00506ac79
|
||||
timeCreated: 1682046644
|
@@ -1,254 +0,0 @@
|
||||
using ProtoBuf;
|
||||
using ProtoBuf.Meta;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Net.Sockets;
|
||||
using System.Reflection;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class NetworkChannelHelper : INetworkChannelHelper, IMemory
|
||||
{
|
||||
private readonly Dictionary<int, Type> _serverToClientPacketTypes = new Dictionary<int, Type>();
|
||||
private readonly MemoryStream _cachedStream = new MemoryStream(1024 * 8);
|
||||
private INetworkChannel _networkChannel = null;
|
||||
|
||||
/// <summary>
|
||||
/// 获取消息包头长度。
|
||||
/// <remarks>4。</remarks>
|
||||
/// </summary>
|
||||
public int PacketHeaderLength => sizeof(int);
|
||||
|
||||
/// <summary>
|
||||
/// 初始化网络频道辅助器。
|
||||
/// </summary>
|
||||
/// <param name="networkChannel">网络频道。</param>
|
||||
public void Initialize(INetworkChannel networkChannel)
|
||||
{
|
||||
_networkChannel = networkChannel;
|
||||
|
||||
// 反射注册包和包处理函数。
|
||||
Type packetBaseType = typeof(ProtoPacket);
|
||||
Assembly assembly = Assembly.GetExecutingAssembly();
|
||||
Type[] types = assembly.GetTypes();
|
||||
for (int i = 0; i < types.Length; i++)
|
||||
{
|
||||
if (!types[i].IsClass || types[i].IsAbstract)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (types[i].BaseType == packetBaseType)
|
||||
{
|
||||
PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
|
||||
Type packetType = GetServerToClientPacketType(packetBase.Id);
|
||||
if (packetType != null)
|
||||
{
|
||||
Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
|
||||
continue;
|
||||
}
|
||||
|
||||
_serverToClientPacketTypes.Add(packetBase.Id, types[i]);
|
||||
}
|
||||
}
|
||||
|
||||
GameEvent.AddEventListener<INetworkChannel, object>(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected);
|
||||
GameEvent.AddEventListener<INetworkChannel>(NetworkEvent.NetworkClosedEvent, OnNetworkClosed);
|
||||
GameEvent.AddEventListener<INetworkChannel, int>(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat);
|
||||
GameEvent.AddEventListener<INetworkChannel, NetworkErrorCode, SocketError, string>(NetworkEvent.NetworkErrorEvent, OnNetworkError);
|
||||
GameEvent.AddEventListener<INetworkChannel, object>(NetworkEvent.NetworkCustomErrorEvent, OnNetworkCustomError);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭并清理网络频道辅助器。
|
||||
/// </summary>
|
||||
public void Shutdown()
|
||||
{
|
||||
GameEvent.RemoveEventListener<INetworkChannel, object>(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected);
|
||||
GameEvent.RemoveEventListener<INetworkChannel>(NetworkEvent.NetworkClosedEvent, OnNetworkClosed);
|
||||
GameEvent.RemoveEventListener<INetworkChannel, int>(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat);
|
||||
GameEvent.RemoveEventListener<INetworkChannel, NetworkErrorCode, SocketError, string>(NetworkEvent.NetworkErrorEvent, OnNetworkError);
|
||||
GameEvent.RemoveEventListener<INetworkChannel, object>(NetworkEvent.NetworkCustomErrorEvent, OnNetworkCustomError);
|
||||
|
||||
_networkChannel = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 准备进行连接。
|
||||
/// </summary>
|
||||
public void PrepareForConnecting()
|
||||
{
|
||||
_networkChannel.Socket.ReceiveBufferSize = 1024 * 64;
|
||||
_networkChannel.Socket.SendBufferSize = 1024 * 64;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 发送心跳消息包。
|
||||
/// </summary>
|
||||
/// <returns>是否发送心跳消息包成功。</returns>
|
||||
public bool SendHeartBeat()
|
||||
{
|
||||
_networkChannel.Send(MemoryPool.Acquire<HeartBeat>());
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 序列化消息包。
|
||||
/// </summary>
|
||||
/// <typeparam name="T">消息包类型。</typeparam>
|
||||
/// <param name="packet">要序列化的消息包。</param>
|
||||
/// <param name="destination">要序列化的目标流。</param>
|
||||
/// <returns>是否序列化成功。</returns>
|
||||
public bool Serialize<T>(T packet, Stream destination) where T : Packet
|
||||
{
|
||||
PacketBase packetImpl = packet as PacketBase;
|
||||
if (packetImpl == null)
|
||||
{
|
||||
Log.Warning("Packet is invalid.");
|
||||
return false;
|
||||
}
|
||||
|
||||
_cachedStream.SetLength(_cachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
|
||||
_cachedStream.Position = 0L;
|
||||
|
||||
PacketHeader packetHeader = MemoryPool.Acquire<PacketHeader>();
|
||||
Serializer.Serialize(_cachedStream, packetHeader);
|
||||
MemoryPool.Release(packetHeader);
|
||||
|
||||
Serializer.SerializeWithLengthPrefix(_cachedStream, packet, PrefixStyle.Fixed32);
|
||||
MemoryPool.Release((IMemory)packet);
|
||||
|
||||
_cachedStream.WriteTo(destination);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 反序列化消息包头。
|
||||
/// </summary>
|
||||
/// <param name="source">要反序列化的来源流。</param>
|
||||
/// <param name="customErrorData">用户自定义错误数据。</param>
|
||||
/// <returns>反序列化后的消息包头。</returns>
|
||||
public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
|
||||
{
|
||||
// 注意:此函数并不在主线程调用!
|
||||
customErrorData = null;
|
||||
return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, MemoryPool.Acquire<PacketHeader>(), typeof(PacketHeader));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 反序列化消息包。
|
||||
/// </summary>
|
||||
/// <param name="packetHeader">消息包头。</param>
|
||||
/// <param name="source">要反序列化的来源流。</param>
|
||||
/// <param name="customErrorData">用户自定义错误数据。</param>
|
||||
/// <returns>反序列化后的消息包。</returns>
|
||||
public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
|
||||
{
|
||||
// 注意:此函数并不在主线程调用!
|
||||
customErrorData = null;
|
||||
|
||||
PacketHeader scPacketHeader = packetHeader as PacketHeader;
|
||||
if (scPacketHeader == null)
|
||||
{
|
||||
Log.Warning("Packet header is invalid.");
|
||||
return null;
|
||||
}
|
||||
|
||||
Packet packet = null;
|
||||
if (scPacketHeader.IsValid)
|
||||
{
|
||||
Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
|
||||
if (packetType != null)
|
||||
{
|
||||
packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, MemoryPool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("Can not deserialize packet for packet id '{0}'.", scPacketHeader.Id.ToString());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warning("Packet header is invalid.");
|
||||
}
|
||||
|
||||
MemoryPool.Release(scPacketHeader);
|
||||
return packet;
|
||||
}
|
||||
|
||||
private Type GetServerToClientPacketType(int id)
|
||||
{
|
||||
if (_serverToClientPacketTypes.TryGetValue(id, out var type))
|
||||
{
|
||||
return type;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void OnNetworkConnected(INetworkChannel channel, object userdata)
|
||||
{
|
||||
if (channel != _networkChannel)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info("Network channel '{0}' connected, local address '{1}', remote address '{2}'.",
|
||||
channel.Name, channel.Socket.LocalEndPoint.ToString(),
|
||||
channel.Socket.RemoteEndPoint.ToString());
|
||||
}
|
||||
|
||||
private void OnNetworkClosed(INetworkChannel channel)
|
||||
{
|
||||
if (channel != _networkChannel)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Info("Network channel '{0}' closed.", channel.Name);
|
||||
}
|
||||
|
||||
private void OnNetworkMissHeartBeat(INetworkChannel channel, int missCount)
|
||||
{
|
||||
if (channel != _networkChannel)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Fatal("Network channel '{0}' miss heart beat '{1}' times.", channel.Name, missCount.ToString());
|
||||
|
||||
if (missCount < 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
channel.Close();
|
||||
}
|
||||
|
||||
private void OnNetworkError(INetworkChannel channel, NetworkErrorCode networkErrorCode, SocketError socketError, string errorMessage)
|
||||
{
|
||||
if (channel != _networkChannel)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Log.Fatal("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", channel.Name, networkErrorCode.ToString(), errorMessage);
|
||||
|
||||
channel.Close();
|
||||
}
|
||||
|
||||
private void OnNetworkCustomError(INetworkChannel channel, object userData)
|
||||
{
|
||||
if (channel != _networkChannel)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bf86ce2ddfb5429abecfb06257c86acd
|
||||
timeCreated: 1682045961
|
@@ -1,24 +0,0 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络消息包基类。
|
||||
/// </summary>
|
||||
public abstract class PacketBase : Packet
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络消息包Id。
|
||||
/// </summary>
|
||||
public int ProtoId;
|
||||
|
||||
/// <summary>
|
||||
/// 网络消息包包体。
|
||||
/// </summary>
|
||||
public byte[] ProtoBody;
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: acea4283f57644b6b4452354d23f2803
|
||||
timeCreated: 1682045887
|
@@ -1,47 +0,0 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络消息包头。
|
||||
/// </summary>
|
||||
public class PacketHeader : IPacketHeader, IMemory
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络消息包Id。
|
||||
/// </summary>
|
||||
public short Id
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 网络消息包长度。
|
||||
/// </summary>
|
||||
public int PacketLength
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 网络消息包是否合法。
|
||||
/// </summary>
|
||||
public bool IsValid
|
||||
{
|
||||
get
|
||||
{
|
||||
return PacketLength >= 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清除网络消息包头。
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
PacketLength = 0;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30edc133b73141598b5351d4afc2ad93
|
||||
timeCreated: 1682046771
|
@@ -1,15 +0,0 @@
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 网络消息包。
|
||||
/// </summary>
|
||||
public partial class ProtoPacket : PacketBase
|
||||
{
|
||||
public override int Id => 1;
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da70995486db4799baba570b1767ab86
|
||||
timeCreated: 1682045865
|
@@ -1,138 +0,0 @@
|
||||
// using System;
|
||||
// using System.ComponentModel;
|
||||
// using System.IO;
|
||||
// using ProtoBuf;
|
||||
// using ProtoBuf.Meta;
|
||||
//
|
||||
// /// <summary>
|
||||
// /// ProtoBuf工具
|
||||
// /// </summary>
|
||||
// public class ProtobufUtils
|
||||
// {
|
||||
// /// <summary>
|
||||
// /// 消息压入内存流。
|
||||
// /// </summary>
|
||||
// /// <param name="message"></param>
|
||||
// /// <param name="stream"></param>
|
||||
// public static void ToStream(object message, MemoryStream stream)
|
||||
// {
|
||||
// ((IMessage)message).WriteTo(stream);
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 比特流解析。
|
||||
// /// </summary>
|
||||
// /// <param name="type"></param>
|
||||
// /// <param name="bytes"></param>
|
||||
// /// <param name="index"></param>
|
||||
// /// <param name="count"></param>
|
||||
// /// <returns></returns>
|
||||
// public static object FromBytes(Type type, byte[] bytes, int index, int count)
|
||||
// {
|
||||
// object message = Activator.CreateInstance(type);
|
||||
// ((IMessage)message).MergeFrom(bytes, index, count);
|
||||
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
|
||||
// if (iSupportInitialize == null)
|
||||
// {
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// iSupportInitialize.EndInit();
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 比特流解析。
|
||||
// /// </summary>
|
||||
// /// <param name="instance"></param>
|
||||
// /// <param name="bytes"></param>
|
||||
// /// <param name="index"></param>
|
||||
// /// <param name="count"></param>
|
||||
// /// <returns></returns>
|
||||
// public static object FromBytes(object instance, byte[] bytes, int index, int count)
|
||||
// {
|
||||
// object message = instance;
|
||||
// ((IMessage)message).MergeFrom(bytes, index, count);
|
||||
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
|
||||
// if (iSupportInitialize == null)
|
||||
// {
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// iSupportInitialize.EndInit();
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 从内存流取出。
|
||||
// /// </summary>
|
||||
// /// <param name="type"></param>
|
||||
// /// <param name="stream"></param>
|
||||
// /// <returns></returns>
|
||||
// public static object FromStream(Type type, MemoryStream stream)
|
||||
// {
|
||||
// object message = Activator.CreateInstance(type);
|
||||
// ((IMessage)message).MergeFrom(stream.GetBuffer(), (int)stream.Position, (int)stream.Length);
|
||||
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
|
||||
// if (iSupportInitialize == null)
|
||||
// {
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// iSupportInitialize.EndInit();
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 从内存流取出。
|
||||
// /// </summary>
|
||||
// /// <param name="message"></param>
|
||||
// /// <param name="stream"></param>
|
||||
// /// <returns></returns>
|
||||
// public static object FromStream(object message, MemoryStream stream)
|
||||
// {
|
||||
// // TODO 这个message最好从池中获取,减少gc
|
||||
// ((IMessage)message).MergeFrom(stream.GetBuffer(), (int)stream.Position, (int)stream.Length);
|
||||
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
|
||||
// if (iSupportInitialize == null)
|
||||
// {
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// iSupportInitialize.EndInit();
|
||||
// return message;
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 序列化protobuf
|
||||
// /// </summary>
|
||||
// /// <param name="message"></param>
|
||||
// /// <returns></returns>
|
||||
// public static byte[] Serialize(object message)
|
||||
// {
|
||||
// return ((IMessage)message).ToByteArray();
|
||||
// }
|
||||
//
|
||||
// /// <summary>
|
||||
// /// 反序列化protobuf
|
||||
// /// </summary>
|
||||
// /// <typeparam name="T"></typeparam>
|
||||
// /// <param name="dataBytes"></param>
|
||||
// /// <returns></returns>
|
||||
// public static T Deserialize<T>(byte[] dataBytes) where T : IMessage, new()
|
||||
// {
|
||||
// T msg = new T();
|
||||
// msg = (T)msg.Descriptor.Parser.ParseFrom(dataBytes);
|
||||
// return msg;
|
||||
// }
|
||||
//
|
||||
// public static int GetHighOrder(int cmdMerge)
|
||||
// {
|
||||
// return cmdMerge >> 16;
|
||||
// }
|
||||
//
|
||||
// public static int GetLowOrder(int cmdMerge)
|
||||
// {
|
||||
// return cmdMerge & 65535;
|
||||
// }
|
||||
// }
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 972ca4545003463d8710de956f0fde66
|
||||
timeCreated: 1682047511
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12517ef95f49a9144b18989aa8097420
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d376f2d7d7324712998e19cfa2e03039
|
||||
timeCreated: 1680161323
|
@@ -1,76 +0,0 @@
|
||||
using Bright.Serialization;
|
||||
using System.IO;
|
||||
using GameBase;
|
||||
using GameConfig;
|
||||
using SimpleJSON;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 配置加载器
|
||||
/// </summary>
|
||||
public class ConfigLoader:Singleton<ConfigLoader>
|
||||
{
|
||||
private bool _init = false;
|
||||
|
||||
private Tables _tables;
|
||||
|
||||
public Tables Tables
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_init)
|
||||
{
|
||||
_init = true;
|
||||
Load();
|
||||
}
|
||||
return _tables;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载配置
|
||||
/// </summary>
|
||||
public void Load()
|
||||
{
|
||||
var tablesCtor = typeof(Tables).GetConstructors()[0];
|
||||
var loaderReturnType = tablesCtor.GetParameters()[0].ParameterType.GetGenericArguments()[1];
|
||||
|
||||
System.Delegate loader = loaderReturnType == typeof(ByteBuf)
|
||||
? new System.Func<string, ByteBuf>(LoadByteBuf)
|
||||
: (System.Delegate)new System.Func<string, JSONNode>(LoadJson);
|
||||
_tables = (Tables)tablesCtor.Invoke(new object[] { loader });
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载Json配置。
|
||||
/// </summary>
|
||||
/// <param name="file">FileName</param>
|
||||
/// <returns>JSONNode</returns>
|
||||
private JSONNode LoadJson(string file)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
var ret = File.ReadAllText($"{Application.dataPath}/../GenerateDatas/json/{file}.json", System.Text.Encoding.UTF8);
|
||||
#else
|
||||
var textAssets = GameModule.Resource.LoadAsset<TextAsset>($"{SettingsUtils.FrameworkGlobalSettings.ConfigFolderName}{file}.json");
|
||||
var ret = textAssets.text;
|
||||
#endif
|
||||
return JSON.Parse(ret);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载二进制配置。
|
||||
/// </summary>
|
||||
/// <param name="file">FileName</param>
|
||||
/// <returns>ByteBuf</returns>
|
||||
private ByteBuf LoadByteBuf(string file)
|
||||
{
|
||||
byte[] ret = null;
|
||||
#if UNITY_EDITOR
|
||||
ret = File.ReadAllBytes($"{Application.dataPath}/../GenerateDatas/bytes/{file}.bytes");
|
||||
#else
|
||||
var textAssets = GameModule.Resource.LoadAsset<TextAsset>($"{SettingsUtils.FrameworkGlobalSettings.ConfigFolderName}{file}.bytes");
|
||||
ret = textAssets.bytes;
|
||||
#endif
|
||||
return new ByteBuf(ret);
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abc35c855bfb323429a1d72066c8489c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,65 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
|
||||
namespace GameProto
|
||||
{
|
||||
/// <summary>
|
||||
/// 指定Key委托。
|
||||
/// </summary>
|
||||
/// <typeparam name="TKey">键。</typeparam>
|
||||
/// <typeparam name="TValue">值。</typeparam>
|
||||
public delegate TKey ConvertDictionaryKey<out TKey, in TValue>(TValue val);
|
||||
|
||||
/// <summary>
|
||||
/// 配置表辅助工具。
|
||||
/// </summary>
|
||||
public static class ConfigUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// 生成64long的主键。
|
||||
/// </summary>
|
||||
/// <param name="key1">键1。</param>
|
||||
/// <param name="key2">键2。</param>
|
||||
/// <returns>64long的主键。</returns>
|
||||
public static UInt64 Make64Key(uint key1, uint key2)
|
||||
{
|
||||
return ((UInt64)key1 << 32) | key2;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拷贝配置表字典。
|
||||
/// </summary>
|
||||
/// <param name="dict">拷贝地址。</param>
|
||||
/// <param name="source">拷贝源。</param>
|
||||
/// <param name="convKey">指定主键。</param>
|
||||
/// <typeparam name="TKey">键。</typeparam>
|
||||
/// <typeparam name="TValue">值。</typeparam>
|
||||
/// <returns>是否拷贝成功。</returns>
|
||||
public static bool CopyConfigDict<TKey, TValue>(ref Dictionary<TKey, TValue> dict,List<TValue> source, ConvertDictionaryKey<TKey, TValue> convKey)
|
||||
{
|
||||
if (source == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
dict.Clear();
|
||||
|
||||
bool failed = false;
|
||||
for (int i = 0; i < source.Count; i++)
|
||||
{
|
||||
var data = source[i];
|
||||
TKey key = convKey(data);
|
||||
if (dict.ContainsKey(key))
|
||||
{
|
||||
Log.Fatal("Copy Config Failed: {0} IndexOf {1} Had Repeated Key: {2} ", typeof(TValue).Name, i + 1, key);
|
||||
failed = true;
|
||||
break;
|
||||
}
|
||||
|
||||
dict.Add(key, data);
|
||||
}
|
||||
return !failed;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e278e636820842f293e2a765962ad4f8
|
||||
timeCreated: 1683300170
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31f94e2989871ec49b783b3aeb1b142c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,32 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum ActorAttrAddType
|
||||
{
|
||||
/// <summary>
|
||||
/// 无效数据
|
||||
/// </summary>
|
||||
NONE = 0,
|
||||
/// <summary>
|
||||
/// 加法计算
|
||||
/// </summary>
|
||||
ABSOLUTE_VAL = 1,
|
||||
/// <summary>
|
||||
/// 多个项结果累加,然后对加法做乘法
|
||||
/// </summary>
|
||||
SUM_PERCENT_VAL = 2,
|
||||
/// <summary>
|
||||
/// 每一项都是对最终结果做乘法
|
||||
/// </summary>
|
||||
MUL_PERCENT_VAL = 3,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 073f19ae3fef26f43b193ff35a27eb9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,88 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum ActorAttrDataType
|
||||
{
|
||||
/// <summary>
|
||||
/// 无效数据
|
||||
/// </summary>
|
||||
None = 0,
|
||||
/// <summary>
|
||||
/// 最大血量
|
||||
/// </summary>
|
||||
MaxHp = 1,
|
||||
/// <summary>
|
||||
/// 攻击力
|
||||
/// </summary>
|
||||
Attack = 2,
|
||||
/// <summary>
|
||||
/// 物理伤害
|
||||
/// </summary>
|
||||
PhyDamage = 3,
|
||||
/// <summary>
|
||||
/// 物理防御
|
||||
/// </summary>
|
||||
PhyDef = 4,
|
||||
/// <summary>
|
||||
/// 法术伤害
|
||||
/// </summary>
|
||||
MagicDamage = 5,
|
||||
/// <summary>
|
||||
/// 法术防御
|
||||
/// </summary>
|
||||
MagicDef = 6,
|
||||
/// <summary>
|
||||
/// 移动速度
|
||||
/// </summary>
|
||||
MoveSpeed = 7,
|
||||
/// <summary>
|
||||
/// 攻击速度
|
||||
/// </summary>
|
||||
AttackSpeed = 8,
|
||||
/// <summary>
|
||||
/// 命中率
|
||||
/// </summary>
|
||||
Hit = 9,
|
||||
/// <summary>
|
||||
/// 闪避率
|
||||
/// </summary>
|
||||
Dodge = 10,
|
||||
/// <summary>
|
||||
/// 暴击率
|
||||
/// </summary>
|
||||
CriticalAtkRatio = 11,
|
||||
/// <summary>
|
||||
/// San值(疯狂值)
|
||||
/// </summary>
|
||||
SanValue = 12,
|
||||
/// <summary>
|
||||
/// 最大MP
|
||||
/// </summary>
|
||||
MaxMp = 13,
|
||||
/// <summary>
|
||||
/// 物理伤害倍率
|
||||
/// </summary>
|
||||
PhyDamageRatio = 14,
|
||||
/// <summary>
|
||||
/// 魔法伤害倍率
|
||||
/// </summary>
|
||||
MagicDamageRatio = 15,
|
||||
/// <summary>
|
||||
/// 暴击倍率
|
||||
/// </summary>
|
||||
CriticalRatio = 16,
|
||||
/// <summary>
|
||||
/// 暴击减免
|
||||
/// </summary>
|
||||
CriticalReduce = 17,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89dbbbd30b2f8c74f86ede4e27591ba7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,116 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class BuffAttrConfig : Bright.Config.BeanBase
|
||||
{
|
||||
public BuffAttrConfig(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["BuffID"].IsNumber) { throw new SerializationException(); } BuffID = _json["BuffID"]; }
|
||||
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
|
||||
{ if(!_json["StackNum"].IsNumber) { throw new SerializationException(); } StackNum = _json["StackNum"]; }
|
||||
{ if(!_json["DurTime"].IsNumber) { throw new SerializationException(); } DurTime = _json["DurTime"]; }
|
||||
{ if(!_json["ResultType"].IsNumber) { throw new SerializationException(); } ResultType = (Battle.BuffResultType)_json["ResultType"].AsInt; }
|
||||
{ if(!_json["RemoveWhenDie"].IsNumber) { throw new SerializationException(); } RemoveWhenDie = _json["RemoveWhenDie"]; }
|
||||
{ if(!_json["DotDamageData"].IsObject) { throw new SerializationException(); } DotDamageData = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(_json["DotDamageData"]); }
|
||||
{ if(!_json["DotTickConfig"].IsObject) { throw new SerializationException(); } DotTickConfig = Battle.BuffDotTickConfig.DeserializeBuffDotTickConfig(_json["DotTickConfig"]); }
|
||||
{ var __json0 = _json["AttrData"]; if(!__json0.IsArray) { throw new SerializationException(); } AttrData = new System.Collections.Generic.List<Battle.ResAttrImpactData>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { Battle.ResAttrImpactData __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = Battle.ResAttrImpactData.DeserializeResAttrImpactData(__e0); } AttrData.Add(__v0); } }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public BuffAttrConfig(int BuffID, string name, int StackNum, float DurTime, Battle.BuffResultType ResultType, int RemoveWhenDie, Battle.SkillAttrDamageData DotDamageData, Battle.BuffDotTickConfig DotTickConfig, System.Collections.Generic.List<Battle.ResAttrImpactData> AttrData )
|
||||
{
|
||||
this.BuffID = BuffID;
|
||||
this.Name = name;
|
||||
this.StackNum = StackNum;
|
||||
this.DurTime = DurTime;
|
||||
this.ResultType = ResultType;
|
||||
this.RemoveWhenDie = RemoveWhenDie;
|
||||
this.DotDamageData = DotDamageData;
|
||||
this.DotTickConfig = DotTickConfig;
|
||||
this.AttrData = AttrData;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static BuffAttrConfig DeserializeBuffAttrConfig(JSONNode _json)
|
||||
{
|
||||
return new Battle.BuffAttrConfig(_json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// BuffID
|
||||
/// </summary>
|
||||
public int BuffID { get; private set; }
|
||||
/// <summary>
|
||||
/// 名字
|
||||
/// </summary>
|
||||
public string Name { get; private set; }
|
||||
/// <summary>
|
||||
/// 叠加次数
|
||||
/// </summary>
|
||||
public int StackNum { get; private set; }
|
||||
/// <summary>
|
||||
/// 持续时间
|
||||
/// </summary>
|
||||
public float DurTime { get; private set; }
|
||||
/// <summary>
|
||||
/// 数值效果类型
|
||||
/// </summary>
|
||||
public Battle.BuffResultType ResultType { get; private set; }
|
||||
/// <summary>
|
||||
/// 死亡消失
|
||||
/// </summary>
|
||||
public int RemoveWhenDie { get; private set; }
|
||||
public Battle.SkillAttrDamageData DotDamageData { get; private set; }
|
||||
public Battle.BuffDotTickConfig DotTickConfig { get; private set; }
|
||||
public System.Collections.Generic.List<Battle.ResAttrImpactData> AttrData { get; private set; }
|
||||
|
||||
public const int __ID__ = 1652935996;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
DotDamageData?.Resolve(_tables);
|
||||
DotTickConfig?.Resolve(_tables);
|
||||
foreach(var _e in AttrData) { _e?.Resolve(_tables); }
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
DotDamageData?.TranslateText(translator);
|
||||
DotTickConfig?.TranslateText(translator);
|
||||
foreach(var _e in AttrData) { _e?.TranslateText(translator); }
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "BuffID:" + BuffID + ","
|
||||
+ "Name:" + Name + ","
|
||||
+ "StackNum:" + StackNum + ","
|
||||
+ "DurTime:" + DurTime + ","
|
||||
+ "ResultType:" + ResultType + ","
|
||||
+ "RemoveWhenDie:" + RemoveWhenDie + ","
|
||||
+ "DotDamageData:" + DotDamageData + ","
|
||||
+ "DotTickConfig:" + DotTickConfig + ","
|
||||
+ "AttrData:" + Bright.Common.StringUtil.CollectionToString(AttrData) + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5224da34dfb42c141b22335957c1b784
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,111 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class BuffConfig : Bright.Config.BeanBase
|
||||
{
|
||||
public BuffConfig(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["BuffID"].IsNumber) { throw new SerializationException(); } BuffID = _json["BuffID"]; }
|
||||
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
|
||||
{ if(!_json["prefId"].IsNumber) { throw new SerializationException(); } PrefId = _json["prefId"]; }
|
||||
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
|
||||
{ if(!_json["icon"].IsString) { throw new SerializationException(); } Icon = _json["icon"]; }
|
||||
{ if(!_json["TimeType"].IsNumber) { throw new SerializationException(); } TimeType = (Battle.BuffTimeType)_json["TimeType"].AsInt; }
|
||||
{ if(!_json["ReplaceType"].IsNumber) { throw new SerializationException(); } ReplaceType = (Battle.BuffReplaceType)_json["ReplaceType"].AsInt; }
|
||||
{ if(!_json["State"].IsObject) { throw new SerializationException(); } State = Battle.BuffTriggleState.DeserializeBuffTriggleState(_json["State"]); }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public BuffConfig(int BuffID, string name, int prefId, string desc, string icon, Battle.BuffTimeType TimeType, Battle.BuffReplaceType ReplaceType, Battle.BuffTriggleState State )
|
||||
{
|
||||
this.BuffID = BuffID;
|
||||
this.Name = name;
|
||||
this.PrefId = prefId;
|
||||
this.Desc = desc;
|
||||
this.Icon = icon;
|
||||
this.TimeType = TimeType;
|
||||
this.ReplaceType = ReplaceType;
|
||||
this.State = State;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static BuffConfig DeserializeBuffConfig(JSONNode _json)
|
||||
{
|
||||
return new Battle.BuffConfig(_json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// BuffID
|
||||
/// </summary>
|
||||
public int BuffID { get; private set; }
|
||||
/// <summary>
|
||||
/// 名字
|
||||
/// </summary>
|
||||
public string Name { get; private set; }
|
||||
/// <summary>
|
||||
/// 表现ID
|
||||
/// </summary>
|
||||
public int PrefId { get; private set; }
|
||||
/// <summary>
|
||||
/// 描述
|
||||
/// </summary>
|
||||
public string Desc { get; private set; }
|
||||
/// <summary>
|
||||
/// 图标
|
||||
/// </summary>
|
||||
public string Icon { get; private set; }
|
||||
/// <summary>
|
||||
/// 持续类型
|
||||
/// </summary>
|
||||
public Battle.BuffTimeType TimeType { get; private set; }
|
||||
/// <summary>
|
||||
/// 叠加类型
|
||||
/// </summary>
|
||||
public Battle.BuffReplaceType ReplaceType { get; private set; }
|
||||
public Battle.BuffTriggleState State { get; private set; }
|
||||
|
||||
public const int __ID__ = 1807662187;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
State?.Resolve(_tables);
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
State?.TranslateText(translator);
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "BuffID:" + BuffID + ","
|
||||
+ "Name:" + Name + ","
|
||||
+ "PrefId:" + PrefId + ","
|
||||
+ "Desc:" + Desc + ","
|
||||
+ "Icon:" + Icon + ","
|
||||
+ "TimeType:" + TimeType + ","
|
||||
+ "ReplaceType:" + ReplaceType + ","
|
||||
+ "State:" + State + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b4f7b8798a4dca4ca075552d618f24d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,64 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class BuffDotTickConfig : Bright.Config.BeanBase
|
||||
{
|
||||
public BuffDotTickConfig(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["TickTime"].IsNumber) { throw new SerializationException(); } TickTime = _json["TickTime"]; }
|
||||
{ if(!_json["TickWhenAdd"].IsNumber) { throw new SerializationException(); } TickWhenAdd = _json["TickWhenAdd"]; }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public BuffDotTickConfig(float TickTime, int TickWhenAdd )
|
||||
{
|
||||
this.TickTime = TickTime;
|
||||
this.TickWhenAdd = TickWhenAdd;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static BuffDotTickConfig DeserializeBuffDotTickConfig(JSONNode _json)
|
||||
{
|
||||
return new Battle.BuffDotTickConfig(_json);
|
||||
}
|
||||
|
||||
public float TickTime { get; private set; }
|
||||
public int TickWhenAdd { get; private set; }
|
||||
|
||||
public const int __ID__ = 2124630047;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "TickTime:" + TickTime + ","
|
||||
+ "TickWhenAdd:" + TickWhenAdd + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b87372c0c0ce0547bc2221f8f8cc7dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,36 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum BuffReplaceType
|
||||
{
|
||||
/// <summary>
|
||||
/// 更新时间范围
|
||||
/// </summary>
|
||||
BUFF_REPLACE_INSTEAD = 0,
|
||||
/// <summary>
|
||||
/// 不允许叠加
|
||||
/// </summary>
|
||||
BUFF_REPLACE_FORBIT = 1,
|
||||
/// <summary>
|
||||
/// 累加时间范围
|
||||
/// </summary>
|
||||
BUFF_REPLACE_ADD_TIME = 2,
|
||||
/// <summary>
|
||||
/// 叠加数值
|
||||
/// </summary>
|
||||
BUFF_REPLACE_ADD_ATTR = 3,
|
||||
/// <summary>
|
||||
/// 叠加种类
|
||||
/// </summary>
|
||||
BUFF_REPLACE_TYPE_COUNT = 4,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6141f2c1272ed3848baf1f8d3341fc79
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,100 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum BuffResultType
|
||||
{
|
||||
/// <summary>
|
||||
/// 无
|
||||
/// </summary>
|
||||
BUFF_RESULT_NONE = 0,
|
||||
/// <summary>
|
||||
/// 物理攻击提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_ATK_UP = 1,
|
||||
/// <summary>
|
||||
/// 物理攻击降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_ATK_DOWN = 2,
|
||||
/// <summary>
|
||||
/// 物理防御提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_DEF_UP = 3,
|
||||
/// <summary>
|
||||
/// 物理防御降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_DEF_DOWN = 4,
|
||||
/// <summary>
|
||||
/// 物理命中提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_HIT_UP = 5,
|
||||
/// <summary>
|
||||
/// 物理命中降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_HIT_DOWN = 6,
|
||||
/// <summary>
|
||||
/// 物理持续掉血
|
||||
/// </summary>
|
||||
BUFF_RESULT_PHY_LOSE_HP = 7,
|
||||
/// <summary>
|
||||
/// 法术攻击提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_ATK_UP = 8,
|
||||
/// <summary>
|
||||
/// 法术攻击降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_ATK_DOWN = 9,
|
||||
/// <summary>
|
||||
/// 法术防御提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_DEF_UP = 10,
|
||||
/// <summary>
|
||||
/// 法术防御降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_DEF_DOWN = 11,
|
||||
/// <summary>
|
||||
/// 法术命中提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_HIT_UP = 12,
|
||||
/// <summary>
|
||||
/// 法术命中降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_HIT_DOWN = 13,
|
||||
/// <summary>
|
||||
/// 法术持续掉血
|
||||
/// </summary>
|
||||
BUFF_RESULT_MAG_LOSE_HP = 14,
|
||||
/// <summary>
|
||||
/// 暴击率提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_CIRT_UP = 15,
|
||||
/// <summary>
|
||||
/// 暴击率降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_CIRT_DOWN = 16,
|
||||
/// <summary>
|
||||
/// 暴击倍率提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_CIRT_VALUE_UP = 17,
|
||||
/// <summary>
|
||||
/// 暴击倍率降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_CIRT_VALUE_DOWN = 18,
|
||||
/// <summary>
|
||||
/// 移速提升
|
||||
/// </summary>
|
||||
BUFF_RESULT_MOVE_SPEED_UP = 19,
|
||||
/// <summary>
|
||||
/// 移速降低
|
||||
/// </summary>
|
||||
BUFF_RESULT_MOVE_SPEED_DOWN = 20,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e26edcf2629cd142b51031f7b81f679
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,60 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum BuffStateID
|
||||
{
|
||||
/// <summary>
|
||||
/// 无状态
|
||||
/// </summary>
|
||||
BUFF_STATE_NONE = 0,
|
||||
/// <summary>
|
||||
/// 眩晕状态
|
||||
/// </summary>
|
||||
BUFF_STATE_STUN = 1,
|
||||
/// <summary>
|
||||
/// 无敌状态
|
||||
/// </summary>
|
||||
BUFF_STATE_UNDEAD = 2,
|
||||
/// <summary>
|
||||
/// 隐身状态
|
||||
/// </summary>
|
||||
BUFF_STATE_INVISIBLE = 3,
|
||||
/// <summary>
|
||||
/// 体形变大
|
||||
/// </summary>
|
||||
BUFF_STATE_BIGGER = 4,
|
||||
/// <summary>
|
||||
/// 定身,不能移动
|
||||
/// </summary>
|
||||
BUFF_STATE_NO_MOVE = 5,
|
||||
/// <summary>
|
||||
/// 沉默,不能放技能
|
||||
/// </summary>
|
||||
BUFF_STATE_NO_SKILL = 6,
|
||||
/// <summary>
|
||||
/// 昏睡
|
||||
/// </summary>
|
||||
BUFF_STATE_SLEEP = 7,
|
||||
/// <summary>
|
||||
/// 强制开启阻挡
|
||||
/// </summary>
|
||||
BUFF_STATE_FORCE_COLLIDER = 8,
|
||||
/// <summary>
|
||||
/// 无视阻挡
|
||||
/// </summary>
|
||||
BUFF_STATE_IGNORE_COLLIDER = 9,
|
||||
/// <summary>
|
||||
/// 最大状态
|
||||
/// </summary>
|
||||
BUFF_STATE_MAX = 10,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24a5cdf7ed62f5945aba3814ebf02ae8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,24 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum BuffTimeType
|
||||
{
|
||||
/// <summary>
|
||||
/// 指定持续时间
|
||||
/// </summary>
|
||||
BUFF_TIME_DURING = 0,
|
||||
/// <summary>
|
||||
/// 无尽时间
|
||||
/// </summary>
|
||||
BUFF_TIME_INFINIT = 1,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dff2bf6f031b38d4c8574d94e75d28d1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,64 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class BuffTriggleState : Bright.Config.BeanBase
|
||||
{
|
||||
public BuffTriggleState(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["StateID"].IsNumber) { throw new SerializationException(); } StateID = (Battle.BuffStateID)_json["StateID"].AsInt; }
|
||||
{ if(!_json["StateParam"].IsNumber) { throw new SerializationException(); } StateParam = _json["StateParam"]; }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public BuffTriggleState(Battle.BuffStateID StateID, float StateParam )
|
||||
{
|
||||
this.StateID = StateID;
|
||||
this.StateParam = StateParam;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static BuffTriggleState DeserializeBuffTriggleState(JSONNode _json)
|
||||
{
|
||||
return new Battle.BuffTriggleState(_json);
|
||||
}
|
||||
|
||||
public Battle.BuffStateID StateID { get; private set; }
|
||||
public float StateParam { get; private set; }
|
||||
|
||||
public const int __ID__ = 1328146134;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "StateID:" + StateID + ","
|
||||
+ "StateParam:" + StateParam + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03926dd0c4ff9dd479230386fd1e9190
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,68 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class ResAttrImpactData : Bright.Config.BeanBase
|
||||
{
|
||||
public ResAttrImpactData(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["DataType"].IsNumber) { throw new SerializationException(); } DataType = (Battle.ActorAttrDataType)_json["DataType"].AsInt; }
|
||||
{ if(!_json["AddType"].IsNumber) { throw new SerializationException(); } AddType = (Battle.ActorAttrAddType)_json["AddType"].AsInt; }
|
||||
{ if(!_json["Value"].IsNumber) { throw new SerializationException(); } Value = _json["Value"]; }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public ResAttrImpactData(Battle.ActorAttrDataType DataType, Battle.ActorAttrAddType AddType, float Value )
|
||||
{
|
||||
this.DataType = DataType;
|
||||
this.AddType = AddType;
|
||||
this.Value = Value;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static ResAttrImpactData DeserializeResAttrImpactData(JSONNode _json)
|
||||
{
|
||||
return new Battle.ResAttrImpactData(_json);
|
||||
}
|
||||
|
||||
public Battle.ActorAttrDataType DataType { get; private set; }
|
||||
public Battle.ActorAttrAddType AddType { get; private set; }
|
||||
public float Value { get; private set; }
|
||||
|
||||
public const int __ID__ = 1319292907;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "DataType:" + DataType + ","
|
||||
+ "AddType:" + AddType + ","
|
||||
+ "Value:" + Value + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d3720a9d26e66047ad302fd1dc92da5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,80 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class SkillAttrDamageData : Bright.Config.BeanBase
|
||||
{
|
||||
public SkillAttrDamageData(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["MagicType"].IsNumber) { throw new SerializationException(); } MagicType = (Battle.SkillMagicType)_json["MagicType"].AsInt; }
|
||||
{ if(!_json["AttrType"].IsNumber) { throw new SerializationException(); } AttrType = (Battle.SkillAttrDamageType)_json["AttrType"].AsInt; }
|
||||
{ if(!_json["Param1"].IsNumber) { throw new SerializationException(); } Param1 = _json["Param1"]; }
|
||||
{ if(!_json["Param2"].IsNumber) { throw new SerializationException(); } Param2 = _json["Param2"]; }
|
||||
{ if(!_json["Param3"].IsNumber) { throw new SerializationException(); } Param3 = _json["Param3"]; }
|
||||
{ if(!_json["MaxLimit"].IsNumber) { throw new SerializationException(); } MaxLimit = _json["MaxLimit"]; }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public SkillAttrDamageData(Battle.SkillMagicType MagicType, Battle.SkillAttrDamageType AttrType, float Param1, float Param2, float Param3, float MaxLimit )
|
||||
{
|
||||
this.MagicType = MagicType;
|
||||
this.AttrType = AttrType;
|
||||
this.Param1 = Param1;
|
||||
this.Param2 = Param2;
|
||||
this.Param3 = Param3;
|
||||
this.MaxLimit = MaxLimit;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static SkillAttrDamageData DeserializeSkillAttrDamageData(JSONNode _json)
|
||||
{
|
||||
return new Battle.SkillAttrDamageData(_json);
|
||||
}
|
||||
|
||||
public Battle.SkillMagicType MagicType { get; private set; }
|
||||
public Battle.SkillAttrDamageType AttrType { get; private set; }
|
||||
public float Param1 { get; private set; }
|
||||
public float Param2 { get; private set; }
|
||||
public float Param3 { get; private set; }
|
||||
public float MaxLimit { get; private set; }
|
||||
|
||||
public const int __ID__ = -94519547;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "MagicType:" + MagicType + ","
|
||||
+ "AttrType:" + AttrType + ","
|
||||
+ "Param1:" + Param1 + ","
|
||||
+ "Param2:" + Param2 + ","
|
||||
+ "Param3:" + Param3 + ","
|
||||
+ "MaxLimit:" + MaxLimit + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 485330d35ed83074e98aee4f9afebff7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,40 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum SkillAttrDamageType
|
||||
{
|
||||
/// <summary>
|
||||
/// 无数值
|
||||
/// </summary>
|
||||
ATTR_TYPE_NONE = 0,
|
||||
/// <summary>
|
||||
/// 按释放者的伤害类型*X%+固定值计算,目标有防御计算
|
||||
/// </summary>
|
||||
ATTR_TYPE_DMG_WEAPON = 1,
|
||||
/// <summary>
|
||||
/// 按释放者的伤害类型*X%+固定值计算(无视目标的防御)
|
||||
/// </summary>
|
||||
ATTR_TYPE_DMG_NO_DEFEND = 2,
|
||||
/// <summary>
|
||||
/// 按受击者的气血上限*X%+固定值计算(无视目标的防御)
|
||||
/// </summary>
|
||||
ATTR_TYPE_DMG_TARGET_HP_NO_DEFEND = 3,
|
||||
/// <summary>
|
||||
/// 按释放者的攻击类型*X%+固定值计算,恢复当前生命
|
||||
/// </summary>
|
||||
ATTR_TYPE_HP_AS_ATK = 4,
|
||||
/// <summary>
|
||||
/// 按受击者的HP上限*X%+固定值计算,恢复当前生命
|
||||
/// </summary>
|
||||
ATTR_TYPE_HP_RATIO = 5,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a875b3c697d164841b02d808b103a384
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,132 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class SkillBaseConfig : Bright.Config.BeanBase
|
||||
{
|
||||
public SkillBaseConfig(JSONNode _json)
|
||||
{
|
||||
{ if(!_json["id"].IsNumber) { throw new SerializationException(); } Id = _json["id"]; }
|
||||
{ if(!_json["name"].IsString) { throw new SerializationException(); } Name = _json["name"]; }
|
||||
{ if(!_json["SkillDispID"].IsNumber) { throw new SerializationException(); } SkillDispID = _json["SkillDispID"]; }
|
||||
{ if(!_json["SkillType"].IsNumber) { throw new SerializationException(); } SkillType = _json["SkillType"]; }
|
||||
{ if(!_json["desc"].IsString) { throw new SerializationException(); } Desc = _json["desc"]; }
|
||||
{ if(!_json["CostMP"].IsNumber) { throw new SerializationException(); } CostMP = _json["CostMP"]; }
|
||||
{ if(!_json["GCDID"].IsNumber) { throw new SerializationException(); } GCDID = _json["GCDID"]; }
|
||||
{ if(!_json["SkillCD"].IsNumber) { throw new SerializationException(); } SkillCD = _json["SkillCD"]; }
|
||||
{ if(!_json["IsRepeatTrigger"].IsBoolean) { throw new SerializationException(); } IsRepeatTrigger = _json["IsRepeatTrigger"]; }
|
||||
{ var __json0 = _json["BuffID"]; if(!__json0.IsArray) { throw new SerializationException(); } BuffID = new System.Collections.Generic.List<int>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { int __v0; { if(!__e0.IsNumber) { throw new SerializationException(); } __v0 = __e0; } BuffID.Add(__v0); } }
|
||||
{ var __json0 = _json["AttrDamageData"]; if(!__json0.IsArray) { throw new SerializationException(); } AttrDamageData = new System.Collections.Generic.List<Battle.SkillAttrDamageData>(__json0.Count); foreach(JSONNode __e0 in __json0.Children) { Battle.SkillAttrDamageData __v0; { if(!__e0.IsObject) { throw new SerializationException(); } __v0 = Battle.SkillAttrDamageData.DeserializeSkillAttrDamageData(__e0); } AttrDamageData.Add(__v0); } }
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public SkillBaseConfig(int id, string name, int SkillDispID, int SkillType, string desc, int CostMP, int GCDID, float SkillCD, bool IsRepeatTrigger, System.Collections.Generic.List<int> BuffID, System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData )
|
||||
{
|
||||
this.Id = id;
|
||||
this.Name = name;
|
||||
this.SkillDispID = SkillDispID;
|
||||
this.SkillType = SkillType;
|
||||
this.Desc = desc;
|
||||
this.CostMP = CostMP;
|
||||
this.GCDID = GCDID;
|
||||
this.SkillCD = SkillCD;
|
||||
this.IsRepeatTrigger = IsRepeatTrigger;
|
||||
this.BuffID = BuffID;
|
||||
this.AttrDamageData = AttrDamageData;
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public static SkillBaseConfig DeserializeSkillBaseConfig(JSONNode _json)
|
||||
{
|
||||
return new Battle.SkillBaseConfig(_json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 技能ID
|
||||
/// </summary>
|
||||
public int Id { get; private set; }
|
||||
/// <summary>
|
||||
/// 名字
|
||||
/// </summary>
|
||||
public string Name { get; private set; }
|
||||
/// <summary>
|
||||
/// 表现ID
|
||||
/// </summary>
|
||||
public int SkillDispID { get; private set; }
|
||||
/// <summary>
|
||||
/// 技能类型SkillType
|
||||
/// </summary>
|
||||
public int SkillType { get; private set; }
|
||||
/// <summary>
|
||||
/// 描述
|
||||
/// </summary>
|
||||
public string Desc { get; private set; }
|
||||
/// <summary>
|
||||
/// 消耗MP
|
||||
/// </summary>
|
||||
public int CostMP { get; private set; }
|
||||
/// <summary>
|
||||
/// 所属公CD组ID
|
||||
/// </summary>
|
||||
public int GCDID { get; private set; }
|
||||
/// <summary>
|
||||
/// 技能CD
|
||||
/// </summary>
|
||||
public float SkillCD { get; private set; }
|
||||
/// <summary>
|
||||
/// 是否重复触发
|
||||
/// </summary>
|
||||
public bool IsRepeatTrigger { get; private set; }
|
||||
/// <summary>
|
||||
/// BuffIDList
|
||||
/// </summary>
|
||||
public System.Collections.Generic.List<int> BuffID { get; private set; }
|
||||
public System.Collections.Generic.List<Battle.SkillAttrDamageData> AttrDamageData { get; private set; }
|
||||
|
||||
public const int __ID__ = 2067672430;
|
||||
public override int GetTypeId() => __ID__;
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
foreach(var _e in AttrDamageData) { _e?.Resolve(_tables); }
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
foreach(var _e in AttrDamageData) { _e?.TranslateText(translator); }
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "{ "
|
||||
+ "Id:" + Id + ","
|
||||
+ "Name:" + Name + ","
|
||||
+ "SkillDispID:" + SkillDispID + ","
|
||||
+ "SkillType:" + SkillType + ","
|
||||
+ "Desc:" + Desc + ","
|
||||
+ "CostMP:" + CostMP + ","
|
||||
+ "GCDID:" + GCDID + ","
|
||||
+ "SkillCD:" + SkillCD + ","
|
||||
+ "IsRepeatTrigger:" + IsRepeatTrigger + ","
|
||||
+ "BuffID:" + Bright.Common.StringUtil.CollectionToString(BuffID) + ","
|
||||
+ "AttrDamageData:" + Bright.Common.StringUtil.CollectionToString(AttrDamageData) + ","
|
||||
+ "}";
|
||||
}
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b651cf87b4372cf4a8894a9421a6dcff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,28 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
public enum SkillMagicType
|
||||
{
|
||||
/// <summary>
|
||||
/// 无类型
|
||||
/// </summary>
|
||||
SKILL_TYPE_NONE = 0,
|
||||
/// <summary>
|
||||
/// 物理伤害属性
|
||||
/// </summary>
|
||||
SKILL_TYPE_DMG_PHY = 1,
|
||||
/// <summary>
|
||||
/// 魔法伤害属性
|
||||
/// </summary>
|
||||
SKILL_TYPE_DMG_MAGIC = 2,
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 050deaa6f717a36428b057b5c1f889b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,65 +0,0 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
using Bright.Serialization;
|
||||
using System.Collections.Generic;
|
||||
using SimpleJSON;
|
||||
|
||||
|
||||
|
||||
namespace GameConfig.Battle
|
||||
{
|
||||
|
||||
public sealed partial class TbBuff
|
||||
{
|
||||
private readonly Dictionary<int, Battle.BuffConfig> _dataMap;
|
||||
private readonly List<Battle.BuffConfig> _dataList;
|
||||
|
||||
public TbBuff(JSONNode _json)
|
||||
{
|
||||
_dataMap = new Dictionary<int, Battle.BuffConfig>();
|
||||
_dataList = new List<Battle.BuffConfig>();
|
||||
|
||||
foreach(JSONNode _row in _json.Children)
|
||||
{
|
||||
var _v = Battle.BuffConfig.DeserializeBuffConfig(_row);
|
||||
_dataList.Add(_v);
|
||||
_dataMap.Add(_v.BuffID, _v);
|
||||
}
|
||||
PostInit();
|
||||
}
|
||||
|
||||
public Dictionary<int, Battle.BuffConfig> DataMap => _dataMap;
|
||||
public List<Battle.BuffConfig> DataList => _dataList;
|
||||
|
||||
public Battle.BuffConfig GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
|
||||
public Battle.BuffConfig Get(int key) => _dataMap[key];
|
||||
public Battle.BuffConfig this[int key] => _dataMap[key];
|
||||
|
||||
public void Resolve(Dictionary<string, object> _tables)
|
||||
{
|
||||
foreach(var v in _dataList)
|
||||
{
|
||||
v.Resolve(_tables);
|
||||
}
|
||||
PostResolve();
|
||||
}
|
||||
|
||||
public void TranslateText(System.Func<string, string, string> translator)
|
||||
{
|
||||
foreach(var v in _dataList)
|
||||
{
|
||||
v.TranslateText(translator);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
partial void PostInit();
|
||||
partial void PostResolve();
|
||||
}
|
||||
|
||||
}
|
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4bae3a42b1e627f44b53f42fa8835064
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user