gameplay refine
1. 优化 ResolutionAdapter 的分辨率适配问题 2. 调整 SpriteCache 的资源路径拼接 3. 引入 StoryDirector 做各玩法的胶水 4. 导入和改名资源便于代码查询路径
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using GameFramework;
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using GameFramework.Event;
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namespace Event
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{
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public class DialogCompletedEventArgs : GameEventArgs
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{
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public static readonly int EventId = typeof(DialogCompletedEventArgs).GetHashCode();
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public override int Id => EventId;
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public int ChapterId { get; private set; }
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public int DialogId { get; private set; }
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public int LastLineId { get; private set; }
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public DialogCompletedEventArgs()
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{
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ChapterId = 0;
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DialogId = 0;
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LastLineId = 0;
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}
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public static DialogCompletedEventArgs Create(int chapterId, int dialogId, int lastLineId)
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{
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var args = ReferencePool.Acquire<DialogCompletedEventArgs>();
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args.ChapterId = chapterId;
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args.DialogId = dialogId;
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args.LastLineId = lastLineId;
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return args;
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}
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public override void Clear()
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{
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ChapterId = 0;
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DialogId = 0;
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LastLineId = 0;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ff3fd581bec19164c8c5b03222e0ccec
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 0cc1868d04d452c4ea1b26b3bb3faf41
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,31 @@
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using GameFramework;
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using GameFramework.Event;
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namespace Event
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{
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public class StoryChapterEndedEventArgs : GameEventArgs
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{
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public static readonly int EventId = typeof(StoryChapterEndedEventArgs).GetHashCode();
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public override int Id => EventId;
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public int ChapterId { get; private set; }
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public StoryChapterEndedEventArgs()
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{
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ChapterId = 0;
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}
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public static StoryChapterEndedEventArgs Create(int chapterId)
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{
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var args = ReferencePool.Acquire<StoryChapterEndedEventArgs>();
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args.ChapterId = chapterId;
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return args;
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}
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public override void Clear()
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{
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ChapterId = 0;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 04884ea6e03d99345b9e4a9c60ccf913
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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