初始化仓库

This commit is contained in:
SepComet
2026-02-08 17:08:52 +08:00
commit 8763955323
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.IO;
using UnityEngine;
namespace StarForce
{
public static class BinaryReaderExtension
{
public static Color32 ReadColor32(this BinaryReader binaryReader)
{
return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
}
public static Color ReadColor(this BinaryReader binaryReader)
{
return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static DateTime ReadDateTime(this BinaryReader binaryReader)
{
return new DateTime(binaryReader.ReadInt64());
}
public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
{
return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Rect ReadRect(this BinaryReader binaryReader)
{
return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector2 ReadVector2(this BinaryReader binaryReader)
{
return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector3 ReadVector3(this BinaryReader binaryReader)
{
return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector4 ReadVector4(this BinaryReader binaryReader)
{
return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
}
}
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@@ -0,0 +1,86 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.576
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// 实体表。
/// </summary>
public class DREntity : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取实体编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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@@ -0,0 +1,86 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.591
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// 音乐配置表。
/// </summary>
public class DRMusic : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取音乐编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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@@ -0,0 +1,97 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.610
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// 场景配置表。
/// </summary>
public class DRScene : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取场景编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取背景音乐编号。
/// </summary>
public int BackgroundMusicId
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
BackgroundMusicId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
BackgroundMusicId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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@@ -0,0 +1,141 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.625
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRSound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority
{
get;
private set;
}
/// <summary>
/// 获取是否循环。
/// </summary>
public bool Loop
{
get;
private set;
}
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume
{
get;
private set;
}
/// <summary>
/// 获取声音空间混合量(0为2D,1为3D,中间值混合效果)。
/// </summary>
public float SpatialBlend
{
get;
private set;
}
/// <summary>
/// 获取声音最大距离。
/// </summary>
public float MaxDistance
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
Priority = int.Parse(columnStrings[index++]);
Loop = bool.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
SpatialBlend = float.Parse(columnStrings[index++]);
MaxDistance = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
Priority = binaryReader.Read7BitEncodedInt32();
Loop = binaryReader.ReadBoolean();
Volume = binaryReader.ReadSingle();
SpatialBlend = binaryReader.ReadSingle();
MaxDistance = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,119 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.652
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// 界面配置表。
/// </summary>
public class DRUIForm : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取界面编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取界面组名称。
/// </summary>
public string UIGroupName
{
get;
private set;
}
/// <summary>
/// 获取是否允许多个界面实例。
/// </summary>
public bool AllowMultiInstance
{
get;
private set;
}
/// <summary>
/// 获取是否暂停被其覆盖的界面。
/// </summary>
public bool PauseCoveredUIForm
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
UIGroupName = columnStrings[index++];
AllowMultiInstance = bool.Parse(columnStrings[index++]);
PauseCoveredUIForm = bool.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
UIGroupName = binaryReader.ReadString();
AllowMultiInstance = binaryReader.ReadBoolean();
PauseCoveredUIForm = binaryReader.ReadBoolean();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.666
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRUISound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get
{
return m_Id;
}
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName
{
get;
private set;
}
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority
{
get;
private set;
}
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume
{
get;
private set;
}
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
Priority = int.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
Priority = binaryReader.Read7BitEncodedInt32();
Volume = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,91 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.DataTable;
using System;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
public static class DataTableExtension
{
private const string DataRowClassPrefixName = "StarForce.DR";
internal static readonly char[] DataSplitSeparators = new char[] { '\t' };
internal static readonly char[] DataTrimSeparators = new char[] { '\"' };
public static void LoadDataTable(this DataTableComponent dataTableComponent, string dataTableName, string dataTableAssetName, object userData)
{
if (string.IsNullOrEmpty(dataTableName))
{
Log.Warning("Data table name is invalid.");
return;
}
string[] splitedNames = dataTableName.Split('_');
if (splitedNames.Length > 2)
{
Log.Warning("Data table name is invalid.");
return;
}
string dataRowClassName = DataRowClassPrefixName + splitedNames[0];
Type dataRowType = Type.GetType(dataRowClassName);
if (dataRowType == null)
{
Log.Warning("Can not get data row type with class name '{0}'.", dataRowClassName);
return;
}
string name = splitedNames.Length > 1 ? splitedNames[1] : null;
DataTableBase dataTable = dataTableComponent.CreateDataTable(dataRowType, name);
dataTable.ReadData(dataTableAssetName, Constant.AssetPriority.DataTableAsset, userData);
}
public static Color32 ParseColor32(string value)
{
string[] splitedValue = value.Split(',');
return new Color32(byte.Parse(splitedValue[0]), byte.Parse(splitedValue[1]), byte.Parse(splitedValue[2]), byte.Parse(splitedValue[3]));
}
public static Color ParseColor(string value)
{
string[] splitedValue = value.Split(',');
return new Color(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Quaternion ParseQuaternion(string value)
{
string[] splitedValue = value.Split(',');
return new Quaternion(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Rect ParseRect(string value)
{
string[] splitedValue = value.Split(',');
return new Rect(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Vector2 ParseVector2(string value)
{
string[] splitedValue = value.Split(',');
return new Vector2(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]));
}
public static Vector3 ParseVector3(string value)
{
string[] splitedValue = value.Split(',');
return new Vector3(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]));
}
public static Vector4 ParseVector4(string value)
{
string[] splitedValue = value.Split(',');
return new Vector4(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
}
}
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