commit
b00ea1a14f
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@ -95,3 +95,4 @@ crashlytics-build.properties
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/Release
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/Release
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/AssetBundles
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/AssetBundles
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/Android
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@ -2,8 +2,8 @@
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<UnityGameFramework>
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<UnityGameFramework>
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<ResourceBuilder>
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<ResourceBuilder>
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<Settings>
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<Settings>
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<InternalResourceVersion>1</InternalResourceVersion>
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<InternalResourceVersion>2</InternalResourceVersion>
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<Platforms>1</Platforms>
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<Platforms>33</Platforms>
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<AssetBundleCompression>1</AssetBundleCompression>
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<AssetBundleCompression>1</AssetBundleCompression>
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<CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName>
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<CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName>
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<AdditionalCompressionSelected>True</AdditionalCompressionSelected>
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<AdditionalCompressionSelected>True</AdditionalCompressionSelected>
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@ -7,6 +7,7 @@
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101 设置 SettingForm Default False True
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101 设置 SettingForm Default False True
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102 关于 AboutForm Default False True
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102 关于 AboutForm Default False True
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103 组装玩法UI CombineForm Default False False
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103 组装玩法UI CombineForm Default False False
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104 Mask对话UI MaskDialogForm Default False False
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104 Mask对话UI MaskDialogForm Dialog False False
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105 Bottom对话UI BottomBoxDialogForm Default False False
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105 Bottom对话UI BottomBoxDialogForm Dialog False False
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106 Bubble对话UI BubbleDialogForm Default True False
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106 Bubble对话UI BubbleDialogForm Dialog True False
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107 游戏场景覆盖UI MainOverlayForm Overlay False False
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@ -53,5 +53,7 @@ namespace UI
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/// 气泡剧情对话界面。
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/// 气泡剧情对话界面。
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/// </summary>
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/// </summary>
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BubbleDialogForm = 106,
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BubbleDialogForm = 106,
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MainOverlayForm = 107,
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}
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}
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}
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}
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@ -20,51 +20,6 @@ namespace Procedure
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{
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{
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#region Property
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#region Property
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/// <summary>
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/// 单局超时时间(秒)。
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/// </summary>
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private const float TimeoutSeconds = 180f;
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/// <summary>
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/// 结算后重开场景的延迟(秒)。
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/// </summary>
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private const float RestartDelaySeconds = 2f;
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/// <summary>
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/// 统一日志前缀。
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/// </summary>
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private const string LogPrefix = "[GameplayATest]";
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/// <summary>
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/// 当前局是否已开始。
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/// </summary>
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private bool _isStarted = false;
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/// <summary>
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/// 当前局是否已结束。
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/// </summary>
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private bool _isFinished = false;
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/// <summary>
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/// 当前局是否通过。
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/// </summary>
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private bool _isPassed = false;
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/// <summary>
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/// 当前局累计耗时(秒)。
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/// </summary>
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private float _elapsed = 0f;
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/// <summary>
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/// 结算后的重开倒计时(秒)。
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/// </summary>
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private float _restartCountdown = 0f;
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/// <summary>
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/// 当前局开始时的实时时间戳。
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/// </summary>
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private float _startTimestamp = 0f;
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/// <summary>
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/// <summary>
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/// 拼装玩法组件入口。
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/// 拼装玩法组件入口。
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/// </summary>
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/// </summary>
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@ -98,8 +53,6 @@ namespace Procedure
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/// </summary>
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/// </summary>
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protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
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protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
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{
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{
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ShutdownProcedureState();
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base.OnLeave(procedureOwner, isShutdown);
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base.OnLeave(procedureOwner, isShutdown);
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}
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}
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@ -114,7 +67,6 @@ namespace Procedure
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if (GameEntry.Dialog.IsInitialized)
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if (GameEntry.Dialog.IsInitialized)
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{
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{
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}
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}
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// if (TryUpdateRound(realElapseSeconds))
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// if (TryUpdateRound(realElapseSeconds))
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// {
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// {
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@ -128,123 +80,6 @@ namespace Procedure
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#region Other Methods
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#region Other Methods
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/// <summary>
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/// 初始化流程级状态并订阅事件。
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/// </summary>
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private void InitializeProcedureState()
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{
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ResetRoundState();
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GameEntry.Event.Subscribe(CombineCompletedEventArgs.EventId, OnPuzzleCompleted);
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_combineComponent = GameEntry.Combine;
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if (_combineComponent == null)
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{
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Log.Warning("{0} START failed. CombineComponent is missing.", LogPrefix);
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}
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Log.Info("{0} START timeout={1}s restartDelay={2}s.", LogPrefix, TimeoutSeconds.ToString("F0"),
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RestartDelaySeconds.ToString("F0"));
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}
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/// <summary>
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/// 清理流程级状态并反订阅事件。
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/// </summary>
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private void ShutdownProcedureState()
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{
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GameEntry.Event.Unsubscribe(CombineCompletedEventArgs.EventId, OnPuzzleCompleted);
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_combineComponent?.StopLevel();
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ResetRoundState();
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}
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/// <summary>
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/// 更新当前局状态。
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/// 返回 true 表示流程仍在关卡运行阶段,不进入重开逻辑。
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/// </summary>
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private bool TryUpdateRound(float realElapseSeconds)
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{
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if (_isFinished)
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{
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return false;
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}
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if (!_isStarted)
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{
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TryStartPuzzle();
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return true;
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}
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UpdateTimeout(realElapseSeconds);
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return true;
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}
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/// <summary>
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/// 启动拼装关卡并记录开始信息。
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/// </summary>
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private void TryStartPuzzle()
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{
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if (_combineComponent == null)
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{
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Log.Warning("{0} FAIL_NO_COMPONENT reason='CombineComponentMissing'.", LogPrefix);
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FinishAndScheduleRestart(false);
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return;
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}
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CombineFormContext context = BuildTestOpenData();
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int? serialId = _combineComponent.StartLevel(context);
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if (!serialId.HasValue)
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{
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Log.Warning("{0} FAIL_NO_CONTEXT reason='StartLevelFailed'.", LogPrefix);
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FinishAndScheduleRestart(false);
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return;
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}
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_isStarted = true;
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_elapsed = 0f;
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_startTimestamp = Time.realtimeSinceStartup;
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Log.Info("{0} START uiFormId={1} serialId={2}.", LogPrefix, ((int)UIFormId.CombineForm).ToString(),
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serialId.ToString());
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}
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/// <summary>
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/// 更新超时计时;超时后按失败结算。
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/// </summary>
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private void UpdateTimeout(float realElapseSeconds)
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{
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_elapsed += realElapseSeconds;
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if (_elapsed < TimeoutSeconds)
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{
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return;
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}
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_elapsed = TimeoutSeconds;
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Log.Warning("{0} FAIL_TIMEOUT elapsed={1:F2}s timeout={2:F2}s.", LogPrefix, _elapsed, TimeoutSeconds);
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FinishAndScheduleRestart(false);
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}
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/// <summary>
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/// 结算后推进重开倒计时,到时切换到换场景流程。
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/// </summary>
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private void TryRestartScene(ProcedureOwner procedureOwner, float realElapseSeconds)
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{
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if (!_isFinished)
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{
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return;
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}
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_restartCountdown -= realElapseSeconds;
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if (_restartCountdown > 0f)
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{
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return;
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}
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int nextSceneId = (int)SceneId.GameplayA;
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procedureOwner.SetData<VarInt32>("NextSceneId", nextSceneId);
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Log.Info("{0} RESTART result={1} nextSceneId={2}.", LogPrefix, _isPassed ? "PASS" : "FAIL",
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nextSceneId.ToString());
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ChangeState<ProcedureChangeScene>(procedureOwner);
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}
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/// <summary>
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/// <summary>
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/// 构建测试用关卡上下文(槽位、部件与自动开始配置)。
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/// 构建测试用关卡上下文(槽位、部件与自动开始配置)。
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/// </summary>
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/// </summary>
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@ -321,50 +156,6 @@ namespace Procedure
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};
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};
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}
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}
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/// <summary>
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/// 拼装完成事件回调:记录耗时并按成功结算。
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/// </summary>
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private void OnPuzzleCompleted(object sender, GameEventArgs e)
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{
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if (!(e is CombineCompletedEventArgs))
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{
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return;
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}
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if (_isFinished)
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{
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return;
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}
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_elapsed = Mathf.Max(0f, Time.realtimeSinceStartup - _startTimestamp);
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Log.Info("{0} PASS elapsed={1:F2}s.", LogPrefix, _elapsed);
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FinishAndScheduleRestart(true);
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}
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/// <summary>
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/// 标记当前局结束,并开始重开倒计时。
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/// </summary>
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private void FinishAndScheduleRestart(bool isPassed)
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{
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_isPassed = isPassed;
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_isFinished = true;
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_restartCountdown = RestartDelaySeconds;
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}
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/// <summary>
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/// 重置局内运行态字段。
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/// </summary>
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private void ResetRoundState()
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{
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_isStarted = false;
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_isFinished = false;
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_isPassed = false;
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_elapsed = 0f;
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_restartCountdown = 0f;
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_startTimestamp = 0f;
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_combineComponent = null;
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}
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#endregion
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#endregion
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}
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}
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}
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}
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@ -6,7 +6,7 @@ namespace UI
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{
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{
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public class CombineFormController : IFormController<CombineFormContext>
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public class CombineFormController : IFormController<CombineFormContext>
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{
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{
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private CombineComponent _controller;
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private CombineComponent _combine;
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private CombineForm _combineForm;
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private CombineForm _combineForm;
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@ -16,20 +16,20 @@ namespace UI
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public CombineFormController(CombineComponent controller)
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public CombineFormController(CombineComponent controller)
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{
|
{
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_controller = controller;
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_combine = controller;
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GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
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GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
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GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
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GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
||||||
}
|
}
|
||||||
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|
||||||
public int? OpenUI(CombineFormContext context)
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public int? OpenUI(CombineFormContext context)
|
||||||
{
|
{
|
||||||
if (_controller == null)
|
if (_combine == null)
|
||||||
{
|
{
|
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_controller = GameEntry.Combine;
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_combine = GameEntry.Combine;
|
||||||
}
|
}
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|
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if (_controller == null)
|
if (_combine == null)
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{
|
{
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Log.Warning("CombineFormController open failed. Controller is null.");
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Log.Warning("CombineFormController open failed. Controller is null.");
|
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return null;
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return null;
|
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|
@ -37,10 +37,10 @@ namespace UI
|
||||||
|
|
||||||
if (context != null)
|
if (context != null)
|
||||||
{
|
{
|
||||||
_controller.SetFormContext(context);
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_combine.SetFormContext(context);
|
||||||
}
|
}
|
||||||
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|
||||||
_context = _controller.GetFormContext();
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_context = _combine.GetFormContext();
|
||||||
if (_context == null)
|
if (_context == null)
|
||||||
{
|
{
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Log.Warning("CombineFormController open failed. Form context is null.");
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Log.Warning("CombineFormController open failed. Form context is null.");
|
||||||
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|
@ -68,7 +68,7 @@ namespace UI
|
||||||
~CombineFormController()
|
~CombineFormController()
|
||||||
{
|
{
|
||||||
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
|
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
|
||||||
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
||||||
}
|
}
|
||||||
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|
||||||
private void OpenUIFormSuccess(object sender, GameEventArgs e)
|
private void OpenUIFormSuccess(object sender, GameEventArgs e)
|
||||||
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|
|
||||||
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|
@ -44,6 +44,10 @@ namespace UI
|
||||||
{
|
{
|
||||||
_controller = context.Controller;
|
_controller = context.Controller;
|
||||||
|
|
||||||
|
bool isMobilePlatform = Application.isMobilePlatform;
|
||||||
|
_screenSolution.gameObject.SetActive(!isMobilePlatform);
|
||||||
|
_screenWindow.gameObject.SetActive(!isMobilePlatform);
|
||||||
|
|
||||||
var setting = context.Setting;
|
var setting = context.Setting;
|
||||||
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|
||||||
_bgmVolumeSlider.value = setting.BGMVolume * 5;
|
_bgmVolumeSlider.value = setting.BGMVolume * 5;
|
||||||
|
|
|
||||||
|
|
@ -593,7 +593,7 @@ PrefabInstance:
|
||||||
objectReference: {fileID: 934951765}
|
objectReference: {fileID: 934951765}
|
||||||
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
||||||
propertyPath: m_UIGroups.Array.size
|
propertyPath: m_UIGroups.Array.size
|
||||||
value: 2
|
value: 3
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
||||||
propertyPath: m_UIGroupHelperTypeName
|
propertyPath: m_UIGroupHelperTypeName
|
||||||
|
|
@ -607,6 +607,10 @@ PrefabInstance:
|
||||||
propertyPath: m_UIGroups.Array.data[1].m_Name
|
propertyPath: m_UIGroups.Array.data[1].m_Name
|
||||||
value: Dialog
|
value: Dialog
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
||||||
|
propertyPath: m_UIGroups.Array.data[2].m_Name
|
||||||
|
value: Overlay
|
||||||
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
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||||||
propertyPath: m_UIGroups.Array.data[0].m_Depth
|
propertyPath: m_UIGroups.Array.data[0].m_Depth
|
||||||
value: 0
|
value: 0
|
||||||
|
|
@ -615,6 +619,10 @@ PrefabInstance:
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||||||
propertyPath: m_UIGroups.Array.data[1].m_Depth
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propertyPath: m_UIGroups.Array.data[1].m_Depth
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||||||
value: 2
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value: 2
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 11454530, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
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propertyPath: m_UIGroups.Array.data[2].m_Depth
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||||||
|
value: 3
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|
objectReference: {fileID: 0}
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- target: {fileID: 11461470, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
|
- target: {fileID: 11461470, guid: adb3eb1c35fcff14f89fba7b05c9d71c, type: 3}
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||||||
propertyPath: m_Enabled
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propertyPath: m_Enabled
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||||||
value: 0
|
value: 0
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||||||
|
|
@ -858,7 +866,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: d6174838c30e460429e5628757bbf015, type: 3}
|
m_Script: {fileID: 11500000, guid: d6174838c30e460429e5628757bbf015, type: 3}
|
||||||
m_Name:
|
m_Name:
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||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
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_playingSpeed: 10
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|
||||||
--- !u!1 &513208572
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--- !u!1 &513208572
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||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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||||||
|
|
|
||||||
|
|
@ -3,7 +3,7 @@
|
||||||
--- !u!30 &1
|
--- !u!30 &1
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||||||
GraphicsSettings:
|
GraphicsSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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serializedVersion: 14
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serializedVersion: 15
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m_Deferred:
|
m_Deferred:
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m_Mode: 1
|
m_Mode: 1
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||||||
m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
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m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
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|
|
@ -13,9 +13,6 @@ GraphicsSettings:
|
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m_ScreenSpaceShadows:
|
m_ScreenSpaceShadows:
|
||||||
m_Mode: 1
|
m_Mode: 1
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||||||
m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
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m_LegacyDeferred:
|
|
||||||
m_Mode: 1
|
|
||||||
m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
|
|
||||||
m_DepthNormals:
|
m_DepthNormals:
|
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m_Mode: 1
|
m_Mode: 1
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m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
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|
|
@ -37,6 +34,9 @@ GraphicsSettings:
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- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
|
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
|
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
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|
- {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0}
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||||||
|
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
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||||||
|
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
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||||||
m_PreloadedShaders: []
|
m_PreloadedShaders: []
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m_PreloadShadersBatchTimeLimit: -1
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m_PreloadShadersBatchTimeLimit: -1
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||||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
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|
|
@ -51,6 +51,7 @@ GraphicsSettings:
|
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m_LightmapStripping: 0
|
m_LightmapStripping: 0
|
||||||
m_FogStripping: 0
|
m_FogStripping: 0
|
||||||
m_InstancingStripping: 0
|
m_InstancingStripping: 0
|
||||||
|
m_BrgStripping: 0
|
||||||
m_LightmapKeepPlain: 1
|
m_LightmapKeepPlain: 1
|
||||||
m_LightmapKeepDirCombined: 1
|
m_LightmapKeepDirCombined: 1
|
||||||
m_LightmapKeepDynamicPlain: 1
|
m_LightmapKeepDynamicPlain: 1
|
||||||
|
|
@ -68,3 +69,6 @@ GraphicsSettings:
|
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m_SRPDefaultSettings:
|
m_SRPDefaultSettings:
|
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UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 18dc0cd2c080841dea60987a38ce93fa,
|
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 18dc0cd2c080841dea60987a38ce93fa,
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type: 2}
|
type: 2}
|
||||||
|
m_LightProbeOutsideHullStrategy: 0
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||||||
|
m_CameraRelativeLightCulling: 0
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||||||
|
m_CameraRelativeShadowCulling: 0
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||||||
|
|
|
||||||
|
|
@ -935,7 +935,7 @@ PlayerSettings:
|
||||||
hmiLogStartupTiming: 0
|
hmiLogStartupTiming: 0
|
||||||
hmiCpuConfiguration:
|
hmiCpuConfiguration:
|
||||||
apiCompatibilityLevel: 6
|
apiCompatibilityLevel: 6
|
||||||
activeInputHandler: 2
|
activeInputHandler: 1
|
||||||
windowsGamepadBackendHint: 0
|
windowsGamepadBackendHint: 0
|
||||||
cloudProjectId:
|
cloudProjectId:
|
||||||
framebufferDepthMemorylessMode: 0
|
framebufferDepthMemorylessMode: 0
|
||||||
|
|
|
||||||
|
|
@ -1,9 +0,0 @@
|
||||||
# 声音配置表
|
|
||||||
# Id AssetName Priority Loop Volume SpatialBlend MaxDistance
|
|
||||||
# int string int bool float float float
|
|
||||||
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 是否循环 音量(0~1) 声音空间混合量(0为2D,1为3D,中间值混合效果) 声音最大距离
|
|
||||||
10000 玩家子弹 weapon_player 0 False 1 0 100
|
|
||||||
10001 敌人子弹 weapon_enemy 0 False 1 0 100
|
|
||||||
20000 玩家爆炸 explosion_player 0 False 1 0 100
|
|
||||||
20001 敌人爆炸 explosion_enemy 0 False 1 0 100
|
|
||||||
20002 小行星爆炸 explosion_asteroid 0 False 1 0 100
|
|
||||||
|
|
@ -7,6 +7,7 @@
|
||||||
101 设置 SettingForm Default False True
|
101 设置 SettingForm Default False True
|
||||||
102 关于 AboutForm Default False True
|
102 关于 AboutForm Default False True
|
||||||
103 组装玩法UI CombineForm Default False False
|
103 组装玩法UI CombineForm Default False False
|
||||||
104 Mask对话UI MaskDialogForm Default False False
|
104 Mask对话UI MaskDialogForm Dialog False False
|
||||||
105 Bottom对话UI BottomBoxDialogForm Default False False
|
105 Bottom对话UI BottomBoxDialogForm Dialog False False
|
||||||
106 Bubble对话UI BubbleDialogForm Default True False
|
106 Bubble对话UI BubbleDialogForm Dialog True False
|
||||||
|
107 游戏场景覆盖UI MainOverlayForm Overlay False False
|
||||||
|
|
|
||||||
BIN
数据表/UIForm.xlsx
BIN
数据表/UIForm.xlsx
Binary file not shown.
Loading…
Reference in New Issue