refactor: implement binary parsing in L0 DataTable rows
- Add BinaryReaderExtension with Vector2/3/4, Quaternion, Color, Rect types - Implement ParseDataRow(byte[]) in TagRow and RarityTagBudgetRow - Update CLAUDE.md with GameFramework module table and improved architecture docs - Remove unnecessary InternalsVisibleTo and L1 wrapper classes Co-Authored-By: Claude <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -10,10 +10,25 @@ This is a Unity project that **cannot build standalone** outside of Unity Editor
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### Three-Layer Structure (per `docs/LayeredArchitectureDesign.md`)
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- **L0 (Domain)**: Pure C# business logic with no Unity dependencies. Contains enums, constants, data structures, CombatNode domain, PlayerInventory, InventoryGeneration, UI use cases.
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- **L1 (Infrastructure)**: Glue layer bridging L0 and Unity. Implements L0 interfaces, holds L0 service instances, manages Unity lifecycle.
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- **L0 (Domain)**: Pure C# business logic. References `GameFramework.dll` (pure C#, no Unity dependency). Contains enums, constants, data structures, CombatNode domain, PlayerInventory, InventoryGeneration, UI use cases.
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- **L1 (Infrastructure)**: Glue layer bridging L0 and Unity. Implements GameFramework Unity adapters (Resource/Scene/Entity/UI/Sound), implements L0 interfaces, holds L0 service instances, manages Unity lifecycle.
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- **L2 (Presentation)**: Unity MonoBehaviour classes, UGuiForm implementations, Entity Logic (Player, Enemy, Tower).
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### GameFramework.dll Modules Usable in L0
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GameFramework.dll is pure C# and provides infrastructure usable directly in L0:
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| Module | L0 Usage |
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|--------|----------|
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| Event | `GameFramework.Event.EventManager` - custom args inherit `GameEventArgs` |
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| ObjectPool | `ObjectPoolManager` - entities inherit `ObjectBase` |
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| Fsm | `FsmManager` - states inherit `FsmState<T>` |
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| ReferencePool | `ReferencePool.Acquire<T>() / Release()` |
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| DataNode | Tree data structure, use directly |
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| DataTable | DataRow classes implement `IDataRow` in L0 |
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Modules requiring L1 Unity adapters: Resource, Scene, Entity, UI, Sound.
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### Key Domain Boundaries
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| Domain | Key Files | Responsibility |
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@ -23,6 +38,7 @@ This is a Unity project that **cannot build standalone** outside of Unity Editor
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| **PlayerInventory** | `PlayerInventoryComponent.cs`, `PlayerInventoryTowerAssemblyService.cs` | Backpack, trading, tower assembly |
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| **InventoryGeneration** | `InventoryGenerationComponent.cs`, `DropPoolRoller.cs`, `ShopGoodsBuilder.cs` | Drops, shop goods, rewards |
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| **MapEntity** | `MapEntity.cs`, `MapTopologyService.cs`, `TowerPlacementService.cs` | Map orchestration, grid/path, tower placement |
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| **TagSystem** | `TagGenerationRuleRegistry.cs`, `RarityTagBudgetRuleRegistry.cs`, `TagDefinitionRegistry.cs` | Tag generation rules and definitions |
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### Combat State Machine Flow
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@ -30,14 +46,25 @@ This is a Unity project that **cannot build standalone** outside of Unity Editor
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### Dual-Currency System
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- **Coin**: Single-combat internal currency (`CombatRunResourceStore.CurrentCoin`)
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- **Gold**: Cross-combat persistent currency (`PlayerInventoryComponent.Gold`)
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- **Coin**: Single-combat internal currency (`CombatRunResourceStore.CurrentCoin`). Used for build/upgrade/destroy in combat. Reset per combat from `DRLevel.StartCoin`.
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- **Gold**: Cross-combat persistent currency (`PlayerInventoryComponent.Gold`). Used for shop buy/sell. Persists across nodes.
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### Tag System
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Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Current shipped 7 tags: Fire, Ice, Crit, Execution, Shatter, Inferno, AbsoluteZero.
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Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`.
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## Service Naming Conventions
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**Active Tags (7)**: Fire, Ice, Crit, Execution, Shatter, Inferno, AbsoluteZero.
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**Deferred Tags (5)**: BurnSpread, IgniteBurst, FreezeMask, Pierce, Overpenetrate (metadata only, not combat-active).
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**Tag Runtime Structure**:
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- Component instances hold `TagType[]`
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- Tower instances hold `TagRuntimeData[]` (grouped by TagType with Stack count)
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- `TagGenerationRuleRegistry` and `RarityTagBudgetRuleRegistry` load from `TagRow` / `RarityTagBudgetRow` (IDataRow implementations)
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**Tag Generation Uses `InventoryGenerationRandomContext`** for reproducibility (RunSeed + SourceType + ItemInstanceId + ConfigId).
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### Service Naming Conventions
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- `Scheduler`: State machine boundary only
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- `Manager`: Facade/aggregate entry for subdomain
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@ -47,6 +74,8 @@ Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Cu
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- `Bridge`: Framework boundary adapter
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- `Runtime`: Mutable state carrier
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- `Resolver`: Mapping/lookup/resolution
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- `Tracker`: Tracks running entities or factual truth values
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- `Port`: Restricted host interface for internal state/use cases
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## Key Invariants
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@ -56,12 +85,41 @@ Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Cu
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4. `EnemyLifecycleTracker` is sole source for `AliveEnemyCount` and `HasAliveBoss`
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5. `MapEntity` accesses combat context via `MapData` + Events only
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6. Tag generation uses `InventoryGenerationRandomContext` for reproducibility
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7. `TowerPlacementService` is sole write entry for tower mapping state
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8. `MapTopologyService` is sole source for Path/Foundation data
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## Project Structure
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```
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src/
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├── GeometryTD.Domain/ # L0 - Pure C#, references GameFramework.dll
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│ ├── Definition/
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│ │ ├── Enum/ # All enums (TagType, RarityType, etc.)
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│ │ ├── Constant/ # Constants
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│ │ ├── DataStruct/ # POCOs (AttackPayload, HitContext, TowerStatsData)
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│ │ └── Tag/ # Tag definitions, generation rules, combat effects
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│ ├── Event/ # GameEventArgs subclasses by domain
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│ ├── UI/ # UI contexts and use case interfaces
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│ ├── DataTable/ # IDataRow implementations (TagRow, RarityTagBudgetRow)
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│ └── CustomComponent/ # L0 services (CombatScheduler, EnemyManager, etc.)
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│
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├── GeometryTD.Infrastructure/ # L1 - Unity adapter layer
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│ ├── Entity/ # EntityLogic, EntityData DTOs
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│ ├── Scene/Map/ # MapTopologyService, TowerPlacementService
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│ ├── UI/ # UGuiForm base, controllers
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│ ├── DataTable/ # L1 DataRowBase wrappers over L0 rows
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│ └── CustomComponent/ # Unity Components holding L0 services
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│
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└── GeometryTD.Presentation/ # L2 - Unity MonoBehaviours, Views
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├── Entity/Logic/ # Player, Enemy, Tower, Bullet entities
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└── Components/ # MovementComponent, ShooterBullet, etc.
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```
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## Documentation
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- `docs/LayeredArchitectureDesign.md` - Three-layer architecture
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- `docs/CombatNodeArchitecture.md` - Combat scheduler and state machine
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- `docs/MapEntityArchitecture.md` - Map orchestration services
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- `docs/TagSystemDesign.md` - Tag system rules
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- `docs/LayeredArchitectureDesign.md` - Three-layer architecture, GameFramework integration, migration phases
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- `docs/CombatNodeArchitecture.md` - Combat scheduler, state machine, EnemyManager, resource store
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- `docs/MapEntityArchitecture.md` - Map orchestration, tower placement, topology services
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- `docs/TagSystemDesign.md` - Tag system rules, generation, three-table config, combat effects
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- `docs/GameDesign.md` - High-level game design
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- `docs/MVP-Scope.md` - Current MVP scope
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@ -0,0 +1,97 @@
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using System;
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using System.IO;
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using System.Numerics;
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namespace GeometryTD.Domain.DataTable
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{
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public static class BinaryReaderExtension
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{
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public static Vector2 ReadVector2(this BinaryReader binaryReader)
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{
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return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Vector3 ReadVector3(this BinaryReader binaryReader)
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{
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return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Vector4 ReadVector4(this BinaryReader binaryReader)
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{
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return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
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{
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return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Color ReadColor(this BinaryReader binaryReader)
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{
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return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static Color32 ReadColor32(this BinaryReader binaryReader)
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{
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return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
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}
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public static Rect ReadRect(this BinaryReader binaryReader)
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{
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return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
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}
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public static DateTime ReadDateTime(this BinaryReader binaryReader)
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{
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return new DateTime(binaryReader.ReadInt64());
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}
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public readonly struct Color
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{
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public float R { get; }
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public float G { get; }
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public float B { get; }
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public float A { get; }
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public Color(float r, float g, float b, float a)
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{
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R = r;
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G = g;
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B = b;
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A = a;
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}
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}
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public readonly struct Color32
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{
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public byte R { get; }
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public byte G { get; }
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public byte B { get; }
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public byte A { get; }
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public Color32(byte r, byte g, byte b, byte a)
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{
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R = r;
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G = g;
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B = b;
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A = a;
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}
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}
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public readonly struct Rect
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{
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public float X { get; }
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public float Y { get; }
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public float Width { get; }
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public float Height { get; }
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public Rect(float x, float y, float width, float height)
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{
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X = x;
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Y = y;
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Width = width;
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Height = height;
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}
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}
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}
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}
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using System;
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using System.IO;
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using System.Text;
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using GameFramework.DataTable;
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using GeometryTD.Definition;
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@ -38,7 +40,18 @@ namespace GeometryTD.Domain.DataTable
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public bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
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{
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throw new NotSupportedException("Binary parsing is not supported.");
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using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
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{
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using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
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{
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Id = binaryReader.Read7BitEncodedInt32();
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Rarity = (RarityType)binaryReader.Read7BitEncodedInt32();
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MinCount = binaryReader.Read7BitEncodedInt32();
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MaxCount = binaryReader.Read7BitEncodedInt32();
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}
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}
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return true;
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}
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}
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}
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}
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using System;
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using System.IO;
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using System.Text;
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using GameFramework.DataTable;
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using GeometryTD.Definition;
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@ -53,7 +55,18 @@ namespace GeometryTD.Domain.DataTable
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public bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
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{
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throw new NotSupportedException("Binary parsing is not supported.");
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using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
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{
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using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
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{
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Id = binaryReader.Read7BitEncodedInt32();
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MinRarity = (RarityType)binaryReader.Read7BitEncodedInt32();
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Weight = binaryReader.Read7BitEncodedInt32();
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IsImplemented = binaryReader.ReadBoolean();
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}
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}
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return true;
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}
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}
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}
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}
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