This commit is contained in:
SepComet
2026-02-26 13:21:43 +08:00
parent a118803f1a
commit 4daefa17d5
1259 changed files with 290021 additions and 1 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
using UnityGameFramework.Runtime;
/// <summary>
/// 游戏入口。
/// </summary>
public partial class GameEntry : MonoBehaviour
{
/// <summary>
/// 获取游戏基础组件。
/// </summary>
public static BaseComponent Base { get; private set; }
/// <summary>
/// 获取配置组件。
/// </summary>
public static ConfigComponent Config { get; private set; }
/// <summary>
/// 获取数据结点组件。
/// </summary>
public static DataNodeComponent DataNode { get; private set; }
/// <summary>
/// 获取数据表组件。
/// </summary>
public static DataTableComponent DataTable { get; private set; }
/// <summary>
/// 获取调试组件。
/// </summary>
public static DebuggerComponent Debugger { get; private set; }
/// <summary>
/// 获取下载组件。
/// </summary>
public static DownloadComponent Download { get; private set; }
/// <summary>
/// 获取实体组件。
/// </summary>
public static EntityComponent Entity { get; private set; }
/// <summary>
/// 获取事件组件。
/// </summary>
public static EventComponent Event { get; private set; }
/// <summary>
/// 获取文件系统组件。
/// </summary>
public static FileSystemComponent FileSystem { get; private set; }
/// <summary>
/// 获取有限状态机组件。
/// </summary>
public static FsmComponent Fsm { get; private set; }
/// <summary>
/// 获取本地化组件。
/// </summary>
public static LocalizationComponent Localization { get; private set; }
/// <summary>
/// 获取网络组件。
/// </summary>
public static NetworkComponent Network { get; private set; }
/// <summary>
/// 获取对象池组件。
/// </summary>
public static ObjectPoolComponent ObjectPool { get; private set; }
/// <summary>
/// 获取流程组件。
/// </summary>
public static ProcedureComponent Procedure { get; private set; }
/// <summary>
/// 获取资源组件。
/// </summary>
public static ResourceComponent Resource { get; private set; }
/// <summary>
/// 获取场景组件。
/// </summary>
public static SceneComponent Scene { get; private set; }
/// <summary>
/// 获取配置组件。
/// </summary>
public static SettingComponent Setting { get; private set; }
/// <summary>
/// 获取声音组件。
/// </summary>
public static SoundComponent Sound { get; private set; }
/// <summary>
/// 获取界面组件。
/// </summary>
public static UIComponent UI { get; private set; }
/// <summary>
/// 获取网络组件。
/// </summary>
public static WebRequestComponent WebRequest { get; private set; }
private static void InitBuiltinComponents()
{
Base = UnityGameFramework.Runtime.GameEntry.GetComponent<BaseComponent>();
Config = UnityGameFramework.Runtime.GameEntry.GetComponent<ConfigComponent>();
DataNode = UnityGameFramework.Runtime.GameEntry.GetComponent<DataNodeComponent>();
DataTable = UnityGameFramework.Runtime.GameEntry.GetComponent<DataTableComponent>();
Debugger = UnityGameFramework.Runtime.GameEntry.GetComponent<DebuggerComponent>();
Download = UnityGameFramework.Runtime.GameEntry.GetComponent<DownloadComponent>();
Entity = UnityGameFramework.Runtime.GameEntry.GetComponent<EntityComponent>();
Event = UnityGameFramework.Runtime.GameEntry.GetComponent<EventComponent>();
FileSystem = UnityGameFramework.Runtime.GameEntry.GetComponent<FileSystemComponent>();
Fsm = UnityGameFramework.Runtime.GameEntry.GetComponent<FsmComponent>();
Localization = UnityGameFramework.Runtime.GameEntry.GetComponent<LocalizationComponent>();
Network = UnityGameFramework.Runtime.GameEntry.GetComponent<NetworkComponent>();
ObjectPool = UnityGameFramework.Runtime.GameEntry.GetComponent<ObjectPoolComponent>();
Procedure = UnityGameFramework.Runtime.GameEntry.GetComponent<ProcedureComponent>();
Resource = UnityGameFramework.Runtime.GameEntry.GetComponent<ResourceComponent>();
Scene = UnityGameFramework.Runtime.GameEntry.GetComponent<SceneComponent>();
Setting = UnityGameFramework.Runtime.GameEntry.GetComponent<SettingComponent>();
Sound = UnityGameFramework.Runtime.GameEntry.GetComponent<SoundComponent>();
UI = UnityGameFramework.Runtime.GameEntry.GetComponent<UIComponent>();
WebRequest = UnityGameFramework.Runtime.GameEntry.GetComponent<WebRequestComponent>();
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GeometryTD.CustomComponent;
using UnityEngine;
/// <summary>
/// 游戏入口。
/// </summary>
public partial class GameEntry : MonoBehaviour
{
public static BuiltinDataComponent BuiltinData { get; private set; }
public static HPBarComponent HPBar { get; private set; }
public static EnemyManagerComponent EnemyManager { get; private set; }
private static void InitCustomComponents()
{
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
HPBar = UnityGameFramework.Runtime.GameEntry.GetComponent<HPBarComponent>();
EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
/// <summary>
/// 游戏入口。
/// </summary>
public partial class GameEntry : MonoBehaviour
{
private void Start()
{
InitBuiltinComponents();
InitCustomComponents();
}
}
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using UnityEngine;
namespace Components
{
public class InputComponent : MonoBehaviour
{
private PlayerInputActions _inputActions;
private bool _isListening = false;
private Vector3 _direction = Vector3.zero;
public Vector3 Direction => _direction;
public void OnInit()
{
_inputActions = new();
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_isListening && _inputActions != null)
{
ReadInput();
}
}
public void OnReset()
{
_inputActions = null;
_isListening = false;
}
private void ReadInput()
{
Vector2 rawDir = _inputActions.Game.Move.ReadValue<Vector2>();
_direction = new Vector3(rawDir.x, 0, rawDir.y);
}
public void SetListening(bool isListening)
{
_isListening = isListening;
if (_isListening)
{
_inputActions.Enable();
}
else
{
_inputActions.Disable();
}
}
}
}
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using UnityEngine;
namespace Components
{
public class MovementComponent : MonoBehaviour
{
private bool _isMoving = false;
private Vector3 _direction = Vector3.forward;
private float _speed = 0;
private Transform _cachedTransform;
public void OnInit(float speed, Transform transform)
{
_speed = speed;
_cachedTransform = transform;
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_isMoving && _cachedTransform != null)
{
Move(elapseSeconds);
}
}
public void OnReset()
{
_speed = 0;
_cachedTransform = null;
_isMoving = false;
}
private void Move(float deltaTime = 0)
{
_cachedTransform.Translate(_direction * _speed * deltaTime);
}
public void SetMove(bool isMoving) => _isMoving = isMoving;
public void SetDirection(Vector3 direction) => _direction = direction;
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GeometryTD.Definition;
using GeometryTD.UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField] private TextAsset _buildInfoTextAsset = null;
[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField] private TextAsset _defaultDictionaryTextAsset = null;
[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField] private UpdateResourceForm _updateResourceFormTemplate = null;
private BuildInfo _buildInfo = null;
public BuildInfo BuildInfo => _buildInfo;
public UpdateResourceForm UpdateResourceFormTemplate => _updateResourceFormTemplate;
public void InitBuildInfo()
{
if (_buildInfoTextAsset == null || string.IsNullOrEmpty(_buildInfoTextAsset.text))
{
Log.Info("Build info can not be found or empty.");
return;
}
_buildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (_buildInfo == null)
{
Log.Warning("Parse build info failure.");
return;
}
}
public void InitDefaultDictionary()
{
if (_defaultDictionaryTextAsset == null || string.IsNullOrEmpty(_defaultDictionaryTextAsset.text))
{
Log.Info("Default dictionary can not be found or empty.");
return;
}
if (!GameEntry.Localization.ParseData(_defaultDictionaryTextAsset.text))
{
Log.Warning("Parse default dictionary failure.");
return;
}
}
}
}
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using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using GameFramework.Event;
using GeometryTD;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public class EnemyManagerComponent : GameFrameworkComponent
{
private EntityComponent _entity;
private float _spawnEnemyInterval = 5f;
private float _spawnEnemyTimer;
private float _spawnEnemyAccelerate = 0.5f;
private int _spawnEnemyCount = 5;
private int _spawnEnemyMaxCount = 5000;
private int _currentEnemyCount;
private int _spawnDistanceFromPlayer = 10;
private int _currentSpawnEnemyId = 0;
private Transform _player;
public void OnInit()
{
_entity = GameEntry.Entity;
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_spawnEnemyTimer += elapseSeconds;
if (_spawnEnemyTimer < _spawnEnemyInterval) return;
SpawnEnemy();
_spawnEnemyTimer = 0;
_spawnEnemyInterval = Mathf.Max(0.1f, _spawnEnemyInterval - _spawnEnemyAccelerate);
}
public void OnDestroy()
{
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
private void SpawnEnemy()
{
if (_player == null) return;
for (int i = 0; i < _spawnEnemyCount; i++)
{
if (_currentEnemyCount >= _spawnEnemyMaxCount) break;
_entity.ShowEnemy(new EnemyData(_currentSpawnEnemyId % _spawnEnemyMaxCount, 1001, _player,
GetRandomPosition(), 10, 2));
_currentSpawnEnemyId++;
}
}
private Vector3 GetRandomPosition()
{
float x = Random.Range(-1f, 1f);
float z = Random.Range(-1f, 1f);
Vector3 dir = new Vector3(x, 0, z).normalized;
return _player.position + dir * _spawnDistanceFromPlayer;
}
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (e is ShowEntitySuccessEventArgs ne)
{
if (ne.EntityLogicType == typeof(Enemy))
{
_currentEnemyCount++;
}
if (ne.EntityLogicType == typeof(Player))
{
_player = ne.Entity.transform;
}
}
}
private void OnShowEntityFailure(object sender, GameEventArgs e)
{
}
private void OnHideEntityComplete(object sender, GameEventArgs e)
{
if (e is HideEntityCompleteEventArgs ne)
{
if (ne.EntityGroup.Name == "Enemy")
{
_currentEnemyCount--;
}
}
}
}
}
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using GameFramework.ObjectPool;
using System.Collections.Generic;
using GeometryTD.Entity;
using GeometryTD;
using GeometryTD.PoolObjectBase;
using GeometryTD.UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace GeometryTD.CustomComponent
{
public class HPBarComponent : GameFrameworkComponent
{
[FormerlySerializedAs("m_HPBarItemTemplate")] [SerializeField]
private HPBarItem _hpBarItemTemplate = null;
[FormerlySerializedAs("m_HPBarInstanceRoot")] [SerializeField]
private Transform _hpBarInstanceRoot = null;
[FormerlySerializedAs("m_InstancePoolCapacity")] [SerializeField]
private int _instancePoolCapacity = 16;
private IObjectPool<HPBarItemObject> _hpBarItemObjectPool = null;
private List<HPBarItem> _activeHPBarItems = null;
private Canvas _cachedCanvas = null;
private void Start()
{
if (_hpBarInstanceRoot == null)
{
Log.Error("You must set HP bar instance root first.");
return;
}
_cachedCanvas = _hpBarInstanceRoot.GetComponent<Canvas>();
_hpBarItemObjectPool =
GameEntry.ObjectPool.CreateSingleSpawnObjectPool<HPBarItemObject>("HPBarItem", _instancePoolCapacity);
_activeHPBarItems = new List<HPBarItem>();
}
private void OnDestroy()
{
}
private void Update()
{
for (int i = _activeHPBarItems.Count - 1; i >= 0; i--)
{
HPBarItem hpBarItem = _activeHPBarItems[i];
if (hpBarItem.Refresh())
{
continue;
}
HideHPBar(hpBarItem);
}
}
public void ShowHPBar(EntityBase entity, float fromHPRatio, float toHPRatio)
{
if (entity == null)
{
Log.Warning("Entity is invalid.");
return;
}
HPBarItem hpBarItem = GetActiveHPBarItem(entity);
if (hpBarItem == null)
{
hpBarItem = CreateHPBarItem(entity);
_activeHPBarItems.Add(hpBarItem);
}
hpBarItem.Init(entity, _cachedCanvas, fromHPRatio, toHPRatio);
}
private void HideHPBar(HPBarItem hpBarItem)
{
hpBarItem.Reset();
_activeHPBarItems.Remove(hpBarItem);
_hpBarItemObjectPool.Unspawn(hpBarItem);
}
private HPBarItem GetActiveHPBarItem(EntityBase entity)
{
if (entity == null)
{
return null;
}
for (int i = 0; i < _activeHPBarItems.Count; i++)
{
if (_activeHPBarItems[i].Owner == entity)
{
return _activeHPBarItems[i];
}
}
return null;
}
private HPBarItem CreateHPBarItem(EntityBase entity)
{
HPBarItem hpBarItem = null;
HPBarItemObject hpBarItemObject = _hpBarItemObjectPool.Spawn();
if (hpBarItemObject != null)
{
hpBarItem = (HPBarItem)hpBarItemObject.Target;
}
else
{
hpBarItem = Instantiate(_hpBarItemTemplate);
Transform transform = hpBarItem.GetComponent<Transform>();
transform.SetParent(_hpBarInstanceRoot);
transform.localScale = Vector3.one;
_hpBarItemObjectPool.Register(HPBarItemObject.Create(hpBarItem), true);
}
return hpBarItem;
}
}
}
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using System;
using System.Collections.Generic;
using GeometryTD.Definition;
using UnityGameFramework.Runtime;
using GeometryTD.UI;
namespace CustomComponent
{
public class UIRouterComponent : GameFrameworkComponent
{
private readonly Dictionary<UIFormType, IUIFormController> _routeControllers = new();
public void BindUIUseCase(UIFormType uiFormType, IUIUseCase useCase)
{
IUIFormController controller = GetOrCreateController(uiFormType);
controller.BindUseCase(useCase);
}
public int? OpenUI(UIFormType uiFormType, object userData = null)
{
IUIFormController controller = GetOrCreateController(uiFormType);
return controller.OpenUI(userData);
}
public void CloseUI(UIFormType uiFormType)
{
IUIFormController controller = GetOrCreateController(uiFormType);
controller.CloseUI();
}
private IUIFormController GetOrCreateController(UIFormType uiFormType)
{
if (_routeControllers.TryGetValue(uiFormType, out IUIFormController controller))
{
return controller;
}
string typename = $"UI.{uiFormType}Controller";
Type controllerType = Type.GetType(typename);
if (controllerType == null)
{
controller = new DefaultUIFormController(uiFormType);
}
else
{
controller = (IUIFormController)Activator.CreateInstance(controllerType);
}
_routeControllers.Add(uiFormType, controller);
return controller;
}
private void OnDestroy()
{
foreach (KeyValuePair<UIFormType, IUIFormController> pair in _routeControllers)
{
pair.Value.CloseUI();
}
_routeControllers.Clear();
}
private class DefaultUIFormController : IUIFormController
{
private readonly UIFormType _uiFormType;
private int? _lastSerialId;
public DefaultUIFormController(UIFormType uiFormType)
{
_uiFormType = uiFormType;
}
public int? OpenUI(object userData = null)
{
_lastSerialId = GameEntry.UI.OpenUIForm(_uiFormType, userData);
return _lastSerialId;
}
public void CloseUI()
{
if (_lastSerialId.HasValue)
{
GameEntry.UI.CloseUIForm(_lastSerialId.Value);
_lastSerialId = null;
return;
}
UGuiForm uiForm = GameEntry.UI.GetUIForm(_uiFormType);
if (uiForm != null)
{
GameEntry.UI.CloseUIForm(uiForm);
}
}
public void BindUseCase(IUIUseCase useCase)
{
}
}
}
}
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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 GeometryTD.DataTable
{
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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using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 底座组件表
/// </summary>
public class DRBaseComp : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取底座组件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取底座组件实体编号
/// </summary>
public int EntityId { get; private set; }
/// <summary>
/// 获取底座组件名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 获取底座组件攻击速度数组
/// </summary>
public float[] AttackSpeed { get; private set; }
/// <summary>
/// 获取攻击属性
/// </summary>
public AttackPropertyType AttackPropertyType { get; private set; }
/// <summary>
/// 获取属性约束
/// </summary>
public string Constraint { get; private set; }
/// <summary>
/// 获取可能出现的 Tag
/// </summary>
public TagType[] PossibleTag { 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++;
EntityId = int.Parse(columnStrings[index++]);
Name = columnStrings[index++];
AttackSpeed = GenerateAttackSpeed(columnStrings[index++]);
AttackPropertyType = EnumUtility<AttackPropertyType>.Get(columnStrings[index++]);
Constraint = columnStrings[index++];
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
return true;
}
private float[] GenerateAttackSpeed(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new float[] { };
string[] attackSpeedRaws = raw.Substring(1, raw.Length - 2).Split(",");
int length = attackSpeedRaws.Length;
var attackSpeed = new float[length];
for (int i = 0; i < length; i++)
{
attackSpeed[i] = float.Parse(attackSpeedRaws[i]);
}
return attackSpeed;
}
private TagType[] GeneratePossibleTag(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new TagType[] { };
string[] tagTypes = raw.Substring(1, raw.Length - 2).Split(",");
int length = tagTypes.Length;
var tags = new TagType[length];
for (int i = 0; i < length; i++)
{
tags[i] = EnumUtility<TagType>.Get(tagTypes[i]);
}
return tags;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 85195852df394f6e8fbafe84b0b2faf2
timeCreated: 1772076506
@@ -0,0 +1,110 @@
using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 轴承组件表
/// </summary>
public class DRBearingComp : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取轴承组件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取轴承组件实体编号
/// </summary>
public int EntityId { get; private set; }
/// <summary>
/// 获取轴承组件名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 获取轴承组件旋转速度数组
/// </summary>
public float[] RotateSpeed { get; private set; }
/// <summary>
/// 获取攻击范围
/// </summary>
public float[] AttackRange { get; private set; }
/// <summary>
/// 获取属性约束
/// </summary>
public string Constraint { get; private set; }
/// <summary>
/// 获取可能出现的 Tag
/// </summary>
public TagType[] PossibleTag { 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++;
EntityId = int.Parse(columnStrings[index++]);
Name = columnStrings[index++];
RotateSpeed = GenerateFloatArray(columnStrings[index++]);
AttackRange = GenerateFloatArray(columnStrings[index++]);
Constraint = columnStrings[index++];
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
return true;
}
private float[] GenerateFloatArray(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new float[] { };
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
int length = raws.Length;
var array = new float[length];
for (int i = 0; i < length; i++)
{
array[i] = float.Parse(raws[i]);
}
return array;
}
private TagType[] GeneratePossibleTag(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new TagType[] { };
string[] tagTypes = raw.Substring(1, raw.Length - 2).Split(",");
int length = tagTypes.Length;
var tags = new TagType[length];
for (int i = 0; i < length; i++)
{
tags[i] = EnumUtility<TagType>.Get(tagTypes[i]);
}
return tags;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 242724cea5be4f87b50be1db1d260b57
timeCreated: 1772077331
@@ -0,0 +1,80 @@
//------------------------------------------------------------
// 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 GeometryTD.DataTable
{
/// <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 => 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()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a48a9c6b974d6674f8a0421fc603dc56
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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 GeometryTD.DataTable
{
/// <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()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 5539646031a664344b90aeb64f92930d
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,116 @@
using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 枪口组件表
/// </summary>
public class DRMuzzleComp : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取枪口组件编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取枪口组件实体编号
/// </summary>
public int EntityId { get; private set; }
/// <summary>
/// 获取枪口组件名
/// </summary>
public string Name { get; private set; }
/// <summary>
/// 获取枪口组件攻击伤害数组
/// </summary>
public int[] AttackDamage { get; private set; }
/// <summary>
/// 获取攻击伤害浮动
/// </summary>
public float DamageRandomRate { get; private set; }
/// <summary>
/// 获取枪口攻击方式
/// </summary>
public AttackMethodType AttackMethodType { get; private set; }
/// <summary>
/// 获取属性约束
/// </summary>
public string Constraint { get; private set; }
/// <summary>
/// 获取可能出现的 Tag
/// </summary>
public TagType[] PossibleTag { 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++;
EntityId = int.Parse(columnStrings[index++]);
Name = columnStrings[index++];
AttackDamage = GenerateAttackDamage(columnStrings[index++]);
DamageRandomRate = float.Parse(columnStrings[index++]);
AttackMethodType = EnumUtility<AttackMethodType>.Get(columnStrings[index++]);
Constraint = columnStrings[index++];
PossibleTag = GeneratePossibleTag(columnStrings[index++]);
return true;
}
private int[] GenerateAttackDamage(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new int[] { };
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
int length = raws.Length;
var damages = new int[length];
for (int i = 0; i < length; i++)
{
damages[i] = int.Parse(raws[i]);
}
return damages;
}
private TagType[] GeneratePossibleTag(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return new TagType[] { };
string[] tagTypes = raw.Substring(1, raw.Length - 2).Split(",");
int length = tagTypes.Length;
var tags = new TagType[length];
for (int i = 0; i < length; i++)
{
tags[i] = EnumUtility<TagType>.Get(tagTypes[i]);
}
return tags;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: afa6dac48ea94dfd80cb9b05a4f7ee40
timeCreated: 1772077515
@@ -0,0 +1,87 @@
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <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()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0ce61902e6e3c23409f9ef10ccc8c550
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,127 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <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 @@
fileFormatVersion: 2
guid: fc0abcc42a26c844d91d422da22eb94d
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,45 @@
using System;
using GeometryTD.Definition;
using GeometryTD.CustomUtility;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
{
/// <summary>
/// 枪口组件表
/// </summary>
public class DRTag : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取 Tag 编号
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取 Tag 名
/// </summary>
public string Name { get; private set; }
public RarityType MinRarity { 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++;
Name = columnStrings[index++];
MinRarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
return true;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0ab12ad6f5d94463828cffb4e14a5cf4
timeCreated: 1772077822
@@ -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 GeometryTD.DataTable
{
/// <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()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: f28db9f996bc3d04eb73541b1f8b1036
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,108 @@
//------------------------------------------------------------
// 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 GeometryTD.DataTable
{
/// <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 @@
fileFormatVersion: 2
guid: d69c673440234c24a9718897060d4e14
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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 GeometryTD.DataTable
{
public static class DataTableExtension
{
private const string DataRowClassPrefixName = "GeometryTD.DataTable.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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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace GeometryTD
{
public static partial class Constant
{
/// <summary>
/// 资源优先级。
/// </summary>
public static class AssetPriority
{
public const int ConfigAsset = 100;
public const int DataTableAsset = 100;
public const int DictionaryAsset = 100;
public const int FontAsset = 50;
public const int MusicAsset = 20;
public const int SceneAsset = 0;
public const int SoundAsset = 30;
public const int UIFormAsset = 50;
public const int UISoundAsset = 30;
public const int MyAircraftAsset = 90;
public const int PlayerAsset = 90;
public const int AircraftAsset = 80;
public const int ThrusterAsset = 30;
public const int WeaponAsset = 30;
public const int ArmorAsset = 30;
public const int BulletAsset = 80;
public const int AsteroiAsset = 80;
public const int EnemyAsset = 80;
public const int EffectAsset = 80;
}
}
}
@@ -0,0 +1,12 @@
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
namespace GeometryTD
{
public static partial class Constant
{
/// <summary>
/// 层。
/// </summary>
public static class Layer
{
public const string DefaultLayerName = "Default";
public static readonly int DefaultLayerId = LayerMask.NameToLayer(DefaultLayerName);
public const string UILayerName = "UI";
public static readonly int UILayerId = LayerMask.NameToLayer(UILayerName);
public const string TargetableObjectLayerName = "Targetable Object";
public static readonly int TargetableObjectLayerId = LayerMask.NameToLayer(TargetableObjectLayerName);
}
}
}
@@ -0,0 +1,12 @@
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace GeometryTD
{
public static partial class Constant
{
public static class Setting
{
public const string Language = "Setting.Language";
public const string SoundGroupMuted = "Setting.{0}Muted";
public const string SoundGroupVolume = "Setting.{0}Volume";
public const string MusicMuted = "Setting.MusicMuted";
public const string MusicVolume = "Setting.MusicVolume";
public const string SoundMuted = "Setting.SoundMuted";
public const string SoundVolume = "Setting.SoundVolume";
public const string UISoundMuted = "Setting.UISoundMuted";
public const string UISoundVolume = "Setting.UISoundVolume";
}
}
}
@@ -0,0 +1,12 @@
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace GeometryTD.Definition
{
public class BuildInfo
{
public string GameVersion
{
get;
set;
}
public int InternalGameVersion
{
get;
set;
}
public string CheckVersionUrl
{
get;
set;
}
public string WindowsAppUrl
{
get;
set;
}
public string MacOSAppUrl
{
get;
set;
}
public string IOSAppUrl
{
get;
set;
}
public string AndroidAppUrl
{
get;
set;
}
}
}
@@ -0,0 +1,12 @@
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using System.Runtime.InteropServices;
namespace GeometryTD.Definition
{
[StructLayout(LayoutKind.Auto)]
public struct ImpactData
{
private readonly CampType m_Camp;
private readonly int m_HP;
private readonly int m_Attack;
private readonly int m_Defense;
public ImpactData(CampType camp, int hp, int attack, int defense)
{
m_Camp = camp;
m_HP = hp;
m_Attack = attack;
m_Defense = defense;
}
public CampType Camp
{
get
{
return m_Camp;
}
}
public int HP
{
get
{
return m_HP;
}
}
public int Attack
{
get
{
return m_Attack;
}
}
public int Defense
{
get
{
return m_Defense;
}
}
}
}
@@ -0,0 +1,12 @@
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defaultReferences: []
executionOrder: 0
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@@ -0,0 +1,68 @@
namespace GeometryTD.Definition
{
public class VersionInfo
{
// 是否需要强制更新游戏应用
public bool ForceUpdateGame
{
get;
set;
}
// 最新的游戏版本号
public string LatestGameVersion
{
get;
set;
}
// 最新的游戏内部版本号
public int InternalGameVersion
{
get;
set;
}
// 最新的资源内部版本号
public int InternalResourceVersion
{
get;
set;
}
// 资源更新下载地址
public string UpdatePrefixUri
{
get;
set;
}
// 资源版本列表长度
public int VersionListLength
{
get;
set;
}
// 资源版本列表哈希值
public int VersionListHashCode
{
get;
set;
}
// 资源版本列表压缩后长度
public int VersionListCompressedLength
{
get;
set;
}
// 资源版本列表压缩后哈希值
public int VersionListCompressedHashCode
{
get;
set;
}
}
}
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@@ -0,0 +1,9 @@
namespace GeometryTD.Definition
{
public enum AttackMethodType : byte
{
None = 0,
NormalBullet = 1,
Range
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 750ce9d0ead04808820adc476d1b5721
timeCreated: 1772074485
@@ -0,0 +1,13 @@
namespace GeometryTD.Definition
{
public enum AttackPropertyType : byte
{
None = 0,
Physical = 1,
Fire = 2,
Water = 3,
Earth = 4,
Poison = 5,
Ice = 6
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7b2f3f99110c421b9eadcd8a282c900d
timeCreated: 1772075049
@@ -0,0 +1,40 @@
namespace GeometryTD.Definition
{
/// <summary>
/// 阵营类型。
/// </summary>
public enum CampType : byte
{
Unknown = 0,
/// <summary>
/// 第一玩家阵营。
/// </summary>
Player,
/// <summary>
/// 第一敌人阵营。
/// </summary>
Enemy,
/// <summary>
/// 第一中立阵营。
/// </summary>
Neutral,
/// <summary>
/// 第二玩家阵营。
/// </summary>
Player2,
/// <summary>
/// 第二敌人阵营。
/// </summary>
Enemy2,
/// <summary>
/// 第二中立阵营
/// </summary>
Neutral2,
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,12 @@
namespace GeometryTD.Definition
{
public enum RarityType
{
None = 0,
White = 1,
Green = 2,
Blue = 3,
Purple = 4,
Red = 5
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 47354d3cc3704bd2ae6a9ee37504f5c5
timeCreated: 1772077899
@@ -0,0 +1,28 @@
namespace GeometryTD.Definition
{
/// <summary>
/// 关系类型。
/// </summary>
public enum RelationType : byte
{
/// <summary>
/// 未知的。
/// </summary>
Unknown,
/// <summary>
/// 友好的。
/// </summary>
Friendly,
/// <summary>
/// 中立的。
/// </summary>
Neutral,
/// <summary>
/// 敌对的。
/// </summary>
Hostile
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,9 @@
namespace GeometryTD.Definition
{
public enum SceneType : byte
{
Launch = 0,
Menu = 1,
Main = 2,
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 20fc28f41ef04f8fa4fbfb9189b58d0d
timeCreated: 1768899171
@@ -0,0 +1,31 @@
namespace GeometryTD.Definition
{
public enum TagType : byte
{
None = 0,
/// <summary>
/// 元素
/// </summary>
Fire,
BurnSpread,
IgniteBurst,
Inferno,
/// <summary>
/// 控制
/// </summary>
Ice,
FreezeMask,
Shatter,
AbsoluteZero,
/// <summary>
/// 穿透
/// </summary>
Pierce,
Crit,
Overpenetrate,
Execution,
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 57ef8237f3c54734a73490efebd43a8d
timeCreated: 1772075096
@@ -0,0 +1,30 @@
namespace GeometryTD.Definition
{
/// <summary>
/// 界面编号。
/// </summary>
public enum UIFormType : byte
{
Undefined = 0,
/// <summary>
/// 弹出框。
/// </summary>
DialogForm = 1,
/// <summary>
/// 主菜单。
/// </summary>
MenuForm = 100,
/// <summary>
/// 设置。
/// </summary>
SettingForm = 101,
/// <summary>
/// 关于。
/// </summary>
AboutForm = 102,
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,30 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using System.IO;
using UnityEngine;
using UnityGameFramework.Editor;
using UnityGameFramework.Editor.ResourceTools;
namespace GeometryTD.Editor
{
public static class GameFrameworkConfigs
{
[BuildSettingsConfigPath]
public static string BuildSettingsConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/BuildSettings.xml"));
[ResourceCollectionConfigPath]
public static string ResourceCollectionConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceCollection.xml"));
[ResourceEditorConfigPath]
public static string ResourceEditorConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceEditor.xml"));
[ResourceBuilderConfigPath]
public static string ResourceBuilderConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceBuilder.xml"));
}
}
@@ -0,0 +1,12 @@
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licenseType: Pro
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@@ -0,0 +1,83 @@
using GameFramework;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityGameFramework.Editor.ResourceTools;
namespace GeometryTD.Editor
{
public sealed class GeometryTDBuildEventHandler : IBuildEventHandler
{
public bool ContinueOnFailure
{
get
{
return false;
}
}
public void OnPreprocessAllPlatforms(string productName, string companyName, string gameIdentifier, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
Platform platforms, AssetBundleCompressionType assetBundleCompression, string compressionHelperTypeName, bool additionalCompressionSelected, bool forceRebuildAssetBundleSelected, string buildEventHandlerTypeName, string outputDirectory, BuildAssetBundleOptions buildAssetBundleOptions,
string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath)
{
string streamingAssetsPath = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
string[] fileNames = Directory.GetFiles(streamingAssetsPath, "*", SearchOption.AllDirectories);
foreach (string fileName in fileNames)
{
if (fileName.Contains(".gitkeep"))
{
continue;
}
File.Delete(fileName);
}
Utility.Path.RemoveEmptyDirectory(streamingAssetsPath);
}
public void OnPostprocessAllPlatforms(string productName, string companyName, string gameIdentifier, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
Platform platforms, AssetBundleCompressionType assetBundleCompression, string compressionHelperTypeName, bool additionalCompressionSelected, bool forceRebuildAssetBundleSelected, string buildEventHandlerTypeName, string outputDirectory, BuildAssetBundleOptions buildAssetBundleOptions,
string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath)
{
}
public void OnPreprocessPlatform(Platform platform, string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath)
{
}
public void OnBuildAssetBundlesComplete(Platform platform, string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, AssetBundleManifest assetBundleManifest)
{
}
public void OnOutputUpdatableVersionListData(Platform platform, string versionListPath, int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode)
{
}
public void OnPostprocessPlatform(Platform platform, string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, bool isSuccess)
{
if (!outputPackageSelected)
{
return;
}
if (platform != Platform.Windows)
{
return;
}
string streamingAssetsPath = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
string[] fileNames = Directory.GetFiles(outputPackagePath, "*", SearchOption.AllDirectories);
foreach (string fileName in fileNames)
{
string destFileName = Utility.Path.GetRegularPath(Path.Combine(streamingAssetsPath, fileName.Substring(outputPackagePath.Length)));
FileInfo destFileInfo = new FileInfo(destFileName);
if (!destFileInfo.Directory.Exists)
{
destFileInfo.Directory.Create();
}
File.Copy(fileName, destFileName);
}
}
}
}
@@ -0,0 +1,12 @@
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licenseType: Pro
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@@ -0,0 +1,52 @@
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using System.IO;
[InitializeOnLoad]
public class SceneSwitchLeft
{
static SceneSwitchLeft()
{
// 注册到全局工具栏绘制事件
SceneView.duringSceneGui += OnSceneGUI;
}
static void OnSceneGUI(SceneView sceneView)
{
// 在 Scene 视图的左上角绘制一个下拉菜单
Handles.BeginGUI();
GUILayout.BeginArea(new Rect(10, 10, 200, 100));
if (EditorGUILayout.DropdownButton(new GUIContent("快速切换场景"), FocusType.Passive, EditorStyles.toolbarDropDown))
{
ShowSceneMenu();
}
GUILayout.EndArea();
Handles.EndGUI();
}
static void ShowSceneMenu()
{
GenericMenu menu = new GenericMenu();
// 查找项目中所有启用(Enabled)的场景
string[] sceneGuids = AssetDatabase.FindAssets("t:Scene");
foreach (string guid in sceneGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
string name = Path.GetFileNameWithoutExtension(path);
menu.AddItem(new GUIContent(name), false, () => {
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
EditorSceneManager.OpenScene(path);
}
});
}
menu.ShowAsContext();
}
}
@@ -0,0 +1,11 @@
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folderAsset: yes
timeCreated: 1528026151
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folderAsset: yes
timeCreated: 1528026151
licenseType: Pro
DefaultImporter:
userData:
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assetBundleVariant:
@@ -0,0 +1,51 @@
using System;
using GeometryTD.Definition;
using UnityEngine;
namespace GeometryTD.Entity.EntityData
{
[Serializable]
public class EnemyData : EntityDataBase
{
[SerializeField] private CampType _camp = CampType.Enemy;
[SerializeField] private int _maxHealth = 0;
[SerializeField] private float _speed = 0;
[SerializeField] private Transform _player = null;
public EnemyData(int entityId, int typeId, Transform player, Vector3 pos, int maxHp, float speed) : base(
entityId, typeId)
{
_maxHealth = maxHp;
_speed = speed;
Position = pos;
_player = player;
}
public CampType Camp
{
get => _camp;
set => _camp = value;
}
public int MaxHealth
{
get => _maxHealth;
set => _maxHealth = value;
}
public float Speed
{
get => _speed;
set => _speed = value;
}
public Transform Player
{
get => _player;
set => _player = value;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1b802c30cc274e04929b8659ec631e84
timeCreated: 1768890974
@@ -0,0 +1,62 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using UnityEngine;
namespace GeometryTD.Entity.EntityData
{
[Serializable]
public abstract class EntityDataBase
{
[SerializeField]
private int m_Id = 0;
[SerializeField]
private int m_TypeId = 0;
[SerializeField]
private Vector3 m_Position = Vector3.zero;
[SerializeField]
private Quaternion m_Rotation = Quaternion.identity;
public EntityDataBase(int entityId, int typeId)
{
m_Id = entityId;
m_TypeId = typeId;
}
/// <summary>
/// 实体编号。
/// </summary>
public int Id => m_Id;
/// <summary>
/// 实体类型编号。
/// </summary>
public int TypeId => m_TypeId;
/// <summary>
/// 实体位置。
/// </summary>
public Vector3 Position
{
get => m_Position;
set => m_Position = value;
}
/// <summary>
/// 实体朝向。
/// </summary>
public Quaternion Rotation
{
get => m_Rotation;
set => m_Rotation = value;
}
}
}
@@ -0,0 +1,12 @@
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timeCreated: 1528026152
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@@ -0,0 +1,40 @@
using System;
using GeometryTD.Definition;
using UnityEngine;
namespace GeometryTD.Entity.EntityData
{
[Serializable]
public class PlayerData : EntityDataBase
{
[SerializeField] private CampType _camp = CampType.Player;
[SerializeField] private int _maxHealth = 0;
[SerializeField] private float _speed = 0;
public PlayerData(int entityId, int typeId, int maxHp, float speed) : base(entityId, typeId)
{
_maxHealth = maxHp;
_speed = speed;
}
public CampType Camp
{
get => _camp;
set => _camp = value;
}
public int MaxHealth
{
get => _maxHealth;
set => _maxHealth = value;
}
public float Speed
{
get => _speed;
set => _speed = value;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1768890638
@@ -0,0 +1,80 @@
//------------------------------------------------------------
// 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 GeometryTD.CustomUtility;
using GeometryTD.DataTable;
using GeometryTD.Entity;
using GeometryTD.Entity.EntityData;
using UnityGameFramework.Runtime;
namespace GeometryTD
{
public static class EntityExtension
{
private static int s_SerialId = 0;
public static EntityBase GetGameEntity(this EntityComponent entityComponent, int entityId)
{
UnityGameFramework.Runtime.Entity entity = entityComponent.GetEntity(entityId);
if (entity == null)
{
return null;
}
return (EntityBase)entity.Logic;
}
public static void HideEntity(this EntityComponent entityComponent, EntityBase entity)
{
entityComponent.HideEntity(entity.Entity);
}
public static void AttachEntity(this EntityComponent entityComponent, EntityBase entityBase, int ownerId,
string parentTransformPath = null, object userData = null)
{
entityComponent.AttachEntity(entityBase.Entity, ownerId, parentTransformPath, userData);
}
public static void ShowPlayer(this EntityComponent entityComponent, PlayerData data)
{
entityComponent.ShowEntity(typeof(Player), "Player", Constant.AssetPriority.PlayerAsset, data);
}
public static void ShowEnemy(this EntityComponent entityComponent, EnemyData data)
{
entityComponent.ShowEntity(typeof(Enemy), "Enemy", Constant.AssetPriority.EnemyAsset, data);
}
private static void ShowEntity(this EntityComponent entityComponent, Type logicType, string entityGroup,
int priority, EntityDataBase data)
{
if (data == null)
{
Log.Warning("Data is invalid.");
return;
}
IDataTable<DREntity> dtEntity = GameEntry.DataTable.GetDataTable<DREntity>();
DREntity drEntity = dtEntity.GetDataRow(data.TypeId);
if (drEntity == null)
{
Log.Warning("Can not load entity id '{0}' from data table.", data.TypeId.ToString());
return;
}
entityComponent.ShowEntity(data.Id, logicType, AssetUtility.GetEntityAsset(drEntity.AssetName), entityGroup,
priority, data);
}
public static int GenerateSerialId(this EntityComponent entityComponent)
{
return --s_SerialId;
}
}
}
@@ -0,0 +1,12 @@
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licenseType: Pro
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executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,69 @@
using Components;
using GeometryTD.Entity.EntityData;
using UnityEngine;
namespace GeometryTD.Entity
{
public class Enemy : EntityBase
{
private Transform _target;
private float _speed;
private MovementComponent _movementComponent;
private float _attackRange = 1f;
private float _attackRangeSquared;
protected override void OnInit(object userData)
{
base.OnInit(userData);
_movementComponent = GetComponent<MovementComponent>();
}
protected override void OnShow(object userData)
{
base.OnShow(userData);
if (userData is EnemyData enemyData)
{
_speed = enemyData.Speed;
_target = enemyData.Player;
}
_movementComponent.OnInit(_speed, this.CachedTransform);
_movementComponent.SetMove(true);
_attackRangeSquared = _attackRange * _attackRange;
}
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
float distanceSquared = (this.CachedTransform.position - _target.position).sqrMagnitude;
if (distanceSquared < _attackRangeSquared)
{
// 攻击
_movementComponent.SetMove(false);
}
else
{
_movementComponent.SetMove(true);
_movementComponent.SetDirection(GetTargetDirection());
}
_movementComponent.OnUpdate(elapseSeconds, realElapseSeconds);
}
protected override void OnHide(bool isShutdown, object userData)
{
_movementComponent.SetMove(false);
base.OnHide(isShutdown, userData);
}
private Vector3 GetTargetDirection()
{
return new Vector3(_target.position.x - this.CachedTransform.position.x, 0f,
_target.position.z - this.CachedTransform.position.z).normalized;
}
}
}

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