清理项目目录,引入 InputModule 做多平台输入适配
This commit is contained in:
@@ -1,6 +1,6 @@
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# 敌人基础属性表
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# Id EntityTypeId MaxHealth HpAddPerLevel AttackDamage AttackCooldown AttackRange Speed CoinDrop ExpDrop DropPercent Params
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# int int int int int float float float int int float string
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# 敌人编号 策划备注 敌人实体编号 最大生命 每关卡增加生命 基础伤害 攻击间隔 攻击范围 移动速度 金币掉落 经验掉落 掉落概率 额外参数
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# 敌人编号 策划备注 实体编号 最大生命 每关卡增加生命 基础伤害 攻击间隔 攻击范围 移动速度 金币掉落 经验掉落 掉落概率 额外参数
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1 近战敌人 101 50 50 1 1 1.5 3 5 1 0.3 []
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2 远程敌人 102 40 40 1 2 8 2.5 4 2 0.2 []
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@@ -12,3 +12,4 @@
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203 游戏HUD HudForm HUD False True
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204 角色升级奖励页 LevelUpForm Default False True
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205 物品信息展示 DisplayItemInfoForm Default False False
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206 虚拟摇杆 JoystickForm Default False False
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@@ -1,6 +1,6 @@
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# Id 列1 EntityTypeId Title IconAssetName Rarity Price PriceRandomPercent Attack Cooldown AttackRange AttackSoundId Pramas Modifiers
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# int int string string RarityType int float int float float int string[] StatModifier[]
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# 武器编号 策划备注 武器实体编号 武器名 图标资源名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
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# 武器编号 策划备注 实体编号 武器名 图标资源名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
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1 玩家武器 201 小刀 Almighty_Icon White 120 0.05 100 1.5 5 10000 {"hitRadius":2} []
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2 202 手枪 Almighty_Icon White 130 0.05 120 1 15 10000 {} []
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3 203 斧头 Almighty_Icon White 100 0.1 150 2 5 10000 {"sectorAngle":120} []
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@@ -58,5 +58,10 @@ namespace SepCore.Definition
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/// 物品信息展示页
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/// </summary>
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DisplayItemInfoForm = 205,
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/// <summary>
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/// 虚拟摇杆。
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/// </summary>
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JoystickForm = 206,
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}
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}
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@@ -1,6 +1,4 @@
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using SepCore.UI;
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namespace SepCore.UI
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namespace SepCore.UI
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{
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/// <summary>
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/// 对话框显示数据。
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+1
-1
@@ -27,7 +27,7 @@ namespace SepCore.UI
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protected override void RefreshUI(DisplayItemInfoForm form, DisplayItemInfoContext context)
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{
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form.RefreshUI(context);
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form.RefreshUI(context).Forget();
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}
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protected override void CloseLoadedFormDirect(DisplayItemInfoForm form)
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@@ -91,7 +91,7 @@ namespace SepCore.UI
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return;
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}
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RefreshUI(context);
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RefreshUI(context).Forget();
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}
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protected override void OnClose(bool isShutdown, object userData)
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e1f796998c8814d45993d47e84e802ec
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,10 @@
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using UnityEngine;
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namespace SepCore.UI
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{
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public class JoystickContext : UIContext
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{
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public Vector2 Direction { get; set; }
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public float Magnitude { get; set; }
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 729ec3f897dd27948a735906cd0c185a
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guid: 52c3c2991dab492439d786507182ec4c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -0,0 +1,48 @@
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using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using SepCore.InputModule;
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using UnityGameFramework.Runtime;
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namespace SepCore.UI
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{
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public class JoystickController : UIControllerBase<JoystickContext, JoystickForm>
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{
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protected override UIFormType UIFormType => UIFormType.JoystickForm;
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protected override void RefreshUI(JoystickForm form, JoystickContext context)
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{
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form.RefreshUI(context);
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}
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protected override void SubscribeCustomEvents()
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{
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GameEntry.InputModule.CommandTriggered += OnCommandTriggered;
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}
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protected override void UnsubscribeCustomEvents()
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{
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GameEntry.InputModule.CommandTriggered -= OnCommandTriggered;
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}
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public override async UniTask OpenUIAsync(object userData = null, float timeout = 30f)
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{
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JoystickContext context = new JoystickContext();
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await OpenFormAsync(context, timeout);
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}
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public override void BindUseCase(IUIUseCase useCase)
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{
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Log.Info("JoystickController doesn't need UseCase");
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}
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private void OnCommandTriggered(InputCommand cmd)
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{
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if (cmd.ActionId != InputActionId.Move) return;
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if (Context == null || Form == null) return;
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Context.Direction = cmd.Vector2Value;
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Context.Magnitude = cmd.Vector2Value.magnitude;
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Form.RefreshUI(Context);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ea7ab1500ac7fa540b3ed92295f7687c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,25 @@
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using UnityEngine;
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namespace SepCore.UI
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{
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public class JoystickForm : UGuiForm
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{
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public void RefreshUI(JoystickContext context)
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{
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}
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#region FSM
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protected override void OnInit(object userData)
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{
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base.OnInit(userData);
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}
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protected override void OnClose(bool isShutdown, object userData)
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{
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base.OnClose(isShutdown, userData);
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}
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#endregion
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 62121b0e23245f14fb22e8ca418c8ddf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -61,7 +61,7 @@ namespace SepCore.UI
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EnsureItemCount(targetCount);
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for (int i = 0; i < targetCount; i++)
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{
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_activeItems[i].OnInit(context.ItemContexts[i], i);
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_activeItems[i].OnInit(context.ItemContexts[i], i).Forget();
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}
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LayoutItems();
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@@ -98,7 +98,7 @@ namespace SepCore.UI
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int index = _activeItems.Count;
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_activeItems.Add(item);
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item.OnInit(itemContext, index);
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item.OnInit(itemContext, index).Forget();
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item.SetIndex(index);
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int columnCount = _fixedColumnCount > 0 ? _fixedColumnCount : CalculateColumnCount(GetRootWidth());
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@@ -26,7 +26,7 @@ namespace SepCore.UI
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{
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if (roleIndex < _context.RoleItemContexts.Length)
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{
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_roleItems[itemIndex].OnInit(_context.RoleItemContexts[roleIndex]);
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_roleItems[itemIndex].OnInit(_context.RoleItemContexts[roleIndex]).Forget();
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_roleItems[itemIndex].gameObject.SetActive(true);
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}
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else
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@@ -97,4 +97,4 @@ namespace SepCore.UI
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GameEntry.Event.Fire(this, MenuSelectRoleReturnEventArgs.Create());
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}
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}
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}
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}
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@@ -6,7 +6,8 @@
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"GUID:f51ebe6a0ceec4240a699833d6309b23",
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"GUID:363c5eb08ff8e6a439b85e37b8c20d96",
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"GUID:47a82ffa13c291447ab895cd0bc251cd",
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||||
"GUID:436e23dbdc31e7d4fb5c3f804548b2df"
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"GUID:436e23dbdc31e7d4fb5c3f804548b2df",
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"GUID:d54b9488b03814a44ab937f0aeb738b1"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -50,6 +50,8 @@ namespace SepCore.Procedure
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_loadedFlag.Clear();
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GameEntry.InputModule?.OnInit();
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PreloadResources();
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}
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@@ -1,7 +1,9 @@
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using System;
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using Cysharp.Threading.Tasks;
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using SepCore.Event;
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using SepCore.DataTable;
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using SepCore.Entity;
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using SepCore.Definition;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using SepCore.EnemyManager;
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@@ -53,6 +55,11 @@ namespace SepCore.Procedure
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_enemyManager.OnInit(drLevel, Player);
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if (Player != null) Player.Enable = true;
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if (Application.isMobilePlatform)
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{
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GameEntry.UIRouter.OpenUIAsync(UIFormType.JoystickForm).Forget();
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}
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}
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public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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@@ -78,6 +85,8 @@ namespace SepCore.Procedure
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public override void OnLeave()
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{
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GameEntry.UIRouter.CloseUIAsync(UIFormType.JoystickForm).Forget();
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// 隐藏所有敌人实体
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_enemyManager.OnReset();
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@@ -84,6 +84,7 @@ namespace SepCore.Procedure
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base.OnEnter(procedureOwner);
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GameEntry.SimulationWorld?.ClearSimulationState();
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GameEntry.InputModule?.SetGameplayExploreContext();
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CurrentLevel = 1;
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_currentPlayerData = new PlayerData(-1, 1001);
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@@ -2,6 +2,7 @@
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using SepCore.DamageText;
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using SepCore.EnemyManager;
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using SepCore.HPBar;
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using SepCore.InputModule.Runtime;
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using SepCore.SpriteCache;
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using SepCore.UIRouter;
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using SepCore.Simulation;
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@@ -24,6 +25,8 @@ public partial class GameEntry
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public static SpriteCacheComponent SpriteCache { get; private set; }
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public static UIRouterComponent UIRouter { get; private set; }
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public static InputModuleComponent InputModule { get; private set; }
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private static void InitCustomComponents()
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{
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@@ -34,5 +37,6 @@ public partial class GameEntry
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SimulationWorld = UnityGameFramework.Runtime.GameEntry.GetComponent<SimulationWorld>();
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SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
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UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
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InputModule = UnityGameFramework.Runtime.GameEntry.GetComponent<InputModuleComponent>();
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}
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}
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@@ -1,50 +1,44 @@
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using SepCore.InputModule;
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using UnityEngine;
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namespace SepCore.Components
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{
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public class InputComponent : MonoBehaviour
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{
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private PlayerInputActions _inputActions;
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[SerializeField] private bool _isListening = false;
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private bool _isListening = false;
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[SerializeField] private Vector3 _direction = Vector3.zero;
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public Vector3 Direction => _direction;
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public void OnInit()
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{
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_inputActions = new();
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GameEntry.InputModule.RegisterListener(InputActionId.Move, OnMove);
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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if (_isListening && _inputActions != null)
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{
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ReadInput();
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}
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}
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public void OnReset()
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{
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_inputActions = null;
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GameEntry.InputModule.UnregisterListener(InputActionId.Move, OnMove);
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_isListening = false;
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_direction = Vector3.zero;
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}
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private void ReadInput()
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private void OnMove(InputCommand cmd)
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{
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Vector2 rawDir = _inputActions.Game.Move.ReadValue<Vector2>();
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_direction = new Vector3(rawDir.x, 0, rawDir.y);
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if (!_isListening) return;
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Vector2 raw = cmd.Vector2Value;
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_direction = new Vector3(raw.x, 0, raw.y);
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}
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public void SetListening(bool isListening)
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{
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_isListening = isListening;
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if (_isListening)
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if (!_isListening)
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{
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_inputActions.Enable();
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}
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else
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{
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_inputActions.Disable();
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_direction = Vector3.zero;
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}
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}
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}
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@@ -1,411 +0,0 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.14.2
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// from Assets/PlayerInputActions.inputactions
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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|
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using System;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
|
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|
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/// <summary>
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/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/PlayerInputActions.inputactions".
|
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/// </summary>
|
||||
/// <remarks>
|
||||
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
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||||
/// </remarks>
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||||
/// <example>
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||||
/// <code>
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||||
/// using namespace UnityEngine;
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/// using UnityEngine.InputSystem;
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///
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||||
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
|
||||
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
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||||
/// {
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||||
/// private MyActions_Actions m_Actions; // Source code representation of asset.
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||||
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
|
||||
///
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||||
/// void Awake()
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||||
/// {
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||||
/// m_Actions = new MyActions_Actions(); // Create asset object.
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||||
/// m_Player = m_Actions.Player; // Extract action map object.
|
||||
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
|
||||
/// }
|
||||
///
|
||||
/// void OnDestroy()
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||||
/// {
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||||
/// m_Actions.Dispose(); // Destroy asset object.
|
||||
/// }
|
||||
///
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||||
/// void OnEnable()
|
||||
/// {
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||||
/// m_Player.Enable(); // Enable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// void OnDisable()
|
||||
/// {
|
||||
/// m_Player.Disable(); // Disable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// #region Interface implementation of MyActions.IPlayerActions
|
||||
///
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||||
/// // Invoked when "Move" action is either started, performed or canceled.
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||||
/// public void OnMove(InputAction.CallbackContext context)
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||||
/// {
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||||
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
|
||||
/// }
|
||||
///
|
||||
/// // Invoked when "Attack" action is either started, performed or canceled.
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||||
/// public void OnAttack(InputAction.CallbackContext context)
|
||||
/// {
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||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
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||||
/// }
|
||||
///
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||||
/// #endregion
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||||
/// }
|
||||
/// </code>
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||||
/// </example>
|
||||
public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
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||||
{
|
||||
/// <summary>
|
||||
/// Provides access to the underlying asset instance.
|
||||
/// </summary>
|
||||
public InputActionAsset asset { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Constructs a new instance.
|
||||
/// </summary>
|
||||
public @PlayerInputActions()
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
||||
""version"": 1,
|
||||
""name"": ""PlayerInputActions"",
|
||||
""maps"": [
|
||||
{
|
||||
""name"": ""Game"",
|
||||
""id"": ""c320222a-39c4-47d5-bb95-1702176bdb69"",
|
||||
""actions"": [
|
||||
{
|
||||
""name"": ""Move"",
|
||||
""type"": ""Value"",
|
||||
""id"": ""4875d1e6-7f0e-490d-88f4-b97f322ce0dd"",
|
||||
""expectedControlType"": ""Vector2"",
|
||||
""processors"": """",
|
||||
""interactions"": """",
|
||||
""initialStateCheck"": true
|
||||
}
|
||||
],
|
||||
""bindings"": [
|
||||
{
|
||||
""name"": ""2D Vector"",
|
||||
""id"": ""c2c107da-b6b9-4daf-be56-c0fc0a06b4d9"",
|
||||
""path"": ""2DVector"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""a3b11b4d-c157-417a-a38a-d89a034da71b"",
|
||||
""path"": ""<Keyboard>/w"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""0a0a8e30-3cf7-4889-aeb1-e8ddebcd944b"",
|
||||
""path"": ""<Keyboard>/s"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""2eeac222-1829-4c5b-9829-5e36b3fe989e"",
|
||||
""path"": ""<Keyboard>/a"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""89d5e951-0db5-4f1e-806b-f29f84507a34"",
|
||||
""path"": ""<Keyboard>/d"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""2D Vector"",
|
||||
""id"": ""5aa90a81-3055-4e18-8965-79346837eb41"",
|
||||
""path"": ""2DVector"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
|
||||
""name"": ""up"",
|
||||
""id"": ""63ca70db-2d24-4e91-b350-2a0de928c85b"",
|
||||
""path"": ""<Gamepad>/dpad/up"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""4ba12cd2-9814-4ca9-ab36-e9bc830d1f0f"",
|
||||
""path"": ""<Gamepad>/dpad/down"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""f9801c54-2f8e-4216-a09a-104f9e0f550c"",
|
||||
""path"": ""<Gamepad>/dpad/left"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""c6033b7b-191c-431c-98d0-382e9491acf6"",
|
||||
""path"": ""<Gamepad>/dpad/right"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": []
|
||||
}");
|
||||
// Game
|
||||
m_Game = asset.FindActionMap("Game", throwIfNotFound: true);
|
||||
m_Game_Move = m_Game.FindAction("Move", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
~@PlayerInputActions()
|
||||
{
|
||||
UnityEngine.Debug.Assert(!m_Game.enabled, "This will cause a leak and performance issues, PlayerInputActions.Game.Disable() has not been called.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
UnityEngine.Object.Destroy(asset);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
|
||||
public InputBinding? bindingMask
|
||||
{
|
||||
get => asset.bindingMask;
|
||||
set => asset.bindingMask = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
|
||||
public ReadOnlyArray<InputDevice>? devices
|
||||
{
|
||||
get => asset.devices;
|
||||
set => asset.devices = value;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
|
||||
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
|
||||
public bool Contains(InputAction action)
|
||||
{
|
||||
return asset.Contains(action);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
|
||||
public IEnumerator<InputAction> GetEnumerator()
|
||||
{
|
||||
return asset.GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
|
||||
public void Enable()
|
||||
{
|
||||
asset.Enable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
|
||||
public void Disable()
|
||||
{
|
||||
asset.Disable();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
|
||||
public IEnumerable<InputBinding> bindings => asset.bindings;
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
|
||||
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
|
||||
{
|
||||
return asset.FindAction(actionNameOrId, throwIfNotFound);
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
|
||||
public int FindBinding(InputBinding bindingMask, out InputAction action)
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Game
|
||||
private readonly InputActionMap m_Game;
|
||||
private List<IGameActions> m_GameActionsCallbackInterfaces = new List<IGameActions>();
|
||||
private readonly InputAction m_Game_Move;
|
||||
/// <summary>
|
||||
/// Provides access to input actions defined in input action map "Game".
|
||||
/// </summary>
|
||||
public struct GameActions
|
||||
{
|
||||
private @PlayerInputActions m_Wrapper;
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new instance of the input action map wrapper class.
|
||||
/// </summary>
|
||||
public GameActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action "Game/Move".
|
||||
/// </summary>
|
||||
public InputAction @Move => m_Wrapper.m_Game_Move;
|
||||
/// <summary>
|
||||
/// Provides access to the underlying input action map instance.
|
||||
/// </summary>
|
||||
public InputActionMap Get() { return m_Wrapper.m_Game; }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
|
||||
public void Enable() { Get().Enable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
|
||||
public void Disable() { Get().Disable(); }
|
||||
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
|
||||
public bool enabled => Get().enabled;
|
||||
/// <summary>
|
||||
/// Implicitly converts an <see ref="GameActions" /> to an <see ref="InputActionMap" /> instance.
|
||||
/// </summary>
|
||||
public static implicit operator InputActionMap(GameActions set) { return set.Get(); }
|
||||
/// <summary>
|
||||
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <param name="instance">Callback instance.</param>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions" />
|
||||
public void AddCallbacks(IGameActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_GameActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_GameActionsCallbackInterfaces.Add(instance);
|
||||
@Move.started += instance.OnMove;
|
||||
@Move.performed += instance.OnMove;
|
||||
@Move.canceled += instance.OnMove;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions" />
|
||||
private void UnregisterCallbacks(IGameActions instance)
|
||||
{
|
||||
@Move.started -= instance.OnMove;
|
||||
@Move.performed -= instance.OnMove;
|
||||
@Move.canceled -= instance.OnMove;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="GameActions.UnregisterCallbacks(IGameActions)" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
|
||||
public void RemoveCallbacks(IGameActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_GameActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
|
||||
/// </remarks>
|
||||
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.UnregisterCallbacks(IGameActions)" />
|
||||
public void SetCallbacks(IGameActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_GameActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_GameActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Provides a new <see cref="GameActions" /> instance referencing this action map.
|
||||
/// </summary>
|
||||
public GameActions @Game => new GameActions(this);
|
||||
/// <summary>
|
||||
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Game" which allows adding and removing callbacks.
|
||||
/// </summary>
|
||||
/// <seealso cref="GameActions.AddCallbacks(IGameActions)" />
|
||||
/// <seealso cref="GameActions.RemoveCallbacks(IGameActions)" />
|
||||
public interface IGameActions
|
||||
{
|
||||
/// <summary>
|
||||
/// Method invoked when associated input action "Move" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
|
||||
/// </summary>
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
|
||||
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
|
||||
void OnMove(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,8 @@
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
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"GUID:fca0f81bc71f1944887dd65f134c54a0",
|
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"GUID:47a82ffa13c291447ab895cd0bc251cd"
|
||||
"GUID:47a82ffa13c291447ab895cd0bc251cd",
|
||||
"GUID:d54b9488b03814a44ab937f0aeb738b1"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 337bc362617c8994fb0248fa5d5fd4a8
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|
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,6 +8,7 @@ using Random = UnityEngine.Random;
|
||||
using UnityGameFramework.Runtime;
|
||||
using SepCore.CustomUtility;
|
||||
using GameFramework.DataTable;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
@@ -103,7 +104,7 @@ namespace SepCore.UI
|
||||
return null;
|
||||
}
|
||||
|
||||
int finalCount = count > 0 ? System.Math.Min(count, _allRewards.Length) : _allRewards.Length;
|
||||
int finalCount = count > 0 ? Mathf.Min(count, _allRewards.Length) : _allRewards.Length;
|
||||
List<DRLevelUpReward> selections = new List<DRLevelUpReward>(finalCount);
|
||||
|
||||
int currentLevel = _player != null ? _player.CurrentLevel : 1;
|
||||
|
||||
@@ -0,0 +1,324 @@
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Reference in New Issue
Block a user