第一批重构,主要是物理迁移脚本和部分命名空间的调整

- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹
- 调整 DataTable 和 Definition 下脚本的命名空间
- 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
This commit is contained in:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 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 CustomComponent;
using Simulation;
using StarForce;
using UI;
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 DamageTextComponent DamageText { get; private set; }
#if UNITY_EDITOR || DEVELOPMENT_BUILD
public static RuntimeDebugPanelComponent RuntimeDebugPanel { get; private set; }
#endif
public static EnemyManagerComponent EnemyManager { get; private set; }
public static SimulationWorld SimulationWorld { get; private set; }
public static SpriteCacheComponent SpriteCache { get; private set; }
public static UIRouterComponent UIRouter { get; private set; }
private static void InitCustomComponents()
{
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
HPBar = UnityGameFramework.Runtime.GameEntry.GetComponent<HPBarComponent>();
DamageText = UnityGameFramework.Runtime.GameEntry.GetComponent<DamageTextComponent>();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
RuntimeDebugPanel = UnityGameFramework.Runtime.GameEntry.GetComponent<RuntimeDebugPanelComponent>();
#endif
EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
SimulationWorld = UnityGameFramework.Runtime.GameEntry.GetComponent<SimulationWorld>();
if (SimulationWorld == null && Base != null)
{
SimulationWorld = Base.gameObject.AddComponent<SimulationWorld>();
}
SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
}
}
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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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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Localization;
using System;
using System.Xml;
using UnityGameFramework.Runtime;
namespace StarForce
{
/// <summary>
/// XML 格式的本地化辅助器。
/// </summary>
public class XmlLocalizationHelper : DefaultLocalizationHelper
{
/// <summary>
/// 解析字典。
/// </summary>
/// <param name="dictionaryString">要解析的字典字符串。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>是否解析字典成功。</returns>
public override bool ParseData(ILocalizationManager localizationManager, string dictionaryString, object userData)
{
try
{
string currentLanguage = GameEntry.Localization.Language.ToString();
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.LoadXml(dictionaryString);
XmlNode xmlRoot = xmlDocument.SelectSingleNode("Dictionaries");
XmlNodeList xmlNodeDictionaryList = xmlRoot.ChildNodes;
for (int i = 0; i < xmlNodeDictionaryList.Count; i++)
{
XmlNode xmlNodeDictionary = xmlNodeDictionaryList.Item(i);
if (xmlNodeDictionary.Name != "Dictionary")
{
continue;
}
string language = xmlNodeDictionary.Attributes.GetNamedItem("Language").Value;
if (language != currentLanguage)
{
continue;
}
XmlNodeList xmlNodeStringList = xmlNodeDictionary.ChildNodes;
for (int j = 0; j < xmlNodeStringList.Count; j++)
{
XmlNode xmlNodeString = xmlNodeStringList.Item(j);
if (xmlNodeString.Name != "String")
{
continue;
}
string key = xmlNodeString.Attributes.GetNamedItem("Key").Value;
string value = xmlNodeString.Attributes.GetNamedItem("Value").Value;
if (!localizationManager.AddRawString(key, value))
{
Log.Warning("Can not add raw string with key '{0}' which may be invalid or duplicate.", key);
return false;
}
}
}
return true;
}
catch (Exception exception)
{
Log.Warning("Can not parse dictionary data with exception '{0}'.", exception.ToString());
return false;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public abstract class CSPacketBase : PacketBase
{
public override PacketType PacketType
{
get
{
return PacketType.ClientToServer;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public sealed class CSPacketHeader : PacketHeaderBase
{
public override PacketType PacketType
{
get
{
return PacketType.ClientToServer;
}
}
}
}
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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 GameFramework.Event;
using GameFramework.Network;
using ProtoBuf;
using ProtoBuf.Meta;
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class NetworkChannelHelper : INetworkChannelHelper
{
private readonly Dictionary<int, Type> m_ServerToClientPacketTypes = new Dictionary<int, Type>();
private readonly MemoryStream m_CachedStream = new MemoryStream(1024 * 8);
private INetworkChannel m_NetworkChannel = null;
/// <summary>
/// 获取消息包头长度。
/// </summary>
public int PacketHeaderLength
{
get
{
return sizeof(int);
}
}
/// <summary>
/// 初始化网络频道辅助器。
/// </summary>
/// <param name="networkChannel">网络频道。</param>
public void Initialize(INetworkChannel networkChannel)
{
m_NetworkChannel = networkChannel;
// 反射注册包和包处理函数。
Type packetBaseType = typeof(SCPacketBase);
Type packetHandlerBaseType = typeof(PacketHandlerBase);
Assembly assembly = Assembly.GetExecutingAssembly();
Type[] types = assembly.GetTypes();
for (int i = 0; i < types.Length; i++)
{
if (!types[i].IsClass || types[i].IsAbstract)
{
continue;
}
if (types[i].BaseType == packetBaseType)
{
PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
Type packetType = GetServerToClientPacketType(packetBase.Id);
if (packetType != null)
{
Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
continue;
}
m_ServerToClientPacketTypes.Add(packetBase.Id, types[i]);
}
else if (types[i].BaseType == packetHandlerBaseType)
{
IPacketHandler packetHandler = (IPacketHandler)Activator.CreateInstance(types[i]);
m_NetworkChannel.RegisterHandler(packetHandler);
}
}
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
}
/// <summary>
/// 关闭并清理网络频道辅助器。
/// </summary>
public void Shutdown()
{
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
m_NetworkChannel = null;
}
/// <summary>
/// 准备进行连接。
/// </summary>
public void PrepareForConnecting()
{
m_NetworkChannel.Socket.ReceiveBufferSize = 1024 * 64;
m_NetworkChannel.Socket.SendBufferSize = 1024 * 64;
}
/// <summary>
/// 发送心跳消息包。
/// </summary>
/// <returns>是否发送心跳消息包成功。</returns>
public bool SendHeartBeat()
{
m_NetworkChannel.Send(ReferencePool.Acquire<CSHeartBeat>());
return true;
}
/// <summary>
/// 序列化消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="packet">要序列化的消息包。</param>
/// <param name="destination">要序列化的目标流。</param>
/// <returns>是否序列化成功。</returns>
public bool Serialize<T>(T packet, Stream destination) where T : Packet
{
PacketBase packetImpl = packet as PacketBase;
if (packetImpl == null)
{
Log.Warning("Packet is invalid.");
return false;
}
if (packetImpl.PacketType != PacketType.ClientToServer)
{
Log.Warning("Send packet invalid.");
return false;
}
m_CachedStream.SetLength(m_CachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
m_CachedStream.Position = 0L;
CSPacketHeader packetHeader = ReferencePool.Acquire<CSPacketHeader>();
Serializer.Serialize(m_CachedStream, packetHeader);
ReferencePool.Release(packetHeader);
Serializer.SerializeWithLengthPrefix(m_CachedStream, packet, PrefixStyle.Fixed32);
ReferencePool.Release((IReference)packet);
m_CachedStream.WriteTo(destination);
return true;
}
/// <summary>
/// 反序列化消息包头。
/// </summary>
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包头。</returns>
public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
{
// 注意:此函数并不在主线程调用!
customErrorData = null;
return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, ReferencePool.Acquire<SCPacketHeader>(), typeof(SCPacketHeader));
}
/// <summary>
/// 反序列化消息包。
/// </summary>
/// <param name="packetHeader">消息包头。</param>
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包。</returns>
public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
{
// 注意:此函数并不在主线程调用!
customErrorData = null;
SCPacketHeader scPacketHeader = packetHeader as SCPacketHeader;
if (scPacketHeader == null)
{
Log.Warning("Packet header is invalid.");
return null;
}
Packet packet = null;
if (scPacketHeader.IsValid)
{
Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
if (packetType != null)
{
packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, ReferencePool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
}
else
{
Log.Warning("Can not deserialize packet for packet id '{0}'.", scPacketHeader.Id.ToString());
}
}
else
{
Log.Warning("Packet header is invalid.");
}
ReferencePool.Release(scPacketHeader);
return packet;
}
private Type GetServerToClientPacketType(int id)
{
Type type = null;
if (m_ServerToClientPacketTypes.TryGetValue(id, out type))
{
return type;
}
return null;
}
private void OnNetworkConnected(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' connected, local address '{1}', remote address '{2}'.", ne.NetworkChannel.Name, ne.NetworkChannel.Socket.LocalEndPoint.ToString(), ne.NetworkChannel.Socket.RemoteEndPoint.ToString());
}
private void OnNetworkClosed(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' closed.", ne.NetworkChannel.Name);
}
private void OnNetworkMissHeartBeat(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs ne = (UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' miss heart beat '{1}' times.", ne.NetworkChannel.Name, ne.MissCount.ToString());
if (ne.MissCount < 2)
{
return;
}
ne.NetworkChannel.Close();
}
private void OnNetworkError(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", ne.NetworkChannel.Name, ne.ErrorCode.ToString(), ne.ErrorMessage);
ne.NetworkChannel.Close();
}
private void OnNetworkCustomError(object sender, GameEventArgs e)
{
UnityGameFramework.Runtime.NetworkCustomErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkCustomErrorEventArgs)e;
if (ne.NetworkChannel != m_NetworkChannel)
{
return;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using ProtoBuf;
using System;
namespace StarForce
{
[Serializable, ProtoContract(Name = @"CSHeartBeat")]
public class CSHeartBeat : CSPacketBase
{
public CSHeartBeat()
{
}
public override int Id
{
get
{
return 1;
}
}
public override void Clear()
{
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using ProtoBuf;
using System;
namespace StarForce
{
[Serializable, ProtoContract(Name = @"SCHeartBeat")]
public class SCHeartBeat : SCPacketBase
{
public SCHeartBeat()
{
}
public override int Id
{
get
{
return 2;
}
}
public override void Clear()
{
}
}
}
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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.Network;
using ProtoBuf;
namespace StarForce
{
public abstract class PacketBase : Packet, IExtensible
{
private IExtension m_ExtensionObject;
public PacketBase()
{
m_ExtensionObject = null;
}
public abstract PacketType PacketType
{
get;
}
IExtension IExtensible.GetExtensionObject(bool createIfMissing)
{
return Extensible.GetExtensionObject(ref m_ExtensionObject, createIfMissing);
}
}
}
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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.Network;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class SCHeartBeatHandler : PacketHandlerBase
{
public override int Id
{
get
{
return 2;
}
}
public override void Handle(object sender, Packet packet)
{
SCHeartBeat packetImpl = (SCHeartBeat)packet;
Log.Info("Receive packet '{0}'.", packetImpl.Id.ToString());
}
}
}
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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.Network;
namespace StarForce
{
public abstract class PacketHandlerBase : IPacketHandler
{
public abstract int Id
{
get;
}
public abstract void Handle(object sender, Packet packet);
}
}
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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 GameFramework.Network;
namespace StarForce
{
public abstract class PacketHeaderBase : IPacketHeader, IReference
{
public abstract PacketType PacketType
{
get;
}
public int Id
{
get;
set;
}
public int PacketLength
{
get;
set;
}
public bool IsValid
{
get
{
return PacketType != PacketType.Undefined && Id > 0 && PacketLength >= 0;
}
}
public void Clear()
{
Id = 0;
PacketLength = 0;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public enum PacketType : byte
{
/// <summary>
/// 未定义。
/// </summary>
Undefined = 0,
/// <summary>
/// 客户端发往服务器的包。
/// </summary>
ClientToServer,
/// <summary>
/// 服务器发往客户端的包。
/// </summary>
ServerToClient,
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public abstract class SCPacketBase : PacketBase
{
public override PacketType PacketType
{
get
{
return PacketType.ServerToClient;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
{
public sealed class SCPacketHeader : PacketHeaderBase
{
public override PacketType PacketType
{
get
{
return PacketType.ServerToClient;
}
}
}
}
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using System;
using SepCore.Definition;
using Entity;
using UnityEngine;
namespace Components
{
public class AbsorbComponent : MonoBehaviour
{
[SerializeField] private float _absorbRangeBase = 3f;
[SerializeField] private float _absorbSpeed = 15f;
[SerializeField] private float _collectDistance = 0.35f;
[SerializeField] private int _maxDetectCount = 64;
[SerializeField] private LayerMask _detectLayerMask = ~0;
private Player _player;
private Transform _target;
private StatComponent _statComponent;
private Collider[] _buffer;
private StatProperty _absorbRangeStat;
private Action<StatModifier, bool> _absorbRangeStatCallback;
private float AbsorbRange => Mathf.Max(0f, (_absorbRangeBase + _absorbRangeStat.Value) * _absorbRangeStat.Percent);
public void OnInit(Player player, StatComponent statComponent = null)
{
_player = player;
_target = player != null ? player.CachedTransform : null;
_statComponent = statComponent;
_buffer = new Collider[Mathf.Max(1, _maxDetectCount)];
if (_statComponent != null)
{
_absorbRangeStat = _statComponent.GetStat(StatType.AbsorbRange);
_absorbRangeStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_absorbRangeStat, modifier, isApply);
_statComponent.Subscribe(StatType.AbsorbRange, _absorbRangeStatCallback);
}
else
{
_absorbRangeStat = new StatProperty();
}
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_player == null || !_player.Available || _target == null || _buffer == null) return;
int hitCount = Physics.OverlapSphereNonAlloc(
_target.position,
AbsorbRange,
_buffer,
_detectLayerMask,
QueryTriggerInteraction.Collide
);
for (int i = 0; i < hitCount; i++)
{
Collider hit = _buffer[i];
if (hit == null) continue;
CoinEntity coin = hit.GetComponent<CoinEntity>();
if (coin != null && coin.Available)
{
AbsorbDrop(coin.CachedTransform, elapseSeconds);
coin.TryCollect(_player, _collectDistance);
continue;
}
ExpEntity exp = hit.GetComponent<ExpEntity>();
if (exp != null && exp.Available)
{
AbsorbDrop(exp.CachedTransform, elapseSeconds);
exp.TryCollect(_player, _collectDistance);
}
}
}
public void OnReset()
{
if (_statComponent != null)
{
_statComponent.Unsubscribe(StatType.AbsorbRange, _absorbRangeStatCallback);
_absorbRangeStatCallback = null;
}
_statComponent = null;
_target = null;
_player = null;
_buffer = null;
}
private void AbsorbDrop(Transform drop, float deltaTime)
{
if (drop == null || _target == null) return;
drop.position = Vector3.MoveTowards(drop.position, _target.position, _absorbSpeed * deltaTime);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using Entity;
using Entity.Weapon;
using UnityEngine;
namespace Components
{
public class AttackComponent : MonoBehaviour
{
private bool _isAttacking = false;
private List<WeaponBase> _weapons;
public void SetIsAttacking(bool isAttacking) => _isAttacking = isAttacking;
public void OnInit()
{
}
public void OnUpdate(float elapsedTime, float realElapseSeconds)
{
}
}
}
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using System.Collections.Generic;
using SepCore.Definition;
using Entity.Weapon;
using Entity;
using UnityEngine;
namespace Components
{
public class BackpackComponent : MonoBehaviour
{
/// <summary>
/// 武器槽容量,由DRRole决定。
/// </summary>
private int _weaponCapacity;
/// <summary>
/// 玩家类引用。
/// </summary>
private Player _player;
/// <summary>
/// 武器列表。
/// </summary>
private List<WeaponBase> _weapons;
/// <summary>
/// 道具列表。
/// </summary>
private List<PropItem> _props;
/// <summary>
/// 玩家状态组件引用,用于道具效果的应用。
/// </summary>
private StatComponent _statComponent;
/// <summary>
/// 武器装备槽,在 Editor 中进行配置,表示武器在世界中的显示位置。
/// </summary>
[SerializeField] private Transform[] _weaponSlots;
public IReadOnlyList<WeaponBase> Weapons => _weapons;
public IReadOnlyList<PropItem> Props => _props;
public int WeaponCapacity => _weaponCapacity;
public void OnInit(Player player, int weaponCapacity)
{
_weaponCapacity = weaponCapacity;
_player = player;
_weapons = new List<WeaponBase>(_weaponCapacity);
_props = new List<PropItem>();
_statComponent = GetComponent<StatComponent>();
}
public void OnReset()
{
_weapons.Clear();
_props.Clear();
}
public bool AttachWeapon(WeaponBase weapon)
{
if (_weapons.Count == _weaponCapacity) return false;
GameEntry.Entity.AttachEntity(weapon.Id, _player.Id, _weaponSlots[_weapons.Count]);
_weapons.Add(weapon);
weapon.SetEnabled(true);
return true;
}
public bool DetachWeapon(WeaponBase weapon)
{
bool result = _weapons.Remove(weapon);
if (result)
{
GameEntry.Entity.DetachEntity(weapon.Id, _player.Id);
}
return result;
}
public bool AttachProp(PropItem prop)
{
_props.Add(prop);
prop.OnAttach(_statComponent);
return true;
}
public bool DetachProp(PropItem prop)
{
_props.Remove(prop);
prop.OnDetach(_statComponent);
return true;
}
public void SetWeaponState(bool state)
{
if (_weapons == null) return;
foreach (var weapon in _weapons)
{
weapon.SetEnabled(state);
}
}
}
}
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using System;
using CustomEvent;
using SepCore.Definition;
using UnityEngine;
namespace Components
{
public class HealthComponent : MonoBehaviour
{
private int _maxHealthBase;
private int _currentHealth;
private bool _isDead => _currentHealth <= 0;
private StatComponent _statComponent;
private StatProperty _maxHealthStat;
private Action<StatModifier, bool> _maxHealthStatCallback;
public StatProperty MaxHealthStat => _maxHealthStat;
private StatProperty _defenseStat;
private Action<StatModifier, bool> _defenseStatCallback;
public StatProperty DefenseStat => _defenseStat;
private StatProperty _dodgeStat;
private Action<StatModifier, bool> _dodgeStatCallback;
public StatProperty DodgeStat => _dodgeStat;
private bool _isPlayer => _statComponent != null;
public float HealthRatio => MaxHealth > 0 ? (float)CurrentHealth / MaxHealth : 0f;
public int MaxHealth => Mathf.CeilToInt((_maxHealthBase + _maxHealthStat.Value) * _maxHealthStat.Percent);
public int CurrentHealth
{
get => _currentHealth;
set => _currentHealth = value;
}
#region FSM
public void OnInit(int maxHealth, StatComponent statComponent = null)
{
_maxHealthBase = maxHealth;
_currentHealth = maxHealth;
_statComponent = statComponent;
_statComponent = statComponent;
if (_statComponent != null)
{
_maxHealthStat = _statComponent.GetStat(StatType.MaxHealth);
_maxHealthStatCallback = (modifier, isApply) =>
{
_statComponent.UpdateStat(_maxHealthStat, modifier, isApply);
GameEntry.Event.Fire(this, PlayerHealthChangeEventArgs.Create(0, CurrentHealth, MaxHealth));
};
_statComponent.Subscribe(StatType.MaxHealth, _maxHealthStatCallback);
_defenseStat = _statComponent.GetStat(StatType.Defense);
_defenseStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_defenseStat, modifier, isApply);
_statComponent.Subscribe(StatType.Defense, _defenseStatCallback);
_dodgeStat = _statComponent.GetStat(StatType.Dodge);
_dodgeStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_dodgeStat, modifier, isApply);
_statComponent.Subscribe(StatType.Dodge, _dodgeStatCallback);
}
else
{
_maxHealthStat = new StatProperty();
_defenseStat = new StatProperty();
_dodgeStat = new StatProperty();
}
}
public void OnReset()
{
if (_statComponent != null)
{
_statComponent.Unsubscribe(StatType.MaxHealth, _maxHealthStatCallback);
_maxHealthStatCallback = null;
_statComponent.Unsubscribe(StatType.Defense, _defenseStatCallback);
_defenseStatCallback = null;
_statComponent.Unsubscribe(StatType.Dodge, _dodgeStatCallback);
_dodgeStatCallback = null;
}
_statComponent = null;
}
#endregion
public void TakeDamage(int damage)
{
if (_isDead) return;
if (_dodgeStat.Value > UnityEngine.Random.value)
{
damage = 0;
}
else
{
int defenseValue = (int)_defenseStat.Value;
float defensePercent = _defenseStat.Percent;
damage -= defenseValue;
damage = Mathf.CeilToInt(damage / defensePercent);
}
_currentHealth -= damage;
CauseDamage(damage);
if (_isPlayer)
GameEntry.Event.Fire(this, PlayerHealthChangeEventArgs.Create(damage, CurrentHealth, MaxHealth));
}
private void CauseDamage(int damage)
{
if (damage <= 0 || GameEntry.DamageText == null) return;
GameEntry.DamageText.ShowDamage(transform.position + Vector3.up * 1.1f, damage);
}
}
}
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using UnityEngine;
namespace Components
{
public class InputComponent : MonoBehaviour
{
private PlayerInputActions _inputActions;
[SerializeField] private bool _isListening = false;
[SerializeField] 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 System;
using SepCore.Definition;
using Entity;
using Simulation;
using UnityEngine;
using CustomDebugger;
namespace Components
{
public class MovementComponent : MonoBehaviour
{
[SerializeField] private bool _isMoving;
[SerializeField] private Vector3 _direction;
[SerializeField] private Transform _cachedTransform;
[SerializeField] private bool _avoidEnemyOverlap;
[SerializeField] private float _enemyBodyRadius = 0.45f;
[SerializeField] private int _separationIterations = 2;
public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
public bool AvoidEnemyOverlap => _avoidEnemyOverlap;
public float EnemyBodyRadius => _enemyBodyRadius;
public int SeparationIterations => _separationIterations;
public bool IsMoving => _isMoving;
public Vector3 Direction => _direction;
public Transform CachedTransform => _cachedTransform;
[SerializeField] private float _speedBase;
private StatComponent _statComponent;
private StatProperty _movementStat;
private Action<StatModifier, bool> _movementStatCallback;
public void OnInit(float speed, Transform target, StatComponent statComponent = null,
bool avoidEnemyOverlap = false, float enemyBodyRadius = 0.45f, int separationIterations = 2)
{
_speedBase = speed;
_cachedTransform = target;
_direction = Vector3.forward;
_avoidEnemyOverlap = avoidEnemyOverlap;
_enemyBodyRadius = Mathf.Max(0.01f, enemyBodyRadius);
_separationIterations = Mathf.Max(1, separationIterations);
_statComponent = statComponent;
if (_statComponent != null)
{
_movementStat = _statComponent.GetStat(StatType.MovementSpeed);
_movementStatCallback = (modifier, isApply) =>
{
_statComponent.UpdateStat(_movementStat, modifier, isApply);
SyncToSimulationWorld();
};
_statComponent.Subscribe(StatType.MovementSpeed, _movementStatCallback);
}
else
{
_movementStat = new StatProperty();
}
SyncToSimulationWorld();
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
SyncToSimulationWorld();
}
public void OnReset()
{
Transform transformToUnregister = _cachedTransform;
_speedBase = 0;
_cachedTransform = null;
_direction = Vector3.zero;
_isMoving = false;
_avoidEnemyOverlap = false;
_enemyBodyRadius = 0.45f;
_separationIterations = 2;
if (_statComponent != null)
{
_statComponent.Unsubscribe(StatType.MovementSpeed, _movementStatCallback);
_movementStatCallback = null;
}
_statComponent = null;
if (transformToUnregister != null)
{
var simulationWorld = GameEntry.SimulationWorld;
simulationWorld?.UnregisterPlayerMovement(transformToUnregister);
}
}
public void SetMove(bool isMoving)
{
_isMoving = isMoving;
SyncToSimulationWorld();
}
public void SetDirection(Vector3 direction)
{
_direction = direction;
SyncToSimulationWorld();
}
private void SyncToSimulationWorld()
{
using (CustomProfilerMarker.Movement_Update.Auto())
{
if (_cachedTransform == null)
{
return;
}
SimulationWorld simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld == null)
{
return;
}
Vector3 direction = _direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
{
direction.Normalize();
}
if (TryGetComponent(out Player _))
{
simulationWorld.SyncPlayerMovementInput(_cachedTransform, _isMoving, direction, Speed);
return;
}
if (TryGetComponent(out EnemyBase enemy))
{
simulationWorld.SyncEnemyMovementInput(enemy.Id, _isMoving, direction, Speed,
_avoidEnemyOverlap, _enemyBodyRadius, _separationIterations);
}
}
}
}
}
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using System;
using System.Collections.Generic;
using SepCore.Definition;
using UnityEngine;
namespace Components
{
public class StatComponent : MonoBehaviour
{
private Dictionary<StatType, List<StatModifier>> _statModifiers;
private Dictionary<StatType, Action<StatModifier, bool>> _statModifierCallbacks;
public void OnInit()
{
_statModifiers = new Dictionary<StatType, List<StatModifier>>();
_statModifierCallbacks = new Dictionary<StatType, Action<StatModifier, bool>>();
}
public void OnReset()
{
_statModifiers.Clear();
_statModifierCallbacks.Clear();
}
public void AddModifier(StatModifier modifier)
{
if (!_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
{
_statModifiers.Add(modifier.StatType, modifiers = new List<StatModifier>());
modifiers.Add(modifier);
}
else
{
modifiers.Add(modifier);
}
if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
callbacks?.Invoke(modifier, true);
}
public void RemoveModifier(StatModifier modifier)
{
if (_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
{
_statModifiers[modifier.StatType].Remove(modifier);
}
if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
callbacks?.Invoke(modifier, false);
}
public void Subscribe(StatType statType, Action<StatModifier, bool> callback)
{
if (!_statModifierCallbacks.TryAdd(statType, callback))
{
_statModifierCallbacks[statType] += callback;
}
}
public void Unsubscribe(StatType statType, Action<StatModifier, bool> callback)
{
if (!_statModifierCallbacks.TryGetValue(statType, out var callbacks))
{
return;
}
callbacks -= callback;
if (callbacks == null)
{
_statModifierCallbacks.Remove(statType);
}
}
public StatProperty GetStat(StatType statType)
{
var result = new StatProperty();
if (!_statModifiers.TryGetValue(statType, out var modifiers)) return result;
foreach (var modifier in modifiers)
{
if (modifier.IsPercent) result.Percent += modifier.Value;
else result.Value += modifier.Value;
}
return result;
}
public void UpdateStat(StatProperty stat, StatModifier modifier, bool isApply)
{
float coef = isApply ? 1f : -1f;
if (modifier.IsPercent)
{
stat.Percent += modifier.Value * coef;
}
else
{
stat.Value += modifier.Value * coef;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using SepCore.Definition;
using GameFramework;
using StarForce;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[SerializeField]
private TextAsset m_BuildInfoTextAsset = null;
[SerializeField]
private TextAsset m_DefaultDictionaryTextAsset = null;
[SerializeField]
private UpdateResourceForm m_UpdateResourceFormTemplate = null;
private BuildInfo m_BuildInfo = null;
public BuildInfo BuildInfo
{
get
{
return m_BuildInfo;
}
}
public UpdateResourceForm UpdateResourceFormTemplate
{
get
{
return m_UpdateResourceFormTemplate;
}
}
public void InitBuildInfo()
{
if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
{
Log.Info("Build info can not be found or empty.");
return;
}
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
if (m_BuildInfo == null)
{
Log.Warning("Parse build info failure.");
return;
}
}
public void InitDefaultDictionary()
{
if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
{
Log.Info("Default dictionary can not be found or empty.");
return;
}
if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
{
Log.Warning("Parse default dictionary failure.");
return;
}
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: cfb0b001fcb30fe45ac95ddb8c28ba57
timeCreated: 1528026146
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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fileFormatVersion: 2
guid: 6befdfdd5f3e430a864a90bf445000e8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,81 @@
using System;
using System.Collections.Generic;
using GameFramework.ObjectPool;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class DamageTextComponent : GameFrameworkComponent
{
[SerializeField] private int _instancePoolCapacity = 256;
[SerializeField] private string _poolName = "DamageTextItem";
[SerializeField] private RectTransform _instanceRoot;
[SerializeField] private Canvas _canvas;
[SerializeField] private GameObject _damageTextItemPrefab;
private IObjectPool<DamageTextItemObject> _damageTextItemPool;
private readonly List<DamageTextItem> _activeDamageTextItems = new();
private void Start()
{
_damageTextItemPool =
GameEntry.ObjectPool.CreateSingleSpawnObjectPool<DamageTextItemObject>(_poolName,
_instancePoolCapacity);
}
public void ShowDamage(Vector3 worldPosition, int damage)
{
if (damage <= 0 || _damageTextItemPool == null || _canvas == null) return;
DamageTextItem item = CreateDamageTextItem();
if (item == null) return;
item.Show(worldPosition, damage, _canvas, OnItemComplete);
_activeDamageTextItems.Add(item);
}
private DamageTextItem CreateDamageTextItem()
{
if (_activeDamageTextItems.Count == _instancePoolCapacity)
{
_instancePoolCapacity = Mathf.Min(_instancePoolCapacity * 2, 1024);
_damageTextItemPool.Capacity = _instancePoolCapacity;
}
DamageTextItemObject itemObject = _damageTextItemPool.Spawn();
if (itemObject != null)
{
return (DamageTextItem)itemObject.Target;
}
GameObject itemGo = Instantiate(_damageTextItemPrefab, _instanceRoot, false);
DamageTextItem item = itemGo.GetComponent<DamageTextItem>();
_damageTextItemPool.Register(DamageTextItemObject.Create(item), true);
return item;
}
private void OnItemComplete(DamageTextItem item)
{
if (item == null) return;
item.ResetItem();
_activeDamageTextItems.Remove(item);
_damageTextItemPool.Unspawn(item);
}
private void OnDestroy()
{
_activeDamageTextItems.Clear();
_damageTextItemPool.Release();
_damageTextItemPool = null;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 366eb88b821a4048891b7fb01a1b8d42
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,80 @@
using System;
using DG.Tweening;
using TMPro;
using UnityEngine;
namespace CustomComponent
{
public class DamageTextItem : MonoBehaviour
{
private const float RiseDistance = 80f;
private const float RiseDuration = 0.55f;
private const float FadeDelay = 0.2f;
private const float FadeDuration = 0.35f;
private static readonly Color NormalColor = new Color(1f, 0.32f, 0.23f, 1f);
[SerializeField] private RectTransform _cachedTransform;
[SerializeField] private CanvasGroup _canvasGroup;
[SerializeField] private TMP_Text _text;
private Sequence _sequence;
private Action<DamageTextItem> _onComplete;
private void Awake()
{
if (_cachedTransform == null) _cachedTransform = GetComponent<RectTransform>();
if (_canvasGroup == null) _canvasGroup = GetComponent<CanvasGroup>();
if (_text == null) _text = GetComponent<TMP_Text>();
}
public void Show(Vector3 worldPosition, int damage, Canvas canvas, Action<DamageTextItem> onComplete)
{
if (canvas == null || GameEntry.Scene.MainCamera == null) return;
_onComplete = onComplete;
gameObject.SetActive(true);
KillSequence();
_canvasGroup.alpha = 1f;
_cachedTransform.localScale = Vector3.one;
_text.color = NormalColor;
_text.text = damage.ToString();
Vector3 screenPos = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);
RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)canvas.transform, screenPos,
canvas.worldCamera, out Vector2 localPos);
localPos.x += UnityEngine.Random.Range(-24f, 24f);
_cachedTransform.anchoredPosition = localPos;
_sequence = DOTween.Sequence();
_sequence.Append(_cachedTransform.DOAnchorPosY(localPos.y + RiseDistance, RiseDuration)
.SetEase(Ease.OutQuad));
_sequence.Join(_cachedTransform.DOPunchScale(new Vector3(0.15f, 0.15f, 0f), 0.18f, 6, 0.75f));
_sequence.Join(_canvasGroup.DOFade(0f, FadeDuration).SetDelay(FadeDelay));
_sequence.OnComplete(() => _onComplete?.Invoke(this));
}
public void ResetItem()
{
KillSequence();
_onComplete = null;
_canvasGroup.alpha = 1f;
_text.text = string.Empty;
gameObject.SetActive(false);
}
private void OnDestroy()
{
KillSequence();
}
private void KillSequence()
{
if (_sequence == null) return;
_sequence.Kill();
_sequence = null;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,23 @@
using GameFramework;
using GameFramework.ObjectPool;
using UnityEngine;
namespace CustomComponent
{
public class DamageTextItemObject : ObjectBase
{
public static DamageTextItemObject Create(object target)
{
DamageTextItemObject itemObject = ReferencePool.Acquire<DamageTextItemObject>();
itemObject.Initialize(target);
return itemObject;
}
protected override void Release(bool isShutdown)
{
DamageTextItem item = (DamageTextItem)Target;
if (item == null) return;
Object.Destroy(item.gameObject);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4aba1230dece448eba1fa7579ca7a13d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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fileFormatVersion: 2
guid: a11ef2e359b24bfdb6c9120cc2ec81b8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,527 @@
#if UNITY_EDITOR || DEVELOPMENT_BUILD
using System;
using System.Linq;
using Components;
using CustomEvent;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using CustomUtility;
using Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace CustomComponent
{
public class RuntimeDebugPanelComponent : GameFrameworkComponent
{
private const float MinSpawnRate = 0.1f;
private const float CornerTapWindow = 0.6f;
private const int RequiredCornerTapCount = 3;
private const int DebugHealAmount = 200;
[Header("Window Content")]
[SerializeField] private bool _showBuffSection = true;
[SerializeField] private bool _showBattleOverview = true;
[SerializeField] private bool _showCollisionStats = true;
[SerializeField] private bool _showSpawnControls = true;
[SerializeField] private bool _showBattleDurationControls = true;
[SerializeField] private bool _showPlayerWeaponControls = true;
[SerializeField] private bool _showPlayerHealthControls = true;
[SerializeField] private bool _showTips = true;
private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
private bool _isPanelVisible;
private int _windowId;
private string _searchText = string.Empty;
private int _selectedIndex;
private int _addCount = 1;
private Vector2 _buffScroll;
private float _spawnRateScaleInput = 1f;
private float _extendDurationSeconds = 30f;
private DRProp[] _allProps = Array.Empty<DRProp>();
private DRProp[] _filteredProps = Array.Empty<DRProp>();
private string[] _displayNames = Array.Empty<string>();
private int _cornerTapCount;
private float _lastCornerTapTime = -10f;
private bool _lockPlayerHealthToMax;
protected override void Awake()
{
base.Awake();
_windowId = GetInstanceID();
}
private void Update()
{
if (IsTogglePressed())
{
_isPanelVisible = !_isPanelVisible;
}
HandleCornerTapGesture();
if (_lockPlayerHealthToMax)
{
KeepPlayerHealthAtMax();
}
}
private void OnGUI()
{
DrawToggleButton();
if (!_isPanelVisible) return;
_windowRect = GUI.Window(_windowId, _windowRect, DrawWindow, "Runtime Debug Panel");
}
private void DrawToggleButton()
{
const float width = 64f;
const float height = 30f;
Rect buttonRect = new Rect(Screen.width - width - 12f, 10f, width, height);
if (GUI.Button(buttonRect, "DEBUG"))
{
_isPanelVisible = !_isPanelVisible;
}
}
private void DrawWindow(int windowId)
{
if (_showBuffSection)
{
EnsurePropList();
}
GUILayout.BeginVertical();
bool hasPreviousSection = false;
if (_showBuffSection)
{
DrawBuffSection();
hasPreviousSection = true;
}
if (HasVisibleBattleSection())
{
if (hasPreviousSection)
{
GUILayout.Space(8f);
GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
GUILayout.Space(8f);
}
DrawBattleSection();
hasPreviousSection = true;
}
if (_showTips)
{
if (hasPreviousSection)
{
GUILayout.Space(8f);
}
GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
}
GUILayout.EndVertical();
GUI.DragWindow(new Rect(0, 0, 10000, 22));
}
private void DrawBuffSection()
{
GUILayout.Label("Buff Debug");
GUILayout.BeginHorizontal();
GUILayout.Label("Search", GUILayout.Width(52f));
_searchText = GUILayout.TextField(_searchText);
if (GUILayout.Button("Refresh", GUILayout.Width(80f)))
{
EnsurePropList(true);
}
GUILayout.EndHorizontal();
ApplyFilter(_searchText);
if (_displayNames.Length == 0)
{
GUILayout.Label("No Buff data. Enter battle and try again.");
return;
}
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
_buffScroll = GUILayout.BeginScrollView(_buffScroll, GUILayout.Height(120f));
_selectedIndex = GUILayout.SelectionGrid(_selectedIndex, _displayNames, 1);
GUILayout.EndScrollView();
DRProp selectedProp = GetSelectedProp();
if (selectedProp == null) return;
GUILayout.Label($"Selected: {selectedProp.Title} ({selectedProp.Rarity})");
GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.Modifiers), GUILayout.Height(40f));
GUILayout.BeginHorizontal();
GUILayout.Label("Count", GUILayout.Width(52f));
string addCountText = GUILayout.TextField(_addCount.ToString(), GUILayout.Width(60f));
if (!int.TryParse(addCountText, out _addCount)) _addCount = 1;
_addCount = Mathf.Clamp(_addCount, 1, 99);
if (GUILayout.Button("Add Buff To Player", GUILayout.Height(24f)))
{
AddSelectedBuffToPlayer(selectedProp, _addCount);
}
GUILayout.EndHorizontal();
}
private void DrawBattleSection()
{
GUILayout.Label("Battle Debug");
ProcedureGame procedure = GameEntry.Procedure.CurrentProcedure as ProcedureGame;
EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
Player player = FindPlayer();
HealthComponent playerHealth = player != null ? player.GetComponent<HealthComponent>() : null;
if (enemyManager == null)
{
GUILayout.Label("EnemyManager unavailable.");
return;
}
if (procedure == null)
{
GUILayout.Label("ProcedureGame unavailable.");
return;
}
if (_showBattleOverview)
{
GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
}
Simulation.SimulationWorld simulationWorld = GameEntry.SimulationWorld;
if (_showCollisionStats && simulationWorld != null)
{
GUILayout.Space(4f);
GUILayout.Label(
$"Collision Queries: total {simulationWorld.LastCollisionQueryCount} (Projectile {simulationWorld.LastProjectileCollisionQueryCount} / Area {simulationWorld.LastAreaCollisionQueryCount})");
GUILayout.Label(
$"Collision Candidates: total {simulationWorld.LastCollisionCandidateCount} (Projectile {simulationWorld.LastProjectileCollisionCandidateCount} / Area {simulationWorld.LastAreaCollisionCandidateCount})");
GUILayout.Label(
$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
GUILayout.Label(
$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
if (simulationWorld.LastCollisionCandidateCount != 0)
{
Log.Info($"LastCollisionCandidateCount:{simulationWorld.LastCollisionCandidateCount}");
}
if (simulationWorld.LastResolvedAreaHitCount != 0)
{
Log.Info($"LastResolvedAreaHitCount:{simulationWorld.LastResolvedAreaHitCount}");
}
}
if (_showSpawnControls)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Rate", GUILayout.Width(52f));
string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
if (float.TryParse(rateText, out float parsedRate))
{
_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
}
if (GUILayout.Button("Apply", GUILayout.Width(70f)))
{
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
{
_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
if (GUILayout.Button("x2", GUILayout.Width(60f)))
{
_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
GUILayout.EndHorizontal();
}
if (_showBattleDurationControls)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Add Sec", GUILayout.Width(52f));
string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
if (float.TryParse(durationText, out float parsedDuration))
{
_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
}
if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
{
if (procedure.CurrentGameState is GameStateBattle gameState)
{
gameState.AddBattleDuration(_extendDurationSeconds);
}
}
GUILayout.EndHorizontal();
}
if (_showPlayerWeaponControls)
{
GUILayout.Label(
$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
GUILayout.BeginHorizontal();
GUI.enabled = player != null;
if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
{
player.SetWeaponEnabled(false);
}
if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
{
player.SetWeaponEnabled(true);
}
GUI.enabled = true;
GUILayout.EndHorizontal();
}
if (_showPlayerHealthControls)
{
GUILayout.Space(4f);
GUILayout.Label(
$"Player HP: {(playerHealth == null ? "Unavailable" : $"{playerHealth.CurrentHealth}/{playerHealth.MaxHealth}")}");
GUILayout.BeginHorizontal();
GUI.enabled = playerHealth != null;
if (GUILayout.Button($"+{DebugHealAmount} HP", GUILayout.Height(24f)))
{
AddPlayerHealth(playerHealth, DebugHealAmount);
}
if (GUILayout.Button(_lockPlayerHealthToMax ? "GodMode: ON" : "GodMode: OFF", GUILayout.Height(24f)))
{
_lockPlayerHealthToMax = !_lockPlayerHealthToMax;
if (_lockPlayerHealthToMax)
{
RestorePlayerHealthToMax(playerHealth);
}
}
GUI.enabled = true;
GUILayout.EndHorizontal();
}
}
private bool HasVisibleBattleSection()
{
return _showBattleOverview ||
_showCollisionStats ||
_showSpawnControls ||
_showBattleDurationControls ||
_showPlayerWeaponControls ||
_showPlayerHealthControls;
}
private void EnsurePropList(bool force = false)
{
if (!force && _allProps != null && _allProps.Length > 0) return;
if (GameEntry.DataTable == null)
{
_allProps = Array.Empty<DRProp>();
_filteredProps = Array.Empty<DRProp>();
_displayNames = Array.Empty<string>();
return;
}
var table = GameEntry.DataTable.GetDataTable<DRProp>();
_allProps = table != null ? table.ToArray() : Array.Empty<DRProp>();
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, Mathf.Max(0, _allProps.Length - 1));
ApplyFilter(_searchText);
}
private void ApplyFilter(string keyword)
{
if (_allProps == null || _allProps.Length == 0)
{
_filteredProps = Array.Empty<DRProp>();
_displayNames = Array.Empty<string>();
return;
}
if (string.IsNullOrWhiteSpace(keyword))
{
_filteredProps = _allProps;
}
else
{
string search = keyword.Trim();
_filteredProps = _allProps.Where(p =>
p != null &&
(p.Title?.IndexOf(search, StringComparison.OrdinalIgnoreCase) >= 0 ||
p.Id.ToString().Contains(search))).ToArray();
}
_displayNames = _filteredProps.Select(p => $"[{p.Id}] {p.Title} ({p.Rarity})").ToArray();
if (_displayNames.Length == 0) _selectedIndex = 0;
else _selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
}
private DRProp GetSelectedProp()
{
if (_filteredProps == null || _filteredProps.Length == 0) return null;
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _filteredProps.Length - 1);
return _filteredProps[_selectedIndex];
}
private static Player FindPlayer()
{
return UnityEngine.Object.FindObjectOfType<Player>();
}
private void KeepPlayerHealthAtMax()
{
Player player = FindPlayer();
if (player == null) return;
HealthComponent playerHealth = player.GetComponent<HealthComponent>();
if (playerHealth == null) return;
RestorePlayerHealthToMax(playerHealth);
}
private static void AddPlayerHealth(HealthComponent playerHealth, int amount)
{
if (playerHealth == null || amount <= 0) return;
if (playerHealth.CurrentHealth <= 0) return;
int maxHealth = playerHealth.MaxHealth;
if (maxHealth <= 0) return;
int nextHealth = Mathf.Clamp(playerHealth.CurrentHealth + amount, 0, maxHealth);
if (nextHealth == playerHealth.CurrentHealth) return;
playerHealth.CurrentHealth = nextHealth;
PublishPlayerHealthChanged(playerHealth);
}
private static void RestorePlayerHealthToMax(HealthComponent playerHealth)
{
if (playerHealth == null) return;
if (playerHealth.CurrentHealth <= 0) return;
int maxHealth = playerHealth.MaxHealth;
if (maxHealth <= 0 || playerHealth.CurrentHealth >= maxHealth) return;
playerHealth.CurrentHealth = maxHealth;
PublishPlayerHealthChanged(playerHealth);
}
private static void PublishPlayerHealthChanged(HealthComponent playerHealth)
{
if (playerHealth == null || GameEntry.Event == null) return;
GameEntry.Event.Fire(null,
PlayerHealthChangeEventArgs.Create(0, playerHealth.CurrentHealth, playerHealth.MaxHealth));
}
private static void AddSelectedBuffToPlayer(DRProp prop, int count)
{
Player player = FindPlayer();
if (player == null || prop == null || prop.Modifiers == null) return;
int applyCount = Mathf.Clamp(count, 1, 99);
for (int i = 0; i < applyCount; i++)
{
player.AddProp(new PropItem(prop.Modifiers, prop.Rarity, prop.Title, prop.IconAssetName));
}
}
private void HandleCornerTapGesture()
{
if (!TryGetTouchReleased(out Vector2 touchPosition)) return;
if (touchPosition.x > 80f || touchPosition.y < Screen.height - 80f) return;
float now = Time.unscaledTime;
if (now - _lastCornerTapTime > CornerTapWindow)
{
_cornerTapCount = 0;
}
_lastCornerTapTime = now;
_cornerTapCount++;
if (_cornerTapCount >= RequiredCornerTapCount)
{
_cornerTapCount = 0;
_isPanelVisible = !_isPanelVisible;
}
}
private static bool IsTogglePressed()
{
#if ENABLE_INPUT_SYSTEM
Keyboard keyboard = Keyboard.current;
if (keyboard == null) return false;
return keyboard.backquoteKey.wasPressedThisFrame || keyboard.f8Key.wasPressedThisFrame;
#else
return Input.GetKeyDown(KeyCode.BackQuote) || Input.GetKeyDown(KeyCode.F8);
#endif
}
private static bool TryGetTouchReleased(out Vector2 touchPosition)
{
#if ENABLE_INPUT_SYSTEM
Touchscreen touchscreen = Touchscreen.current;
if (touchscreen == null)
{
touchPosition = default;
return false;
}
var touch = touchscreen.primaryTouch;
if (!touch.press.wasReleasedThisFrame)
{
touchPosition = default;
return false;
}
touchPosition = touch.position.ReadValue();
return true;
#else
if (Input.touchCount <= 0)
{
touchPosition = default;
return false;
}
Touch touch = Input.GetTouch(0);
if (touch.phase != TouchPhase.Ended)
{
touchPosition = default;
return false;
}
touchPosition = touch.position;
return true;
#endif
}
}
}
#endif
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 259253e364fe32a4195e182f78b8cc54
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,296 @@
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using Entity.EntityData;
using GameFramework.Event;
using Procedure;
using StarForce;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace CustomComponent
{
public class EnemyManagerComponent : GameFrameworkComponent
{
private const float MinSpawnRateScale = 0.1f;
private const string EnemyGroupName = "Enemy";
private EntityComponent _entity;
private List<EntityBase> _enemies;
private Dictionary<int, EntityBase> _enemyById;
public List<EntityBase> Enemies => _enemies;
private float _spawnEnemyTimer;
[SerializeField] private int _spawnEnemyMaxCount = 5000;
private int _currentEnemyCount;
[SerializeField] private int _spawnDistanceFromPlayer = 20;
private int _currentSpawnEnemyId;
private int _currentLevel;
private float[] _baseSpawnEnemyIntervals;
private float[] _spawnEnemyIntervals;
private EnemyType[] _spawnEnemyTypes;
private int[] _spawnEnemyCounts;
private float _duration;
private float _baseDuration;
private float[] _nextSpawnTimes;
private float _spawnRateScale = 1f;
private Transform _player;
public float SpawnRateScale => _spawnRateScale;
public float BattleDuration => _duration;
public float ElapsedBattleTime => _spawnEnemyTimer;
public int CurrentEnemyCount => _currentEnemyCount;
#region FSM
private void Start()
{
_entity = GameEntry.Entity;
_enemies = new List<EntityBase>();
_enemyById = new Dictionary<int, EntityBase>();
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
private void OnDestroy()
{
if (GameEntry.Event != null)
{
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
}
_enemies = null;
_enemyById = null;
_entity = null;
}
public void OnInit(DRLevel level)
{
_baseSpawnEnemyIntervals = (float[])level.Intervals.Clone();
_spawnEnemyIntervals = (float[])_baseSpawnEnemyIntervals.Clone();
_spawnEnemyTypes = level.EntityTypes;
_spawnEnemyCounts = level.EntityCounts;
_baseDuration = level.Duration;
_duration = _baseDuration;
SetSpawnRateScale(_spawnRateScale);
_currentEnemyCount = 0;
_currentSpawnEnemyId = 0;
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_spawnEnemyTimer += elapseSeconds;
for (int i = 0; i < _nextSpawnTimes.Length; i++)
{
float nextSpawnTime = _nextSpawnTimes[i];
if (_spawnEnemyTimer < nextSpawnTime) continue;
for (int j = 0; j < _spawnEnemyCounts[i]; j++)
{
SpawnEnemy(_spawnEnemyTypes[i]);
}
_nextSpawnTimes[i] += _spawnEnemyIntervals[i];
}
}
public void OnReset()
{
_spawnEnemyTimer = 0;
_currentSpawnEnemyId = 0;
_currentLevel = 0;
_baseSpawnEnemyIntervals = null;
_spawnEnemyIntervals = null;
_spawnEnemyTypes = null;
_spawnEnemyCounts = null;
_baseDuration = 0;
_duration = 0;
_nextSpawnTimes = null;
ClearEnemies();
_currentEnemyCount = 0;
}
#endregion
private void SpawnEnemy(EnemyType enemyType)
{
if (_player == null) return;
if (_currentEnemyCount >= _spawnEnemyMaxCount) return;
int entityPoolId = _currentSpawnEnemyId % _spawnEnemyMaxCount;
var enemyData = new EnemyData(entityPoolId, enemyType, _currentLevel)
{
Position = GetRandomPosition()
};
_entity.ShowEnemy(enemyData);
_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;
}
public void ClearEnemies()
{
foreach (var enemy in _enemies)
{
if (enemy == null || !enemy.Available) continue;
_entity.HideEntity(enemy);
}
_enemies.Clear();
_enemyById?.Clear();
}
public bool TryGetEnemy(int entityId, out EntityBase enemy)
{
enemy = null;
if (_enemyById == null || !_enemyById.TryGetValue(entityId, out EntityBase cachedEnemy))
{
return false;
}
if (cachedEnemy == null || !cachedEnemy.Available)
{
_enemyById.Remove(entityId);
return false;
}
enemy = cachedEnemy;
return true;
}
public void SetSpawnRateScale(float scale)
{
float newScale = Mathf.Max(MinSpawnRateScale, scale);
if (_baseSpawnEnemyIntervals == null || _baseSpawnEnemyIntervals.Length == 0)
{
_spawnRateScale = newScale;
return;
}
bool hasRuntimeState = _nextSpawnTimes != null && _spawnEnemyIntervals != null &&
_nextSpawnTimes.Length == _baseSpawnEnemyIntervals.Length &&
_spawnEnemyIntervals.Length == _baseSpawnEnemyIntervals.Length;
float oldScale = _spawnRateScale;
_spawnRateScale = newScale;
if (!hasRuntimeState)
{
for (int i = 0; i < _baseSpawnEnemyIntervals.Length; i++)
{
_spawnEnemyIntervals[i] = GetScaledInterval(_baseSpawnEnemyIntervals[i], _spawnRateScale);
}
_nextSpawnTimes = (float[])_spawnEnemyIntervals.Clone();
return;
}
for (int i = 0; i < _baseSpawnEnemyIntervals.Length; i++)
{
float oldInterval = GetScaledInterval(_baseSpawnEnemyIntervals[i], oldScale);
float newInterval = GetScaledInterval(_baseSpawnEnemyIntervals[i], _spawnRateScale);
float remainTime = Mathf.Max(0f, _nextSpawnTimes[i] - _spawnEnemyTimer);
float remainRatio = oldInterval > Mathf.Epsilon ? Mathf.Clamp01(remainTime / oldInterval) : 0f;
_spawnEnemyIntervals[i] = newInterval;
_nextSpawnTimes[i] = _spawnEnemyTimer + newInterval * remainRatio;
}
}
private static float GetScaledInterval(float baseInterval, float scale)
{
float safeScale = Mathf.Max(MinSpawnRateScale, scale);
return baseInterval / safeScale;
}
#region Event Handler
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs ne)) return;
string entityGroupName = ne.Entity?.EntityGroup?.Name;
if (entityGroupName == EnemyGroupName && ne.Entity.Logic is EnemyBase enemy)
{
_currentEnemyCount++;
enemy.SetTarget(_player);
RemoveEnemyFromCache(enemy.Id);
_enemies.Add(enemy);
_enemyById[enemy.Id] = enemy;
}
if (ne.EntityLogicType == typeof(Player))
{
_player = ne.Entity.transform;
}
}
private void OnHideEntityComplete(object sender, GameEventArgs e)
{
if (e is HideEntityCompleteEventArgs ne)
{
string entityGroupName = ne.EntityGroup.Name;
if (entityGroupName == EnemyGroupName)
{
if (_currentEnemyCount > 0)
{
_currentEnemyCount--;
}
RemoveEnemyFromCache(ne.EntityId);
}
}
}
private void RemoveEnemyFromCache(int entityId)
{
if (_enemyById != null)
{
_enemyById.Remove(entityId);
}
for (int i = _enemies.Count - 1; i >= 0; i--)
{
EntityBase cachedEnemy = _enemies[i];
if (cachedEnemy == null || cachedEnemy.Id == entityId)
{
if (cachedEnemy != null && _enemyById != null)
{
_enemyById.Remove(cachedEnemy.Id);
}
_enemies.RemoveAt(i);
}
}
}
#endregion
}
}
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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.ObjectPool;
using System.Collections.Generic;
using Entity;
using StarForce;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class HPBarComponent : GameFrameworkComponent
{
[SerializeField] private HPBarItem _hpBarItemTemplate = null;
[SerializeField] private Transform _hpBarInstanceRoot = null;
[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;
}
}
}
@@ -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 System.Collections;
using Entity;
using UI;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class HPBarItem : MonoBehaviour
{
private const float AnimationSeconds = 0.3f;
private const float KeepSeconds = 0.4f;
private const float FadeOutSeconds = 0.3f;
[SerializeField]
private Slider m_HPBar = null;
private Canvas m_ParentCanvas = null;
private RectTransform m_CachedTransform = null;
private CanvasGroup m_CachedCanvasGroup = null;
private EntityBase m_Owner = null;
private int m_OwnerId = 0;
public EntityBase Owner
{
get
{
return m_Owner;
}
}
public void Init(EntityBase owner, Canvas parentCanvas, float fromHPRatio, float toHPRatio)
{
if (owner == null)
{
Log.Error("Owner is invalid.");
return;
}
m_ParentCanvas = parentCanvas;
gameObject.SetActive(true);
StopAllCoroutines();
m_CachedCanvasGroup.alpha = 1f;
if (m_Owner != owner || m_OwnerId != owner.Id)
{
m_HPBar.value = fromHPRatio;
m_Owner = owner;
m_OwnerId = owner.Id;
}
Refresh();
StartCoroutine(HPBarCo(toHPRatio, AnimationSeconds, KeepSeconds, FadeOutSeconds));
}
public bool Refresh()
{
if (m_CachedCanvasGroup.alpha <= 0f)
{
return false;
}
if (m_Owner != null && Owner.Available && Owner.Id == m_OwnerId)
{
Vector3 worldPosition = m_Owner.CachedTransform.position + Vector3.forward;
Vector3 screenPosition = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);
Vector2 position;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)m_ParentCanvas.transform, screenPosition,
m_ParentCanvas.worldCamera, out position))
{
m_CachedTransform.localPosition = position;
}
}
return true;
}
public void Reset()
{
StopAllCoroutines();
m_CachedCanvasGroup.alpha = 1f;
m_HPBar.value = 1f;
m_Owner = null;
gameObject.SetActive(false);
}
private void Awake()
{
m_CachedTransform = GetComponent<RectTransform>();
if (m_CachedTransform == null)
{
Log.Error("RectTransform is invalid.");
return;
}
m_CachedCanvasGroup = GetComponent<CanvasGroup>();
if (m_CachedCanvasGroup == null)
{
Log.Error("CanvasGroup is invalid.");
return;
}
}
private IEnumerator HPBarCo(float value, float animationDuration, float keepDuration, float fadeOutDuration)
{
yield return m_HPBar.SmoothValue(value, animationDuration);
yield return new WaitForSeconds(keepDuration);
yield return m_CachedCanvasGroup.FadeToAlpha(0f, fadeOutDuration);
}
}
}
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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 GameFramework.ObjectPool;
using UnityEngine;
namespace StarForce
{
public class HPBarItemObject : ObjectBase
{
public static HPBarItemObject Create(object target)
{
HPBarItemObject hpBarItemObject = ReferencePool.Acquire<HPBarItemObject>();
hpBarItemObject.Initialize(target);
return hpBarItemObject;
}
protected override void Release(bool isShutdown)
{
HPBarItem hpBarItem = (HPBarItem)Target;
if (hpBarItem == null)
{
return;
}
Object.Destroy(hpBarItem.gameObject);
}
}
}
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fileFormatVersion: 2
guid: 5f28ff313e954720a04246191b7f9ddd
timeCreated: 1771901064
@@ -0,0 +1,133 @@
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Collision Transient
public int CollisionCandidateCount => _collisionCandidates.IsCreated ? _collisionCandidates.Length : 0;
public int PendingAreaCollisionRequestCount => _areaCollisionRequests.Count;
public int LastCollisionQueryCount => _lastCollisionQueryCount;
public int LastProjectileCollisionQueryCount => _lastProjectileCollisionQueryCount;
public int LastAreaCollisionQueryCount => _lastAreaCollisionQueryCount;
public int LastCollisionCandidateCount => _lastCollisionCandidateCount;
public int LastProjectileCollisionCandidateCount => _lastProjectileCollisionCandidateCount;
public int LastAreaCollisionCandidateCount => _lastAreaCollisionCandidateCount;
public int LastResolvedAreaHitCount => _lastResolvedAreaHitCount;
public float LastCollisionCellSize => _lastCollisionCellSize;
public bool LastCollisionHasEnemyTargets => _lastCollisionHasEnemyTargets;
private void ResetCollisionRuntimeStats()
{
_lastCollisionQueryCount = 0;
_lastProjectileCollisionQueryCount = 0;
_lastAreaCollisionQueryCount = 0;
_lastCollisionCandidateCount = 0;
_lastProjectileCollisionCandidateCount = 0;
_lastAreaCollisionCandidateCount = 0;
_lastResolvedAreaHitCount = 0;
_lastCollisionCellSize = 0f;
_lastCollisionHasEnemyTargets = false;
}
private void PrepareCollisionQueryAndCandidateChannels(int queryCount, int expectedCandidateCount,
int bucketCapacity)
{
InitializeJobDataChannels();
EnsureCapacity(ref _collisionQueryInputs, queryCount);
EnsureCapacity(ref _collisionCandidates, expectedCandidateCount);
EnsureCapacity(ref _enemyCollisionBuckets, bucketCapacity);
_collisionQueryInputs.Clear();
_collisionCandidates.Clear();
_enemyCollisionBuckets.Clear();
}
private void AddProjectileCollisionQuery(int queryId, in ProjectileJobOutputData projectile, float radius,
int maxTargets = 1)
{
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
{
return;
}
_collisionQueryInputs.Add(new CollisionQueryData
{
QueryId = queryId,
SourceType = CollisionSourceTypeProjectile,
SourceEntityId = projectile.EntityId,
SourceOwnerEntityId = projectile.OwnerEntityId,
SourceWasActiveAtQueryTime = true,
Position = projectile.Position,
Radius = radius,
MaxTargets = math.max(1, maxTargets),
ShapeType = CollisionShapeCircle,
Direction = new float3(0f, 0f, 1f),
HalfAngleDeg = 180f,
HalfWidth = 0f,
HalfLength = 0f
});
}
private void AddAreaCollisionQuery(int queryId, int sourceEntityId, int sourceOwnerEntityId,
bool sourceWasActiveAtQueryTime, in Vector3 center, float radius, int maxTargets, int shapeType,
in Vector3 direction, float halfAngleDeg, float halfWidth, float halfLength)
{
if (!_collisionQueryInputs.IsCreated || radius <= 0f)
{
return;
}
Vector3 normalizedDirection = direction;
normalizedDirection.y = 0f;
if (normalizedDirection.sqrMagnitude <= Mathf.Epsilon)
{
normalizedDirection = Vector3.forward;
}
else
{
normalizedDirection.Normalize();
}
_collisionQueryInputs.Add(new CollisionQueryData
{
QueryId = queryId,
SourceType = CollisionSourceTypeArea,
SourceEntityId = sourceEntityId,
SourceOwnerEntityId = sourceOwnerEntityId,
SourceWasActiveAtQueryTime = sourceWasActiveAtQueryTime,
Position = new float3(center.x, center.y, center.z),
Radius = radius,
MaxTargets = math.max(1, maxTargets),
ShapeType = shapeType,
Direction = new float3(normalizedDirection.x, normalizedDirection.y, normalizedDirection.z),
HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f),
HalfWidth = Mathf.Max(0f, halfWidth),
HalfLength = Mathf.Max(0f, halfLength)
});
}
private void AddCollisionCandidate(int queryId, int sourceType, int sourceEntityId, int sourceOwnerEntityId,
int targetEntityId, float sqrDistance)
{
if (!_collisionCandidates.IsCreated)
{
return;
}
_collisionCandidates.Add(new CollisionCandidateData
{
QueryId = queryId,
SourceType = sourceType,
SourceEntityId = sourceEntityId,
SourceOwnerEntityId = sourceOwnerEntityId,
TargetEntityId = targetEntityId,
SqrDistance = sqrDistance
});
}
#endregion
}
}
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using Unity.Mathematics;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Enemy Separation Temporal
private void PrepareEnemySeparationJobBuffers(int enemyCount, int bucketCapacity)
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobSeparationOutputs, enemyCount);
_enemyJobSeparationOutputs.Clear();
if (enemyCount > 0)
{
_enemyJobSeparationOutputs.ResizeUninitialized(enemyCount);
}
EnsureCapacity(ref _enemySeparationBuckets, bucketCapacity);
_enemySeparationBuckets.Clear();
EnsureCapacity(ref _enemySeparationPreviousPushes, enemyCount);
EnsureCapacity(ref _enemySeparationCurrentPushes, enemyCount);
if (_enemySeparationPreviousPushes.Length < enemyCount)
{
int oldLength = _enemySeparationPreviousPushes.Length;
_enemySeparationPreviousPushes.ResizeUninitialized(enemyCount);
for (int i = oldLength; i < enemyCount; i++)
{
_enemySeparationPreviousPushes[i] = float2.zero;
}
}
else if (_enemySeparationPreviousPushes.Length > enemyCount)
{
_enemySeparationPreviousPushes.ResizeUninitialized(enemyCount);
}
_enemySeparationCurrentPushes.Clear();
if (enemyCount > 0)
{
_enemySeparationCurrentPushes.ResizeUninitialized(enemyCount);
}
}
private void CommitEnemySeparationTemporalBuffers(int enemyCount)
{
if (!_enemySeparationPreviousPushes.IsCreated || !_enemySeparationCurrentPushes.IsCreated)
{
return;
}
int copyCount = math.min(enemyCount,
math.min(_enemySeparationPreviousPushes.Length, _enemySeparationCurrentPushes.Length));
for (int i = 0; i < copyCount; i++)
{
_enemySeparationPreviousPushes[i] = _enemySeparationCurrentPushes[i];
}
}
private void OnEnemyAddedToSeparationTemporalBuffers()
{
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Add(float2.zero);
}
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Add(float2.zero);
}
}
private void OnEnemyRemovedFromSeparationTemporalBuffers(int removedIndex)
{
if (_enemySeparationPreviousPushes.IsCreated && removedIndex >= 0 &&
removedIndex < _enemySeparationPreviousPushes.Length)
{
_enemySeparationPreviousPushes.RemoveAtSwapBack(removedIndex);
}
if (_enemySeparationCurrentPushes.IsCreated && removedIndex >= 0 &&
removedIndex < _enemySeparationCurrentPushes.Length)
{
_enemySeparationCurrentPushes.RemoveAtSwapBack(removedIndex);
}
}
#endregion
}
}
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using System.Collections.Generic;
using Unity.Collections;
namespace Simulation
{
public sealed partial class SimulationWorld
{
// Shared channel constants plus compatibility fields still reflected by tests.
private const int CollisionSourceTypeProjectile = 1;
private const int CollisionSourceTypeArea = 2;
private const int CollisionShapeCircle = 0;
private const int CollisionShapeSector = 1;
private const int CollisionShapeRectangle = 2;
// Kept as top-level fields because current regression tests reflect them directly.
private NativeList<CollisionQueryData> _collisionQueryInputs;
private readonly List<AreaCollisionRequestData> _areaCollisionRequests = new(16);
}
}
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using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Job Data Conversion
private void SyncSimulationStateToJobInputs()
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobInputs, _enemies.Count);
EnsureCapacity(ref _projectileJobInputs, _projectiles.Count);
_enemyJobInputs.Clear();
_projectileJobInputs.Clear();
foreach (EnemySimData data in _enemies)
{
_enemyJobInputs.Add(ConvertToEnemyJobInput(data));
}
foreach (ProjectileSimData data in _projectiles)
{
_projectileJobInputs.Add(ConvertToProjectileJobInput(data));
}
}
private void PrepareEnemyJobOutputBuffer(int enemyCount)
{
InitializeJobDataChannels();
EnsureCapacity(ref _enemyJobOutputs, enemyCount);
_enemyJobOutputs.Clear();
if (enemyCount > 0)
{
_enemyJobOutputs.ResizeUninitialized(enemyCount);
}
}
private void PrepareProjectileJobOutputBuffer(int projectileCount)
{
InitializeJobDataChannels();
EnsureCapacity(ref _projectileJobOutputs, projectileCount);
_projectileJobOutputs.Clear();
if (projectileCount > 0)
{
_projectileJobOutputs.ResizeUninitialized(projectileCount);
}
}
private void CopyProjectileInputsToOutputs()
{
for (int i = 0; i < _projectileJobInputs.Length; i++)
{
ProjectileJobInputData input = _projectileJobInputs[i];
_projectileJobOutputs[i] = new ProjectileJobOutputData
{
EntityId = input.EntityId,
OwnerEntityId = input.OwnerEntityId,
Position = input.Position,
Forward = input.Forward,
Velocity = input.Velocity,
Speed = input.Speed,
LifeTime = input.LifeTime,
Age = input.Age,
Active = input.Active,
RemainingLifetime = input.RemainingLifetime,
State = input.State
};
}
}
private static EnemyJobInputData ConvertToEnemyJobInput(in EnemySimData enemy)
{
return new EnemyJobInputData
{
EntityId = enemy.EntityId,
Position = new float3(enemy.Position.x, enemy.Position.y, enemy.Position.z),
Forward = new float3(enemy.Forward.x, enemy.Forward.y, enemy.Forward.z),
Rotation = new quaternion(enemy.Rotation.x, enemy.Rotation.y, enemy.Rotation.z, enemy.Rotation.w),
Speed = enemy.Speed,
AttackRange = enemy.AttackRange,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
EnemyBodyRadius = enemy.EnemyBodyRadius,
SeparationIterations = enemy.SeparationIterations,
TargetType = enemy.TargetType,
State = enemy.State
};
}
private static EnemySimData ConvertToEnemySimData(in EnemyJobOutputData enemy)
{
return new EnemySimData
{
EntityId = enemy.EntityId,
Position = new Vector3(enemy.Position.x, enemy.Position.y, enemy.Position.z),
Forward = new Vector3(enemy.Forward.x, enemy.Forward.y, enemy.Forward.z),
Rotation = new Quaternion(enemy.Rotation.value.x, enemy.Rotation.value.y, enemy.Rotation.value.z,
enemy.Rotation.value.w),
Speed = enemy.Speed,
AttackRange = enemy.AttackRange,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
EnemyBodyRadius = enemy.EnemyBodyRadius,
SeparationIterations = enemy.SeparationIterations,
TargetType = enemy.TargetType,
State = enemy.State
};
}
private static ProjectileJobInputData ConvertToProjectileJobInput(in ProjectileSimData projectile)
{
return new ProjectileJobInputData
{
EntityId = projectile.EntityId,
OwnerEntityId = projectile.OwnerEntityId,
Position = new float3(projectile.Position.x, projectile.Position.y, projectile.Position.z),
Forward = new float3(projectile.Forward.x, projectile.Forward.y, projectile.Forward.z),
Velocity = new float3(projectile.Velocity.x, projectile.Velocity.y, projectile.Velocity.z),
Speed = projectile.Speed,
LifeTime = projectile.LifeTime,
Age = projectile.Age,
Active = projectile.Active,
RemainingLifetime = projectile.RemainingLifetime,
State = projectile.State
};
}
private static ProjectileSimData ConvertToProjectileSimData(in ProjectileJobOutputData projectile)
{
return new ProjectileSimData
{
EntityId = projectile.EntityId,
OwnerEntityId = projectile.OwnerEntityId,
Position = new Vector3(projectile.Position.x, projectile.Position.y, projectile.Position.z),
Forward = new Vector3(projectile.Forward.x, projectile.Forward.y, projectile.Forward.z),
Velocity = new Vector3(projectile.Velocity.x, projectile.Velocity.y, projectile.Velocity.z),
Speed = projectile.Speed,
LifeTime = projectile.LifeTime,
Age = projectile.Age,
Active = projectile.Active,
RemainingLifetime = projectile.RemainingLifetime,
State = projectile.State
};
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 57a3f582d9c04803908205e0cd4b5b75
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,271 @@
using System;
using Unity.Collections;
using Unity.Mathematics;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Job Data Lifecycle
private void InitializeJobDataChannels()
{
if (AreJobDataChannelsUsable())
{
return;
}
DisposeJobDataChannels();
_enemyJobInputs = new NativeList<EnemyJobInputData>(64, Allocator.Persistent);
_enemyJobOutputs = new NativeList<EnemyJobOutputData>(64, Allocator.Persistent);
_enemyJobSeparationOutputs = new NativeList<EnemyJobOutputData>(64, Allocator.Persistent);
_enemySeparationPreviousPushes = new NativeList<float2>(64, Allocator.Persistent);
_enemySeparationCurrentPushes = new NativeList<float2>(64, Allocator.Persistent);
_projectileJobInputs = new NativeList<ProjectileJobInputData>(64, Allocator.Persistent);
_projectileJobOutputs = new NativeList<ProjectileJobOutputData>(64, Allocator.Persistent);
_collisionQueryInputs = new NativeList<CollisionQueryData>(64, Allocator.Persistent);
_collisionCandidates = new NativeList<CollisionCandidateData>(128, Allocator.Persistent);
_enemySeparationBuckets = new NativeParallelMultiHashMap<long, int>(256, Allocator.Persistent);
_enemyCollisionBuckets = new NativeParallelMultiHashMap<long, int>(256, Allocator.Persistent);
InitializeEnemyTargetSpatialIndex();
}
private void DisposeJobDataChannels()
{
if (_enemyJobInputs.IsCreated)
{
_enemyJobInputs.Dispose();
}
_enemyJobInputs = default;
if (_enemyJobOutputs.IsCreated)
{
_enemyJobOutputs.Dispose();
}
_enemyJobOutputs = default;
if (_enemyJobSeparationOutputs.IsCreated)
{
_enemyJobSeparationOutputs.Dispose();
}
_enemyJobSeparationOutputs = default;
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Dispose();
}
_enemySeparationPreviousPushes = default;
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Dispose();
}
_enemySeparationCurrentPushes = default;
if (_projectileJobInputs.IsCreated)
{
_projectileJobInputs.Dispose();
}
_projectileJobInputs = default;
if (_projectileJobOutputs.IsCreated)
{
_projectileJobOutputs.Dispose();
}
_projectileJobOutputs = default;
if (_collisionQueryInputs.IsCreated)
{
_collisionQueryInputs.Dispose();
}
_collisionQueryInputs = default;
if (_collisionCandidates.IsCreated)
{
_collisionCandidates.Dispose();
}
_collisionCandidates = default;
if (_enemySeparationBuckets.IsCreated)
{
_enemySeparationBuckets.Dispose();
}
_enemySeparationBuckets = default;
if (_enemyCollisionBuckets.IsCreated)
{
_enemyCollisionBuckets.Dispose();
}
_enemyCollisionBuckets = default;
DisposeEnemyTargetSpatialIndex();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
}
private void ClearJobDataChannels()
{
if (!AreJobDataChannelsUsable())
{
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
return;
}
if (_enemyJobInputs.IsCreated)
{
_enemyJobInputs.Clear();
}
if (_enemyJobOutputs.IsCreated)
{
_enemyJobOutputs.Clear();
}
if (_projectileJobInputs.IsCreated)
{
_projectileJobInputs.Clear();
}
if (_projectileJobOutputs.IsCreated)
{
_projectileJobOutputs.Clear();
}
if (_collisionQueryInputs.IsCreated)
{
_collisionQueryInputs.Clear();
}
if (_collisionCandidates.IsCreated)
{
_collisionCandidates.Clear();
}
if (_enemyJobSeparationOutputs.IsCreated)
{
_enemyJobSeparationOutputs.Clear();
}
if (_enemySeparationPreviousPushes.IsCreated)
{
_enemySeparationPreviousPushes.Clear();
}
if (_enemySeparationCurrentPushes.IsCreated)
{
_enemySeparationCurrentPushes.Clear();
}
if (_enemySeparationBuckets.IsCreated)
{
_enemySeparationBuckets.Clear();
}
if (_enemyCollisionBuckets.IsCreated)
{
_enemyCollisionBuckets.Clear();
}
ClearEnemyTargetSpatialIndex();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ResetCollisionRuntimeStats();
}
private bool AreJobDataChannelsUsable()
{
return IsNativeListUsable(_enemyJobInputs) &&
IsNativeListUsable(_enemyJobOutputs) &&
IsNativeListUsable(_enemyJobSeparationOutputs) &&
IsNativeListUsable(_enemySeparationPreviousPushes) &&
IsNativeListUsable(_enemySeparationCurrentPushes) &&
IsNativeListUsable(_projectileJobInputs) &&
IsNativeListUsable(_projectileJobOutputs) &&
IsNativeListUsable(_collisionQueryInputs) &&
IsNativeListUsable(_collisionCandidates) &&
IsNativeMultiHashMapUsable(_enemySeparationBuckets) &&
IsNativeMultiHashMapUsable(_enemyCollisionBuckets);
}
private static void EnsureCapacity<T>(ref NativeList<T> nativeList, int targetCount) where T : unmanaged
{
if (!nativeList.IsCreated || targetCount <= 0)
{
return;
}
if (nativeList.Capacity < targetCount)
{
nativeList.Capacity = targetCount;
}
}
private static void EnsureCapacity(ref NativeParallelMultiHashMap<long, int> hashMap, int targetCount)
{
if (!hashMap.IsCreated || targetCount <= 0)
{
return;
}
if (hashMap.Capacity < targetCount)
{
hashMap.Capacity = targetCount;
}
}
private static bool IsNativeListUsable<T>(NativeList<T> nativeList) where T : unmanaged
{
if (!nativeList.IsCreated)
{
return false;
}
try
{
_ = nativeList.Length;
return true;
}
catch (ObjectDisposedException)
{
return false;
}
}
private static bool IsNativeMultiHashMapUsable(NativeParallelMultiHashMap<long, int> hashMap)
{
if (!hashMap.IsCreated)
{
return false;
}
try
{
_ = hashMap.Count();
return true;
}
catch (ObjectDisposedException)
{
return false;
}
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b2e46cc42cdd45f5badd02bd4635ba97
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,40 @@
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Job Output Commit
private void ApplyJobOutputsToSimulationState()
{
int enemyCount = Mathf.Min(_enemies.Count, _enemyJobOutputs.Length);
bool hasEnemyPositionChanged = false;
for (int i = 0; i < enemyCount; i++)
{
EnemyJobOutputData output = _enemyJobOutputs[i];
if (!hasEnemyPositionChanged)
{
Vector3 currentPosition = _enemies[i].Position;
hasEnemyPositionChanged = currentPosition.x != output.Position.x ||
currentPosition.z != output.Position.z;
}
_enemies[i] = ConvertToEnemySimData(output);
}
if (hasEnemyPositionChanged)
{
MarkEnemyTargetSpatialIndexDirty();
}
int projectileCount = Mathf.Min(_projectiles.Count, _projectileJobOutputs.Length);
for (int i = 0; i < projectileCount; i++)
{
_projectiles[i] = ConvertToProjectileSimData(_projectileJobOutputs[i]);
}
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 59ae2375305641a6a36d1bea0bf1abc2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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@@ -0,0 +1,86 @@
using System.Collections.Generic;
namespace Simulation
{
public sealed class EntityBinding
{
private readonly Dictionary<int, int> _entityIdToSimulationIndex = new Dictionary<int, int>();
private readonly Dictionary<int, int> _simulationIndexToEntityId = new Dictionary<int, int>();
public int Count => _entityIdToSimulationIndex.Count;
public void Bind(int entityId, int simulationIndex)
{
if (_entityIdToSimulationIndex.TryGetValue(entityId, out int oldSimulationIndex))
{
_simulationIndexToEntityId.Remove(oldSimulationIndex);
}
if (_simulationIndexToEntityId.TryGetValue(simulationIndex, out int oldEntityId))
{
_entityIdToSimulationIndex.Remove(oldEntityId);
}
_entityIdToSimulationIndex[entityId] = simulationIndex;
_simulationIndexToEntityId[simulationIndex] = entityId;
}
public void RemapIndex(int entityId, int newSimulationIndex)
{
if (!_entityIdToSimulationIndex.TryGetValue(entityId, out int oldSimulationIndex))
{
return;
}
if (_simulationIndexToEntityId.TryGetValue(newSimulationIndex, out int oldEntityId) &&
oldEntityId != entityId)
{
_entityIdToSimulationIndex.Remove(oldEntityId);
}
_simulationIndexToEntityId.Remove(oldSimulationIndex);
_entityIdToSimulationIndex[entityId] = newSimulationIndex;
_simulationIndexToEntityId[newSimulationIndex] = entityId;
}
public bool TryGetSimulationIndex(int entityId, out int simulationIndex)
{
return _entityIdToSimulationIndex.TryGetValue(entityId, out simulationIndex);
}
public bool TryGetEntityId(int simulationIndex, out int entityId)
{
return _simulationIndexToEntityId.TryGetValue(simulationIndex, out entityId);
}
public bool UnbindByEntityId(int entityId)
{
if (!_entityIdToSimulationIndex.TryGetValue(entityId, out int simulationIndex))
{
return false;
}
_entityIdToSimulationIndex.Remove(entityId);
_simulationIndexToEntityId.Remove(simulationIndex);
return true;
}
public bool UnbindBySimulationIndex(int simulationIndex)
{
if (!_simulationIndexToEntityId.TryGetValue(simulationIndex, out int entityId))
{
return false;
}
_simulationIndexToEntityId.Remove(simulationIndex);
_entityIdToSimulationIndex.Remove(entityId);
return true;
}
public void Clear()
{
_entityIdToSimulationIndex.Clear();
_simulationIndexToEntityId.Clear();
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c4f6d93561db4b9092ab61182f2983d7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3f549ca9decb4f38933329abacbf78ac
timeCreated: 1771901120
@@ -0,0 +1,14 @@
namespace Simulation
{
public sealed partial class SimulationWorld
{
private struct AreaCollisionHitEventData
{
public int QueryId;
public int SourceEntityId;
public int SourceOwnerEntityId;
public int TargetEntityId;
public float SqrDistance;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5140d989cba042e6bcb217893491273d
timeCreated: 1771901785
@@ -0,0 +1,22 @@
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
private struct AreaCollisionRequestData
{
public int SourceEntityId;
public int SourceOwnerEntityId;
public bool SourceWasActiveAtQueryTime;
public Vector3 Center;
public float Radius;
public int MaxTargets;
public int ShapeType;
public Vector3 Direction;
public float HalfAngleDeg;
public float HalfWidth;
public float HalfLength;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e32f4e0724314c70882f5ed043a4dca4
timeCreated: 1771901749
@@ -0,0 +1,48 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace Simulation
{
public sealed partial class SimulationWorld
{
[BurstCompile]
private struct BuildEnemySeparationBucketsBurstJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
public float CellSize;
public void Execute(int index)
{
BuildEnemySeparationBucket(
index,
Inputs,
Buckets,
CellSize
);
}
}
private static void BuildEnemySeparationBucket(
int index,
NativeArray<EnemyJobOutputData> inputs,
NativeParallelMultiHashMap<long, int>.ParallelWriter buckets,
float cellSize
)
{
EnemyJobOutputData output = inputs[index];
if (!output.AvoidEnemyOverlap)
{
return;
}
float3 position = output.Position;
position.y = 0f;
int cellX = (int)math.floor(position.x / cellSize);
int cellZ = (int)math.floor(position.z / cellSize);
buckets.Add(SeparationCellKey(cellX, cellZ), index);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e833e91677bb49a4a458c9c8b90099e9
timeCreated: 1771901500

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