diff --git a/.gitignore b/.gitignore
index 036465e..c0740b5 100644
--- a/.gitignore
+++ b/.gitignore
@@ -82,5 +82,8 @@ crashlytics-build.properties
/UI参考
/AGENTS.md
/bin
+/docs/screenshot
+*.xmind
+/数据表/__pycache__/
~$*.xlsx
diff --git a/Assets/GameFramework/Scripts/Runtime/Entity/EntityLogic.cs b/Assets/GameFramework/Scripts/Runtime/Entity/EntityLogic.cs
index aa9f2db..5c5288b 100644
--- a/Assets/GameFramework/Scripts/Runtime/Entity/EntityLogic.cs
+++ b/Assets/GameFramework/Scripts/Runtime/Entity/EntityLogic.cs
@@ -88,13 +88,7 @@ namespace UnityGameFramework.Runtime
///
/// 获取已缓存的 Transform。
///
- public Transform CachedTransform
- {
- get
- {
- return m_CachedTransform;
- }
- }
+ public Transform CachedTransform => m_CachedTransform;
///
/// 实体初始化。
diff --git a/Assets/GameMain/Configs/ResourceBuilder.xml b/Assets/GameMain/Configs/ResourceBuilder.xml
index 2a0c5c7..a787b58 100644
--- a/Assets/GameMain/Configs/ResourceBuilder.xml
+++ b/Assets/GameMain/Configs/ResourceBuilder.xml
@@ -2,7 +2,7 @@
- 1
+ 3
33
1
UnityGameFramework.Runtime.DefaultCompressionHelper
diff --git a/Assets/GameMain/Configs/ResourceCollection.xml b/Assets/GameMain/Configs/ResourceCollection.xml
index 5ad3660..5abf749 100644
--- a/Assets/GameMain/Configs/ResourceCollection.xml
+++ b/Assets/GameMain/Configs/ResourceCollection.xml
@@ -29,6 +29,7 @@
+
@@ -64,10 +65,11 @@
+
+
-
@@ -91,6 +93,7 @@
+
@@ -119,6 +122,7 @@
+
@@ -136,7 +140,6 @@
-
@@ -157,6 +160,7 @@
+
diff --git a/Assets/GameMain/DataTables/Enemy.txt b/Assets/GameMain/DataTables/Enemy.txt
index 2bcad84..9263fe4 100644
--- a/Assets/GameMain/DataTables/Enemy.txt
+++ b/Assets/GameMain/DataTables/Enemy.txt
@@ -1,5 +1,5 @@
-# 敌人基础属性表
-# Id MaxHealth HpAddPerLevel Speed CoinDrop ExpDrop DropPercent
-# int int int float int int float
-# 实体编号 策划备注 最大生命 每关卡增加生命 移动速度 金币掉落 经验掉落 掉落概率
- 101 近战敌人 50 50 3 5 1 0.3
+# 敌人基础属性表
+# Id EntityTypeId MaxHealth HpAddPerLevel Speed CoinDrop ExpDrop DropPercent
+# int int int int float int int float
+# 敌人编号 策划备注 敌人实体编号 最大生命 每关卡增加生命 移动速度 金币掉落 经验掉落 掉落概率
+ 1 近战敌人 101 50 50 3 5 1 0.3
diff --git a/Assets/GameMain/DataTables/Entity.txt b/Assets/GameMain/DataTables/Entity.txt
index 499034d..9ed7bb4 100644
--- a/Assets/GameMain/DataTables/Entity.txt
+++ b/Assets/GameMain/DataTables/Entity.txt
@@ -7,5 +7,7 @@
102 远程敌人 RemoteEnemy
11 跟随相机 FollowCamera
201 武器小刀 WeaponKnife
+ 202 武器手枪 WeaponHandgun
+ 203 武器斧头 WeaponSlash
10001 金币实体 CoinEntity
10002 经验实体 ExpEntity
diff --git a/Assets/GameMain/DataTables/Goods.txt b/Assets/GameMain/DataTables/Goods.txt
index 3d5237b..67b569f 100644
--- a/Assets/GameMain/DataTables/Goods.txt
+++ b/Assets/GameMain/DataTables/Goods.txt
@@ -3,7 +3,25 @@
# int GoodsType int
# 商品编号 策划备注 商品类型 商品对应物品Id
101 道具:药 Prop 101
- 102 小刀 Weapon 201
+ 102 小刀 Weapon 1
103 Prop 102
104 Prop 103
105 Prop 104
+ 106 Weapon 2
+ 107 Prop 105
+ 108 Prop 106
+ 109 Prop 107
+ 110 Prop 108
+ 111 Prop 109
+ 112 Prop 110
+ 113 Prop 111
+ 114 Prop 112
+ 115 Prop 113
+ 116 Prop 114
+ 117 Prop 115
+ 118 Prop 116
+ 119 Prop 117
+ 120 Prop 118
+ 121 Prop 119
+ 122 Prop 120
+ 123 Weapon 3
diff --git a/Assets/GameMain/DataTables/Level.txt b/Assets/GameMain/DataTables/Level.txt
index 914673d..47c4447 100644
--- a/Assets/GameMain/DataTables/Level.txt
+++ b/Assets/GameMain/DataTables/Level.txt
@@ -1,14 +1,14 @@
# 关卡配置表
-# Id EntityIds EntityCounts Interval Duration
+# Id EnemyTypes EntityCounts Interval Duration
# int int[] int[] float[] int
-# 关卡号 策划备注 实体编号 每次出怪数量 每次出怪间隔 关卡时间
- 1 第一关 [101] [5] [2] 60
- 2 第二关 [101] [10] [3] 60
- 3 第三关 [101] [10] [3] 60
- 4 第四关 [101] [10] [3] 60
- 5 第五关 [101] [10] [3] 60
- 6 第六关 [101] [10] [3] 60
- 7 第七关 [101] [10] [3] 60
- 8 第八关 [101] [10] [3] 60
- 9 第九关 [101] [10] [3] 60
- 10 第十关 [101] [10] [3] 60
+# 关卡号 策划备注 敌人类型 每次出怪数量 每次出怪间隔 关卡时间
+ 1 第一关 [1] [5] [2] 60
+ 2 第二关 [1] [10] [3] 60
+ 3 第三关 [1] [10] [3] 60
+ 4 第四关 [1] [10] [3] 60
+ 5 第五关 [1] [10] [3] 60
+ 6 第六关 [1] [10] [3] 60
+ 7 第七关 [1] [10] [3] 60
+ 8 第八关 [1] [10] [3] 60
+ 9 第九关 [1] [10] [3] 60
+ 10 第十关 [1] [10] [3] 60
diff --git a/Assets/GameMain/DataTables/Weapon.txt b/Assets/GameMain/DataTables/Weapon.txt
index 9e072dd..00a6658 100644
--- a/Assets/GameMain/DataTables/Weapon.txt
+++ b/Assets/GameMain/DataTables/Weapon.txt
@@ -1,6 +1,7 @@
-# 武器表
-# Id Title IconAssetName Rarity Price PriceRandomPercent Attack Cooldown AttackRange AttackSoundId Pramas Modifiers
-# int string string RarityType int float int float float int string[] StatModifier[]
-# 武器编号 策划备注 武器名 图标资源名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
- 201 玩家武器 小刀 Almighty_Icon White 120 0.05 100 1.5 5 10000 [] []
- 202 手枪 Almighty_Icon White 130 0.05 120 1 15 10000 [] []
+# 武器表
+# Id EntityTypeId Title IconAssetName Rarity Price PriceRandomPercent Attack Cooldown AttackRange AttackSoundId Pramas Modifiers
+# int int string string RarityType int float int float float int string[] StatModifier[]
+# 武器编号 策划备注 武器实体编号 武器名 图标资源名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
+ 1 玩家武器 201 小刀 Almighty_Icon White 120 0.05 100 1.5 5 10000 [hitRadius:2] []
+ 2 202 手枪 Almighty_Icon White 130 0.05 120 1 15 10000 [] []
+ 3 203 斧头 Almighty_Icon White 100 0.1 150 2 5 10000 [SectorAngle:120] []
diff --git a/Assets/GameMain/Entities/AsteroidExplosion.prefab b/Assets/GameMain/Entities/AsteroidExplosion.prefab
deleted file mode 100644
index da73463..0000000
--- a/Assets/GameMain/Entities/AsteroidExplosion.prefab
+++ /dev/null
@@ -1,19248 +0,0 @@
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diff --git a/Assets/GameMain/Entities/WeaponSlash.prefab.meta b/Assets/GameMain/Entities/WeaponSlash.prefab.meta
new file mode 100644
index 0000000..6fdcb6e
--- /dev/null
+++ b/Assets/GameMain/Entities/WeaponSlash.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Components/AttackComponent.cs b/Assets/GameMain/Scripts/Components/AttackComponent.cs
index 6e0d28d..0e611f1 100644
--- a/Assets/GameMain/Scripts/Components/AttackComponent.cs
+++ b/Assets/GameMain/Scripts/Components/AttackComponent.cs
@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using Entity;
+using Entity.Weapon;
using UnityEngine;
namespace Components
diff --git a/Assets/GameMain/Scripts/Components/BackpackComponent.cs b/Assets/GameMain/Scripts/Components/BackpackComponent.cs
index 7c6781a..f953b42 100644
--- a/Assets/GameMain/Scripts/Components/BackpackComponent.cs
+++ b/Assets/GameMain/Scripts/Components/BackpackComponent.cs
@@ -1,6 +1,6 @@
using System.Collections.Generic;
-using CustomEvent;
using Definition.DataStruct;
+using Entity.Weapon;
using Entity;
using UnityEngine;
diff --git a/Assets/GameMain/Scripts/Components/MovementComponent.cs b/Assets/GameMain/Scripts/Components/MovementComponent.cs
index 15dbc54..51c618c 100644
--- a/Assets/GameMain/Scripts/Components/MovementComponent.cs
+++ b/Assets/GameMain/Scripts/Components/MovementComponent.cs
@@ -1,8 +1,10 @@
using System;
+using CustomUtility;
using Definition.DataStruct;
using Definition.Enum;
+using Unity.Profiling;
using UnityEngine;
-using UnityGameFramework.Runtime;
+using CustomDebugger;
namespace Components
{
@@ -11,6 +13,9 @@ namespace Components
[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;
[SerializeField] private float _speedBase;
@@ -20,11 +25,15 @@ namespace Components
private StatProperty _movementStat;
private Action _movementStatCallback;
- public void OnInit(float speed, Transform target, StatComponent statComponent = null)
+ 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)
@@ -38,6 +47,8 @@ namespace Components
{
_movementStat = new StatProperty();
}
+
+ RefreshEnemyRegistration();
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
@@ -54,6 +65,9 @@ namespace Components
_cachedTransform = null;
_direction = Vector3.zero;
_isMoving = false;
+ _avoidEnemyOverlap = false;
+ _enemyBodyRadius = 0.45f;
+ _separationIterations = 2;
if (_statComponent != null)
{
@@ -62,14 +76,44 @@ namespace Components
}
_statComponent = null;
+
+ UnregisterEnemyMover();
}
private void Move(float deltaTime = 0)
{
- this.transform.Translate(Speed * deltaTime * _direction);
+ using (CustomProfilerMarker.Movement_Update.Auto())
+ {
+ if (_cachedTransform == null) return;
+
+ Vector3 displacement = Speed * deltaTime * _direction;
+ Vector3 nextPosition = _cachedTransform.position + displacement;
+ if (_avoidEnemyOverlap)
+ {
+ nextPosition = EnemySeparationSolverProvider.Resolve(
+ this,
+ nextPosition,
+ _direction,
+ _separationIterations);
+ }
+
+ _cachedTransform.position = nextPosition;
+ }
}
public void SetMove(bool isMoving) => _isMoving = isMoving;
public void SetDirection(Vector3 direction) => _direction = direction;
+
+ private void RefreshEnemyRegistration()
+ {
+ UnregisterEnemyMover();
+ if (!_avoidEnemyOverlap) return;
+ EnemySeparationSolverProvider.Register(this, _cachedTransform, _enemyBodyRadius);
+ }
+
+ private void UnregisterEnemyMover()
+ {
+ EnemySeparationSolverProvider.Unregister(this);
+ }
}
-}
\ No newline at end of file
+}
diff --git a/Assets/GameMain/Scripts/CustomComponent/DebugPanel/RuntimeDebugPanelComponent.cs b/Assets/GameMain/Scripts/CustomComponent/DebugPanel/RuntimeDebugPanelComponent.cs
index 06228ed..b5d67ad 100644
--- a/Assets/GameMain/Scripts/CustomComponent/DebugPanel/RuntimeDebugPanelComponent.cs
+++ b/Assets/GameMain/Scripts/CustomComponent/DebugPanel/RuntimeDebugPanelComponent.cs
@@ -4,7 +4,8 @@ using System.Linq;
using DataTable;
using Definition.DataStruct;
using Entity;
-using Game.Utility;
+using CustomUtility;
+using Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;
#if ENABLE_INPUT_SYSTEM
@@ -41,7 +42,7 @@ namespace CustomComponent
protected override void Awake()
{
base.Awake();
-
+
_windowId = GetInstanceID();
}
@@ -105,6 +106,7 @@ namespace CustomComponent
{
EnsurePropList(true);
}
+
GUILayout.EndHorizontal();
ApplyFilter(_searchText);
@@ -135,12 +137,14 @@ namespace CustomComponent
{
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();
@@ -150,8 +154,15 @@ namespace CustomComponent
return;
}
+ if (procedure == null)
+ {
+ GUILayout.Label("ProcedureGame unavailable.");
+ return;
+ }
+
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}");
GUILayout.BeginHorizontal();
GUILayout.Label("Rate", GUILayout.Width(52f));
@@ -165,16 +176,19 @@ namespace CustomComponent
{
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();
GUILayout.BeginHorizontal();
@@ -187,21 +201,43 @@ namespace CustomComponent
if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
{
- enemyManager.AddBattleDuration(_extendDurationSeconds);
+ if (procedure.CurrentGameState is GameStateBattle gameState)
+ {
+ gameState.AddBattleDuration(_extendDurationSeconds);
+ }
}
+
GUILayout.EndHorizontal();
- GUILayout.Label($"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
+ GUILayout.Space(4f);
+ GUILayout.Label($"Enemy Separation Solver: {EnemySeparationSolverProvider.CurrentSolverName}");
+ GUILayout.BeginHorizontal();
+ if (GUILayout.Button("Use Naive O(N^2)", GUILayout.Height(24f)))
+ {
+ EnemySeparationSolverProvider.UseNaiveSolver();
+ }
+
+ if (GUILayout.Button("Use Grid Bucket", GUILayout.Height(24f)))
+ {
+ EnemySeparationSolverProvider.UseGridBucketSolver();
+ }
+
+ GUILayout.EndHorizontal();
+
+ 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();
}
diff --git a/Assets/GameMain/Scripts/CustomComponent/EnemyManager/EnemyManagerComponent.cs b/Assets/GameMain/Scripts/CustomComponent/EnemyManager/EnemyManagerComponent.cs
index b6e81a4..2bc455a 100644
--- a/Assets/GameMain/Scripts/CustomComponent/EnemyManager/EnemyManagerComponent.cs
+++ b/Assets/GameMain/Scripts/CustomComponent/EnemyManager/EnemyManagerComponent.cs
@@ -1,5 +1,6 @@
using System.Collections.Generic;
using DataTable;
+using Definition.Enum;
using Entity;
using Entity.EntityData;
using GameFramework.Event;
@@ -22,20 +23,20 @@ namespace CustomComponent
public List Enemies => _enemies;
private float _spawnEnemyTimer;
-
- private int _spawnEnemyMaxCount = 5000;
-
+
+ [SerializeField] private int _spawnEnemyMaxCount = 5000;
+
private int _currentEnemyCount;
-
- private int _spawnDistanceFromPlayer = 20;
-
+
+ [SerializeField] private int _spawnDistanceFromPlayer = 20;
+
private int _currentSpawnEnemyId;
-
+
private int _currentLevel;
private float[] _baseSpawnEnemyIntervals;
private float[] _spawnEnemyIntervals;
- private int[] _spawnEnemyIds;
+ private EnemyType[] _spawnEnemyTypes;
private int[] _spawnEnemyCounts;
private float _duration;
private float _baseDuration;
@@ -45,11 +46,10 @@ namespace CustomComponent
private Transform _player;
- private GameStateBattle _battle;
-
public float SpawnRateScale => _spawnRateScale;
public float BattleDuration => _duration;
public float ElapsedBattleTime => _spawnEnemyTimer;
+ public int CurrentEnemyCount => _currentEnemyCount;
#region FSM
@@ -71,22 +71,18 @@ namespace CustomComponent
_entity = null;
}
- public void OnInit(int level, GameStateBattle battle)
+ public void OnInit(DRLevel level)
{
- _battle = battle;
-
- _currentLevel = level;
-
- DRLevel levelData = GameEntry.DataTable.GetDataTableRow(_currentLevel);
- _baseSpawnEnemyIntervals = (float[])levelData.Intervals.Clone();
+ _baseSpawnEnemyIntervals = (float[])level.Intervals.Clone();
_spawnEnemyIntervals = (float[])_baseSpawnEnemyIntervals.Clone();
- _spawnEnemyIds = levelData.EntityIds;
- _spawnEnemyCounts = levelData.EntityCounts;
- _baseDuration = levelData.Duration;
+ _spawnEnemyTypes = level.EntityTypes;
+ _spawnEnemyCounts = level.EntityCounts;
+ _baseDuration = level.Duration;
_duration = _baseDuration;
SetSpawnRateScale(_spawnRateScale);
+ _currentEnemyCount = 0;
_currentSpawnEnemyId = 0;
}
@@ -94,19 +90,13 @@ namespace CustomComponent
{
_spawnEnemyTimer += elapseSeconds;
- if (_spawnEnemyTimer > _duration)
- {
- _battle.LevelOver();
- return;
- }
-
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(_spawnEnemyIds[i]);
+ SpawnEnemy(_spawnEnemyTypes[i]);
}
_nextSpawnTimes[i] += _spawnEnemyIntervals[i];
@@ -115,24 +105,57 @@ namespace CustomComponent
public void OnReset()
{
- _currentEnemyCount = 0;
-
_spawnEnemyTimer = 0;
_currentSpawnEnemyId = 0;
_currentLevel = 0;
_baseSpawnEnemyIntervals = null;
_spawnEnemyIntervals = null;
- _spawnEnemyIds = null;
+ _spawnEnemyTypes = null;
_spawnEnemyCounts = null;
_baseDuration = 0;
_duration = 0;
_nextSpawnTimes = null;
- _battle = 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();
}
public void SetSpawnRateScale(float scale)
@@ -174,53 +197,12 @@ namespace CustomComponent
}
}
- public void AddBattleDuration(float seconds)
- {
- if (seconds <= 0f) return;
- _duration += seconds;
- }
-
private static float GetScaledInterval(float baseInterval, float scale)
{
float safeScale = Mathf.Max(MinSpawnRateScale, scale);
return baseInterval / safeScale;
}
- #endregion
-
- private void SpawnEnemy(int entityId)
- {
- if (_player == null) return;
-
- if (_currentEnemyCount >= _spawnEnemyMaxCount) return;
- int entityPoolId = _currentSpawnEnemyId % _spawnEnemyMaxCount;
- var enemyData = new EnemyData(entityPoolId, entityId, _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();
- }
-
#region Event Handler
private void OnShowEntitySuccess(object sender, GameEventArgs e)
@@ -253,4 +235,4 @@ namespace CustomComponent
#endregion
}
-}
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/DataTable/DRBullet.cs b/Assets/GameMain/Scripts/DataTable/DRBullet.cs
new file mode 100644
index 0000000..7c28a39
--- /dev/null
+++ b/Assets/GameMain/Scripts/DataTable/DRBullet.cs
@@ -0,0 +1,44 @@
+using UnityGameFramework.Runtime;
+
+namespace DataTable
+{
+ ///
+ /// Bullet config table.
+ /// Id uses BulletType value.
+ ///
+ public class DRBullet : DataRowBase
+ {
+ private int m_Id;
+
+ public override int Id => m_Id;
+
+ ///
+ /// 子弹实体 Id,用于在 DREntity 中查询资源路径
+ ///
+ public int EntityTypeId { get; private set; }
+
+ ///
+ /// 子弹速度
+ ///
+ public float Speed { get; private set; }
+
+ ///
+ /// 子弹生存时间
+ ///
+ public float MaxAliveTime { get; private set; }
+
+ public override bool ParseDataRow(string dataRowString, object userData)
+ {
+ string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
+
+ int index = 0;
+ index++;
+ m_Id = int.Parse(columnStrings[index++]);
+ index++;
+ EntityTypeId = int.Parse(columnStrings[index++]);
+ Speed = float.Parse(columnStrings[index++]);
+ MaxAliveTime = float.Parse(columnStrings[index++]);
+ return true;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/BulletData.cs.meta b/Assets/GameMain/Scripts/DataTable/DRBullet.cs.meta
similarity index 69%
rename from Assets/GameMain/Scripts/Entity/EntityData/BulletData.cs.meta
rename to Assets/GameMain/Scripts/DataTable/DRBullet.cs.meta
index 9106e7d..50c3562 100644
--- a/Assets/GameMain/Scripts/Entity/EntityData/BulletData.cs.meta
+++ b/Assets/GameMain/Scripts/DataTable/DRBullet.cs.meta
@@ -1,8 +1,7 @@
fileFormatVersion: 2
-guid: 16371cc6e2112964d8b5bf7400c862cd
-timeCreated: 1528026152
-licenseType: Pro
+guid: 537419cc75316184b84b9f806b114976
MonoImporter:
+ externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
diff --git a/Assets/GameMain/Scripts/DataTable/DREnemy.cs b/Assets/GameMain/Scripts/DataTable/DREnemy.cs
index f56e9ad..fb7b690 100644
--- a/Assets/GameMain/Scripts/DataTable/DREnemy.cs
+++ b/Assets/GameMain/Scripts/DataTable/DREnemy.cs
@@ -5,12 +5,21 @@ namespace DataTable
public class DREnemy : DataRowBase
{
private int m_id;
+
public override int Id => m_id;
+
+ public int EntityTypeId { get; private set; }
+
public int MaxHealth { get; private set; }
+
public int HpAddPerLevel { get; private set; }
+
public float Speed { get; private set; }
+
public int DropCoin { get; private set; }
+
public int DropExp { get; private set; }
+
public float DropPercent { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
@@ -21,6 +30,7 @@ namespace DataTable
index++;
m_id = int.Parse(columnStrings[index++]);
index++;
+ EntityTypeId = int.Parse(columnStrings[index++]);
MaxHealth = int.Parse(columnStrings[index++]);
HpAddPerLevel = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
diff --git a/Assets/GameMain/Scripts/DataTable/DRGoods.cs b/Assets/GameMain/Scripts/DataTable/DRGoods.cs
index bf578e9..b756d57 100644
--- a/Assets/GameMain/Scripts/DataTable/DRGoods.cs
+++ b/Assets/GameMain/Scripts/DataTable/DRGoods.cs
@@ -1,5 +1,5 @@
using Definition.Enum;
-using StarForce;
+using CustomUtility;
using UnityGameFramework.Runtime;
namespace DataTable
diff --git a/Assets/GameMain/Scripts/DataTable/DRLevel.cs b/Assets/GameMain/Scripts/DataTable/DRLevel.cs
index 8e5e50d..313b550 100644
--- a/Assets/GameMain/Scripts/DataTable/DRLevel.cs
+++ b/Assets/GameMain/Scripts/DataTable/DRLevel.cs
@@ -1,7 +1,6 @@
using System;
-using Definition.DataStruct;
+using CustomUtility;
using Definition.Enum;
-using StarForce;
using UnityGameFramework.Runtime;
namespace DataTable
@@ -18,7 +17,7 @@ namespace DataTable
///
/// 获取关卡内会生成的实体编号
///
- public int[] EntityIds { get; private set; }
+ public EnemyType[] EntityTypes { get; private set; }
///
/// 获取关卡内每次生成实体的数量
@@ -43,7 +42,7 @@ namespace DataTable
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
- GenerateEntityIds(columnStrings[index++]);
+ GenerateEntityTypes(columnStrings[index++]);
GenerateEntityCounts(columnStrings[index++]);
GenerateIntervals(columnStrings[index++]);
Duration = int.Parse(columnStrings[index++]);
@@ -56,7 +55,7 @@ namespace DataTable
{
}
- private void GenerateEntityIds(string raw)
+ private void GenerateEntityTypes(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
@@ -66,10 +65,10 @@ namespace DataTable
if (raw.Length == 2) return;
string[] entityIds = raw.Substring(1, raw.Length - 2).Split(",");
int length = entityIds.Length;
- EntityIds = new int[length];
+ EntityTypes = new EnemyType[length];
for (int i = 0; i < length; i++)
{
- EntityIds[i] = int.Parse(entityIds[i]);
+ EntityTypes[i] = EnumUtility.Get(entityIds[i]);
}
}
diff --git a/Assets/GameMain/Scripts/DataTable/DRLevelUpReward.cs b/Assets/GameMain/Scripts/DataTable/DRLevelUpReward.cs
index 57c8f24..fc13db0 100644
--- a/Assets/GameMain/Scripts/DataTable/DRLevelUpReward.cs
+++ b/Assets/GameMain/Scripts/DataTable/DRLevelUpReward.cs
@@ -1,7 +1,7 @@
using Definition.DataStruct;
using Definition.Enum;
using Newtonsoft.Json;
-using StarForce;
+using CustomUtility;
using UnityGameFramework.Runtime;
namespace DataTable
diff --git a/Assets/GameMain/Scripts/DataTable/DRProp.cs b/Assets/GameMain/Scripts/DataTable/DRProp.cs
index 9739d41..8acbf83 100644
--- a/Assets/GameMain/Scripts/DataTable/DRProp.cs
+++ b/Assets/GameMain/Scripts/DataTable/DRProp.cs
@@ -1,7 +1,6 @@
using Definition.DataStruct;
-using GameFramework;
using Newtonsoft.Json;
-using StarForce;
+using CustomUtility;
using UnityGameFramework.Runtime;
using Definition.Enum;
diff --git a/Assets/GameMain/Scripts/DataTable/DRWeapon.cs b/Assets/GameMain/Scripts/DataTable/DRWeapon.cs
index 498a687..f323ca4 100644
--- a/Assets/GameMain/Scripts/DataTable/DRWeapon.cs
+++ b/Assets/GameMain/Scripts/DataTable/DRWeapon.cs
@@ -1,11 +1,11 @@
using System;
-using System.IO;
-using System.Text;
+using System.Collections.Generic;
+using System.Globalization;
using Definition.DataStruct;
using Definition.Enum;
-using Entity;
using GameFramework;
-using StarForce;
+using CustomUtility;
+using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
@@ -22,6 +22,8 @@ namespace DataTable
///
public override int Id => m_Id;
+ public int EntityTypeId { get; private set; }
+
///
/// 获取武器名称。
///
@@ -32,8 +34,19 @@ namespace DataTable
///
public string IconAssetName { get; private set; }
+ ///
+ /// 获取武器稀有度
+ ///
public ItemRarity Rarity { get; private set; }
+
+ ///
+ /// 获取武器价值
+ ///
public int Price { get; private set; }
+
+ ///
+ /// 获取武器价值浮动率
+ ///
public float PriceRandomPercent { get; private set; }
///
@@ -59,7 +72,7 @@ namespace DataTable
///
/// 获取武器额外参数。
///
- public string Pramas { get; private set; }
+ public Dictionary Pramas { get; private set; }
///
/// 获取武器额外属性。
@@ -74,6 +87,7 @@ namespace DataTable
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
+ EntityTypeId = int.Parse(columnStrings[index++]);
Title = columnStrings[index++];
IconAssetName = columnStrings[index++];
Rarity = EnumUtility.Get(columnStrings[index++]);
@@ -83,7 +97,7 @@ namespace DataTable
Cooldown = float.Parse(columnStrings[index++]);
AttackRange = float.Parse(columnStrings[index++]);
AttackSoundId = int.Parse(columnStrings[index++]);
- Pramas = columnStrings[index++];
+ Pramas = DeserializeParams(columnStrings[index++]);
Modifiers = Utility.Json.ToObject(columnStrings[index++]);
GeneratePropertyArray();
@@ -94,5 +108,30 @@ namespace DataTable
private void GeneratePropertyArray()
{
}
+
+ private Dictionary DeserializeParams(string rawParams)
+ {
+ if (!rawParams.StartsWith('[') || !rawParams.EndsWith(']'))
+ {
+ throw new ArgumentException("Input must be enclosed in square brackets.");
+ }
+
+ var dict = new Dictionary();
+
+ if (string.IsNullOrEmpty(rawParams)) return dict;
+
+ string[] items = rawParams.Substring(1, rawParams.Length - 2).Split(";");
+ foreach (var item in items)
+ {
+ string entry = item.Trim();
+ if (string.IsNullOrEmpty(entry)) continue;
+
+ string[] pair = entry.Split(':' , StringSplitOptions.RemoveEmptyEntries);
+ if (pair.Length != 2) continue;
+ dict.Add(pair[0].ToLower(), pair[1]);
+ }
+
+ return dict;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Debugger/ProfilerMarker.cs b/Assets/GameMain/Scripts/Debugger/ProfilerMarker.cs
new file mode 100644
index 0000000..9a90e53
--- /dev/null
+++ b/Assets/GameMain/Scripts/Debugger/ProfilerMarker.cs
@@ -0,0 +1,11 @@
+using Unity.Profiling;
+
+namespace CustomDebugger
+{
+ public static class CustomProfilerMarker
+ {
+ public static readonly ProfilerMarker Movement_Update = new ProfilerMarker("Movement_Update");
+ public static readonly ProfilerMarker ShopUI_Update = new("UGF.ShopUI.Update");
+ public static readonly ProfilerMarker Inventory_Refresh = new("UGF.Inventory.Refresh");
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Bullet.cs.meta b/Assets/GameMain/Scripts/Debugger/ProfilerMarker.cs.meta
similarity index 69%
rename from Assets/GameMain/Scripts/Entity/EntityLogic/Bullet.cs.meta
rename to Assets/GameMain/Scripts/Debugger/ProfilerMarker.cs.meta
index 280a546..a7f561f 100644
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Bullet.cs.meta
+++ b/Assets/GameMain/Scripts/Debugger/ProfilerMarker.cs.meta
@@ -1,8 +1,7 @@
fileFormatVersion: 2
-guid: 822be177ff3fd674fa34da0755f1a427
-timeCreated: 1528026153
-licenseType: Pro
+guid: cbb99f0b076af384291a10730e51e365
MonoImporter:
+ externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
diff --git a/Assets/GameMain/Scripts/Definition/DataStruct/StatModifier.cs b/Assets/GameMain/Scripts/Definition/DataStruct/StatModifier.cs
index 97b59b6..f32996f 100644
--- a/Assets/GameMain/Scripts/Definition/DataStruct/StatModifier.cs
+++ b/Assets/GameMain/Scripts/Definition/DataStruct/StatModifier.cs
@@ -1,6 +1,6 @@
using System;
using Definition.Enum;
-using StarForce;
+using CustomUtility;
using UnityGameFramework.Runtime;
namespace Definition.DataStruct
diff --git a/Assets/GameMain/Scripts/Definition/Enum/BulletType.cs b/Assets/GameMain/Scripts/Definition/Enum/BulletType.cs
new file mode 100644
index 0000000..dd9d5c0
--- /dev/null
+++ b/Assets/GameMain/Scripts/Definition/Enum/BulletType.cs
@@ -0,0 +1,8 @@
+namespace Definition.Enum
+{
+ public enum BulletType : byte
+ {
+ None = 0,
+ BulletHandgun = 1
+ }
+}
diff --git a/Assets/GameMain/Scripts/Definition/Enum/BulletType.cs.meta b/Assets/GameMain/Scripts/Definition/Enum/BulletType.cs.meta
new file mode 100644
index 0000000..73e925b
--- /dev/null
+++ b/Assets/GameMain/Scripts/Definition/Enum/BulletType.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2248c02c2c5529445992a2c2fef799dd
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Definition/Enum/EnemyType.cs b/Assets/GameMain/Scripts/Definition/Enum/EnemyType.cs
index e44085f..178aa38 100644
--- a/Assets/GameMain/Scripts/Definition/Enum/EnemyType.cs
+++ b/Assets/GameMain/Scripts/Definition/Enum/EnemyType.cs
@@ -3,7 +3,7 @@ namespace Definition.Enum
public enum EnemyType : byte
{
None = 0,
- MeleeEnemy = 101,
- RemoteEnemy = 102,
+ MeleeEnemy = 1,
+ RemoteEnemy = 2,
}
}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Definition/Enum/WeaponType.cs b/Assets/GameMain/Scripts/Definition/Enum/WeaponType.cs
index aac2c33..999bf1a 100644
--- a/Assets/GameMain/Scripts/Definition/Enum/WeaponType.cs
+++ b/Assets/GameMain/Scripts/Definition/Enum/WeaponType.cs
@@ -3,7 +3,8 @@ namespace Definition.Enum
public enum WeaponType : byte
{
None = 0,
- WeaponKnife = 201,
- Remote = 202,
+ WeaponKnife = 1,
+ WeaponHandgun = 2,
+ WeaponSlash = 3,
}
-}
\ No newline at end of file
+}
diff --git a/Assets/GameMain/Scripts/Editor/PlayerBuffConsoleWindow.cs b/Assets/GameMain/Scripts/Editor/PlayerBuffConsoleWindow.cs
index 7bdc7dc..e6f6210 100644
--- a/Assets/GameMain/Scripts/Editor/PlayerBuffConsoleWindow.cs
+++ b/Assets/GameMain/Scripts/Editor/PlayerBuffConsoleWindow.cs
@@ -5,7 +5,8 @@ using CustomComponent;
using DataTable;
using Definition.DataStruct;
using Entity;
-using Game.Utility;
+using CustomUtility;
+using Procedure;
using UnityEditor;
using UnityEngine;
@@ -80,19 +81,29 @@ namespace StarForce.Editor
EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
Player player = FindPlayer();
+ ProcedureGame procedure = GameEntry.Procedure.CurrentProcedure as ProcedureGame;
+
if (enemyManager == null)
{
EditorGUILayout.HelpBox("EnemyManager is unavailable.", MessageType.Warning);
return;
}
+ if (procedure == null)
+ {
+ EditorGUILayout.HelpBox("ProcedureGame is unavailable.", MessageType.Warning);
+ return;
+ }
+
EditorGUILayout.LabelField("Current Spawn Rate Scale", enemyManager.SpawnRateScale.ToString("F2"));
EditorGUILayout.LabelField("Battle Time",
$"{enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
- _spawnRateScaleInput = Mathf.Clamp(EditorGUILayout.FloatField("Spawn Rate Scale", _spawnRateScaleInput), 0.1f,
+ _spawnRateScaleInput = Mathf.Clamp(EditorGUILayout.FloatField("Spawn Rate Scale", _spawnRateScaleInput),
+ 0.1f,
50f);
- _extendDurationSeconds = Mathf.Clamp(EditorGUILayout.FloatField("Add Duration (Seconds)", _extendDurationSeconds),
+ _extendDurationSeconds = Mathf.Clamp(
+ EditorGUILayout.FloatField("Add Duration (Seconds)", _extendDurationSeconds),
1f, 3600f);
EditorGUILayout.BeginHorizontal();
@@ -113,16 +124,21 @@ namespace StarForce.Editor
_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
+
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Add Battle Duration"))
{
- enemyManager.AddBattleDuration(_extendDurationSeconds);
- ShowNotification(new GUIContent($"+{_extendDurationSeconds:F0}s Battle Duration"));
+ if (procedure.CurrentGameState is GameStateBattle gameState)
+ {
+ gameState.AddBattleDuration(_extendDurationSeconds);
+ ShowNotification(new GUIContent($"+{_extendDurationSeconds:F0}s Battle Duration"));
+ }
}
EditorGUILayout.Space(6f);
- EditorGUILayout.LabelField("Player Weapon", player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"));
+ EditorGUILayout.LabelField("Player Weapon",
+ player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"));
using (new EditorGUI.DisabledScope(player == null))
{
EditorGUILayout.BeginHorizontal();
@@ -275,4 +291,4 @@ namespace StarForce.Editor
}
}
}
-#endif
+#endif
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/BulletData.cs b/Assets/GameMain/Scripts/Entity/EntityData/BulletData.cs
deleted file mode 100644
index 800cebb..0000000
--- a/Assets/GameMain/Scripts/Entity/EntityData/BulletData.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-//------------------------------------------------------------
-// Game Framework
-// Copyright © 2013-2021 Jiang Yin. All rights reserved.
-// Homepage: https://gameframework.cn/
-// Feedback: mailto:ellan@gameframework.cn
-//------------------------------------------------------------
-
-using System;
-using Definition.Enum;
-using StarForce;
-using UnityEngine;
-
-namespace Entity.EntityData
-{
- [Serializable]
- public class BulletData : EntityDataBase
- {
- [SerializeField]
- private int m_OwnerId = 0;
-
- [SerializeField]
- private CampType m_OwnerCamp = CampType.Unknown;
-
- [SerializeField]
- private int m_Attack = 0;
-
- [SerializeField]
- private float m_Speed = 0f;
-
- public BulletData(int entityId, int typeId, int ownerId, CampType ownerCamp, int attack, float speed)
- : base(entityId, typeId)
- {
- m_OwnerId = ownerId;
- m_OwnerCamp = ownerCamp;
- m_Attack = attack;
- m_Speed = speed;
- }
-
- public int OwnerId
- {
- get
- {
- return m_OwnerId;
- }
- }
-
- public CampType OwnerCamp
- {
- get
- {
- return m_OwnerCamp;
- }
- }
-
- public int Attack
- {
- get
- {
- return m_Attack;
- }
- }
-
- public float Speed
- {
- get
- {
- return m_Speed;
- }
- }
- }
-}
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Enemy/EnemyData.cs b/Assets/GameMain/Scripts/Entity/EntityData/Enemy/EnemyData.cs
index 67041a7..80f2a48 100644
--- a/Assets/GameMain/Scripts/Entity/EntityData/Enemy/EnemyData.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Enemy/EnemyData.cs
@@ -8,50 +8,51 @@ namespace Entity.EntityData
[Serializable]
public class EnemyData : TargetableObjectData
{
+ [SerializeField] private EnemyType _enemyType;
+
+ [SerializeField] private int _entityTypeId;
+
[SerializeField] private float _speedBase = 0;
-
+
[SerializeField] private int _dropCoin = 0;
-
+
[SerializeField] private int _dropExp = 0;
-
+
[SerializeField] private float _dropPercent = 0;
- public EnemyData(int entityId, int typeId, int level) : base(
- entityId, typeId, CampType.Enemy)
+ public EnemyData(int entityId, EnemyType enemyType, int level) : base(
+ entityId, (int)enemyType, CampType.Enemy)
{
- DREnemy enemyRow = GameEntry.DataTable.GetDataTableRow(typeId);
+ DREnemy enemyRow = GameEntry.DataTable.GetDataTableRow((int)enemyType);
+
+ if (enemyRow == null)
+ {
+ throw new Exception($"Enemy data table row is missing, EnemyType='{enemyType}'.");
+ }
+
int effectiveLevel = Mathf.Max(1, level);
+
+ _enemyType = enemyType;
+ _entityTypeId = enemyRow.EntityTypeId;
MaxHealthBase = enemyRow.MaxHealth + enemyRow.HpAddPerLevel * (effectiveLevel - 1);
- SpeedBase = enemyRow.Speed;
- DropCoin = enemyRow.DropCoin;
- DropExp = enemyRow.DropExp;
- DropPercent = enemyRow.DropPercent;
+ _speedBase = enemyRow.Speed;
+ _dropCoin = enemyRow.DropCoin;
+ _dropExp = enemyRow.DropExp;
+ _dropPercent = enemyRow.DropPercent;
}
+ public EnemyType EnemyType => _enemyType;
+
+ public int EntityTypeId => _entityTypeId;
+
public override int MaxHealthBase { get; }
- public float SpeedBase
- {
- get => _speedBase;
- set => _speedBase = value;
- }
+ public float SpeedBase => _speedBase;
- public int DropCoin
- {
- get => _dropCoin;
- set => _dropCoin = value;
- }
+ public int DropCoin => _dropCoin;
- public int DropExp
- {
- get => _dropExp;
- set => _dropExp = value;
- }
+ public int DropExp => _dropExp;
- public float DropPercent
- {
- get => _dropPercent;
- set => _dropPercent = value;
- }
+ public float DropPercent => _dropPercent;
}
-}
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponData.cs b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponData.cs
index d3becfc..d9238e8 100644
--- a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponData.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponData.cs
@@ -1,4 +1,5 @@
using System;
+using System.Collections.Generic;
using DataTable;
using Definition.DataStruct;
using Definition.Enum;
@@ -10,10 +11,31 @@ namespace Entity.EntityData
{
private DRWeapon _drWeapon;
- public WeaponData(int entityId, int typeId, int ownerId, CampType ownerCamp)
- : base(entityId, typeId, ownerId, ownerCamp)
+ private int _entityTypeId = 0;
+
+ public WeaponData(int entityId, WeaponType weaponType, int ownerId, CampType ownerCamp)
+ : base(entityId, (int)weaponType, ownerId, ownerCamp)
{
- _drWeapon = GameEntry.DataTable.GetDataTableRow(TypeId);
+ _drWeapon = GameEntry.DataTable.GetDataTableRow((int)weaponType);
+
+ if (_drWeapon == null)
+ {
+ throw new Exception($"Weapon data table row is missing, WeaponType='{weaponType}'.");
+ }
+
+ _entityTypeId = _drWeapon.EntityTypeId;
+ }
+
+ public WeaponType WeaponType => (WeaponType)_drWeapon.Id;
+
+ public string GetParamsString(string paramsName)
+ {
+ if (!Params.TryGetValue(paramsName.ToLower(), out var value))
+ {
+ throw new Exception($"Parameter '{paramsName}' not found.");
+ }
+
+ return value;
}
///
@@ -21,6 +43,8 @@ namespace Entity.EntityData
///
public int Attack => _drWeapon.Attack;
+ public int EntityTypeId => _entityTypeId;
+
///
/// 武器名称。
///
@@ -53,7 +77,7 @@ namespace Entity.EntityData
///
/// 额外参数。
///
- public string Params => _drWeapon.Pramas;
+ public Dictionary Params => _drWeapon.Pramas;
///
/// 额外属性。
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponHandgunData.cs b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponHandgunData.cs
new file mode 100644
index 0000000..b9b1914
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponHandgunData.cs
@@ -0,0 +1,12 @@
+using Definition.Enum;
+
+namespace Entity.EntityData
+{
+ public class WeaponHandgunData : WeaponData
+ {
+ public WeaponHandgunData(int entityId, int ownerId, CampType ownerCamp)
+ : base(entityId, WeaponType.WeaponHandgun, ownerId, ownerCamp)
+ {
+ }
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponHandgunData.cs.meta b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponHandgunData.cs.meta
new file mode 100644
index 0000000..53b24f0
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponHandgunData.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 574d105bf89bf7546a682ed407708034
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponKnifeData.cs b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponKnifeData.cs
index 51084f8..2bbe261 100644
--- a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponKnifeData.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponKnifeData.cs
@@ -4,7 +4,7 @@ namespace Entity.EntityData
{
public class WeaponKnifeData : WeaponData
{
- public WeaponKnifeData(int entityId, int typeId, int ownerId, CampType ownerCamp) : base(entityId, typeId,
+ public WeaponKnifeData(int entityId, int ownerId, CampType ownerCamp) : base(entityId, WeaponType.WeaponKnife,
ownerId, ownerCamp)
{
}
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponSlashData.cs b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponSlashData.cs
new file mode 100644
index 0000000..99a7381
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponSlashData.cs
@@ -0,0 +1,12 @@
+using Definition.Enum;
+
+namespace Entity.EntityData
+{
+ public class WeaponSlashData : WeaponData
+ {
+ public WeaponSlashData(int entityId, int ownerId, CampType ownerCamp)
+ : base(entityId, WeaponType.WeaponSlash, ownerId, ownerCamp)
+ {
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponSlashData.cs.meta b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponSlashData.cs.meta
new file mode 100644
index 0000000..a111bea
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityData/Weapon/WeaponSlashData.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 4aa6473525dc4c62aeee02ff562ec453
+timeCreated: 1771484661
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityExtension.cs b/Assets/GameMain/Scripts/Entity/EntityExtension.cs
index 6aed7db..265e965 100644
--- a/Assets/GameMain/Scripts/Entity/EntityExtension.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityExtension.cs
@@ -1,35 +1,25 @@
-//------------------------------------------------------------
-// Game Framework
-// Copyright © 2013-2021 Jiang Yin. All rights reserved.
-// Homepage: https://gameframework.cn/
-// Feedback: mailto:ellan@gameframework.cn
-//------------------------------------------------------------
-
-using System;
+using System;
using System.Collections.Generic;
using Definition;
using Entity.EntityData;
using UnityGameFramework.Runtime;
using DataTable;
-using Definition.Enum;
-using Game.Utility;
+using CustomUtility;
namespace Entity
{
public static class EntityExtension
{
- // 关于 EntityId 的约定:
- // 0 为无效
- // 正值用于和服务器通信的实体(如玩家角色、NPC、怪等,服务器只产生正值)
- // 负值用于本地生成的临时实体(如特效、FakeObject等)
private static int s_SerialId = -10;
private const string EntityNamespace = "Entity.";
- private static Dictionary _typeDict;
+ private static readonly Dictionary _typeDict;
+ private static readonly Dictionary _assetNameDict;
static EntityExtension()
{
_typeDict = new Dictionary();
+ _assetNameDict = new Dictionary();
}
public static EntityBase GetGameEntity(this EntityComponent entityComponent, int entityId)
@@ -61,44 +51,63 @@ namespace Entity
public static void ShowEnemy(this EntityComponent entityComponent, EnemyData data)
{
- string typeName = EntityNamespace + (EnemyType)data.TypeId;
- if (!_typeDict.TryGetValue(typeName, out Type enemyType))
+ if (data == null)
{
- enemyType = Type.GetType(typeName);
- if (enemyType == null)
- {
- Log.Warning("Can not load entity type '{0}'.", typeName);
- return;
- }
-
- _typeDict.Add(typeName, enemyType);
+ Log.Warning("Enemy data is invalid.");
+ return;
}
- entityComponent.ShowEntity(enemyType, "Enemy", Constant.AssetPriority.EnemyAsset, data);
+ var enemyType = TryGetType(data.EnemyType.ToString());
+ var assetName = TryGetAssetName(data.EntityTypeId);
+
+ entityComponent.ShowEntity(
+ entityId: data.Id,
+ entityLogicType: enemyType,
+ entityAssetName: AssetUtility.GetEntityAsset(assetName),
+ entityGroupName: "Enemy",
+ priority: Constant.AssetPriority.BulletAsset,
+ userData: data);
}
public static void ShowWeapon(this EntityComponent entityComponent, WeaponData data)
{
- string typeName = EntityNamespace + (WeaponType)data.TypeId;
- if (!_typeDict.TryGetValue(typeName, out Type weaponType))
+ if (data == null)
{
- weaponType = Type.GetType(typeName);
- if (weaponType == null)
- {
- Log.Warning("Can not load entity type '{0}'.", typeName);
- return;
- }
-
- _typeDict.Add(typeName, weaponType);
+ Log.Warning("Weapon data is invalid.");
+ return;
}
- entityComponent.ShowEntity(weaponType, "Weapon", Constant.AssetPriority.WeaponAsset, data);
+ var weaponType = TryGetType("Weapon." + data.WeaponType);
+ var assetName = TryGetAssetName(data.EntityTypeId);
+
+ entityComponent.ShowEntity(
+ entityId: data.Id,
+ entityLogicType: weaponType,
+ entityAssetName: AssetUtility.GetEntityAsset(assetName),
+ entityGroupName: "Weapon",
+ priority: Constant.AssetPriority.BulletAsset,
+ userData: data);
}
- public static void ShowBullet(this EntityComponent entityComponent, BulletData data)
- {
- entityComponent.ShowEntity(typeof(Bullet), "Bullet", Constant.AssetPriority.BulletAsset, data);
- }
+ // public static void ShowBullet(this EntityComponent entityComponent, BulletData data)
+ // {
+ // if (data == null)
+ // {
+ // Log.Warning("Bullet data is invalid.");
+ // return;
+ // }
+ //
+ // var bulletType = TryGetType(data.BulletType.ToString());
+ // string assetName = TryGetAssetName(data.EntityTypeId);
+ //
+ // entityComponent.ShowEntity(
+ // entityId: data.Id,
+ // entityLogicType: bulletType,
+ // entityAssetName: AssetUtility.GetEntityAsset(assetName),
+ // entityGroupName: "Bullet",
+ // priority: Constant.AssetPriority.BulletAsset,
+ // userData: data);
+ // }
public static void ShowEffect(this EntityComponent entityComponent, EffectData data)
{
@@ -135,6 +144,42 @@ namespace Entity
priority, data);
}
+ private static Type TryGetType(string rawTypeName)
+ {
+ string typeName = EntityNamespace + rawTypeName;
+ if (!_typeDict.TryGetValue(typeName, out Type type))
+ {
+ type = Type.GetType(typeName);
+ if (type == null)
+ {
+ Log.Warning("Can not load entity type '{0}'.", typeName);
+ return null;
+ }
+
+ _typeDict.Add(typeName, type);
+ }
+
+ return type;
+ }
+
+ private static string TryGetAssetName(int entityId)
+ {
+ if (!_assetNameDict.TryGetValue(entityId, out string assetName))
+ {
+ DREntity drEntity = GameEntry.DataTable.GetDataTableRow(entityId);
+ if (drEntity == null)
+ {
+ Log.Warning("Can not load bullet entity id '{0}' from data table.", entityId.ToString());
+ return null;
+ }
+
+ assetName = drEntity.AssetName;
+ _assetNameDict.Add(entityId, assetName);
+ }
+
+ return assetName;
+ }
+
public static int GenerateSerialId(this EntityComponent entityComponent)
{
return --s_SerialId;
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Bullet.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Bullet.cs
deleted file mode 100644
index 732d5ae..0000000
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Bullet.cs
+++ /dev/null
@@ -1,53 +0,0 @@
-//------------------------------------------------------------
-// Game Framework
-// Copyright © 2013-2021 Jiang Yin. All rights reserved.
-// Homepage: https://gameframework.cn/
-// Feedback: mailto:ellan@gameframework.cn
-//------------------------------------------------------------
-
-using Definition.DataStruct;
-using Entity.EntityData;
-using StarForce;
-using UnityEngine;
-using UnityGameFramework.Runtime;
-
-namespace Entity
-{
- ///
- /// 子弹类。
- ///
- public class Bullet : EntityBase
- {
- [SerializeField] private BulletData m_BulletData = null;
-
- public ImpactData GetImpactData()
- {
- //TODO:子弹的 AttackStat 不该为 null
- return new ImpactData(m_BulletData.OwnerCamp, m_BulletData.Attack, null);
- }
-
- protected override void OnInit(object userData)
- {
- base.OnInit(userData);
- }
-
- protected override void OnShow(object userData)
- {
- base.OnShow(userData);
-
- m_BulletData = userData as BulletData;
- if (m_BulletData == null)
- {
- Log.Error("Bullet data is invalid.");
- return;
- }
- }
-
- protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- base.OnUpdate(elapseSeconds, realElapseSeconds);
-
- CachedTransform.Translate(Vector3.forward * m_BulletData.Speed * elapseSeconds, Space.World);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/MeleeEnemy.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/MeleeEnemy.cs
index 0fac3a7..e85e709 100644
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/MeleeEnemy.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/MeleeEnemy.cs
@@ -1,6 +1,7 @@
using Components;
using Definition.DataStruct;
using Entity.EntityData;
+using Entity.Weapon;
using UnityEngine;
using UnityGameFramework.Runtime;
@@ -39,7 +40,7 @@ namespace Entity
{
_meleeEnemyData = enemyData;
_healthComponent.OnInit(enemyData.MaxHealthBase);
- _movementComponent.OnInit(_meleeEnemyData.SpeedBase, this.CachedTransform);
+ _movementComponent.OnInit(_meleeEnemyData.SpeedBase, this.CachedTransform, null, true);
_movementComponent.SetMove(true);
_attackRangeSquared = _attackRange * _attackRange;
this.CachedTransform.position = enemyData.Position;
@@ -55,6 +56,13 @@ namespace Entity
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
+ if (_target == null)
+ {
+ _movementComponent.SetMove(false);
+ _movementComponent.OnUpdate(elapseSeconds, realElapseSeconds);
+ return;
+ }
+
float distanceSquared = (this.CachedTransform.position - _target.position).sqrMagnitude;
if (distanceSquared < _attackRangeSquared)
{
@@ -105,6 +113,11 @@ namespace Entity
private Vector3 GetTargetDirection()
{
+ if (_target == null)
+ {
+ return Vector3.zero;
+ }
+
return new Vector3(
_target.position.x - this.CachedTransform.position.x,
0f,
@@ -112,4 +125,4 @@ namespace Entity
).normalized;
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/RemoteEnemy.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/RemoteEnemy.cs
index cf0c0b8..b3472e6 100644
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/RemoteEnemy.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/RemoteEnemy.cs
@@ -37,7 +37,7 @@ namespace Entity
{
_remoteEnemyData = enemyData;
_healthComponent.OnInit(enemyData.MaxHealthBase);
- _movementComponent.OnInit(_remoteEnemyData.SpeedBase, this.CachedTransform);
+ _movementComponent.OnInit(_remoteEnemyData.SpeedBase, this.CachedTransform, null, true);
_movementComponent.SetMove(true);
_attackRangeSquared = _attackRange * _attackRange;
this.CachedTransform.position = enemyData.Position;
@@ -52,6 +52,13 @@ namespace Entity
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
+ if (_target == null)
+ {
+ _movementComponent.SetMove(false);
+ _movementComponent.OnUpdate(elapseSeconds, realElapseSeconds);
+ return;
+ }
+
float distanceSquared = (this.CachedTransform.position - _target.position).sqrMagnitude;
if (distanceSquared < _attackRangeSquared)
{
@@ -77,6 +84,11 @@ namespace Entity
private Vector3 GetTargetDirection()
{
+ if (_target == null)
+ {
+ return Vector3.zero;
+ }
+
return new Vector3(
_target.position.x - this.CachedTransform.position.x,
0f,
@@ -84,4 +96,4 @@ namespace Entity
).normalized;
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Player.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Player.cs
index d7c161e..7cdef64 100644
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Player.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Player.cs
@@ -6,6 +6,7 @@ using Definition.DataStruct;
using Entity.EntityData;
using GameFramework.Event;
using UnityGameFramework.Runtime;
+using Entity.Weapon;
namespace Entity
{
@@ -45,6 +46,7 @@ namespace Entity
/// 玩家是否启用。
///
private bool _enable;
+
private bool _weaponEnabled = true;
public int Coin
@@ -89,6 +91,22 @@ namespace Entity
return _backpackComponent.AttachProp(prop);
}
+ public bool RemoveWeapon(WeaponBase weapon)
+ {
+ if (weapon == null || _backpackComponent == null)
+ {
+ return false;
+ }
+
+ if (!_backpackComponent.DetachWeapon(weapon))
+ {
+ return false;
+ }
+
+ GameEntry.Entity.HideEntity(weapon);
+ return true;
+ }
+
public bool Enable
{
get => _enable;
@@ -122,8 +140,7 @@ namespace Entity
// BackpackComponent
Coin = role.Coin;
_backpackComponent.OnInit(this, role.WeaponCapacity);
- GameEntry.Entity.ShowWeapon(new WeaponKnifeData(GameEntry.Entity.GenerateSerialId(), 201,
- this.Id, _playerData.Camp));
+ GameEntry.Entity.ShowWeapon(new WeaponKnifeData(GameEntry.Entity.GenerateSerialId(), Id, _playerData.Camp));
// StatComponent
foreach (var modifier in role.InitialProperties)
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/TargetableObject.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/TargetableObject.cs
index 86f3e7f..f98c7d2 100644
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/TargetableObject.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/TargetableObject.cs
@@ -8,7 +8,7 @@
using Components;
using Definition.DataStruct;
using Entity.EntityData;
-using Game.Utility;
+using CustomUtility;
using UnityEngine;
namespace Entity
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects.meta
new file mode 100644
index 0000000..8e6bdd4
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: abdf25a9782ebf844a65b2348f8f566d
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/HandgunHitMarkerAttackEffect.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/HandgunHitMarkerAttackEffect.cs
new file mode 100644
index 0000000..dd8e814
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/HandgunHitMarkerAttackEffect.cs
@@ -0,0 +1,54 @@
+using UnityEngine;
+
+namespace Entity.Weapon
+{
+ public sealed class HandgunHitMarkerAttackEffect : IWeaponAttackEffect
+ {
+ private readonly float _size;
+ private readonly float _yOffset;
+ private readonly float _duration;
+ private readonly Color _color;
+
+ public HandgunHitMarkerAttackEffect(float size, float yOffset, float duration, Color color)
+ {
+ _size = size;
+ _yOffset = yOffset;
+ _duration = duration;
+ _color = color;
+ }
+
+ public void Play(WeaponBase weapon, Vector3 position, EntityBase target, float radius)
+ {
+ if (target == null) return;
+
+ GameObject marker = GameObject.CreatePrimitive(PrimitiveType.Sphere);
+ marker.name = "HandgunHitMarker";
+
+ Collider collider = marker.GetComponent();
+ if (collider != null)
+ {
+ Object.Destroy(collider);
+ }
+
+ marker.transform.SetParent(target.CachedTransform, false);
+ marker.transform.localPosition = new Vector3(0f, _yOffset, 0f);
+ marker.transform.localScale = Vector3.one * Mathf.Max(0.01f, _size);
+
+ Renderer renderer = marker.GetComponent();
+ if (renderer != null)
+ {
+ Shader shader = Shader.Find("Sprites/Default");
+ if (shader == null)
+ {
+ shader = Shader.Find("Unlit/Color");
+ }
+
+ Material material = new Material(shader);
+ material.color = _color;
+ renderer.material = material;
+ }
+
+ Object.Destroy(marker, Mathf.Max(0.01f, _duration));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/HandgunHitMarkerAttackEffect.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/HandgunHitMarkerAttackEffect.cs.meta
new file mode 100644
index 0000000..a55ee5e
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/HandgunHitMarkerAttackEffect.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d944f33383dc4c1ebe850a12d4211afa
+timeCreated: 1771481130
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/IWeaponAttackEffect.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/IWeaponAttackEffect.cs
new file mode 100644
index 0000000..52fedc9
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/IWeaponAttackEffect.cs
@@ -0,0 +1,9 @@
+using UnityEngine;
+
+namespace Entity.Weapon
+{
+ public interface IWeaponAttackEffect
+ {
+ void Play(WeaponBase weapon, Vector3 position, EntityBase target, float radius);
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/IWeaponAttackEffect.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/IWeaponAttackEffect.cs.meta
new file mode 100644
index 0000000..0257bbd
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/IWeaponAttackEffect.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 231a935a484c4351b707b3e359074a47
+timeCreated: 1771481068
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/KnifeRangeAttackEffect.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/KnifeRangeAttackEffect.cs
new file mode 100644
index 0000000..6bb4d3d
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/KnifeRangeAttackEffect.cs
@@ -0,0 +1,63 @@
+using UnityEngine;
+
+namespace Entity.Weapon
+{
+ public sealed class KnifeRangeAttackEffect : IWeaponAttackEffect
+ {
+ private readonly float _duration = 0.2f;
+ private readonly float _yOffset = 0.05f;
+ private readonly float _lineWidth = 0.05f;
+ private readonly int _segments = 48;
+ private readonly Color _color = new(0.1f, 1f, 0.1f, 0.9f);
+
+ public KnifeRangeAttackEffect()
+ {
+ }
+
+ public KnifeRangeAttackEffect(float duration, float yOffset, float lineWidth, int segments, Color color)
+ {
+ _duration = duration;
+ _yOffset = yOffset;
+ _lineWidth = lineWidth;
+ _segments = Mathf.Max(8, segments);
+ _color = color;
+ }
+
+ public void Play(WeaponBase weapon, Vector3 position, EntityBase target, float radius)
+ {
+ float safeRadius = Mathf.Max(0.1f, radius);
+
+ GameObject indicator = new GameObject("KnifeRangeIndicator");
+ indicator.transform.position = new Vector3(position.x, position.y + _yOffset, position.z);
+
+ LineRenderer line = indicator.AddComponent();
+ line.loop = true;
+ line.useWorldSpace = true;
+ line.positionCount = _segments;
+ line.startWidth = _lineWidth;
+ line.endWidth = _lineWidth;
+ line.startColor = _color;
+ line.endColor = _color;
+
+ Shader shader = Shader.Find("Sprites/Default");
+ if (shader == null)
+ {
+ shader = Shader.Find("Unlit/Color");
+ }
+
+ Material material = new Material(shader);
+ material.color = _color;
+ line.material = material;
+
+ float step = Mathf.PI * 2f / _segments;
+ for (int i = 0; i < _segments; i++)
+ {
+ float angle = i * step;
+ Vector3 offset = new Vector3(Mathf.Cos(angle) * safeRadius, 0f, Mathf.Sin(angle) * safeRadius);
+ line.SetPosition(i, indicator.transform.position + offset);
+ }
+
+ Object.Destroy(indicator, Mathf.Max(0.01f, _duration));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/KnifeRangeAttackEffect.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/KnifeRangeAttackEffect.cs.meta
new file mode 100644
index 0000000..e9c1962
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/KnifeRangeAttackEffect.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 8f48328040644546bf0a866cc337d3b2
+timeCreated: 1771481100
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/SlashSectorAttackEffect.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/SlashSectorAttackEffect.cs
new file mode 100644
index 0000000..af6e226
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/SlashSectorAttackEffect.cs
@@ -0,0 +1,86 @@
+using UnityEngine;
+
+namespace Entity.Weapon
+{
+ public sealed class SlashSectorAttackEffect : IWeaponAttackEffect
+ {
+ private readonly float _duration = 0.2f;
+ private readonly float _yOffset = 0.06f;
+ private readonly float _lineWidth = 0.05f;
+ private readonly int _segments = 24;
+ private readonly Color _color = new(1f, 0.45f, 0.2f, 0.9f);
+
+ public SlashSectorAttackEffect()
+ {
+ }
+
+ public SlashSectorAttackEffect(float duration, float yOffset, float lineWidth, int segments, Color color)
+ {
+ _duration = duration;
+ _yOffset = yOffset;
+ _lineWidth = lineWidth;
+ _segments = Mathf.Max(6, segments);
+ _color = color;
+ }
+
+ public void Play(WeaponBase weapon, Vector3 position, EntityBase target, float radius)
+ {
+ if (weapon is not WeaponSlash slash) return;
+
+ float safeRadius = Mathf.Max(0.1f, radius);
+ float sectorAngle = Mathf.Clamp(slash.SectorAngle, 1f, 360f);
+
+ GameObject indicator = new GameObject("SlashSectorIndicator");
+ Vector3 center = new Vector3(position.x, position.y + _yOffset, position.z);
+ indicator.transform.position = center;
+
+ LineRenderer line = indicator.AddComponent();
+ line.loop = false;
+ line.useWorldSpace = true;
+ line.startWidth = _lineWidth;
+ line.endWidth = _lineWidth;
+ line.startColor = _color;
+ line.endColor = _color;
+
+ Shader shader = Shader.Find("Sprites/Default");
+ if (shader == null)
+ {
+ shader = Shader.Find("Unlit/Color");
+ }
+
+ Material material = new Material(shader);
+ material.color = _color;
+ line.material = material;
+
+ float half = sectorAngle * 0.5f;
+ int arcPoints = _segments + 1;
+ int positionCount = arcPoints + 2;
+ line.positionCount = positionCount;
+
+ Vector3 forward = weapon.CachedTransform.forward;
+ forward.y = 0f;
+ if (forward.sqrMagnitude <= Mathf.Epsilon)
+ {
+ forward = Vector3.forward;
+ }
+
+ forward.Normalize();
+
+ Quaternion baseRotation = Quaternion.LookRotation(forward, Vector3.up);
+
+ line.SetPosition(0, center);
+ for (int i = 0; i < arcPoints; i++)
+ {
+ float t = arcPoints <= 1 ? 0f : i / (float)(arcPoints - 1);
+ float angle = Mathf.Lerp(-half, half, t);
+ Vector3 dir = Quaternion.Euler(0f, angle, 0f) * Vector3.forward;
+ Vector3 worldDir = baseRotation * dir;
+ line.SetPosition(i + 1, center + worldDir * safeRadius);
+ }
+
+ line.SetPosition(positionCount - 1, center);
+
+ UnityEngine.Object.Destroy(indicator, Mathf.Max(0.01f, _duration));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/SlashSectorAttackEffect.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/SlashSectorAttackEffect.cs.meta
new file mode 100644
index 0000000..0e1469f
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/AttackEffects/SlashSectorAttackEffect.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 329af2c156b345f28a7465ef29c943da
+timeCreated: 1771485834
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector.meta
new file mode 100644
index 0000000..ebfba70
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 371bc24a18a3447686043843fdd6fbe5
+timeCreated: 1771427642
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/HighestHealthTargetSelector.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/HighestHealthTargetSelector.cs
new file mode 100644
index 0000000..2050072
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/HighestHealthTargetSelector.cs
@@ -0,0 +1,49 @@
+using System.Collections.Generic;
+using Components;
+using CustomUtility;
+
+namespace Entity.Weapon
+{
+ public sealed class HighestHealthTargetSelector : ITargetSelector
+ {
+ public EntityBase SelectTarget(WeaponBase weapon, IEnumerable candidates, float maxSqrRange)
+ {
+ if (weapon == null || candidates == null)
+ {
+ return null;
+ }
+
+ EntityBase target = null;
+ float maxHp = float.MinValue;
+ float maxSqr = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
+
+ foreach (var candidate in candidates)
+ {
+ if (candidate == null || !candidate.Available) continue;
+
+ if (maxSqrRange > 0f && AIUtility.GetSqrMagnitudeXZ(weapon, candidate) >= maxSqr) continue;
+
+ if (!TryGetCurrentHealth(candidate, out var hp)) continue;
+
+ if (hp <= maxHp) continue;
+
+ maxHp = hp;
+ target = candidate;
+ }
+
+ return target;
+ }
+
+ private static bool TryGetCurrentHealth(EntityBase target, out float health)
+ {
+ health = 0f;
+ if (target == null) return false;
+
+ var healthComponent = target.GetComponent();
+ if (healthComponent == null) return false;
+
+ health = healthComponent.CurrentHealth;
+ return true;
+ }
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/HighestHealthTargetSelector.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/HighestHealthTargetSelector.cs.meta
new file mode 100644
index 0000000..88b7756
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/HighestHealthTargetSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 54932952c9fa3fd4dbe6d21f2a484b4d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/ITargetSelector.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/ITargetSelector.cs
new file mode 100644
index 0000000..3b33d54
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/ITargetSelector.cs
@@ -0,0 +1,9 @@
+using System.Collections.Generic;
+
+namespace Entity.Weapon
+{
+ public interface ITargetSelector
+ {
+ EntityBase SelectTarget(WeaponBase weapon, IEnumerable candidates, float maxSqrRange);
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/ITargetSelector.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/ITargetSelector.cs.meta
new file mode 100644
index 0000000..7bab54a
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/ITargetSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1ed801e4816c03b4597756dc36d6aba8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/LowestHealthTargetSelector.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/LowestHealthTargetSelector.cs
new file mode 100644
index 0000000..1277ffe
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/LowestHealthTargetSelector.cs
@@ -0,0 +1,53 @@
+using System.Collections.Generic;
+using Components;
+using Definition.Enum;
+using CustomUtility;
+
+namespace Entity.Weapon
+{
+ public sealed class LowestHealthTargetSelector : ITargetSelector
+ {
+ public EntityBase SelectTarget(WeaponBase weapon, IEnumerable candidates, float maxSqrRange)
+ {
+ if (weapon == null || candidates == null)
+ {
+ return null;
+ }
+
+ EntityBase target = null;
+ float minHp = float.MaxValue;
+ float maxSqr = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
+
+ foreach (var candidate in candidates)
+ {
+ if (candidate == null || !candidate.Available) continue;
+
+ if (maxSqrRange > 0f && AIUtility.GetSqrMagnitudeXZ(weapon, candidate) >= maxSqr) continue;
+
+ if (!TryGetHealth(candidate, out var hp)) continue;
+
+ if (hp >= minHp) continue;
+
+ minHp = hp;
+ target = candidate;
+ }
+
+ return target;
+ }
+
+ private static bool TryGetHealth(EntityBase target, out float health)
+ {
+ health = 0f;
+ if (target == null) return false;
+
+ var statComponent = target.GetComponent();
+ if (statComponent == null) return false;
+
+ var hpStat = statComponent.GetStat(StatType.MaxHealth);
+ if (hpStat == null) return false;
+
+ health = hpStat.Value;
+ return true;
+ }
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/LowestHealthTargetSelector.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/LowestHealthTargetSelector.cs.meta
new file mode 100644
index 0000000..cba2a2d
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/LowestHealthTargetSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 081d67a491f5792479306d88091168e3
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/NearestTargetSelector.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/NearestTargetSelector.cs
new file mode 100644
index 0000000..a5bd9aa
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/NearestTargetSelector.cs
@@ -0,0 +1,32 @@
+using System.Collections.Generic;
+using CustomUtility;
+
+namespace Entity.Weapon
+{
+ public sealed class NearestTargetSelector : ITargetSelector
+ {
+ public EntityBase SelectTarget(WeaponBase weapon, IEnumerable candidates, float maxSqrRange)
+ {
+ if (weapon == null || candidates == null)
+ {
+ return null;
+ }
+
+ EntityBase target = null;
+ float minSqrMagnitude = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
+
+ foreach (var candidate in candidates)
+ {
+ if (candidate == null || !candidate.Available) continue;
+
+ float sqrMagnitude = AIUtility.GetSqrMagnitudeXZ(weapon, candidate);
+ if (sqrMagnitude >= minSqrMagnitude) continue;
+
+ minSqrMagnitude = sqrMagnitude;
+ target = candidate;
+ }
+
+ return target;
+ }
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/NearestTargetSelector.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/NearestTargetSelector.cs.meta
new file mode 100644
index 0000000..c2c4911
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/NearestTargetSelector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a70602535b318e74396a6c2ea282834d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/TargetSelectorType.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/TargetSelectorType.cs
new file mode 100644
index 0000000..8e6bf92
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/TargetSelectorType.cs
@@ -0,0 +1,9 @@
+namespace Entity.Weapon
+{
+ public enum TargetSelectorType
+ {
+ Nearest = 0,
+ HighestHealth = 1,
+ LowestHealth = 2
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/TargetSelectorType.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/TargetSelectorType.cs.meta
new file mode 100644
index 0000000..ea2704e
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/TargetSelectorType.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4eb1e0b99139fdd4280c8616804a8f77
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs
index c594bef..bca06d9 100644
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs
@@ -1,18 +1,19 @@
-using System;
+using System.Collections.Generic;
+using Components;
using Definition.DataStruct;
+using Definition.Enum;
using Entity.EntityData;
using GameFramework;
+using CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
-namespace Entity
+namespace Entity.Weapon
{
public enum WeaponStateType
{
Disabled,
- Check,
Attack,
- Transition,
Idle,
Check_OutRange,
Check_InRange,
@@ -29,37 +30,94 @@ namespace Entity
[SerializeField] protected bool _isEnabled = false;
- public WeaponData WeaponData;
+ public WeaponData WeaponData { get; protected set; }
public bool IsAttacking => _isAttacking;
+ protected ITargetSelector TargetSelector { get; set; }
+
+ protected Dictionary _states;
+
protected WeaponStateBase _currentState;
- #region FSM
+ protected EntityBase _target;
+
+ protected float _currAttackTimer;
+
+ protected float _sqrRange;
+
+ protected StatProperty AttackStat { get; private set; } = new();
+
+ private StatComponent _attackStatComponent;
+ private System.Action _attackStatCallback;
+
+ private static readonly List s_EmptyCandidates = new();
+
+ #region Lifecycle
protected override void OnInit(object userData)
{
base.OnInit(userData);
+
+ if (TargetSelector == null)
+ {
+ TargetSelector = CreateSelector(DefaultTargetSelectorType);
+ }
}
- //protected abstract void OnShow(object userData);
- // {
- // base.OnShow(userData);
- //
- // _weaponData = userData as WeaponData;
- // if (_weaponData == null)
- // {
- // Log.Error("Weapon data is invalid.");
- // return;
- // }
- // }
+ protected sealed override void OnShow(object userData)
+ {
+ base.OnShow(userData);
- protected override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
+ if (!OnWeaponShow(userData)) return;
+
+ EnsureStatesBuilt();
+ TransitionTo(InitialState);
+ }
+
+ protected sealed override void OnHide(bool isShutdown, object userData)
+ {
+ ReleaseAttackStatSubscription();
+ OnWeaponHide(userData);
+ base.OnHide(isShutdown, userData);
+ }
+
+ protected sealed override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
{
base.OnAttachTo(parentEntity, parentTransform, userData);
Name = Utility.Text.Format("Weapon of {0}", parentEntity.Name);
CachedTransform.localPosition = Vector3.zero;
+
+ OnWeaponAttach(parentEntity, parentTransform, userData);
+ }
+
+ protected sealed override void OnDetachFrom(EntityLogic parentEntity, object userData)
+ {
+ OnWeaponDetach(parentEntity, userData);
+ base.OnDetachFrom(parentEntity, userData);
+ }
+
+ protected virtual bool OnWeaponShow(object userData) => true;
+
+ protected virtual void OnWeaponHide(object userData)
+ {
+ }
+
+ protected virtual void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
+ {
+ }
+
+ protected virtual void OnWeaponDetach(EntityLogic parentEntity, object userData)
+ {
+ }
+
+ protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ base.OnUpdate(elapseSeconds, realElapseSeconds);
+
+ if (!_isEnabled) return;
+ _currentState?.OnUpdate(elapseSeconds, realElapseSeconds);
}
#endregion
@@ -67,12 +125,147 @@ namespace Entity
public abstract ImpactData GetImpactData();
protected abstract void Attack();
protected abstract void Check();
- protected abstract void TransitionTo(WeaponStateType newState);
+ protected abstract void BuildStates();
+
+ protected virtual WeaponStateType InitialState => WeaponStateType.Idle;
+ protected virtual TargetSelectorType DefaultTargetSelectorType => TargetSelectorType.Nearest;
+
+ protected void RegisterState(WeaponStateBase state)
+ {
+ if (state == null)
+ {
+ Log.Error("Weapon state is invalid.");
+ return;
+ }
+
+ state.OnInit(this);
+ _states[state.State] = state;
+ }
+
+ protected void EnsureStatesBuilt()
+ {
+ if (_states != null) return;
+
+ _states = new Dictionary();
+ BuildStates();
+ }
+
+ protected virtual void TransitionTo(WeaponStateType newState)
+ {
+ if (_states == null || !_states.TryGetValue(newState, out var nextState))
+ {
+ Log.Error("Weapon state not found: {0}", newState);
+ return;
+ }
+
+ _currentState?.OnLeave();
+ _currentState = nextState;
+ _currentState.OnEnter();
+ }
public void SetEnabled(bool value)
{
- this._isEnabled = value;
- TransitionTo(WeaponStateType.Idle);
+ _isEnabled = value;
+
+ OnEnabledChanged(value);
+
+ if (_states == null || _states.Count == 0) return;
+
+ if (value)
+ {
+ TransitionTo(InitialState);
+ return;
+ }
+
+ if (_states.ContainsKey(WeaponStateType.Disabled))
+ {
+ TransitionTo(WeaponStateType.Disabled);
+ }
+ }
+
+ protected virtual void OnEnabledChanged(bool enabled)
+ {
+ }
+
+ protected T RequireWeaponData(object userData) where T : WeaponData
+ {
+ var data = userData as T;
+ if (data == null)
+ {
+ Log.Error("{0} data is invalid.", typeof(T).Name);
+ }
+
+ return data;
+ }
+
+ protected virtual IEnumerable GetCandidates()
+ {
+ var enemyManager = GameEntry.EnemyManager;
+ return enemyManager != null ? enemyManager.Enemies : s_EmptyCandidates;
+ }
+
+ protected EntityBase SelectTarget(float maxSqrRange)
+ {
+ return TargetSelector != null ? TargetSelector.SelectTarget(this, GetCandidates(), maxSqrRange) : null;
+ }
+
+ protected float GetSqrDistance(EntityBase target)
+ {
+ return target != null ? AIUtility.GetSqrMagnitudeXZ(this, target) : float.MaxValue;
+ }
+
+ protected bool IsInRange(EntityBase target, float sqrRange)
+ {
+ if (target == null) return false;
+ return AIUtility.GetSqrMagnitudeXZ(this, target) < sqrRange;
+ }
+
+ protected void SetTargetSelector(TargetSelectorType selectorType)
+ {
+ TargetSelector = CreateSelector(selectorType);
+ }
+
+ protected static ITargetSelector CreateSelector(TargetSelectorType selectorType)
+ {
+ switch (selectorType)
+ {
+ case TargetSelectorType.HighestHealth:
+ return new HighestHealthTargetSelector();
+ case TargetSelectorType.LowestHealth:
+ return new LowestHealthTargetSelector();
+ case TargetSelectorType.Nearest:
+ default:
+ return new NearestTargetSelector();
+ }
+ }
+
+ protected void BindAttackStatFromOwner(EntityLogic parentEntity)
+ {
+ ReleaseAttackStatSubscription();
+ AttackStat = new StatProperty();
+
+ if (parentEntity is not Player player) return;
+
+ var statComponent = player.GetComponent();
+ if (statComponent == null) return;
+
+ AttackStat = statComponent.GetStat(StatType.Attack);
+ _attackStatComponent = statComponent;
+ _attackStatCallback = (modifier, isApply) =>
+ statComponent.UpdateStat(AttackStat, modifier, isApply);
+ statComponent.Subscribe(StatType.Attack, _attackStatCallback);
+ }
+
+ protected void ReleaseAttackStatSubscription()
+ {
+ if (_attackStatComponent != null && _attackStatCallback != null)
+ {
+ _attackStatComponent.Unsubscribe(StatType.Attack, _attackStatCallback);
+ }
+
+ _attackStatComponent = null;
+ _attackStatCallback = null;
+ AttackStat = new StatProperty();
}
}
@@ -85,4 +278,12 @@ namespace Entity
public abstract void OnLeave();
public override string ToString() => State.ToString();
}
-}
\ No newline at end of file
+
+
+
+
+
+}
+
+
+
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun.meta
new file mode 100644
index 0000000..5529e93
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 0b289e88dc5243aeb564df941485c5cf
+timeCreated: 1771579168
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.AttackState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.AttackState.cs
new file mode 100644
index 0000000..30d9058
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.AttackState.cs
@@ -0,0 +1,25 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponHandgun
+ {
+ private class AttackState : WeaponStateBase
+ {
+ private WeaponHandgun _weapon;
+ public override WeaponStateType State => WeaponStateType.Attack;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponHandgun;
+
+ public override void OnEnter()
+ {
+ _weapon._currAttackTimer = 0f;
+ _weapon.Attack();
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_InRange);
+ }
+
+ public override void OnLeave() { }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.AttackState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.AttackState.cs.meta
new file mode 100644
index 0000000..14646b2
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.AttackState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 4e72df067466464fa3be92bfd049dd0d
+timeCreated: 1771579220
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckInRangeState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckInRangeState.cs
new file mode 100644
index 0000000..3b4eee8
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckInRangeState.cs
@@ -0,0 +1,46 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponHandgun
+ {
+ private class CheckInRangeState : WeaponStateBase
+ {
+ private WeaponHandgun _weapon;
+ public override WeaponStateType State => WeaponStateType.Check_InRange;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponHandgun;
+
+ public override void OnEnter()
+ {
+ if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
+ {
+ _weapon.TransitionTo(WeaponStateType.Attack);
+ }
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToTarget(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target == null || !_weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Idle);
+ return;
+ }
+
+ if (!_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_OutRange);
+ return;
+ }
+
+ if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
+ {
+ _weapon.TransitionTo(WeaponStateType.Attack);
+ }
+ }
+
+ public override void OnLeave() { }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckInRangeState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckInRangeState.cs.meta
new file mode 100644
index 0000000..d807587
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckInRangeState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: bfd76c0fb7284ceaa28f78c702f595da
+timeCreated: 1771579231
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckOutRangeState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckOutRangeState.cs
new file mode 100644
index 0000000..866e0ba
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckOutRangeState.cs
@@ -0,0 +1,33 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponHandgun
+ {
+ private class CheckOutRangeState : WeaponStateBase
+ {
+ private WeaponHandgun _weapon;
+ public override WeaponStateType State => WeaponStateType.Check_OutRange;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponHandgun;
+ public override void OnEnter() { }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToTarget(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target == null || !_weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Idle);
+ return;
+ }
+
+ if (_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_InRange);
+ }
+ }
+
+ public override void OnLeave() { }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckOutRangeState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckOutRangeState.cs.meta
new file mode 100644
index 0000000..45f7a6c
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.CheckOutRangeState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 3a9f936d3c8643f7bf632734548f800c
+timeCreated: 1771579241
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.IdleState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.IdleState.cs
new file mode 100644
index 0000000..b61dff4
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.IdleState.cs
@@ -0,0 +1,27 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponHandgun
+ {
+ private class IdleState : WeaponStateBase
+ {
+ private WeaponHandgun _weapon;
+ public override WeaponStateType State => WeaponStateType.Idle;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponHandgun;
+ public override void OnEnter() { }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToOrigin(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target != null && _weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_OutRange);
+ }
+ }
+
+ public override void OnLeave() { }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.IdleState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.IdleState.cs.meta
new file mode 100644
index 0000000..85dfec6
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.IdleState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 9c5341944d1a467b8553d31bc3d81d5b
+timeCreated: 1771579252
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.cs
new file mode 100644
index 0000000..cae096f
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.cs
@@ -0,0 +1,143 @@
+using Definition.DataStruct;
+using Definition.Enum;
+using Entity.EntityData;
+using CustomUtility;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace Entity.Weapon
+{
+ public partial class WeaponHandgun : WeaponBase
+ {
+ #region Property
+
+ private WeaponHandgunData _weaponData;
+
+ private Quaternion _cachedRotation;
+
+ [SerializeField] private float _rotateSpeed = 6f;
+ [SerializeField] private LayerMask _hitMask = ~0;
+ [SerializeField] private Vector3 _fireOriginOffset = Vector3.zero;
+
+ [SerializeField] private float _hitMarkerSize = 0.2f;
+ [SerializeField] private float _hitMarkerYOffset = 1.2f;
+ [SerializeField] private float _hitMarkerDuration = 0.15f;
+ [SerializeField] private Color _hitMarkerColor = new(1f, 0f, 0f, 0.95f);
+
+ private IWeaponAttackEffect _attackEffect;
+
+ #endregion
+
+
+ public override ImpactData GetImpactData()
+ {
+ return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, AttackStat);
+ }
+
+ protected override void BuildStates()
+ {
+ RegisterState(new IdleState());
+ RegisterState(new CheckOutRangeState());
+ RegisterState(new CheckInRangeState());
+ RegisterState(new AttackState());
+ }
+
+ protected override void Attack()
+ {
+ FaceTargetImmediately();
+
+ Vector3 fireOrigin = CachedTransform.TransformPoint(_fireOriginOffset);
+ Vector3 fireDirection = CachedTransform.forward;
+ float maxDistance = Mathf.Max(0.1f, _weaponData.AttackRange);
+
+ if (Physics.Raycast(fireOrigin, fireDirection, out RaycastHit hit, maxDistance, _hitMask,
+ QueryTriggerInteraction.Collide))
+ {
+ TargetableObject targetable = hit.collider.GetComponentInParent();
+ if (targetable != null && targetable.Available && !targetable.IsDead)
+ {
+ _attackEffect?.Play(this, hit.point, targetable, 0f);
+ _isAttacking = true;
+ AIUtility.PerformCollision(targetable, this);
+ _isAttacking = false;
+ }
+ }
+ }
+
+ protected override void Check()
+ {
+ _target = SelectTarget(_sqrRange);
+ }
+
+ private void RotateToTarget(float elapseSeconds)
+ {
+ if (_target == null || !_target.Available) return;
+
+ Vector3 directionToTarget = (_target.CachedTransform.position - CachedTransform.position).normalized;
+ Quaternion targetRotation = Quaternion.LookRotation(directionToTarget, Vector3.up);
+ CachedTransform.rotation = Quaternion.Slerp(CachedTransform.rotation, targetRotation,
+ _rotateSpeed * elapseSeconds);
+ }
+
+ private void RotateToOrigin(float elapseSeconds)
+ {
+ CachedTransform.rotation = Quaternion.Slerp(CachedTransform.rotation, _cachedRotation,
+ _rotateSpeed * elapseSeconds);
+ }
+
+ private void FaceTargetImmediately()
+ {
+ if (_target == null || !_target.Available) return;
+
+ Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
+ if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
+
+ CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
+ }
+
+ #region Lifecycle
+
+ protected override bool OnWeaponShow(object userData)
+ {
+ _weaponData = RequireWeaponData(userData);
+ if (_weaponData == null) return false;
+
+ WeaponData = _weaponData;
+ _currAttackTimer = 0f;
+ _sqrRange = _weaponData.AttackRange * _weaponData.AttackRange;
+ _cachedRotation = CachedTransform.rotation;
+ _attackEffect = new HandgunHitMarkerAttackEffect(_hitMarkerSize, _hitMarkerYOffset, _hitMarkerDuration,
+ _hitMarkerColor);
+
+ if (_weaponData.OwnerCamp == CampType.Player)
+ {
+ gameObject.layer = LayerMask.NameToLayer("PlayerWeapon");
+ _hitMask = LayerMask.GetMask("Enemy");
+ }
+ else if (_weaponData.OwnerCamp == CampType.Enemy)
+ {
+ gameObject.layer = LayerMask.NameToLayer("EnemyWeapon");
+ _hitMask = LayerMask.GetMask("Player");
+ }
+
+ return true;
+ }
+
+ protected override void OnWeaponHide(object userData)
+ {
+ _attackEffect = null;
+ }
+
+ protected override void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
+ {
+ BindAttackStatFromOwner(parentEntity);
+ }
+
+ protected override void OnWeaponDetach(EntityLogic parentEntity, object userData)
+ {
+ ReleaseAttackStatSubscription();
+ }
+
+ #endregion
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.cs.meta
new file mode 100644
index 0000000..1d11ebb
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/WeaponHandgun.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 44ae1bdd1d43e274980743df21658730
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.cs
deleted file mode 100644
index 12603dd..0000000
--- a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.cs
+++ /dev/null
@@ -1,333 +0,0 @@
-using System;
-using System.Collections.Generic;
-using Components;
-using CustomComponent;
-using Definition.DataStruct;
-using Definition.Enum;
-using DG.Tweening;
-using Entity.EntityData;
-using Game.Utility;
-using UnityEngine;
-using UnityGameFramework.Runtime;
-
-namespace Entity
-{
- public class WeaponKnife : WeaponBase
- {
- private WeaponKnifeData _weaponData;
- private float _currAttackTimer = 0f;
- private EnemyManagerComponent _enemy;
- private EntityBase _target;
-
- private float _sqrRange;
-
- private Collider _collider;
- private Rigidbody _rigidbody;
- private Quaternion _cachedRotation;
- [SerializeField] private float _rotateSpeed = 2f;
-
- private Dictionary _weaponStates;
-
- private StatProperty _attackStat = new();
- private Action _attackStatCallback;
-
- [SerializeField] private float attackDuration = 0.15f; // 戳刺持续时间
- [SerializeField] private float returnDuration = 0.2f; // 回归持续时间
-
- public override ImpactData GetImpactData()
- {
- return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, _attackStat);
- }
-
- private void InitStates()
- {
- _weaponStates = new Dictionary
- {
- { WeaponStateType.Idle, new IdleState() },
- { WeaponStateType.Check_InRange, new CheckInRangeState() },
- { WeaponStateType.Check_OutRange, new CheckOutRangeState() },
- { WeaponStateType.Attack, new AttackState() }
- };
- foreach (var state in _weaponStates.Values)
- {
- state.OnInit(this);
- }
- }
-
- #region FSM Methods
-
- protected override void Attack()
- {
- Vector3 targetPos = CachedTransform.position + CachedTransform.forward * _weaponData.AttackRange;
- _isAttacking = true;
- _collider.enabled = true;
- _rigidbody.detectCollisions = true;
- Transform parentTransform = CachedTransform.parent;
- CachedTransform.SetParent(null);
-
- var sequence = DOTween.Sequence();
- sequence.Append(CachedTransform.DOMove(targetPos, attackDuration).SetEase(Ease.OutQuad));
- sequence.AppendCallback(() =>
- {
- _collider.enabled = false;
- _rigidbody.detectCollisions = false;
- CachedTransform.SetParent(parentTransform);
- });
- sequence.Append(CachedTransform.DOLocalMove(Vector3.zero, returnDuration / 2f).SetEase(Ease.InQuad));
- sequence.AppendCallback(() => { _isAttacking = false; });
- }
-
- protected override void Check()
- {
- _target = null;
- float minSqrMagnitude = float.MaxValue;
-
- var enemies = _enemy.Enemies;
- foreach (var enemy in enemies)
- {
- if (enemy == null || !enemy.Available) continue;
-
- float sqrMagnitude = AIUtility.GetSqrMagnitude(this, enemy);
-
- if (minSqrMagnitude < sqrMagnitude) continue;
-
- _target = enemy;
- minSqrMagnitude = sqrMagnitude;
- }
- }
-
- private void RotateToTarget(float elapseSeconds)
- {
- if (_target == null || !_target.Available) return;
-
- Vector3 directionToTarget = (_target.CachedTransform.position - transform.position).normalized;
- Quaternion targetRotation = Quaternion.LookRotation(directionToTarget, Vector3.up);
-
- var quaternion = Quaternion.Slerp(CachedTransform.rotation, targetRotation, _rotateSpeed * elapseSeconds);
- CachedTransform.rotation = quaternion;
- }
-
- private void RotateToOrigin(float elapseSeconds)
- {
- var quaternion = Quaternion.Slerp(CachedTransform.rotation, _cachedRotation, _rotateSpeed * elapseSeconds);
- CachedTransform.rotation = quaternion;
- }
-
- protected override void TransitionTo(WeaponStateType state)
- {
- _currentState?.OnLeave();
- _currentState = _weaponStates[state];
- _currentState.OnEnter();
- }
-
- #endregion
-
- #region FSM
-
- protected override void OnShow(object userData)
- {
- base.OnShow(userData);
-
- _weaponData = userData as WeaponKnifeData;
- if (_weaponData == null)
- {
- Log.Error("WeaponKnife data is invalid.");
- return;
- }
- WeaponData = _weaponData;
-
- _collider = GetComponent();
- _rigidbody = GetComponent();
- _currAttackTimer = 0;
- _enemy = GameEntry.EnemyManager;
- _sqrRange = _weaponData.AttackRange * _weaponData.AttackRange;
- _cachedRotation = transform.rotation;
- _collider.enabled = false;
- _rigidbody.detectCollisions = false;
-
- if (_weaponData.OwnerCamp == CampType.Player)
- this.gameObject.layer = LayerMask.NameToLayer("PlayerWeapon");
- if (_weaponData.OwnerCamp == CampType.Enemy)
- this.gameObject.layer = LayerMask.NameToLayer("EnemyWeapon");
-
- InitStates();
- TransitionTo(WeaponStateType.Idle);
- }
-
- protected override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
- {
- base.OnAttachTo(parentEntity, parentTransform, userData);
-
- if (parentEntity is Player player)
- {
- var statComponent = player.GetComponent();
- if (statComponent != null)
- {
- this._attackStat = statComponent.GetStat(StatType.Attack);
- this._attackStatCallback = (modifier, b) => statComponent.UpdateStat(_attackStat, modifier, b);
- statComponent.Subscribe(StatType.Attack, this._attackStatCallback);
- }
- }
- }
-
- protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- base.OnUpdate(elapseSeconds, realElapseSeconds);
-
- if (!_isEnabled) return;
-
- Log.Debug($"current state: {_currentState}");
- _currentState?.OnUpdate(elapseSeconds, realElapseSeconds);
- }
-
- protected override void OnDetachFrom(EntityLogic parentEntity, object userData)
- {
- base.OnDetachFrom(parentEntity, userData);
-
- if (parentEntity is Player player)
- {
- var statComponent = player.GetComponent();
- if (statComponent != null)
- {
- statComponent.Unsubscribe(StatType.Attack, this._attackStatCallback);
- }
- }
-
- this._attackStat = null;
- this._attackStatCallback = null;
- }
-
- #endregion
-
- private class IdleState : WeaponStateBase
- {
- private WeaponKnife _weapon;
-
- public override WeaponStateType State => WeaponStateType.Idle;
-
- public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
-
- public override void OnEnter()
- {
- }
-
- public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- _weapon.Check();
- _weapon.RotateToOrigin(elapseSeconds);
- if (_weapon._target != null && _weapon._target.Available)
- {
- _weapon.TransitionTo(WeaponStateType.Check_OutRange);
- }
- }
-
- public override void OnLeave()
- {
- }
- }
-
- private class CheckOutRangeState : WeaponStateBase
- {
- private WeaponKnife _weapon;
-
- public override WeaponStateType State => WeaponStateType.Check_OutRange;
-
- public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
-
- public override void OnEnter()
- {
- }
-
- public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- _weapon.Check();
- _weapon.RotateToTarget(elapseSeconds);
-
- if (_weapon._target == null || !_weapon._target.Available)
- {
- _weapon.TransitionTo(WeaponStateType.Idle);
- return;
- }
-
- if (AIUtility.GetSqrMagnitude(_weapon._target, _weapon) < _weapon._sqrRange)
- {
- _weapon.TransitionTo(WeaponStateType.Check_InRange);
- return;
- }
- }
-
- public override void OnLeave()
- {
- }
- }
-
- private class CheckInRangeState : WeaponStateBase
- {
- private WeaponKnife _weapon;
-
- public override WeaponStateType State => WeaponStateType.Check_InRange;
-
- public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
-
- public override void OnEnter()
- {
- }
-
- public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- _weapon.Check();
- _weapon.RotateToTarget(elapseSeconds);
- _weapon._currAttackTimer += elapseSeconds;
-
- if (_weapon._target == null || !_weapon._target.Available)
- {
- _weapon.TransitionTo(WeaponStateType.Idle);
- return;
- }
-
- if (AIUtility.GetSqrMagnitude(_weapon._target, _weapon) >= _weapon._sqrRange)
- {
- _weapon.TransitionTo(WeaponStateType.Check_OutRange);
- return;
- }
-
- if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
- {
- _weapon.TransitionTo(WeaponStateType.Attack);
- return;
- }
- }
-
- public override void OnLeave()
- {
- _weapon._currAttackTimer = 0;
- }
- }
-
- private class AttackState : WeaponStateBase
- {
- private WeaponKnife _weapon;
-
- public override WeaponStateType State => WeaponStateType.Attack;
-
- public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
-
- public override void OnEnter()
- {
- _weapon.Attack();
- }
-
- public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- if (!_weapon._isAttacking)
- {
- _weapon.TransitionTo(WeaponStateType.Check_InRange);
- }
- }
-
- public override void OnLeave()
- {
- }
- }
- }
-}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.meta
new file mode 100644
index 0000000..491f4e8
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: f89893f21b3046b7a93a368cd688451e
+timeCreated: 1771578597
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.AttackState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.AttackState.cs
new file mode 100644
index 0000000..fe5faf1
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.AttackState.cs
@@ -0,0 +1,31 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponKnife
+ {
+ private class AttackState : WeaponStateBase
+ {
+ private WeaponKnife _weapon;
+
+ public override WeaponStateType State => WeaponStateType.Attack;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
+
+ public override void OnEnter()
+ {
+ _weapon._currAttackTimer = 0f;
+ _weapon.Attack();
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ if (!_weapon._isAttacking)
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_InRange);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.AttackState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.AttackState.cs.meta
new file mode 100644
index 0000000..177f872
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.AttackState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 417516ffe5574e0c998105fcaa073de7
+timeCreated: 1771578955
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckInRangeState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckInRangeState.cs
new file mode 100644
index 0000000..e686d92
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckInRangeState.cs
@@ -0,0 +1,49 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponKnife
+ {
+ private class CheckInRangeState : WeaponStateBase
+ {
+ private WeaponKnife _weapon;
+
+ public override WeaponStateType State => WeaponStateType.Check_InRange;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
+
+ public override void OnEnter()
+ {
+ if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
+ {
+ _weapon.TransitionTo(WeaponStateType.Attack);
+ }
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToTarget(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target == null || !_weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Idle);
+ return;
+ }
+
+ if (!_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_OutRange);
+ return;
+ }
+
+ if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
+ {
+ _weapon.TransitionTo(WeaponStateType.Attack);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckInRangeState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckInRangeState.cs.meta
new file mode 100644
index 0000000..4eb0912
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckInRangeState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 59644093364644768c26261b24bdb820
+timeCreated: 1771578916
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckOutRangeState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckOutRangeState.cs
new file mode 100644
index 0000000..a30fdf8
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckOutRangeState.cs
@@ -0,0 +1,39 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponKnife
+ {
+ private class CheckOutRangeState : WeaponStateBase
+ {
+ private WeaponKnife _weapon;
+
+ public override WeaponStateType State => WeaponStateType.Check_OutRange;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
+
+ public override void OnEnter()
+ {
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToTarget(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target == null || !_weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Idle);
+ return;
+ }
+
+ if (_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_InRange);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckOutRangeState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckOutRangeState.cs.meta
new file mode 100644
index 0000000..520dce9
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.CheckOutRangeState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d9e1a63869694e72a360afe29cc94cfb
+timeCreated: 1771578994
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.IdleState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.IdleState.cs
new file mode 100644
index 0000000..a2f1952
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.IdleState.cs
@@ -0,0 +1,33 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponKnife
+ {
+ public class IdleState : WeaponStateBase
+ {
+ private WeaponKnife _weapon;
+
+ public override WeaponStateType State => WeaponStateType.Idle;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponKnife;
+
+ public override void OnEnter()
+ {
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToOrigin(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target != null && _weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_OutRange);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.IdleState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.IdleState.cs.meta
new file mode 100644
index 0000000..520eac7
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.IdleState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: b4d66ec44b064640aa95c6aa71ff3846
+timeCreated: 1771578662
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.cs
new file mode 100644
index 0000000..f2d9d6c
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.cs
@@ -0,0 +1,227 @@
+using System.Collections.Generic;
+using CustomUtility;
+using Definition.DataStruct;
+using Definition.Enum;
+using DG.Tweening;
+using Entity.EntityData;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace Entity.Weapon
+{
+ public partial class WeaponKnife : WeaponBase
+ {
+ private const string HitRadiusParamKey = "HitRadius";
+
+ private WeaponKnifeData _weaponData;
+
+ private Quaternion _cachedRotation;
+ [SerializeField] private float _rotateSpeed = 4f;
+
+ private Sequence _attackSequence;
+ private Transform _attackParent;
+ private Vector3 _attackCenter;
+
+ [SerializeField] private float attackDuration = 0.15f;
+ [SerializeField] private float returnDuration = 0.2f;
+
+ [SerializeField] private LayerMask _hitMask = ~0;
+ [SerializeField] private int _maxHitColliders = 32;
+
+ private IWeaponAttackEffect _attackEffect;
+ private Collider[] _hitResults;
+ private readonly HashSet _hitEntityIds = new();
+
+ private float _hitRadius;
+ private float _hitRadiusSqr;
+
+ public override ImpactData GetImpactData()
+ {
+ return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, AttackStat);
+ }
+
+ protected override void BuildStates()
+ {
+ RegisterState(new IdleState());
+ RegisterState(new CheckInRangeState());
+ RegisterState(new CheckOutRangeState());
+ RegisterState(new AttackState());
+ }
+
+ protected override void Attack()
+ {
+ StopAttackTween(false);
+ FaceTargetImmediately();
+
+ _isAttacking = true;
+ Transform parentTransform = CachedTransform.parent;
+ _attackParent = parentTransform;
+ _attackCenter = _target != null ? _target.CachedTransform.position : CachedTransform.position;
+ CachedTransform.SetParent(null);
+
+ Vector3 targetPos = CachedTransform.position + CachedTransform.forward * _weaponData.AttackRange;
+ _attackSequence = DOTween.Sequence();
+ _attackSequence.Append(CachedTransform.DOMove(targetPos, attackDuration).SetEase(Ease.OutQuad));
+ _attackSequence.AppendCallback(() =>
+ {
+ _attackEffect?.Play(this, _attackCenter, null, _hitRadius);
+ ApplyGroundAreaDamage();
+ if (_attackParent != null)
+ {
+ CachedTransform.SetParent(_attackParent);
+ }
+ });
+ _attackSequence.Append(
+ CachedTransform.DOLocalMove(Vector3.zero, returnDuration * 0.5f).SetEase(Ease.InQuad));
+ _attackSequence.AppendCallback(() =>
+ {
+ _isAttacking = false;
+ _attackSequence = null;
+ _attackParent = null;
+ });
+ }
+
+ protected override void Check()
+ {
+ _target = SelectTarget(_sqrRange);
+ }
+
+ private void RotateToTarget(float elapseSeconds)
+ {
+ if (_target == null || !_target.Available) return;
+
+ Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
+ if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
+
+ Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
+ CachedTransform.rotation =
+ Quaternion.Slerp(CachedTransform.rotation, targetRotation, _rotateSpeed * elapseSeconds);
+ }
+
+ public void RotateToOrigin(float elapseSeconds)
+ {
+ CachedTransform.rotation =
+ Quaternion.Slerp(CachedTransform.rotation, _cachedRotation, _rotateSpeed * elapseSeconds);
+ }
+
+ private void FaceTargetImmediately()
+ {
+ if (_target == null || !_target.Available) return;
+
+ Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
+ if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
+
+ CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
+ }
+
+ private void ApplyGroundAreaDamage()
+ {
+ if (_hitRadius <= 0f || _hitResults == null || _hitResults.Length == 0) return;
+
+ int hitCount = Physics.OverlapSphereNonAlloc(_attackCenter, _hitRadius, _hitResults, _hitMask,
+ QueryTriggerInteraction.Collide);
+
+ _hitEntityIds.Clear();
+ for (int i = 0; i < hitCount; i++)
+ {
+ Collider collider = _hitResults[i];
+ if (collider == null) continue;
+
+ TargetableObject targetable = collider.GetComponentInParent();
+ if (targetable == null || !targetable.Available || targetable.IsDead) continue;
+ if (!_hitEntityIds.Add(targetable.Id)) continue;
+
+ Vector3 delta = targetable.CachedTransform.position - _attackCenter;
+ delta.y = 0f;
+ if (delta.sqrMagnitude > _hitRadiusSqr) continue;
+
+ AIUtility.PerformCollision(targetable, this);
+ }
+ }
+
+ protected override bool OnWeaponShow(object userData)
+ {
+ _weaponData = RequireWeaponData(userData);
+ if (_weaponData == null) return false;
+ WeaponData = _weaponData;
+
+ _currAttackTimer = 0f;
+ _sqrRange = _weaponData.AttackRange * _weaponData.AttackRange;
+ _cachedRotation = CachedTransform.rotation;
+
+ string hitRadiusRaw = _weaponData.GetParamsString(HitRadiusParamKey);
+ if (!float.TryParse(hitRadiusRaw, out _hitRadius))
+ {
+ _hitRadius = _weaponData.AttackRange;
+ }
+ _hitRadius = Mathf.Max(0.1f, _hitRadius);
+
+ _hitRadiusSqr = _hitRadius * _hitRadius;
+ _attackEffect = new KnifeRangeAttackEffect();
+
+ int colliderCapacity = Mathf.Max(1, _maxHitColliders);
+ if (_hitResults == null || _hitResults.Length != colliderCapacity)
+ {
+ _hitResults = new Collider[colliderCapacity];
+ }
+
+ if (_weaponData.OwnerCamp == CampType.Player)
+ {
+ gameObject.layer = LayerMask.NameToLayer("PlayerWeapon");
+ _hitMask = LayerMask.GetMask("Enemy");
+ }
+ else if (_weaponData.OwnerCamp == CampType.Enemy)
+ {
+ gameObject.layer = LayerMask.NameToLayer("EnemyWeapon");
+ _hitMask = LayerMask.GetMask("Player");
+ }
+
+ return true;
+ }
+
+ protected override void OnWeaponHide(object userData)
+ {
+ StopAttackTween(true);
+ _attackEffect = null;
+ }
+
+ protected override void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
+ {
+ BindAttackStatFromOwner(parentEntity);
+ }
+
+ protected override void OnWeaponDetach(EntityLogic parentEntity, object userData)
+ {
+ StopAttackTween(true);
+ ReleaseAttackStatSubscription();
+ }
+
+ protected override void OnEnabledChanged(bool enabled)
+ {
+ if (!enabled)
+ {
+ StopAttackTween(true);
+ }
+ }
+
+ private void StopAttackTween(bool resetTransform)
+ {
+ if (_attackSequence != null)
+ {
+ _attackSequence.Kill();
+ _attackSequence = null;
+ }
+
+ _isAttacking = false;
+
+ if (resetTransform && _attackParent != null)
+ {
+ CachedTransform.SetParent(_attackParent);
+ CachedTransform.localPosition = Vector3.zero;
+ }
+
+ _attackParent = null;
+ _hitEntityIds.Clear();
+ }
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.cs.meta
similarity index 100%
rename from Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife.cs.meta
rename to Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/WeaponKnife.cs.meta
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash.meta
new file mode 100644
index 0000000..8c00932
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 9289c110a12b456aabb374427caa9e1a
+timeCreated: 1771579177
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.AttackState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.AttackState.cs
new file mode 100644
index 0000000..cc8fb5a
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.AttackState.cs
@@ -0,0 +1,30 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponSlash
+ {
+ private class AttackState : WeaponStateBase
+ {
+ private WeaponSlash _weapon;
+ public override WeaponStateType State => WeaponStateType.Attack;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponSlash;
+
+ public override void OnEnter()
+ {
+ _weapon._currAttackTimer = 0f;
+ _weapon.Attack();
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ if (!_weapon._isAttacking)
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_InRange);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.AttackState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.AttackState.cs.meta
new file mode 100644
index 0000000..89d8e6a
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.AttackState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 96b136ec326941a0821f66ddf750de29
+timeCreated: 1771579419
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckInRangeState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckInRangeState.cs
new file mode 100644
index 0000000..0b00621
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckInRangeState.cs
@@ -0,0 +1,48 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponSlash
+ {
+ private class CheckInRangeState : WeaponStateBase
+ {
+ private WeaponSlash _weapon;
+ public override WeaponStateType State => WeaponStateType.Check_InRange;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponSlash;
+
+ public override void OnEnter()
+ {
+ if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
+ {
+ _weapon.TransitionTo(WeaponStateType.Attack);
+ }
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToTarget(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target == null || !_weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Idle);
+ return;
+ }
+
+ if (!_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_OutRange);
+ return;
+ }
+
+ if (_weapon._currAttackTimer >= _weapon._weaponData.Cooldown)
+ {
+ _weapon.TransitionTo(WeaponStateType.Attack);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckInRangeState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckInRangeState.cs.meta
new file mode 100644
index 0000000..5b75111
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckInRangeState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 57a936178b5a4ff2938df369b77631e6
+timeCreated: 1771579430
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckOutRangeState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckOutRangeState.cs
new file mode 100644
index 0000000..4b252ef
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckOutRangeState.cs
@@ -0,0 +1,38 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponSlash
+ {
+ private class CheckOutRangeState : WeaponStateBase
+ {
+ private WeaponSlash _weapon;
+ public override WeaponStateType State => WeaponStateType.Check_OutRange;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponSlash;
+
+ public override void OnEnter()
+ {
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToTarget(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target == null || !_weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Idle);
+ return;
+ }
+
+ if (_weapon.IsInRange(_weapon._target, _weapon._sqrRange))
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_InRange);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckOutRangeState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckOutRangeState.cs.meta
new file mode 100644
index 0000000..1cb2f25
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.CheckOutRangeState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 89988d7be9104b0f83a423d1de2398b1
+timeCreated: 1771579440
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.IdleState.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.IdleState.cs
new file mode 100644
index 0000000..f60cc66
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.IdleState.cs
@@ -0,0 +1,32 @@
+namespace Entity.Weapon
+{
+ public partial class WeaponSlash
+ {
+ private class IdleState : WeaponStateBase
+ {
+ private WeaponSlash _weapon;
+ public override WeaponStateType State => WeaponStateType.Idle;
+ public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponSlash;
+
+ public override void OnEnter()
+ {
+ }
+
+ public override void OnUpdate(float elapseSeconds, float realElapseSeconds)
+ {
+ _weapon.Check();
+ _weapon.RotateToOrigin(elapseSeconds);
+ _weapon._currAttackTimer += elapseSeconds;
+
+ if (_weapon._target != null && _weapon._target.Available)
+ {
+ _weapon.TransitionTo(WeaponStateType.Check_OutRange);
+ }
+ }
+
+ public override void OnLeave()
+ {
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.IdleState.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.IdleState.cs.meta
new file mode 100644
index 0000000..eeb31e1
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.IdleState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: bec8a4a6cb974111bbd70072754f9fdb
+timeCreated: 1771579452
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.cs b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.cs
new file mode 100644
index 0000000..522d029
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.cs
@@ -0,0 +1,259 @@
+using System.Collections.Generic;
+using Definition.DataStruct;
+using Definition.Enum;
+using DG.Tweening;
+using Entity.EntityData;
+using CustomUtility;
+using UnityEngine;
+using UnityGameFramework.Runtime;
+
+namespace Entity.Weapon
+{
+ public partial class WeaponSlash : WeaponBase
+ {
+ #region Property
+
+ private const string SectorAngleParamKey = "SectorAngle";
+
+ private WeaponSlashData _weaponData;
+
+ private Quaternion _cachedRotation;
+ [SerializeField] private float _rotateSpeed = 4f;
+
+ private Sequence _attackSequence;
+ private Vector3 _attackCenter;
+ private Quaternion _cachedAttackRotation;
+ private IWeaponAttackEffect _attackEffect;
+
+ [SerializeField] private float attackDuration = 0.4f;
+ [SerializeField] private float returnDuration = 0.4f;
+ [SerializeField] private float _swingAngleScale = 1f;
+
+ [SerializeField] private LayerMask _hitMask = ~0;
+ [SerializeField] private int _maxHitColliders = 32;
+
+ private Collider[] _hitResults;
+ private readonly HashSet _hitEntityIds = new();
+
+ private float _attackRadius;
+ private float _attackRadiusSqr;
+ private float _sectorAngle;
+
+ #endregion
+
+
+ public override ImpactData GetImpactData()
+ {
+ return new ImpactData(_weaponData.OwnerCamp, _weaponData.Attack, AttackStat);
+ }
+
+ protected override void BuildStates()
+ {
+ RegisterState(new IdleState());
+ RegisterState(new CheckInRangeState());
+ RegisterState(new CheckOutRangeState());
+ RegisterState(new AttackState());
+ }
+
+ protected override void Attack()
+ {
+ StopAttackTween(false);
+ FaceTargetImmediately();
+
+ _isAttacking = true;
+ _attackCenter = CachedTransform.position;
+ _cachedAttackRotation = CachedTransform.rotation;
+
+ float swingAngle = Mathf.Clamp(_sectorAngle * Mathf.Max(0.1f, _swingAngleScale), 15f, 170f);
+ Quaternion startRotation = Quaternion.AngleAxis(-swingAngle * 0.5f, Vector3.up) * _cachedAttackRotation;
+ Quaternion endRotation = Quaternion.AngleAxis(swingAngle * 0.5f, Vector3.up) * _cachedAttackRotation;
+ CachedTransform.rotation = startRotation;
+
+ _attackSequence = DOTween.Sequence();
+ _attackSequence.Append(
+ CachedTransform.DORotateQuaternion(endRotation, attackDuration).SetEase(Ease.OutSine));
+ _attackSequence.InsertCallback(attackDuration * 0.5f, () =>
+ {
+ _attackEffect?.Play(this, _attackCenter, _target, _attackRadius);
+ ApplySectorDamage();
+ });
+ _attackSequence.Append(CachedTransform.DORotateQuaternion(_cachedAttackRotation, returnDuration)
+ .SetEase(Ease.InSine));
+ _attackSequence.AppendCallback(() =>
+ {
+ _isAttacking = false;
+ _attackSequence = null;
+ });
+ }
+
+ protected override void Check()
+ {
+ _target = SelectTarget(_sqrRange);
+ }
+
+ private void ApplySectorDamage()
+ {
+ if (_attackRadius <= 0f || _hitResults == null || _hitResults.Length == 0) return;
+
+ int hitCount = Physics.OverlapSphereNonAlloc(_attackCenter, _attackRadius, _hitResults, _hitMask,
+ QueryTriggerInteraction.Collide);
+
+ _hitEntityIds.Clear();
+ Vector3 forward = CachedTransform.forward;
+ forward.y = 0f;
+ if (forward.sqrMagnitude <= Mathf.Epsilon)
+ {
+ forward = Vector3.forward;
+ }
+
+ forward.Normalize();
+
+ float halfAngle = _sectorAngle * 0.5f;
+ for (int i = 0; i < hitCount; i++)
+ {
+ Collider collider = _hitResults[i];
+ if (collider == null) continue;
+
+ TargetableObject targetable = collider.GetComponentInParent();
+ if (targetable == null || !targetable.Available || targetable.IsDead) continue;
+ if (!_hitEntityIds.Add(targetable.Id)) continue;
+
+ Vector3 toTarget = targetable.CachedTransform.position - _attackCenter;
+ toTarget.y = 0f;
+
+ float sqrDistance = toTarget.sqrMagnitude;
+ if (sqrDistance <= Mathf.Epsilon || sqrDistance > _attackRadiusSqr) continue;
+
+ float angle = Vector3.Angle(forward, toTarget.normalized);
+ if (angle > halfAngle) continue;
+
+ AIUtility.PerformCollision(targetable, this);
+ }
+ }
+
+ private void RotateToTarget(float elapseSeconds)
+ {
+ if (_target == null || !_target.Available) return;
+
+ Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
+ directionToTarget.y = 0f;
+ if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
+
+ Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
+ CachedTransform.rotation =
+ Quaternion.Slerp(CachedTransform.rotation, targetRotation, _rotateSpeed * elapseSeconds);
+ }
+
+ private void RotateToOrigin(float elapseSeconds)
+ {
+ CachedTransform.rotation =
+ Quaternion.Slerp(CachedTransform.rotation, _cachedRotation, _rotateSpeed * elapseSeconds);
+ }
+
+ private void FaceTargetImmediately()
+ {
+ if (_target == null || !_target.Available) return;
+
+ Vector3 directionToTarget = _target.CachedTransform.position - CachedTransform.position;
+ directionToTarget.y = 0f;
+ if (directionToTarget.sqrMagnitude <= Mathf.Epsilon) return;
+
+ CachedTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized, Vector3.up);
+ }
+
+ #region Lifecycle
+
+ protected override bool OnWeaponShow(object userData)
+ {
+ _weaponData = RequireWeaponData(userData);
+ if (_weaponData == null) return false;
+ WeaponData = _weaponData;
+
+ _currAttackTimer = 0f;
+ _sqrRange = _weaponData.AttackRange * _weaponData.AttackRange;
+ _cachedRotation = CachedTransform.rotation;
+
+ _attackRadius = Mathf.Max(0.1f, _weaponData.AttackRange);
+ _attackRadiusSqr = _attackRadius * _attackRadius;
+
+ _sectorAngle = 90f;
+ if (_weaponData.Params != null &&
+ _weaponData.Params.TryGetValue(SectorAngleParamKey.ToLower(), out string rawAngle))
+ {
+ if (float.TryParse(rawAngle, out float parsedAngle))
+ {
+ _sectorAngle = Mathf.Clamp(parsedAngle, 1f, 360f);
+ }
+ }
+
+ int capacity = Mathf.Max(1, _maxHitColliders);
+ if (_hitResults == null || _hitResults.Length != capacity)
+ {
+ _hitResults = new Collider[capacity];
+ }
+
+ _attackEffect = new SlashSectorAttackEffect();
+
+ if (_weaponData.OwnerCamp == CampType.Player)
+ {
+ gameObject.layer = LayerMask.NameToLayer("PlayerWeapon");
+ _hitMask = LayerMask.GetMask("Enemy");
+ }
+ else if (_weaponData.OwnerCamp == CampType.Enemy)
+ {
+ gameObject.layer = LayerMask.NameToLayer("EnemyWeapon");
+ _hitMask = LayerMask.GetMask("Player");
+ }
+
+ return true;
+ }
+
+ protected override void OnWeaponHide(object userData)
+ {
+ StopAttackTween(true);
+ _attackEffect = null;
+ }
+
+ protected override void OnWeaponAttach(EntityLogic parentEntity, Transform parentTransform, object userData)
+ {
+ BindAttackStatFromOwner(parentEntity);
+ }
+
+ protected override void OnWeaponDetach(EntityLogic parentEntity, object userData)
+ {
+ StopAttackTween(true);
+ ReleaseAttackStatSubscription();
+ }
+
+ protected override void OnEnabledChanged(bool enabled)
+ {
+ if (!enabled)
+ {
+ StopAttackTween(true);
+ }
+ }
+
+ #endregion
+
+
+ private void StopAttackTween(bool resetTransform)
+ {
+ if (_attackSequence != null)
+ {
+ _attackSequence.Kill();
+ _attackSequence = null;
+ }
+
+ _isAttacking = false;
+
+ if (resetTransform)
+ {
+ CachedTransform.rotation = _cachedAttackRotation;
+ }
+
+ _hitEntityIds.Clear();
+ }
+
+ public float SectorAngle => _sectorAngle;
+ }
+}
diff --git a/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.cs.meta b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.cs.meta
new file mode 100644
index 0000000..080b4ee
--- /dev/null
+++ b/Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash/WeaponSlash.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7a9d2a4fb0fc0254d85c5de012d2aff4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/GameMain/Scripts/Event/DisplayItemHideEventArgs.cs b/Assets/GameMain/Scripts/Event/DisplayItemHideEventArgs.cs
deleted file mode 100644
index 9715dd9..0000000
--- a/Assets/GameMain/Scripts/Event/DisplayItemHideEventArgs.cs
+++ /dev/null
@@ -1,28 +0,0 @@
-using GameFramework;
-using GameFramework.Event;
-
-namespace CustomEvent
-{
- public class DisplayItemHideEventArgs : GameEventArgs
- {
- public static readonly int EventId = typeof(DisplayItemHideEventArgs).GetHashCode();
-
- public override int Id => EventId;
-
-
- public DisplayItemHideEventArgs()
- {
- }
-
- public static DisplayItemHideEventArgs Create()
- {
- var args = ReferencePool.Acquire();
-
- return args;
- }
-
- public override void Clear()
- {
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/DisplayItemInfoHideEventArgs.cs b/Assets/GameMain/Scripts/Event/DisplayItemInfoHideEventArgs.cs
new file mode 100644
index 0000000..0bf353b
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/DisplayItemInfoHideEventArgs.cs
@@ -0,0 +1,32 @@
+using GameFramework;
+using GameFramework.Event;
+
+namespace CustomEvent
+{
+ public class DisplayItemInfoHideEventArgs : GameEventArgs
+ {
+ public static readonly int EventId = typeof(DisplayItemInfoHideEventArgs).GetHashCode();
+
+ public override int Id => EventId;
+
+ public bool Force = false;
+
+ public DisplayItemInfoHideEventArgs()
+ {
+ Force = false;
+ }
+
+ public static DisplayItemInfoHideEventArgs Create(bool force = false)
+ {
+ var args = ReferencePool.Acquire();
+ args.Force = force;
+
+ return args;
+ }
+
+ public override void Clear()
+ {
+ Force = false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/DisplayItemHideEventArgs.cs.meta b/Assets/GameMain/Scripts/Event/DisplayItemInfoHideEventArgs.cs.meta
similarity index 100%
rename from Assets/GameMain/Scripts/Event/DisplayItemHideEventArgs.cs.meta
rename to Assets/GameMain/Scripts/Event/DisplayItemInfoHideEventArgs.cs.meta
diff --git a/Assets/GameMain/Scripts/Event/DisplayItemInfoLockEventArgs.cs b/Assets/GameMain/Scripts/Event/DisplayItemInfoLockEventArgs.cs
new file mode 100644
index 0000000..4d03aa2
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/DisplayItemInfoLockEventArgs.cs
@@ -0,0 +1,27 @@
+using GameFramework;
+using GameFramework.Event;
+
+namespace CustomEvent
+{
+ public class DisplayItemInfoLockEventArgs : GameEventArgs
+ {
+ public static readonly int EventId = typeof(DisplayItemInfoLockEventArgs).GetHashCode();
+
+ public override int Id => EventId;
+
+ public DisplayItemInfoLockEventArgs()
+ {
+ }
+
+ public static DisplayItemInfoLockEventArgs Create()
+ {
+ var args = ReferencePool.Acquire();
+
+ return args;
+ }
+
+ public override void Clear()
+ {
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/DisplayItemInfoLockEventArgs.cs.meta b/Assets/GameMain/Scripts/Event/DisplayItemInfoLockEventArgs.cs.meta
new file mode 100644
index 0000000..ee1ff24
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/DisplayItemInfoLockEventArgs.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 17754f00ac924fc29b3604cfed7a5efe
+timeCreated: 1771488601
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/LevelProcessEventArgs.cs b/Assets/GameMain/Scripts/Event/LevelProcessEventArgs.cs
new file mode 100644
index 0000000..63ed871
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/LevelProcessEventArgs.cs
@@ -0,0 +1,32 @@
+using GameFramework;
+using GameFramework.Event;
+
+namespace CustomEvent
+{
+ public class LevelProcessEventArgs : GameEventArgs
+ {
+ public static readonly int EventId = typeof(LevelProcessEventArgs).GetHashCode();
+
+ public override int Id => EventId;
+
+ public int LevelTimeLeft { get; private set; }
+
+ public LevelProcessEventArgs()
+ {
+ LevelTimeLeft = 60;
+ }
+
+ public static LevelProcessEventArgs Create(int timeLeft)
+ {
+ var args = ReferencePool.Acquire();
+ args.LevelTimeLeft = timeLeft;
+
+ return args;
+ }
+
+ public override void Clear()
+ {
+ LevelTimeLeft = 60;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/LevelProcessEventArgs.cs.meta b/Assets/GameMain/Scripts/Event/LevelProcessEventArgs.cs.meta
new file mode 100644
index 0000000..5b7b77b
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/LevelProcessEventArgs.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2955cc8506684108ba00e6a1e1504a35
+timeCreated: 1771483221
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/Shop/ShopWeaponRecycleEventArgs.cs b/Assets/GameMain/Scripts/Event/Shop/ShopWeaponRecycleEventArgs.cs
new file mode 100644
index 0000000..510da90
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/Shop/ShopWeaponRecycleEventArgs.cs
@@ -0,0 +1,37 @@
+using GameFramework;
+using GameFramework.Event;
+
+namespace CustomEvent
+{
+ public class ShopWeaponRecycleEventArgs : GameEventArgs
+ {
+ public static readonly int EventId = typeof(ShopWeaponRecycleEventArgs).GetHashCode();
+
+ public override int Id => EventId;
+
+ public int Index { get; private set; }
+
+ public int Price { get; private set; }
+
+ public ShopWeaponRecycleEventArgs()
+ {
+ Index = -1;
+ Price = 0;
+ }
+
+ public static ShopWeaponRecycleEventArgs Create(int index, int price)
+ {
+ var args = ReferencePool.Acquire();
+ args.Index = index;
+ args.Price = price;
+
+ return args;
+ }
+
+ public override void Clear()
+ {
+ Index = -1;
+ Price = 0;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Event/Shop/ShopWeaponRecycleEventArgs.cs.meta b/Assets/GameMain/Scripts/Event/Shop/ShopWeaponRecycleEventArgs.cs.meta
new file mode 100644
index 0000000..b5791dd
--- /dev/null
+++ b/Assets/GameMain/Scripts/Event/Shop/ShopWeaponRecycleEventArgs.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2a11aec04bee4abf85e3df1d495e9f84
+timeCreated: 1771487051
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/PlayerInputActions.cs b/Assets/GameMain/Scripts/PlayerInputActions.cs
index 55fe3ec..bcda002 100644
--- a/Assets/GameMain/Scripts/PlayerInputActions.cs
+++ b/Assets/GameMain/Scripts/PlayerInputActions.cs
@@ -157,6 +157,61 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""2D Vector"",
+ ""id"": ""5aa90a81-3055-4e18-8965-79346837eb41"",
+ ""path"": ""2DVector"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Move"",
+ ""isComposite"": true,
+ ""isPartOfComposite"": false
+ },
+ {
+ ""name"": ""up"",
+ ""id"": ""63ca70db-2d24-4e91-b350-2a0de928c85b"",
+ ""path"": ""/dpad/up"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""down"",
+ ""id"": ""4ba12cd2-9814-4ca9-ab36-e9bc830d1f0f"",
+ ""path"": ""/dpad/down"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""left"",
+ ""id"": ""f9801c54-2f8e-4216-a09a-104f9e0f550c"",
+ ""path"": ""/dpad/left"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
+ },
+ {
+ ""name"": ""right"",
+ ""id"": ""c6033b7b-191c-431c-98d0-382e9491acf6"",
+ ""path"": ""/dpad/right"",
+ ""interactions"": """",
+ ""processors"": """",
+ ""groups"": """",
+ ""action"": ""Move"",
+ ""isComposite"": false,
+ ""isPartOfComposite"": true
}
]
}
diff --git a/Assets/GameMain/Scripts/Procedure/Base/ProcedureChangeScene.cs b/Assets/GameMain/Scripts/Procedure/Base/ProcedureChangeScene.cs
index 05202ff..393439b 100644
--- a/Assets/GameMain/Scripts/Procedure/Base/ProcedureChangeScene.cs
+++ b/Assets/GameMain/Scripts/Procedure/Base/ProcedureChangeScene.cs
@@ -13,7 +13,7 @@ using Scene;
using StarForce;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm;
-using Game.Utility;
+using CustomUtility;
namespace Procedure
{
diff --git a/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs b/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs
index fbeb920..21de9d6 100644
--- a/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs
+++ b/Assets/GameMain/Scripts/Procedure/Base/ProcedurePreload.cs
@@ -12,7 +12,7 @@ using System.Collections.Generic;
using DataTable;
using Definition;
using Scene;
-using Game.Utility;
+using CustomUtility;
using TMPro;
using UI;
using UnityEngine;
@@ -25,20 +25,20 @@ namespace Procedure
{
public static readonly string[] DataTableNames = new string[]
{
- "Enemy",
"Entity",
+ "Enemy",
+ "Weapon",
"Music",
"Scene",
"Sound",
"UIForm",
"UISound",
"Goods",
- "Weapon",
"Prop",
"Role",
"Level",
"LevelUpReward",
- "LevelRarity"
+ "LevelRarity",
};
private Dictionary _loadedFlag = new Dictionary();
diff --git a/Assets/GameMain/Scripts/Procedure/Game/GameStateBattle.cs b/Assets/GameMain/Scripts/Procedure/Game/GameStateBattle.cs
index 927c079..89a68c0 100644
--- a/Assets/GameMain/Scripts/Procedure/Game/GameStateBattle.cs
+++ b/Assets/GameMain/Scripts/Procedure/Game/GameStateBattle.cs
@@ -1,4 +1,7 @@
+using System;
using CustomComponent;
+using CustomEvent;
+using DataTable;
using Entity;
using GameFramework.Fsm;
using GameFramework.Procedure;
@@ -11,19 +14,19 @@ namespace Procedure
public override GameStateType GameStateType => GameStateType.Battle;
private EnemyManagerComponent _enemyManager = null;
-
+
private int _currentLevel = 0;
-
- private bool _levelOver;
+
+ private float _levelTimeLeft = 0;
private Player Player => _procedureGame.Player;
-
+
private ProcedureGame _procedureGame = null;
- public void LevelOver()
+ public void AddBattleDuration(float seconds)
{
- if (_levelOver) return;
- _levelOver = true;
+ if (seconds <= 0f) return;
+ _levelTimeLeft += seconds;
}
#region FSM
@@ -37,21 +40,33 @@ namespace Procedure
public override void OnEnter(IFsm procedureOwner)
{
_currentLevel = _procedureGame.CurrentLevel;
- _levelOver = false;
- _enemyManager.OnInit(_currentLevel, this);
-
+
+ var drLevel = GameEntry.DataTable.GetDataTableRow(_currentLevel);
+
+ if (drLevel == null)
+ {
+ throw new Exception($"GameStateBattle.OnEnter: {_currentLevel} is not found.");
+ }
+
+ _levelTimeLeft = drLevel.Duration;
+ _enemyManager.OnInit(drLevel);
+
if (Player != null) Player.Enable = true;
}
public override void OnUpdate(IFsm procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
- _enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
-
- if (_levelOver)
+ if (_levelTimeLeft < 0)
{
_procedureGame.BattleToShopOrLevelUp();
+ return;
}
+
+ _enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
+
+ _levelTimeLeft -= elapseSeconds;
+ GameEntry.Event.Fire(this, LevelProcessEventArgs.Create((int)_levelTimeLeft));
}
public override void OnLeave(IFsm procedureOwner)
@@ -78,4 +93,4 @@ namespace Procedure
#endregion
}
-}
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/Procedure/Game/ProcedureGame.cs b/Assets/GameMain/Scripts/Procedure/Game/ProcedureGame.cs
index 10f58fe..01dc50f 100644
--- a/Assets/GameMain/Scripts/Procedure/Game/ProcedureGame.cs
+++ b/Assets/GameMain/Scripts/Procedure/Game/ProcedureGame.cs
@@ -35,6 +35,8 @@ namespace Procedure
private Dictionary _gameStates;
public Player Player;
+ public GameStateBase CurrentGameState => _gameStates[_currentGameState];
+
private void InitGameState()
{
_gameStates = new Dictionary
@@ -93,7 +95,7 @@ namespace Procedure
CurrentLevel = 1;
_currentPlayerData = new PlayerData(-1, 1001);
GameEntry.Entity.ShowPlayer(_currentPlayerData);
-
+
GameEntry.UIRouter.OpenUI(UIFormType.HudForm);
}
@@ -127,11 +129,11 @@ namespace Procedure
_gameStates.Clear();
GameEntry.UIRouter.CloseUI(UIFormType.HudForm);
-
+
_hudForm = null;
-
+
Player = null;
-
+
_procedureOwner = null;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
diff --git a/Assets/GameMain/Scripts/Procedure/ProcedureStartMenu.cs b/Assets/GameMain/Scripts/Procedure/ProcedureStartMenu.cs
index 89cb9a8..23a557e 100644
--- a/Assets/GameMain/Scripts/Procedure/ProcedureStartMenu.cs
+++ b/Assets/GameMain/Scripts/Procedure/ProcedureStartMenu.cs
@@ -1,6 +1,8 @@
using Definition.Enum;
using Scene;
using UI;
+using UnityEngine;
+using UnityEngine.Rendering;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm;
@@ -30,6 +32,9 @@ namespace Procedure
var useCase2 = new SelectRoleFormUseCase(this);
GameEntry.UIRouter.BindUIUseCase(UIFormType.SelectRoleForm, useCase2);
+
+ QualitySettings.vSyncCount = 0;
+ Application.targetFrameRate = 120;
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
diff --git a/Assets/GameMain/Scripts/Sound/SoundExtension.cs b/Assets/GameMain/Scripts/Sound/SoundExtension.cs
index eef6579..72ca4db 100644
--- a/Assets/GameMain/Scripts/Sound/SoundExtension.cs
+++ b/Assets/GameMain/Scripts/Sound/SoundExtension.cs
@@ -12,7 +12,7 @@ using GameFramework;
using GameFramework.DataTable;
using GameFramework.Sound;
using UnityGameFramework.Runtime;
-using Game.Utility;
+using CustomUtility;
namespace StarForce
{
diff --git a/Assets/GameMain/Scripts/SpriteCache/SpriteCacheComponent.cs b/Assets/GameMain/Scripts/SpriteCache/SpriteCacheComponent.cs
index 44cd430..acfd5ca 100644
--- a/Assets/GameMain/Scripts/SpriteCache/SpriteCacheComponent.cs
+++ b/Assets/GameMain/Scripts/SpriteCache/SpriteCacheComponent.cs
@@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using Definition;
using GameFramework.Resource;
-using Game.Utility;
+using CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
diff --git a/Assets/GameMain/Scripts/UI/Base/UIExtension.cs b/Assets/GameMain/Scripts/UI/Base/UIExtension.cs
index 944156e..24145f3 100644
--- a/Assets/GameMain/Scripts/UI/Base/UIExtension.cs
+++ b/Assets/GameMain/Scripts/UI/Base/UIExtension.cs
@@ -12,7 +12,7 @@ using DataTable;
using Definition;
using Definition.Enum;
using Procedure;
-using Game.Utility;
+using CustomUtility;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
diff --git a/Assets/GameMain/Scripts/UI/GameScene/Context/DisplayItemInfoFormContext.cs b/Assets/GameMain/Scripts/UI/GameScene/Context/DisplayItemInfoFormContext.cs
index 6146b38..4e97fab 100644
--- a/Assets/GameMain/Scripts/UI/GameScene/Context/DisplayItemInfoFormContext.cs
+++ b/Assets/GameMain/Scripts/UI/GameScene/Context/DisplayItemInfoFormContext.cs
@@ -5,6 +5,7 @@ namespace UI
{
public class DisplayItemInfoFormContext : UIContext
{
+ public int Index;
public string IconAssetName;
public string Title;
public string TypeText;
diff --git a/Assets/GameMain/Scripts/UI/GameScene/Context/LevelUpRewardItemContext.cs b/Assets/GameMain/Scripts/UI/GameScene/Context/LevelUpRewardItemContext.cs
index 14a15fe..ae1583e 100644
--- a/Assets/GameMain/Scripts/UI/GameScene/Context/LevelUpRewardItemContext.cs
+++ b/Assets/GameMain/Scripts/UI/GameScene/Context/LevelUpRewardItemContext.cs
@@ -1,3 +1,4 @@
+using Definition.Enum;
using UnityEngine;
namespace UI
@@ -6,6 +7,7 @@ namespace UI
{
public string Title;
public Sprite Icon;
+ public ItemRarity ItemRarity;
public string Description;
public string IconAssetName;
}
diff --git a/Assets/GameMain/Scripts/UI/GameScene/Context/ShopFormContext.cs b/Assets/GameMain/Scripts/UI/GameScene/Context/ShopFormContext.cs
index 204a530..8fb6b9d 100644
--- a/Assets/GameMain/Scripts/UI/GameScene/Context/ShopFormContext.cs
+++ b/Assets/GameMain/Scripts/UI/GameScene/Context/ShopFormContext.cs
@@ -10,5 +10,6 @@ namespace UI
public List GoodsItems;
public DisplayListAreaContext PropListContext;
public DisplayListAreaContext WeaponListContext;
+ public float WeaponRecycleRate = 0.3f;
}
}
diff --git a/Assets/GameMain/Scripts/UI/GameScene/Controller/DisplayItemInfoFormController.cs b/Assets/GameMain/Scripts/UI/GameScene/Controller/DisplayItemInfoFormController.cs
index 4d4ae51..5f0161f 100644
--- a/Assets/GameMain/Scripts/UI/GameScene/Controller/DisplayItemInfoFormController.cs
+++ b/Assets/GameMain/Scripts/UI/GameScene/Controller/DisplayItemInfoFormController.cs
@@ -1,12 +1,29 @@
+using CustomEvent;
using Definition.Enum;
+using GameFramework.Event;
using UnityGameFramework.Runtime;
namespace UI
{
- public class DisplayItemInfoFormController : UIFormControllerCommonBase
+ public class DisplayItemInfoFormController : UIFormControllerCommonBase<
+ DisplayItemInfoFormContext, DisplayItemInfoForm>
{
protected override UIFormType UIFormTypeId => UIFormType.DisplayItemInfoForm;
+ private bool _locked = false;
+
+ protected override void SubscribeCustomEvents()
+ {
+ GameEntry.Event.Subscribe(DisplayItemInfoLockEventArgs.EventId, DisplayItemInfoLock);
+ GameEntry.Event.Subscribe(DisplayItemInfoHideEventArgs.EventId, DisplayItemInfoHide);
+ }
+
+ protected override void UnsubscribeCustomEvents()
+ {
+ GameEntry.Event.Unsubscribe(DisplayItemInfoLockEventArgs.EventId, DisplayItemInfoLock);
+ GameEntry.Event.Unsubscribe(DisplayItemInfoHideEventArgs.EventId, DisplayItemInfoHide);
+ }
+
protected override void RefreshUI(DisplayItemInfoForm form, DisplayItemInfoFormContext context)
{
form.RefreshUI(context);
@@ -26,6 +43,7 @@ namespace UI
return new DisplayItemInfoFormContext
{
+ Index = rawData.Index,
IconAssetName = rawData.IconAssetName,
Title = rawData.Title,
Rarity = rawData.Rarity,
@@ -39,12 +57,14 @@ namespace UI
public int? OpenUI(DisplayItemInfoFormRawData rawData)
{
+ _locked = false;
DisplayItemInfoFormContext context = BuildContext(rawData);
return OpenUIInternal(context);
}
public override int? OpenUI(object userData = null)
{
+ _locked = false;
if (userData is DisplayItemInfoFormContext context)
{
return OpenUIInternal(context);
@@ -71,5 +91,26 @@ namespace UI
Log.Error("DisplayItemInfoForm.BindUseCase() useCase is invalid.");
}
}
+
+ #region Event Handlers
+
+ private void DisplayItemInfoLock(object sender, GameEventArgs e)
+ {
+ if (!(e is DisplayItemInfoLockEventArgs)) return;
+
+ _locked = true;
+ }
+
+ private void DisplayItemInfoHide(object sender, GameEventArgs e)
+ {
+ if (!(e is DisplayItemInfoHideEventArgs args)) return;
+
+ if (!args.Force && _locked && sender is not DisplayItemInfoForm) return;
+
+ GameEntry.UIRouter.CloseUI(UIFormType.DisplayItemInfoForm);
+ _locked = false;
+ }
+
+ #endregion
}
-}
+}
\ No newline at end of file
diff --git a/Assets/GameMain/Scripts/UI/GameScene/Controller/LevelUpFormController.cs b/Assets/GameMain/Scripts/UI/GameScene/Controller/LevelUpFormController.cs
index 4e1e82d..dc6fda8 100644
--- a/Assets/GameMain/Scripts/UI/GameScene/Controller/LevelUpFormController.cs
+++ b/Assets/GameMain/Scripts/UI/GameScene/Controller/LevelUpFormController.cs
@@ -1,7 +1,7 @@
using System.Collections.Generic;
using CustomEvent;
using Definition.Enum;
-using Game.Utility;
+using CustomUtility;
using GameFramework.Event;
using UnityGameFramework.Runtime;
@@ -49,6 +49,7 @@ namespace UI
{
Title = reward.Title,
Icon = null,
+ ItemRarity = reward.Rarity,
Description = ItemDescUtility.CreatePropDescription(reward.Modifiers),
IconAssetName = reward.IconAssetName
});
diff --git a/Assets/GameMain/Scripts/UI/GameScene/Controller/ShopFormController.cs b/Assets/GameMain/Scripts/UI/GameScene/Controller/ShopFormController.cs
index 1e36996..f305048 100644
--- a/Assets/GameMain/Scripts/UI/GameScene/Controller/ShopFormController.cs
+++ b/Assets/GameMain/Scripts/UI/GameScene/Controller/ShopFormController.cs
@@ -3,8 +3,10 @@ using CustomEvent;
using Definition.DataStruct;
using Definition.Enum;
using Entity;
-using Game.Utility;
+using CustomUtility;
+using Entity.Weapon;
using GameFramework.Event;
+using UnityEngine;
using UnityGameFramework.Runtime;
namespace UI
@@ -25,18 +27,18 @@ namespace UI
{
GameEntry.Event.Subscribe(RefreshEventArgs.EventId, Refresh);
GameEntry.Event.Subscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
+ GameEntry.Event.Subscribe(ShopWeaponRecycleEventArgs.EventId, WeaponRecycle);
GameEntry.Event.Subscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.Event.Subscribe(DisplayItemShowEventArgs.EventId, DisplayItemShow);
- GameEntry.Event.Subscribe(DisplayItemHideEventArgs.EventId, DisplayItemHide);
}
protected override void UnsubscribeCustomEvents()
{
GameEntry.Event.Unsubscribe(RefreshEventArgs.EventId, Refresh);
GameEntry.Event.Unsubscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
+ GameEntry.Event.Unsubscribe(ShopWeaponRecycleEventArgs.EventId, WeaponRecycle);
GameEntry.Event.Unsubscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.Event.Unsubscribe(DisplayItemShowEventArgs.EventId, DisplayItemShow);
- GameEntry.Event.Unsubscribe(DisplayItemHideEventArgs.EventId, DisplayItemHide);
}
#region BuildContext
@@ -56,12 +58,15 @@ namespace UI
RefreshPrice = rawData.RefreshPrice,
PlayerCoin = rawData.PlayerCoin,
GoodsItems = rawData.GoodsItems,
- PropListContext = BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
- WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems, rawData.WeaponMaxCount)
+ PropListContext =
+ BuildDisplayListAreaContext(DisplayListAreaType.Prop, rawData.PropItems, rawData.PropMaxCount),
+ WeaponListContext = BuildDisplayListAreaContext(DisplayListAreaType.Weapon, rawData.WeaponItems,
+ rawData.WeaponMaxCount)
};
}
- private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType, IReadOnlyList