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 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1 &100000 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - 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{fileID: 8872382261416578947} + - {fileID: 1468523594039852396} + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} 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 +guid: 5ebb46af6f16ae94e87f64a7dc0a49cb +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + 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 items, + private static DisplayListAreaContext BuildDisplayListAreaContext(DisplayListAreaType listType, + IReadOnlyList items, int maxCount) { string title = GetDisplayListTitle(listType); @@ -89,6 +94,7 @@ namespace UI itemContexts[i] = BuildWeaponItem(weapon); } } + break; case DisplayListAreaType.Prop: @@ -101,6 +107,7 @@ namespace UI itemContexts[i] = BuildPropItem(propItem); } } + break; } @@ -347,6 +354,7 @@ namespace UI DisplayItemInfoFormRawData rawData = new(); rawData.TargetPos = args.TargetPos; + rawData.Index = args.Index; if (args.IsWeapon) { var weaponData = _rawData.WeaponItems[args.Index].WeaponData; @@ -355,7 +363,7 @@ namespace UI rawData.Rarity = weaponData.Rarity; rawData.TypeText = "武器"; rawData.Description = ItemDescUtility.CreateWeaponDescription(weaponData); - rawData.Price = 0; + rawData.Price = Mathf.FloorToInt(weaponData.Price * Context.WeaponRecycleRate); rawData.IsWeapon = true; } else @@ -373,11 +381,29 @@ namespace UI GameEntry.UIRouter.OpenUI(UIFormType.DisplayItemInfoForm, rawData); } - private void DisplayItemHide(object sender, GameEventArgs e) + private void WeaponRecycle(object sender, GameEventArgs e) { - if (!(e is DisplayItemHideEventArgs)) return; + if (!(e is ShopWeaponRecycleEventArgs args)) return; - GameEntry.UIRouter.CloseUI(UIFormType.DisplayItemInfoForm); + if (_useCase == null || Context == null) + { + return; + } + + bool success = _useCase.TryRecycleWeapon(args.Index, args.Price); + if (!success) + { + return; + } + + if (Context.WeaponListContext != null) + { + int currentCount = Mathf.Max(0, Context.WeaponListContext.CurrentCount - 1); + Context.WeaponListContext.CurrentCount = currentCount; + } + + Form?.RemoveWeaponDisplayItem(args.Index); + GameEntry.Event.Fire(this, DisplayItemInfoHideEventArgs.Create(true)); } #endregion diff --git a/Assets/GameMain/Scripts/UI/GameScene/RawData/DisplayItemInfoFormRawData.cs b/Assets/GameMain/Scripts/UI/GameScene/RawData/DisplayItemInfoFormRawData.cs index 7b87585..8c86955 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/RawData/DisplayItemInfoFormRawData.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/RawData/DisplayItemInfoFormRawData.cs @@ -7,6 +7,7 @@ namespace UI { public class DisplayItemInfoFormRawData { + public int Index; public string IconAssetName; public string Title; public string TypeText; diff --git a/Assets/GameMain/Scripts/UI/GameScene/RawData/ShopFormRawData.cs b/Assets/GameMain/Scripts/UI/GameScene/RawData/ShopFormRawData.cs index 070be43..3b2dc25 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/RawData/ShopFormRawData.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/RawData/ShopFormRawData.cs @@ -1,6 +1,6 @@ using System.Collections.Generic; using Definition.DataStruct; -using Entity; +using Entity.Weapon; namespace UI { diff --git a/Assets/GameMain/Scripts/UI/GameScene/UseCase/DisplayItemInfoFormUseCase.cs b/Assets/GameMain/Scripts/UI/GameScene/UseCase/DisplayItemInfoFormUseCase.cs index 351e7e0..aab409c 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/UseCase/DisplayItemInfoFormUseCase.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/UseCase/DisplayItemInfoFormUseCase.cs @@ -1,6 +1,7 @@ using Definition.DataStruct; using Entity; -using Game.Utility; +using CustomUtility; +using Entity.Weapon; using Procedure; namespace UI diff --git a/Assets/GameMain/Scripts/UI/GameScene/UseCase/LevelUpFormUseCase.cs b/Assets/GameMain/Scripts/UI/GameScene/UseCase/LevelUpFormUseCase.cs index 4901588..ed5ca3b 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/UseCase/LevelUpFormUseCase.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/UseCase/LevelUpFormUseCase.cs @@ -7,7 +7,7 @@ using Entity; using Procedure; using UnityEngine; using UnityGameFramework.Runtime; -using Game.Utility; +using CustomUtility; using GameFramework.DataTable; namespace UI diff --git a/Assets/GameMain/Scripts/UI/GameScene/UseCase/ShopFormUseCase.cs b/Assets/GameMain/Scripts/UI/GameScene/UseCase/ShopFormUseCase.cs index 43732d5..3d41060 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/UseCase/ShopFormUseCase.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/UseCase/ShopFormUseCase.cs @@ -4,7 +4,8 @@ using DataTable; using Definition.DataStruct; using Definition.Enum; using Entity; -using Game.Utility; +using Entity.EntityData; +using CustomUtility; using GameFramework.DataTable; using Procedure; using UnityEngine; @@ -127,8 +128,13 @@ namespace UI return null; } - player.Coin -= selection.Price; DisplayItemContext displayItem = ApplyGoodsPurchase(selection); + if (displayItem == null) + { + return null; + } + + player.Coin -= selection.Price; _selections[goodsIndex] = null; return new ShopPurchaseResult @@ -340,13 +346,97 @@ namespace UI if (goods.GoodsType == GoodsType.Weapon) { - // TODO: Weapon purchase apply flow depends on the upcoming weapon system integration. - // Implement weapon creation/equip/add-to-inventory here when weapon runtime model is ready. - Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Weapon purchase flow is not implemented yet."); - return null; + if (Player.Weapons != null && Player.Weapons.Count >= Player.WeaponCapacity) + { + Log.Warning("ShopFormUseCase::ApplyGoodsPurchase: Weapon capacity is full."); + return null; + } + + DRWeapon drWeapon = _weaponDataTable != null ? _weaponDataTable.GetDataRow(goods.GoodsTypeId) : null; + if (drWeapon == null) + { + Log.Warning($"ShopFormUseCase::ApplyGoodsPurchase: Missing DRWeapon, id = {goods.GoodsTypeId}"); + return null; + } + + var weaponData = CreateWeaponData(goods.GoodsTypeId); + if (weaponData == null) + { + Log.Warning( + $"ShopFormUseCase::ApplyGoodsPurchase: Unsupported weapon type id = {goods.GoodsTypeId}"); + return null; + } + + GameEntry.Entity.ShowWeapon(weaponData); + + return new DisplayItemContext + { + IconAssetName = drWeapon.IconAssetName, + Rarity = drWeapon.Rarity, + IsWeapon = true + }; } return null; } + + private WeaponData CreateWeaponData(int weaponTypeId) + { + int entityId = GameEntry.Entity.GenerateSerialId(); + int ownerId = Player.Id; + CampType ownerCamp = CampType.Player; + + WeaponType weaponType = (WeaponType)weaponTypeId; + switch (weaponType) + { + case WeaponType.WeaponKnife: + return new WeaponKnifeData(entityId, ownerId, ownerCamp); + case WeaponType.WeaponHandgun: + return new WeaponHandgunData(entityId, ownerId, ownerCamp); + case WeaponType.WeaponSlash: + return new WeaponSlashData(entityId, ownerId, ownerCamp); + default: + return null; + } + } + + public bool TryRecycleWeapon(int argsIndex, int argsPrice) + { + Player player = Player; + if (player == null) + { + return false; + } + + var weapons = player.Weapons; + if (weapons == null || weapons.Count <= 1) + { + Log.Warning("ShopFormUseCase::TryRecycleWeapon: Can not recycle the last weapon."); + return false; + } + + if (argsIndex < 0 || argsIndex >= weapons.Count) + { + Log.Warning($"ShopFormUseCase::TryRecycleWeapon: Invalid weapon index = {argsIndex}"); + return false; + } + + var weapon = weapons[argsIndex]; + if (weapon == null) + { + Log.Warning("ShopFormUseCase::TryRecycleWeapon: Weapon is null."); + return false; + } + + int recyclePrice = Mathf.Max(0, argsPrice); + if (!player.RemoveWeapon(weapon)) + { + Log.Warning("ShopFormUseCase::TryRecycleWeapon: Remove weapon failed."); + return false; + } + + player.Coin += recyclePrice; + return true; + } } } diff --git a/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItem.cs b/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItem.cs index 532dd3a..b832332 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItem.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItem.cs @@ -14,6 +14,11 @@ namespace UI private int _index = -1; + public void SetIndex(int index) + { + _index = index; + } + public void OnInit(DisplayItemContext context, int index) { if (context == null) return; @@ -42,18 +47,25 @@ namespace UI public void OnItemInfoShow() { if (_index < 0) return; - Vector3 targetPos = _itemRect.position + new Vector3(0, _itemRect.sizeDelta.y / 2, 0); + if (_itemRect == null) return; + + Rect rect = _itemRect.rect; + Vector3 targetPos = _itemRect.TransformPoint(new Vector3( + (rect.xMin + rect.xMax) / 2, + rect.yMax, + 0f) + ); GameEntry.Event.Fire(this, DisplayItemShowEventArgs.Create(_index, _context.IsWeapon, targetPos)); } - public void SetIndex(int index) + public void OnItemInfoLock() { - _index = index; + GameEntry.Event.Fire(this, DisplayItemInfoLockEventArgs.Create()); } public void OnItemInfoHide() { - GameEntry.Event.Fire(this, DisplayItemHideEventArgs.Create()); + GameEntry.Event.Fire(this, DisplayItemInfoHideEventArgs.Create()); } } } \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItemInfoForm.cs b/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItemInfoForm.cs index 7e8b6d1..0e49b07 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItemInfoForm.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/View/DisplayItemInfoForm.cs @@ -1,6 +1,6 @@ +using CustomEvent; using TMPro; using UnityEngine; -using UnityEngine.UI; using UnityGameFramework.Runtime; namespace UI @@ -45,6 +45,7 @@ namespace UI _context = context; _targetPos = ConvertWorldToAnchored(_context.TargetPos); + Log.Info($"{_context.TargetPos}->{_targetPos}"); if (_content != null) { @@ -172,14 +173,16 @@ namespace UI } Canvas canvas = _content.GetComponentInParent(); + Canvas rootCanvas = canvas != null ? canvas.rootCanvas : null; Camera uiCamera = null; - if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay) + if (rootCanvas != null && rootCanvas.renderMode != RenderMode.ScreenSpaceOverlay) { - uiCamera = canvas.worldCamera; + uiCamera = rootCanvas.worldCamera != null ? rootCanvas.worldCamera : Camera.main; } Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(uiCamera, worldPos); - if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(parent, screenPoint, uiCamera, out Vector2 localPoint)) + if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(parent, screenPoint, uiCamera, + out Vector2 localPoint)) { return worldPos; } @@ -187,5 +190,16 @@ namespace UI float z = _content.anchoredPosition3D.z; return new Vector3(localPoint.x, localPoint.y, z); } + + public void OnRecycleButtonClick() + { + if (_context == null || !_context.IsWeapon) return; + GameEntry.Event.Fire(this, ShopWeaponRecycleEventArgs.Create(_context.Index, _context.Price)); + } + + public void OnCancelButtonClick() + { + GameEntry.Event.Fire(this, DisplayItemInfoHideEventArgs.Create()); + } } } diff --git a/Assets/GameMain/Scripts/UI/GameScene/View/HudForm.cs b/Assets/GameMain/Scripts/UI/GameScene/View/HudForm.cs index f464d57..250b013 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/View/HudForm.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/View/HudForm.cs @@ -1,6 +1,5 @@ -using Components; +using CustomComponent; using CustomEvent; -using Entity; using GameFramework.Event; using TMPro; using UnityEngine; @@ -13,17 +12,17 @@ namespace UI [SerializeField] private float _sliderFadeDuration = 0.5f; [SerializeField] private Slider _hpSlider; - + [SerializeField] private TMP_Text _hpText; - + private float _currentHpPercent = 0; private Coroutine _hpSliderFadeCoroutine; [SerializeField] private Slider _expSlider; - + private float _currentExpPercent = 0; private Coroutine _expSliderFadeCoroutine; - + [SerializeField] private TMP_Text _expText; private int _playerCurrentLevel = 1; @@ -31,11 +30,16 @@ namespace UI [SerializeField] private TMP_Text _coinText; private int _currentCoin = 0; + [SerializeField] private TMP_Text _levelTimeLeftText; + private int _currentTimeLeft = 0; + + [SerializeField] private TMP_Text _enemyCountText; + private EnemyManagerComponent _enemy; + public void RefreshUI(HudFormContext hudFormContext) { - } - + #region FSM protected override void OnInit(object userData) @@ -46,6 +50,9 @@ namespace UI GameEntry.Event.Subscribe(PlayerExpChangeEventArgs.EventId, PlayerExpChange); GameEntry.Event.Subscribe(PlayerCoinChangeEventArgs.EventId, PlayerCoinChange); GameEntry.Event.Subscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp); + GameEntry.Event.Subscribe(LevelProcessEventArgs.EventId, LevelProcess); + + _enemy = GameEntry.EnemyManager; } protected override void OnClose(bool isShutdown, object userData) @@ -54,9 +61,24 @@ namespace UI GameEntry.Event.Unsubscribe(PlayerHealthChangeEventArgs.EventId, PlayerHpChange); GameEntry.Event.Unsubscribe(PlayerExpChangeEventArgs.EventId, PlayerExpChange); GameEntry.Event.Unsubscribe(PlayerCoinChangeEventArgs.EventId, PlayerCoinChange); + GameEntry.Event.Unsubscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp); base.OnClose(isShutdown, userData); } + + protected override void OnUpdate(float elapseSeconds, float realElapseSeconds) + { + base.OnUpdate(elapseSeconds, realElapseSeconds); + if (_enemy == null) + { + _enemy = GameEntry.EnemyManager; + } + + if (_enemy != null) + { + _enemyCountText.text = $"Enemy: {_enemy.CurrentEnemyCount}"; + } + } #endregion @@ -67,7 +89,7 @@ namespace UI if (!(e is PlayerHealthChangeEventArgs args)) return; _hpText.text = $"{args.CurrentHealth}/{args.MaxHealth}"; - + float percent = (float)args.CurrentHealth / args.MaxHealth; if (Mathf.Approximately(_currentHpPercent, percent)) return; @@ -96,7 +118,7 @@ namespace UI _playerCurrentLevel++; _expText.text = $"LV.{_playerCurrentLevel}"; } - + private void PlayerCoinChange(object sender, GameEventArgs e) { if (!(e is PlayerCoinChangeEventArgs args)) return; @@ -106,24 +128,15 @@ namespace UI _currentCoin = args.CoinCount; } - #endregion - - #region Test - - private Player _player; - - public void CauseDamageToPlayer() + private void LevelProcess(object sender, GameEventArgs e) { - if (_player == null) - { - _player = FindObjectOfType(); - } + if (!(e is LevelProcessEventArgs args)) return; + if (_currentTimeLeft == args.LevelTimeLeft) return; - if (_player == null) return; - - _player.GetComponent().TakeDamage(2); + _currentTimeLeft = args.LevelTimeLeft; + _levelTimeLeftText.text = _currentTimeLeft.ToString(); } #endregion } -} +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/UI/GameScene/View/LevelUpRewardItem.cs b/Assets/GameMain/Scripts/UI/GameScene/View/LevelUpRewardItem.cs index cc0404c..0774b80 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/View/LevelUpRewardItem.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/View/LevelUpRewardItem.cs @@ -30,7 +30,7 @@ namespace UI if (_titleText != null) _titleText.text = context.Title; if (_descriptionText != null) _descriptionText.text = context.Description; - if (_iconArea != null) _iconArea.SetIcon(context.Icon); + if (_iconArea != null) _iconArea.OnInit(context.Icon, context.ItemRarity); LoadIcon(_context.IconAssetName); } diff --git a/Assets/GameMain/Scripts/UI/GameScene/View/ShopForm.cs b/Assets/GameMain/Scripts/UI/GameScene/View/ShopForm.cs index 90adcdc..5aaff87 100644 --- a/Assets/GameMain/Scripts/UI/GameScene/View/ShopForm.cs +++ b/Assets/GameMain/Scripts/UI/GameScene/View/ShopForm.cs @@ -120,6 +120,12 @@ namespace UI _weaponListArea.AddItem(context); } + internal void RemoveWeaponDisplayItem(int index) + { + if (_weaponListArea == null) return; + _weaponListArea.RemoveItemAt(index); + } + #region ButtonClick public void OnContinueButtonClick() diff --git a/Assets/GameMain/Scripts/Utility/AIUtility.cs b/Assets/GameMain/Scripts/Utility/AIUtility.cs index 9fe1ff0..04980b0 100644 --- a/Assets/GameMain/Scripts/Utility/AIUtility.cs +++ b/Assets/GameMain/Scripts/Utility/AIUtility.cs @@ -11,11 +11,12 @@ using System.Runtime.InteropServices; using Definition.DataStruct; using Definition.Enum; using Entity; +using Entity.Weapon; using UnityEngine; using UnityGameFramework.Runtime; using Random = UnityEngine.Random; -namespace Game.Utility +namespace CustomUtility { /// /// AI 工具类。 @@ -134,6 +135,29 @@ namespace Game.Utility return (toTransform.position - fromTransform.position).sqrMagnitude; } + /// + /// 获取实体间在 XZ 平面的距离(忽略 Y 轴)。 + /// + /// 实体间在 XZ 平面的距离。 + public static float GetDistanceXZ(EntityBase fromEntity, EntityBase toEntity) + { + return Mathf.Sqrt(GetSqrMagnitudeXZ(fromEntity, toEntity)); + } + + /// + /// 获取实体间在 XZ 平面的平方距离(忽略 Y 轴)。 + /// + /// 实体间在 XZ 平面的平方距离。 + public static float GetSqrMagnitudeXZ(EntityBase fromEntity, EntityBase toEntity) + { + Transform fromTransform = fromEntity.CachedTransform; + Transform toTransform = toEntity.CachedTransform; + + Vector3 delta = toTransform.position - fromTransform.position; + delta.y = 0f; + return delta.sqrMagnitude; + } + public static void PerformCollision(TargetableObject entity, EntityBase other) { if (entity == null || other == null) @@ -159,23 +183,23 @@ namespace Game.Utility // return; // } - Bullet bullet = other as Bullet; - if (bullet != null) - { - ImpactData entityImpactData = entity.GetImpactData(); - ImpactData bulletImpactData = bullet.GetImpactData(); - if (GetRelation(entityImpactData.Camp, bulletImpactData.Camp) == RelationType.Friendly) - { - return; - } - - int entityDamageHP = CalcDamageHP(bulletImpactData.AttackBase, bulletImpactData.AttackStat, - entityImpactData.DefenseStat, entityImpactData.DodgeStat); - - entity.ApplyDamage(bullet, entityDamageHP); - GameEntry.Entity.HideEntity(bullet); - return; - } + // Bullet bullet = other as Bullet; + // if (bullet != null) + // { + // ImpactData entityImpactData = entity.GetImpactData(); + // ImpactData bulletImpactData = bullet.GetImpactData(); + // if (GetRelation(entityImpactData.Camp, bulletImpactData.Camp) == RelationType.Friendly) + // { + // return; + // } + // + // int entityDamageHP = CalcDamageHP(bulletImpactData.AttackBase, bulletImpactData.AttackStat, + // entityImpactData.DefenseStat, entityImpactData.DodgeStat); + // + // entity.ApplyDamage(bullet, entityDamageHP); + // GameEntry.Entity.HideEntity(bullet); + // return; + // } WeaponBase weapon = other as WeaponBase; if (weapon != null) @@ -240,4 +264,4 @@ namespace Game.Utility public CampType Second => m_Second; } } -} \ No newline at end of file +} diff --git a/Assets/GameMain/Scripts/Utility/AssetUtility.cs b/Assets/GameMain/Scripts/Utility/AssetUtility.cs index 2e9b0fe..7371ebc 100644 --- a/Assets/GameMain/Scripts/Utility/AssetUtility.cs +++ b/Assets/GameMain/Scripts/Utility/AssetUtility.cs @@ -1,6 +1,6 @@ using Text = GameFramework.Utility.Text; -namespace Game.Utility +namespace CustomUtility { public static class AssetUtility { diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator.meta b/Assets/GameMain/Scripts/Utility/EnemySeperator.meta new file mode 100644 index 0000000..a93739b --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ab0211bce76618a4b9bd9bd8d2a95fb6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs b/Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs new file mode 100644 index 0000000..67f160a --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs @@ -0,0 +1,78 @@ + +using System.Collections.Generic; +using Components; +using UnityEngine; + +namespace CustomUtility +{ + public static class EnemySeparationSolverProvider + { + private struct Registration + { + public Transform Transform; + public float BodyRadius; + } + + private static IEnemySeparationSolver _current = new GridBucketEnemySeparationSolver(); + private static readonly Dictionary Registrations = new(); + + public static IEnemySeparationSolver Current => _current; + public static string CurrentSolverName => _current.GetType().Name; + + public static void SetSolver(IEnemySeparationSolver solver) + { + if (solver == null) return; + _current = solver; + ReRegisterAll(); + } + + public static void UseGridBucketSolver(float cellSize = 1f) + { + SetSolver(new GridBucketEnemySeparationSolver(cellSize)); + } + + public static void UseNaiveSolver() + { + SetSolver(new NaiveEnemySeparationSolver()); + } + + public static void Register(MovementComponent mover, Transform transform, float bodyRadius) + { + if (mover == null || transform == null) return; + + var registration = new Registration + { + Transform = transform, + BodyRadius = bodyRadius + }; + Registrations[mover] = registration; + _current.Register(mover, transform, bodyRadius); + } + + public static void Unregister(MovementComponent mover) + { + if (mover == null) return; + + _current.Unregister(mover); + Registrations.Remove(mover); + } + + public static Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, + int iterations) + { + return _current.Resolve(mover, desiredPosition, fallbackDirection, iterations); + } + + private static void ReRegisterAll() + { + foreach (var pair in Registrations) + { + MovementComponent mover = pair.Key; + Registration registration = pair.Value; + if (mover == null || registration.Transform == null) continue; + + _current.Register(mover, registration.Transform, registration.BodyRadius); + } + } + } +} diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs.meta b/Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs.meta new file mode 100644 index 0000000..5339ad0 --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3cf44095cd7c76043a8e8a44dc5a0888 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs b/Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs new file mode 100644 index 0000000..a233214 --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs @@ -0,0 +1,223 @@ +using Components; +using UnityEngine; + +namespace CustomUtility +{ + public sealed class GridBucketEnemySeparationSolver : IEnemySeparationSolver + { + private sealed class Agent + { + public Transform Transform; + public float Radius; + public Vector3 Position; + public int CellX; + public int CellZ; + } + + private readonly System.Collections.Generic.Dictionary _agents = new(); + + private readonly System.Collections.Generic.Dictionary> + _buckets = new(); + + private readonly System.Collections.Generic.List _recycle = new(); + private readonly float _cellSize; + + private int _snapshotFrame = -1; + private float _maxRadius = 0.45f; + + public GridBucketEnemySeparationSolver(float cellSize = 1f) + { + _cellSize = Mathf.Max(0.1f, cellSize); + } + + public void Register(MovementComponent mover, Transform transform, float bodyRadius) + { + if (mover == null || transform == null) return; + + if (!_agents.TryGetValue(mover, out var agent)) + { + agent = new Agent(); + _agents.Add(mover, agent); + } + + agent.Transform = transform; + agent.Radius = Mathf.Max(0.01f, bodyRadius); + if (agent.Radius > _maxRadius) + { + _maxRadius = agent.Radius; + } + + _snapshotFrame = -1; + } + + public void Unregister(MovementComponent mover) + { + if (mover == null) return; + if (!_agents.TryGetValue(mover, out var agent)) return; + + RemoveFromBucket(mover, agent.CellX, agent.CellZ); + _agents.Remove(mover); + RecalculateMaxRadius(); + _snapshotFrame = -1; + } + + public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, + int iterations) + { + if (mover == null) return desiredPosition; + if (!_agents.TryGetValue(mover, out var self)) return desiredPosition; + + EnsureSnapshot(); + + Vector3 candidate = desiredPosition; + candidate.y = 0f; + + int effectiveIterations = Mathf.Max(1, iterations); + int queryRange = Mathf.Max(1, Mathf.CeilToInt((self.Radius + _maxRadius) / _cellSize)); + Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right; + fallback.y = 0f; + + for (int iter = 0; iter < effectiveIterations; iter++) + { + int cellX = ToCell(candidate.x); + int cellZ = ToCell(candidate.z); + + for (int dx = -queryRange; dx <= queryRange; dx++) + { + for (int dz = -queryRange; dz <= queryRange; dz++) + { + if (!_buckets.TryGetValue(CellKey(cellX + dx, cellZ + dz), out var bucket)) continue; + + for (int i = 0; i < bucket.Count; i++) + { + MovementComponent otherMover = bucket[i]; + if (otherMover == mover) continue; + if (!_agents.TryGetValue(otherMover, out var other)) continue; + + Vector3 toSelf = candidate - other.Position; + float minDistance = self.Radius + other.Radius; + float minDistanceSq = minDistance * minDistance; + float sqrDistance = toSelf.sqrMagnitude; + + if (sqrDistance <= Mathf.Epsilon) + { + candidate += fallback * (self.Radius * 0.25f); + continue; + } + + if (sqrDistance >= minDistanceSq) continue; + + float distance = Mathf.Sqrt(sqrDistance); + float penetration = minDistance - distance; + candidate += (toSelf / distance) * penetration; + } + } + } + } + + SyncAgentPosition(mover, self, candidate); + + candidate.y = desiredPosition.y; + return candidate; + } + + private void EnsureSnapshot() + { + int frame = Time.frameCount; + if (_snapshotFrame == frame) return; + + _snapshotFrame = frame; + _buckets.Clear(); + _recycle.Clear(); + + foreach (var pair in _agents) + { + MovementComponent mover = pair.Key; + Agent agent = pair.Value; + if (mover == null || agent.Transform == null) + { + _recycle.Add(mover); + continue; + } + + Vector3 position = agent.Transform.position; + position.y = 0f; + agent.Position = position; + + agent.CellX = ToCell(position.x); + agent.CellZ = ToCell(position.z); + AddToBucket(mover, agent.CellX, agent.CellZ); + } + + for (int i = 0; i < _recycle.Count; i++) + { + _agents.Remove(_recycle[i]); + } + } + + private void SyncAgentPosition(MovementComponent mover, Agent agent, Vector3 position) + { + int newCellX = ToCell(position.x); + int newCellZ = ToCell(position.z); + + if (agent.CellX != newCellX || agent.CellZ != newCellZ) + { + RemoveFromBucket(mover, agent.CellX, agent.CellZ); + AddToBucket(mover, newCellX, newCellZ); + agent.CellX = newCellX; + agent.CellZ = newCellZ; + } + + agent.Position = position; + } + + private void AddToBucket(MovementComponent mover, int cellX, int cellZ) + { + long key = CellKey(cellX, cellZ); + if (!_buckets.TryGetValue(key, out var list)) + { + list = new System.Collections.Generic.List(8); + _buckets.Add(key, list); + } + + list.Add(mover); + } + + private void RemoveFromBucket(MovementComponent mover, int cellX, int cellZ) + { + long key = CellKey(cellX, cellZ); + if (!_buckets.TryGetValue(key, out var list)) return; + + list.Remove(mover); + if (list.Count == 0) + { + _buckets.Remove(key); + } + } + + private void RecalculateMaxRadius() + { + float max = 0.01f; + foreach (var pair in _agents) + { + if (pair.Value.Radius > max) + { + max = pair.Value.Radius; + } + } + + _maxRadius = max; + } + + private int ToCell(float value) + { + return Mathf.FloorToInt(value / _cellSize); + } + + private static long CellKey(int x, int z) + { + return ((long)x << 32) ^ (uint)z; + } + } + +} diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs.meta b/Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs.meta new file mode 100644 index 0000000..7df22f7 --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c7c10dca24b508f4fa6726eae7ac2fb1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs b/Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs new file mode 100644 index 0000000..3e8ec6e --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs @@ -0,0 +1,12 @@ +using Components; +using UnityEngine; + +namespace CustomUtility +{ + public interface IEnemySeparationSolver + { + void Register(MovementComponent mover, Transform transform, float bodyRadius); + void Unregister(MovementComponent mover); + Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations); + } +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs.meta b/Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs.meta new file mode 100644 index 0000000..bd00780 --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e3960124c8fe4304493659a13e5a9439 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/NaiveEnemySeparationSolver.cs b/Assets/GameMain/Scripts/Utility/EnemySeperator/NaiveEnemySeparationSolver.cs new file mode 100644 index 0000000..466f878 --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/NaiveEnemySeparationSolver.cs @@ -0,0 +1,90 @@ +using Components; +using UnityEngine; + +namespace CustomUtility +{ + public sealed class NaiveEnemySeparationSolver : IEnemySeparationSolver + { + private sealed class Agent + { + public Transform Transform; + public float Radius; + } + + private readonly System.Collections.Generic.Dictionary _agents = new(); + private readonly System.Collections.Generic.List _agentKeys = new(); + + public void Register(MovementComponent mover, Transform transform, float bodyRadius) + { + if (mover == null || transform == null) return; + + if (!_agents.TryGetValue(mover, out var agent)) + { + agent = new Agent(); + _agents.Add(mover, agent); + } + + agent.Transform = transform; + agent.Radius = Mathf.Max(0.01f, bodyRadius); + } + + public void Unregister(MovementComponent mover) + { + if (mover == null) return; + _agents.Remove(mover); + } + + public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations) + { + if (mover == null) return desiredPosition; + if (!_agents.TryGetValue(mover, out var self)) return desiredPosition; + + Vector3 candidate = desiredPosition; + candidate.y = 0f; + + Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right; + fallback.y = 0f; + + _agentKeys.Clear(); + foreach (var pair in _agents) + { + _agentKeys.Add(pair.Key); + } + + int effectiveIterations = Mathf.Max(1, iterations); + for (int iter = 0; iter < effectiveIterations; iter++) + { + for (int i = 0; i < _agentKeys.Count; i++) + { + MovementComponent otherMover = _agentKeys[i]; + if (otherMover == mover) continue; + if (!_agents.TryGetValue(otherMover, out var other)) continue; + if (other.Transform == null) continue; + + Vector3 otherPosition = other.Transform.position; + otherPosition.y = 0f; + + Vector3 toSelf = candidate - otherPosition; + float minDistance = self.Radius + other.Radius; + float minDistanceSq = minDistance * minDistance; + float sqrDistance = toSelf.sqrMagnitude; + + if (sqrDistance <= Mathf.Epsilon) + { + candidate += fallback * (self.Radius * 0.25f); + continue; + } + + if (sqrDistance >= minDistanceSq) continue; + + float distance = Mathf.Sqrt(sqrDistance); + float penetration = minDistance - distance; + candidate += (toSelf / distance) * penetration; + } + } + + candidate.y = desiredPosition.y; + return candidate; + } + } +} diff --git a/Assets/GameMain/Scripts/Utility/EnemySeperator/NaiveEnemySeparationSolver.cs.meta b/Assets/GameMain/Scripts/Utility/EnemySeperator/NaiveEnemySeparationSolver.cs.meta new file mode 100644 index 0000000..d17ca1c --- /dev/null +++ b/Assets/GameMain/Scripts/Utility/EnemySeperator/NaiveEnemySeparationSolver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ec8ec1013900437498da4613f680a898 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GameMain/Scripts/Utility/EnumUtility.cs b/Assets/GameMain/Scripts/Utility/EnumUtility.cs index e9aa717..83de003 100644 --- a/Assets/GameMain/Scripts/Utility/EnumUtility.cs +++ b/Assets/GameMain/Scripts/Utility/EnumUtility.cs @@ -1,7 +1,7 @@ using System.Collections.Generic; using UnityGameFramework.Runtime; -namespace StarForce +namespace CustomUtility { public static class EnumUtility where T : struct, System.Enum { diff --git a/Assets/GameMain/Scripts/Utility/ItemDescUtility.cs b/Assets/GameMain/Scripts/Utility/ItemDescUtility.cs index 3aaaee2..313a308 100644 --- a/Assets/GameMain/Scripts/Utility/ItemDescUtility.cs +++ b/Assets/GameMain/Scripts/Utility/ItemDescUtility.cs @@ -1,13 +1,21 @@ +using System.Collections.Generic; using System.Text; using DataTable; using Definition.DataStruct; -using Entity; using Entity.EntityData; +using Entity.Weapon; +using UnityGameFramework.Runtime; -namespace Game.Utility +namespace CustomUtility { public static class ItemDescUtility { + private static readonly Dictionary _paramsDict = new() + { + {"hitradius", "伤害范围"}, + {"sectorangle", "攻击角度"} + }; + public static string CreatePropDescription(StatModifier[] modifiers) { if (modifiers == null || modifiers.Length == 0) @@ -32,7 +40,8 @@ namespace Game.Utility return null; } - return CreateWeaponDescription(drWeapon.Attack, drWeapon.Cooldown, drWeapon.AttackRange, drWeapon.Modifiers); + return CreateWeaponDescription(drWeapon.Attack, drWeapon.Cooldown, drWeapon.AttackRange, drWeapon.Modifiers, + drWeapon.Pramas); } public static string CreateWeaponDescription(WeaponBase weapon) @@ -44,7 +53,7 @@ namespace Game.Utility return CreateWeaponDescription(weapon.WeaponData); } - + public static string CreateWeaponDescription(WeaponData weaponData) { if (weaponData == null) @@ -53,7 +62,7 @@ namespace Game.Utility } return CreateWeaponDescription(weaponData.Attack, weaponData.Cooldown, - weaponData.AttackRange, weaponData.Modifiers); + weaponData.AttackRange, weaponData.Modifiers, weaponData.Params); } public static string CreatePropDescription(PropItem prop) @@ -67,12 +76,12 @@ namespace Game.Utility } private static string CreateWeaponDescription(int attack, float cooldown, float attackRange, - StatModifier[] modifiers) + StatModifier[] modifiers, Dictionary @params) { StringBuilder sb = new StringBuilder(); - sb.AppendLine($"Attack: {attack}"); - sb.AppendLine($"Cooldown: {cooldown}"); - sb.AppendLine($"Range: {attackRange}"); + sb.AppendLine($"攻击: {attack}"); + sb.AppendLine($"冷却: {cooldown}"); + sb.AppendLine($"范围: {attackRange}"); string modifiersDesc = CreatePropDescription(modifiers); if (!string.IsNullOrEmpty(modifiersDesc)) @@ -80,7 +89,17 @@ namespace Game.Utility sb.Append(modifiersDesc); } + foreach (var kvp in @params) + { + if (!_paramsDict.TryGetValue(kvp.Key, out string value)) + { + value = kvp.Key; + Log.Warning($"{kvp.Key} is not defined."); + } + sb.AppendLine($"{value}: {kvp.Value}"); + } + return sb.ToString(); } } -} +} \ No newline at end of file diff --git a/Assets/GameMain/Scripts/Utility/JsonNetUtility.cs b/Assets/GameMain/Scripts/Utility/JsonNetUtility.cs index 6cc2b31..eca13f4 100644 --- a/Assets/GameMain/Scripts/Utility/JsonNetUtility.cs +++ b/Assets/GameMain/Scripts/Utility/JsonNetUtility.cs @@ -1,7 +1,7 @@ using System; using Newtonsoft.Json; -namespace Game.Utility +namespace CustomUtility { /// /// Newtonsoft.Json 函数集辅助器。 diff --git a/Assets/GameMain/Scripts/Utility/RarityUtility.cs b/Assets/GameMain/Scripts/Utility/RarityUtility.cs index 1941625..962929f 100644 --- a/Assets/GameMain/Scripts/Utility/RarityUtility.cs +++ b/Assets/GameMain/Scripts/Utility/RarityUtility.cs @@ -3,7 +3,7 @@ using Definition.Enum; using GameFramework.DataTable; using UnityEngine; -namespace Game.Utility +namespace CustomUtility { public static class RarityUtility { diff --git a/Assets/GameMain/UI/UIForms/DisplayItemInfoForm.prefab b/Assets/GameMain/UI/UIForms/DisplayItemInfoForm.prefab index 7b1721a..ce035e9 100644 --- a/Assets/GameMain/UI/UIForms/DisplayItemInfoForm.prefab +++ 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/dev/null and b/Assets/StreamingAssets/URPAssets.dat differ diff --git a/Assets/StreamingAssets/URPAssets.dat.meta b/Assets/StreamingAssets/URPAssets.dat.meta new file mode 100644 index 0000000..5b89c19 --- /dev/null +++ b/Assets/StreamingAssets/URPAssets.dat.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 74423cdaf48700645bc031c80e5b3fc7 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/docs/P0 性能基准测试.md b/docs/P0 性能基准测试.md new file mode 100644 index 0000000..b758151 --- /dev/null +++ b/docs/P0 性能基准测试.md @@ -0,0 +1,47 @@ +## 测试机性能 +iQOO Neo8 + +CPU: 第一代骁龙 8+ 八核 + +内存: 12 GB + +系统: OriginOS 6 (Android 16) + +## CPU +| 怪物数量 | 帧率(原始->优化) | Movement_Update 占比 | +|--------|----------------------------------------|-------------------------------------| +| `100` | `60.3 -> 60.2 fps (16.58 -> 16.59 ms)` | `64.2% -> 13.0% (10.74 -> 2.20 ms)` | +| `200` | `21.0 -> 60.3 fps (47.47 -> 16.57 ms)` | `81.1% -> 24.6% (41.54 -> 4.08 ms)` | +| `300` | `11.3 -> 60.5 fps (87.90 -> 16.51 ms)` | `88.9% -> 30.3% (89.61 -> 5.00 ms)` | +| `400` | `N/A -> 61.3 fps (inf -> 16.31 ms)` | `inf -> 33.5% (inf -> 5.47 ms)` | +| `500` | `N/A -> 59.9 fps (inf -> 16.69 ms)` | `inf -> 37.7% (inf -> 6.30 ms)` | +| `1000` | `N/A -> 24.6 fps (inf -> 28.90 ms)` | `inf -> 47.8% (inf -> 13.83 ms)` | +| `1500` | `N/A -> 24.0 fps (inf -> 41.63 ms)` | `inf -> 52.6% (inf -> 21.91 ms)` | +| `2000` | `N/A -> 16.8 fps (inf -> 59.27 ms)` | `inf -> 52.9% (inf -> 30.70 ms)` | + +tip: +1. 60 fps 为 Android 端帧率上限,具体可参考 CPU ms 耗时 +2. 注意 Profiler 里会产生性能损耗的配置(Call Stacks) +3. `N/A` 和 `inf` 表示 未测试/不可用 + +### Memory +| 怪物数量 | GC Used Memory | GC Allocated In Frame | +|------|----------------|-----------------------| +| 100 | 6.7 MB | 15.7 KB | +| 200 | 7.5 MB | 15.7 KB | +| 300 | 166.2 KB | 15.7 KB | + + +### Render +| 维度 | 100 enemies | 200 enemies | 300 enemies | +|----------------------|-------------|-------------|-------------| +| SetPass Calls | 117 | 115 | 119 | +| Draw Calls | 120 | 119 | 123 | +| Batches | 120 | 119 | 123 | +| **Static Batching:** | | | +| Batched Draw Call | 0 | 0 | 0 | +| Batched | 0 | 0 | 0 | +| **Instancing:** | | | +| Batched Draw Call | 93 | 196 | 297 | +| Batched | 1 | 2 | 4 | + diff --git a/TodoList.md b/docs/TodoList.md similarity index 97% rename from TodoList.md rename to docs/TodoList.md index 0c8ae14..b5fa759 100644 --- a/TodoList.md +++ b/docs/TodoList.md @@ -9,15 +9,15 @@ - [x] 未发现代码热更新方案接入(如 HybridCLR/ILRuntime/xLua 等)。 ## 1. P0 基线修正与性能基准 -- [ ] 建立性能基准场景(建议复用 `Game.unity` + 压测参数): - - 指标:`1k / 3k / 5k` 敌人时的 FPS、CPU Main Thread、GC Alloc、Draw Calls。 +- [x] 建立性能基准场景(建议复用 `Game.unity` + 压测参数): + - 指标:`1k / 2k / 3k` 敌人时的 FPS、CPU Main Thread、GC Alloc、Draw Calls。 - 输出:一份基线表格(开发机配置 + Unity Profiler 截图)。 - [x] 修正当前高风险逻辑问题(避免后续优化建立在不稳定行为上): - `ProcedureGame.OnEnter()` 与 `_hudInitialized` 逻辑中有重复初始化状态机风险(`InitGameState()` 被调用两次)。 - `Player.Enable` setter 未更新 `_enable` 字段,状态切换语义不完整。 - `PlayerData` 构造中 `MaxHealthBase` 初始化异常(自赋值)。 - `AIUtility.PerformCollision()` 武器伤害计算参数里疑似把 `DodgeStat` 传成 `DefenseStat`。 -- [ ] 给关键战斗链路加最小回归测试(PlayMode): +- [x] 给关键战斗链路加最小回归测试(PlayMode): - 伤害结算、掉落、回合切换(Battle/LevelUp/Shop)。 **验收标准** diff --git a/docs/WeaponDevelopmentSkill.md b/docs/WeaponDevelopmentSkill.md new file mode 100644 index 0000000..875a989 --- /dev/null +++ b/docs/WeaponDevelopmentSkill.md @@ -0,0 +1,134 @@ +# Weapon Development Skill(VampireLike) + +## 目标 +本文件是 `Entity.Weapon` 体系的开发规范与速查手册。 +后续新增武器或扩展机制时,优先按本文档执行,避免重复通读历史上下文。 + +## 当前架构总览 +- 武器运行时入口:`WeaponBase`(`Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs`) +- 武器具体实现:`WeaponKnife`、`WeaponHandgun`、`WeaponSlash` +- 目标选择策略:`ITargetSelector` + `TargetSelectorType` +- 攻击可视化:`IWeaponAttackEffect` +- 数据入口:`DRWeapon` -> `WeaponData`(及其子类) +- 实体生成:`EntityExtension.ShowWeapon` + +## WeaponBase 统一职责(已上收) +`WeaponBase` 负责以下通用逻辑,子类不要重复实现: +- 生命周期模板:`OnShow/OnHide/OnAttachTo/OnDetachFrom` +- 状态机管理:`RegisterState`、`EnsureStatesBuilt`、`TransitionTo` +- 通用运行字段:`_target`、`_currAttackTimer`、`_sqrRange` +- 启用门控:`OnUpdate` 中统一 `if (!_isEnabled) return` +- 目标选择入口:`SelectTarget`、`SetTargetSelector`、`CreateSelector` +- 距离判定:`IsInRange`(基于 XZ 平面距离) +- 玩家攻击属性订阅:`BindAttackStatFromOwner` / `ReleaseAttackStatSubscription` + +## 状态机约定 +统一状态枚举: +- `Idle` +- `Check_OutRange` +- `Check_InRange` +- `Attack` +- `Disabled`(可选) + +推荐流程: +1. `Idle`:查找目标,计时器持续累积。 +2. `Check_OutRange`:有目标但不在攻击范围,继续转向并累积计时。 +3. `Check_InRange`:在攻击范围内,若 `currAttackTimer >= Cooldown` 切 `Attack`。 +4. `Attack`:执行攻击,重置计时器,结束后回 `Check_InRange`。 + +关键规则: +- 即使没有目标,也允许蓄力(计时器持续走)。 +- 一旦进入 `Check_InRange` 且冷却已满,应立即触发攻击。 + +## 3D 场景下的距离/朝向原则 +- 射程与目标筛选:优先使用 XZ 平面距离(忽略 Y),调用 `AIUtility.GetSqrMagnitudeXZ`。 +- 视觉朝向与弹道:可按武器设计决定是否使用完整 3D 向量。 + - `WeaponHandgun`:允许俯仰瞄准,逻辑上用射线命中对象判定伤害。 + - 近战地面范围类(Knife/Slash):伤害检测建议投影到地面(XZ)再判定。 + +## 目标选择策略规范 +接口:`ITargetSelector.SelectTarget(WeaponBase weapon, IEnumerable candidates, float maxSqrRange)` + +现有策略: +- `NearestTargetSelector` +- `HighestHealthTargetSelector` +- `LowestHealthTargetSelector` + +语义约定: +- `HighestHealth` / `LowestHealth` 必须按“当前血量”筛选。 +- 当前实现读取 `HealthComponent.CurrentHealth`。 + +扩展策略步骤: +1. 新建 selector 类并实现 `ITargetSelector`。 +2. 更新 `TargetSelectorType` 枚举。 +3. 在 `WeaponBase.CreateSelector` 中注册。 +4. 武器在 `OnWeaponShow` 或构造阶段选择策略。 + +## 攻击可视化效果规范 +接口:`IWeaponAttackEffect.Play(WeaponBase weapon, Vector3 position, EntityBase target, float radius)` + +约定: +- 可视化逻辑与伤害逻辑解耦。 +- 武器类只负责触发 `Play`,不把可视化细节塞回武器核心逻辑。 +- 当前阶段允许临时对象创建;后续若有性能压力再统一对象池化。 + +## 数据层规范(DRWeapon / WeaponData) +`DRWeapon` 提供通用字段: +- `Attack`、`Cooldown`、`AttackRange`、`AttackSoundId` +- `Pramas`(字典,Key 建议统一转小写) +- `Modifiers` + +约定: +- 参数解析尽量在数据层/初始化阶段完成。 +- 武器逻辑层读取 `WeaponData` 的强类型结果,不要散落 `Parse`。 +- 解析时必须容错:优先 `TryParse` + 默认值,避免运行时异常。 + +## 新增武器标准流程 +1. 定义枚举 + - 更新 `WeaponType`(保持递增值,避免重排已有值)。 + +2. 建立数据类 + - 新建 `WeaponXxxData : WeaponData`。 + - 如果有独有参数,提供强类型字段或统一初始化逻辑。 + +3. 建立行为类 + - 新建 `WeaponXxx : WeaponBase`。 + - 只实现差异化逻辑:`BuildStates`、`Check`、`Attack`、特有检测/动画。 + +4. 建立状态类 + - 推荐放在 `Weapon/WeaponXxx/` 目录,采用 partial 组织: + - `WeaponXxx.cs` + - `WeaponXxx.IdleState.cs` + - `WeaponXxx.CheckOutRangeState.cs` + - `WeaponXxx.CheckInRangeState.cs` + - `WeaponXxx.AttackState.cs` + +5. 建立可视化(可选) + - 新建 `WeaponXxxAttackEffect : IWeaponAttackEffect`,在武器中组合调用。 + +6. 若为远程武器,建立子弹实体 + - `BulletXxx : Bullet` + - `BulletXxxData : BulletData` + - 通过武器赋予伤害/阵营参数。 + - 自动销毁应走对象池回收。 + +7. 接入实体展示与数据表 + - 确保 `DRWeapon` / `DREntity` 配置齐全。 + - `EntityExtension.ShowWeapon` 可正确映射到 `Entity.Weapon.WeaponXxx`。 + +8. 联动系统 + - 背包、商店购买/出售、UI 展示、事件流刷新。 + +## 代码检查清单(提交前) + - 是否重复实现了 `WeaponBase` 已有通用逻辑。 + - 状态流转是否会卡死或漏转场。 + - 冷却计时是否在无目标时仍正常累积。 + - 目标失效(null/Unavailable/死亡)是否安全处理。 + - 命中检测是否符合武器设计(地面范围/射线/扇形)。 + - 数据参数是否全部容错解析。 + - 可视化是否与伤害逻辑解耦。 + - 是否正确订阅/解绑攻击属性(或复用基类方法)。 + +## 已知注意点 + - 目录中存在 `Pramas` 命名拼写历史包袱,保持兼容即可。 + - 文档中的“规范”优先级高于历史实现;历史实现若偏离,按本规范逐步收敛。 diff --git a/数据表/Enemy.xlsx b/数据表/Entity/Enemy.xlsx similarity index 57% rename from 数据表/Enemy.xlsx rename to 数据表/Entity/Enemy.xlsx index 4c34885..7f2d4e0 100644 Binary files a/数据表/Enemy.xlsx and b/数据表/Entity/Enemy.xlsx differ diff --git a/数据表/Entity.xlsx b/数据表/Entity/Entity.xlsx similarity index 68% rename from 数据表/Entity.xlsx rename to 数据表/Entity/Entity.xlsx index d4d1f84..36a894e 100644 Binary files a/数据表/Entity.xlsx and b/数据表/Entity/Entity.xlsx differ diff --git a/数据表/Weapon.xlsx b/数据表/Entity/Weapon.xlsx similarity index 59% rename from 数据表/Weapon.xlsx rename to 数据表/Entity/Weapon.xlsx index ad34dd4..8982b48 100644 Binary files a/数据表/Weapon.xlsx and b/数据表/Entity/Weapon.xlsx differ diff --git a/数据表/Goods.xlsx b/数据表/Goods.xlsx index f491b37..7d8a40f 100644 Binary files a/数据表/Goods.xlsx and b/数据表/Goods.xlsx differ diff --git a/数据表/Level.xlsx b/数据表/Level.xlsx index 3f97fe8..742b78e 100644 Binary files a/数据表/Level.xlsx and b/数据表/Level.xlsx differ diff --git a/数据表/convert.py b/数据表/convert.py index bc22421..99ce634 100644 --- a/数据表/convert.py +++ b/数据表/convert.py @@ -14,43 +14,44 @@ def convert_excel_to_txt(folder_path='.'): # 确保目标目录存在 os.makedirs(target_dir, exist_ok=True) - for file_name in os.listdir(scan_dir): - # 跳过 Excel 打开时生成的临时锁文件 - if file_name.startswith('~$'): - continue - if file_name.endswith(('.xlsx', '.xls')): - file_path = os.path.join(scan_dir, file_name) - base_name = os.path.splitext(file_name)[0] - output_file = os.path.join(target_dir, f"{base_name}.txt") - - print(f"正在处理: {file_name}...") - - try: - # 读取 Excel - df = pd.read_excel(file_path, header=None) + for root, _, files in os.walk(scan_dir): + for file_name in files: + # 跳过 Excel 打开时生成的临时锁文件 + if file_name.startswith('~$'): + continue + if file_name.endswith(('.xlsx', '.xls')): + file_path = os.path.join(root, file_name) + base_name = os.path.splitext(file_name)[0] + output_file = os.path.join(target_dir, f"{base_name}.txt") - # 预处理:将 NaN 替换为空字符串,否则导出会变成 "nan" - df = df.fillna('') + print(f"正在处理: {file_path}...") + + try: + # 读取 Excel + df = pd.read_excel(file_path, header=None) + + # 预处理:将 NaN 替换为空字符串,否则导出会变成 "nan" + df = df.fillna('') - # 导出设置: - # 1. sep='\t' : 使用制表符分隔 - # 2. quoting=csv.QUOTE_NONE : 不使用引号包裹字段,也不会把 " 变成 "" - # 3. escapechar='\\' : 如果单元格内恰好有 Tab 键,会用反斜杠转义,防止数据列错位 - df.to_csv( - output_file, - sep='\t', - index=False, - header=False, - encoding='utf-8', - quoting=csv.QUOTE_NONE, - escapechar='\\' - ) + # 导出设置: + # 1. sep='\t' : 使用制表符分隔 + # 2. quoting=csv.QUOTE_NONE : 不使用引号包裹字段,也不会把 " 变成 "" + # 3. escapechar='\\' : 如果单元格内恰好有 Tab 键,会用反斜杠转义,防止数据列错位 + df.to_csv( + output_file, + sep='\t', + index=False, + header=False, + encoding='utf-8', + quoting=csv.QUOTE_NONE, + escapechar='\\' + ) + + print(f"成功转换 -> {output_file}") + count += 1 - print(f"成功转换 -> {output_file}") - count += 1 - - except Exception as e: - print(f"处理 {file_name} 时出错: {e}") + except Exception as e: + print(f"处理 {file_path} 时出错: {e}") print(f"\n任务完成!共转换了 {count} 个文件。") diff --git a/流程图.xmind b/流程图.xmind deleted file mode 100644 index 5d645e2..0000000 Binary files a/流程图.xmind and /dev/null differ