初始化仓库

This commit is contained in:
SepComet
2026-02-07 19:38:49 +08:00
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
using UnityGameFramework.Runtime;
/// <summary>
/// 游戏入口。
/// </summary>
public partial class GameEntry : MonoBehaviour
{
/// <summary>
/// 获取游戏基础组件。
/// </summary>
public static BaseComponent Base { get; private set; }
/// <summary>
/// 获取配置组件。
/// </summary>
public static ConfigComponent Config { get; private set; }
/// <summary>
/// 获取数据结点组件。
/// </summary>
public static DataNodeComponent DataNode { get; private set; }
/// <summary>
/// 获取数据表组件。
/// </summary>
public static DataTableComponent DataTable { get; private set; }
/// <summary>
/// 获取调试组件。
/// </summary>
public static DebuggerComponent Debugger { get; private set; }
/// <summary>
/// 获取下载组件。
/// </summary>
public static DownloadComponent Download { get; private set; }
/// <summary>
/// 获取实体组件。
/// </summary>
public static EntityComponent Entity { get; private set; }
/// <summary>
/// 获取事件组件。
/// </summary>
public static EventComponent Event { get; private set; }
/// <summary>
/// 获取文件系统组件。
/// </summary>
public static FileSystemComponent FileSystem { get; private set; }
/// <summary>
/// 获取有限状态机组件。
/// </summary>
public static FsmComponent Fsm { get; private set; }
/// <summary>
/// 获取本地化组件。
/// </summary>
public static LocalizationComponent Localization { get; private set; }
/// <summary>
/// 获取网络组件。
/// </summary>
public static NetworkComponent Network { get; private set; }
/// <summary>
/// 获取对象池组件。
/// </summary>
public static ObjectPoolComponent ObjectPool { get; private set; }
/// <summary>
/// 获取流程组件。
/// </summary>
public static ProcedureComponent Procedure { get; private set; }
/// <summary>
/// 获取资源组件。
/// </summary>
public static ResourceComponent Resource { get; private set; }
/// <summary>
/// 获取场景组件。
/// </summary>
public static SceneComponent Scene { get; private set; }
/// <summary>
/// 获取配置组件。
/// </summary>
public static SettingComponent Setting { get; private set; }
/// <summary>
/// 获取声音组件。
/// </summary>
public static SoundComponent Sound { get; private set; }
/// <summary>
/// 获取界面组件。
/// </summary>
public static UIComponent UI { get; private set; }
/// <summary>
/// 获取网络组件。
/// </summary>
public static WebRequestComponent WebRequest { get; private set; }
private static void InitBuiltinComponents()
{
Base = UnityGameFramework.Runtime.GameEntry.GetComponent<BaseComponent>();
Config = UnityGameFramework.Runtime.GameEntry.GetComponent<ConfigComponent>();
DataNode = UnityGameFramework.Runtime.GameEntry.GetComponent<DataNodeComponent>();
DataTable = UnityGameFramework.Runtime.GameEntry.GetComponent<DataTableComponent>();
Debugger = UnityGameFramework.Runtime.GameEntry.GetComponent<DebuggerComponent>();
Download = UnityGameFramework.Runtime.GameEntry.GetComponent<DownloadComponent>();
Entity = UnityGameFramework.Runtime.GameEntry.GetComponent<EntityComponent>();
Event = UnityGameFramework.Runtime.GameEntry.GetComponent<EventComponent>();
FileSystem = UnityGameFramework.Runtime.GameEntry.GetComponent<FileSystemComponent>();
Fsm = UnityGameFramework.Runtime.GameEntry.GetComponent<FsmComponent>();
Localization = UnityGameFramework.Runtime.GameEntry.GetComponent<LocalizationComponent>();
Network = UnityGameFramework.Runtime.GameEntry.GetComponent<NetworkComponent>();
ObjectPool = UnityGameFramework.Runtime.GameEntry.GetComponent<ObjectPoolComponent>();
Procedure = UnityGameFramework.Runtime.GameEntry.GetComponent<ProcedureComponent>();
Resource = UnityGameFramework.Runtime.GameEntry.GetComponent<ResourceComponent>();
Scene = UnityGameFramework.Runtime.GameEntry.GetComponent<SceneComponent>();
Setting = UnityGameFramework.Runtime.GameEntry.GetComponent<SettingComponent>();
Sound = UnityGameFramework.Runtime.GameEntry.GetComponent<SoundComponent>();
UI = UnityGameFramework.Runtime.GameEntry.GetComponent<UIComponent>();
WebRequest = UnityGameFramework.Runtime.GameEntry.GetComponent<WebRequestComponent>();
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using CustomComponent;
using StarForce;
using UnityEngine;
/// <summary>
/// 游戏入口。
/// </summary>
public partial class GameEntry : MonoBehaviour
{
public static BuiltinDataComponent BuiltinData { get; private set; }
public static HPBarComponent HPBar { get; private set; }
public static EnemyManagerComponent EnemyManager { get; private set; }
public static SpriteCacheComponent SpriteCache { get; private set; }
private static void InitCustomComponents()
{
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
HPBar = UnityGameFramework.Runtime.GameEntry.GetComponent<HPBarComponent>();
EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
/// <summary>
/// 游戏入口。
/// </summary>
public partial class GameEntry : MonoBehaviour
{
private void Start()
{
InitBuiltinComponents();
InitCustomComponents();
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using Definition.DataStruct;
using GameFramework;
using StarForce;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[SerializeField]
private TextAsset m_BuildInfoTextAsset = null;
[SerializeField]
private TextAsset m_DefaultDictionaryTextAsset = null;
[SerializeField]
private UpdateResourceForm m_UpdateResourceFormTemplate = null;
private BuildInfo m_BuildInfo = null;
public BuildInfo BuildInfo
{
get
{
return m_BuildInfo;
}
}
public UpdateResourceForm UpdateResourceFormTemplate
{
get
{
return m_UpdateResourceFormTemplate;
}
}
public void InitBuildInfo()
{
if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
{
Log.Info("Build info can not be found or empty.");
return;
}
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
if (m_BuildInfo == null)
{
Log.Warning("Parse build info failure.");
return;
}
}
public void InitDefaultDictionary()
{
if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
{
Log.Info("Default dictionary can not be found or empty.");
return;
}
if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
{
Log.Warning("Parse default dictionary failure.");
return;
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using Entity;
using UnityEngine;
namespace Components
{
public class AttackComponent : MonoBehaviour
{
private bool _isAttacking = false;
private List<WeaponBase> _weapons;
public void SetIsAttacking(bool isAttacking) => _isAttacking = isAttacking;
public void OnInit()
{
}
public void OnUpdate(float elapsedTime, float realElapseSeconds)
{
}
}
}
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using System.Collections.Generic;
using CustomEvent;
using Definition.DataStruct;
using Entity;
using UnityEngine;
namespace Components
{
public class BackpackComponent : MonoBehaviour
{
/// <summary>
/// 武器槽容量,由DRRole决定。
/// </summary>
private int _weaponCapacity;
/// <summary>
/// 玩家类引用。
/// </summary>
private Player _player;
/// <summary>
/// 武器列表。
/// </summary>
private List<WeaponBase> _weapons;
/// <summary>
/// 道具列表。
/// </summary>
private List<PropItem> _props;
/// <summary>
/// 玩家状态组件引用,用于道具效果的应用。
/// </summary>
private StatComponent _statComponent;
/// <summary>
/// 武器装备槽,在 Editor 中进行配置,表示武器在世界中的显示位置。
/// </summary>
[SerializeField] private Transform[] _weaponSlots;
public void OnInit(Player player, int weaponCapacity)
{
_weaponCapacity = weaponCapacity;
_player = player;
_weapons = new List<WeaponBase>(_weaponCapacity);
_props = new List<PropItem>();
_statComponent = GetComponent<StatComponent>();
}
public void OnReset()
{
_weapons.Clear();
_props.Clear();
}
public bool AttachWeapon(WeaponBase weapon)
{
if (_weapons.Count == _weaponCapacity) return false;
GameEntry.Entity.AttachEntity(weapon.Id, _player.Id, _weaponSlots[_weapons.Count]);
_weapons.Add(weapon);
weapon.SetEnabled(true);
return true;
}
public bool DetachWeapon(WeaponBase weapon)
{
bool result = _weapons.Remove(weapon);
if (result)
{
GameEntry.Entity.DetachEntity(weapon.Id, _player.Id);
}
return result;
}
public bool AttachProp(PropItem prop)
{
_props.Add(prop);
prop.OnAttach(_statComponent);
return true;
}
public bool DetachProp(PropItem prop)
{
_props.Remove(prop);
prop.OnDetach(_statComponent);
return true;
}
public void SetWeaponState(bool state)
{
if (_weapons == null) return;
foreach (var weapon in _weapons)
{
weapon.SetEnabled(state);
}
}
}
}
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using System;
using CustomEvent;
using Definition.DataStruct;
using Definition.Enum;
using UnityEngine;
namespace Components
{
public class HealthComponent : MonoBehaviour
{
private int _maxHealthBase;
private int _currentHealth;
private bool _isDead => _currentHealth <= 0;
private StatComponent _statComponent;
private StatProperty _maxHealthStat;
private Action<StatModifier, bool> _maxHealthStatCallback;
public StatProperty MaxHealthStat => _maxHealthStat;
private StatProperty _defenseStat;
private Action<StatModifier, bool> _defenseStatCallback;
public StatProperty DefenseStat => _defenseStat;
private StatProperty _dodgeStat;
private Action<StatModifier, bool> _dodgeStatCallback;
public StatProperty DodgeStat => _dodgeStat;
private bool _isPlayer => _statComponent != null;
public float HealthRatio => MaxHealth > 0 ? (float)CurrentHealth / MaxHealth : 0f;
public int MaxHealth => Mathf.CeilToInt((_maxHealthBase + _maxHealthStat.Value) * _maxHealthStat.Percent);
public int CurrentHealth
{
get => _currentHealth;
set => _currentHealth = value;
}
#region FSM
public void OnInit(int maxHealth, StatComponent statComponent = null)
{
_maxHealthBase = maxHealth;
_currentHealth = maxHealth;
_statComponent = statComponent;
_statComponent = statComponent;
if (_statComponent != null)
{
_maxHealthStat = _statComponent.GetStat(StatType.MaxHealth);
_maxHealthStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_maxHealthStat, modifier, isApply);
_statComponent.Subscribe(StatType.MaxHealth, _maxHealthStatCallback);
_defenseStat = _statComponent.GetStat(StatType.Defense);
_defenseStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_defenseStat, modifier, isApply);
_statComponent.Subscribe(StatType.Defense, _defenseStatCallback);
_dodgeStat = _statComponent.GetStat(StatType.Dodge);
_dodgeStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_dodgeStat, modifier, isApply);
_statComponent.Subscribe(StatType.Dodge, _dodgeStatCallback);
}
else
{
_maxHealthStat = new StatProperty();
_defenseStat = new StatProperty();
_dodgeStat = new StatProperty();
}
}
public void OnReset()
{
if (_statComponent != null)
{
_statComponent.Unsubscribe(StatType.MaxHealth, _maxHealthStatCallback);
_maxHealthStatCallback = null;
_statComponent.Unsubscribe(StatType.Defense, _defenseStatCallback);
_defenseStatCallback = null;
_statComponent.Unsubscribe(StatType.Dodge, _dodgeStatCallback);
_dodgeStatCallback = null;
}
_statComponent = null;
}
#endregion
public void TakeDamage(int damage)
{
if (_isDead) return;
if (_dodgeStat.Value > UnityEngine.Random.value)
{
damage = 0;
}
else
{
int defenseValue = (int)_defenseStat.Value;
float defensePercent = _defenseStat.Percent;
damage -= defenseValue;
damage = Mathf.CeilToInt(damage / defensePercent);
}
_currentHealth -= damage;
CauseDamage(damage);
if (_isPlayer)
GameEntry.Event.Fire(this, PlayerHealthChangeEventArgs.Create(damage, CurrentHealth, MaxHealth));
}
private void CauseDamage(int damage)
{
//TODO:受击效果:跳字、粒子
}
}
}
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using UnityEngine;
namespace Components
{
public class InputComponent : MonoBehaviour
{
private PlayerInputActions _inputActions;
[SerializeField] private bool _isListening = false;
[SerializeField] private Vector3 _direction = Vector3.zero;
public Vector3 Direction => _direction;
public void OnInit()
{
_inputActions = new();
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_isListening && _inputActions != null)
{
ReadInput();
}
}
public void OnReset()
{
_inputActions = null;
_isListening = false;
}
private void ReadInput()
{
Vector2 rawDir = _inputActions.Game.Move.ReadValue<Vector2>();
_direction = new Vector3(rawDir.x, 0, rawDir.y);
}
public void SetListening(bool isListening)
{
_isListening = isListening;
if (_isListening)
{
_inputActions.Enable();
}
else
{
_inputActions.Disable();
}
}
}
}
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using System;
using Definition.DataStruct;
using Definition.Enum;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Components
{
public class MovementComponent : MonoBehaviour
{
[SerializeField] private bool _isMoving;
[SerializeField] private Vector3 _direction;
[SerializeField] private Transform _cachedTransform;
public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
[SerializeField] private float _speedBase;
private StatComponent _statComponent;
private StatProperty _movementStat;
private Action<StatModifier, bool> _movementStatCallback;
public void OnInit(float speed, Transform target, StatComponent statComponent = null)
{
_speedBase = speed;
_cachedTransform = target;
_direction = Vector3.forward;
_statComponent = statComponent;
if (_statComponent != null)
{
_movementStat = _statComponent.GetStat(StatType.MovementSpeed);
_movementStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_movementStat, modifier, isApply);
_statComponent.Subscribe(StatType.MovementSpeed, _movementStatCallback);
}
else
{
_movementStat = new StatProperty();
}
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_isMoving && _cachedTransform != null)
{
Move(elapseSeconds);
}
}
public void OnReset()
{
_speedBase = 0;
_cachedTransform = null;
_direction = Vector3.zero;
_isMoving = false;
if (_statComponent != null)
{
_statComponent.Unsubscribe(StatType.MovementSpeed, _movementStatCallback);
_movementStatCallback = null;
}
_statComponent = null;
}
private void Move(float deltaTime = 0)
{
this.transform.Translate(Speed * deltaTime * _direction);
}
public void SetMove(bool isMoving) => _isMoving = isMoving;
public void SetDirection(Vector3 direction) => _direction = direction;
}
}
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using System;
using System.Collections.Generic;
using Definition.DataStruct;
using Definition.Enum;
using UnityEngine;
namespace Components
{
public class StatComponent : MonoBehaviour
{
private Dictionary<StatType, List<StatModifier>> _statModifiers;
private Dictionary<StatType, Action<StatModifier, bool>> _statModifierCallbacks;
public void OnInit()
{
_statModifiers = new Dictionary<StatType, List<StatModifier>>();
_statModifierCallbacks = new Dictionary<StatType, Action<StatModifier, bool>>();
}
public void OnReset()
{
_statModifiers.Clear();
_statModifierCallbacks.Clear();
}
public void AddModifier(StatModifier modifier)
{
if (!_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
{
_statModifiers.Add(modifier.StatType, modifiers = new List<StatModifier>());
modifiers.Add(modifier);
}
else
{
modifiers.Add(modifier);
}
if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
callbacks?.Invoke(modifier, true);
}
public void RemoveModifier(StatModifier modifier)
{
if (_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
{
_statModifiers[modifier.StatType].Remove(modifier);
}
if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
callbacks?.Invoke(modifier, false);
}
public void Subscribe(StatType statType, Action<StatModifier, bool> callback)
{
if (!_statModifierCallbacks.TryAdd(statType, callback))
{
_statModifierCallbacks[statType] += callback;
}
}
public void Unsubscribe(StatType statType, Action<StatModifier, bool> callback)
{
if (!_statModifierCallbacks.TryGetValue(statType, out var callbacks))
{
return;
}
callbacks -= callback;
if (callbacks == null)
{
_statModifierCallbacks.Remove(statType);
}
}
public StatProperty GetStat(StatType statType)
{
var result = new StatProperty();
if (!_statModifiers.TryGetValue(statType, out var modifiers)) return result;
foreach (var modifier in modifiers)
{
if (modifier.IsPercent) result.Percent += modifier.Value;
else result.Value += modifier.Value;
}
return result;
}
public void UpdateStat(StatProperty stat, StatModifier modifier, bool isApply)
{
float coef = isApply ? 1f : -1f;
if (modifier.IsPercent)
{
stat.Percent += modifier.Value * coef;
}
else
{
stat.Value += modifier.Value * coef;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.IO;
using UnityEngine;
namespace DataTable
{
public static class BinaryReaderExtension
{
public static Color32 ReadColor32(this BinaryReader binaryReader)
{
return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
}
public static Color ReadColor(this BinaryReader binaryReader)
{
return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static DateTime ReadDateTime(this BinaryReader binaryReader)
{
return new DateTime(binaryReader.ReadInt64());
}
public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
{
return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Rect ReadRect(this BinaryReader binaryReader)
{
return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector2 ReadVector2(this BinaryReader binaryReader)
{
return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector3 ReadVector3(this BinaryReader binaryReader)
{
return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector4 ReadVector4(this BinaryReader binaryReader)
{
return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.517
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 战机表。
/// </summary>
public class DRAircraft : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取战机编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取推进器编号。
/// </summary>
public int ThrusterId { get; private set; }
/// <summary>
/// 获取武器编号0。
/// </summary>
public int WeaponId0 { get; private set; }
/// <summary>
/// 获取武器编号1。
/// </summary>
public int WeaponId1 { get; private set; }
/// <summary>
/// 获取武器编号2。
/// </summary>
public int WeaponId2 { get; private set; }
/// <summary>
/// 获取装甲编号0。
/// </summary>
public int ArmorId0 { get; private set; }
/// <summary>
/// 获取装甲编号1。
/// </summary>
public int ArmorId1 { get; private set; }
/// <summary>
/// 获取装甲编号2。
/// </summary>
public int ArmorId2 { get; private set; }
/// <summary>
/// 获取死亡特效编号。
/// </summary>
public int DeadEffectId { get; private set; }
/// <summary>
/// 获取死亡声音编号。
/// </summary>
public int DeadSoundId { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
ThrusterId = int.Parse(columnStrings[index++]);
WeaponId0 = int.Parse(columnStrings[index++]);
WeaponId1 = int.Parse(columnStrings[index++]);
WeaponId2 = int.Parse(columnStrings[index++]);
ArmorId0 = int.Parse(columnStrings[index++]);
ArmorId1 = int.Parse(columnStrings[index++]);
ArmorId2 = int.Parse(columnStrings[index++]);
DeadEffectId = int.Parse(columnStrings[index++]);
DeadSoundId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
ThrusterId = binaryReader.Read7BitEncodedInt32();
WeaponId0 = binaryReader.Read7BitEncodedInt32();
WeaponId1 = binaryReader.Read7BitEncodedInt32();
WeaponId2 = binaryReader.Read7BitEncodedInt32();
ArmorId0 = binaryReader.Read7BitEncodedInt32();
ArmorId1 = binaryReader.Read7BitEncodedInt32();
ArmorId2 = binaryReader.Read7BitEncodedInt32();
DeadEffectId = binaryReader.Read7BitEncodedInt32();
DeadSoundId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private KeyValuePair<int, int>[] m_WeaponId = null;
public int WeaponIdCount
{
get { return m_WeaponId.Length; }
}
public int GetWeaponId(int id)
{
foreach (KeyValuePair<int, int> i in m_WeaponId)
{
if (i.Key == id)
{
return i.Value;
}
}
throw new GameFrameworkException(Utility.Text.Format("GetWeaponId with invalid id '{0}'.", id));
}
public int GetWeaponIdAt(int index)
{
if (index < 0 || index >= m_WeaponId.Length)
{
throw new GameFrameworkException(Utility.Text.Format("GetWeaponIdAt with invalid index '{0}'.", index));
}
return m_WeaponId[index].Value;
}
private KeyValuePair<int, int>[] m_ArmorId = null;
public int ArmorIdCount
{
get { return m_ArmorId.Length; }
}
public int GetArmorId(int id)
{
foreach (KeyValuePair<int, int> i in m_ArmorId)
{
if (i.Key == id)
{
return i.Value;
}
}
throw new GameFrameworkException(Utility.Text.Format("GetArmorId with invalid id '{0}'.", id));
}
public int GetArmorIdAt(int index)
{
if (index < 0 || index >= m_ArmorId.Length)
{
throw new GameFrameworkException(Utility.Text.Format("GetArmorIdAt with invalid index '{0}'.", index));
}
return m_ArmorId[index].Value;
}
private void GeneratePropertyArray()
{
m_WeaponId = new KeyValuePair<int, int>[]
{
new KeyValuePair<int, int>(0, WeaponId0),
new KeyValuePair<int, int>(1, WeaponId1),
new KeyValuePair<int, int>(2, WeaponId2),
};
m_ArmorId = new KeyValuePair<int, int>[]
{
new KeyValuePair<int, int>(0, ArmorId0),
new KeyValuePair<int, int>(1, ArmorId1),
new KeyValuePair<int, int>(2, ArmorId2),
};
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: e7a6297d01a7dc348b1488bf6245cb1b
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,85 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.539
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 装甲表。
/// </summary>
public class DRArmor : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取装甲编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取最大生命。
/// </summary>
public int MaxHP { get; private set; }
/// <summary>
/// 获取防御力。
/// </summary>
public int Defense { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
MaxHP = int.Parse(columnStrings[index++]);
Defense = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
MaxHP = binaryReader.Read7BitEncodedInt32();
Defense = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 6e945cefd12dc05428a0b4d287784707
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,113 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.557
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 小行星表。
/// </summary>
public class DRAsteroid : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取小行星编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取最大生命。
/// </summary>
public int MaxHP { get; private set; }
/// <summary>
/// 获取冲击力。
/// </summary>
public int Attack { get; private set; }
/// <summary>
/// 获取速度。
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 获取角速度。
/// </summary>
public float AngularSpeed { get; private set; }
/// <summary>
/// 获取死亡特效编号。
/// </summary>
public int DeadEffectId { get; private set; }
/// <summary>
/// 获取死亡声音编号。
/// </summary>
public int DeadSoundId { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
MaxHP = int.Parse(columnStrings[index++]);
Attack = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
AngularSpeed = float.Parse(columnStrings[index++]);
DeadEffectId = int.Parse(columnStrings[index++]);
DeadSoundId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
MaxHP = binaryReader.Read7BitEncodedInt32();
Attack = binaryReader.Read7BitEncodedInt32();
Speed = binaryReader.ReadSingle();
AngularSpeed = binaryReader.ReadSingle();
DeadEffectId = binaryReader.Read7BitEncodedInt32();
DeadSoundId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 836a293c79cb42e42a7235ebdeb3344f
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,32 @@
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DREnemy : DataRowBase
{
private int m_id;
public override int Id => m_id;
public int MaxHealth { 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)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
int index = 0;
index++;
m_id = int.Parse(columnStrings[index++]);
index++;
MaxHealth = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
DropCoin = int.Parse(columnStrings[index++]);
DropExp = int.Parse(columnStrings[index++]);
DropPercent = float.Parse(columnStrings[index++]);
return true;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 65140fe454964f14951a73965686fb0e
timeCreated: 1769221617
@@ -0,0 +1,74 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.576
//------------------------------------------------------------
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 实体表。
/// </summary>
public class DREntity : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取实体编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a48a9c6b974d6674f8a0421fc603dc56
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,53 @@
using Definition.Enum;
using StarForce;
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DRGoods : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取商品Id。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取商品类型。
/// </summary>
public GoodsType GoodsType { get; private set; }
/// <summary>
/// 获取最低价格
/// </summary>
public int MinPrice { get; private set; }
/// <summary>
/// 获取最高价格
/// </summary>
public int MaxPrice { get; private set; }
/// <summary>
/// 获取商品对应具体类型的表Id
/// </summary>
public int GoodsTypeId { get; set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] fields = dataRowString.Split(DataTableExtension.DataSplitSeparators);
int index = 0;
index++;
m_Id = int.Parse(fields[index++]);
index++;
GoodsType = EnumUtility<GoodsType>.Get(fields[index++]);
MinPrice = int.Parse(fields[index++]);
MaxPrice = int.Parse(fields[index++]);
GoodsTypeId = int.Parse(fields[index++]);
return true;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 595bda561b5491c4e878f071ceb31089
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,110 @@
using System;
using Definition.DataStruct;
using Definition.Enum;
using StarForce;
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DRLevel : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取关卡编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取关卡内会生成的实体编号
/// </summary>
public int[] EntityIds { get; private set; }
/// <summary>
/// 获取关卡内每次生成实体的数量
/// </summary>
public int[] EntityCounts { get; private set; }
/// <summary>
/// 获取关卡内生成实体的间隔时间
/// </summary>
public float[] Intervals { get; private set; }
/// <summary>
/// 获取关卡时间。
/// </summary>
public int Duration { 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++;
GenerateEntityIds(columnStrings[index++]);
GenerateEntityCounts(columnStrings[index++]);
GenerateIntervals(columnStrings[index++]);
Duration = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
private void GenerateEntityIds(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return;
string[] entityIds = raw.Substring(1, raw.Length - 2).Split(",");
int length = entityIds.Length;
EntityIds = new int[length];
for (int i = 0; i < length; i++)
{
EntityIds[i] = int.Parse(entityIds[i]);
}
}
private void GenerateEntityCounts(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return;
string[] entityCounts = raw.Substring(1, raw.Length - 2).Split(",");
int length = entityCounts.Length;
EntityCounts = new int[length];
for (int i = 0; i < length; i++)
{
EntityCounts[i] = int.Parse(entityCounts[i]);
}
}
private void GenerateIntervals(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return;
string[] intervals = raw.Substring(1, raw.Length - 2).Split(",");
int length = intervals.Length;
Intervals = new float[length];
for (int i = 0; i < length; i++)
{
Intervals[i] = float.Parse(intervals[i]);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d2c6e5a5e57b464397483dd1f164ddf8
timeCreated: 1769159930
@@ -0,0 +1,78 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.591
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 音乐配置表。
/// </summary>
public class DRMusic : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取音乐编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 5539646031a664344b90aeb64f92930d
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,32 @@
using Definition.DataStruct;
using GameFramework;
using Newtonsoft.Json;
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DRProp : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public string Title { get; private set; }
public string IconAssetName { get; private set; }
public StatModifier[] Modifiers { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] fields = dataRowString.Split(DataTableExtension.DataSplitSeparators);
int index = 0;
index++;
m_Id = int.Parse(fields[index++]);
index++;
Title = fields[index++];
IconAssetName = fields[index++];
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
return true;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 84edcc54b1524344a9f7b36d1bf55419
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+139
View File
@@ -0,0 +1,139 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using Definition.DataStruct;
using Definition.Enum;
using GameFramework;
using StarForce;
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DRRole : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取角色编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取资源名称。
/// </summary>
public string RoleName { get; private set; }
/// <summary>
/// 获取图标名称。
/// </summary>
public string IconName { get; private set; }
/// <summary>
/// 获取初始最大生命。
/// </summary>
public int MaxHealth { get; private set; }
/// <summary>
/// 获取初始速度。
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 获取初始金币。
/// </summary>
public int Coin { get; private set; }
/// <summary>
/// 获取最大持有武器数。
/// </summary>
public int WeaponCapacity { get; private set; }
/// <summary>
/// 获取初始属性。
/// </summary>
public StatModifier[] InitialProperties { get; private set; }
/// <summary>
/// 获取初始物品。
/// </summary>
public KeyValuePair<int, int>[] InitialItemIds { get; private set; }
public int[] ExpRequires { 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++;
RoleName = columnStrings[index++];
IconName = columnStrings[index++];
MaxHealth = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
Coin = int.Parse(columnStrings[index++]);
WeaponCapacity = int.Parse(columnStrings[index++]);
InitialProperties = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
GenerateItems(columnStrings[index++]);
GenerateExpRequires(ref columnStrings, index);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
private void GenerateItems(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length <= 2) return;
string[] items = raw.Substring(1, raw.Length - 2).Split(";");
int length = items.Length;
InitialItemIds = new KeyValuePair<int, int>[length];
for (int i = 0; i < length; i++)
{
string input = items[i];
if (string.IsNullOrEmpty(input))
{
Log.Warning("Invalid item: {0}", input);
continue;
}
if (!input.StartsWith('[') || !input.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
string inner = input.Substring(1, input.Length - 2);
// 如果是空列表 "[]"
if (inner.Length == 0) continue;
string[] index = inner.Split(",");
var item = new KeyValuePair<int, int>(int.Parse(index[0]), int.Parse(index[1]));
InitialItemIds[i] = item;
}
}
private void GenerateExpRequires(ref string[] columnStrings, int index)
{
List<int> expRequires = new List<int>();
int baseExp = int.Parse(columnStrings[index]);
for (int i = index; i < columnStrings.Length; i++)
{
expRequires.Add(int.Parse(columnStrings[i]) - baseExp);
}
ExpRequires = expRequires.ToArray();
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d596bc33ed84659449059b972a2c4e26
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,81 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.610
//------------------------------------------------------------
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 场景配置表。
/// </summary>
public class DRScene : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取场景编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取背景音乐编号。
/// </summary>
public int BackgroundMusicId { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
BackgroundMusicId = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
BackgroundMusicId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0ce61902e6e3c23409f9ef10ccc8c550
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,113 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.625
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRSound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority { get; private set; }
/// <summary>
/// 获取是否循环。
/// </summary>
public bool Loop { get; private set; }
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume { get; private set; }
/// <summary>
/// 获取声音空间混合量(0为2D,1为3D,中间值混合效果)。
/// </summary>
public float SpatialBlend { get; private set; }
/// <summary>
/// 获取声音最大距离。
/// </summary>
public float MaxDistance { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
Priority = int.Parse(columnStrings[index++]);
Loop = bool.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
SpatialBlend = float.Parse(columnStrings[index++]);
MaxDistance = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
Priority = binaryReader.Read7BitEncodedInt32();
Loop = binaryReader.ReadBoolean();
Volume = binaryReader.ReadSingle();
SpatialBlend = binaryReader.ReadSingle();
MaxDistance = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: fc0abcc42a26c844d91d422da22eb94d
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,78 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.638
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 推进器表。
/// </summary>
public class DRThruster : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取推进器编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取。
/// </summary>
public float Speed { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
Speed = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
Speed = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a9b85e7308914ee49bacd872a67716aa
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,99 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.652
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 界面配置表。
/// </summary>
public class DRUIForm : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取界面编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取界面组名称。
/// </summary>
public string UIGroupName { get; private set; }
/// <summary>
/// 获取是否允许多个界面实例。
/// </summary>
public bool AllowMultiInstance { get; private set; }
/// <summary>
/// 获取是否暂停被其覆盖的界面。
/// </summary>
public bool PauseCoveredUIForm { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
UIGroupName = columnStrings[index++];
AllowMultiInstance = bool.Parse(columnStrings[index++]);
PauseCoveredUIForm = bool.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
UIGroupName = binaryReader.ReadString();
AllowMultiInstance = binaryReader.ReadBoolean();
PauseCoveredUIForm = binaryReader.ReadBoolean();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: f28db9f996bc3d04eb73541b1f8b1036
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,92 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
// 此文件由工具自动生成,请勿直接修改。
// 生成时间:2021-06-16 21:54:35.666
//------------------------------------------------------------
using GameFramework;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRUISound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority { get; private set; }
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
Priority = int.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
Priority = binaryReader.Read7BitEncodedInt32();
Volume = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: d69c673440234c24a9718897060d4e14
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
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@@ -0,0 +1,91 @@
using System;
using System.IO;
using System.Text;
using Definition.DataStruct;
using Definition.Enum;
using Entity;
using GameFramework;
using StarForce;
using UnityGameFramework.Runtime;
namespace DataTable
{
/// <summary>
/// 武器表。
/// </summary>
public class DRWeapon : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取武器编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取武器名称。
/// </summary>
public string Title { get; private set; }
/// <summary>
/// 获取图标资源名称。
/// </summary>
public string IconAssetName { get; private set; }
/// <summary>
/// 获取武器伤害。
/// </summary>
public int Attack { get; private set; }
/// <summary>
/// 获取武器冷却。
/// </summary>
public float Cooldown { get; private set; }
/// <summary>
/// 获取武器攻击范围。
/// </summary>
public float AttackRange { get; private set; }
/// <summary>
/// 获取武器攻击音效。
/// </summary>
public int AttackSoundId { get; private set; }
/// <summary>
/// 获取武器额外参数。
/// </summary>
public string Pramas { get; private set; }
/// <summary>
/// 获取武器额外属性。
/// </summary>
public StatModifier[] Modifiers { 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++;
Title = columnStrings[index++];
IconAssetName = columnStrings[index++];
Attack = int.Parse(columnStrings[index++]);
Cooldown = float.Parse(columnStrings[index++]);
AttackRange = float.Parse(columnStrings[index++]);
AttackSoundId = int.Parse(columnStrings[index++]);
Pramas = columnStrings[index++];
Modifiers = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 9b386151345d3f14ab9b7dc5ed6dd864
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,104 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.DataTable;
using System;
using Definition;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace DataTable
{
public static class DataTableExtension
{
private const string DataRowClassPrefixName = "DataTable.DR";
internal static readonly char[] DataSplitSeparators = new char[] { '\t' };
internal static readonly char[] DataTrimSeparators = new char[] { '\"' };
public static void LoadDataTable(this DataTableComponent dataTableComponent, string dataTableName,
string dataTableAssetName, object userData)
{
if (string.IsNullOrEmpty(dataTableName))
{
Log.Warning("Data table name is invalid.");
return;
}
string[] splitedNames = dataTableName.Split('_');
if (splitedNames.Length > 2)
{
Log.Warning("Data table name is invalid.");
return;
}
string dataRowClassName = DataRowClassPrefixName + splitedNames[0];
Type dataRowType = Type.GetType(dataRowClassName);
if (dataRowType == null)
{
Log.Warning("Can not get data row type with class name '{0}'.", dataRowClassName);
return;
}
string name = splitedNames.Length > 1 ? splitedNames[1] : null;
DataTableBase dataTable = dataTableComponent.CreateDataTable(dataRowType, name);
dataTable.ReadData(dataTableAssetName, Constant.AssetPriority.DataTableAsset, userData);
}
public static Color32 ParseColor32(string value)
{
string[] splitedValue = value.Split(',');
return new Color32(byte.Parse(splitedValue[0]), byte.Parse(splitedValue[1]), byte.Parse(splitedValue[2]),
byte.Parse(splitedValue[3]));
}
public static Color ParseColor(string value)
{
string[] splitedValue = value.Split(',');
return new Color(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]),
float.Parse(splitedValue[3]));
}
public static Quaternion ParseQuaternion(string value)
{
string[] splitedValue = value.Split(',');
return new Quaternion(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]),
float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Rect ParseRect(string value)
{
string[] splitedValue = value.Split(',');
return new Rect(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]),
float.Parse(splitedValue[3]));
}
public static Vector2 ParseVector2(string value)
{
string[] splitedValue = value.Split(',');
return new Vector2(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]));
}
public static Vector3 ParseVector3(string value)
{
string[] splitedValue = value.Split(',');
return new Vector3(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]),
float.Parse(splitedValue[2]));
}
public static Vector4 ParseVector4(string value)
{
string[] splitedValue = value.Split(',');
return new Vector4(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]),
float.Parse(splitedValue[3]));
}
public static T GetDataTableRow<T>(this DataTableComponent dataTableComponent, int id) where T : DataRowBase
{
return dataTableComponent.GetDataTable<T>().GetDataRow(id);
}
}
}
@@ -0,0 +1,12 @@
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executionOrder: 0
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timeCreated: 1528026148
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@@ -0,0 +1,86 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using Definition;
using GameFramework.Debugger;
using GameFramework.Localization;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class ChangeLanguageDebuggerWindow : IDebuggerWindow
{
private Vector2 m_ScrollPosition = Vector2.zero;
private bool m_NeedRestart = false;
public void Initialize(params object[] args)
{
}
public void Shutdown()
{
}
public void OnEnter()
{
}
public void OnLeave()
{
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (m_NeedRestart)
{
m_NeedRestart = false;
UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Restart);
}
}
public void OnDraw()
{
m_ScrollPosition = GUILayout.BeginScrollView(m_ScrollPosition);
{
DrawSectionChangeLanguage();
}
GUILayout.EndScrollView();
}
private void DrawSectionChangeLanguage()
{
GUILayout.Label("<b>Change Language</b>");
GUILayout.BeginHorizontal("box");
{
if (GUILayout.Button("Chinese Simplified", GUILayout.Height(30)))
{
GameEntry.Localization.Language = Language.ChineseSimplified;
SaveLanguage();
}
if (GUILayout.Button("Chinese Traditional", GUILayout.Height(30)))
{
GameEntry.Localization.Language = Language.ChineseTraditional;
SaveLanguage();
}
if (GUILayout.Button("English", GUILayout.Height(30)))
{
GameEntry.Localization.Language = Language.English;
SaveLanguage();
}
}
GUILayout.EndHorizontal();
}
private void SaveLanguage()
{
GameEntry.Setting.SetString(Constant.Setting.Language, GameEntry.Localization.Language.ToString());
GameEntry.Setting.Save();
m_NeedRestart = true;
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,39 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition
{
public static partial class Constant
{
/// <summary>
/// 资源优先级。
/// </summary>
public static class AssetPriority
{
public const int ConfigAsset = 100;
public const int DataTableAsset = 100;
public const int DictionaryAsset = 100;
public const int FontAsset = 50;
public const int MusicAsset = 20;
public const int SceneAsset = 0;
public const int SoundAsset = 30;
public const int UIFormAsset = 50;
public const int UISoundAsset = 30;
public const int MyAircraftAsset = 90;
public const int PlayerAsset = 90;
public const int AircraftAsset = 80;
public const int ThrusterAsset = 30;
public const int WeaponAsset = 30;
public const int ArmorAsset = 30;
public const int BulletAsset = 80;
public const int AsteroiAsset = 80;
public const int EnemyAsset = 80;
public const int EffectAsset = 80;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
namespace Definition
{
public static partial class Constant
{
/// <summary>
/// 层。
/// </summary>
public static class Layer
{
public const string DefaultLayerName = "Default";
public static readonly int DefaultLayerId = LayerMask.NameToLayer(DefaultLayerName);
public const string UILayerName = "UI";
public static readonly int UILayerId = LayerMask.NameToLayer(UILayerName);
public const string TargetableObjectLayerName = "Targetable Object";
public static readonly int TargetableObjectLayerId = LayerMask.NameToLayer(TargetableObjectLayerName);
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition
{
public static partial class Constant
{
public static class Setting
{
public const string Language = "Setting.Language";
public const string SoundGroupMuted = "Setting.{0}Muted";
public const string SoundGroupVolume = "Setting.{0}Volume";
public const string MusicMuted = "Setting.MusicMuted";
public const string MusicVolume = "Setting.MusicVolume";
public const string SoundMuted = "Setting.SoundMuted";
public const string SoundVolume = "Setting.SoundVolume";
public const string UISoundMuted = "Setting.UISoundMuted";
public const string UISoundVolume = "Setting.UISoundVolume";
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition.DataStruct
{
public class BuildInfo
{
public string GameVersion
{
get;
set;
}
public int InternalGameVersion
{
get;
set;
}
public string CheckVersionUrl
{
get;
set;
}
public string WindowsAppUrl
{
get;
set;
}
public string MacOSAppUrl
{
get;
set;
}
public string IOSAppUrl
{
get;
set;
}
public string AndroidAppUrl
{
get;
set;
}
}
}
@@ -0,0 +1,12 @@
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System.Runtime.InteropServices;
using Definition.Enum;
namespace Definition.DataStruct
{
[StructLayout(LayoutKind.Auto)]
public struct ImpactData
{
public ImpactData(CampType camp /*, int health*/, int attackBase, StatProperty attackStat = null,
StatProperty defenseStat = null, StatProperty dodgeStat = null)
{
Camp = camp;
//Health = health;
AttackBase = attackBase;
AttackStat = attackStat;
DefenseStat = defenseStat;
DodgeStat = dodgeStat;
}
public CampType Camp { get; }
public int AttackBase { get; }
public StatProperty AttackStat { get; }
public StatProperty DefenseStat { get; }
public StatProperty DodgeStat { get; }
}
}
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using Components;
using DataTable;
namespace Definition.DataStruct
{
public class PropItem
{
private DRProp _prop;
public PropItem(DRProp prop)
{
_prop = prop;
}
public void OnAttach(StatComponent statComponent)
{
foreach (var modifier in _prop.Modifiers)
{
statComponent.AddModifier(modifier);
}
}
public void OnDetach(StatComponent statComponent)
{
foreach (var modifier in _prop.Modifiers)
{
statComponent.RemoveModifier(modifier);
}
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 135b5ab1b6f5491989f080cf8b949201
timeCreated: 1770212750
@@ -0,0 +1,91 @@
using System;
using Definition.Enum;
using StarForce;
using UnityGameFramework.Runtime;
namespace Definition.DataStruct
{
public class StatModifier
{
// None = 0,
// MaxHealth = 1,
// MovementSpeed = 2,
// Attack = 3,
// Defense = 4,
// AttackSpeed = 5,
// Critical = 6,
// CriticalDamage = 7,
// Dodge = 8,
private readonly string[] _statTypeNames =
{
"无效",
"最大生命",
"移动速度",
"伤害",
"防御",
"冷却",
"暴击率",
"暴击伤害",
"闪避"
};
public StatType StatType;
public float Value;
public bool IsPercent;
public override string ToString()
{
if (IsPercent)
{
if (Value > 0)
{
return $"{_statTypeNames[(int)StatType]}: <color=green>+{Value * 100}%</color>";
}
else
{
return $"{_statTypeNames[(int)StatType]}: <color=red>+{Value * 100}%</color>";
}
}
else
{
if (Value > 0)
{
return $"{_statTypeNames[(int)StatType]}: <color=green>+{Value}</color>";
}
else
{
return $"{_statTypeNames[(int)StatType]}: <color=red>+{Value}</color>";
}
}
}
public static StatModifier StringToModifier(string input)
{
if (string.IsNullOrEmpty(input))
{
Log.Warning("Invalid modifier: {0}", input);
return null;
}
if (!input.StartsWith('[') || !input.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
string inner = input.Substring(1, input.Length - 2);
// 如果是空列表 "[]"
if (inner.Length == 0) return null;
string[] property = inner.Split(",");
int propertyIndex = 0;
return new StatModifier
{
StatType = EnumUtility<StatType>.Get(property[propertyIndex++]),
Value = float.Parse(property[propertyIndex++]),
IsPercent = bool.Parse(property[propertyIndex++])
};
}
}
}
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namespace Definition.DataStruct
{
public class StatProperty
{
public float Value;
public float Percent;
public StatProperty()
{
Value = 0f;
Percent = 1f;
}
public StatProperty(float value, float percent)
{
Value = value;
Percent = percent;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1770353735
@@ -0,0 +1,75 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition.DataStruct
{
public class VersionInfo
{
// 是否需要强制更新游戏应用
public bool ForceUpdateGame
{
get;
set;
}
// 最新的游戏版本号
public string LatestGameVersion
{
get;
set;
}
// 最新的游戏内部版本号
public int InternalGameVersion
{
get;
set;
}
// 最新的资源内部版本号
public int InternalResourceVersion
{
get;
set;
}
// 资源更新下载地址
public string UpdatePrefixUri
{
get;
set;
}
// 资源版本列表长度
public int VersionListLength
{
get;
set;
}
// 资源版本列表哈希值
public int VersionListHashCode
{
get;
set;
}
// 资源版本列表压缩后长度
public int VersionListCompressedLength
{
get;
set;
}
// 资源版本列表压缩后哈希值
public int VersionListCompressedHashCode
{
get;
set;
}
}
}
@@ -0,0 +1,12 @@
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition.Enum
{
/// <summary>
/// 阵营类型。
/// </summary>
public enum CampType : byte
{
Unknown = 0,
/// <summary>
/// 第一玩家阵营。
/// </summary>
Player,
/// <summary>
/// 第一敌人阵营。
/// </summary>
Enemy,
/// <summary>
/// 第一中立阵营。
/// </summary>
Neutral,
/// <summary>
/// 第二玩家阵营。
/// </summary>
Player2,
/// <summary>
/// 第二敌人阵营。
/// </summary>
Enemy2,
/// <summary>
/// 第二中立阵营
/// </summary>
Neutral2,
}
}
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namespace Definition.Enum
{
public enum EnemyType : byte
{
None = 0,
MeleeEnemy = 101,
RemoteEnemy = 102,
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1770209105
@@ -0,0 +1,9 @@
namespace Definition.Enum
{
public enum GoodsType
{
None = 0,
Weapon,
Prop
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition.Enum
{
/// <summary>
/// 关系类型。
/// </summary>
public enum RelationType : byte
{
/// <summary>
/// 未知的。
/// </summary>
Unknown,
/// <summary>
/// 友好的。
/// </summary>
Friendly,
/// <summary>
/// 中立的。
/// </summary>
Neutral,
/// <summary>
/// 敌对的。
/// </summary>
Hostile
}
}
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namespace Definition.Enum
{
public enum StatType
{
None = 0,
MaxHealth = 1,
MovementSpeed = 2,
Attack = 3,
Defense = 4,
AttackSpeed = 5,
Critical = 6,
CriticalDamage = 7,
Dodge = 8,
}
}
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@@ -0,0 +1,57 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Definition.Enum
{
/// <summary>
/// 界面编号。
/// </summary>
public enum UIFormType : byte
{
Undefined = 0,
/// <summary>
/// 弹出框。
/// </summary>
DialogForm = 1,
/// <summary>
/// 主菜单。
/// </summary>
MenuForm = 100,
/// <summary>
/// 设置。
/// </summary>
SettingForm = 101,
/// <summary>
/// 关于。
/// </summary>
AboutForm = 102,
/// <summary>
/// 主菜单。
/// </summary>
StartMenuForm = 200,
/// <summary>
/// 选择角色。
/// </summary>
SelectRoleForm = 201,
/// <summary>
/// 游戏商店。
/// </summary>
ShopForm = 202,
/// <summary>
/// 游戏HUD。
/// </summary>
HudForm = 203,
}
}
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namespace Definition.Enum
{
public enum WeaponType : byte
{
None = 0,
WeaponKnife = 201,
Remote = 202,
}
}
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