初始化仓库

This commit is contained in:
SepComet
2026-02-07 19:38:49 +08:00
commit 88641dae11
1540 changed files with 371772 additions and 0 deletions
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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;
}
}
}
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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
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@@ -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;
}
}
}
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