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
@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityEngine;
namespace Procedure
{
public abstract class GameStateBase
{
public abstract GameStateType GameStateType { get; }
public abstract void OnInit(ProcedureGame master);
public abstract void OnEnter(IFsm<IProcedureManager> procedureOwner);
public abstract void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds);
public abstract void OnLeave(IFsm<IProcedureManager> procedureOwner);
public abstract void OnDestroy(IFsm<IProcedureManager> procedureOwner);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e3b8b3f058f54514089ba32980f52235
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,79 @@
using CustomComponent;
using Entity;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityGameFramework.Runtime;
namespace Procedure
{
public class GameStateBattle : GameStateBase
{
public override GameStateType GameStateType => GameStateType.Battle;
private EnemyManagerComponent _enemyManager = null;
private int _currentLevel = 0;
private bool _levelOver;
private ProcedureGame _procedureGame = null;
public void LevelOver()
{
if (_levelOver) return;
_levelOver = true;
}
#region FSM
public override void OnInit(ProcedureGame master)
{
_enemyManager = GameEntry.EnemyManager;
_procedureGame = master;
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
_currentLevel = _procedureGame.CurrentLevel;
_levelOver = false;
_enemyManager.OnInit(_currentLevel, this);
Player player = _procedureGame.Player;
if (player != null) player.Enable = false;
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
if (_levelOver)
{
procedureOwner.SetData<VarByte>("CurrentLevel", (byte)(_currentLevel + 1));
_procedureGame.BattleToShop();
}
}
public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
{
// 隐藏所有敌人实体
_enemyManager.OnReset();
// 停止玩家逻辑
Player player = _procedureGame.Player;
player.Enable = false;
// 隐藏所有掉落物实体
var entities = GameEntry.Entity.GetEntityGroup("Drop").GetAllEntities();
foreach (var entity in entities)
{
GameEntry.Entity.HideEntity(entity.Id);
}
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_enemyManager = null;
_procedureGame = null;
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8444985d27db86a45b2b494bd6d39d3c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,204 @@
using System.Collections.Generic;
using System.Linq;
using DataTable;
using Definition.Enum;
using Entity;
using GameFramework.DataTable;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace Procedure
{
public struct ShopFormContext
{
public GameStateShop GameStateShop;
public int CurrentLevel;
public int RefreshPrice;
public int PlayerCoin;
public List<GoodsItemViewData> GoodsItems;
}
public class GameStateShop : GameStateBase
{
public override GameStateType GameStateType => GameStateType.Shop;
private ProcedureGame _procedureGame = null;
private bool _shopOver = false;
private ShopForm _shopForm = null;
private DRGoods[] _drGoods = null;
private IDataTable<DRProp> _propDataTable = null;
private IDataTable<DRWeapon> _weaponDataTable = null;
private Player _player = null;
private ShopFormContext _shopFormContext;
public void ShopOver()
{
if (_shopOver) return;
_shopOver = true;
}
public void PurchaseGoods(int index)
{
if (_player.Coin < _shopFormContext.GoodsItems[index].Price) return;
_player.Coin -= _shopFormContext.GoodsItems[index].Price;
//TODO:OnGoodsPurchased
}
public void RefreshGoods()
{
if (_player.Coin < _shopFormContext.RefreshPrice) return;
_player.Coin -= _shopFormContext.RefreshPrice;
_shopFormContext = new ShopFormContext()
{
GameStateShop = this,
CurrentLevel = _procedureGame.CurrentLevel,
RefreshPrice = _shopFormContext.RefreshPrice + _procedureGame.CurrentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
_shopForm.UpdateForm(_shopFormContext);
}
private List<GoodsItemViewData> InitRandomGoodsItems()
{
// 1. 随机生成商店商品数量
int count = Random.Range(4, 6);
// 2. 获取数据表中配置的商品总数
int totalCount = _drGoods.Length;
// 3. 创建要返回的商品列表
List<GoodsItemViewData> items = new List<GoodsItemViewData>(count);
// 4. 填充商品列表
for (int i = 0; i < count; i++)
{
// 4.1 获取要添加的商品Id
int index = Random.Range(0, totalCount);
// 4.2 从数据表中获取商品数据
var drGoods = _drGoods[index];
// 4.3 构建商品数据类
var goodsItem = new GoodsItemViewData();
// 4.4 填充商品数据(价格、名字、类型、图标、描述)
goodsItem.Price = Random.Range(drGoods.MinPrice, drGoods.MaxPrice);
if (drGoods.GoodsType == GoodsType.Prop)
{
DRProp drProp = _propDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drProp.Title;
goodsItem.Type = "道具";
GameEntry.SpriteCache.GetSprite(drProp.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemViewData.CreatePropDescription(drProp.Modifiers);
}
else if (drGoods.GoodsType is GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drWeapon.Title;
goodsItem.Type = "武器";
GameEntry.SpriteCache.GetSprite(drWeapon.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemViewData.CreateWeaponDescription(drWeapon);
}
else
{
Log.Warning("Goods type not supported.");
}
// 4.5 添加到商品列表
items.Add(goodsItem);
}
return items;
}
#region FSM
public override void OnInit(ProcedureGame master)
{
Log.Debug("GameStateShop::OnInit");
_procedureGame = master;
_shopOver = false;
_drGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateShop::OnEnter");
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
_shopOver = false;
_player = _procedureGame.Player;
_shopFormContext = new ShopFormContext()
{
GameStateShop = this,
CurrentLevel = _procedureGame.CurrentLevel,
RefreshPrice = _procedureGame.CurrentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
GameEntry.UI.OpenUIForm(UIFormType.ShopForm, _shopFormContext);
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
Log.Debug("GameStateShop::OnUpdate");
if (_shopOver)
{
_shopForm.Close();
_procedureGame.ShopToBattle();
}
}
public override void OnLeave(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateShop::OnLeave");
_shopForm = null;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_procedureGame = null;
_drGoods = null;
_propDataTable = null;
_weaponDataTable = null;
Log.Debug("GameStateShop::OnDestroy");
}
#endregion
#region Event Handlers
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (!(args.UserData is ShopFormContext data)) return;
if (data.GameStateShop == this)
{
_shopForm = args.UIForm.Logic as ShopForm;
}
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 847f4de71cf7c514895de6d12f07b59d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,155 @@
using System.Collections.Generic;
using CustomComponent;
using CustomEvent;
using DataTable;
using Definition.Enum;
using Entity;
using Entity.EntityData;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using StarForce;
using UnityGameFramework.Runtime;
using UI;
namespace Procedure
{
public enum GameStateType
{
None = 0,
Battle = 1,
Shop = 2,
}
public class ProcedureGame : ProcedureBase
{
public override bool UseNativeDialog => false;
private HudForm _hudForm = null;
private bool _hudInitialized = false;
private IFsm<IProcedureManager> _procedureOwner = null;
private PlayerData _currentPlayerData = null;
public int CurrentLevel = 1;
private GameStateType _currentGameState = GameStateType.None;
private Dictionary<GameStateType, GameStateBase> _gameStates;
public Player Player;
private void InitGameState()
{
_gameStates = new Dictionary<GameStateType, GameStateBase>
{
{ GameStateType.Battle, new GameStateBattle() },
{ GameStateType.Shop, new GameStateShop() },
};
_gameStates[GameStateType.Battle].OnInit(this);
_gameStates[GameStateType.Shop].OnInit(this);
_currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void BattleToShop()
{
if (_currentGameState == GameStateType.Shop) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = GameStateType.Shop;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
public void ShopToBattle()
{
if (_currentGameState == GameStateType.Battle) return;
_gameStates[_currentGameState].OnLeave(_procedureOwner);
_currentGameState = GameStateType.Battle;
_gameStates[_currentGameState].OnEnter(_procedureOwner);
}
#region FSM
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
_procedureOwner = procedureOwner;
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
CurrentLevel = 1;
_currentPlayerData = new PlayerData(-1, 1001);
GameEntry.Entity.ShowPlayer(_currentPlayerData);
GameEntry.UI.OpenUIForm(UIFormType.HudForm, this);
InitGameState();
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
_procedureOwner = procedureOwner;
if (!_hudInitialized && _hudForm != null && Player != null)
{
int selectedRoleId = _procedureOwner.GetData<VarInt32>("SelectedRoleId").Value;
var role = GameEntry.DataTable.GetDataTableRow<DRRole>(selectedRoleId);
Player.InitRole(role);
_hudInitialized = true;
}
_gameStates[_currentGameState].OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
}
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
{
foreach (var state in _gameStates.Values)
{
state.OnDestroy(procedureOwner);
}
_gameStates.Clear();
_hudForm.Close();
_hudForm = null;
Player = null;
_procedureOwner = null;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
base.OnLeave(procedureOwner, isShutdown);
}
#endregion
#region Event Handler
private void OnOpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (args.UserData == this)
{
_hudForm = args.UIForm.Logic as HudForm;
}
}
private void OnShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
if (args.EntityLogicType == typeof(Player))
{
Player = args.Entity.Logic as Player;
}
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 59780d3b0b2903249a2b496c91fdf98f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: