- 调整项目结构以适应打包需求

- 添加控制台便于在游戏运行过程中调试各项功能
- 添加 LevelRarity 表,增加了随关卡数动态调整的商品道具品质刷新概率
This commit is contained in:
SepComet
2026-02-18 22:53:33 +08:00
parent e151619c69
commit b4bc8b0445
202 changed files with 5160 additions and 3393 deletions
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using System.Collections.Generic;
using GameFramework.ObjectPool;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class DamageTextComponent : GameFrameworkComponent
{
[SerializeField] private int _instancePoolCapacity = 32;
[SerializeField] private string _poolName = "DamageTextItem";
[SerializeField] private RectTransform _instanceRoot;
[SerializeField] private Canvas _canvas;
[SerializeField] private GameObject _damageTextItemPrefab;
private IObjectPool<DamageTextItemObject> _damageTextItemPool;
private readonly List<DamageTextItem> _activeDamageTextItems = new();
private void Start()
{
_damageTextItemPool =
GameEntry.ObjectPool.CreateSingleSpawnObjectPool<DamageTextItemObject>(_poolName,
_instancePoolCapacity);
}
public void ShowDamage(Vector3 worldPosition, int damage)
{
if (damage <= 0 || _damageTextItemPool == null || _canvas == null) return;
DamageTextItem item = CreateDamageTextItem();
if (item == null) return;
item.Show(worldPosition, damage, _canvas, OnItemComplete);
_activeDamageTextItems.Add(item);
}
private DamageTextItem CreateDamageTextItem()
{
DamageTextItemObject itemObject = _damageTextItemPool.Spawn();
if (itemObject != null)
{
return (DamageTextItem)itemObject.Target;
}
GameObject itemGo = Instantiate(_damageTextItemPrefab, _instanceRoot, false);
DamageTextItem item = itemGo.GetComponent<DamageTextItem>();
_damageTextItemPool.Register(DamageTextItemObject.Create(item), true);
return item;
}
private void OnItemComplete(DamageTextItem item)
{
if (item == null) return;
item.ResetItem();
_activeDamageTextItems.Remove(item);
_damageTextItemPool.Unspawn(item);
}
}
}
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@@ -0,0 +1,80 @@
using System;
using DG.Tweening;
using TMPro;
using UnityEngine;
namespace CustomComponent
{
public class DamageTextItem : MonoBehaviour
{
private const float RiseDistance = 80f;
private const float RiseDuration = 0.55f;
private const float FadeDelay = 0.2f;
private const float FadeDuration = 0.35f;
private static readonly Color NormalColor = new Color(1f, 0.32f, 0.23f, 1f);
[SerializeField] private RectTransform _cachedTransform;
[SerializeField] private CanvasGroup _canvasGroup;
[SerializeField] private TMP_Text _text;
private Sequence _sequence;
private Action<DamageTextItem> _onComplete;
private void Awake()
{
if (_cachedTransform == null) _cachedTransform = GetComponent<RectTransform>();
if (_canvasGroup == null) _canvasGroup = GetComponent<CanvasGroup>();
if (_text == null) _text = GetComponent<TMP_Text>();
}
public void Show(Vector3 worldPosition, int damage, Canvas canvas, Action<DamageTextItem> onComplete)
{
if (canvas == null || GameEntry.Scene.MainCamera == null) return;
_onComplete = onComplete;
gameObject.SetActive(true);
KillSequence();
_canvasGroup.alpha = 1f;
_cachedTransform.localScale = Vector3.one;
_text.color = NormalColor;
_text.text = damage.ToString();
Vector3 screenPos = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);
RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)canvas.transform, screenPos,
canvas.worldCamera, out Vector2 localPos);
localPos.x += UnityEngine.Random.Range(-24f, 24f);
_cachedTransform.anchoredPosition = localPos;
_sequence = DOTween.Sequence();
_sequence.Append(_cachedTransform.DOAnchorPosY(localPos.y + RiseDistance, RiseDuration)
.SetEase(Ease.OutQuad));
_sequence.Join(_cachedTransform.DOPunchScale(new Vector3(0.15f, 0.15f, 0f), 0.18f, 6, 0.75f));
_sequence.Join(_canvasGroup.DOFade(0f, FadeDuration).SetDelay(FadeDelay));
_sequence.OnComplete(() => _onComplete?.Invoke(this));
}
public void ResetItem()
{
KillSequence();
_onComplete = null;
_canvasGroup.alpha = 1f;
_text.text = string.Empty;
gameObject.SetActive(false);
}
private void OnDestroy()
{
KillSequence();
}
private void KillSequence()
{
if (_sequence == null) return;
_sequence.Kill();
_sequence = null;
}
}
}
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@@ -0,0 +1,23 @@
using GameFramework;
using GameFramework.ObjectPool;
using UnityEngine;
namespace CustomComponent
{
public class DamageTextItemObject : ObjectBase
{
public static DamageTextItemObject Create(object target)
{
DamageTextItemObject itemObject = ReferencePool.Acquire<DamageTextItemObject>();
itemObject.Initialize(target);
return itemObject;
}
protected override void Release(bool isShutdown)
{
DamageTextItem item = (DamageTextItem)Target;
if (item == null) return;
Object.Destroy(item.gameObject);
}
}
}
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@@ -0,0 +1,349 @@
#if UNITY_EDITOR || DEVELOPMENT_BUILD
using System;
using System.Linq;
using DataTable;
using Definition.DataStruct;
using Entity;
using Game.Utility;
using UnityEngine;
using UnityGameFramework.Runtime;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace CustomComponent
{
public class RuntimeDebugPanelComponent : GameFrameworkComponent
{
private const float MinSpawnRate = 0.1f;
private const float CornerTapWindow = 0.6f;
private const int RequiredCornerTapCount = 3;
private Rect _windowRect = new Rect(20f, 60f, 460f, 620f);
private bool _isPanelVisible;
private int _windowId;
private string _searchText = string.Empty;
private int _selectedIndex;
private int _addCount = 1;
private Vector2 _buffScroll;
private float _spawnRateScaleInput = 1f;
private float _extendDurationSeconds = 30f;
private DRProp[] _allProps = Array.Empty<DRProp>();
private DRProp[] _filteredProps = Array.Empty<DRProp>();
private string[] _displayNames = Array.Empty<string>();
private int _cornerTapCount;
private float _lastCornerTapTime = -10f;
protected override void Awake()
{
base.Awake();
_windowId = GetInstanceID();
}
private void Update()
{
if (IsTogglePressed())
{
_isPanelVisible = !_isPanelVisible;
}
HandleCornerTapGesture();
}
private void OnGUI()
{
DrawToggleButton();
if (!_isPanelVisible) return;
_windowRect = GUI.Window(_windowId, _windowRect, DrawWindow, "Runtime Debug Panel");
}
private void DrawToggleButton()
{
const float width = 64f;
const float height = 30f;
Rect buttonRect = new Rect(Screen.width - width - 12f, 10f, width, height);
if (GUI.Button(buttonRect, "DEBUG"))
{
_isPanelVisible = !_isPanelVisible;
}
}
private void DrawWindow(int windowId)
{
EnsurePropList();
GUILayout.BeginVertical();
DrawBuffSection();
GUILayout.Space(8f);
GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
GUILayout.Space(8f);
DrawBattleSection();
GUILayout.Space(8f);
GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
GUILayout.EndVertical();
GUI.DragWindow(new Rect(0, 0, 10000, 22));
}
private void DrawBuffSection()
{
GUILayout.Label("Buff Debug");
GUILayout.BeginHorizontal();
GUILayout.Label("Search", GUILayout.Width(52f));
_searchText = GUILayout.TextField(_searchText);
if (GUILayout.Button("Refresh", GUILayout.Width(80f)))
{
EnsurePropList(true);
}
GUILayout.EndHorizontal();
ApplyFilter(_searchText);
if (_displayNames.Length == 0)
{
GUILayout.Label("No Buff data. Enter battle and try again.");
return;
}
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
_buffScroll = GUILayout.BeginScrollView(_buffScroll, GUILayout.Height(120f));
_selectedIndex = GUILayout.SelectionGrid(_selectedIndex, _displayNames, 1);
GUILayout.EndScrollView();
DRProp selectedProp = GetSelectedProp();
if (selectedProp == null) return;
GUILayout.Label($"Selected: {selectedProp.Title} ({selectedProp.Rarity})");
GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.Modifiers), GUILayout.Height(40f));
GUILayout.BeginHorizontal();
GUILayout.Label("Count", GUILayout.Width(52f));
string addCountText = GUILayout.TextField(_addCount.ToString(), GUILayout.Width(60f));
if (!int.TryParse(addCountText, out _addCount)) _addCount = 1;
_addCount = Mathf.Clamp(_addCount, 1, 99);
if (GUILayout.Button("Add Buff To Player", GUILayout.Height(24f)))
{
AddSelectedBuffToPlayer(selectedProp, _addCount);
}
GUILayout.EndHorizontal();
}
private void DrawBattleSection()
{
GUILayout.Label("Battle Debug");
EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
Player player = FindPlayer();
if (enemyManager == null)
{
GUILayout.Label("EnemyManager unavailable.");
return;
}
GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
GUILayout.BeginHorizontal();
GUILayout.Label("Rate", GUILayout.Width(52f));
string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
if (float.TryParse(rateText, out float parsedRate))
{
_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
}
if (GUILayout.Button("Apply", GUILayout.Width(70f)))
{
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
{
_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
if (GUILayout.Button("x2", GUILayout.Width(60f)))
{
_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Add Sec", GUILayout.Width(52f));
string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
if (float.TryParse(durationText, out float parsedDuration))
{
_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
}
if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
{
enemyManager.AddBattleDuration(_extendDurationSeconds);
}
GUILayout.EndHorizontal();
GUILayout.Label($"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();
}
private void EnsurePropList(bool force = false)
{
if (!force && _allProps != null && _allProps.Length > 0) return;
if (GameEntry.DataTable == null)
{
_allProps = Array.Empty<DRProp>();
_filteredProps = Array.Empty<DRProp>();
_displayNames = Array.Empty<string>();
return;
}
var table = GameEntry.DataTable.GetDataTable<DRProp>();
_allProps = table != null ? table.ToArray() : Array.Empty<DRProp>();
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, Mathf.Max(0, _allProps.Length - 1));
ApplyFilter(_searchText);
}
private void ApplyFilter(string keyword)
{
if (_allProps == null || _allProps.Length == 0)
{
_filteredProps = Array.Empty<DRProp>();
_displayNames = Array.Empty<string>();
return;
}
if (string.IsNullOrWhiteSpace(keyword))
{
_filteredProps = _allProps;
}
else
{
string search = keyword.Trim();
_filteredProps = _allProps.Where(p =>
p != null &&
(p.Title?.IndexOf(search, StringComparison.OrdinalIgnoreCase) >= 0 ||
p.Id.ToString().Contains(search))).ToArray();
}
_displayNames = _filteredProps.Select(p => $"[{p.Id}] {p.Title} ({p.Rarity})").ToArray();
if (_displayNames.Length == 0) _selectedIndex = 0;
else _selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
}
private DRProp GetSelectedProp()
{
if (_filteredProps == null || _filteredProps.Length == 0) return null;
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _filteredProps.Length - 1);
return _filteredProps[_selectedIndex];
}
private static Player FindPlayer()
{
return UnityEngine.Object.FindObjectOfType<Player>();
}
private static void AddSelectedBuffToPlayer(DRProp prop, int count)
{
Player player = FindPlayer();
if (player == null || prop == null || prop.Modifiers == null) return;
int applyCount = Mathf.Clamp(count, 1, 99);
for (int i = 0; i < applyCount; i++)
{
player.AddProp(new PropItem(prop.Modifiers, prop.Rarity, prop.Title, prop.IconAssetName));
}
}
private void HandleCornerTapGesture()
{
if (!TryGetTouchReleased(out Vector2 touchPosition)) return;
if (touchPosition.x > 80f || touchPosition.y < Screen.height - 80f) return;
float now = Time.unscaledTime;
if (now - _lastCornerTapTime > CornerTapWindow)
{
_cornerTapCount = 0;
}
_lastCornerTapTime = now;
_cornerTapCount++;
if (_cornerTapCount >= RequiredCornerTapCount)
{
_cornerTapCount = 0;
_isPanelVisible = !_isPanelVisible;
}
}
private static bool IsTogglePressed()
{
#if ENABLE_INPUT_SYSTEM
Keyboard keyboard = Keyboard.current;
if (keyboard == null) return false;
return keyboard.backquoteKey.wasPressedThisFrame || keyboard.f8Key.wasPressedThisFrame;
#else
return Input.GetKeyDown(KeyCode.BackQuote) || Input.GetKeyDown(KeyCode.F8);
#endif
}
private static bool TryGetTouchReleased(out Vector2 touchPosition)
{
#if ENABLE_INPUT_SYSTEM
Touchscreen touchscreen = Touchscreen.current;
if (touchscreen == null)
{
touchPosition = default;
return false;
}
var touch = touchscreen.primaryTouch;
if (!touch.press.wasReleasedThisFrame)
{
touchPosition = default;
return false;
}
touchPosition = touch.position.ReadValue();
return true;
#else
if (Input.touchCount <= 0)
{
touchPosition = default;
return false;
}
Touch touch = Input.GetTouch(0);
if (touch.phase != TouchPhase.Ended)
{
touchPosition = default;
return false;
}
touchPosition = touch.position;
return true;
#endif
}
}
}
#endif
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@@ -13,6 +13,8 @@ namespace CustomComponent
{
public class EnemyManagerComponent : GameFrameworkComponent
{
private const float MinSpawnRateScale = 0.1f;
private EntityComponent _entity;
private List<EntityBase> _enemies;
@@ -20,23 +22,35 @@ namespace CustomComponent
public List<EntityBase> Enemies => _enemies;
private float _spawnEnemyTimer;
private int _spawnEnemyMaxCount = 5000;
private int _currentEnemyCount;
private int _spawnDistanceFromPlayer = 20;
private int _currentSpawnEnemyId;
private int _currentLevel;
private float[] _baseSpawnEnemyIntervals;
private float[] _spawnEnemyIntervals;
private int[] _spawnEnemyIds;
private int[] _spawnEnemyCounts;
private float _duration;
private float _baseDuration;
private float[] _nextSpawnTimes;
private float _spawnRateScale = 1f;
private Transform _player;
private GameStateBattle _battle;
public float SpawnRateScale => _spawnRateScale;
public float BattleDuration => _duration;
public float ElapsedBattleTime => _spawnEnemyTimer;
#region FSM
private void Start()
@@ -64,12 +78,14 @@ namespace CustomComponent
_currentLevel = level;
DRLevel levelData = GameEntry.DataTable.GetDataTableRow<DRLevel>(_currentLevel);
_spawnEnemyIntervals = levelData.Intervals;
_baseSpawnEnemyIntervals = (float[])levelData.Intervals.Clone();
_spawnEnemyIntervals = (float[])_baseSpawnEnemyIntervals.Clone();
_spawnEnemyIds = levelData.EntityIds;
_spawnEnemyCounts = levelData.EntityCounts;
_duration = levelData.Duration;
_baseDuration = levelData.Duration;
_duration = _baseDuration;
_nextSpawnTimes = (float[])_spawnEnemyIntervals.Clone();
SetSpawnRateScale(_spawnRateScale);
_currentSpawnEnemyId = 0;
}
@@ -77,10 +93,7 @@ namespace CustomComponent
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
_spawnEnemyTimer += elapseSeconds;
// if (_spawnEnemyTimer < _spawnEnemyInterval) return;
// SpawnEnemy();
// _spawnEnemyTimer = 0;
// _spawnEnemyInterval = Mathf.Max(0.1f, _spawnEnemyInterval - _spawnEnemyAccelerate);
if (_spawnEnemyTimer > _duration)
{
_battle.LevelOver();
@@ -108,9 +121,11 @@ namespace CustomComponent
_currentSpawnEnemyId = 0;
_currentLevel = 0;
_baseSpawnEnemyIntervals = null;
_spawnEnemyIntervals = null;
_spawnEnemyIds = null;
_spawnEnemyCounts = null;
_baseDuration = 0;
_duration = 0;
_nextSpawnTimes = null;
@@ -120,6 +135,57 @@ namespace CustomComponent
ClearEnemies();
}
public void SetSpawnRateScale(float scale)
{
float newScale = Mathf.Max(MinSpawnRateScale, scale);
if (_baseSpawnEnemyIntervals == null || _baseSpawnEnemyIntervals.Length == 0)
{
_spawnRateScale = newScale;
return;
}
bool hasRuntimeState = _nextSpawnTimes != null && _spawnEnemyIntervals != null &&
_nextSpawnTimes.Length == _baseSpawnEnemyIntervals.Length &&
_spawnEnemyIntervals.Length == _baseSpawnEnemyIntervals.Length;
float oldScale = _spawnRateScale;
_spawnRateScale = newScale;
if (!hasRuntimeState)
{
for (int i = 0; i < _baseSpawnEnemyIntervals.Length; i++)
{
_spawnEnemyIntervals[i] = GetScaledInterval(_baseSpawnEnemyIntervals[i], _spawnRateScale);
}
_nextSpawnTimes = (float[])_spawnEnemyIntervals.Clone();
return;
}
for (int i = 0; i < _baseSpawnEnemyIntervals.Length; i++)
{
float oldInterval = GetScaledInterval(_baseSpawnEnemyIntervals[i], oldScale);
float newInterval = GetScaledInterval(_baseSpawnEnemyIntervals[i], _spawnRateScale);
float remainTime = Mathf.Max(0f, _nextSpawnTimes[i] - _spawnEnemyTimer);
float remainRatio = oldInterval > Mathf.Epsilon ? Mathf.Clamp01(remainTime / oldInterval) : 0f;
_spawnEnemyIntervals[i] = newInterval;
_nextSpawnTimes[i] = _spawnEnemyTimer + newInterval * remainRatio;
}
}
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)
@@ -128,7 +194,7 @@ namespace CustomComponent
if (_currentEnemyCount >= _spawnEnemyMaxCount) return;
int entityPoolId = _currentSpawnEnemyId % _spawnEnemyMaxCount;
var enemyData = new EnemyData(entityPoolId, entityId)
var enemyData = new EnemyData(entityPoolId, entityId, _currentLevel)
{
Position = GetRandomPosition()
};
@@ -187,4 +253,4 @@ namespace CustomComponent
#endregion
}
}
}
@@ -17,14 +17,11 @@ namespace CustomComponent
{
public class HPBarComponent : GameFrameworkComponent
{
[FormerlySerializedAs("m_HPBarItemTemplate")] [SerializeField]
private HPBarItem _hpBarItemTemplate = null;
[SerializeField] private HPBarItem _hpBarItemTemplate = null;
[FormerlySerializedAs("m_HPBarInstanceRoot")] [SerializeField]
private Transform _hpBarInstanceRoot = null;
[SerializeField] private Transform _hpBarInstanceRoot = null;
[FormerlySerializedAs("m_InstancePoolCapacity")] [SerializeField]
private int _instancePoolCapacity = 16;
[SerializeField] private int _instancePoolCapacity = 16;
private IObjectPool<HPBarItemObject> _hpBarItemObjectPool = null;
private List<HPBarItem> _activeHPBarItems = null;
@@ -39,7 +36,8 @@ namespace CustomComponent
}
_cachedCanvas = _hpBarInstanceRoot.GetComponent<Canvas>();
_hpBarItemObjectPool = GameEntry.ObjectPool.CreateSingleSpawnObjectPool<HPBarItemObject>("HPBarItem", _instancePoolCapacity);
_hpBarItemObjectPool =
GameEntry.ObjectPool.CreateSingleSpawnObjectPool<HPBarItemObject>("HPBarItem", _instancePoolCapacity);
_activeHPBarItems = new List<HPBarItem>();
}
@@ -124,4 +122,4 @@ namespace CustomComponent
return hpBarItem;
}
}
}
}