- 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
@@ -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;
}
}
}
}