- 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
+3 -1
View File
@@ -7,6 +7,7 @@ namespace DataTable
private int m_id;
public override int Id => m_id;
public int MaxHealth { get; private set; }
public int HpAddPerLevel { get; private set; }
public float Speed { get; private set; }
public int DropCoin { get; private set; }
public int DropExp { get; private set; }
@@ -21,6 +22,7 @@ namespace DataTable
m_id = int.Parse(columnStrings[index++]);
index++;
MaxHealth = int.Parse(columnStrings[index++]);
HpAddPerLevel = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
DropCoin = int.Parse(columnStrings[index++]);
DropExp = int.Parse(columnStrings[index++]);
@@ -29,4 +31,4 @@ namespace DataTable
return true;
}
}
}
}
@@ -0,0 +1,39 @@
using UnityGameFramework.Runtime;
namespace DataTable
{
public class DRLevelRarity : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public int LevelMin { get; private set; }
public int LevelMax { get; private set; }
public int WhiteWeight { get; private set; }
public int GreenWeight { get; private set; }
public int BlueWeight { get; private set; }
public int PurpleWeight { get; private set; }
public int RedWeight { 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++;
LevelMin = int.Parse(fields[index++]);
LevelMax = int.Parse(fields[index++]);
WhiteWeight = int.Parse(fields[index++]);
GreenWeight = int.Parse(fields[index++]);
BlueWeight = int.Parse(fields[index++]);
PurpleWeight = int.Parse(fields[index++]);
RedWeight = int.Parse(fields[index++]);
return true;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2be3a3c9896a441496abfb07467e9e19
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,5 +1,7 @@
using Definition.DataStruct;
using Definition.Enum;
using Newtonsoft.Json;
using StarForce;
using UnityGameFramework.Runtime;
namespace DataTable
@@ -13,6 +15,8 @@ namespace DataTable
public string Title { get; private set; }
public string IconAssetName { get; private set; }
public ItemRarity Rarity { get; private set; }
public StatModifier[] Modifiers { get; private set; }
@@ -26,6 +30,7 @@ namespace DataTable
index++;
Title = fields[index++];
IconAssetName = fields[index++];
Rarity = EnumUtility<ItemRarity>.Get(fields[index++]);
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
return true;