迁移 Coin/Exp/Projectile/Effect 实体的生成路径

This commit is contained in:
SepComet 2026-06-06 15:13:52 +08:00
parent 4790bd0091
commit c8c26b8b2e
5 changed files with 53 additions and 45 deletions

View File

@ -1,6 +1,8 @@
using SepCore.Event;
using SepCore.Entity;
using SepCore.AsyncTask;
using SepCore.Entity.Weapon;
using Cysharp.Threading.Tasks;
using GameFramework.Event;
using UnityEngine;
@ -127,7 +129,7 @@ namespace SepCore.Simulation
{
Position = args.HitPosition
};
entityComponent.ShowEffect(effectData);
entityComponent.ShowEffectAsync(effectData).Forget();
}
}
}

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@ -1,4 +1,6 @@
using SepCore.Definition;
using Cysharp.Threading.Tasks;
using SepCore.AsyncTask;
using SepCore.Definition;
using SepCore.Entity;
using UnityEngine;
@ -10,5 +12,31 @@ public abstract class EnemyBase : TargetableObject
public virtual float AttackRange => 1f;
public virtual void SetTarget(Transform target) => _target = target;
protected EnemyData _enemyData;
protected override void OnDead(EntityBase attacker)
{
if (Random.value < _enemyData.DropPercent)
{
var data = new CoinData(_enemyData.DropCoin, GameEntry.Entity.NextId(), 10001)
{
Position = this.CachedTransform.position
};
GameEntry.Entity.ShowCoinAsync(data).Forget();
}
if (Random.value < _enemyData.DropPercent)
{
var data = new ExpData(_enemyData.DropExp, GameEntry.Entity.NextId(), 10002)
{
Position = this.CachedTransform.position
};
GameEntry.Entity.ShowExpAsync(data).Forget();
}
base.OnDead(attacker);
}
}

View File

@ -1,7 +1,6 @@
using SepCore.Components;
using SepCore.CustomUtility;
using SepCore.Definition;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
@ -27,7 +26,13 @@ namespace SepCore.Entity
private float _currAttackTimer;
private AttackStateType _attackState = AttackStateType.Idle;
private EnemyData _meleeEnemyData;
private EnemyData _meleeEnemyData
{
get => _enemyData;
set => _enemyData = value;
}
private TargetableObject _targetableTarget;
protected override TargetableObjectData _targetableObjectData => _meleeEnemyData;
@ -83,29 +88,6 @@ namespace SepCore.Entity
UpdateAttackState(elapseSeconds);
}
protected override void OnDead(EntityBase attacker)
{
if (Random.value < _meleeEnemyData.DropPercent)
{
var data = new CoinData(_meleeEnemyData.DropCoin, GameEntry.Entity.NextId(), 10001)
{
Position = this.CachedTransform.position
};
GameEntry.Entity.ShowCoin(data);
}
if (Random.value < _meleeEnemyData.DropPercent)
{
var data = new ExpData(_meleeEnemyData.DropExp, GameEntry.Entity.NextId(), 10002)
{
Position = this.CachedTransform.position
};
GameEntry.Entity.ShowExp(data);
}
base.OnDead(attacker);
}
protected override void OnHide(bool isShutdown, object userData)
{
_movementComponent.OnReset();

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@ -1,7 +1,8 @@
using SepCore.Components;
using SepCore.AsyncTask;
using SepCore.CustomUtility;
using SepCore.Definition;
using SepCore.Entity;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityGameFramework.Runtime;
@ -34,7 +35,11 @@ namespace SepCore.Entity
[SerializeField] private float _projectileSpawnHeightOffset = 0.6f;
[SerializeField] private string _projectileAssetName = "BulletHandgun";
private EnemyData _remoteEnemyData;
private EnemyData _remoteEnemyData
{
get => _enemyData;
set => _enemyData = value;
}
protected override TargetableObjectData _targetableObjectData => _remoteEnemyData;
public override float AttackRange => _attackRange;
@ -154,13 +159,12 @@ namespace SepCore.Entity
Rotation = Quaternion.LookRotation(direction, Vector3.up)
};
GameEntry.Entity.ShowEntity(
entityId: projectileEntityId,
entityLogicType: typeof(EnemyProjectile),
entityAssetName: AssetUtility.GetEntityAsset(_projectileAssetName),
entityGroupName: EnemyProjectileGroupName,
priority: Constant.AssetPriority.BulletAsset,
userData: projectileData);
GameEntry.Entity.ShowEntityAsync<EnemyProjectile>(
projectileEntityId,
AssetUtility.GetEntityAsset(_projectileAssetName),
EnemyProjectileGroupName,
Constant.AssetPriority.BulletAsset,
projectileData).Forget();
_currAttackTimer = 0f;
}

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@ -1,13 +1,5 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using SepCore.Components;
using SepCore.Components;
using SepCore.Definition;
using SepCore.Entity;
using SepCore.CustomUtility;
using UnityEngine;