功能:添加启动器场景并更新项目设置

- 调整了启动器场景名(Assets/Launcher.unity)及对应的元数据文件。
- 添加了README.md项目文档,包含安装说明、项目结构、编码规范、测试指南及依赖项。
This commit is contained in:
SepComet 2026-02-13 21:49:59 +08:00
parent 88641dae11
commit d650dd63e7
55 changed files with 1136 additions and 161 deletions

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@ -56,5 +56,6 @@
"temp/": true,
"Temp/": true
},
"dotnet.defaultSolution": "VampireLike.sln"
"dotnet.defaultSolution": "VampireLike.sln",
"dotnet.preferCSharpExtension": true
}

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@ -53,5 +53,10 @@ namespace Definition.Enum
/// 游戏HUD。
/// </summary>
HudForm = 203,
/// <summary>
/// 升级选择。
/// </summary>
LevelUpForm = 204,
}
}

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@ -70,6 +70,8 @@ namespace Entity
}
}
public int CurrentLevel => _currentLevel;
public bool Enable
{
get => _enable;

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@ -0,0 +1,31 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class LevelUpPropSelectedEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(LevelUpPropSelectedEventArgs).GetHashCode();
public override int Id => EventId;
public int SelectedId { get; private set; }
public LevelUpPropSelectedEventArgs()
{
SelectedId = -1;
}
public static LevelUpPropSelectedEventArgs Create(int propId)
{
var args = ReferencePool.Acquire<LevelUpPropSelectedEventArgs>();
args.SelectedId = propId;
return args;
}
public override void Clear()
{
SelectedId = -1;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2540b6786a5c4f3aadd4f57c79b714b9
timeCreated: 1770985387

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class PlayerLevelUpEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(PlayerLevelUpEventArgs).GetHashCode();
public override int Id => EventId;
public PlayerLevelUpEventArgs()
{
}
public static PlayerLevelUpEventArgs Create()
{
var args = ReferencePool.Acquire<PlayerLevelUpEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 59e602f086ce428396eab715b1277a23
timeCreated: 1770989625

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0ce83a125a974b49ad8a9251a8d73359
timeCreated: 1770985411

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@ -0,0 +1,27 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class ShopContinueEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ShopContinueEventArgs).GetHashCode();
public override int Id => EventId;
public ShopContinueEventArgs()
{
}
public static ShopContinueEventArgs Create()
{
var args = ReferencePool.Acquire<ShopContinueEventArgs>();
return args;
}
public override void Clear()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b09ad1baac8a41338c0e42baf398beb8
timeCreated: 1770986449

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@ -0,0 +1,34 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class ShopPurchaseEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ShopPurchaseEventArgs).GetHashCode();
public override int Id => EventId;
public int GoodsIndex { get; private set; }
public ShopPurchaseEventArgs()
{
GoodsIndex = -1;
}
public static ShopPurchaseEventArgs Create(int index)
{
var args = ReferencePool.Acquire<ShopPurchaseEventArgs>();
args.GoodsIndex = index;
return args;
}
public override void Clear()
{
GoodsIndex = -1;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 11c82e4a45804087b1aaf337e38a8836
timeCreated: 1770986490

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@ -0,0 +1,34 @@
using GameFramework;
using GameFramework.Event;
namespace CustomEvent
{
public class ShopRefreshEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(ShopRefreshEventArgs).GetHashCode();
public override int Id => EventId;
public int Cost { get; private set; }
public ShopRefreshEventArgs()
{
Cost = 0;
}
public static ShopRefreshEventArgs Create(int cost)
{
var args = ReferencePool.Acquire<ShopRefreshEventArgs>();
args.Cost = cost;
return args;
}
public override void Clear()
{
Cost = 0;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7f463ec631b54d9e9feda00be716ae68
timeCreated: 1770985436

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@ -1,167 +1,209 @@
using System;
using System.Collections.Generic;
using System.Linq;
using CustomEvent;
using DataTable;
using Definition.Enum;
using Entity;
using GameFramework.DataTable;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using UnityEngine;
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
{
#region Property
public override GameStateType GameStateType => GameStateType.Shop;
private ProcedureGame _procedureGame = null;
private bool _shopOver = false;
private ShopForm _shopForm = null;
private ProcedureGame _procedureGame;
private DRGoods[] _drGoods = null;
private IDataTable<DRProp> _propDataTable = null;
private IDataTable<DRWeapon> _weaponDataTable = null;
private DRGoods[] _drGoods;
private Player _player = null;
private DRProp[] _drProps;
private IDataTable<DRProp> _propDataTable;
private IDataTable<DRWeapon> _weaponDataTable;
private ShopFormController _shopFormController;
private ShopFormContext _shopFormContext;
public void ShopOver()
{
if (_shopOver) return;
_shopOver = true;
}
private LevelUpFormController _levelUpFormController;
private LevelUpFormContext _levelUpFormContext;
public void PurchaseGoods(int index)
{
if (_player.Coin < _shopFormContext.GoodsItems[index].Price) return;
_player.Coin -= _shopFormContext.GoodsItems[index].Price;
//TODO:OnGoodsPurchased
}
private int _shopRefreshTime = 0;
public void RefreshGoods()
private Player _player => _procedureGame.Player;
private bool _shopOver = false;
#endregion
#region Methods
#region LevelUp
private LevelUpFormContext BuildLevelUpFormContext(int count = 4)
{
if (_player.Coin < _shopFormContext.RefreshPrice) return;
_player.Coin -= _shopFormContext.RefreshPrice;
_shopFormContext = new ShopFormContext()
List<LevelUpPropContext> props = new List<LevelUpPropContext>();
int total = _drProps.Length;
if (total <= 0)
{
GameStateShop = this,
CurrentLevel = _procedureGame.CurrentLevel,
RefreshPrice = _shopFormContext.RefreshPrice + _procedureGame.CurrentLevel,
Log.Error("GameStateShop::BuildLevelUpFormContext(): _drProps == null");
return null;
}
count = Mathf.Min(count, total);
for (int i = 0; i < count; i++)
{
int index = Random.Range(0, total);
DRProp drProp = _drProps[index];
props.Add(new LevelUpPropContext
{
PropId = drProp.Id,
Title = drProp.Title,
Type = "Prop",
Icon = null,
Description = GoodsItemContext.CreatePropDescription(drProp.Modifiers),
IconAssetName = drProp.IconAssetName
});
}
return new LevelUpFormContext
{
Level = _player.CurrentLevel,
Props = props
};
}
#endregion
#region Shop
private void RefreshGoodsItems()
{
_shopFormContext = BuildShopFormContext();
_shopFormContext.RefreshPrice = (_shopRefreshTime + 1) * _procedureGame.CurrentLevel;
_shopRefreshTime++;
_shopFormController.OpenUI(_shopFormContext);
}
private ShopFormContext BuildShopFormContext()
{
int currentLevel = _procedureGame.CurrentLevel;
var context = new ShopFormContext
{
CurrentLevel = currentLevel,
RefreshPrice = currentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
_shopForm.UpdateForm(_shopFormContext);
return context;
}
private List<GoodsItemViewData> InitRandomGoodsItems()
private List<GoodsItemContext> InitRandomGoodsItems(int count = -1)
{
// 1. 随机生成商店商品数量
int count = Random.Range(4, 6);
if (_drGoods == null || _drGoods.Length == 0)
{
Log.Error("GameStateShop::InitRandomGoodsItems(): _drGoods == null");
return null;
}
// 2. 获取数据表中配置的商品总数
count = Mathf.Max(count, Random.Range(4, 6));
int totalCount = _drGoods.Length;
List<GoodsItemContext> items = new List<GoodsItemContext>(count);
if (totalCount <= 0) return items;
count = Mathf.Min(count, totalCount);
// 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);
DRGoods drGoods = _drGoods[index];
GoodsItemContext goodsItem = new GoodsItemContext
{
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";
goodsItem.Type = "Prop";
GameEntry.SpriteCache.GetSprite(drProp.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemViewData.CreatePropDescription(drProp.Modifiers);
goodsItem.Description = GoodsItemContext.CreatePropDescription(drProp.Modifiers);
}
else if (drGoods.GoodsType is GoodsType.Weapon)
else if (drGoods.GoodsType == GoodsType.Weapon)
{
DRWeapon drWeapon = _weaponDataTable.GetDataRow(drGoods.GoodsTypeId);
goodsItem.Title = drWeapon.Title;
goodsItem.Type = "武器";
goodsItem.Type = "Weapon";
GameEntry.SpriteCache.GetSprite(drWeapon.IconAssetName, sprite => goodsItem.Icon = sprite);
goodsItem.Description = GoodsItemViewData.CreateWeaponDescription(drWeapon);
}
else
{
Log.Warning("Goods type not supported.");
goodsItem.Description = GoodsItemContext.CreateWeaponDescription(drWeapon);
}
// 4.5 添加到商品列表
items.Add(goodsItem);
}
return items;
}
#endregion
#endregion
#region FSM
public override void OnInit(ProcedureGame master)
{
Log.Debug("GameStateShop::OnInit");
_procedureGame = master;
_shopOver = false;
_levelUpFormController = new LevelUpFormController();
_shopFormController = new ShopFormController();
_drGoods = GameEntry.DataTable.GetDataTable<DRGoods>().ToArray();
_propDataTable = GameEntry.DataTable.GetDataTable<DRProp>();
_drProps = _propDataTable.ToArray();
_weaponDataTable = GameEntry.DataTable.GetDataTable<DRWeapon>();
_shopOver = false;
}
public override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
Log.Debug("GameStateShop::OnEnter");
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(ShopRefreshEventArgs.EventId, ShopRefresh);
GameEntry.Event.Subscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
GameEntry.Event.Subscribe(ShopContinueEventArgs.EventId, ShopContinue);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
_shopOver = false;
_player = _procedureGame.Player;
_shopFormContext = new ShopFormContext()
if (_procedureGame.PlayerPendingLevel != 0)
{
GameStateShop = this,
CurrentLevel = _procedureGame.CurrentLevel,
RefreshPrice = _procedureGame.CurrentLevel,
PlayerCoin = _player.Coin,
GoodsItems = InitRandomGoodsItems()
};
GameEntry.UI.OpenUIForm(UIFormType.ShopForm, _shopFormContext);
_levelUpFormContext = BuildLevelUpFormContext();
_levelUpFormController.OpenUI(_levelUpFormContext);
}
else
{
_shopFormContext = BuildShopFormContext();
_shopFormController.OpenUI(_shopFormContext);
}
_shopOver = false;
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
float realElapseSeconds)
{
Log.Debug("GameStateShop::OnUpdate");
if (_shopOver)
{
_shopForm.Close();
_shopFormController?.CloseUI();
_procedureGame.ShopToBattle();
}
}
@ -170,14 +212,29 @@ namespace Procedure
{
Log.Debug("GameStateShop::OnLeave");
_shopForm = null;
_shopFormContext = null;
_shopFormController.CloseUI();
_shopFormController = null;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
_levelUpFormContext = null;
_levelUpFormController.CloseUI();
_levelUpFormController = null;
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
GameEntry.Event.Unsubscribe(ShopRefreshEventArgs.EventId, ShopRefresh);
GameEntry.Event.Unsubscribe(ShopPurchaseEventArgs.EventId, ShopPurchase);
GameEntry.Event.Unsubscribe(ShopContinueEventArgs.EventId, ShopContinue);
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
{
_procedureGame = null;
_shopFormController = null;
_shopFormContext = null;
_levelUpFormController = null;
_levelUpFormContext = null;
_drGoods = null;
_propDataTable = null;
_weaponDataTable = null;
@ -189,16 +246,62 @@ namespace Procedure
#region Event Handlers
private void OpenUIFormSuccess(object sender, GameEventArgs e)
private void ShopRefresh(object sender, EventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (!(args.UserData is ShopFormContext data)) return;
if (data.GameStateShop == this)
{
_shopForm = args.UIForm.Logic as ShopForm;
}
if (!(e is ShopRefreshEventArgs args)) return;
if (_player.Coin < args.Cost) return;
_player.Coin -= args.Cost;
RefreshGoodsItems();
}
private void ShopPurchase(object sender, EventArgs e)
{
if (!(e is ShopPurchaseEventArgs args)) return;
int index = args.GoodsIndex;
if (index < 0 && index >= _shopFormContext.GoodsItems.Count)
{
Log.Warning("GameStateShop::ShopPurchase: Invalid index");
return;
}
if (_player.Coin < _shopFormContext.GoodsItems[index].Price) return;
_player.Coin -= _shopFormContext.GoodsItems[index].Price;
_shopFormContext.GoodsItems.RemoveAt(index);
_shopFormController.OpenUI(_shopFormContext);
// TODO: OnGoodsPurchased
}
private void ShopContinue(object sender, EventArgs e)
{
if (!(e is ShopContinueEventArgs)) return;
_shopOver = true;
}
private void CloseUIFormComplete(object sender, EventArgs e)
{
if (!(e is CloseUIFormCompleteEventArgs args)) return;
if (args.UIFormAssetName == nameof(UIFormType.LevelUpForm))
{
if (--_procedureGame.PlayerPendingLevel != 0)
{
_levelUpFormContext = BuildLevelUpFormContext();
_levelUpFormController.OpenUI(_levelUpFormContext);
}
else
{
_levelUpFormContext = BuildLevelUpFormContext();
_levelUpFormController.OpenUI(_levelUpFormContext);
}
}
}
#endregion
}
}

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@ -36,6 +36,11 @@ namespace Procedure
private Dictionary<GameStateType, GameStateBase> _gameStates;
public Player Player;
/// <summary>
/// 玩家升级可分配点数
/// </summary>
public int PlayerPendingLevel = 0;
private void InitGameState()
{
_gameStates = new Dictionary<GameStateType, GameStateBase>
@ -76,8 +81,9 @@ namespace Procedure
_procedureOwner = procedureOwner;
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
GameEntry.Event.Subscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
CurrentLevel = 1;
_currentPlayerData = new PlayerData(-1, 1001);
@ -120,8 +126,9 @@ namespace Procedure
Player = null;
_procedureOwner = null;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
GameEntry.Event.Unsubscribe(PlayerLevelUpEventArgs.EventId, PlayerLevelUp);
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, ShowEntitySuccess);
base.OnLeave(procedureOwner, isShutdown);
}
@ -130,7 +137,7 @@ namespace Procedure
#region Event Handler
private void OnOpenUIFormSuccess(object sender, GameEventArgs e)
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
@ -140,7 +147,7 @@ namespace Procedure
}
}
private void OnShowEntitySuccess(object sender, GameEventArgs e)
private void ShowEntitySuccess(object sender, GameEventArgs e)
{
if (!(e is ShowEntitySuccessEventArgs args)) return;
@ -150,6 +157,13 @@ namespace Procedure
}
}
private void PlayerLevelUp(object sender, GameEventArgs e)
{
if (!(e is PlayerLevelUpEventArgs)) return;
//PlayerPendingLevel++;
}
#endregion
}
}

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@ -5,7 +5,7 @@ using UnityEngine;
namespace UI
{
public class GoodsItemViewData
public class GoodsItemContext
{
public string Title;
public string Type;

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@ -0,0 +1,10 @@
using System.Collections.Generic;
namespace UI
{
public class LevelUpFormContext
{
public int Level;
public List<LevelUpPropContext> Props;
}
}

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@ -0,0 +1,14 @@
using UnityEngine;
namespace UI
{
public class LevelUpPropContext
{
public int PropId;
public string Title;
public string Type;
public Sprite Icon;
public string Description;
public string IconAssetName;
}
}

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@ -0,0 +1,12 @@
using System.Collections.Generic;
namespace UI
{
public class ShopFormContext
{
public int CurrentLevel;
public int RefreshPrice;
public int PlayerCoin;
public List<GoodsItemContext> GoodsItems;
}
}

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@ -0,0 +1,8 @@
namespace UI
{
public interface IFormController<TContext>
{
int? OpenUI(TContext context);
void CloseUI();
}
}

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@ -0,0 +1,154 @@
using System.Collections.Generic;
using CustomEvent;
using DataTable;
using Definition.Enum;
using GameFramework.DataTable;
using GameFramework.Event;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace UI
{
public class LevelUpFormController : IFormController<LevelUpFormContext>
{
private int _currentLevel = 1;
private int _buildCount = 4;
private bool _pendingRefresh;
private int? _levelUpFormSerialId;
private LevelUpForm _levelUpForm;
private LevelUpFormContext _context;
public LevelUpFormController()
{
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
}
~LevelUpFormController()
{
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
}
public void ConfigureBuild(int level, int count = 4)
{
_currentLevel = Mathf.Max(1, level);
_buildCount = Mathf.Max(0, count);
}
public int? OpenUI(LevelUpFormContext context)
{
if (context == null)
{
Log.Warning("LevelUpFormController.OpenUI() context is null.");
return null;
}
_context = context;
if (_levelUpForm != null)
{
_levelUpForm.RefreshUI(_context);
return _levelUpFormSerialId;
}
CloseUI();
_pendingRefresh = true;
_levelUpFormSerialId = GameEntry.UI.OpenUIForm(UIFormType.LevelUpForm, context);
return _levelUpFormSerialId;
}
public void CloseUI()
{
_pendingRefresh = false;
if (_levelUpFormSerialId.HasValue)
{
GameEntry.UI.CloseUIForm(_levelUpFormSerialId.Value);
return;
}
if (_levelUpForm != null)
{
_levelUpForm.Close();
}
}
public void Reset()
{
_context = null;
_levelUpForm = null;
_levelUpFormSerialId = null;
_pendingRefresh = false;
}
public void OnSelectProp(int propId)
{
}
private void TryRefreshUI()
{
if (_context == null)
{
return;
}
if (_levelUpForm == null)
{
_pendingRefresh = true;
return;
}
_levelUpForm.RefreshUI(_context);
_pendingRefresh = false;
}
#region Event Handlers
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (!_levelUpFormSerialId.HasValue) return;
if (args.UIForm == null || args.UIForm.SerialId != _levelUpFormSerialId.Value || args.UserData != _context)
{
return;
}
_levelUpForm = args.UIForm.Logic as LevelUpForm;
if (_levelUpForm == null)
{
Log.Warning("LevelUpFormController open success but form logic is invalid.");
return;
}
if (_pendingRefresh)
{
TryRefreshUI();
}
}
private void CloseUIFormComplete(object sender, GameEventArgs e)
{
if (!(e is CloseUIFormCompleteEventArgs args))
{
return;
}
if (args.SerialId != _levelUpFormSerialId)
{
return;
}
_levelUpForm = null;
_levelUpFormSerialId = null;
}
#endregion
}
}

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@ -0,0 +1,133 @@
using Definition.Enum;
using GameFramework.Event;
using UnityGameFramework.Runtime;
namespace UI
{
public class ShopFormController : IFormController<ShopFormContext>
{
#region Property
private bool _pendingRefresh;
private int? _shopFormSerialId;
private ShopForm _shopForm;
private ShopFormContext _context;
#endregion
public ShopFormController()
{
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
}
~ShopFormController()
{
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
}
public int? OpenUI(ShopFormContext context)
{
if (context == null)
{
Log.Warning("ShopFormController.OpenUI() context is null.");
return null;
}
_context = context;
if (_shopForm != null)
{
_shopForm.RefreshUI(_context);
return _shopFormSerialId;
}
CloseUI();
_pendingRefresh = true;
_shopFormSerialId = GameEntry.UI.OpenUIForm(UIFormType.ShopForm, context);
return _shopFormSerialId;
}
public void CloseUI()
{
_pendingRefresh = false;
if (_shopFormSerialId.HasValue)
{
GameEntry.UI.CloseUIForm(_shopFormSerialId.Value);
return;
}
if (_shopForm != null)
{
_shopForm.Close();
}
}
private void TryRefreshUI()
{
if (_context == null)
{
return;
}
if (_shopForm == null)
{
_pendingRefresh = true;
return;
}
_shopForm.RefreshUI(_context);
_pendingRefresh = false;
}
#region Event Handlers
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args)) return;
if (!_shopFormSerialId.HasValue) return;
if (args.UIForm == null || args.UIForm.SerialId != _shopFormSerialId.Value || args.UserData != _context)
{
return;
}
_shopForm = args.UIForm.Logic as ShopForm;
if (_shopForm == null)
{
Log.Warning("ShopFormController open success but form logic is invalid.");
return;
}
if (_pendingRefresh)
{
TryRefreshUI();
}
}
private void CloseUIFormComplete(object sender, GameEventArgs e)
{
if (!(e is CloseUIFormCompleteEventArgs args))
{
return;
}
if (args.SerialId != _shopFormSerialId)
{
return;
}
_shopForm = null;
_shopFormSerialId = null;
}
#endregion
}
}

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@ -1,4 +1,3 @@
using Procedure;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -8,20 +7,21 @@ namespace UI
public class GoodsItem : MonoBehaviour
{
[SerializeField] private Image _iconImage;
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _typeText;
[SerializeField] private TMP_Text _descriptionText;
[SerializeField] private TMP_Text _costText;
[SerializeField] private CommonButton _purchaseButton;
private int _cost;
private GameStateShop _stateShop;
#region Init
public void Init(GameStateShop stateShop, GoodsItemViewData data)
public void Init(GoodsItemContext data)
{
_stateShop = stateShop;
_iconImage.sprite = data.Icon;
_titleText.text = data.Title;
_typeText.text = data.Type;
@ -31,4 +31,4 @@ namespace UI
#endregion
}
}
}

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@ -0,0 +1,66 @@
using CustomEvent;
using TMPro;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace UI
{
public class LevelUpForm : UGuiForm
{
[SerializeField] private TMP_Text _titleText;
[SerializeField] private LevelUpPropItem[] _propItems;
private LevelUpFormContext _context;
public void RefreshUI(LevelUpFormContext context)
{
_context = context;
if (_titleText != null)
{
_titleText.text = $"Level Up (Lv.{_context.Level})";
}
foreach (var propItem in _propItems)
{
propItem.gameObject.SetActive(false);
}
if (_context.Props == null) return;
for (int i = 0; i < _propItems.Length; i++)
{
_propItems[i].gameObject.SetActive(true);
_propItems[i].Init(_context.Props[i]);
}
}
#region FSM
protected override void OnOpen(object userData)
{
base.OnOpen(userData);
if (userData is LevelUpFormContext context)
{
RefreshUI(context);
return;
}
Log.Warning("LevelUpForm requires LevelUpFormContext as userData.");
}
protected override void OnClose(bool isShutdown, object userData)
{
_context = null;
base.OnClose(isShutdown, userData);
}
#endregion
private void OnSelectProp(int index)
{
GameEntry.Event.Fire(this, LevelUpPropSelectedEventArgs.Create(index));
}
}
}

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using System;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace UI
{
public class LevelUpPropItem : MonoBehaviour
{
[SerializeField] private Image _iconImage;
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _typeText;
[SerializeField] private TMP_Text _descriptionText;
private LevelUpPropContext _context;
public void Init(LevelUpPropContext context)
{
if (context == null)
{
Log.Error("LevelUpPropContext context is invalid.");
return;
}
_context = context;
if (_titleText != null) _titleText.text = context.Title;
if (_typeText != null) _typeText.text = context.Type;
if (_descriptionText != null) _descriptionText.text = context.Description;
if (_iconImage != null) _iconImage.sprite = context.Icon;
LoadIcon(_context.IconAssetName);
}
private void LoadIcon(string iconAssetName)
{
if (_iconImage == null) return;
if (string.IsNullOrEmpty(iconAssetName)) return;
GameEntry.SpriteCache.GetSprite(iconAssetName, sprite => _iconImage.sprite = sprite);
}
}
}

View File

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@ -1,6 +1,5 @@
using CustomEvent;
using GameFramework.Event;
using Procedure;
using TMPro;
using UnityEngine;
@ -8,57 +7,61 @@ namespace UI
{
public class ShopForm : UGuiForm
{
#region Property
[SerializeField] private TMP_Text _titleText;
[SerializeField] private TMP_Text _continueButtonText;
[SerializeField] private TMP_Text _refreshPriceText;
[SerializeField] private TMP_Text _playerCoinText;
private int _currentCoin = 0;
private int _currentCoin;
[SerializeField] private GoodsItem[] _goodsItems;
private GameStateShop _stateShop;
private ShopFormContext _context;
public void UpdateForm(ShopFormContext context)
#endregion
public void RefreshUI(ShopFormContext context)
{
_stateShop = context.GameStateShop;
_context = context;
_titleText.text = $"商店(第{context.CurrentLevel}波)";
_continueButtonText.text = $"继续(第{context.CurrentLevel + 1}波)";
_titleText.text = $"商店 (Lv.{context.CurrentLevel})";
_continueButtonText.text = $"继续 (Lv.{context.CurrentLevel + 1})";
_refreshPriceText.text = $"-{context.RefreshPrice}";
_playerCoinText.text = $"{context.PlayerCoin}";
_playerCoinText.text = context.PlayerCoin.ToString();
for (int i = 0; i < _goodsItems.Length; i++)
foreach (var item in _goodsItems)
{
if (i < context.GoodsItems.Count)
{
_goodsItems[i].Init(context.GameStateShop, context.GoodsItems[i]);
_goodsItems[i].gameObject.SetActive(true);
}
else
{
_goodsItems[i].gameObject.SetActive(false);
}
item.gameObject.SetActive(false);
}
if (_context.GoodsItems == null) return;
for (int i = 0; i < _context.GoodsItems.Count; i++)
{
_goodsItems[i].Init(context.GoodsItems[i]);
_goodsItems[i].gameObject.SetActive(true);
}
}
#region ButtonClick
public void OnContinueButtonClick()
{
_stateShop.ShopOver();
GameEntry.Event.Fire(this, ShopContinueEventArgs.Create());
}
public void OnPurchaseButtonClick(int index)
{
_stateShop.PurchaseGoods(index);
GameEntry.Event.Fire(this, ShopPurchaseEventArgs.Create(index));
}
public void OnRefreshButtonClick()
{
_stateShop.RefreshGoods();
GameEntry.Event.Fire(this, ShopRefreshEventArgs.Create(_context.RefreshPrice));
}
#endregion
@ -70,32 +73,38 @@ namespace UI
base.OnOpen(userData);
GameEntry.Event.Subscribe(PlayerCoinChangeEventArgs.EventId, OnPlayerCoinChange);
ShopFormContext context = (ShopFormContext)userData;
UpdateForm(context);
if (userData is ShopFormContext context)
{
RefreshUI(context);
return;
}
UnityGameFramework.Runtime.Log.Warning("ShopForm requires ShopFormContext as userData.");
}
protected override void OnClose(bool isShutdown, object userData)
{
_stateShop = null;
_context = null;
GameEntry.Event.Unsubscribe(PlayerCoinChangeEventArgs.EventId, OnPlayerCoinChange);
base.OnClose(isShutdown, userData);
}
#endregion
#region Event Handlers
private void OnPlayerCoinChange(object sender, GameEventArgs e)
{
if (!(e is PlayerCoinChangeEventArgs args)) return;
if (args.CoinCount == _currentCoin) return;
_currentCoin = args.CoinCount;
_playerCoinText.text = _currentCoin.ToString();
}
#endregion
}
}

View File

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m_Scenes:
- enabled: 1
path: Assets/StarForce Launcher.unity
path: Assets/Launcher.unity
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path: Assets/GameMain/Scenes/Main.unity

100
README.md Normal file
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@ -0,0 +1,100 @@
# VampireLike
`VampireLike` 是一个基于 **Unity 2022.3 LTS** 的 2D/3D按当前资源配置动作生存类项目使用 `GameMain + GameFramework` 分层组织代码与资源。
## 开发环境
- Unity Editor: `2022.3.62f3c1`
- .NET/C#: Unity 默认编译链
- 推荐 IDE:
- Rider
- Visual Studio
- VS Code
## 快速开始
1. 使用 Unity Hub 打开项目根目录。
2. 确认 Unity 版本为 `2022.3.62f3c1`(或兼容的 2022.3 LTS 版本)。
3. 进入后等待包与资源导入完成。
4. 在 Editor 中打开场景并运行:
- `Assets/GameMain/Scenes/Menu.unity`
- `Assets/GameMain/Scenes/Main.unity`
- `Assets/GameMain/Scenes/Game.unity`
可选命令行启动(请替换为本机 Unity 路径):
```powershell
Unity -projectPath .
```
## 项目结构
主要目录说明:
- `Assets/GameMain/`: 游戏业务代码、场景和内容资源。
- `Assets/GameFramework/`: 通用框架与编辑器扩展。
- `Assets/Plugins/`: 第三方插件(如 DOTween
- `Assets/Resources/`: 运行时通过 Resources 加载的资源。
- `Assets/StreamingAssets/`: 原样打包到客户端的数据。
- `Json/`、`数据表/`: 配置与数据表。
- `Tools/`: 本地工具脚本和处理流程。
请避免直接修改自动生成目录:
- `Library/`
- `Temp/`
- `Logs/`
- `obj/`
## 代码规范
- C# 使用 4 空格缩进。
- 大括号与声明同行K&R 风格)。
- 单文件单主类型,文件名与类型名一致。
- 公有类型/成员使用 `PascalCase`
- 局部变量/参数使用 `camelCase`
- 需要在 Inspector 暴露的私有字段使用 `[SerializeField]`
## 测试
项目已包含 `com.unity.test-framework`
建议约定:
- 测试目录:`Assets/Tests/` 或 `Assets/<Module>/Tests/`
- 测试文件命名:`*Tests.cs`
- 使用 NUnit `[Test]` 编写用例
- 通过 Unity Test Runner 运行:`Window > General > Test Runner`
## 常用依赖Packages
当前项目使用的关键包包括:
- `com.unity.inputsystem`
- `com.unity.render-pipelines.universal`
- `com.unity.textmeshpro`
- `com.unity.ugui`
- `com.unity.nuget.newtonsoft-json`
- `com.unity.test-framework`
完整依赖见 `Packages/manifest.json`
## 协作与提交流程(建议)
- 提交信息使用简短祈使句,例如:`UI: Fix shop item refresh logic`
- PR 建议包含:
- 变更摘要
- 测试说明
- 关联任务/Issue
- UI 改动截图或录屏
## 配置注意事项
- 修改依赖时,请同时关注:
- `Packages/manifest.json`
- `ProjectSettings/`
- 大体积二进制资源需与对应 `.meta` 一并提交。
## 许可证
当前仓库未提供许可证文件。若需开源或外发,请先补充 `LICENSE`