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