迁移数据表到 Luban,移除 JsonNet、EnumUtility

This commit is contained in:
2026-09-13 14:08:14 +08:00
parent 4003b3aaba
commit de53890de6
607 changed files with 18515 additions and 3257 deletions
+34 -31
View File
@@ -28,13 +28,11 @@
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-10
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# Id 策划备注 EntityId MaxHealth HpAddPerLevel AttackDamage AttackCooldown AttackRange Speed CoinDrop ExpDrop DropPercent Scale Color Params
# int int int int int float float float int int float float string string
# 敌人编号 策划备注 实体编号 最大生命 每关卡增加生命 基础伤害 攻击间隔 攻击范围 移动速度 金币掉落 经验掉落 掉落概率 缩放 颜色 额外参数
1 近战敌人 101 50 50 1 1 1.5 3 5 1 0.3 1 #44FF44 []
2 远程敌人 102 40 40 1 2 8 2.5 4 2 0.2 1 #FF44FF []
3 蝙蝠(快) 101 20 15 1 0.8 1.2 6 3 1 0.4 0.5 #FF4444 []
4 骷髅兵(中) 101 80 60 2 1.2 1.8 2.5 6 2 0.3 1.3 #CCCCCC []
5 骷髅巨人(坦克) 101 200 120 3 2.5 2.5 1.5 10 3 0.25 2 #888888 []
6 幽灵(远程变体) 102 30 25 1 1.5 10 3 5 2 0.3 0.8 #88CCFF []
7 火焰法师(远程精英) 102 60 45 2 1 12 2 8 3 0.2 1.2 #FF8800 []
-15
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# 实体表
# Id AssetName
# int string
# 实体编号 策划备注 资源名称
11 跟随相机 FollowCamera
1001 测试玩家 Player
101 近战敌人 MeleeEnemy
102 远程敌人 RemoteEnemy
201 武器小刀 WeaponKnife
202 武器手枪 WeaponHandgun
203 武器斧头 WeaponSlash
204 武器闪电 WeaponLightning
205 武器长枪 WeaponLance
10001 金币实体 CoinEntity
10002 经验实体 ExpEntity
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# Id 列1 GoodsType GoodsTypeId
# int GoodsType int
# 商品编号 策划备注 商品类型 商品对应物品Id
101 道具:药 Prop 101
102 小刀 Weapon 1
103 Prop 102
104 Prop 103
105 Prop 104
106 Weapon 2
107 Prop 105
108 Prop 106
109 Prop 107
110 Prop 108
111 Prop 109
112 Prop 110
113 Prop 111
114 Prop 112
115 Prop 113
116 Prop 114
117 Prop 115
118 Prop 116
119 Prop 117
120 Prop 118
121 Prop 119
122 Prop 120
123 Weapon 3
124 Weapon 4
125 Weapon 5
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# Id 列1 EnemyTypes EntityCounts Interval Duration
# int int[] int[] float[] int
# 关卡号 策划备注 敌人类型 每次出怪数量 每次出怪间隔 关卡时间
1 第一关-新手引导 [1,2] [10,8] [1,2] 600
2 第二关-纯近战试炼 [1] [8] [3.5] 60
3 第三关-蝙蝠来袭 [1,3] [6,4] [3.5,3] 60
4 第四关-骷髅军团 [4,2] [6,4] [3,4] 60
5 第五关-近战海 [1,3] [10,5] [2.5,2] 60
6 第六关-幽灵之森 [4,6] [6,5] [3,3.5] 70
7 第七关-游击战 [3,6] [5,4] [3,3] 70
8 第八关-精英登场 [1,5,7] [8,2,3] [3,8,5] 80
9 第九关-生存极限 [4,5,7] [8,3,4] [2.5,6,3] 90
10 第十关-最终决战 [3,5,6,7] [10,3,5,4] [2,8,3,4] 120
@@ -1,6 +0,0 @@
# Id 列1 LevelMin LevelMax WhiteWeight GreenWeight BlueWeight PurpleWeight RedWeight SumWeight
# int float float float float float float float float
# 概率编号 策划备注 关卡左区间 关卡右区间 白色掉落率 绿色掉落率 蓝色掉落率 紫色掉落率 红色掉落率 总掉落率(不需要读取)
1 1 3 75 20 4 1 0 100
2 4 5 30 50 15 4 1 100
3 6 10 10 20 40 20 10 100
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# Id 列1 Title Rarity Modifiers
# int string RarityType StatModifier[]
# 奖励编号 策划备注 奖励名 道具品质 道具属性
101 测试道具 肌肉 White [{"StatType":"Attack","Value":0.05,"IsPercent":true}]
102 牙齿 White [{"StatType":"Attack","Value":0.05,"IsPercent":true}]
103 脑 White [{"StatType":"Critical","Value":0.05,"IsPercent":true}]
104 鼻子 White [{"StatType":"AbsorbRange","Value":0.05,"IsPercent":true}]
105 腿 White [{"StatType":"MovementSpeed","Value":0.05,"IsPercent":true}]
106 眼睛 White [{"StatType":"MaxHealth","Value":0.05,"IsPercent":true}]
107 肌肉 Green [{"StatType":"Attack","Value":0.15,"IsPercent":true}]
108 牙齿 Green [{"StatType":"Attack","Value":0.15,"IsPercent":true}]
109 脑 Green [{"StatType":"Critical","Value":0.15,"IsPercent":true}]
110 鼻子 Green [{"StatType":"AbsorbRange","Value":0.15,"IsPercent":true}]
111 腿 Green [{"StatType":"MovementSpeed","Value":0.15,"IsPercent":true}]
112 眼睛 Green [{"StatType":"MaxHealth","Value":0.15,"IsPercent":true}]
113 肌肉 Blue [{"StatType":"Attack","Value":0.3,"IsPercent":true}]
114 牙齿 Blue [{"StatType":"Attack","Value":0.3,"IsPercent":true}]
115 脑 Blue [{"StatType":"Critical","Value":0.3,"IsPercent":true}]
116 鼻子 Blue [{"StatType":"AbsorbRange","Value":0.3,"IsPercent":true}]
117 腿 Blue [{"StatType":"MovementSpeed","Value":0.3,"IsPercent":true}]
118 眼睛 Blue [{"StatType":"MaxHealth","Value":0.3,"IsPercent":true}]
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# Id 列1 AssetName
# int string
# 音乐编号 策划备注 资源名称
1 菜单音乐 music_menu
2 战斗音乐 music_background
3 关于音乐 music_about
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# Id 列1 Title Rarity Price PriceRandomPercent Modifiers
# int string RarityType int float StatModifier[]
# 道具编号 策划备注 道具名 道具品质 道具价格 价格浮动 道具属性
101 铁护腕 White 119 0.0500000007450581 [{"StatType":"Attack","Value":10,"IsPercent":false},{"StatType":"Defense","Value":12,"IsPercent":false}]
102 狂战士药剂 Green 225 0.0799999982118607 [{"StatType":"MaxHealth","Value":53,"IsPercent":false},{"StatType":"AttackSpeed","Value":0.09,"IsPercent":true},{"StatType":"Attack","Value":11,"IsPercent":false}]
103 龙鳞护符 Blue 329 0.100000001490116 [{"StatType":"Critical","Value":15,"IsPercent":false},{"StatType":"CriticalDamage","Value":21,"IsPercent":false},{"StatType":"Defense","Value":23,"IsPercent":false}]
104 泰坦壁垒 Red 423 0.119999997317791 [{"StatType":"Defense","Value":79,"IsPercent":false}]
105 轻便短靴 White 120 0.0500000007450581 [{"StatType":"MovementSpeed","Value":0.8,"IsPercent":false},{"StatType":"Attack","Value":10,"IsPercent":false}]
106 幽灵披风 Green 195 0.0799999982118607 [{"StatType":"Dodge","Value":10,"IsPercent":false},{"StatType":"Attack","Value":12,"IsPercent":false},{"StatType":"MaxHealth","Value":44,"IsPercent":false}]
107 精钢胸甲 Blue 335 0.100000001490116 [{"StatType":"Defense","Value":62,"IsPercent":false}]
108 暗影之刃 Red 433 0.119999997317791 [{"StatType":"Attack","Value":44,"IsPercent":false},{"StatType":"Dodge","Value":27,"IsPercent":false}]
109 旅行者徽章 White 121 0.0500000007450581 [{"StatType":"MaxHealth","Value":32,"IsPercent":false},{"StatType":"Attack","Value":7,"IsPercent":false},{"StatType":"Defense","Value":8,"IsPercent":false}]
110 疾风手套 Green 198 0.0799999982118607 [{"StatType":"AttackSpeed","Value":0.19,"IsPercent":true}]
111 巨人之力卷轴 Blue 341 0.100000001490116 [{"StatType":"Attack","Value":57,"IsPercent":false}]
112 不死鸟之心 Red 443 0.119999997317791 [{"StatType":"MaxHealth","Value":139,"IsPercent":false},{"StatType":"Critical","Value":27,"IsPercent":false}]
113 幸运草 White 122 0.0500000007450581 [{"StatType":"Critical","Value":5,"IsPercent":false},{"StatType":"Dodge","Value":7,"IsPercent":false},{"StatType":"MovementSpeed","Value":0.6,"IsPercent":false}]
114 石肤戒指 Green 201 0.0799999982118607 [{"StatType":"Defense","Value":38,"IsPercent":false}]
115 风行者胫甲 Blue 346 0.100000001490116 [{"StatType":"MovementSpeed","Value":1.6,"IsPercent":false},{"StatType":"Defense","Value":32,"IsPercent":false}]
116 幻影斗篷 Red 454 0.119999997317791 [{"StatType":"Dodge","Value":28,"IsPercent":false},{"StatType":"Defense","Value":24,"IsPercent":false},{"StatType":"Attack","Value":24,"IsPercent":false}]
117 木质盾牌 White 124 0.0500000007450581 [{"StatType":"Defense","Value":23,"IsPercent":false}]
118 生命之戒 Green 204 0.0799999982118607 [{"StatType":"Attack","Value":17,"IsPercent":false},{"StatType":"MaxHealth","Value":69,"IsPercent":false}]
119 精灵耳环 Blue 352 0.100000001490116 [{"StatType":"MaxHealth","Value":74,"IsPercent":false},{"StatType":"Attack","Value":19,"IsPercent":false},{"StatType":"Dodge","Value":20,"IsPercent":false}]
120 战神勋章 Red 464 0.119999997317791 [{"StatType":"AttackSpeed","Value":0.15,"IsPercent":true},{"StatType":"Attack","Value":29,"IsPercent":false},{"StatType":"Defense","Value":27,"IsPercent":false}]
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# 角色表 列1 列2 列4 列5 列6 列7 列8 列9 ROUND(100*(1.1^L3),0) 列10 列11 列12 列13 列14 列15 列16 列17 列18 列19 列20 列21 列22 列23 列24 列25 列26 列27 列28 列29 列30 列31 列32 列33 列34 列35 列36 列37 列38 列39 列40 列41 列42 列43 列44 列45 列46 列47 列48 列49 列50 列51 列52 列53 列54 列55 列56 列57 列58 列59 列60 列61 列62 列63 列64 列65 列66 列67 列68 列69
# Id RoleName MaxHp Speed Coin WeaponCapacity InitialProperty InitialItem Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20 Lv21 Lv22 Lv23 Lv24 Lv25 Lv26 Lv27 Lv28 Lv29 Lv30 Lv31 Lv32 Lv33 Lv34 Lv35 Lv36 Lv37 Lv38 Lv39 Lv40 Lv41 Lv42 Lv43 Lv44 Lv45 Lv46 Lv47 Lv48 Lv49 Lv50 Lv51 Lv52 Lv53 Lv54 Lv55 Lv56 Lv57 Lv58 Lv59 Lv60
# int string int float int int Modifier[] Item[] 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
# 角色编号 策划备注 角色名称 初始最大生命 初始速度 初始金币 最大持有武器数 初始额外属性 初始额外物品 每级升级所需经验
101 全能者 全能者 100 6 10 6 [{"StatType":"MovementSpeed","Value":0.5,"IsPercent":false},{"StatType":"MaxHealth","Value":0.2,"IsPercent":true}] [] 100 110 121 133 146 161 177 195 214 236 259 285 314 345 380 418 459 505 556 612 673 740 814 895 985 1083 1192 1311 1442 1586 1745 1919 2111 2323 2555 2810 3091 3400 3740 4114 4526 4979 5476 6024 6626 7289 8018 8820 9702 10672 11739 12913 14204 15625 17187 18906 20797 22876 25164 27680 30448
102 老人 老人 200 4 5 6 [] [] 100 112 125 140 157 176 197 221 248 277 311 348 390 436 489 547 613 687 769 861 965 1080 1210 1355 1518 1700 1904 2132 2388 2675 2996 3356 3758 4209 4714 5280 5914 6623 7418 8308 9305 10422 11672 13073 14642 16399 18367 20571 23039 25804 28900 32368 36252 40603 45475 50932 57044 63889 71556 80143 89760
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# Id 列1 AssetName BackgroundMusicId
# int string int
# 场景编号 备注 资源名称 背景音乐编号
1 菜单场景 Menu 1
2 战斗场景 Main 2
3 压力测试场景 StressTest 0
4 游戏主场景 Game 0
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# 声音配置表 列1 列2 列3 列4 列5 列6 列7
# Id AssetName Priority Loop Volume SpatialBlend MaxDistance
# int string int bool float float float
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 是否循环 音量(0~1) 声音空间混合量(0为2D,1为3D,中间值混合效果) 声音最大距离
10000 玩家子弹 weapon_player 0 False 1 0 100
10001 敌人子弹 weapon_enemy 0 False 1 0 100
20000 玩家爆炸 explosion_player 0 False 1 0 100
20001 敌人爆炸 explosion_enemy 0 False 1 0 100
20002 小行星爆炸 explosion_asteroid 0 False 1 0 100
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# Id 列1 AssetName UIGroupName AllowMultiInstance PauseCoveredUIForm
# int string string bool bool
# 界面编号 策划备注 资源名称 界面组名称 是否允许多个界面实例 是否暂停被其覆盖的界面
1 弹出框 DialogForm Default True True
100 主菜单 MenuForm Default False True
101 设置 SettingForm Default False True
102 关于 AboutForm Default False True
200 开始菜单 StartMenuForm Default False True
201 角色选择页 SelectRoleForm Default False True
202 游戏商店页 ShopForm Default False True
203 游戏HUD HudForm HUD False True
204 角色升级奖励页 LevelUpForm Default False True
205 物品信息展示 ItemTooltipForm Default False False
206 虚拟摇杆 JoystickForm Default False False
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# Id 列1 AssetName Priority Volume
# int string int float
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 音量(0~1)
10000 选择音效 select 0 1
10001 点击音效 click 0 1
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# Id 列1 EntityId Title Rarity Price PriceRandomPercent Attack Cooldown AttackRange AttackSoundId Pramas Modifiers
# int int string RarityType int float int float float int string[] StatModifier[]
# 武器编号 策划备注 实体编号 武器名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
1 玩家武器 201 小刀 White 120 0.05 100 1.5 5 10000 {"hitRadius":2} []
2 202 手枪 White 130 0.05 120 1 15 10000 {} []
3 203 斧头 White 100 0.1 150 2 5 10000 {"sectorAngle":120} []
4 204 闪电 White 150 0.08 80 3 12 10000 {"hitRadius":3} []
5 205 长枪 White 100 0.1 100 1.5 5 10000 {"hitHalfWidth":0.7,"pierceLength":4.5,"hitHeight":0.5,"hitCenterYOffset":0}
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"name": "近战敌人",
"maxHealth": 50,
"hpAddPerLevel": 50,
"attackDamage": 1,
"attackCooldown": 1,
"attackRange": 1.5,
"speed": 3,
"coinDrop": 5,
"expDrop": 1,
"dropPercent": 0.3,
"scale": 1,
"color": "#44FF44",
"prefab": "MeleeEnemy"
},
{
"name": "远程敌人",
"maxHealth": 40,
"hpAddPerLevel": 40,
"attackDamage": 1,
"attackCooldown": 2,
"attackRange": 8,
"speed": 2.5,
"coinDrop": 4,
"expDrop": 2,
"dropPercent": 0.2,
"scale": 1,
"color": "#FF44FF",
"prefab": "RemoteEnemy"
},
{
"name": "蝙蝠",
"maxHealth": 20,
"hpAddPerLevel": 15,
"attackDamage": 1,
"attackCooldown": 0.8,
"attackRange": 1.2,
"speed": 6,
"coinDrop": 3,
"expDrop": 1,
"dropPercent": 0.4,
"scale": 0.5,
"color": "#FF4444",
"prefab": "MeleeEnemy"
},
{
"name": "骷髅兵",
"maxHealth": 80,
"hpAddPerLevel": 60,
"attackDamage": 2,
"attackCooldown": 1.2,
"attackRange": 1.8,
"speed": 2.5,
"coinDrop": 6,
"expDrop": 2,
"dropPercent": 0.3,
"scale": 1.3,
"color": "#CCCCCC",
"prefab": "MeleeEnemy"
},
{
"name": "骷髅巨人",
"maxHealth": 200,
"hpAddPerLevel": 120,
"attackDamage": 3,
"attackCooldown": 2.5,
"attackRange": 2.5,
"speed": 1.5,
"coinDrop": 10,
"expDrop": 3,
"dropPercent": 0.25,
"scale": 2,
"color": "#888888",
"prefab": "MeleeEnemy"
},
{
"name": "幽灵",
"maxHealth": 30,
"hpAddPerLevel": 25,
"attackDamage": 1,
"attackCooldown": 1.5,
"attackRange": 10,
"speed": 3,
"coinDrop": 5,
"expDrop": 2,
"dropPercent": 0.3,
"scale": 0.8,
"color": "#88CCFF",
"prefab": "RemoteEnemy"
},
{
"name": "火焰法师",
"maxHealth": 60,
"hpAddPerLevel": 45,
"attackDamage": 2,
"attackCooldown": 1,
"attackRange": 12,
"speed": 2,
"coinDrop": 8,
"expDrop": 3,
"dropPercent": 0.2,
"scale": 1.2,
"color": "#FF8800",
"prefab": "RemoteEnemy"
}
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CoinEntityCoinEntity.prefab ExpEntityExpEntity.prefab
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"assetName": "WeaponKnife",
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"assetName": "WeaponHandgun",
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{
"assetName": "WeaponSlash",
"prefabPath": "WeaponSlash.prefab"
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"prefabPath": "WeaponLightning.prefab"
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{
"assetName": "WeaponLance",
"prefabPath": "WeaponLance.prefab"
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"prefabPath": "CoinEntity.prefab"
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"name": "疾风手套",
"rarity": 2,
"price": 198,
"modifiers": [
{
"key": 5,
"value": 190,
"isPercent": true
}
]
},
{
"id": 1011,
"name": "巨人之力卷轴",
"rarity": 3,
"price": 341,
"modifiers": [
{
"key": 3,
"value": 57,
"isPercent": false
}
]
},
{
"id": 1012,
"name": "不死鸟之心",
"rarity": 5,
"price": 443,
"modifiers": [
{
"key": 1,
"value": 139,
"isPercent": false
},
{
"key": 6,
"value": 27,
"isPercent": false
}
]
},
{
"id": 1013,
"name": "幸运草",
"rarity": 1,
"price": 122,
"modifiers": [
{
"key": 6,
"value": 5,
"isPercent": false
},
{
"key": 8,
"value": 7,
"isPercent": false
}
]
},
{
"id": 1014,
"name": "石肤戒指",
"rarity": 2,
"price": 201,
"modifiers": [
{
"key": 2,
"value": 600,
"isPercent": false
},
{
"key": 4,
"value": 38,
"isPercent": false
}
]
},
{
"id": 1015,
"name": "风行者胫甲",
"rarity": 3,
"price": 346,
"modifiers": [
{
"key": 2,
"value": 1600,
"isPercent": false
},
{
"key": 4,
"value": 32,
"isPercent": false
}
]
},
{
"id": 1016,
"name": "幻影斗篷",
"rarity": 5,
"price": 454,
"modifiers": [
{
"key": 8,
"value": 28,
"isPercent": false
},
{
"key": 4,
"value": 24,
"isPercent": false
},
{
"key": 3,
"value": 24,
"isPercent": false
}
]
},
{
"id": 1017,
"name": "木质盾牌",
"rarity": 1,
"price": 124,
"modifiers": [
{
"key": 4,
"value": 23,
"isPercent": false
}
]
},
{
"id": 1018,
"name": "生命之戒",
"rarity": 2,
"price": 204,
"modifiers": [
{
"key": 3,
"value": 17,
"isPercent": false
},
{
"key": 1,
"value": 69,
"isPercent": false
}
]
},
{
"id": 1019,
"name": "精灵耳环",
"rarity": 3,
"price": 352,
"modifiers": [
{
"key": 1,
"value": 74,
"isPercent": false
},
{
"key": 3,
"value": 19,
"isPercent": false
},
{
"key": 8,
"value": 20,
"isPercent": false
}
]
},
{
"id": 1020,
"name": "战神勋章",
"rarity": 5,
"price": 464,
"modifiers": [
{
"key": 5,
"value": 150,
"isPercent": true
},
{
"key": 3,
"value": 29,
"isPercent": false
},
{
"key": 4,
"value": 27,
"isPercent": false
}
]
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: fd4e6b4c609edf242a9f07964bdd963d
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Binary file not shown.
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7456d83d63724fd41a3f4ea54fece6a8
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,31 @@
[
{
"name": "全能者",
"maxHealth": 100,
"speed": 6,
"coin": 10,
"modifiers": [
{
"key": 2,
"value": 500,
"isPercent": true
},
{
"key": 1,
"value": 200,
"isPercent": true
}
],
"initialItems": [],
"prefab": "Player"
},
{
"name": "老人",
"maxHealth": 200,
"speed": 4,
"coin": 5,
"modifiers": [],
"initialItems": [],
"prefab": "Player"
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2fe2aad193827b44b8720e458e85119f
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Binary file not shown.
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c80cd1bf6fe63204995d43942c964a81
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,22 @@
[
{
"id": 1,
"assetName": "Menu",
"backgroundMusicId": 1
},
{
"id": 2,
"assetName": "Main",
"backgroundMusicId": 2
},
{
"id": 3,
"assetName": "StressTest",
"backgroundMusicId": 0
},
{
"id": 4,
"assetName": "Game",
"backgroundMusicId": 0
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2e3f9973612afe3428bbdee83327b95e
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Binary file not shown.
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f774609ceb87ba242860fd2bca3f8c7e
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,52 @@
[
{
"id": 10000,
"name": "玩家子弹",
"assetName": "weapon_player",
"priority": 0,
"loop": false,
"volume": 1,
"spatialBlend": 0,
"maxDistance": 100
},
{
"id": 10001,
"name": "敌人子弹",
"assetName": "weapon_enemy",
"priority": 0,
"loop": false,
"volume": 1,
"spatialBlend": 0,
"maxDistance": 100
},
{
"id": 20000,
"name": "玩家爆炸",
"assetName": "explosion_player",
"priority": 0,
"loop": false,
"volume": 1,
"spatialBlend": 0,
"maxDistance": 100
},
{
"id": 20001,
"name": "敌人爆炸",
"assetName": "explosion_enemy",
"priority": 0,
"loop": false,
"volume": 1,
"spatialBlend": 0,
"maxDistance": 100
},
{
"id": 20002,
"name": "小行星爆炸",
"assetName": "explosion_asteroid",
"priority": 0,
"loop": false,
"volume": 1,
"spatialBlend": 0,
"maxDistance": 100
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f6985e55f5d7d8340a20469458a322aa
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Binary file not shown.
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6eb54a506884f5f4cae28dda00621b99
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1 @@
[]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 743019ea56b594149a9d5ef429112715
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2dc7693ba236dae4a917dae46fd9a69f
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,79 @@
[
{
"id": 1,
"assetName": "DialogForm",
"UIGroupName": "Default",
"allowMultiInstance": true,
"pauseCoveredUIForm": true
},
{
"id": 100,
"assetName": "MenuForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 101,
"assetName": "SettingForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 102,
"assetName": "AboutForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 103,
"assetName": "StartMenuForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 104,
"assetName": "SelectRoleForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 105,
"assetName": "ShopForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 106,
"assetName": "HudForm",
"UIGroupName": "HUD",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 107,
"assetName": "LevelUpForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": true
},
{
"id": 108,
"assetName": "ItemTooltipForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": false
},
{
"id": 109,
"assetName": "JoystickForm",
"UIGroupName": "Default",
"allowMultiInstance": false,
"pauseCoveredUIForm": false
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 26b7693616d1ae142a820ca189fceaae
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2d905599c9e1bda40b300ef2a0815aa9
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,14 @@
[
{
"id": 10000,
"assetName": "select",
"priority": 0,
"volume": 1
},
{
"id": 10001,
"assetName": "click",
"priority": 0,
"volume": 1
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 27ed926b74c11814e9dcd3117dc7bead
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: bc2fdc7a4bbc5dd4c93b60e6d49fbbc7
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,95 @@
[
{
"id": 1001,
"name": "小刀",
"rarity": 1,
"price": 120,
"attack": 100,
"cooldown": 1500,
"attackRange": 5000,
"attackSoundId": 10000,
"parameters": [
[
1,
2000
]
],
"modifiers": [],
"prefab": "WeaponKnife"
},
{
"id": 1002,
"name": "手枪",
"rarity": 1,
"price": 130,
"attack": 120,
"cooldown": 1000,
"attackRange": 15000,
"attackSoundId": 10000,
"parameters": [],
"modifiers": [],
"prefab": "WeaponHandgun"
},
{
"id": 1003,
"name": "斧头",
"rarity": 1,
"price": 100,
"attack": 150,
"cooldown": 2000,
"attackRange": 5000,
"attackSoundId": 10000,
"parameters": [
[
2,
120
]
],
"modifiers": [],
"prefab": "WeaponSlash"
},
{
"id": 1004,
"name": "闪电",
"rarity": 1,
"price": 150,
"attack": 80,
"cooldown": 3000,
"attackRange": 12000,
"attackSoundId": 10000,
"parameters": [
[
1,
3000
]
],
"modifiers": [],
"prefab": "WeaponLightning"
},
{
"id": 1005,
"name": "长枪",
"rarity": 1,
"price": 100,
"attack": 100,
"cooldown": 1500,
"attackRange": 5000,
"attackSoundId": 10000,
"parameters": [
[
3,
700
],
[
4,
4500
],
[
5,
500
]
],
"modifiers": [],
"prefab": "WeaponLance"
}
]
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: ef5fdcfaabb6416449b65150b0b795c9
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,7 +1,6 @@
using System;
using System.Linq;
using SepCore.Event;
using SepCore.DataTable;
using SepCore.Definition;
using SepCore.Entity;
using SepCore.Components;
@@ -49,8 +48,8 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
private float _spawnRateScaleInput = 1f;
private float _extendDurationSeconds = 30f;
private DRProp[] _allProps = Array.Empty<DRProp>();
private DRProp[] _filteredProps = Array.Empty<DRProp>();
private PropConfig[] _allProps = Array.Empty<PropConfig>();
private PropConfig[] _filteredProps = Array.Empty<PropConfig>();
private string[] _displayNames = Array.Empty<string>();
private int _cornerTapCount;
@@ -210,7 +209,7 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
_selectedIndex = GUILayout.SelectionGrid(_selectedIndex, _displayNames, 1);
GUILayout.EndScrollView();
DRProp selectedProp = GetSelectedProp();
PropConfig selectedProp = GetSelectedProp();
if (selectedProp == null) return;
GUILayout.Label($"Selected: {selectedProp.Title} ({selectedProp.Rarity})");
@@ -400,16 +399,16 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
{
if (!force && _allProps != null && _allProps.Length > 0) return;
if (GameEntry.DataTable == null)
if (GameEntry.Luban == null)
{
_allProps = Array.Empty<DRProp>();
_filteredProps = Array.Empty<DRProp>();
_allProps = Array.Empty<PropConfig>();
_filteredProps = Array.Empty<PropConfig>();
_displayNames = Array.Empty<string>();
return;
}
var table = GameEntry.DataTable.GetDataTable<DRProp>();
_allProps = table != null ? table.ToArray() : Array.Empty<DRProp>();
var table = GameEntry.Luban.GetTable<PropConfig>();
_allProps = table != null ? table.ToArray() : Array.Empty<PropConfig>();
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, Mathf.Max(0, _allProps.Length - 1));
ApplyFilter(_searchText);
}
@@ -418,7 +417,7 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
{
if (_allProps == null || _allProps.Length == 0)
{
_filteredProps = Array.Empty<DRProp>();
_filteredProps = Array.Empty<PropConfig>();
_displayNames = Array.Empty<string>();
return;
}
@@ -441,7 +440,7 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
else _selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
}
private DRProp GetSelectedProp()
private PropConfig GetSelectedProp()
{
if (_filteredProps == null || _filteredProps.Length == 0) return null;
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _filteredProps.Length - 1);
@@ -499,7 +498,7 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
PlayerHealthChangeEventArgs.Create(0, playerHealth.CurrentHealth, playerHealth.MaxHealth));
}
private static void AddSelectedBuffToPlayer(DRProp prop, int count)
private static void AddSelectedBuffToPlayer(PropConfig prop, int count)
{
Player player = FindPlayer();
if (player == null || prop == null || prop.Modifiers == null) return;
@@ -507,7 +506,7 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
int applyCount = Mathf.Clamp(count, 1, 99);
for (int i = 0; i < applyCount; i++)
{
player.AddProp(new PropItem(prop.Modifiers, prop.Rarity, prop.Title, prop.IconAssetName));
player.AddProp(new PropItem(prop));
}
}
@@ -1,49 +0,0 @@
using System;
using System.IO;
using UnityEngine;
namespace SepCore.DataTable
{
public static class BinaryReaderExtension
{
public static Color32 ReadColor32(this BinaryReader binaryReader)
{
return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
}
public static Color ReadColor(this BinaryReader binaryReader)
{
return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static DateTime ReadDateTime(this BinaryReader binaryReader)
{
return new DateTime(binaryReader.ReadInt64());
}
public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
{
return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Rect ReadRect(this BinaryReader binaryReader)
{
return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector2 ReadVector2(this BinaryReader binaryReader)
{
return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector3 ReadVector3(this BinaryReader binaryReader)
{
return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector4 ReadVector4(this BinaryReader binaryReader)
{
return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
}
}
@@ -1,44 +0,0 @@
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// Bullet config table.
/// Id uses BulletType value.
/// </summary>
public class DRBullet : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
/// <summary>
/// 子弹实体 Id,用于在 DREntity 中查询资源路径
/// </summary>
public int EntityTypeId { get; private set; }
/// <summary>
/// 子弹速度
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 子弹生存时间
/// </summary>
public float MaxAliveTime { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
EntityTypeId = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
MaxAliveTime = float.Parse(columnStrings[index++]);
return true;
}
}
}
@@ -1,100 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public class DREnemy : DataRowBase
{
private int m_id;
public override int Id => m_id;
public int EntityTypeId { get; private set; }
public int MaxHealth { get; private set; }
public int HpAddPerLevel { get; private set; }
public int AttackDamage { get; private set; }
public float AttackCooldown { get; private set; }
public float AttackRange { get; private set; }
public float Speed { get; private set; }
public int DropCoin { get; private set; }
public int DropExp { get; private set; }
public float DropPercent { get; private set; }
public float Scale { get; private set; } = 1f;
public Color Color { get; private set; } = Color.white;
public Dictionary<string, string> Params { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
int index = 0;
index++;
m_id = int.Parse(columnStrings[index++]);
index++;
EntityTypeId = int.Parse(columnStrings[index++]);
MaxHealth = int.Parse(columnStrings[index++]);
HpAddPerLevel = int.Parse(columnStrings[index++]);
AttackDamage = int.Parse(columnStrings[index++]);
AttackCooldown = float.Parse(columnStrings[index++]);
AttackRange = float.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
DropCoin = int.Parse(columnStrings[index++]);
DropExp = int.Parse(columnStrings[index++]);
DropPercent = float.Parse(columnStrings[index++]);
Scale = float.Parse(columnStrings[index++]);
Color = ParseColor(columnStrings[index++]);
Params = DeserializeParams(columnStrings[index++]);
return true;
}
private static Color ParseColor(string raw)
{
if (ColorUtility.TryParseHtmlString(raw.Trim(), out Color color))
{
return color;
}
return Color.white;
}
private Dictionary<string, string> DeserializeParams(string rawParams)
{
if (!rawParams.StartsWith('[') || !rawParams.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
var dict = new Dictionary<string, string>();
if (string.IsNullOrEmpty(rawParams)) return dict;
string[] items = rawParams.Substring(1, rawParams.Length - 2).Split(";");
foreach (var item in items)
{
string entry = item.Trim();
if (string.IsNullOrEmpty(entry)) continue;
string[] pair = entry.Split(':', StringSplitOptions.RemoveEmptyEntries);
if (pair.Length != 2) continue;
dict.Add(pair[0].ToLower(), pair[1]);
}
return dict;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 65140fe454964f14951a73965686fb0e
timeCreated: 1769221617
@@ -1,64 +0,0 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 实体表。
/// </summary>
public class DREntity : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取实体编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
for (int i = 0; i < columnStrings.Length; i++)
{
columnStrings[i] = columnStrings[i].Trim(DataTableExtension.DataTrimSeparators);
}
int index = 0;
index++;
m_Id = int.Parse(columnStrings[index++]);
index++;
AssetName = columnStrings[index++];
GeneratePropertyArray();
return true;
}
public override bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
m_Id = binaryReader.Read7BitEncodedInt32();
AssetName = binaryReader.ReadString();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: a48a9c6b974d6674f8a0421fc603dc56
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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