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
@@ -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:
@@ -1,41 +0,0 @@
using SepCore.Definition;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public class DRGoods : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取商品Id。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取商品类型。
/// </summary>
public GoodsType GoodsType { get; private set; }
/// <summary>
/// 获取商品对应具体类型的表Id
/// </summary>
public int GoodsTypeId { get; 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++;
GoodsType = EnumUtility<GoodsType>.Get(fields[index++]);
GoodsTypeId = int.Parse(fields[index++]);
return true;
}
}
}
@@ -1,109 +0,0 @@
using System;
using SepCore.CustomUtility;
using SepCore.Definition;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public class DRLevel : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取关卡编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取关卡内会生成的实体编号
/// </summary>
public EnemyType[] EntityTypes { get; private set; }
/// <summary>
/// 获取关卡内每次生成实体的数量
/// </summary>
public int[] EntityCounts { get; private set; }
/// <summary>
/// 获取关卡内生成实体的间隔时间
/// </summary>
public float[] Intervals { get; private set; }
/// <summary>
/// 获取关卡时间。
/// </summary>
public int Duration { 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++;
GenerateEntityTypes(columnStrings[index++]);
GenerateEntityCounts(columnStrings[index++]);
GenerateIntervals(columnStrings[index++]);
Duration = int.Parse(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
private void GenerateEntityTypes(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return;
string[] entityIds = raw.Substring(1, raw.Length - 2).Split(",");
int length = entityIds.Length;
EntityTypes = new EnemyType[length];
for (int i = 0; i < length; i++)
{
EntityTypes[i] = EnumUtility<EnemyType>.Get(entityIds[i]);
}
}
private void GenerateEntityCounts(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return;
string[] entityCounts = raw.Substring(1, raw.Length - 2).Split(",");
int length = entityCounts.Length;
EntityCounts = new int[length];
for (int i = 0; i < length; i++)
{
EntityCounts[i] = int.Parse(entityCounts[i]);
}
}
private void GenerateIntervals(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length == 2) return;
string[] intervals = raw.Substring(1, raw.Length - 2).Split(",");
int length = intervals.Length;
Intervals = new float[length];
for (int i = 0; i < length; i++)
{
Intervals[i] = float.Parse(intervals[i]);
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d2c6e5a5e57b464397483dd1f164ddf8
timeCreated: 1769159930
@@ -1,39 +0,0 @@
using UnityGameFramework.Runtime;
namespace SepCore.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;
}
}
}
@@ -1,37 +0,0 @@
using SepCore.Definition;
using Newtonsoft.Json;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public class DRLevelUpReward : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public string Title { get; private set; }
public string IconAssetName => $"levelupreward_{m_Id}_icon";
public ItemRarity Rarity { get; private set; }
public StatModifier[] Modifiers { 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++;
Title = fields[index++];
Rarity = EnumUtility<ItemRarity>.Get(fields[index++]);
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
return true;
}
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: d84933d61f76d7942a903b8db26a3ad6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,64 +0,0 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 音乐配置表。
/// </summary>
public class DRMusic : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取音乐编号。
/// </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: 5539646031a664344b90aeb64f92930d
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,37 +0,0 @@
using SepCore.Definition;
using Newtonsoft.Json;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public class DRProp : DataRowBase
{
private int m_Id;
public override int Id => m_Id;
public string Title { get; private set; }
public string IconAssetName => $"prop_{m_Id}_icon";
public ItemRarity Rarity { get; private set; }
public int Price { get; private set; }
public float PriceRandomPercent { get; private set; }
public StatModifier[] Modifiers { 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++;
Title = fields[index++];
Rarity = EnumUtility<ItemRarity>.Get(fields[index++]);
Price = int.Parse(fields[index++]);
PriceRandomPercent = float.Parse(fields[index++]);
Modifiers = JsonConvert.DeserializeObject<StatModifier[]>(fields[index++]);
return true;
}
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 84edcc54b1524344a9f7b36d1bf55419
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,134 +0,0 @@
using System;
using System.Collections.Generic;
using GameFramework;
using SepCore.Definition;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public class DRRole : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取角色编号。
/// </summary>
public override int Id => m_Id;
/// <summary>
/// 获取资源名称。
/// </summary>
public string RoleName { get; private set; }
/// <summary>
/// 获取图标名称。
/// </summary>
public string IconName => $"role_{m_Id}_icon";
/// <summary>
/// 获取初始最大生命。
/// </summary>
public int MaxHealth { get; private set; }
/// <summary>
/// 获取初始速度。
/// </summary>
public float Speed { get; private set; }
/// <summary>
/// 获取初始金币。
/// </summary>
public int Coin { get; private set; }
/// <summary>
/// 获取最大持有武器数。
/// </summary>
public int WeaponCapacity { get; private set; }
/// <summary>
/// 获取初始属性。
/// </summary>
public StatModifier[] InitialProperties { get; private set; }
/// <summary>
/// 获取初始物品。
/// </summary>
public KeyValuePair<int, int>[] InitialItemIds { get; private set; }
public int[] ExpRequires { 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++;
RoleName = columnStrings[index++];
MaxHealth = int.Parse(columnStrings[index++]);
Speed = float.Parse(columnStrings[index++]);
Coin = int.Parse(columnStrings[index++]);
WeaponCapacity = int.Parse(columnStrings[index++]);
InitialProperties = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
GenerateItems(columnStrings[index++]);
GenerateExpRequires(ref columnStrings, index);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
private void GenerateItems(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
if (raw.Length <= 2) return;
string[] items = raw.Substring(1, raw.Length - 2).Split(";");
int length = items.Length;
InitialItemIds = new KeyValuePair<int, int>[length];
for (int i = 0; i < length; i++)
{
string input = items[i];
if (string.IsNullOrEmpty(input))
{
Log.Warning("Invalid item: {0}", input);
continue;
}
if (!input.StartsWith('[') || !input.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
string inner = input.Substring(1, input.Length - 2);
// 如果是空列表 "[]"
if (inner.Length == 0) continue;
string[] index = inner.Split(",");
var item = new KeyValuePair<int, int>(int.Parse(index[0]), int.Parse(index[1]));
InitialItemIds[i] = item;
}
}
private void GenerateExpRequires(ref string[] columnStrings, int index)
{
List<int> expRequires = new List<int>();
int baseExp = int.Parse(columnStrings[index]);
for (int i = index; i < columnStrings.Length; i++)
{
expRequires.Add(int.Parse(columnStrings[i]) - baseExp);
}
ExpRequires = expRequires.ToArray();
}
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: d596bc33ed84659449059b972a2c4e26
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,71 +0,0 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 场景配置表。
/// </summary>
public class DRScene : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取场景编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取背景音乐编号。
/// </summary>
public int BackgroundMusicId { 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++];
BackgroundMusicId = int.Parse(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();
BackgroundMusicId = binaryReader.Read7BitEncodedInt32();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 0ce61902e6e3c23409f9ef10ccc8c550
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,99 +0,0 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRSound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority { get; private set; }
/// <summary>
/// 获取是否循环。
/// </summary>
public bool Loop { get; private set; }
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume { get; private set; }
/// <summary>
/// 获取声音空间混合量(0为2D,1为3D,中间值混合效果)。
/// </summary>
public float SpatialBlend { get; private set; }
/// <summary>
/// 获取声音最大距离。
/// </summary>
public float MaxDistance { 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++];
Priority = int.Parse(columnStrings[index++]);
Loop = bool.Parse(columnStrings[index++]);
Volume = float.Parse(columnStrings[index++]);
SpatialBlend = float.Parse(columnStrings[index++]);
MaxDistance = float.Parse(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();
Priority = binaryReader.Read7BitEncodedInt32();
Loop = binaryReader.ReadBoolean();
Volume = binaryReader.ReadSingle();
SpatialBlend = binaryReader.ReadSingle();
MaxDistance = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: fc0abcc42a26c844d91d422da22eb94d
timeCreated: 1528026147
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,85 +0,0 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 界面配置表。
/// </summary>
public class DRUIForm : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取界面编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取界面组名称。
/// </summary>
public string UIGroupName { get; private set; }
/// <summary>
/// 获取是否允许多个界面实例。
/// </summary>
public bool AllowMultiInstance { get; private set; }
/// <summary>
/// 获取是否暂停被其覆盖的界面。
/// </summary>
public bool PauseCoveredUIForm { 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++];
UIGroupName = columnStrings[index++];
AllowMultiInstance = bool.Parse(columnStrings[index++]);
PauseCoveredUIForm = bool.Parse(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();
UIGroupName = binaryReader.ReadString();
AllowMultiInstance = binaryReader.ReadBoolean();
PauseCoveredUIForm = binaryReader.ReadBoolean();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: f28db9f996bc3d04eb73541b1f8b1036
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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@@ -1,78 +0,0 @@
using System.IO;
using System.Text;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 声音配置表。
/// </summary>
public class DRUISound : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取声音编号。
/// </summary>
public override int Id
{
get { return m_Id; }
}
/// <summary>
/// 获取资源名称。
/// </summary>
public string AssetName { get; private set; }
/// <summary>
/// 获取优先级(默认0,128最高,-128最低)。
/// </summary>
public int Priority { get; private set; }
/// <summary>
/// 获取音量(0~1)。
/// </summary>
public float Volume { 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++];
Priority = int.Parse(columnStrings[index++]);
Volume = float.Parse(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();
Priority = binaryReader.Read7BitEncodedInt32();
Volume = binaryReader.ReadSingle();
}
}
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: d69c673440234c24a9718897060d4e14
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:
@@ -1,154 +0,0 @@
using System;
using System.Collections.Generic;
using GameFramework;
using SepCore.Definition;
using SepCore.CustomUtility;
using Newtonsoft.Json.Linq;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
/// <summary>
/// 武器表。
/// </summary>
public class DRWeapon : DataRowBase
{
private int m_Id = 0;
/// <summary>
/// 获取武器编号。
/// </summary>
public override int Id => m_Id;
public int EntityTypeId { get; private set; }
/// <summary>
/// 获取武器名称。
/// </summary>
public string Title { get; private set; }
/// <summary>
/// 获取图标资源名称。
/// </summary>
public string IconAssetName => $"weapon_{m_Id}_icon";
/// <summary>
/// 获取武器稀有度
/// </summary>
public ItemRarity Rarity { get; private set; }
/// <summary>
/// 获取武器价值
/// </summary>
public int Price { get; private set; }
/// <summary>
/// 获取武器价值浮动率
/// </summary>
public float PriceRandomPercent { get; private set; }
/// <summary>
/// 获取武器伤害。
/// </summary>
public int Attack { get; private set; }
/// <summary>
/// 获取武器冷却。
/// </summary>
public float Cooldown { get; private set; }
/// <summary>
/// 获取武器攻击范围。
/// </summary>
public float AttackRange { get; private set; }
/// <summary>
/// 获取武器攻击音效。
/// </summary>
public int AttackSoundId { get; private set; }
/// <summary>
/// 获取武器额外参数。
/// </summary>
public Dictionary<string, string> Pramas { get; private set; }
/// <summary>
/// 获取武器额外参数 Json。
/// </summary>
public string ParamsJson { get; private set; }
/// <summary>
/// 获取武器额外属性。
/// </summary>
public StatModifier[] Modifiers { 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++]);
Title = columnStrings[index++];
Rarity = EnumUtility<ItemRarity>.Get(columnStrings[index++]);
Price = int.Parse(columnStrings[index++]);
PriceRandomPercent = float.Parse(columnStrings[index++]);
Attack = int.Parse(columnStrings[index++]);
Cooldown = float.Parse(columnStrings[index++]);
AttackRange = float.Parse(columnStrings[index++]);
AttackSoundId = int.Parse(columnStrings[index++]);
ParamsJson = columnStrings[index++];
Pramas = DeserializeParams(ParamsJson);
Modifiers = Utility.Json.ToObject<StatModifier[]>(columnStrings[index++]);
GeneratePropertyArray();
return true;
}
private void GeneratePropertyArray()
{
}
/// <summary>
/// 解参数
/// </summary>
/// <param name="rawParams"></param>
/// <returns></returns>
private Dictionary<string, string> DeserializeParams(string rawParams)
{
var dict = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
if (string.IsNullOrWhiteSpace(rawParams))
{
return dict;
}
try
{
JObject paramObject = Utility.Json.ToObject<JObject>(rawParams);
if (paramObject == null)
{
return dict;
}
foreach (var pair in paramObject)
{
if (string.IsNullOrWhiteSpace(pair.Key) || pair.Value == null)
{
continue;
}
dict[pair.Key] = pair.Value.ToString();
}
}
catch (Exception exception)
{
Log.Warning("Failed to parse weapon params json '{0}'. Error: {1}", rawParams, exception.Message);
}
return dict;
}
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 9b386151345d3f14ab9b7dc5ed6dd864
timeCreated: 1528026148
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,97 +0,0 @@
using GameFramework.DataTable;
using System;
using SepCore.Definition;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
{
public static class DataTableExtension
{
private const string DataRowClassPrefixName = "SepCore.DataTable.DR";
internal static readonly char[] DataSplitSeparators = new char[] { '\t' };
internal static readonly char[] DataTrimSeparators = new char[] { '\"' };
public static void LoadDataTable(this DataTableComponent dataTableComponent, string dataTableName,
string dataTableAssetName, object userData)
{
if (string.IsNullOrEmpty(dataTableName))
{
Log.Warning("Data table name is invalid.");
return;
}
string[] splitedNames = dataTableName.Split('_');
if (splitedNames.Length > 2)
{
Log.Warning("Data table name is invalid.");
return;
}
string dataRowClassName = DataRowClassPrefixName + splitedNames[0];
Type dataRowType = Type.GetType(dataRowClassName);
if (dataRowType == null)
{
Log.Warning("Can not get data row type with class name '{0}'.", dataRowClassName);
return;
}
string name = splitedNames.Length > 1 ? splitedNames[1] : null;
DataTableBase dataTable = dataTableComponent.CreateDataTable(dataRowType, name);
dataTable.ReadData(dataTableAssetName, Constant.AssetPriority.DataTableAsset, userData);
}
public static Color32 ParseColor32(string value)
{
string[] splitedValue = value.Split(',');
return new Color32(byte.Parse(splitedValue[0]), byte.Parse(splitedValue[1]), byte.Parse(splitedValue[2]),
byte.Parse(splitedValue[3]));
}
public static Color ParseColor(string value)
{
string[] splitedValue = value.Split(',');
return new Color(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]),
float.Parse(splitedValue[3]));
}
public static Quaternion ParseQuaternion(string value)
{
string[] splitedValue = value.Split(',');
return new Quaternion(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]),
float.Parse(splitedValue[2]), float.Parse(splitedValue[3]));
}
public static Rect ParseRect(string value)
{
string[] splitedValue = value.Split(',');
return new Rect(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]),
float.Parse(splitedValue[3]));
}
public static Vector2 ParseVector2(string value)
{
string[] splitedValue = value.Split(',');
return new Vector2(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]));
}
public static Vector3 ParseVector3(string value)
{
string[] splitedValue = value.Split(',');
return new Vector3(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]),
float.Parse(splitedValue[2]));
}
public static Vector4 ParseVector4(string value)
{
string[] splitedValue = value.Split(',');
return new Vector4(float.Parse(splitedValue[0]), float.Parse(splitedValue[1]), float.Parse(splitedValue[2]),
float.Parse(splitedValue[3]));
}
public static T GetDataTableRow<T>(this DataTableComponent dataTableComponent, int id) where T : DataRowBase
{
return dataTableComponent.GetDataTable<T>().GetDataRow(id);
}
}
}
@@ -1,12 +0,0 @@
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timeCreated: 1528026147
licenseType: Pro
MonoImporter:
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@@ -1,9 +1,8 @@
fileFormatVersion: 2
guid: 35199cfd0c69c8c42895c16263b21b7b
guid: 6e86225af5c8e9e44804e796e7972b29
folderAsset: yes
timeCreated: 1528026146
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,42 @@
namespace SepCore.Definition
{
public sealed partial class LevelExperienceConfig
{
/// <summary>
/// 转换为按目标等级为下标索引的经验需求数组。
/// 下标 0 为 0(无目标 0 级),下标 1 为达到 1 级所需经验(即 Lv0 对应经验 100),以此类推。
/// 与 Player.cs 中 _expRequires[_currentLevel + 1] 的升级判定逻辑完全匹配。
/// </summary>
public int[] ToTargetLevelArray()
{
return new int[]
{
0,
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
};
}
/// <summary>
/// 转换为包含 Lv0~Lv60 的原始数组(长度 61)。
/// </summary>
public int[] ToArray()
{
return new int[]
{
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
};
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 595bda561b5491c4e878f071ceb31089
guid: e7b3f39341ca70f439664dceb9ea7552
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -0,0 +1,7 @@
namespace SepCore.Definition
{
public sealed partial class LevelUpRewardConfig
{
public string IconAssetName => $"levelupreward_{(Id >= 1000 ? Id - 900 : Id)}_icon";
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 537419cc75316184b84b9f806b114976
guid: a30aae743bbd22b4cac1ef60f96a1bed
MonoImporter:
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serializedVersion: 2
@@ -0,0 +1,8 @@
namespace SepCore.Definition
{
public sealed partial class PropConfig
{
public string Title => Name;
public string IconAssetName => $"prop_{(Id >= 1000 ? Id - 900 : Id)}_icon";
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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guid: 37131c7b023611f4b83978960f4b3df4
MonoImporter:
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serializedVersion: 2
@@ -0,0 +1,10 @@
namespace SepCore.Definition
{
public sealed partial class RoleConfig
{
public int Id => Name == "老人" ? 102 : 101;
public string RoleName => Name;
public string IconName => $"role_{Id}_icon";
public int WeaponCapacity => 6;
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 2be3a3c9896a441496abfb07467e9e19
guid: 6d60ad7c035b4aa4abd87deb1d572847
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -0,0 +1,10 @@
namespace SepCore.Definition
{
public sealed partial class WeaponConfig
{
/// <summary>
/// 图标资源名称(映射 weapon_1_icon ~ weapon_5_icon)。
/// </summary>
public string IconAssetName => $"weapon_{(Id >= 1000 ? Id % 1000 : Id)}_icon";
}
}
@@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
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@@ -1,33 +1,40 @@
using SepCore.DataTable;
using System.Collections.Generic;
namespace SepCore.Definition
{
public class PropItem
{
private readonly StatModifier[] _modifiers;
private readonly List<modifier> _modifiers = new();
public string Title { get; private set; }
public string IconAssetName { get; private set; }
public ItemRarity Rarity { get; private set; }
public StatModifier[] Modifiers => _modifiers;
public Rarity Rarity { get; private set; }
public IReadOnlyList<modifier> Modifiers => _modifiers;
public PropItem(DRProp prop)
public PropItem(PropConfig prop)
{
if (prop == null) return;
_modifiers = prop.Modifiers;
if (prop.Modifiers != null)
{
_modifiers.AddRange(prop.Modifiers);
}
Title = prop.Title;
Rarity = prop.Rarity;
IconAssetName = prop.IconAssetName;
}
public PropItem(StatModifier[] modifiers)
public PropItem(IEnumerable<modifier> modifiers)
{
_modifiers = modifiers;
if (modifiers != null)
{
_modifiers.AddRange(modifiers);
}
}
public PropItem(StatModifier[] modifiers, ItemRarity rarity, string title, string iconAssetName)
public PropItem(IEnumerable<modifier> modifiers, Rarity rarity, string title, string iconAssetName)
{
_modifiers = modifiers;
if (modifiers != null)
{
_modifiers.AddRange(modifiers);
}
Title = title;
Rarity = rarity;
IconAssetName = iconAssetName;
@@ -1,42 +0,0 @@
using System;
using SepCore.Definition;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.Definition
{
public class StatModifier
{
public StatType StatType;
public float Value;
public bool IsPercent;
public static StatModifier StringToModifier(string input)
{
if (string.IsNullOrEmpty(input))
{
Log.Warning("Invalid modifier: {0}", input);
return null;
}
if (!input.StartsWith('[') || !input.EndsWith(']'))
{
throw new ArgumentException("Input must be enclosed in square brackets.");
}
string inner = input.Substring(1, input.Length - 2);
// 如果是空列表 "[]"
if (inner.Length == 0) return null;
string[] property = inner.Split(",");
int propertyIndex = 0;
return new StatModifier
{
StatType = EnumUtility<StatType>.Get(property[propertyIndex++]),
Value = float.Parse(property[propertyIndex++]),
IsPercent = bool.Parse(property[propertyIndex++])
};
}
}
}
@@ -0,0 +1,70 @@
using System;
using UnityEngine;
namespace SepCore.Definition
{
public sealed partial class modifier
{
public StatType StatType => Key;
/// <summary>
/// 实际参与数值计算的浮点数值。
/// 1. 百分比加成(IsPercent == true):表内千分比(如 200 代表 20%),转换为 0.2f。
/// 2. 非百分比加成(IsPercent == false):移动速度原为 float 放大了 1000 倍(如 800 代表 0.8f),除以 1000f;其余(如生命+53、攻击+10)直接使用原值。
/// </summary>
public float RealValue
{
get
{
if (IsPercent)
{
return Value / 1000f;
}
if (Key == StatType.MovementSpeed)
{
return Value / 1000f;
}
return Value;
}
}
public modifier()
{
}
public modifier(StatType key, int value, bool isPercent)
{
Key = key;
Value = value;
IsPercent = isPercent;
}
public modifier(StatType key, float value, bool isPercent)
{
Key = key;
Value = (isPercent || key == StatType.MovementSpeed)
? Mathf.RoundToInt(value * 1000f)
: Mathf.RoundToInt(value);
IsPercent = isPercent;
}
public string ToDisplayString()
{
if (IsPercent)
{
float percent = Value / 10f;
return $"{Key} +{percent:0.##}%";
}
if (Key == StatType.MovementSpeed)
{
float speed = Value / 1000f;
return $"{Key} +{speed:0.##}";
}
return $"{Key} +{Value}";
}
}
}
@@ -1,8 +0,0 @@
namespace SepCore.Definition
{
public enum BulletType : byte
{
None = 0,
BulletHandgun = 1
}
}
@@ -1,11 +0,0 @@
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guid: 2248c02c2c5529445992a2c2fef799dd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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@@ -1,47 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 阵营类型。
/// </summary>
public enum CampType : byte
{
Unknown = 0,
/// <summary>
/// 第一玩家阵营。
/// </summary>
Player,
/// <summary>
/// 第一敌人阵营。
/// </summary>
Enemy,
/// <summary>
/// 第一中立阵营。
/// </summary>
Neutral,
/// <summary>
/// 第二玩家阵营。
/// </summary>
Player2,
/// <summary>
/// 第二敌人阵营。
/// </summary>
Enemy2,
/// <summary>
/// 第二中立阵营
/// </summary>
Neutral2,
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 61f18b2b0752f32449d9978f481a75fc
timeCreated: 1528026150
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
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@@ -1,9 +0,0 @@
namespace SepCore.Definition
{
public enum GoodsType
{
None = 0,
Weapon,
Prop
}
}
@@ -1,12 +0,0 @@
namespace SepCore.Definition
{
public enum ItemRarity
{
None,
White = 1,
Green = 2,
Blue,
Purple,
Red
}
}
@@ -1,11 +0,0 @@
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defaultReferences: []
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@@ -1,35 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 关系类型。
/// </summary>
public enum RelationType : byte
{
/// <summary>
/// 未知的。
/// </summary>
Unknown,
/// <summary>
/// 友好的。
/// </summary>
Friendly,
/// <summary>
/// 中立的。
/// </summary>
Neutral,
/// <summary>
/// 敌对的。
/// </summary>
Hostile
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 2c5c37ca396eb9d47a70999b5825152b
timeCreated: 1528026150
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,12 +0,0 @@
namespace SepCore.Definition
{
public enum SceneId : byte
{
Launch = 0,
Menu = 1,
Main = 2,
StressTest = 3,
Game = 4,
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 20fc28f41ef04f8fa4fbfb9189b58d0d
timeCreated: 1768899171
@@ -1,17 +0,0 @@
namespace SepCore.Definition
{
public enum StatType
{
None = 0,
MaxHealth = 1,
MovementSpeed = 2,
Attack = 3,
Defense = 4,
AttackSpeed = 5,
Critical = 6,
CriticalDamage = 7,
Dodge = 8,
AbsorbRange = 9,
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 657fd4fd021a424397aa17c0359a1da1
timeCreated: 1768966119
@@ -1,67 +0,0 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 界面编号。
/// </summary>
public enum UIFormType : byte
{
Undefined = 0,
/// <summary>
/// 弹出框。
/// </summary>
DialogForm = 1,
/// <summary>
/// 主菜单。
/// </summary>
MenuForm = 100,
/// <summary>
/// 设置。
/// </summary>
SettingForm = 101,
/// <summary>
/// 关于。
/// </summary>
AboutForm = 102,
/// <summary>
/// 选择角色。
/// </summary>
SelectRoleForm = 201,
/// <summary>
/// 游戏商店。
/// </summary>
ShopForm = 202,
/// <summary>
/// 游戏HUD。
/// </summary>
HudForm = 203,
/// <summary>
/// 升级选择。
/// </summary>
LevelUpForm = 204,
/// <summary>
/// 物品信息展示页
/// </summary>
ItemTooltipForm = 205,
/// <summary>
/// 虚拟摇杆。
/// </summary>
JoystickForm = 206,
}
}
@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 75fd10c7585513846ab25372be0590b7
timeCreated: 1528026162
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,12 +1,12 @@
namespace SepCore.Definition
{
public enum WeaponType : byte
public enum WeaponType : int
{
None = 0,
WeaponKnife = 1,
WeaponHandgun = 2,
WeaponSlash = 3,
WeaponLightning = 4,
WeaponLance = 5,
WeaponKnife = 1001,
WeaponHandgun = 1002,
WeaponSlash = 1003,
WeaponLightning = 1004,
WeaponLance = 1005,
}
}
@@ -1,4 +1,4 @@
using System;
using System;
using SepCore.Definition;
using UnityEngine;
@@ -11,6 +11,13 @@ namespace SepCore.Entity
[SerializeField] private CampType _ownerCamp = CampType.Unknown;
public AccessoryObjectData(string assetName, int entityId, int ownerId, CampType ownerCamp)
: base(assetName, entityId)
{
_ownerId = ownerId;
_ownerCamp = ownerCamp;
}
public AccessoryObjectData(int entityId, int typeId, int ownerId, CampType ownerCamp)
: base(entityId, typeId)
{
@@ -4,11 +4,15 @@ namespace SepCore.Entity
{
private int _value;
public CoinData(int value, int entityId, int typeId) : base(entityId, typeId)
public CoinData(int value, int entityId, string assetName = "CoinEntity") : base(assetName, entityId)
{
_value = value;
}
public CoinData(int value, int entityId, int typeId) : this(value, entityId, "CoinEntity")
{
}
public int Value
{
get => _value;
@@ -1,4 +1,4 @@
using System;
using System;
using UnityEngine;
namespace SepCore.Entity
@@ -9,12 +9,17 @@ namespace SepCore.Entity
[SerializeField]
private float _keepTime = 0f;
public EffectData(int entityId, int typeId)
: base(entityId, typeId)
public EffectData(int entityId, string assetName = "Effect")
: base(assetName, entityId)
{
_keepTime = 3f;
}
public EffectData(int entityId, int typeId)
: this(entityId, typeId.ToString())
{
}
public float KeepTime => _keepTime;
}
}
@@ -0,0 +1,68 @@
using System;
using System.Collections.Generic;
using SepCore.Definition;
using UnityEngine;
namespace SepCore.Entity
{
[Serializable]
public class EnemyData : TargetableObjectData
{
private readonly EnemyConfig _enemyConfig;
private readonly EnemyType _enemyType;
public EnemyData(int entityId, EnemyConfig enemyConfig, EnemyType enemyType, int level)
: base(enemyConfig != null ? enemyConfig.Prefab : string.Empty, entityId, CampType.Enemy)
{
_enemyConfig = enemyConfig;
_enemyType = enemyType;
int effectiveLevel = Mathf.Max(1, level);
MaxHealthBase = _enemyConfig != null
? _enemyConfig.MaxHealth + _enemyConfig.HpAddPerLevel * (effectiveLevel - 1)
: 100;
}
public EnemyType EnemyType => _enemyType;
public override int MaxHealthBase { get; }
public int AttackDamage => _enemyConfig?.AttackDamage ?? 0;
public float AttackCooldown => _enemyConfig?.AttackCooldown ?? 1f;
public float AttackRange => _enemyConfig?.AttackRange ?? 1.5f;
public float SpeedBase => _enemyConfig?.Speed ?? 2f;
public int DropCoin => _enemyConfig?.CoinDrop ?? 0;
public int DropExp => _enemyConfig?.ExpDrop ?? 0;
public float DropPercent => _enemyConfig?.DropPercent ?? 0f;
public float Scale => _enemyConfig?.Scale ?? 1f;
public Color Color
{
get
{
if (_enemyConfig != null &&
!string.IsNullOrEmpty(_enemyConfig.Color) &&
ColorUtility.TryParseHtmlString(_enemyConfig.Color, out Color color))
{
return color;
}
return Color.white;
}
}
public IReadOnlyDictionary<string, string> Params => null;
public bool TryGetParam(string key, out string value)
{
value = null;
return false;
}
}
}
@@ -8,8 +8,8 @@ namespace SepCore.Entity
public class EnemyProjectileData : EntityDataBase
{
public EnemyProjectileData(int entityId, int ownerEntityId, CampType ownerCamp, int attackDamage,
float speed, float lifeTime, Vector3 direction)
: base(entityId, 0)
float speed, float lifeTime, Vector3 direction, string assetName = "BulletHandgun")
: base(assetName, entityId)
{
OwnerEntityId = ownerEntityId;
OwnerCamp = ownerCamp;
@@ -1,59 +0,0 @@
using System;
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
using UnityEngine;
namespace SepCore.Entity
{
[Serializable]
public class EnemyData : TargetableObjectData
{
private DREnemy _drEnemy;
public EnemyData(int entityId, DREnemy drEnemy, int level) : base(
entityId, drEnemy.Id, CampType.Enemy)
{
_drEnemy = drEnemy;
int effectiveLevel = Mathf.Max(1, level);
MaxHealthBase = _drEnemy.MaxHealth + _drEnemy.HpAddPerLevel * (effectiveLevel - 1);
}
public EnemyType EnemyType => (EnemyType)_drEnemy.Id;
public int EntityTypeId => _drEnemy.EntityTypeId;
public override int MaxHealthBase { get; }
public int AttackDamage => _drEnemy.AttackDamage;
public float AttackCooldown => _drEnemy.AttackCooldown;
public float AttackRange => _drEnemy.AttackRange;
public float SpeedBase => _drEnemy.Speed;
public int DropCoin => _drEnemy.DropCoin;
public int DropExp => _drEnemy.DropExp;
public float DropPercent => _drEnemy.DropPercent;
public float Scale => _drEnemy.Scale;
public Color Color => _drEnemy.Color;
public IReadOnlyDictionary<string, string> Params => _drEnemy.Params;
public bool TryGetParam(string key, out string value)
{
value = null;
if (string.IsNullOrEmpty(key) || _drEnemy?.Params == null)
{
return false;
}
return _drEnemy.Params.TryGetValue(key, out value);
}
}
}
@@ -1,104 +0,0 @@
using System;
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
using GameFramework;
namespace SepCore.Entity
{
[Serializable]
public class WeaponData : AccessoryObjectData
{
private DRWeapon _drWeapon;
private int _entityTypeId = 0;
public WeaponData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, drWeapon.Id, ownerId, ownerCamp)
{
_drWeapon = drWeapon;
_entityTypeId = drWeapon.EntityTypeId;
}
public WeaponType WeaponType => (WeaponType)_drWeapon.Id;
public bool TryGetParam(string key, out string value)
{
value = null;
if (string.IsNullOrEmpty(key) || Params == null)
{
return false;
}
return Params.TryGetValue(key, out value);
}
protected TParams ParseParams<TParams>() where TParams : new()
{
if (string.IsNullOrWhiteSpace(_drWeapon.ParamsJson))
{
return new TParams();
}
try
{
TParams parsed = Utility.Json.ToObject<TParams>(_drWeapon.ParamsJson);
return parsed ?? new TParams();
}
catch (Exception exception)
{
throw new Exception(
$"Failed to parse weapon params, WeaponType='{WeaponType}', Json='{_drWeapon.ParamsJson}'.",
exception);
}
}
/// <summary>
/// 攻击力。
/// </summary>
public int Attack => _drWeapon.Attack;
public int EntityTypeId => _entityTypeId;
/// <summary>
/// 武器名称。
/// </summary>
public string Title => _drWeapon.Title;
/// <summary>
/// 图标资源名称。
/// </summary>
public string IconAssetName => _drWeapon.IconAssetName;
public ItemRarity Rarity => _drWeapon.Rarity;
public int Price => _drWeapon.Price;
/// <summary>
/// 攻击间隔。
/// </summary>
public float Cooldown => _drWeapon.Cooldown;
/// <summary>
/// 攻击范围。
/// </summary>
public float AttackRange => _drWeapon.AttackRange;
/// <summary>
/// 攻击音效。
/// </summary>
public int AttackSoundId => _drWeapon.AttackSoundId;
/// <summary>
/// 额外参数。
/// </summary>
public Dictionary<string, string> Params => _drWeapon.Pramas;
public string ParamsJson => _drWeapon.ParamsJson;
/// <summary>
/// 额外属性。
/// </summary>
public StatModifier[] Modifiers => _drWeapon.Modifiers;
}
}
@@ -1,4 +1,4 @@
using System;
using System;
using UnityEngine;
namespace SepCore.Entity
@@ -6,6 +6,8 @@ namespace SepCore.Entity
[Serializable]
public abstract class EntityDataBase
{
[SerializeField] private string m_AssetName = string.Empty;
[SerializeField] private int _id = 0;
[SerializeField] private int _typeId = 0;
@@ -14,19 +16,31 @@ namespace SepCore.Entity
[SerializeField] private Quaternion _rotation = Quaternion.identity;
public EntityDataBase(string assetName, int entityId)
{
m_AssetName = assetName;
_id = entityId;
}
public EntityDataBase(int entityId, int typeId)
{
m_AssetName = typeId.ToString();
_id = entityId;
_typeId = typeId;
}
/// <summary>
/// 实体资源名称。
/// </summary>
public string AssetName => m_AssetName;
/// <summary>
/// 实体编号。
/// </summary>
public int Id => _id;
/// <summary>
/// 实体类型编号。
/// 实体类型编号(向后兼容)。
/// </summary>
public int TypeId => _typeId;
@@ -4,11 +4,15 @@ namespace SepCore.Entity
{
private int _value;
public ExpData(int value, int entityId, int typeId) : base(entityId, typeId)
public ExpData(int value, int entityId, string assetName = "ExpEntity") : base(assetName, entityId)
{
_value = value;
}
public ExpData(int value, int entityId, int typeId) : this(value, entityId, "ExpEntity")
{
}
public int Value
{
get => _value;
@@ -8,9 +8,13 @@ namespace SepCore.Entity
{
private int _maxExp;
public PlayerData(int entityId, int typeId) : base(entityId, typeId, CampType.Player)
public PlayerData(int entityId, string assetName = "Player") : base(assetName, entityId, CampType.Player)
{
MaxHealthBase = 100;
}
public PlayerData(int entityId, int typeId) : this(entityId, "Player")
{
MaxHealthBase = MaxHealthBase;
}
public override int MaxHealthBase { get; }
@@ -1,4 +1,4 @@
using System;
using System;
using SepCore.Definition;
namespace SepCore.Entity
@@ -8,6 +8,12 @@ namespace SepCore.Entity
{
private CampType _camp;
public TargetableObjectData(string assetName, int entityId, CampType camp)
: base(assetName, entityId)
{
_camp = camp;
}
public TargetableObjectData(int entityId, int typeId, CampType camp)
: base(entityId, typeId)
{
@@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using SepCore.Definition;
namespace SepCore.Entity
{
[Serializable]
public class WeaponData : AccessoryObjectData
{
private readonly WeaponConfig _weaponConfig;
public WeaponData(int entityId, WeaponConfig weaponConfig, int ownerId, CampType ownerCamp)
: base(weaponConfig.Prefab, entityId, ownerId, ownerCamp)
{
_weaponConfig = weaponConfig;
}
public WeaponConfig Config => _weaponConfig;
public WeaponType WeaponType => (WeaponType)_weaponConfig.Id;
public int Attack => _weaponConfig.Attack;
public string Title => _weaponConfig.Name;
public string IconAssetName => _weaponConfig.IconAssetName;
public Rarity Rarity => _weaponConfig.Rarity;
public int Price => _weaponConfig.Price;
public float Cooldown => _weaponConfig.Cooldown / 1000f;
public float AttackRange => _weaponConfig.AttackRange / 1000f;
public int AttackSoundId => _weaponConfig.AttackSoundId;
public IReadOnlyDictionary<ParamType, int> Parameters => _weaponConfig.Parameters;
public IReadOnlyList<modifier> Modifiers => _weaponConfig.Modifiers;
public int GetParam(ParamType paramType, int defaultValue = 0)
{
return _weaponConfig.Parameters.TryGetValue(paramType, out int value) ? value : defaultValue;
}
public float GetParamFloat(ParamType paramType, float defaultValue = 0f)
{
if (_weaponConfig.Parameters.TryGetValue(paramType, out int val))
{
return paramType == ParamType.SectorAngle ? val : val / 1000f;
}
return defaultValue;
}
}
}
@@ -1,5 +1,4 @@
using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace SepCore.Entity
@@ -13,10 +12,10 @@ namespace SepCore.Entity
{
public WeaponHandgunParamsData ParamsData { get; }
public WeaponHandgunData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, drWeapon, ownerId, ownerCamp)
public WeaponHandgunData(int entityId, WeaponConfig weaponConfig, int ownerId, CampType ownerCamp)
: base(entityId, weaponConfig, ownerId, ownerCamp)
{
ParamsData = ParseParams<WeaponHandgunParamsData>();
ParamsData = new WeaponHandgunParamsData();
}
}
}
@@ -1,5 +1,4 @@
using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace SepCore.Entity
@@ -14,10 +13,13 @@ namespace SepCore.Entity
{
public WeaponKnifeParamsData ParamsData { get; }
public WeaponKnifeData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, drWeapon, ownerId, ownerCamp)
public WeaponKnifeData(int entityId, WeaponConfig weaponConfig, int ownerId, CampType ownerCamp)
: base(entityId, weaponConfig, ownerId, ownerCamp)
{
ParamsData = ParseParams<WeaponKnifeParamsData>();
ParamsData = new WeaponKnifeParamsData
{
HitRadius = GetParamFloat(ParamType.HitRadius)
};
}
}
}
@@ -1,5 +1,4 @@
using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace SepCore.Entity
@@ -63,10 +62,15 @@ namespace SepCore.Entity
{
public WeaponLanceParamsData ParamsData { get; }
public WeaponLanceData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, drWeapon, ownerId, ownerCamp)
public WeaponLanceData(int entityId, WeaponConfig weaponConfig, int ownerId, CampType ownerCamp)
: base(entityId, weaponConfig, ownerId, ownerCamp)
{
ParamsData = ParseParams<WeaponLanceParamsData>();
ParamsData = new WeaponLanceParamsData
{
HitHalfWidth = GetParamFloat(ParamType.HitHalfWidth),
PierceLength = GetParamFloat(ParamType.PierceLength),
HitHeight = GetParamFloat(ParamType.HitHeight)
};
}
}
}
@@ -1,5 +1,4 @@
using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace SepCore.Entity
@@ -15,10 +14,14 @@ namespace SepCore.Entity
{
public WeaponLightningParamsData ParamsData { get; }
public WeaponLightningData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, drWeapon, ownerId, ownerCamp)
public WeaponLightningData(int entityId, WeaponConfig weaponConfig, int ownerId, CampType ownerCamp)
: base(entityId, weaponConfig, ownerId, ownerCamp)
{
ParamsData = ParseParams<WeaponLightningParamsData>();
ParamsData = new WeaponLightningParamsData
{
HitRadius = GetParamFloat(ParamType.HitRadius),
HoverHeight = 0f
};
}
}
}
@@ -1,5 +1,4 @@
using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace SepCore.Entity
@@ -14,10 +13,13 @@ namespace SepCore.Entity
{
public WeaponSlashParamsData ParamsData { get; }
public WeaponSlashData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, drWeapon, ownerId, ownerCamp)
public WeaponSlashData(int entityId, WeaponConfig weaponConfig, int ownerId, CampType ownerCamp)
: base(entityId, weaponConfig, ownerId, ownerCamp)
{
ParamsData = ParseParams<WeaponSlashParamsData>();
ParamsData = new WeaponSlashParamsData
{
SectorAngle = GetParamFloat(ParamType.SectorAngle)
};
}
}
}
@@ -1,9 +1,8 @@
fileFormatVersion: 2
guid: 58efe0589d7e90f498c8bcbbf94c6be4
guid: 01fef49ce20c2de4ab89a34533a83be1
folderAsset: yes
timeCreated: 1528026151
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,50 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace SepCore.Definition
{
/// <summary>
/// 阵营类型
/// </summary>
public enum CampType : byte
{
/// <summary>
/// 未知
/// </summary>
Unknown = 0,
/// <summary>
/// 第一玩家阵营
/// </summary>
Player = 1,
/// <summary>
/// 第一敌人阵营
/// </summary>
Enemy = 2,
/// <summary>
/// 第一中立阵营
/// </summary>
Neutral = 3,
/// <summary>
/// 第二玩家阵营
/// </summary>
Player2 = 4,
/// <summary>
/// 第二敌人阵营
/// </summary>
Enemy2 = 5,
/// <summary>
/// 第二中立阵营
/// </summary>
Neutral2 = 6,
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c672b051e2eb2a941b5e08d3be0ee797
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,134 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
namespace SepCore.Definition
{
public sealed partial class EnemyConfig : Luban.BeanBase
{
public EnemyConfig(ByteBuf _buf)
{
Name = _buf.ReadString();
MaxHealth = _buf.ReadInt();
HpAddPerLevel = _buf.ReadInt();
AttackDamage = _buf.ReadInt();
AttackCooldown = _buf.ReadFloat();
AttackRange = _buf.ReadFloat();
Speed = _buf.ReadFloat();
CoinDrop = _buf.ReadInt();
ExpDrop = _buf.ReadInt();
DropPercent = _buf.ReadFloat();
Scale = _buf.ReadFloat();
Color = _buf.ReadString();
Prefab = _buf.ReadString();
Prefab_Ref = null;
}
public static EnemyConfig DeserializeEnemyConfig(ByteBuf _buf)
{
return new EnemyConfig(_buf);
}
/// <summary>
/// 名称
/// </summary>
public readonly string Name;
/// <summary>
/// 最大生命
/// </summary>
public readonly int MaxHealth;
/// <summary>
/// 每关卡增加生命
/// </summary>
public readonly int HpAddPerLevel;
/// <summary>
/// 基础伤害
/// </summary>
public readonly int AttackDamage;
/// <summary>
/// 攻击间隔
/// </summary>
public readonly float AttackCooldown;
/// <summary>
/// 攻击范围
/// </summary>
public readonly float AttackRange;
/// <summary>
/// 移动速度
/// </summary>
public readonly float Speed;
/// <summary>
/// 金币掉落
/// </summary>
public readonly int CoinDrop;
/// <summary>
/// 经验掉落
/// </summary>
public readonly int ExpDrop;
/// <summary>
/// 掉落概率
/// </summary>
public readonly float DropPercent;
/// <summary>
/// 缩放
/// </summary>
public readonly float Scale;
/// <summary>
/// 颜色
/// </summary>
public readonly string Color;
/// <summary>
/// 预制体
/// </summary>
public readonly string Prefab;
public EntityConfig Prefab_Ref;
public const int __ID__ = 1284055242;
public override int GetTypeId() => __ID__;
public void ResolveRef(Tables tables)
{
Prefab_Ref = tables.TbEntityConfig.GetOrDefault(Prefab);
}
public override string ToString()
{
return "{ "
+ "name:" + Name + ","
+ "maxHealth:" + MaxHealth + ","
+ "hpAddPerLevel:" + HpAddPerLevel + ","
+ "attackDamage:" + AttackDamage + ","
+ "attackCooldown:" + AttackCooldown + ","
+ "attackRange:" + AttackRange + ","
+ "speed:" + Speed + ","
+ "coinDrop:" + CoinDrop + ","
+ "expDrop:" + ExpDrop + ","
+ "dropPercent:" + DropPercent + ","
+ "scale:" + Scale + ","
+ "color:" + Color + ","
+ "prefab:" + Prefab + ","
+ "}";
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ddf3bc21c406b6e4b96c476d8b58bee4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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