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
@@ -0,0 +1,8 @@
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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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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;
}
}
@@ -1,8 +1,7 @@
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@@ -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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@@ -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
}
}
@@ -1,47 +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,
}
}
@@ -1,9 +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
}
}
@@ -1,35 +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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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,
}
}
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@@ -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,
}
}