规范命名空间

具体来说就是 SepCore 开头,然后接所属的模块名,比如 SepCore.Entity,SepCore.Simulation,SepCore.Procedure
This commit is contained in:
SepComet 2026-06-03 16:57:40 +08:00
parent 5de3fdc795
commit edd7088804
210 changed files with 461 additions and 547 deletions

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@ -13,7 +13,6 @@ using UnityEngine.Networking;
#else
using UnityEngine.Experimental.Networking;
#endif
using Utility = GameFramework.Utility;
namespace UnityGameFramework.Runtime
{

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@ -14,7 +14,6 @@ using UnityEngine;
using UnityEngine.Networking;
#endif
using UnityEngine.SceneManagement;
using Utility = GameFramework.Utility;
namespace UnityGameFramework.Runtime
{

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@ -13,7 +13,6 @@ using UnityEngine.Networking;
#else
using UnityEngine.Experimental.Networking;
#endif
using Utility = GameFramework.Utility;
namespace UnityGameFramework.Runtime
{

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@ -1,14 +1,15 @@
#if UNITY_EDITOR || DEVELOPMENT_BUILD
using System;
using System.Linq;
using Components;
using CustomComponent;
using SepCore.Event;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using CustomUtility;
using Procedure;
using SepCore.Entity;
using SepCore.Components;
using SepCore.CustomUtility;
using SepCore.Simulation;
using SepCore.EnemyManager;
using SepCore.Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;
#if ENABLE_INPUT_SYSTEM
@ -209,7 +210,7 @@ public class RuntimeDebugPanelComponent : MonoBehaviour
GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
}
Simulation.SimulationWorld simulationWorld = GameEntry.SimulationWorld;
SimulationWorld simulationWorld = GameEntry.SimulationWorld;
if (_showCollisionStats && simulationWorld != null)
{
GUILayout.Space(4f);

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@ -1,5 +1,5 @@
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable

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@ -1,5 +1,5 @@
using System;
using CustomUtility;
using SepCore.CustomUtility;
using SepCore.Definition;
using UnityGameFramework.Runtime;

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@ -1,6 +1,6 @@
using SepCore.Definition;
using Newtonsoft.Json;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable

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@ -1,6 +1,6 @@
using SepCore.Definition;
using Newtonsoft.Json;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable

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@ -1,10 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using SepCore.Definition;
using GameFramework;
using StarForce;
using SepCore.Definition;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
@ -135,4 +132,4 @@ namespace SepCore.DataTable
ExpRequires = expRequires.ToArray();
}
}
}
}

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@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using SepCore.Definition;
using GameFramework;
using CustomUtility;
using SepCore.Definition;
using SepCore.CustomUtility;
using Newtonsoft.Json.Linq;
using UnityGameFramework.Runtime;
@ -21,7 +21,7 @@ namespace SepCore.DataTable
public override int Id => m_Id;
public int EntityTypeId { get; private set; }
/// <summary>
/// 获取武器名称。
/// </summary>
@ -36,12 +36,12 @@ namespace SepCore.DataTable
/// 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>
@ -112,7 +112,7 @@ namespace SepCore.DataTable
private void GeneratePropertyArray()
{
}
/// <summary>
/// 解参数
/// </summary>

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@ -1,6 +1,6 @@
using System;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.Definition

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@ -2,7 +2,7 @@
using SepCore.Definition;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public abstract class AccessoryObjectData : EntityDataBase

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@ -1,4 +1,4 @@
namespace Entity.EntityData
namespace SepCore.Entity
{
public class CoinData : EntityDataBase
{

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class EffectData : EntityDataBase

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@ -4,7 +4,7 @@ using SepCore.DataTable;
using SepCore.Definition;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class EnemyData : TargetableObjectData

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@ -2,7 +2,7 @@ using System;
using SepCore.Definition;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class EnemyProjectileData : EntityDataBase

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public abstract class EntityDataBase

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@ -1,4 +1,4 @@
namespace Entity.EntityData
namespace SepCore.Entity
{
public class ExpData : EntityDataBase
{

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@ -1,7 +1,7 @@
using System;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class PlayerData : TargetableObjectData

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@ -1,7 +1,7 @@
using System;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public abstract class TargetableObjectData : EntityDataBase

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@ -4,7 +4,7 @@ using SepCore.DataTable;
using SepCore.Definition;
using GameFramework;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class WeaponData : AccessoryObjectData

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@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponHandgunParamsData

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@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponKnifeParamsData

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@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponLanceParamsData

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@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponLightningParamsData

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@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponSlashParamsData

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@ -1,62 +1,62 @@
using Text = GameFramework.Utility.Text;
using GameFramework;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class AssetUtility
{
public static string GetConfigAsset(string assetName, bool fromBytes)
{
return Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
return Utility.Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
}
public static string GetDataTableAsset(string assetName, bool fromBytes)
{
return Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
return Utility.Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
}
public static string GetFontAsset(string assetName)
{
return Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
}
public static string GetTMPFontAsset(string assetName)
{
return Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
}
public static string GetSceneAsset(string assetName)
{
return Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
return Utility.Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
}
public static string GetMusicAsset(string assetName)
{
return Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
return Utility.Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
}
public static string GetSoundAsset(string assetName)
{
return Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
return Utility.Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
}
public static string GetEntityAsset(string assetName)
{
return Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
return Utility.Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
}
public static string GetUIFormAsset(string assetName)
{
return Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
return Utility.Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
}
public static string GetUISoundAsset(string assetName)
{
return Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
}
public static string GetUITextureIconAsset(string assetName)
{
return Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
return Utility.Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
}
}
}

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@ -1,7 +1,7 @@
using System.Collections.Generic;
using UnityGameFramework.Runtime;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class EnumUtility<T> where T : struct, System.Enum
{

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@ -1,7 +1,7 @@
using System;
using Newtonsoft.Json;
namespace CustomUtility
namespace SepCore.CustomUtility
{
/// <summary>
/// Newtonsoft.Json 函数集辅助器。

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@ -3,7 +3,7 @@ using SepCore.Definition;
using GameFramework.DataTable;
using UnityEngine;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class RarityUtility
{

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@ -7,7 +7,7 @@
using System;
namespace StarForce
namespace SepCore.CustomUtility
{
public static class WebUtility
{

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@ -1,4 +1,5 @@
using System.IO;
using GameFramework;
using UnityEngine;
using UnityGameFramework.Editor;
using UnityGameFramework.Editor.ResourceTools;
@ -8,19 +9,15 @@ namespace SepCore.Editor
public static class GameFrameworkConfigs
{
[BuildSettingsConfigPath] public static string BuildSettingsConfig =
GameFramework.Utility.Path.GetRegularPath(Path.Combine(Application.dataPath,
"GameMain/Configs/BuildSettings.xml"));
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/BuildSettings.xml"));
[ResourceCollectionConfigPath] public static string ResourceCollectionConfig =
GameFramework.Utility.Path.GetRegularPath(Path.Combine(Application.dataPath,
"GameMain/Configs/ResourceCollection.xml"));
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceCollection.xml"));
[ResourceEditorConfigPath] public static string ResourceEditorConfig =
GameFramework.Utility.Path.GetRegularPath(Path.Combine(Application.dataPath,
"GameMain/Configs/ResourceEditor.xml"));
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceEditor.xml"));
[ResourceBuilderConfigPath] public static string ResourceBuilderConfig =
GameFramework.Utility.Path.GetRegularPath(Path.Combine(Application.dataPath,
"GameMain/Configs/ResourceBuilder.xml"));
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceBuilder.xml"));
}
}

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@ -1,11 +1,11 @@
using System;
using System.Linq;
using CustomComponent;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using CustomUtility;
using Procedure;
using SepCore.Entity;
using SepCore.Procedure;
using SepCore.EnemyManager;
using SepCore.CustomUtility;
using UnityEditor;
using UnityEngine;

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@ -1,13 +1,13 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using SepCore.CustomComponent;
using SepCore.UI;
using SepCore.UIRouter;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace UIModule.Editor
namespace SepCore.Editor
{
[CustomEditor(typeof(UIRouterComponent))]
public class UIRouterComponentEditor : UnityEditor.Editor

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@ -22,7 +22,7 @@ namespace SepCore.Editor
string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath)
{
string streamingAssetsPath =
GameFramework.Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
string[] fileNames = Directory.GetFiles(streamingAssetsPath, "*", SearchOption.AllDirectories);
foreach (string fileName in fileNames)
{
@ -34,7 +34,7 @@ namespace SepCore.Editor
File.Delete(fileName);
}
GameFramework.Utility.Path.RemoveEmptyDirectory(streamingAssetsPath);
Utility.Path.RemoveEmptyDirectory(streamingAssetsPath);
}
public void OnPostprocessAllPlatforms(string productName, string companyName, string gameIdentifier,
@ -79,11 +79,11 @@ namespace SepCore.Editor
}
string streamingAssetsPath =
GameFramework.Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
string[] fileNames = Directory.GetFiles(outputPackagePath, "*", SearchOption.AllDirectories);
foreach (string fileName in fileNames)
{
string destFileName = GameFramework.Utility.Path.GetRegularPath(Path.Combine(streamingAssetsPath,
string destFileName = Utility.Path.GetRegularPath(Path.Combine(streamingAssetsPath,
fileName.Substring(outputPackagePath.Length)));
FileInfo destFileInfo = new FileInfo(destFileName);
if (!destFileInfo.Directory.Exists)

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@ -1,4 +1,4 @@
using StarForce;
using SepCore.Sound;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;

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@ -1,4 +1,4 @@
using CustomUtility;
using SepCore.CustomUtility;
using SepCore.DataTable;
using SepCore.Definition;
using UnityEngine;

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@ -1,8 +1,8 @@
using System;
using System.Drawing;
using CustomUtility;
using Entity.EntityData;
using Entity.Weapon;
using SepCore.CustomUtility;
using SepCore.Entity;
using SepCore.Entity.Weapon;
using SepCore.Definition;
using UnityEngine;

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@ -1,6 +1,6 @@
using CustomComponent;
using SepCore.Event;
using GameFramework.Event;
using SepCore.EnemyManager;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -139,4 +139,4 @@ namespace SepCore.UI
#endregion
}
}
}

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@ -2,7 +2,7 @@ using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.Event;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using GameFramework.Event;
using UnityGameFramework.Runtime;

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@ -2,8 +2,8 @@ using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.Event;
using SepCore.Definition;
using CustomUtility;
using Entity.Weapon;
using SepCore.CustomUtility;
using SepCore.Entity.Weapon;
using GameFramework.Event;
using UnityEngine;
using UnityGameFramework.Runtime;

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@ -7,7 +7,7 @@
using SepCore.Definition;
using GameFramework.Localization;
using StarForce;
using SepCore.Sound;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
@ -186,4 +186,4 @@ namespace SepCore.UI
_languageTipsCanvasGroup.gameObject.SetActive(_selectedLanguage != GameEntry.Localization.Language);
}
}
}
}

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@ -2,12 +2,12 @@ using System.Collections.Generic;
using System.Text;
using SepCore.DataTable;
using SepCore.Definition;
using Entity.EntityData;
using Entity.Weapon;
using SepCore.Entity;
using SepCore.Entity.Weapon;
using System;
using UnityGameFramework.Runtime;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class ItemDescUtility
{

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@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace Procedure
namespace SepCore.Procedure
{
public abstract class ProcedureBase : GameFramework.Procedure.ProcedureBase
{

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@ -9,12 +9,12 @@ using SepCore.DataTable;
using SepCore.Definition;
using GameFramework.DataTable;
using GameFramework.Event;
using StarForce;
using SepCore.Sound;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
using CustomUtility;
using SepCore.CustomUtility;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureChangeScene : ProcedureBase
{

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@ -1,7 +1,7 @@
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureCheckResources : ProcedureBase
{

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@ -8,7 +8,7 @@ using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureCheckVersion : ProcedureBase
{

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@ -8,7 +8,7 @@
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureInitResources : ProcedureBase
{

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@ -8,11 +8,11 @@
using GameFramework.Localization;
using System;
using SepCore.Definition;
using StarForce;
using SepCore.Sound;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureLaunch : ProcedureBase
{

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@ -4,14 +4,14 @@ using GameFramework.Resource;
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using TMPro;
using SepCore.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedurePreload : ProcedureBase
{

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@ -9,7 +9,7 @@ using GameFramework.Resource;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureSplash : ProcedureBase
{

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@ -8,7 +8,7 @@ using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureUpdateResources : ProcedureBase
{
@ -93,8 +93,7 @@ namespace Procedure
{
if (m_UpdateResourceForm == null)
{
m_UpdateResourceForm = Object.Instantiate(GameEntry.BuiltinData.UpdateResourceFormTemplate)
.GetComponent<UpdateResourceForm>();
m_UpdateResourceForm = Object.Instantiate(GameEntry.BuiltinData.UpdateResourceFormTemplate).GetComponent<UpdateResourceForm>();
}
Log.Info("Start update resources...");

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@ -9,7 +9,7 @@ using GameFramework.Resource;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureUpdateVersion : ProcedureBase
{

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@ -1,9 +1,8 @@
using GameFramework.Event;
using StarForce;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureVerifyResources : ProcedureBase
{

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@ -4,7 +4,7 @@ using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityEngine;
namespace Procedure
namespace SepCore.Procedure
{
public abstract class GameStateBase
{

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@ -1,14 +1,14 @@
using System;
using CustomComponent;
using SepCore.Event;
using SepCore.DataTable;
using Entity;
using SepCore.Entity;
using GameFramework.Fsm;
using GameFramework.Procedure;
using Simulation;
using SepCore.EnemyManager;
using SepCore.Simulation;
using UnityEngine;
namespace Procedure
namespace SepCore.Procedure
{
public class GameStateBattle : GameStateBase
{

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@ -5,7 +5,7 @@ using GameFramework.Procedure;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace Procedure
namespace SepCore.Procedure
{
public class GameStateLevelUp : GameStateBase
{

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@ -5,7 +5,7 @@ using GameFramework.Procedure;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace Procedure
namespace SepCore.Procedure
{
public class GameStateShop : GameStateBase
{

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@ -2,15 +2,14 @@ using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using Entity.EntityData;
using SepCore.Entity;
using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityGameFramework.Runtime;
using SepCore.UI;
namespace Procedure
namespace SepCore.Procedure
{
public enum GameStateType
{

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@ -5,7 +5,7 @@ using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureMenu : ProcedureBase
{

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@ -1,11 +1,9 @@
using CustomComponent;
using Entity.EntityData;
using GameFramework.Fsm;
using GameFramework.Procedure;
using StarForce;
using SepCore.EnemyManager;
using UnityGameFramework.Runtime;
namespace Procedure
namespace SepCore.Procedure
{
public class ProcedureStressTest : ProcedureBase
{

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@ -1,7 +1,10 @@
using CustomComponent;
using SepCore.CustomComponent;
using Simulation;
using UnityEngine;
using SepCore.BuiltinData;
using SepCore.DamageText;
using SepCore.EnemyManager;
using SepCore.HPBar;
using SepCore.SpriteCache;
using SepCore.UIRouter;
using SepCore.Simulation;
/// <summary>
/// 游戏入口。

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@ -3,7 +3,7 @@ using System.Threading;
using Cysharp.Threading.Tasks;
using GameFramework.Event;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// 异步任务辅助类,用于将事件回调转换为 UniTask
@ -124,4 +124,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
return tcs.Task;
}
}
}
}

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@ -1,10 +1,7 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Config;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Config 异步扩展方法

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@ -5,7 +5,7 @@ using GameFramework.DataTable;
using SepCore.DataTable;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// DataTable 异步扩展方法

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@ -1,10 +1,9 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Download;
using UnityGameFramework.Runtime;
using DownloadFailureEventArgs = UnityGameFramework.Runtime.DownloadFailureEventArgs;
using DownloadSuccessEventArgs = UnityGameFramework.Runtime.DownloadSuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Download 异步扩展方法

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@ -1,10 +1,11 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Entity;
using UnityGameFramework.Runtime;
using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
using ShowEntitySuccessEventArgs = UnityGameFramework.Runtime.ShowEntitySuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Entity 异步扩展方法
@ -22,7 +23,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间0表示不超时</param>
/// <returns>显示的实体</returns>
public static UniTask<Entity> ShowEntityAsync(this EntityComponent entityComponent,
public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
Type entityLogicType,
string entityAssetName,
@ -30,7 +31,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
object userData = null,
float timeout = 30f)
{
UniTask<Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
ShowEntitySuccessEventArgs.EventId,
ShowEntityFailureEventArgs.EventId,
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
@ -104,7 +105,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
/// <param name="timeout">超时时间0表示不超时</param>
/// <returns>隐藏完成事件</returns>
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
Entity entity,
UnityGameFramework.Runtime.Entity entity,
object userData = null,
float timeout = 30f)
{

View File

@ -4,7 +4,7 @@ using GameFramework;
using GameFramework.Localization;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Localization 异步扩展方法

View File

@ -1,10 +1,9 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Network;
using UnityGameFramework.Runtime;
using NetworkClosedEventArgs = UnityGameFramework.Runtime.NetworkClosedEventArgs;
using NetworkConnectedEventArgs = UnityGameFramework.Runtime.NetworkConnectedEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Network 异步扩展方法
@ -73,4 +72,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
);
}
}
}
}

View File

@ -1,10 +1,10 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Resource;
using UnityGameFramework.Runtime;
using ResourceApplySuccessEventArgs = UnityGameFramework.Runtime.ResourceApplySuccessEventArgs;
using ResourceUpdateAllCompleteEventArgs = UnityGameFramework.Runtime.ResourceUpdateAllCompleteEventArgs;
using ResourceVerifySuccessEventArgs = UnityGameFramework.Runtime.ResourceVerifySuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Resource 异步扩展方法
@ -59,4 +59,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
);
}
}
}
}

View File

@ -1,10 +1,11 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Scene;
using UnityGameFramework.Runtime;
using LoadSceneFailureEventArgs = UnityGameFramework.Runtime.LoadSceneFailureEventArgs;
using LoadSceneSuccessEventArgs = UnityGameFramework.Runtime.LoadSceneSuccessEventArgs;
using UnloadSceneFailureEventArgs = UnityGameFramework.Runtime.UnloadSceneFailureEventArgs;
using UnloadSceneSuccessEventArgs = UnityGameFramework.Runtime.UnloadSceneSuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Scene 异步扩展方法

View File

@ -1,10 +1,10 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Sound;
using UnityGameFramework.Runtime;
using PlaySoundFailureEventArgs = UnityGameFramework.Runtime.PlaySoundFailureEventArgs;
using PlaySoundSuccessEventArgs = UnityGameFramework.Runtime.PlaySoundSuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Sound 异步扩展方法
@ -29,17 +29,17 @@ namespace UnityGameFramework.Runtime.AsyncTask
float timeout = 30f)
{
int serialId = 0;
UniTask<PlaySoundSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
PlaySoundSuccessEventArgs.EventId,
PlaySoundFailureEventArgs.EventId,
successArgs => successArgs.SerialId == serialId,
failureArgs => failureArgs.SerialId == serialId,
timeout
);
UniTask<PlaySoundSuccessEventArgs> waitTask =
AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
PlaySoundSuccessEventArgs.EventId,
PlaySoundFailureEventArgs.EventId,
successArgs => successArgs.SerialId == serialId,
failureArgs => failureArgs.SerialId == serialId,
timeout
);
serialId = soundComponent.PlaySound(soundAssetName, soundGroupName, 0, playSoundParams, userData);
return waitTask;
}
}
}

View File

@ -3,7 +3,7 @@ using SepCore.Definition;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// UI 异步扩展方法

View File

@ -1,10 +1,7 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.WebRequest;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// WebRequest 异步扩展方法

View File

@ -1,18 +1,18 @@
using System;
using System.Collections.Generic;
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using UnityGameFramework.Runtime;
using SepCore.DataTable;
using CustomUtility;
using SepCore.CustomUtility;
namespace Entity
namespace SepCore.Entity
{
public static class EntityExtension
{
private static int s_SerialId = -10;
private const string EntityNamespace = "Entity.";
private const string EntityNamespace = "SepCore.Entity.";
private static readonly Dictionary<string, Type> _typeDict;
private static readonly Dictionary<int, string> _assetNameDict;
@ -180,9 +180,9 @@ namespace Entity
return assetName;
}
public static int GenerateSerialId(this EntityComponent entityComponent)
public static int NextId(this EntityComponent entityComponent)
{
return --s_SerialId;
}
}
}
}

View File

@ -1,16 +1,9 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Localization;
using GameFramework.Localization;
using System;
using System.Xml;
using UnityGameFramework.Runtime;
namespace StarForce
namespace SepCore.Localization
{
/// <summary>
/// XML 格式的本地化辅助器。

View File

@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public abstract class CSPacketBase : PacketBase
{

View File

@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public sealed class CSPacketHeader : PacketHeaderBase
{

View File

@ -16,7 +16,7 @@ using System.IO;
using System.Reflection;
using UnityGameFramework.Runtime;
namespace StarForce
namespace SepCore.Network
{
public class NetworkChannelHelper : INetworkChannelHelper
{

View File

@ -8,7 +8,7 @@
using ProtoBuf;
using System;
namespace StarForce
namespace SepCore.Network
{
[Serializable, ProtoContract(Name = @"CSHeartBeat")]
public class CSHeartBeat : CSPacketBase

View File

@ -8,7 +8,7 @@
using ProtoBuf;
using System;
namespace StarForce
namespace SepCore.Network
{
[Serializable, ProtoContract(Name = @"SCHeartBeat")]
public class SCHeartBeat : SCPacketBase

View File

@ -8,7 +8,7 @@
using GameFramework.Network;
using ProtoBuf;
namespace StarForce
namespace SepCore.Network
{
public abstract class PacketBase : Packet, IExtensible
{

View File

@ -8,7 +8,7 @@
using GameFramework.Network;
using UnityGameFramework.Runtime;
namespace StarForce
namespace SepCore.Network
{
public class SCHeartBeatHandler : PacketHandlerBase
{

View File

@ -7,7 +7,7 @@
using GameFramework.Network;
namespace StarForce
namespace SepCore.Network
{
public abstract class PacketHandlerBase : IPacketHandler
{

View File

@ -8,7 +8,7 @@
using GameFramework;
using GameFramework.Network;
namespace StarForce
namespace SepCore.Network
{
public abstract class PacketHeaderBase : IPacketHeader, IReference
{

View File

@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public enum PacketType : byte
{

View File

@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public abstract class SCPacketBase : PacketBase
{

View File

@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public sealed class SCPacketHeader : PacketHeaderBase
{

View File

@ -1,20 +1,13 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using GameFramework;
using SepCore.Entity;
using GameFramework.DataTable;
using GameFramework.Sound;
using UnityGameFramework.Runtime;
using CustomUtility;
using SepCore.CustomUtility;
namespace StarForce
namespace SepCore.Sound
{
public static class SoundExtension
{

View File

@ -2,7 +2,7 @@
using GameFramework.UI;
using SepCore.DataTable;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.UI

View File

@ -1,9 +1,9 @@
using System;
using SepCore.Definition;
using Entity;
using SepCore.Entity;
using UnityEngine;
namespace Components
namespace SepCore.Components
{
public class AbsorbComponent : MonoBehaviour
{

View File

@ -1,10 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using Entity;
using Entity.Weapon;
using SepCore.Entity;
using SepCore.Entity.Weapon;
using UnityEngine;
namespace Components
namespace SepCore.Components
{
public class AttackComponent : MonoBehaviour
{

View File

@ -1,10 +1,10 @@
using System.Collections.Generic;
using SepCore.Definition;
using Entity.Weapon;
using Entity;
using SepCore.Entity.Weapon;
using SepCore.Entity;
using UnityEngine;
namespace Components
namespace SepCore.Components
{
public class BackpackComponent : MonoBehaviour
{

View File

@ -3,7 +3,7 @@ using SepCore.Event;
using SepCore.Definition;
using UnityEngine;
namespace Components
namespace SepCore.Components
{
public class HealthComponent : MonoBehaviour
{

View File

@ -1,6 +1,6 @@
using UnityEngine;
namespace Components
namespace SepCore.Components
{
public class InputComponent : MonoBehaviour
{

View File

@ -1,11 +1,11 @@
using System;
using SepCore.Definition;
using Entity;
using Simulation;
using SepCore.Entity;
using SepCore.Simulation;
using UnityEngine;
using CustomDebugger;
using SepCore.Debugger;
namespace Components
namespace SepCore.Components
{
public class MovementComponent : MonoBehaviour
{

View File

@ -3,7 +3,7 @@ using System.Collections.Generic;
using SepCore.Definition;
using UnityEngine;
namespace Components
namespace SepCore.Components
{
public class StatComponent : MonoBehaviour
{

View File

@ -1,34 +1,21 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using SepCore.Definition;
using GameFramework;
using StarForce;
using SepCore.UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace CustomComponent
namespace SepCore.BuiltinData
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
private TextAsset _buildInfoTextAsset = null;
[SerializeField] private TextAsset _buildInfoTextAsset = null;
[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
private TextAsset _defaultDictionaryTextAsset = null;
[SerializeField] private TextAsset _defaultDictionaryTextAsset = null;
[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
private GameObject _updateResourceFormTemplate = null;
[SerializeField] private GameObject _updateResourceFormTemplate = null;
private BuildInfo m_BuildInfo = null;
private BuildInfo _buildInfo = null;
public BuildInfo BuildInfo => m_BuildInfo;
public BuildInfo BuildInfo => _buildInfo;
public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
@ -40,8 +27,8 @@ namespace CustomComponent
return;
}
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (m_BuildInfo == null)
_buildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (_buildInfo == null)
{
Log.Warning("Parse build info failure.");
return;

View File

@ -3,7 +3,7 @@ using GameFramework.ObjectPool;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace CustomComponent
namespace SepCore.DamageText
{
public class DamageTextComponent : GameFrameworkComponent
{

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