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
@@ -1,8 +1,8 @@
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
public class CoinEntity : EntityBase
{
@@ -1,16 +1,7 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using Entity;
using Entity.EntityData;
using UnityEngine;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
/// <summary>
/// 特效类。
@@ -1,5 +1,5 @@
using SepCore.Definition;
using Entity;
using SepCore.Entity;
using UnityEngine;
public abstract class EnemyBase : TargetableObject
@@ -1,9 +1,9 @@
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
public class EnemyProjectile : EntityBase
{
@@ -1,11 +1,11 @@
using Components;
using CustomUtility;
using SepCore.Components;
using SepCore.CustomUtility;
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
public class MeleeEnemy : EnemyBase
{
@@ -87,7 +87,7 @@ namespace Entity
{
if (Random.value < _meleeEnemyData.DropPercent)
{
var data = new CoinData(_meleeEnemyData.DropCoin, GameEntry.Entity.GenerateSerialId(), 10001)
var data = new CoinData(_meleeEnemyData.DropCoin, GameEntry.Entity.NextId(), 10001)
{
Position = this.CachedTransform.position
};
@@ -96,7 +96,7 @@ namespace Entity
if (Random.value < _meleeEnemyData.DropPercent)
{
var data = new ExpData(_meleeEnemyData.DropExp, GameEntry.Entity.GenerateSerialId(), 10002)
var data = new ExpData(_meleeEnemyData.DropExp, GameEntry.Entity.NextId(), 10002)
{
Position = this.CachedTransform.position
};
@@ -1,11 +1,11 @@
using Components;
using CustomUtility;
using SepCore.Components;
using SepCore.CustomUtility;
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
public class RemoteEnemy : EnemyBase
{
@@ -146,7 +146,7 @@ namespace Entity
direction.Normalize();
}
int projectileEntityId = GameEntry.Entity.GenerateSerialId();
int projectileEntityId = GameEntry.Entity.NextId();
var projectileData = new EnemyProjectileData(projectileEntityId, Id, _remoteEnemyData.Camp,
_attackDamage, _projectileSpeed, _projectileLifeTime, direction)
{
@@ -1,9 +1,9 @@
using Entity.EntityData;
using SepCore.Entity;
using GameFramework;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
public abstract class EntityBase : EntityLogic
{
@@ -1,8 +1,8 @@
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
namespace SepCore.Entity
{
public class ExpEntity:EntityBase
{
@@ -1,15 +1,15 @@
using System.Collections.Generic;
using Components;
using SepCore.Components;
using SepCore.Event;
using SepCore.DataTable;
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using GameFramework.Event;
using UnityGameFramework.Runtime;
using Entity.Weapon;
using SepCore.Utility;
using SepCore.Entity.Weapon;
using SepCore.CustomUtility;
namespace Entity
namespace SepCore.Entity
{
public class Player : TargetableObject
{
@@ -141,7 +141,7 @@ namespace Entity
// BackpackComponent
Coin = role.Coin;
_backpackComponent.OnInit(this, role.WeaponCapacity);
GameEntry.Entity.ShowWeapon(EntityDataFactory.Create(GameEntry.Entity.GenerateSerialId(),
GameEntry.Entity.ShowWeapon(EntityDataFactory.Create(GameEntry.Entity.NextId(),
WeaponType.WeaponKnife, Id, _playerData.Camp));
// StatComponent
@@ -5,13 +5,13 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using Components;
using SepCore.Components;
using SepCore.Definition;
using Entity.EntityData;
using CustomUtility;
using SepCore.Entity;
using SepCore.CustomUtility;
using UnityEngine;
namespace Entity
namespace SepCore.Entity
{
/// <summary>
/// 可作为目标的实体类。
@@ -1,7 +1,7 @@
using GameFramework.ObjectPool;
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class HandgunHitMarkerAttackEffect : IWeaponAttackEffect
{
@@ -2,7 +2,7 @@ using GameFramework;
using GameFramework.ObjectPool;
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class HandgunHitMarkerPoolObject : ObjectBase
{
@@ -1,7 +1,7 @@
using GameFramework.ObjectPool;
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class HandgunHitMarkerPooledInstance : MonoBehaviour
{
@@ -1,6 +1,6 @@
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public interface IWeaponAttackEffect
{
@@ -1,6 +1,6 @@
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class KnifeRangeAttackEffect : IWeaponAttackEffect
{
@@ -1,6 +1,6 @@
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class LanceThrustAttackEffect : IWeaponAttackEffect
{
@@ -1,6 +1,6 @@
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class LightningStrikeAttackEffect : IWeaponAttackEffect
{
@@ -1,6 +1,6 @@
using UnityEngine;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class SlashSectorAttackEffect : IWeaponAttackEffect
{
@@ -1,8 +1,8 @@
using System.Collections.Generic;
using Components;
using CustomUtility;
using SepCore.Components;
using SepCore.CustomUtility;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class HighestHealthTargetSelector : ITargetSelector
{
@@ -1,6 +1,6 @@
using System.Collections.Generic;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public interface ITargetSelector
{
@@ -1,9 +1,9 @@
using System.Collections.Generic;
using Components;
using SepCore.Components;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class LowestHealthTargetSelector : ITargetSelector
{
@@ -1,8 +1,8 @@
using System.Collections.Generic;
using CustomUtility;
using CustomComponent;
using SepCore.EnemyManager;
using SepCore.CustomUtility;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public sealed class NearestTargetSelector : ITargetSelector
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public enum TargetSelectorType
{
@@ -1,13 +1,13 @@
using System.Collections.Generic;
using Components;
using SepCore.Components;
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using GameFramework;
using CustomUtility;
using SepCore.CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public enum WeaponStateType
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponHandgun
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponHandgun
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponHandgun
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponHandgun
{
@@ -1,10 +1,10 @@
using SepCore.Definition;
using Entity.EntityData;
using CustomUtility;
using SepCore.Entity;
using SepCore.CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponHandgun : WeaponBase
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponKnife
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponKnife
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponKnife
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponKnife
{
@@ -1,12 +1,12 @@
using System.Collections.Generic;
using CustomUtility;
using SepCore.CustomUtility;
using SepCore.Definition;
using DG.Tweening;
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponKnife : WeaponBase
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLance
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLance
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLance
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLance
{
@@ -1,13 +1,13 @@
using System.Collections.Generic;
using Components;
using CustomUtility;
using SepCore.Components;
using SepCore.CustomUtility;
using SepCore.Definition;
using DG.Tweening;
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLance : WeaponBase
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLightning
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLightning
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLightning
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLightning
{
@@ -1,12 +1,12 @@
using System.Collections.Generic;
using CustomUtility;
using SepCore.CustomUtility;
using SepCore.Definition;
using DG.Tweening;
using Entity.EntityData;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponLightning : WeaponBase
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponSlash
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponSlash
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponSlash
{
@@ -1,4 +1,4 @@
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponSlash
{
@@ -1,12 +1,12 @@
using System.Collections.Generic;
using SepCore.Definition;
using DG.Tweening;
using Entity.EntityData;
using CustomUtility;
using SepCore.Entity;
using SepCore.CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.Weapon
namespace SepCore.Entity.Weapon
{
public partial class WeaponSlash : WeaponBase
{