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No commits in common. "117dd123defb4850601644def0ef159ce6e29d63" and "56f74eee9a577150022e897fd329dc62d0a055cd" have entirely different histories.
117dd123de
...
56f74eee9a
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@ -22,10 +22,7 @@ namespace UnityGameFramework.Editor
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"UnityGameFramework.Runtime",
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#endif
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"Assembly-CSharp",
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"VampireLike",
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"SepCore.Base",
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"SepCore.Runtime",
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"SepCore.Procedure"
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"VampireLike"
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};
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private static readonly string[] RuntimeOrEditorAssemblyNames =
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@ -39,11 +36,7 @@ namespace UnityGameFramework.Editor
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#endif
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"Assembly-CSharp-Editor",
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"VampireLike",
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"VampireLike.Editor",
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"SepCore.Base",
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"SepCore.Runtime",
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"SepCore.Procedure",
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"SepCore.Editor"
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"VampireLike.Editor"
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};
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/// <summary>
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@ -4,7 +4,7 @@ MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: -20
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@ -13,6 +13,7 @@ using UnityEngine.Networking;
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#else
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using UnityEngine.Experimental.Networking;
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#endif
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using Utility = GameFramework.Utility;
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namespace UnityGameFramework.Runtime
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{
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@ -14,6 +14,7 @@ using UnityEngine;
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using UnityEngine.Networking;
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#endif
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using UnityEngine.SceneManagement;
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using Utility = GameFramework.Utility;
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namespace UnityGameFramework.Runtime
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{
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@ -13,6 +13,7 @@ using UnityEngine.Networking;
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#else
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using UnityEngine.Experimental.Networking;
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#endif
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using Utility = GameFramework.Utility;
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namespace UnityGameFramework.Runtime
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{
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@ -3,7 +3,7 @@
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<ResourceBuilder>
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<Settings>
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<InternalResourceVersion>1</InternalResourceVersion>
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<Platforms>33</Platforms>
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<Platforms>1</Platforms>
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<AssetBundleCompression>1</AssetBundleCompression>
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<CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName>
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<AdditionalCompressionSelected>False</AdditionalCompressionSelected>
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@ -1,529 +0,0 @@
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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using System;
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using System.Linq;
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using SepCore.Event;
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using SepCore.DataTable;
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using SepCore.Definition;
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using SepCore.Entity;
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using SepCore.Components;
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using SepCore.CustomUtility;
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using SepCore.Simulation;
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using SepCore.EnemyManager;
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using SepCore.Procedure;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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public class RuntimeDebugPanelComponent : MonoBehaviour
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{
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private const float MinSpawnRate = 0.1f;
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private const float CornerTapWindow = 0.6f;
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private const int RequiredCornerTapCount = 3;
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private const int DebugHealAmount = 200;
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[Header("Window Content")] [SerializeField]
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private bool _showBuffSection = true;
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[SerializeField] private bool _showBattleOverview = true;
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[SerializeField] private bool _showCollisionStats = true;
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[SerializeField] private bool _showSpawnControls = true;
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[SerializeField] private bool _showBattleDurationControls = true;
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[SerializeField] private bool _showPlayerWeaponControls = true;
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[SerializeField] private bool _showPlayerHealthControls = true;
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[SerializeField] private bool _showTips = true;
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private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
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private bool _isPanelVisible;
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private int _windowId;
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private string _searchText = string.Empty;
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private int _selectedIndex;
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private int _addCount = 1;
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private Vector2 _buffScroll;
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private float _spawnRateScaleInput = 1f;
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private float _extendDurationSeconds = 30f;
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private DRProp[] _allProps = Array.Empty<DRProp>();
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private DRProp[] _filteredProps = Array.Empty<DRProp>();
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private string[] _displayNames = Array.Empty<string>();
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private int _cornerTapCount;
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private float _lastCornerTapTime = -10f;
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private bool _lockPlayerHealthToMax;
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private void Awake()
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{
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_windowId = GetInstanceID();
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}
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private void Update()
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{
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if (IsTogglePressed())
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{
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_isPanelVisible = !_isPanelVisible;
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}
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HandleCornerTapGesture();
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if (_lockPlayerHealthToMax)
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{
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KeepPlayerHealthAtMax();
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}
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}
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private void OnGUI()
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{
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DrawToggleButton();
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if (!_isPanelVisible) return;
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_windowRect = GUI.Window(_windowId, _windowRect, DrawWindow, "Runtime Debug Panel");
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}
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private void DrawToggleButton()
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{
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const float width = 64f;
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const float height = 30f;
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Rect buttonRect = new Rect(Screen.width - width - 12f, 10f, width, height);
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if (GUI.Button(buttonRect, "DEBUG"))
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{
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_isPanelVisible = !_isPanelVisible;
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}
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}
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private void DrawWindow(int windowId)
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{
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if (_showBuffSection)
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{
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EnsurePropList();
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}
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GUILayout.BeginVertical();
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bool hasPreviousSection = false;
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if (_showBuffSection)
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{
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DrawBuffSection();
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hasPreviousSection = true;
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}
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if (HasVisibleBattleSection())
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{
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if (hasPreviousSection)
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{
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GUILayout.Space(8f);
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GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
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GUILayout.Space(8f);
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}
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DrawBattleSection();
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hasPreviousSection = true;
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}
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if (_showTips)
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{
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if (hasPreviousSection)
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{
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GUILayout.Space(8f);
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}
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GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
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}
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GUILayout.EndVertical();
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GUI.DragWindow(new Rect(0, 0, 10000, 22));
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}
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private void DrawBuffSection()
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{
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GUILayout.Label("Buff Debug");
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GUILayout.BeginHorizontal();
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GUILayout.Label("Search", GUILayout.Width(52f));
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_searchText = GUILayout.TextField(_searchText);
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if (GUILayout.Button("Refresh", GUILayout.Width(80f)))
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{
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EnsurePropList(true);
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}
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GUILayout.EndHorizontal();
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ApplyFilter(_searchText);
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if (_displayNames.Length == 0)
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{
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GUILayout.Label("No Buff data. Enter battle and try again.");
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return;
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}
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_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
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_buffScroll = GUILayout.BeginScrollView(_buffScroll, GUILayout.Height(120f));
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_selectedIndex = GUILayout.SelectionGrid(_selectedIndex, _displayNames, 1);
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GUILayout.EndScrollView();
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DRProp selectedProp = GetSelectedProp();
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if (selectedProp == null) return;
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GUILayout.Label($"Selected: {selectedProp.Title} ({selectedProp.Rarity})");
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GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.Modifiers), GUILayout.Height(40f));
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GUILayout.BeginHorizontal();
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GUILayout.Label("Count", GUILayout.Width(52f));
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string addCountText = GUILayout.TextField(_addCount.ToString(), GUILayout.Width(60f));
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if (!int.TryParse(addCountText, out _addCount)) _addCount = 1;
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_addCount = Mathf.Clamp(_addCount, 1, 99);
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if (GUILayout.Button("Add Buff To Player", GUILayout.Height(24f)))
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{
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AddSelectedBuffToPlayer(selectedProp, _addCount);
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}
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GUILayout.EndHorizontal();
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}
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private void DrawBattleSection()
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{
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GUILayout.Label("Battle Debug");
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ProcedureGame procedure = GameEntry.Procedure.CurrentProcedure as ProcedureGame;
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EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
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Player player = FindPlayer();
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HealthComponent playerHealth = player != null ? player.GetComponent<HealthComponent>() : null;
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if (enemyManager == null)
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{
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GUILayout.Label("EnemyManager unavailable.");
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return;
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}
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if (procedure == null)
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{
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GUILayout.Label("ProcedureGame unavailable.");
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return;
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}
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if (_showBattleOverview)
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{
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GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
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GUILayout.Label(
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$"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
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GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
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}
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SimulationWorld simulationWorld = GameEntry.SimulationWorld;
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if (_showCollisionStats && simulationWorld != null)
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{
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GUILayout.Space(4f);
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GUILayout.Label(
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$"Collision Queries: total {simulationWorld.LastCollisionQueryCount} (Projectile {simulationWorld.LastProjectileCollisionQueryCount} / Area {simulationWorld.LastAreaCollisionQueryCount})");
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GUILayout.Label(
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$"Collision Candidates: total {simulationWorld.LastCollisionCandidateCount} (Projectile {simulationWorld.LastProjectileCollisionCandidateCount} / Area {simulationWorld.LastAreaCollisionCandidateCount})");
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GUILayout.Label(
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$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
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GUILayout.Label(
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$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
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if (simulationWorld.LastCollisionCandidateCount != 0)
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{
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Log.Info($"LastCollisionCandidateCount:{simulationWorld.LastCollisionCandidateCount}");
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}
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if (simulationWorld.LastResolvedAreaHitCount != 0)
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{
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Log.Info($"LastResolvedAreaHitCount:{simulationWorld.LastResolvedAreaHitCount}");
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}
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}
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if (_showSpawnControls)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label("Rate", GUILayout.Width(52f));
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string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
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if (float.TryParse(rateText, out float parsedRate))
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{
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||||
_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
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||||
}
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|
||||
if (GUILayout.Button("Apply", GUILayout.Width(70f)))
|
||||
{
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||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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||||
}
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if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
|
||||
{
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||||
_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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||||
}
|
||||
|
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if (GUILayout.Button("x2", GUILayout.Width(60f)))
|
||||
{
|
||||
_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showBattleDurationControls)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Add Sec", GUILayout.Width(52f));
|
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string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
|
||||
if (float.TryParse(durationText, out float parsedDuration))
|
||||
{
|
||||
_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
|
||||
{
|
||||
if (procedure.CurrentGameState is GameStateBattle gameState)
|
||||
{
|
||||
gameState.AddBattleDuration(_extendDurationSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showPlayerWeaponControls)
|
||||
{
|
||||
GUILayout.Label(
|
||||
$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUI.enabled = player != null;
|
||||
if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
|
||||
{
|
||||
player.SetWeaponEnabled(false);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
|
||||
{
|
||||
player.SetWeaponEnabled(true);
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showPlayerHealthControls)
|
||||
{
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label(
|
||||
$"Player HP: {(playerHealth == null ? "Unavailable" : $"{playerHealth.CurrentHealth}/{playerHealth.MaxHealth}")}");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUI.enabled = playerHealth != null;
|
||||
if (GUILayout.Button($"+{DebugHealAmount} HP", GUILayout.Height(24f)))
|
||||
{
|
||||
AddPlayerHealth(playerHealth, DebugHealAmount);
|
||||
}
|
||||
|
||||
if (GUILayout.Button(_lockPlayerHealthToMax ? "GodMode: ON" : "GodMode: OFF", GUILayout.Height(24f)))
|
||||
{
|
||||
_lockPlayerHealthToMax = !_lockPlayerHealthToMax;
|
||||
if (_lockPlayerHealthToMax)
|
||||
{
|
||||
RestorePlayerHealthToMax(playerHealth);
|
||||
}
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasVisibleBattleSection()
|
||||
{
|
||||
return _showBattleOverview ||
|
||||
_showCollisionStats ||
|
||||
_showSpawnControls ||
|
||||
_showBattleDurationControls ||
|
||||
_showPlayerWeaponControls ||
|
||||
_showPlayerHealthControls;
|
||||
}
|
||||
|
||||
private void EnsurePropList(bool force = false)
|
||||
{
|
||||
if (!force && _allProps != null && _allProps.Length > 0) return;
|
||||
|
||||
if (GameEntry.DataTable == null)
|
||||
{
|
||||
_allProps = Array.Empty<DRProp>();
|
||||
_filteredProps = Array.Empty<DRProp>();
|
||||
_displayNames = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
var table = GameEntry.DataTable.GetDataTable<DRProp>();
|
||||
_allProps = table != null ? table.ToArray() : Array.Empty<DRProp>();
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, Mathf.Max(0, _allProps.Length - 1));
|
||||
ApplyFilter(_searchText);
|
||||
}
|
||||
|
||||
private void ApplyFilter(string keyword)
|
||||
{
|
||||
if (_allProps == null || _allProps.Length == 0)
|
||||
{
|
||||
_filteredProps = Array.Empty<DRProp>();
|
||||
_displayNames = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (string.IsNullOrWhiteSpace(keyword))
|
||||
{
|
||||
_filteredProps = _allProps;
|
||||
}
|
||||
else
|
||||
{
|
||||
string search = keyword.Trim();
|
||||
_filteredProps = _allProps.Where(p =>
|
||||
p != null &&
|
||||
(p.Title?.IndexOf(search, StringComparison.OrdinalIgnoreCase) >= 0 ||
|
||||
p.Id.ToString().Contains(search))).ToArray();
|
||||
}
|
||||
|
||||
_displayNames = _filteredProps.Select(p => $"[{p.Id}] {p.Title} ({p.Rarity})").ToArray();
|
||||
if (_displayNames.Length == 0) _selectedIndex = 0;
|
||||
else _selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
|
||||
}
|
||||
|
||||
private DRProp GetSelectedProp()
|
||||
{
|
||||
if (_filteredProps == null || _filteredProps.Length == 0) return null;
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _filteredProps.Length - 1);
|
||||
return _filteredProps[_selectedIndex];
|
||||
}
|
||||
|
||||
private static Player FindPlayer()
|
||||
{
|
||||
return UnityEngine.Object.FindObjectOfType<Player>();
|
||||
}
|
||||
|
||||
private void KeepPlayerHealthAtMax()
|
||||
{
|
||||
Player player = FindPlayer();
|
||||
if (player == null) return;
|
||||
|
||||
HealthComponent playerHealth = player.GetComponent<HealthComponent>();
|
||||
if (playerHealth == null) return;
|
||||
|
||||
RestorePlayerHealthToMax(playerHealth);
|
||||
}
|
||||
|
||||
private static void AddPlayerHealth(HealthComponent playerHealth, int amount)
|
||||
{
|
||||
if (playerHealth == null || amount <= 0) return;
|
||||
if (playerHealth.CurrentHealth <= 0) return;
|
||||
|
||||
int maxHealth = playerHealth.MaxHealth;
|
||||
if (maxHealth <= 0) return;
|
||||
|
||||
int nextHealth = Mathf.Clamp(playerHealth.CurrentHealth + amount, 0, maxHealth);
|
||||
if (nextHealth == playerHealth.CurrentHealth) return;
|
||||
|
||||
playerHealth.CurrentHealth = nextHealth;
|
||||
PublishPlayerHealthChanged(playerHealth);
|
||||
}
|
||||
|
||||
private static void RestorePlayerHealthToMax(HealthComponent playerHealth)
|
||||
{
|
||||
if (playerHealth == null) return;
|
||||
if (playerHealth.CurrentHealth <= 0) return;
|
||||
|
||||
int maxHealth = playerHealth.MaxHealth;
|
||||
if (maxHealth <= 0 || playerHealth.CurrentHealth >= maxHealth) return;
|
||||
|
||||
playerHealth.CurrentHealth = maxHealth;
|
||||
PublishPlayerHealthChanged(playerHealth);
|
||||
}
|
||||
|
||||
private static void PublishPlayerHealthChanged(HealthComponent playerHealth)
|
||||
{
|
||||
if (playerHealth == null || GameEntry.Event == null) return;
|
||||
|
||||
GameEntry.Event.Fire(null,
|
||||
PlayerHealthChangeEventArgs.Create(0, playerHealth.CurrentHealth, playerHealth.MaxHealth));
|
||||
}
|
||||
|
||||
private static void AddSelectedBuffToPlayer(DRProp prop, int count)
|
||||
{
|
||||
Player player = FindPlayer();
|
||||
if (player == null || prop == null || prop.Modifiers == null) return;
|
||||
|
||||
int applyCount = Mathf.Clamp(count, 1, 99);
|
||||
for (int i = 0; i < applyCount; i++)
|
||||
{
|
||||
player.AddProp(new PropItem(prop.Modifiers, prop.Rarity, prop.Title, prop.IconAssetName));
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCornerTapGesture()
|
||||
{
|
||||
if (!TryGetTouchReleased(out Vector2 touchPosition)) return;
|
||||
if (touchPosition.x > 80f || touchPosition.y < Screen.height - 80f) return;
|
||||
|
||||
float now = Time.unscaledTime;
|
||||
if (now - _lastCornerTapTime > CornerTapWindow)
|
||||
{
|
||||
_cornerTapCount = 0;
|
||||
}
|
||||
|
||||
_lastCornerTapTime = now;
|
||||
_cornerTapCount++;
|
||||
|
||||
if (_cornerTapCount >= RequiredCornerTapCount)
|
||||
{
|
||||
_cornerTapCount = 0;
|
||||
_isPanelVisible = !_isPanelVisible;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsTogglePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard == null) return false;
|
||||
return keyboard.backquoteKey.wasPressedThisFrame || keyboard.f8Key.wasPressedThisFrame;
|
||||
#else
|
||||
return Input.GetKeyDown(KeyCode.BackQuote) || Input.GetKeyDown(KeyCode.F8);
|
||||
#endif
|
||||
}
|
||||
|
||||
private static bool TryGetTouchReleased(out Vector2 touchPosition)
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
Touchscreen touchscreen = Touchscreen.current;
|
||||
if (touchscreen == null)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
var touch = touchscreen.primaryTouch;
|
||||
if (!touch.press.wasReleasedThisFrame)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
touchPosition = touch.position.ReadValue();
|
||||
return true;
|
||||
#else
|
||||
if (Input.touchCount <= 0)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
Touch touch = Input.GetTouch(0);
|
||||
if (touch.phase != TouchPhase.Ended)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
touchPosition = touch.position;
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
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m_PVREnvironmentSampleCount: 512
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m_PVREnvironmentReferencePointCount: 2048
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m_PVRFilteringAtrousPositionSigmaDirect: 0.5
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m_PVRFilteringAtrousPositionSigmaIndirect: 2
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m_PVRFilteringAtrousPositionSigmaAO: 1
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m_PVRTiledBaking: 0
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m_NumRaysToShootPerTexel: -1
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m_RespectSceneVisibilityWhenBakingGI: 0
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guid: edd16bf2e418bec43bc774c7fc6c60d6
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folderAsset: yes
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timeCreated: 1528026145
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licenseType: Pro
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
|
|
|
|||
|
|
@ -1,31 +0,0 @@
|
|||
using System;
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
[Serializable]
|
||||
public abstract class AccessoryObjectData : EntityDataBase
|
||||
{
|
||||
[SerializeField] private int _ownerId = 0;
|
||||
|
||||
[SerializeField] private CampType _ownerCamp = CampType.Unknown;
|
||||
|
||||
public AccessoryObjectData(int entityId, int typeId, int ownerId, CampType ownerCamp)
|
||||
: base(entityId, typeId)
|
||||
{
|
||||
_ownerId = ownerId;
|
||||
_ownerCamp = ownerCamp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拥有者编号。
|
||||
/// </summary>
|
||||
public int OwnerId => _ownerId;
|
||||
|
||||
/// <summary>
|
||||
/// 拥有者阵营。
|
||||
/// </summary>
|
||||
public CampType OwnerCamp => _ownerCamp;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,20 +0,0 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
[Serializable]
|
||||
public class EffectData : EntityDataBase
|
||||
{
|
||||
[SerializeField]
|
||||
private float _keepTime = 0f;
|
||||
|
||||
public EffectData(int entityId, int typeId)
|
||||
: base(entityId, typeId)
|
||||
{
|
||||
_keepTime = 3f;
|
||||
}
|
||||
|
||||
public float KeepTime => _keepTime;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,51 +0,0 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
[Serializable]
|
||||
public abstract class EntityDataBase
|
||||
{
|
||||
[SerializeField] private int _id = 0;
|
||||
|
||||
[SerializeField] private int _typeId = 0;
|
||||
|
||||
[SerializeField] private Vector3 _position = Vector3.zero;
|
||||
|
||||
[SerializeField] private Quaternion _rotation = Quaternion.identity;
|
||||
|
||||
public EntityDataBase(int entityId, int typeId)
|
||||
{
|
||||
_id = entityId;
|
||||
_typeId = typeId;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实体编号。
|
||||
/// </summary>
|
||||
public int Id => _id;
|
||||
|
||||
/// <summary>
|
||||
/// 实体类型编号。
|
||||
/// </summary>
|
||||
public int TypeId => _typeId;
|
||||
|
||||
/// <summary>
|
||||
/// 实体位置。
|
||||
/// </summary>
|
||||
public Vector3 Position
|
||||
{
|
||||
get => _position;
|
||||
set => _position = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实体朝向。
|
||||
/// </summary>
|
||||
public Quaternion Rotation
|
||||
{
|
||||
get => _rotation;
|
||||
set => _rotation = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,27 +0,0 @@
|
|||
using System;
|
||||
using SepCore.Definition;
|
||||
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
[Serializable]
|
||||
public abstract class TargetableObjectData : EntityDataBase
|
||||
{
|
||||
private CampType _camp;
|
||||
|
||||
public TargetableObjectData(int entityId, int typeId, CampType camp)
|
||||
: base(entityId, typeId)
|
||||
{
|
||||
_camp = camp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 角色阵营。
|
||||
/// </summary>
|
||||
public CampType Camp => _camp;
|
||||
|
||||
/// <summary>
|
||||
/// 最大生命。
|
||||
/// </summary>
|
||||
public abstract int MaxHealthBase { get; }
|
||||
}
|
||||
}
|
||||
|
|
@ -1,41 +0,0 @@
|
|||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
|
||||
namespace SepCore.Event
|
||||
{
|
||||
public class DialogEventArgs : GameEventArgs
|
||||
{
|
||||
public static readonly int EventId = typeof(DialogEventArgs).GetHashCode();
|
||||
|
||||
public override int Id => EventId;
|
||||
|
||||
public int ButtonId { get; private set; }
|
||||
|
||||
public object UserData { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 创建 DialogEventArgs 事件示例
|
||||
/// </summary>
|
||||
/// <param name="buttonId">
|
||||
/// <list type="buttet">
|
||||
/// <item>1 为 ConfirmButton</item>
|
||||
/// <item>2 为 CancelButton</item>
|
||||
/// <item>3 为 OtherButton</item>
|
||||
/// </list>
|
||||
/// </param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <returns></returns>
|
||||
public static DialogEventArgs Create(int buttonId, object userData)
|
||||
{
|
||||
DialogEventArgs dialogEventArgs = ReferencePool.Acquire<DialogEventArgs>();
|
||||
dialogEventArgs.ButtonId = buttonId;
|
||||
dialogEventArgs.UserData = userData;
|
||||
return dialogEventArgs;
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
UserData = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,21 +0,0 @@
|
|||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
|
||||
namespace SepCore.Event
|
||||
{
|
||||
public class SelectRoleConfirmEventArgs : GameEventArgs
|
||||
{
|
||||
public static readonly int EventId = typeof(SelectRoleConfirmEventArgs).GetHashCode();
|
||||
|
||||
public override int Id => EventId;
|
||||
|
||||
public static SelectRoleConfirmEventArgs Create()
|
||||
{
|
||||
return ReferencePool.Acquire<SelectRoleConfirmEventArgs>();
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,26 +0,0 @@
|
|||
using GameFramework;
|
||||
using GameFramework.Event;
|
||||
|
||||
namespace SepCore.Event
|
||||
{
|
||||
public class SelectRoleHoverEventArgs : GameEventArgs
|
||||
{
|
||||
public static readonly int EventId = typeof(SelectRoleHoverEventArgs).GetHashCode();
|
||||
|
||||
public override int Id => EventId;
|
||||
|
||||
public int RoleId { get; private set; } = -1;
|
||||
|
||||
public static SelectRoleHoverEventArgs Create(int roleId)
|
||||
{
|
||||
var args = ReferencePool.Acquire<SelectRoleHoverEventArgs>();
|
||||
args.RoleId = roleId;
|
||||
return args;
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
RoleId = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +1,18 @@
|
|||
using UnityGameFramework.Runtime;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 游戏入口。
|
||||
/// </summary>
|
||||
public partial class GameEntry
|
||||
public partial class GameEntry : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取游戏基础组件。
|
||||
|
|
@ -129,4 +137,4 @@ public partial class GameEntry
|
|||
UI = UnityGameFramework.Runtime.GameEntry.GetComponent<UIComponent>();
|
||||
WebRequest = UnityGameFramework.Runtime.GameEntry.GetComponent<WebRequestComponent>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,15 +1,20 @@
|
|||
using SepCore.BuiltinData;
|
||||
using SepCore.DamageText;
|
||||
using SepCore.EnemyManager;
|
||||
using SepCore.HPBar;
|
||||
using SepCore.SpriteCache;
|
||||
using SepCore.UIRouter;
|
||||
using SepCore.Simulation;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using CustomComponent;
|
||||
using Simulation;
|
||||
using StarForce;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 游戏入口。
|
||||
/// </summary>
|
||||
public partial class GameEntry
|
||||
public partial class GameEntry : MonoBehaviour
|
||||
{
|
||||
public static BuiltinDataComponent BuiltinData { get; private set; }
|
||||
|
||||
|
|
@ -17,6 +22,10 @@ public partial class GameEntry
|
|||
|
||||
public static DamageTextComponent DamageText { get; private set; }
|
||||
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
public static RuntimeDebugPanelComponent RuntimeDebugPanel { get; private set; }
|
||||
#endif
|
||||
|
||||
public static EnemyManagerComponent EnemyManager { get; private set; }
|
||||
|
||||
public static SimulationWorld SimulationWorld { get; private set; }
|
||||
|
|
@ -30,8 +39,17 @@ public partial class GameEntry
|
|||
BuiltinData = UnityGameFramework.Runtime.GameEntry.GetComponent<BuiltinDataComponent>();
|
||||
HPBar = UnityGameFramework.Runtime.GameEntry.GetComponent<HPBarComponent>();
|
||||
DamageText = UnityGameFramework.Runtime.GameEntry.GetComponent<DamageTextComponent>();
|
||||
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
RuntimeDebugPanel = UnityGameFramework.Runtime.GameEntry.GetComponent<RuntimeDebugPanelComponent>();
|
||||
#endif
|
||||
|
||||
EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
|
||||
SimulationWorld = UnityGameFramework.Runtime.GameEntry.GetComponent<SimulationWorld>();
|
||||
if (SimulationWorld == null && Base != null)
|
||||
{
|
||||
SimulationWorld = Base.gameObject.AddComponent<SimulationWorld>();
|
||||
}
|
||||
SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
|
||||
UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 游戏入口。
|
||||
/// </summary>
|
||||
public partial class GameEntry : MonoBehaviour
|
||||
{
|
||||
private void Start()
|
||||
{
|
||||
InitBuiltinComponents();
|
||||
InitCustomComponents();
|
||||
}
|
||||
}
|
||||
|
|
@ -1,16 +0,0 @@
|
|||
{
|
||||
"name": "SepCore.Base",
|
||||
"rootNamespace": "SepCore.Base",
|
||||
"references": [
|
||||
"GUID:363c5eb08ff8e6a439b85e37b8c20d96"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
|
|
@ -1,62 +0,0 @@
|
|||
using GameFramework;
|
||||
|
||||
namespace SepCore.CustomUtility
|
||||
{
|
||||
public static class AssetUtility
|
||||
{
|
||||
public static string GetConfigAsset(string assetName, bool fromBytes)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
|
||||
}
|
||||
|
||||
public static string GetDataTableAsset(string assetName, bool fromBytes)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
|
||||
}
|
||||
|
||||
public static string GetFontAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
|
||||
}
|
||||
|
||||
public static string GetTMPFontAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
|
||||
}
|
||||
|
||||
public static string GetSceneAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
|
||||
}
|
||||
|
||||
public static string GetMusicAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
|
||||
}
|
||||
|
||||
public static string GetSoundAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
|
||||
}
|
||||
|
||||
public static string GetEntityAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
|
||||
}
|
||||
|
||||
public static string GetUIFormAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
|
||||
}
|
||||
|
||||
public static string GetUISoundAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
|
||||
}
|
||||
|
||||
public static string GetUITextureIconAsset(string assetName)
|
||||
{
|
||||
return Utility.Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
using System;
|
||||
using SepCore.Definition;
|
||||
using SepCore.Entity;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using Entity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class AbsorbComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -1,10 +1,10 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Entity.Weapon;
|
||||
using Entity;
|
||||
using Entity.Weapon;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class AttackComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -1,10 +1,10 @@
|
|||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using SepCore.Entity.Weapon;
|
||||
using SepCore.Entity;
|
||||
using Definition.DataStruct;
|
||||
using Entity.Weapon;
|
||||
using Entity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class BackpackComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -81,21 +81,14 @@ namespace SepCore.Components
|
|||
public bool AttachProp(PropItem prop)
|
||||
{
|
||||
_props.Add(prop);
|
||||
foreach (var modifier in prop.Modifiers)
|
||||
{
|
||||
_statComponent.AddModifier(modifier);
|
||||
}
|
||||
|
||||
prop.OnAttach(_statComponent);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool DetachProp(PropItem prop)
|
||||
{
|
||||
_props.Remove(prop);
|
||||
foreach (var modifier in prop.Modifiers)
|
||||
{
|
||||
_statComponent.RemoveModifier(modifier);
|
||||
}
|
||||
prop.OnDetach(_statComponent);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
using System;
|
||||
using SepCore.Event;
|
||||
using SepCore.Definition;
|
||||
using CustomEvent;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class HealthComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class InputComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -1,11 +1,13 @@
|
|||
using System;
|
||||
using SepCore.Definition;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Simulation;
|
||||
using CustomUtility;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using Entity;
|
||||
using Simulation;
|
||||
using UnityEngine;
|
||||
using SepCore.Debugger;
|
||||
using CustomDebugger;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class MovementComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.Components
|
||||
namespace Components
|
||||
{
|
||||
public class StatComponent : MonoBehaviour
|
||||
{
|
||||
|
|
@ -99,4 +100,4 @@ namespace SepCore.Components
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using Definition.DataStruct;
|
||||
using GameFramework;
|
||||
using StarForce;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class BuiltinDataComponent : GameFrameworkComponent
|
||||
{
|
||||
[SerializeField]
|
||||
private TextAsset m_BuildInfoTextAsset = null;
|
||||
|
||||
[SerializeField]
|
||||
private TextAsset m_DefaultDictionaryTextAsset = null;
|
||||
|
||||
[SerializeField]
|
||||
private UpdateResourceForm m_UpdateResourceFormTemplate = null;
|
||||
|
||||
private BuildInfo m_BuildInfo = null;
|
||||
|
||||
public BuildInfo BuildInfo
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_BuildInfo;
|
||||
}
|
||||
}
|
||||
|
||||
public UpdateResourceForm UpdateResourceFormTemplate
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_UpdateResourceFormTemplate;
|
||||
}
|
||||
}
|
||||
|
||||
public void InitBuildInfo()
|
||||
{
|
||||
if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
|
||||
{
|
||||
Log.Info("Build info can not be found or empty.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
|
||||
if (m_BuildInfo == null)
|
||||
{
|
||||
Log.Warning("Parse build info failure.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void InitDefaultDictionary()
|
||||
{
|
||||
if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
|
||||
{
|
||||
Log.Info("Default dictionary can not be found or empty.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
|
||||
{
|
||||
Log.Warning("Parse default dictionary failure.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,12 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GameFramework.ObjectPool;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DamageText
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class DamageTextComponent : GameFrameworkComponent
|
||||
{
|
||||
|
|
@ -75,4 +78,4 @@ namespace SepCore.DamageText
|
|||
_damageTextItemPool = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -3,7 +3,7 @@ using DG.Tweening;
|
|||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.DamageText
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class DamageTextItem : MonoBehaviour
|
||||
{
|
||||
|
|
@ -77,4 +77,4 @@ namespace SepCore.DamageText
|
|||
_sequence = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2,7 +2,7 @@ using GameFramework;
|
|||
using GameFramework.ObjectPool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.DamageText
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class DamageTextItemObject : ObjectBase
|
||||
{
|
||||
|
|
@ -0,0 +1,527 @@
|
|||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Components;
|
||||
using CustomEvent;
|
||||
using DataTable;
|
||||
using Definition.DataStruct;
|
||||
using Entity;
|
||||
using CustomUtility;
|
||||
using Procedure;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class RuntimeDebugPanelComponent : GameFrameworkComponent
|
||||
{
|
||||
private const float MinSpawnRate = 0.1f;
|
||||
private const float CornerTapWindow = 0.6f;
|
||||
private const int RequiredCornerTapCount = 3;
|
||||
private const int DebugHealAmount = 200;
|
||||
|
||||
[Header("Window Content")]
|
||||
[SerializeField] private bool _showBuffSection = true;
|
||||
[SerializeField] private bool _showBattleOverview = true;
|
||||
[SerializeField] private bool _showCollisionStats = true;
|
||||
[SerializeField] private bool _showSpawnControls = true;
|
||||
[SerializeField] private bool _showBattleDurationControls = true;
|
||||
[SerializeField] private bool _showPlayerWeaponControls = true;
|
||||
[SerializeField] private bool _showPlayerHealthControls = true;
|
||||
[SerializeField] private bool _showTips = true;
|
||||
|
||||
private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
|
||||
private bool _isPanelVisible;
|
||||
private int _windowId;
|
||||
|
||||
private string _searchText = string.Empty;
|
||||
private int _selectedIndex;
|
||||
private int _addCount = 1;
|
||||
private Vector2 _buffScroll;
|
||||
|
||||
private float _spawnRateScaleInput = 1f;
|
||||
private float _extendDurationSeconds = 30f;
|
||||
|
||||
private DRProp[] _allProps = Array.Empty<DRProp>();
|
||||
private DRProp[] _filteredProps = Array.Empty<DRProp>();
|
||||
private string[] _displayNames = Array.Empty<string>();
|
||||
|
||||
private int _cornerTapCount;
|
||||
private float _lastCornerTapTime = -10f;
|
||||
private bool _lockPlayerHealthToMax;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
_windowId = GetInstanceID();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (IsTogglePressed())
|
||||
{
|
||||
_isPanelVisible = !_isPanelVisible;
|
||||
}
|
||||
|
||||
HandleCornerTapGesture();
|
||||
if (_lockPlayerHealthToMax)
|
||||
{
|
||||
KeepPlayerHealthAtMax();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
DrawToggleButton();
|
||||
if (!_isPanelVisible) return;
|
||||
|
||||
_windowRect = GUI.Window(_windowId, _windowRect, DrawWindow, "Runtime Debug Panel");
|
||||
}
|
||||
|
||||
private void DrawToggleButton()
|
||||
{
|
||||
const float width = 64f;
|
||||
const float height = 30f;
|
||||
Rect buttonRect = new Rect(Screen.width - width - 12f, 10f, width, height);
|
||||
if (GUI.Button(buttonRect, "DEBUG"))
|
||||
{
|
||||
_isPanelVisible = !_isPanelVisible;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawWindow(int windowId)
|
||||
{
|
||||
if (_showBuffSection)
|
||||
{
|
||||
EnsurePropList();
|
||||
}
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
bool hasPreviousSection = false;
|
||||
if (_showBuffSection)
|
||||
{
|
||||
DrawBuffSection();
|
||||
hasPreviousSection = true;
|
||||
}
|
||||
|
||||
if (HasVisibleBattleSection())
|
||||
{
|
||||
if (hasPreviousSection)
|
||||
{
|
||||
GUILayout.Space(8f);
|
||||
GUILayout.Label(string.Empty, GUI.skin.horizontalSlider);
|
||||
GUILayout.Space(8f);
|
||||
}
|
||||
|
||||
DrawBattleSection();
|
||||
hasPreviousSection = true;
|
||||
}
|
||||
|
||||
if (_showTips)
|
||||
{
|
||||
if (hasPreviousSection)
|
||||
{
|
||||
GUILayout.Space(8f);
|
||||
}
|
||||
|
||||
GUILayout.Label("Tips: press `F8` or tap top-left corner 3 times to toggle.", GUILayout.Height(20f));
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUI.DragWindow(new Rect(0, 0, 10000, 22));
|
||||
}
|
||||
|
||||
private void DrawBuffSection()
|
||||
{
|
||||
GUILayout.Label("Buff Debug");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Search", GUILayout.Width(52f));
|
||||
_searchText = GUILayout.TextField(_searchText);
|
||||
if (GUILayout.Button("Refresh", GUILayout.Width(80f)))
|
||||
{
|
||||
EnsurePropList(true);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
ApplyFilter(_searchText);
|
||||
if (_displayNames.Length == 0)
|
||||
{
|
||||
GUILayout.Label("No Buff data. Enter battle and try again.");
|
||||
return;
|
||||
}
|
||||
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
|
||||
_buffScroll = GUILayout.BeginScrollView(_buffScroll, GUILayout.Height(120f));
|
||||
_selectedIndex = GUILayout.SelectionGrid(_selectedIndex, _displayNames, 1);
|
||||
GUILayout.EndScrollView();
|
||||
|
||||
DRProp selectedProp = GetSelectedProp();
|
||||
if (selectedProp == null) return;
|
||||
|
||||
GUILayout.Label($"Selected: {selectedProp.Title} ({selectedProp.Rarity})");
|
||||
GUILayout.Label(ItemDescUtility.CreatePropDescription(selectedProp.Modifiers), GUILayout.Height(40f));
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Count", GUILayout.Width(52f));
|
||||
string addCountText = GUILayout.TextField(_addCount.ToString(), GUILayout.Width(60f));
|
||||
if (!int.TryParse(addCountText, out _addCount)) _addCount = 1;
|
||||
_addCount = Mathf.Clamp(_addCount, 1, 99);
|
||||
|
||||
if (GUILayout.Button("Add Buff To Player", GUILayout.Height(24f)))
|
||||
{
|
||||
AddSelectedBuffToPlayer(selectedProp, _addCount);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawBattleSection()
|
||||
{
|
||||
GUILayout.Label("Battle Debug");
|
||||
ProcedureGame procedure = GameEntry.Procedure.CurrentProcedure as ProcedureGame;
|
||||
EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
|
||||
Player player = FindPlayer();
|
||||
HealthComponent playerHealth = player != null ? player.GetComponent<HealthComponent>() : null;
|
||||
|
||||
if (enemyManager == null)
|
||||
{
|
||||
GUILayout.Label("EnemyManager unavailable.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (procedure == null)
|
||||
{
|
||||
GUILayout.Label("ProcedureGame unavailable.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_showBattleOverview)
|
||||
{
|
||||
GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
|
||||
GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
|
||||
GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
|
||||
}
|
||||
|
||||
Simulation.SimulationWorld simulationWorld = GameEntry.SimulationWorld;
|
||||
if (_showCollisionStats && simulationWorld != null)
|
||||
{
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label(
|
||||
$"Collision Queries: total {simulationWorld.LastCollisionQueryCount} (Projectile {simulationWorld.LastProjectileCollisionQueryCount} / Area {simulationWorld.LastAreaCollisionQueryCount})");
|
||||
GUILayout.Label(
|
||||
$"Collision Candidates: total {simulationWorld.LastCollisionCandidateCount} (Projectile {simulationWorld.LastProjectileCollisionCandidateCount} / Area {simulationWorld.LastAreaCollisionCandidateCount})");
|
||||
GUILayout.Label(
|
||||
$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
|
||||
GUILayout.Label(
|
||||
$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
|
||||
if (simulationWorld.LastCollisionCandidateCount != 0)
|
||||
{
|
||||
Log.Info($"LastCollisionCandidateCount:{simulationWorld.LastCollisionCandidateCount}");
|
||||
}
|
||||
|
||||
if (simulationWorld.LastResolvedAreaHitCount != 0)
|
||||
{
|
||||
Log.Info($"LastResolvedAreaHitCount:{simulationWorld.LastResolvedAreaHitCount}");
|
||||
}
|
||||
}
|
||||
|
||||
if (_showSpawnControls)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Rate", GUILayout.Width(52f));
|
||||
string rateText = GUILayout.TextField(_spawnRateScaleInput.ToString("F2"), GUILayout.Width(60f));
|
||||
if (float.TryParse(rateText, out float parsedRate))
|
||||
{
|
||||
_spawnRateScaleInput = Mathf.Clamp(parsedRate, MinSpawnRate, 50f);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Apply", GUILayout.Width(70f)))
|
||||
{
|
||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
|
||||
{
|
||||
_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
|
||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("x2", GUILayout.Width(60f)))
|
||||
{
|
||||
_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
|
||||
enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showBattleDurationControls)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Add Sec", GUILayout.Width(52f));
|
||||
string durationText = GUILayout.TextField(_extendDurationSeconds.ToString("F0"), GUILayout.Width(60f));
|
||||
if (float.TryParse(durationText, out float parsedDuration))
|
||||
{
|
||||
_extendDurationSeconds = Mathf.Clamp(parsedDuration, 1f, 3600f);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
|
||||
{
|
||||
if (procedure.CurrentGameState is GameStateBattle gameState)
|
||||
{
|
||||
gameState.AddBattleDuration(_extendDurationSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showPlayerWeaponControls)
|
||||
{
|
||||
GUILayout.Label(
|
||||
$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUI.enabled = player != null;
|
||||
if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
|
||||
{
|
||||
player.SetWeaponEnabled(false);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
|
||||
{
|
||||
player.SetWeaponEnabled(true);
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
if (_showPlayerHealthControls)
|
||||
{
|
||||
GUILayout.Space(4f);
|
||||
GUILayout.Label(
|
||||
$"Player HP: {(playerHealth == null ? "Unavailable" : $"{playerHealth.CurrentHealth}/{playerHealth.MaxHealth}")}");
|
||||
GUILayout.BeginHorizontal();
|
||||
GUI.enabled = playerHealth != null;
|
||||
if (GUILayout.Button($"+{DebugHealAmount} HP", GUILayout.Height(24f)))
|
||||
{
|
||||
AddPlayerHealth(playerHealth, DebugHealAmount);
|
||||
}
|
||||
|
||||
if (GUILayout.Button(_lockPlayerHealthToMax ? "GodMode: ON" : "GodMode: OFF", GUILayout.Height(24f)))
|
||||
{
|
||||
_lockPlayerHealthToMax = !_lockPlayerHealthToMax;
|
||||
if (_lockPlayerHealthToMax)
|
||||
{
|
||||
RestorePlayerHealthToMax(playerHealth);
|
||||
}
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasVisibleBattleSection()
|
||||
{
|
||||
return _showBattleOverview ||
|
||||
_showCollisionStats ||
|
||||
_showSpawnControls ||
|
||||
_showBattleDurationControls ||
|
||||
_showPlayerWeaponControls ||
|
||||
_showPlayerHealthControls;
|
||||
}
|
||||
|
||||
private void EnsurePropList(bool force = false)
|
||||
{
|
||||
if (!force && _allProps != null && _allProps.Length > 0) return;
|
||||
|
||||
if (GameEntry.DataTable == null)
|
||||
{
|
||||
_allProps = Array.Empty<DRProp>();
|
||||
_filteredProps = Array.Empty<DRProp>();
|
||||
_displayNames = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
var table = GameEntry.DataTable.GetDataTable<DRProp>();
|
||||
_allProps = table != null ? table.ToArray() : Array.Empty<DRProp>();
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, Mathf.Max(0, _allProps.Length - 1));
|
||||
ApplyFilter(_searchText);
|
||||
}
|
||||
|
||||
private void ApplyFilter(string keyword)
|
||||
{
|
||||
if (_allProps == null || _allProps.Length == 0)
|
||||
{
|
||||
_filteredProps = Array.Empty<DRProp>();
|
||||
_displayNames = Array.Empty<string>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (string.IsNullOrWhiteSpace(keyword))
|
||||
{
|
||||
_filteredProps = _allProps;
|
||||
}
|
||||
else
|
||||
{
|
||||
string search = keyword.Trim();
|
||||
_filteredProps = _allProps.Where(p =>
|
||||
p != null &&
|
||||
(p.Title?.IndexOf(search, StringComparison.OrdinalIgnoreCase) >= 0 ||
|
||||
p.Id.ToString().Contains(search))).ToArray();
|
||||
}
|
||||
|
||||
_displayNames = _filteredProps.Select(p => $"[{p.Id}] {p.Title} ({p.Rarity})").ToArray();
|
||||
if (_displayNames.Length == 0) _selectedIndex = 0;
|
||||
else _selectedIndex = Mathf.Clamp(_selectedIndex, 0, _displayNames.Length - 1);
|
||||
}
|
||||
|
||||
private DRProp GetSelectedProp()
|
||||
{
|
||||
if (_filteredProps == null || _filteredProps.Length == 0) return null;
|
||||
_selectedIndex = Mathf.Clamp(_selectedIndex, 0, _filteredProps.Length - 1);
|
||||
return _filteredProps[_selectedIndex];
|
||||
}
|
||||
|
||||
private static Player FindPlayer()
|
||||
{
|
||||
return UnityEngine.Object.FindObjectOfType<Player>();
|
||||
}
|
||||
|
||||
private void KeepPlayerHealthAtMax()
|
||||
{
|
||||
Player player = FindPlayer();
|
||||
if (player == null) return;
|
||||
|
||||
HealthComponent playerHealth = player.GetComponent<HealthComponent>();
|
||||
if (playerHealth == null) return;
|
||||
|
||||
RestorePlayerHealthToMax(playerHealth);
|
||||
}
|
||||
|
||||
private static void AddPlayerHealth(HealthComponent playerHealth, int amount)
|
||||
{
|
||||
if (playerHealth == null || amount <= 0) return;
|
||||
if (playerHealth.CurrentHealth <= 0) return;
|
||||
|
||||
int maxHealth = playerHealth.MaxHealth;
|
||||
if (maxHealth <= 0) return;
|
||||
|
||||
int nextHealth = Mathf.Clamp(playerHealth.CurrentHealth + amount, 0, maxHealth);
|
||||
if (nextHealth == playerHealth.CurrentHealth) return;
|
||||
|
||||
playerHealth.CurrentHealth = nextHealth;
|
||||
PublishPlayerHealthChanged(playerHealth);
|
||||
}
|
||||
|
||||
private static void RestorePlayerHealthToMax(HealthComponent playerHealth)
|
||||
{
|
||||
if (playerHealth == null) return;
|
||||
if (playerHealth.CurrentHealth <= 0) return;
|
||||
|
||||
int maxHealth = playerHealth.MaxHealth;
|
||||
if (maxHealth <= 0 || playerHealth.CurrentHealth >= maxHealth) return;
|
||||
|
||||
playerHealth.CurrentHealth = maxHealth;
|
||||
PublishPlayerHealthChanged(playerHealth);
|
||||
}
|
||||
|
||||
private static void PublishPlayerHealthChanged(HealthComponent playerHealth)
|
||||
{
|
||||
if (playerHealth == null || GameEntry.Event == null) return;
|
||||
|
||||
GameEntry.Event.Fire(null,
|
||||
PlayerHealthChangeEventArgs.Create(0, playerHealth.CurrentHealth, playerHealth.MaxHealth));
|
||||
}
|
||||
|
||||
private static void AddSelectedBuffToPlayer(DRProp prop, int count)
|
||||
{
|
||||
Player player = FindPlayer();
|
||||
if (player == null || prop == null || prop.Modifiers == null) return;
|
||||
|
||||
int applyCount = Mathf.Clamp(count, 1, 99);
|
||||
for (int i = 0; i < applyCount; i++)
|
||||
{
|
||||
player.AddProp(new PropItem(prop.Modifiers, prop.Rarity, prop.Title, prop.IconAssetName));
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleCornerTapGesture()
|
||||
{
|
||||
if (!TryGetTouchReleased(out Vector2 touchPosition)) return;
|
||||
if (touchPosition.x > 80f || touchPosition.y < Screen.height - 80f) return;
|
||||
|
||||
float now = Time.unscaledTime;
|
||||
if (now - _lastCornerTapTime > CornerTapWindow)
|
||||
{
|
||||
_cornerTapCount = 0;
|
||||
}
|
||||
|
||||
_lastCornerTapTime = now;
|
||||
_cornerTapCount++;
|
||||
|
||||
if (_cornerTapCount >= RequiredCornerTapCount)
|
||||
{
|
||||
_cornerTapCount = 0;
|
||||
_isPanelVisible = !_isPanelVisible;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsTogglePressed()
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard == null) return false;
|
||||
return keyboard.backquoteKey.wasPressedThisFrame || keyboard.f8Key.wasPressedThisFrame;
|
||||
#else
|
||||
return Input.GetKeyDown(KeyCode.BackQuote) || Input.GetKeyDown(KeyCode.F8);
|
||||
#endif
|
||||
}
|
||||
|
||||
private static bool TryGetTouchReleased(out Vector2 touchPosition)
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
Touchscreen touchscreen = Touchscreen.current;
|
||||
if (touchscreen == null)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
var touch = touchscreen.primaryTouch;
|
||||
if (!touch.press.wasReleasedThisFrame)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
touchPosition = touch.position.ReadValue();
|
||||
return true;
|
||||
#else
|
||||
if (Input.touchCount <= 0)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
Touch touch = Input.GetTouch(0);
|
||||
if (touch.phase != TouchPhase.Ended)
|
||||
{
|
||||
touchPosition = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
touchPosition = touch.position;
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
@ -1,14 +1,16 @@
|
|||
using System.Collections.Generic;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using SepCore.Entity;
|
||||
using DataTable;
|
||||
using Definition.Enum;
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using GameFramework.Event;
|
||||
using SepCore.CustomUtility;
|
||||
using Procedure;
|
||||
using StarForce;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace SepCore.EnemyManager
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class EnemyManagerComponent : GameFrameworkComponent
|
||||
{
|
||||
|
|
@ -124,7 +126,7 @@ namespace SepCore.EnemyManager
|
|||
_nextSpawnTimes = null;
|
||||
|
||||
ClearEnemies();
|
||||
|
||||
|
||||
_currentEnemyCount = 0;
|
||||
}
|
||||
|
||||
|
|
@ -136,8 +138,10 @@ namespace SepCore.EnemyManager
|
|||
|
||||
if (_currentEnemyCount >= _spawnEnemyMaxCount) return;
|
||||
int entityPoolId = _currentSpawnEnemyId % _spawnEnemyMaxCount;
|
||||
var enemyData = EntityDataFactory.Create(entityPoolId, enemyType, _currentLevel);
|
||||
enemyData.Position = GetRandomPosition();
|
||||
var enemyData = new EnemyData(entityPoolId, enemyType, _currentLevel)
|
||||
{
|
||||
Position = GetRandomPosition()
|
||||
};
|
||||
_entity.ShowEnemy(enemyData);
|
||||
_currentSpawnEnemyId++;
|
||||
}
|
||||
|
|
@ -1,10 +1,19 @@
|
|||
using GameFramework.ObjectPool;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework.ObjectPool;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Entity;
|
||||
using Entity;
|
||||
using StarForce;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.HPBar
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class HPBarComponent : GameFrameworkComponent
|
||||
{
|
||||
|
|
@ -113,4 +122,4 @@ namespace SepCore.HPBar
|
|||
return hpBarItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,122 @@
|
|||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using Entity;
|
||||
using UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace StarForce
|
||||
{
|
||||
public class HPBarItem : MonoBehaviour
|
||||
{
|
||||
private const float AnimationSeconds = 0.3f;
|
||||
private const float KeepSeconds = 0.4f;
|
||||
private const float FadeOutSeconds = 0.3f;
|
||||
|
||||
[SerializeField]
|
||||
private Slider m_HPBar = null;
|
||||
|
||||
private Canvas m_ParentCanvas = null;
|
||||
private RectTransform m_CachedTransform = null;
|
||||
private CanvasGroup m_CachedCanvasGroup = null;
|
||||
private EntityBase m_Owner = null;
|
||||
private int m_OwnerId = 0;
|
||||
|
||||
public EntityBase Owner
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Owner;
|
||||
}
|
||||
}
|
||||
|
||||
public void Init(EntityBase owner, Canvas parentCanvas, float fromHPRatio, float toHPRatio)
|
||||
{
|
||||
if (owner == null)
|
||||
{
|
||||
Log.Error("Owner is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_ParentCanvas = parentCanvas;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
StopAllCoroutines();
|
||||
|
||||
m_CachedCanvasGroup.alpha = 1f;
|
||||
if (m_Owner != owner || m_OwnerId != owner.Id)
|
||||
{
|
||||
m_HPBar.value = fromHPRatio;
|
||||
m_Owner = owner;
|
||||
m_OwnerId = owner.Id;
|
||||
}
|
||||
|
||||
Refresh();
|
||||
|
||||
StartCoroutine(HPBarCo(toHPRatio, AnimationSeconds, KeepSeconds, FadeOutSeconds));
|
||||
}
|
||||
|
||||
public bool Refresh()
|
||||
{
|
||||
if (m_CachedCanvasGroup.alpha <= 0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Owner != null && Owner.Available && Owner.Id == m_OwnerId)
|
||||
{
|
||||
Vector3 worldPosition = m_Owner.CachedTransform.position + Vector3.forward;
|
||||
Vector3 screenPosition = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);
|
||||
|
||||
Vector2 position;
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)m_ParentCanvas.transform, screenPosition,
|
||||
m_ParentCanvas.worldCamera, out position))
|
||||
{
|
||||
m_CachedTransform.localPosition = position;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
m_CachedCanvasGroup.alpha = 1f;
|
||||
m_HPBar.value = 1f;
|
||||
m_Owner = null;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_CachedTransform = GetComponent<RectTransform>();
|
||||
if (m_CachedTransform == null)
|
||||
{
|
||||
Log.Error("RectTransform is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_CachedCanvasGroup = GetComponent<CanvasGroup>();
|
||||
if (m_CachedCanvasGroup == null)
|
||||
{
|
||||
Log.Error("CanvasGroup is invalid.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator HPBarCo(float value, float animationDuration, float keepDuration, float fadeOutDuration)
|
||||
{
|
||||
yield return m_HPBar.SmoothValue(value, animationDuration);
|
||||
yield return new WaitForSeconds(keepDuration);
|
||||
yield return m_CachedCanvasGroup.FadeToAlpha(0f, fadeOutDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,15 @@
|
|||
using GameFramework;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework.ObjectPool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.HPBar
|
||||
namespace StarForce
|
||||
{
|
||||
public class HPBarItemObject : ObjectBase
|
||||
{
|
||||
|
|
@ -0,0 +1,101 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Definition.Enum;
|
||||
using UnityGameFramework.Runtime;
|
||||
using UI;
|
||||
|
||||
namespace CustomComponent
|
||||
{
|
||||
public class UIRouterComponent : GameFrameworkComponent
|
||||
{
|
||||
private readonly Dictionary<UIFormType, IUIFormController> _routeControllers = new();
|
||||
|
||||
public void BindUIUseCase(UIFormType uiFormType, IUIUseCase useCase)
|
||||
{
|
||||
IUIFormController controller = GetOrCreateController(uiFormType);
|
||||
controller.BindUseCase(useCase);
|
||||
}
|
||||
|
||||
public int? OpenUI(UIFormType uiFormType, object userData = null)
|
||||
{
|
||||
IUIFormController controller = GetOrCreateController(uiFormType);
|
||||
return controller.OpenUI(userData);
|
||||
}
|
||||
|
||||
public void CloseUI(UIFormType uiFormType)
|
||||
{
|
||||
IUIFormController controller = GetOrCreateController(uiFormType);
|
||||
controller.CloseUI();
|
||||
}
|
||||
|
||||
private IUIFormController GetOrCreateController(UIFormType uiFormType)
|
||||
{
|
||||
if (_routeControllers.TryGetValue(uiFormType, out IUIFormController controller))
|
||||
{
|
||||
return controller;
|
||||
}
|
||||
|
||||
string typename = $"UI.{uiFormType}Controller";
|
||||
Type controllerType = Type.GetType(typename);
|
||||
if (controllerType == null)
|
||||
{
|
||||
controller = new DefaultUIFormController(uiFormType);
|
||||
}
|
||||
else
|
||||
{
|
||||
controller = (IUIFormController)Activator.CreateInstance(controllerType);
|
||||
}
|
||||
|
||||
_routeControllers.Add(uiFormType, controller);
|
||||
return controller;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
foreach (KeyValuePair<UIFormType, IUIFormController> pair in _routeControllers)
|
||||
{
|
||||
pair.Value.CloseUI();
|
||||
}
|
||||
|
||||
_routeControllers.Clear();
|
||||
}
|
||||
|
||||
private class DefaultUIFormController : IUIFormController
|
||||
{
|
||||
private readonly UIFormType _uiFormType;
|
||||
private int? _lastSerialId;
|
||||
|
||||
public DefaultUIFormController(UIFormType uiFormType)
|
||||
{
|
||||
_uiFormType = uiFormType;
|
||||
}
|
||||
|
||||
public int? OpenUI(object userData = null)
|
||||
{
|
||||
_lastSerialId = GameEntry.UI.OpenUIForm(_uiFormType, userData);
|
||||
return _lastSerialId;
|
||||
}
|
||||
|
||||
public void CloseUI()
|
||||
{
|
||||
if (_lastSerialId.HasValue)
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(_lastSerialId.Value);
|
||||
_lastSerialId = null;
|
||||
return;
|
||||
}
|
||||
|
||||
UGuiForm uiForm = GameEntry.UI.GetUIForm(_uiFormType);
|
||||
if (uiForm != null)
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(uiForm);
|
||||
}
|
||||
}
|
||||
|
||||
public void BindUseCase(IUIUseCase useCase)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8e8c4ca7b7a670745a789c67ac6c8e40
|
||||
guid: b3695ff420be99d44ab812d7e1863044
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
|
@ -1,8 +1,15 @@
|
|||
using System;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public static class BinaryReaderExtension
|
||||
{
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// Bullet config table.
|
||||
|
|
@ -2,7 +2,7 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DREnemy : DataRowBase
|
||||
{
|
||||
|
|
@ -1,8 +1,18 @@
|
|||
using System.IO;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
// 此文件由工具自动生成,请勿直接修改。
|
||||
// 生成时间:2021-06-16 21:54:35.576
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 实体表。
|
||||
|
|
@ -61,4 +71,4 @@ namespace SepCore.DataTable
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,8 @@
|
|||
using SepCore.Definition;
|
||||
using SepCore.CustomUtility;
|
||||
using Definition.Enum;
|
||||
using CustomUtility;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRGoods : DataRowBase
|
||||
{
|
||||
|
|
@ -1,9 +1,9 @@
|
|||
using System;
|
||||
using SepCore.CustomUtility;
|
||||
using SepCore.Definition;
|
||||
using CustomUtility;
|
||||
using Definition.Enum;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRLevel : DataRowBase
|
||||
{
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRLevelRarity : DataRowBase
|
||||
{
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
using SepCore.Definition;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using Newtonsoft.Json;
|
||||
using SepCore.CustomUtility;
|
||||
using CustomUtility;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRLevelUpReward : DataRowBase
|
||||
{
|
||||
|
|
@ -1,8 +1,22 @@
|
|||
using System.IO;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
// 此文件由工具自动生成,请勿直接修改。
|
||||
// 生成时间:2021-06-16 21:54:35.591
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 音乐配置表。
|
||||
|
|
@ -61,4 +75,4 @@ namespace SepCore.DataTable
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,10 @@
|
|||
using SepCore.Definition;
|
||||
using Definition.DataStruct;
|
||||
using Newtonsoft.Json;
|
||||
using SepCore.CustomUtility;
|
||||
using CustomUtility;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Definition.Enum;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRProp : DataRowBase
|
||||
{
|
||||
|
|
@ -1,10 +1,14 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using GameFramework;
|
||||
using SepCore.Definition;
|
||||
using StarForce;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
public class DRRole : DataRowBase
|
||||
{
|
||||
|
|
@ -132,4 +136,4 @@ namespace SepCore.DataTable
|
|||
ExpRequires = expRequires.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,18 @@
|
|||
using System.IO;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
// 此文件由工具自动生成,请勿直接修改。
|
||||
// 生成时间:2021-06-16 21:54:35.610
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 场景配置表。
|
||||
|
|
@ -68,4 +78,4 @@ namespace SepCore.DataTable
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,22 @@
|
|||
using System.IO;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
// 此文件由工具自动生成,请勿直接修改。
|
||||
// 生成时间:2021-06-16 21:54:35.625
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 声音配置表。
|
||||
|
|
@ -96,4 +110,4 @@ namespace SepCore.DataTable
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,22 @@
|
|||
using System.IO;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
// 此文件由工具自动生成,请勿直接修改。
|
||||
// 生成时间:2021-06-16 21:54:35.652
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 界面配置表。
|
||||
|
|
@ -82,4 +96,4 @@ namespace SepCore.DataTable
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,22 @@
|
|||
using System.IO;
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
// 此文件由工具自动生成,请勿直接修改。
|
||||
// 生成时间:2021-06-16 21:54:35.666
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 声音配置表。
|
||||
|
|
@ -75,4 +89,4 @@ namespace SepCore.DataTable
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,12 +1,14 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using GameFramework;
|
||||
using SepCore.Definition;
|
||||
using SepCore.CustomUtility;
|
||||
using CustomUtility;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.DataTable
|
||||
namespace DataTable
|
||||
{
|
||||
/// <summary>
|
||||
/// 武器表。
|
||||
|
|
@ -21,7 +23,7 @@ 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 +38,12 @@ 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 +114,7 @@ namespace SepCore.DataTable
|
|||
private void GeneratePropertyArray()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 解参数
|
||||
/// </summary>
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue