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58 Commits
Author SHA1 Message Date
basil 91b8e177c5 优化武器商品描述文本、修复敌人子弹无法击中玩家的bug 2026-09-26 22:55:52 +08:00
basil 051c075183 添加 ShopForm 下的 StatForm,展示玩家属性 2026-09-25 00:03:39 +08:00
basil c61eb7fb68 调整敌人经验配置、修复百分率属性问题 2026-09-24 23:03:59 +08:00
basil 02f4c67464 Phase 1: 复合属性修饰器管线与伤害结算系统 2026-09-24 22:37:22 +08:00
basil ba25ec1926 引入属性、伤害管线 2026-09-18 21:43:22 +08:00
basil 92e1ea0d55 简单重构拆分 SimulationWorld 2026-09-18 17:43:41 +08:00
basil 1e4d3ef8d7 清理 Player 以及相关组件 2026-09-15 11:31:20 +08:00
basil 88ed35e757 重构清理敌人类 2026-09-15 11:07:01 +08:00
basil 421f8bf619 整理武器配置和重构 2026-09-15 10:13:58 +08:00
basil 17ee268416 清理各个 Component 里的判断以及调用规范 2026-09-14 18:35:02 +08:00
basil 5fbeec2476 清理目录 2026-09-14 17:32:56 +08:00
basil 9c54905f85 整理 ShopUseCase 的相关脚本 2026-09-14 17:30:04 +08:00
basil b628a8537c 迁移剩下的 UI 到 Serialization 方式 2026-09-14 17:19:31 +08:00
basil 091a29db63 引入 UISerializationRoot 和 Item
- 完成 MenuForm 和 SelectRoleForm 的迁移
2026-09-13 22:18:29 +08:00
basil e2fdb660ab 清理无用素材 2026-09-13 20:46:16 +08:00
basil 7dc529a840 调整部分数据表配置,优化 SpriteCache 功能 2026-09-13 20:36:21 +08:00
basil de53890de6 迁移数据表到 Luban,移除 JsonNet、EnumUtility 2026-09-13 14:08:14 +08:00
basil 4003b3aaba 阶段性打包 2026-09-12 21:49:10 +08:00
basil 4250e48e22 修复 GameStateBattle -> GameStateShop/LevelUp 时的敌人异常残留问题
用一个 _isStopped 布尔门替代 id 追踪:

- OnReset 开头置 _isStopped = true
- OnInit 置 _isStopped = false
- OnShowEntitySuccess:只要 _isStopped 为真且是 Enemy 组,立即 HideEntity
- SpawnEnemyAsync await 恢复后也补一道 _isStopped 检查(若 await 拿到了 enemy 且已停战,直接 hide 不注册)——双保险

为什么这样对:停战窗口(Shop/LevelUp)期间本就不该有任何敌人,所以"停战期间出生的敌人一律 hide"在语义上完全正确,且不受 await 同步抽空、id 复用、加载时序任何影响。
2026-06-26 13:53:36 +08:00
basil c111170bb0 清理项目目录并进行一次打包验证 2026-06-25 20:47:15 +08:00
basil cc8982b131 推进计时器逻辑的集中管理
- 将敌人的攻击计时任务放到基类中进行创建
- 将 EnemySpawnScheduler 敌人生成调度器的刷怪计时任务迁移到 TimerComponent
2026-06-23 20:42:24 +08:00
basil 846e4d6f44 将 Weapon 攻击冷却计时器 由 Weapon 内部维护迁移到 TimerModule 维护 2026-06-18 23:23:29 +08:00
basil 25f36d38c9 将 Enemy 攻击冷却计时器 由 Enemy 内部维护迁移到 TimerModule 维护 2026-06-18 23:09:44 +08:00
basil 0dc5889417 导入 TimerModule 计时器模块 2026-06-18 22:50:46 +08:00
basil fbc7e66491 Delete ObjectBase.meta 2026-06-18 22:39:32 +08:00
basil 000984c676 refactor(EnemyManager): 性能优化与并发安全修复
- EnemyRegistry: 移除List冗余存储, Register/Remove从O(n)→O(1)
- 增加PruneInvalidEntries显式清理接口, 消除TryGet副作用
- Remove增加不存在告警, 防重复减成负数
- 增加CTS取消飞行中的异步生成, 关卡切换时取消+重建
- ClearEnemies先快照再遍历, 防Hide回调修改集合抛异常
- entityId去掉取模复用, 直接自增保证唯一
- Enemy EntityGroup调优: Capacity→10000, ReleaseInterval→30, ExpireTime→120
2026-06-18 17:06:10 +08:00
basil 49c300a10e Update EnemyManagerComponent.cs 2026-06-18 15:59:06 +08:00
basil 38849f5019 从 EnemyManager 里拆分出敌人的生成 2026-06-18 15:40:00 +08:00
basil 921193f469 从 EnemyManager 里拆分出敌人的注册/管理/查询功能 2026-06-18 15:33:36 +08:00
basil b6a13b18fc 从 EnemyManager 中拆分刷怪位置策略接口 2026-06-18 15:25:04 +08:00
basil 43f81c8926 将 ShopController 构建 Context 的功能迁移到 partial class 里,并调整了部分构建逻辑 2026-06-17 11:57:46 +08:00
basil 44f6729c1a 重构:调整目录结构和文件所属目录 2026-06-17 10:07:23 +08:00
basil 5c3b87ab3f 重构:统一 UI 模块目录结构规范
- 事件命名规范化:RefreshEventArgs → LevelUpRefreshEventArgs
- LevelUp 子组件目录调整:LevelUpRewardItem + LevelUpRewardItemContext 移动到 LevelUp/
- Shop 子组件目录调整:DisplayItem/DisplayListArea/GoodsItem/ShopGoodsItem 及其 Context/RawData 全部移动到 Shop/
- 删除冗余文件:LevelUpRewardItemRawData(从未被使用)
- 新增 ObjectPool 目录结构
- 更新 LevelUpController 和 LevelUpForm 中的事件引用
2026-06-17 09:50:47 +08:00
basil c30b256d7a 重构:修复 Shop 与 ItemTooltip 跨模块事件边界问题
- 将 _tooltipLocked 状态从 ItemTooltipController 移到 ShopController 维护
- DisplayItem 只发 Shop 模块 UI 事件(Hover/Lock/Hide)
- ItemTooltipForm 取消按钮发 ItemTooltip 模块事件自关闭
- ShopController 通过 UIRouter 跨模块控制 ItemTooltipForm
- 移除 DisplayItemHideEventArgs 的 Force 字段,分离两种关闭场景
2026-06-17 09:37:44 +08:00
basil 2590f31250 将原来遗漏的脚本文件夹改名为正确的 DisplayItemInfo -> ItemTooltip 2026-06-16 22:59:08 +08:00
basil 2ceaf1bcfe Merge branch 'main' of https://gitea.sepcomet.xyz/basil/vampire-like 2026-06-16 17:09:31 +08:00
SepComet 9049af7966 将 DisplayItemInfoForm 更名为 ItemTooltipForm 2026-06-16 17:09:21 +08:00
SepComet 1fe2f31ede 对 DisplayItemInfoForm 按 5 层 UI 规范做结构整理
- 删除无用的 DisplayItemInfoUseCase,转为轻量 UI(Controller + Context + View)
- RawData 类型安全:object Data 拆分为 WeaponData + PropItem
- View 事件规范:回收按钮改用 UI 专用事件,由 Controller 通过回调转发
- 简化 _locked 状态管理,统一在 CloseUIAsync 中清理
2026-06-16 17:09:21 +08:00
SepComet 68b9f98e0e 修复 CommonButton 导航功能失效的问题并重新绑定 UI 事件引用 2026-06-16 17:09:21 +08:00
SepComet 508d8352b2 合并 MenuForm 的 6 个按钮事件为 MenuButtonClickEventArgs
新增 MenuButtonId 枚举区分按钮来源,MenuController 改为单订阅 + switch 分派,删除 Menu{StartGame,File,Guide,Setting,Quit,About}EventArgs 及其 meta。MenuForm 的 OnXxxButtonClick 方法名按 prefab 反射绑定保留,仅薄薄转发到统一事件。
2026-06-16 17:09:21 +08:00
SepComet 11621ee1c9 为随机角色卡补 hover 反向链路
新增 SelectRoleClearEventArgs:hover 随机卡时清空选中状态,让上方属性区回到 _randomRoleCard。

- SelectRoleForm.OnRandomHoverEnter 上报事件
- SelectRoleUseCase.ClearSelection 重置 SelectedRoleId 并重建 RawData
- SelectRoleController 订阅事件并刷新 Context
- SelectRoleForm.prefab 随机卡 _onPointerEnterAction 绑定新方法
2026-06-16 17:09:21 +08:00
SepComet 0fb4ff01f9 重构随机角色卡交互并清理 SelectRoleForm 视图层
按 5 层 UI 规范的 §3.5(View 只消费 Context、不内嵌业务/数据筛选) 对 SelectRoleForm 视图侧做一轮收敛,顺带把"随机角色卡"与"角色槽"在结构层面分离,让 prefab 不再依赖 GetComponentsInChildren 顺序来跳过随机卡上的 RoleItem 占位。

RoleItem:
- UpdateShowRole() → OnHoverEnter()。原方法名与 Form/Controller 上曾经存在的 UpdateShowRole 同名,但语义完全不同(后者是切换属性卡显示,这里是上报 hover 事件),改名消除歧义,与 prefab 上 PointerEnter 绑定的实际语义对齐。
- 补 _context == null 早退,不再把 RoleId = -1 的"伪 hover"上报到下游、依赖 UseCase 端的哨兵兜底。

SelectRoleForm:
- 新增 OnRandomConfirmClick(),给随机角色卡的 CommonButton 提供独立的 Click 入口,直接发 SelectRoleConfirmEventArgs,不再借 RoleItem.OnConfirmRoleClick 这条路径。
- RefreshUI 由 while + 双下标(itemIndex / roleIndex 同步推进、itemIndex 起步为 1 跳过随机卡上的 RoleItem 占位)收成单下标 for,起步下标恢复 0;槽位不足时 OnReset 放在 SetActive(false) 之前,语义顺序更自然。
- 清掉未使用的 using System。
2026-06-16 17:09:21 +08:00
SepComet c5335078df 对 SelectRoleController 按 5 层 UI 规范的做一轮残留清理
死方法清理:
-删除SelectRoleController.UpdateShowRole(RolePropertyAreaContext)。该方法没有任何调用方:hover 切换走 OnSelectRoleHoverAsync 全量重建 RawData / Context,SelectRoleForm.prefab 上的 "UpdateShowRole" 绑定指向 RoleItem.UpdateShowRole(),与 Controller 同名方法无关。
- 同步把 SelectRoleForm.UpdateShowRole(bool, RolePropertyAreaContext) 收为 private,只保留 RefreshUI 内部调用入口。

日志 tag 修正:
- BindUseCase 的 Log.Error tag 由 "SelectRoleUseCase.BindUseCase()" 改回 "SelectRoleController.BindUseCase()"。
- OnSelectRoleHoverAsync 的 Log.Error tag 由 "SelectRoleController.OnMenuSelectRoleSelected()" 改为 "SelectRoleController.OnSelectRoleHoverAsync()",与方法名对齐。

handler 命名收敛(§6.3):
- OnMenuSelectRoleConfirm → OnSelectRoleConfirm,订阅 / 解订阅 /方法体内日志 tag 全部同步,与 OnSelectRoleReturn / OnSelectRoleHover 命名一致。

风格统一:
- OnSelectRoleReturn 的 sender 校验改为 IsCurrentFormEventSender,与 Hover / Confirm 路径保持一致;原先的窄校验 (sender is SelectRoleForm && sender == Form)语义不变,只是不再让两套写法并存。
- OpenUIAsync(SelectRoleRawData, float) 返回值由 UniTask<int?> 简化为 UniTask:全代码无人消费 serialId,基类抽象签名也是 UniTask,这条便利入口跟着对齐。
2026-06-16 17:09:20 +08:00
SepComet aca311dd60 5 层 UI 规范收敛 SelectRoleForm 的 RawData / Context
围绕规范 §3.2 / §3.4 / §8 整理 SelectRoleForm 的数据传输与展示模型,让两层各自只承担规范允许的职责,并把子组件归位到模块目录内。

RawData层:
- RolePropertyAreaRawData 移除展示串 InitialPropertyText,改为业务字段 StatModifier[] InitialProperties,并补回 RoleId,避免 RawData 携带已格式化的展示文本(违反 §3.2)。
- SelectRoleRawData 拆掉平铺的 RoleIds / RoleIconNames 平行数组与 SelectedRoleId / SelectedRoleName / SelectedRoleInitialProperties 哨兵字段,聚合为 RoleItemRawData[] RoleItems 与 RolePropertyAreaRawData SelectedRole(null 表示未选中),跟 Context 端的子结构形态对称。
- SelectRoleUseCase.BuildModel 同步改造为构造子 RawData,不再处理 -1 哨兵 ID。

Context 层:
- 删除 SelectRoleContext.RoleIds 冗余字段(信息已由 RoleItemContexts[i].RoleId 承载)。
- 新增 bool ShowRoleProperty,把"显示属性卡 vs 显示随机卡"从 RolePropertyAreaContext == null 的隐式哨兵改成显式信号;Form 端 UpdateShowRole 改为读 ShowRoleProperty 切换卡片,不再用 null 当三态信号。
- Controller.BuildContext 用 rawData.SelectedRole != null 取代 >= 0 判定,InitialPropertyText 仍由 Controller 通过 ItemDescUtility.CreatePropDescription 拼装后注入 Context。

目录归属
事件命名
2026-06-16 17:09:20 +08:00
SepComet d2ce741a37 按 UI 五层规范重构 SelectRoleForm 并整理事件目录
- SelectRoleForm 五层归位:UseCase 改为构造注入 IProcedureMenu(新增 Runtime/ProcedureInterface),RawData 暴露原始 StatModifier[] 而非展示串,Controller 复用 ItemDescUtility 拼装属性文本,并修复 OpenUIAsync(object) 合法 RawData 分支缺少 return 的误报路径
- StatModifier 去展示职责:删除 _statTypeNames / ToString,富文本格式化下沉到 Presentation 层的 ItemDescUtility.Describe(StatModifier),CreatePropDescription 改用统一入口
  - 事件目录按 UIForm 归档:Base/Event/UI/Menu/* 拆解到 SelectRoleForm/ MenuForm/ DialogForm/ DisplayItemInfoForm/ Combat/ 等各自子目录,MenuSelectRoleReturnEventArgs 改名 SelectRoleReturnEventArgs,语义归属本 UI 模块
- IUIFormController → IUIController 改名,联动 UIControllerBase / UIRouterComponent / Editor
- 同步更新 docs/UI-5层架构设计规范.md 中相关示例与 MenuForm.prefab、ProcedureMenu 引用
2026-06-16 17:09:20 +08:00
SepComet 1cd3936f49 接入菜单导航并改造通用按钮交互
- 将 CommonButton 改为基于 Unity Button 实现,保留原有 pointer enter、click、pointer exit 三类事件配置,同时接入 Selectable/Button 的导航、选中和提交能力。补充 CommonButton 自定义 Inspector,保留项目自定义事件与背景配置的编辑体验。

- 同步调整菜单相关 UI,将 StartMenuForm 迁移为 MenuForm,并更新 UIForm 配置、菜单 Controller/Form 以及相关 prefab 引用。更新多个 UI prefab 和通用按钮 prefab,使菜单、商店、角色选择、道具展示等界面能够使用新的按钮选中与导航交互。
2026-06-16 17:09:20 +08:00
SepComet 21d0b410b6 接入 Hud 输入提示并完善 InputModule 提示映射 2026-06-16 17:09:20 +08:00
basil e5630f0896 扩充道具系统并统一图标命名规范
- 为 20 个道具赋予中文名称(铁护腕、狂战士药剂等)
- 移除数据表 IconAssetName 列,改为按 `类型_{id}_icon`
  的命名约定自动推导图标路径
- 清理旧图标资源(Almighty_Icon、172 系列)
- 同步更新各数据表 Excel 源文件
2026-06-16 17:09:20 +08:00
SepComet db481ae0a8 引入 Cinemachine 和 CameraModule,添加摄像机跟随缓动效果 2026-06-16 17:09:19 +08:00
SepComet 649930c666 扩充游戏内容,保持敌人基本行为不变,使用缩放和颜色区分不同敌人 2026-06-16 17:09:19 +08:00
SepComet 29c4468d54 清理项目目录,引入 InputModule 做多平台输入适配 2026-06-16 17:09:19 +08:00
SepComet d28ccaa7f9 迁移 Coin/Exp/Projectile/Effect 实体的生成路径 2026-06-16 17:09:19 +08:00
SepComet 734f2cd5af 调整 EnemyManagerComponent 部分逻辑到异步操作 2026-06-16 17:09:19 +08:00
SepComet 0bab6ecbc5 迁移 Player/ProcedureGame/ShopUseCase 里的实体方法调用风格
- Player/ShopUseCase:调整了 Weapon 实体的打开方式
- ProcedureGame:调整初始化时的 Hud 和 Player 的初始化写法,流程更清楚
2026-06-16 17:09:19 +08:00
SepComet a721670b36 Update EntityAsyncExtension.cs
为 EntityAsyncExtension 添加了便利的打开各类实体的方法
2026-06-16 17:09:19 +08:00
SepComet 3b61e263cc 调整 UIRouter 的打开关闭 UI 的返回值,统一成 UniTask 2026-06-16 17:09:19 +08:00
SepComet fbb9e1e068 Update AsyncTaskHelper.cs
- WaitEventAsync<T>() 增加可选 CancellationToken
- WaitSuccessOrFailureAsync<TSuccess, TFailure>() 增加可选 CancellationToken
- 保持现有调用兼容:原来的参数顺序和默认行为不变
- 抽出统一完成/清理逻辑:
    - 成功
    - 失败
    - 超时
    - 取消

- 防止重复完成导致重复 Unsubscribe
- 超时任务在事件完成后会被取消,避免后台 delay 继续跑
- 取消时会反订阅事件,适合后续 Procedure 生命周期迁移
2026-06-16 17:09:19 +08:00
basil 170ea690b2 调整 SpriteCache 的读取资源方式
将原来 UGF 事件回调风格的调用改成使用 UniTask 的异步操作
2026-06-16 17:08:06 +08:00
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---
name: code-hygiene
description: >-
Inspect and clean up code in the Seek-Battle-Evacuate (SBE) project according to AGENTS.md
null-checking rules, error handling specifications, and anti-defensive programming guidelines.
Use this skill whenever the user asks to format code per AGENTS.md, clean up redundant null checks,
remove over-defensive fallbacks, or review code hygiene.
---
# SBE Code Hygiene & Defensive Cleanup
本技能用于规范 SBE 项目中的 C# 代码质量,消除过度防御(Over-Defensive Programming)、冗余判空与静默吞错,严格对齐 `AGENTS.md` 规范与敏捷“Fail Fast”(快速失败)原则。
---
## 一、三项核心红线(AGENTS.md 必须遵守)
1. **声明处已初始化的变量,之后绝对不判空**
- 坏:字段或局部变量已有 `= new List<T>()` / `= new Dictionary<...>()`,后续还写 `if (_list != null)`。
- 好:直接使用 `_list.Add(...)`、`_list.Clear()`。
2. **严禁静态兜底与静默回退(Fail Fast 原则)**
- 坏:找不到数据、缺少配置或解析异常时,返回硬编码默认值(如 `global != null ? global.Time : 250` 或 `if (cfg == null) return 10;`)。
- 好:异常路径直接 `Log.Error(...)` 报错并中断执行(`return` / 抛异常),绝不用伪造数据让程序带病运行。
3. **UI 序列化字段与 View 自动绑定字段不做判空**
- 坏:`if (View != null && View.sortButton != null)`、`[SerializeField] private Button _btn; ... if (_btn != null)`。
- 好:默认信任 Inspector 和 `UIAssetsTools` 自动绑定。若没绑定本应报错暴露,不加空防御掩盖。
---
## 二、六项常见“没必要”的过度防御与坏味道
在 Unity / UGF / C# 实际开发中,以下写法通常是冗余、降低代码可读性且增加维护负担的:
### 1. 集合遍历前的非空/长度双重检查
- **没必要**:
```csharp
if (list != null && list.Count > 0)
{
foreach (var item in list) { ... }
}
```
- **原则**:若列表规范为非空对象(即使为空也是包含 0 个元素的空列表),`foreach` 会自动直接跳过,根本无需任何 `if` 守卫:
```csharp
foreach (var item in list) { ... }
```
### 2. LINQ 与内建构造返回值的非空检查
- **没必要**:
```csharp
var results = items.Where(x => x.Active).ToList();
if (results != null) { ... } // ToList() 永远返回新 List 实例,永不为 null
```
- **原则**:直接使用 LINQ 投影/转换结果。
### 3. 内部私有辅助方法的层层重复防御
- **没必要**:公有入口方法已经做了入参断言/校验,拆分出来的内部私有方法 `private void ApplyCore(Item item)` 每一层都再写一遍 `if (item == null) return;`。
- **原则**:私有方法属于内部信任边界,保持干净直白,将校验集中在业务入口。
### 4. 字典的双重查找(Double Lookup)
- **没必要**:
```csharp
if (_dict.ContainsKey(key))
{
var val = _dict[key];
...
}
```
- **原则**:统一使用 `TryGetValue`,减少一次哈希哈希计算与冗余判断:
```csharp
if (_dict.TryGetValue(key, out var val))
{
...
}
```
### 5. 静默吞异常的空 Try-Catch
- **没必要**:
```csharp
try { DoSomething(); }
catch (Exception) { /* 留空,或者只 Log.Warning 假装没事 */ }
```
- **原则**:非预期异常必须 `Log.Error(...)` 暴露上下文并附带具体错误信息,绝不能掩盖致命逻辑错误或数据存盘缺失。
### 6. MonoBehaviour/实例方法内的自我判空
- **没必要**:在普通实例方法内部写 `if (this == null)`,或对由 Unity 生命周期保证的对象进行反复探测。
- **原则**:信任正常的组件调用生命周期。
---
## 三、代码排查与清理步骤(Runbook)
当用户发出整理请求时,按以下流程执行:
1. **识别范围**:
- 检查 `git status` 涉及修改的文件,或针对用户指定的代码文件。
2. **逐项审查**:
- [ ] 检查是否有 `[SerializeField]`、`View.xxx` 的判空,有则移除。
- [ ] 检查声明处赋值(如 `= new ...`)字段的二次判空,有则移除。
- [ ] 检查是否有配置读取、存档读取的三元默认值回退(`?:` 魔法数字),改为 `Log.Error` 并中断。
- [ ] 检查 `foreach` 外层是否有冗余的 `if (list != null && list.Count > 0)` 嵌套,若列表非空则拍平。
- [ ] 检查是否有空 `catch` 吞错。
3. **推演逻辑边界(静态检查)**:
- 确认移除防御后不会导致不可预知的崩溃;
- 确认异常路径是否确实按规范输出了 `Log.Error`。
4. **汇报改动**:
- 列出修改的文件路径;
- 简要说明移除了哪些冗余防御或规范了哪些异常断言。
+5
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@@ -0,0 +1,5 @@
# CodeGraph data files — local to each machine, not for committing.
# Ignore everything in .codegraph/ except this file itself, so transient
# files (the database, daemon.pid, sockets, logs) never show up in git.
*
!.gitignore
+1 -5
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@@ -88,9 +88,5 @@ crashlytics-build.properties
~$*.xlsx ~$*.xlsx
Assets/GameMain/Configs/ResourceBuilder.xml Assets/GameMain/Configs/ResourceBuilder.xml
/.dotnet
/.omx
/.vscode /.vscode
/openspec/changes/archive /Tools/make_atlas/input
/.omc
/.claude
-6
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@@ -1,6 +0,0 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
+39 -17
View File
@@ -1,23 +1,45 @@
# Repository Guidelines # AGENTS.md
## Project Structure & Module Organization 单人 3d 类吸血鬼幸存者游戏原型。Unity 2022.3.62f3,框架为 GameFramework(UGF,源码在 `Assets/GameFramework/`),配置表用 Luban,插件有 UniTask、DOTween 等。
`Assets/GameMain/Scripts` holds gameplay code, organized by domain such as `Components`, `Entity`, `Procedure`, `Simulation`, `UI`, and `Editor`. Scenes live in `Assets/GameMain/Scenes`, and `Assets/Launcher.unity` is the normal local entry point. Shared framework code is under `Assets/GameFramework`; third-party code and packages live in `Assets/Plugins` and `Packages/`. Automated tests are in `Assets/Tests/Simulation/{EditMode,PlayMode}`. Design notes and change proposals are tracked in `docs/` and `openspec/`. GameFramework build and resource configs live in `Assets/GameMain/Configs`.
## Build, Test, and Development Commands ## 主要目录
- `Unity.exe -projectPath .` opens the project in Unity `2022.3.62f3c1`.
- Open `VampireLike.sln` in Rider or Visual Studio for C# editing.
- Open `Assets/Launcher.unity` and press Play to run the main loop locally.
- `Unity.exe -batchmode -nographics -projectPath . -runTests -testPlatform EditMode -testResults Logs/editmode-test-results.xml -logFile Logs/editmode-tests.log -quit` runs EditMode tests.
- `Unity.exe -batchmode -nographics -projectPath . -runTests -testPlatform PlayMode -testResults Logs/playmode-test-results.xml -logFile Logs/playmode-tests.log -quit` runs PlayMode tests.
## Coding Style & Naming Conventions | 路径 | 内容 |
Use C# with 4-space indentation and K&R braces. Keep one main type per file, and match file names to type names. Use `PascalCase` for public types and members, `camelCase` for locals and parameters, and `[SerializeField] private` for Inspector-facing fields. Match nearby namespaces and folder boundaries (`Simulation`, `Entity`, `UI`, etc.). Read and edit text files using `UTF-8`, and use `LF` line endings. No repo-local linter or `.editorconfig` is committed, so use Rider/VS formatting and follow surrounding code. When adding or moving Unity assets, always commit the paired `.meta` files. | --- | --- |
| `Assets/GameMain/Scripts/Base/` | 程序集 `SepCore.Base`:常量、存档数据结构(`Definition/DataStruct/`)、Luban 生成代码(`Gen/`) |
| `Assets/GameMain/Scripts/Runtime/` | 程序集 `SepCore.Runtime`:战斗内核(`Battle/`)、自定义组件(`CustomComponent/` 下 Luban、Random、Run、Save)、UIBase |
| `Assets/GameMain/Scripts/UI/` | 程序集 `SepCore.Presentation`:各界面 Form/View |
| `Assets/GameMain/Scripts/Procedure/`、`Editor/` | UGF 流程、编辑器工具 |
| `Assets/GameMain/Scripts/Tests/EditMode/` | EditMode 测试 |
| `数据表/` | Luban 源:`Datas/*.xlsx`(`__tables__.xlsx` 注册)、`Defines/`、导出脚本 `gen_cli.sh` / `gen_cli.bat` |
| `Docs/GameDesign/`、`Docs/Tech/` | 设计文档;技术文档(Luban、存档、UI、战斗 TODO) |
## Testing Guidelines ## 生成代码不可手改
Tests use Unity Test Framework with NUnit. Name files `*Tests.cs`. Put pure logic coverage in EditMode tests and runtime or scene behavior in PlayMode tests. There is no fixed coverage percentage, but changes to simulation, combat, procedures, or UI flow should ship with new or updated tests in `Assets/Tests`.
## Commit & Pull Request Guidelines - `Scripts/Base/Gen/` 全部由 Luban 导出。改表只改 `数据表/Datas/` 源表,再运行 `数据表/gen_cli.sh`(Windows 也可 `gen_cli.bat`)。
Recent history favors short, imperative commit subjects such as `fix test sample`, `Update NearestTargetSelector.cs`, and `Cleanup 1`. Keep commits focused and add module context when helpful, for example `Simulation: tighten collision query pruning`. PRs should include a behavior summary, linked task or issue, tests run, and screenshots or video for UI or scene changes. - `Scripts/UI/` 下的 `XxxForm.cs` / `XxxView.cs` 由 `UIAssetsTools` 生成(文件头有 `// <auto-generated />`)。业务逻辑写在同名 `XxxForm.Logic.cs` partial 中;prefab 上要暴露给代码的组件在 `UISerializationItem` 登记变量名后重新构建(编辑器菜单 `Utility/UI/Build UI Prefabs`)。
## Repository Hygiene ## UI 常见坑(详见 `Docs/Tech/UIMaintenance.md`)
Do not commit generated Unity output such as `Library/`, `Temp/`, `Logs/`, `obj/`, generated `.csproj`, or `.sln` files. Review changes to `Assets/GameMain/Configs/*.xml` and `Assets/StreamingAssets` carefully because they affect packaging and runtime resources.
- UGF 只对顶级 Form 调用 `OnInit/OnOpen/OnClose` 生命周期;**嵌套 Form 的这些方法永远不会执行**。事件绑定用幂等模式(`_listenersBound` 标志 + `EnsureXxx()`),放在能力入口(如 `Refresh`)里。
- 子 Form 只提供能力(public 方法,幂等可重入),数据由调用方传入;只有顶级 Form 有编排权。子组件向上通信用 `GameEntry.Event.Fire` + `XxxEventArgs`(放 `Scripts/Base/Event/UIForm/`,`ReferencePool` + `Create`/`Clear`),禁止反向持有父 Form。
## Luban 约定(详见 `docs/tech/01_LubanDataTable.md`)
- 表名小写 `tbxxxconfig`:Excel 表名、导出文件名、`Tables` 构造参数、`TableNames` 数组四处必须一致。
- 访问入口 `GameEntry.Luban.Get<T>(id)` / `GetTable<T>()`;单行表(`mode=one`,如 `tbglobalconfig`)不注册访问器,走 `Tables.TbXxxConfig.Data`。
- 从 Luban 里取出的数据默认其有效,业务代码不对其是否有效做判断。
## 判空与错误处理
- 声明处已经初始化赋值的变量,之后**不再对它判空**。
- 不做静态回退(不用默认值/兜底逻辑静默继续);异常路径直接 `Log.Error(...)` 抛出(UGF 的 `Log`,支持格式串,如 `Log.Error("Entity data is invalid.")`)。
- UI 的序列化字段(`[SerializeField]` 及 View 生成的引用)**不做判空检查**,默认已在 Inspector 中赋值。
- GameEntry 中提供的静态入口不对其进行判空,默认其不为空。
- 对于从 Luban 中取出的数据,默认其是有效且不为空的,代码里不对其做任何有效性检测
## 代码风格
- 命名:public 成员大驼峰(`EncounterId`、`RoundNumber`);私有字段 `_` 前缀 + 小驼峰(`_random`、`_view`),序列化字段写作 `[SerializeField] private XxxView _view = null;`;方法(含 private)大驼峰。
- 程序集拆分为 `SepCore.Base / Runtime / Presentation / Procedure / Editor` + `Tests`(仅 Editor 平台)+ `Luban.Runtime`;跨程序集引用参考各 `.asmdef` 的 GUID 列表。
- 命名空间跟随程序集根(如 `SepCore.Battle`、`SepCore.Definition`)。
+5 -5
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@@ -2,14 +2,14 @@
<UnityGameFramework> <UnityGameFramework>
<ResourceBuilder> <ResourceBuilder>
<Settings> <Settings>
<InternalResourceVersion>1</InternalResourceVersion> <InternalResourceVersion>3</InternalResourceVersion>
<Platforms>33</Platforms> <Platforms>32</Platforms>
<AssetBundleCompression>1</AssetBundleCompression> <AssetBundleCompression>1</AssetBundleCompression>
<CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName> <CompressionHelperTypeName>UnityGameFramework.Runtime.DefaultCompressionHelper</CompressionHelperTypeName>
<AdditionalCompressionSelected>False</AdditionalCompressionSelected> <AdditionalCompressionSelected>False</AdditionalCompressionSelected>
<ForceRebuildAssetBundleSelected>True</ForceRebuildAssetBundleSelected> <ForceRebuildAssetBundleSelected>False</ForceRebuildAssetBundleSelected>
<BuildEventHandlerTypeName>VampireLike.Editor.VampireLikeBuildEventHandler</BuildEventHandlerTypeName> <BuildEventHandlerTypeName>SepCore.Editor.DefaultBuildEventHandler</BuildEventHandlerTypeName>
<OutputDirectory>D:/Learn/GameLearn/UnityProjects/VampireLike/bin/AssetBundles</OutputDirectory> <OutputDirectory>D:/UnityProjects/VampireLike/bin/AssetBundles</OutputDirectory>
<OutputPackageSelected>True</OutputPackageSelected> <OutputPackageSelected>True</OutputPackageSelected>
<OutputFullSelected>True</OutputFullSelected> <OutputFullSelected>True</OutputFullSelected>
<OutputPackedSelected>True</OutputPackedSelected> <OutputPackedSelected>True</OutputPackedSelected>
+94 -36
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@@ -11,7 +11,6 @@
<Resource Name="Localization/Dictionaries" Variant="zh-cn" FileSystem="UI" LoadType="0" Packed="True" ResourceGroups="Base" /> <Resource Name="Localization/Dictionaries" Variant="zh-cn" FileSystem="UI" LoadType="0" Packed="True" ResourceGroups="Base" />
<Resource Name="Localization/Dictionaries" Variant="zh-tw" FileSystem="UI" LoadType="0" Packed="True" ResourceGroups="Base" /> <Resource Name="Localization/Dictionaries" Variant="zh-tw" FileSystem="UI" LoadType="0" Packed="True" ResourceGroups="Base" />
<Resource Name="Materials" FileSystem="Resources" LoadType="0" Packed="True" /> <Resource Name="Materials" FileSystem="Resources" LoadType="0" Packed="True" />
<Resource Name="Meshes" FileSystem="Resources" LoadType="0" Packed="True" />
<Resource Name="Music/About" FileSystem="Resources" LoadType="0" Packed="True" ResourceGroups="Music" /> <Resource Name="Music/About" FileSystem="Resources" LoadType="0" Packed="True" ResourceGroups="Music" />
<Resource Name="Music/Background" FileSystem="Resources" LoadType="0" Packed="True" ResourceGroups="Music" /> <Resource Name="Music/Background" FileSystem="Resources" LoadType="0" Packed="True" ResourceGroups="Music" />
<Resource Name="Music/Menu" FileSystem="Resources" LoadType="0" Packed="True" ResourceGroups="Music" /> <Resource Name="Music/Menu" FileSystem="Resources" LoadType="0" Packed="True" ResourceGroups="Music" />
@@ -29,173 +28,232 @@
<Resource Name="URPAssets" LoadType="0" Packed="True" /> <Resource Name="URPAssets" LoadType="0" Packed="True" />
</Resources> </Resources>
<Assets> <Assets>
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# Id 策划备注 EntityId MaxHealth HpAddPerLevel AttackDamage AttackCooldown AttackRange Speed CoinDrop ExpDrop DropPercent Scale Color Params
# int int int int int float float float int int float float string string
# 敌人编号 策划备注 实体编号 最大生命 每关卡增加生命 基础伤害 攻击间隔 攻击范围 移动速度 金币掉落 经验掉落 掉落概率 缩放 颜色 额外参数
1 近战敌人 101 50 50 1 1 1.5 3 5 1 0.3 1 #44FF44 []
2 远程敌人 102 40 40 1 2 8 2.5 4 2 0.2 1 #FF44FF []
3 蝙蝠(快) 101 20 15 1 0.8 1.2 6 3 1 0.4 0.5 #FF4444 []
4 骷髅兵(中) 101 80 60 2 1.2 1.8 2.5 6 2 0.3 1.3 #CCCCCC []
5 骷髅巨人(坦克) 101 200 120 3 2.5 2.5 1.5 10 3 0.25 2 #888888 []
6 幽灵(远程变体) 102 30 25 1 1.5 10 3 5 2 0.3 0.8 #88CCFF []
7 火焰法师(远程精英) 102 60 45 2 1 12 2 8 3 0.2 1.2 #FF8800 []
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# 实体表
# Id AssetName
# int string
# 实体编号 策划备注 资源名称
11 跟随相机 FollowCamera
1001 测试玩家 Player
101 近战敌人 MeleeEnemy
102 远程敌人 RemoteEnemy
201 武器小刀 WeaponKnife
202 武器手枪 WeaponHandgun
203 武器斧头 WeaponSlash
204 武器闪电 WeaponLightning
205 武器长枪 WeaponLance
10001 金币实体 CoinEntity
10002 经验实体 ExpEntity
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# Id 列1 GoodsType GoodsTypeId
# int GoodsType int
# 商品编号 策划备注 商品类型 商品对应物品Id
101 道具:药 Prop 101
102 小刀 Weapon 1
103 Prop 102
104 Prop 103
105 Prop 104
106 Weapon 2
107 Prop 105
108 Prop 106
109 Prop 107
110 Prop 108
111 Prop 109
112 Prop 110
113 Prop 111
114 Prop 112
115 Prop 113
116 Prop 114
117 Prop 115
118 Prop 116
119 Prop 117
120 Prop 118
121 Prop 119
122 Prop 120
123 Weapon 3
124 Weapon 4
125 Weapon 5
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# Id 列1 EnemyTypes EntityCounts Interval Duration
# int int[] int[] float[] int
# 关卡号 策划备注 敌人类型 每次出怪数量 每次出怪间隔 关卡时间
1 第一关-新手引导 [1,2] [5,2] [4,5] 60
2 第二关-纯近战试炼 [1] [8] [3.5] 60
3 第三关-蝙蝠来袭 [1,3] [6,4] [3.5,3] 60
4 第四关-骷髅军团 [4,2] [6,4] [3,4] 60
5 第五关-近战海 [1,3] [10,5] [2.5,2] 60
6 第六关-幽灵之森 [4,6] [6,5] [3,3.5] 70
7 第七关-游击战 [3,6] [5,4] [3,3] 70
8 第八关-精英登场 [1,5,7] [8,2,3] [3,8,5] 80
9 第九关-生存极限 [4,5,7] [8,3,4] [2.5,6,3] 90
10 第十关-最终决战 [3,5,6,7] [10,3,5,4] [2,8,3,4] 120
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# Id 列1 LevelMin LevelMax WhiteWeight GreenWeight BlueWeight PurpleWeight RedWeight SumWeight
# int float float float float float float float float
# 概率编号 策划备注 关卡左区间 关卡右区间 白色掉落率 绿色掉落率 蓝色掉落率 紫色掉落率 红色掉落率 总掉落率(不需要读取)
1 1 3 75 20 4 1 0 100
2 4 5 30 50 15 4 1 100
3 6 10 10 20 40 20 10 100
@@ -1,21 +0,0 @@
# Id 列1 Title Rarity Modifiers
# int string RarityType StatModifier[]
# 奖励编号 策划备注 奖励名 道具品质 道具属性
101 测试道具 肌肉 White [{"StatType":"Attack","Value":0.05,"IsPercent":true}]
102 牙齿 White [{"StatType":"Attack","Value":0.05,"IsPercent":true}]
103 脑 White [{"StatType":"Critical","Value":0.05,"IsPercent":true}]
104 鼻子 White [{"StatType":"AbsorbRange","Value":0.05,"IsPercent":true}]
105 腿 White [{"StatType":"MovementSpeed","Value":0.05,"IsPercent":true}]
106 眼睛 White [{"StatType":"MaxHealth","Value":0.05,"IsPercent":true}]
107 肌肉 Green [{"StatType":"Attack","Value":0.15,"IsPercent":true}]
108 牙齿 Green [{"StatType":"Attack","Value":0.15,"IsPercent":true}]
109 脑 Green [{"StatType":"Critical","Value":0.15,"IsPercent":true}]
110 鼻子 Green [{"StatType":"AbsorbRange","Value":0.15,"IsPercent":true}]
111 腿 Green [{"StatType":"MovementSpeed","Value":0.15,"IsPercent":true}]
112 眼睛 Green [{"StatType":"MaxHealth","Value":0.15,"IsPercent":true}]
113 肌肉 Blue [{"StatType":"Attack","Value":0.3,"IsPercent":true}]
114 牙齿 Blue [{"StatType":"Attack","Value":0.3,"IsPercent":true}]
115 脑 Blue [{"StatType":"Critical","Value":0.3,"IsPercent":true}]
116 鼻子 Blue [{"StatType":"AbsorbRange","Value":0.3,"IsPercent":true}]
117 腿 Blue [{"StatType":"MovementSpeed","Value":0.3,"IsPercent":true}]
118 眼睛 Blue [{"StatType":"MaxHealth","Value":0.3,"IsPercent":true}]
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# Id 列1 AssetName
# int string
# 音乐编号 策划备注 资源名称
1 菜单音乐 music_menu
2 战斗音乐 music_background
3 关于音乐 music_about
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# Id 列1 Title Rarity Price PriceRandomPercent Modifiers
# int string RarityType int float StatModifier[]
# 道具编号 策划备注 道具名 道具品质 道具价格 价格浮动 道具属性
101 铁护腕 White 119 0.0500000007450581 [{"StatType":"Attack","Value":10,"IsPercent":false},{"StatType":"Defense","Value":12,"IsPercent":false}]
102 狂战士药剂 Green 225 0.0799999982118607 [{"StatType":"MaxHealth","Value":53,"IsPercent":false},{"StatType":"AttackSpeed","Value":0.09,"IsPercent":true},{"StatType":"Attack","Value":11,"IsPercent":false}]
103 龙鳞护符 Blue 329 0.100000001490116 [{"StatType":"Critical","Value":15,"IsPercent":false},{"StatType":"CriticalDamage","Value":21,"IsPercent":false},{"StatType":"Defense","Value":23,"IsPercent":false}]
104 泰坦壁垒 Red 423 0.119999997317791 [{"StatType":"Defense","Value":79,"IsPercent":false}]
105 轻便短靴 White 120 0.0500000007450581 [{"StatType":"MovementSpeed","Value":0.8,"IsPercent":false},{"StatType":"Attack","Value":10,"IsPercent":false}]
106 幽灵披风 Green 195 0.0799999982118607 [{"StatType":"Dodge","Value":10,"IsPercent":false},{"StatType":"Attack","Value":12,"IsPercent":false},{"StatType":"MaxHealth","Value":44,"IsPercent":false}]
107 精钢胸甲 Blue 335 0.100000001490116 [{"StatType":"Defense","Value":62,"IsPercent":false}]
108 暗影之刃 Red 433 0.119999997317791 [{"StatType":"Attack","Value":44,"IsPercent":false},{"StatType":"Dodge","Value":27,"IsPercent":false}]
109 旅行者徽章 White 121 0.0500000007450581 [{"StatType":"MaxHealth","Value":32,"IsPercent":false},{"StatType":"Attack","Value":7,"IsPercent":false},{"StatType":"Defense","Value":8,"IsPercent":false}]
110 疾风手套 Green 198 0.0799999982118607 [{"StatType":"AttackSpeed","Value":0.19,"IsPercent":true}]
111 巨人之力卷轴 Blue 341 0.100000001490116 [{"StatType":"Attack","Value":57,"IsPercent":false}]
112 不死鸟之心 Red 443 0.119999997317791 [{"StatType":"MaxHealth","Value":139,"IsPercent":false},{"StatType":"Critical","Value":27,"IsPercent":false}]
113 幸运草 White 122 0.0500000007450581 [{"StatType":"Critical","Value":5,"IsPercent":false},{"StatType":"Dodge","Value":7,"IsPercent":false},{"StatType":"MovementSpeed","Value":0.6,"IsPercent":false}]
114 石肤戒指 Green 201 0.0799999982118607 [{"StatType":"Defense","Value":38,"IsPercent":false}]
115 风行者胫甲 Blue 346 0.100000001490116 [{"StatType":"MovementSpeed","Value":1.6,"IsPercent":false},{"StatType":"Defense","Value":32,"IsPercent":false}]
116 幻影斗篷 Red 454 0.119999997317791 [{"StatType":"Dodge","Value":28,"IsPercent":false},{"StatType":"Defense","Value":24,"IsPercent":false},{"StatType":"Attack","Value":24,"IsPercent":false}]
117 木质盾牌 White 124 0.0500000007450581 [{"StatType":"Defense","Value":23,"IsPercent":false}]
118 生命之戒 Green 204 0.0799999982118607 [{"StatType":"Attack","Value":17,"IsPercent":false},{"StatType":"MaxHealth","Value":69,"IsPercent":false}]
119 精灵耳环 Blue 352 0.100000001490116 [{"StatType":"MaxHealth","Value":74,"IsPercent":false},{"StatType":"Attack","Value":19,"IsPercent":false},{"StatType":"Dodge","Value":20,"IsPercent":false}]
120 战神勋章 Red 464 0.119999997317791 [{"StatType":"AttackSpeed","Value":0.15,"IsPercent":true},{"StatType":"Attack","Value":29,"IsPercent":false},{"StatType":"Defense","Value":27,"IsPercent":false}]
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# 角色表 列1 列2 列4 列5 列6 列7 列8 列9 ROUND(100*(1.1^L3),0) 列10 列11 列12 列13 列14 列15 列16 列17 列18 列19 列20 列21 列22 列23 列24 列25 列26 列27 列28 列29 列30 列31 列32 列33 列34 列35 列36 列37 列38 列39 列40 列41 列42 列43 列44 列45 列46 列47 列48 列49 列50 列51 列52 列53 列54 列55 列56 列57 列58 列59 列60 列61 列62 列63 列64 列65 列66 列67 列68 列69
# Id RoleName MaxHp Speed Coin WeaponCapacity InitialProperty InitialItem Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 Lv8 Lv9 Lv10 Lv11 Lv12 Lv13 Lv14 Lv15 Lv16 Lv17 Lv18 Lv19 Lv20 Lv21 Lv22 Lv23 Lv24 Lv25 Lv26 Lv27 Lv28 Lv29 Lv30 Lv31 Lv32 Lv33 Lv34 Lv35 Lv36 Lv37 Lv38 Lv39 Lv40 Lv41 Lv42 Lv43 Lv44 Lv45 Lv46 Lv47 Lv48 Lv49 Lv50 Lv51 Lv52 Lv53 Lv54 Lv55 Lv56 Lv57 Lv58 Lv59 Lv60
# int string int float int int Modifier[] Item[] 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
# 角色编号 策划备注 角色名称 初始最大生命 初始速度 初始金币 最大持有武器数 初始额外属性 初始额外物品 每级升级所需经验
101 全能者 全能者 100 6 10 6 [{"StatType":"MovementSpeed","Value":0.5,"IsPercent":false},{"StatType":"MaxHealth","Value":0.2,"IsPercent":true}] [] 100 110 121 133 146 161 177 195 214 236 259 285 314 345 380 418 459 505 556 612 673 740 814 895 985 1083 1192 1311 1442 1586 1745 1919 2111 2323 2555 2810 3091 3400 3740 4114 4526 4979 5476 6024 6626 7289 8018 8820 9702 10672 11739 12913 14204 15625 17187 18906 20797 22876 25164 27680 30448
102 老人 老人 200 4 5 6 [] [] 100 112 125 140 157 176 197 221 248 277 311 348 390 436 489 547 613 687 769 861 965 1080 1210 1355 1518 1700 1904 2132 2388 2675 2996 3356 3758 4209 4714 5280 5914 6623 7418 8308 9305 10422 11672 13073 14642 16399 18367 20571 23039 25804 28900 32368 36252 40603 45475 50932 57044 63889 71556 80143 89760
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# Id 列1 AssetName BackgroundMusicId
# int string int
# 场景编号 备注 资源名称 背景音乐编号
1 菜单场景 Menu 1
2 战斗场景 Main 2
3 压力测试场景 StressTest 0
4 游戏主场景 Game 0
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# 声音配置表 列1 列2 列3 列4 列5 列6 列7
# Id AssetName Priority Loop Volume SpatialBlend MaxDistance
# int string int bool float float float
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 是否循环 音量(0~1) 声音空间混合量(0为2D,1为3D,中间值混合效果) 声音最大距离
10000 玩家子弹 weapon_player 0 False 1 0 100
10001 敌人子弹 weapon_enemy 0 False 1 0 100
20000 玩家爆炸 explosion_player 0 False 1 0 100
20001 敌人爆炸 explosion_enemy 0 False 1 0 100
20002 小行星爆炸 explosion_asteroid 0 False 1 0 100
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# Id 列1 AssetName UIGroupName AllowMultiInstance PauseCoveredUIForm
# int string string bool bool
# 界面编号 策划备注 资源名称 界面组名称 是否允许多个界面实例 是否暂停被其覆盖的界面
1 弹出框 DialogForm Default True True
100 主菜单 MenuForm Default False True
101 设置 SettingForm Default False True
102 关于 AboutForm Default False True
200 开始菜单 StartMenuForm Default False True
201 角色选择页 SelectRoleForm Default False True
202 游戏商店页 ShopForm Default False True
203 游戏HUD HudForm HUD False True
204 角色升级奖励页 LevelUpForm Default False True
205 物品信息展示 ItemTooltipForm Default False False
206 虚拟摇杆 JoystickForm Default False False
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# Id 列1 AssetName Priority Volume
# int string int float
# 声音编号 策划备注 资源名称 优先级(默认0,128最高,-128最低) 音量(0~1)
10000 选择音效 select 0 1
10001 点击音效 click 0 1
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# Id 列1 EntityId Title Rarity Price PriceRandomPercent Attack Cooldown AttackRange AttackSoundId Pramas Modifiers
# int int string RarityType int float int float float int string[] StatModifier[]
# 武器编号 策划备注 实体编号 武器名 道具品质 武器价格 价格浮动 伤害 冷却 范围 攻击音效编号 额外参数 额外属性
1 玩家武器 201 小刀 White 120 0.05 100 1.5 5 10000 {"hitRadius":2} []
2 202 手枪 White 130 0.05 120 1 15 10000 {} []
3 203 斧头 White 100 0.1 150 2 5 10000 {"sectorAngle":120} []
4 204 闪电 White 150 0.08 80 3 12 10000 {"hitRadius":3} []
5 205 长枪 White 100 0.1 100 1.5 5 10000 {"hitHalfWidth":0.7,"pierceLength":4.5,"hitHeight":0.5,"hitCenterYOffset":0}
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