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2 Commits

Author SHA1 Message Date
SepComet edd7088804 规范命名空间
具体来说就是 SepCore 开头,然后接所属的模块名,比如 SepCore.Entity,SepCore.Simulation,SepCore.Procedure
2026-06-03 16:57:40 +08:00
SepComet 5de3fdc795 迁移 EntityData 到 Base 中
- 新增 EntityDataFactory 工厂类,提供创建 EntityData 的统一入口
- 移出 EntityData 及派生类对 GameEntry 的依赖并移入 SepCore.Base 程序集中
2026-06-03 15:12:55 +08:00
238 changed files with 720 additions and 837 deletions

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

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

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

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

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

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

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

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

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@ -1,10 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO;
using System.Text;
using SepCore.Definition;
using GameFramework; using GameFramework;
using StarForce; using SepCore.Definition;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
namespace SepCore.DataTable namespace SepCore.DataTable

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@ -1,8 +1,8 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using SepCore.Definition;
using GameFramework; using GameFramework;
using CustomUtility; using SepCore.Definition;
using SepCore.CustomUtility;
using Newtonsoft.Json.Linq; using Newtonsoft.Json.Linq;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;

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@ -1,6 +1,3 @@
using Components;
using Entity;
using Entity.EntityData;
using SepCore.DataTable; using SepCore.DataTable;
namespace SepCore.Definition namespace SepCore.Definition
@ -35,23 +32,5 @@ namespace SepCore.Definition
Rarity = rarity; Rarity = rarity;
IconAssetName = iconAssetName; IconAssetName = iconAssetName;
} }
public void OnAttach(StatComponent statComponent)
{
if (_modifiers == null || statComponent == null) return;
foreach (var modifier in _modifiers)
{
statComponent.AddModifier(modifier);
}
}
public void OnDetach(StatComponent statComponent)
{
if (_modifiers == null || statComponent == null) return;
foreach (var modifier in _modifiers)
{
statComponent.RemoveModifier(modifier);
}
}
} }
} }

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

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: cedb6e3c4b92edf4bbbe5fb34bb043ba
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,31 @@
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;
}
}

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

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@ -0,0 +1,20 @@
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;
}
}

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@ -3,31 +3,20 @@ using System.Collections.Generic;
using SepCore.DataTable; using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
using UnityEngine; using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public class EnemyData : TargetableObjectData public class EnemyData : TargetableObjectData
{ {
[SerializeField] private DREnemy _drEnemy; private DREnemy _drEnemy;
public EnemyData(int entityId, EnemyType enemyType, int level) : base( public EnemyData(int entityId, DREnemy drEnemy, int level) : base(
entityId, (int)enemyType, CampType.Enemy) entityId, drEnemy.Id, CampType.Enemy)
{ {
DREnemy enemyRow = GameEntry.DataTable.GetDataTableRow<DREnemy>((int)enemyType); _drEnemy = drEnemy;
if (enemyRow == null)
{
throw new Exception($"Enemy data table row is missing, EnemyType='{enemyType}'.");
}
else
{
_drEnemy = enemyRow;
}
int effectiveLevel = Mathf.Max(1, level); int effectiveLevel = Mathf.Max(1, level);
MaxHealthBase = enemyRow.MaxHealth + enemyRow.HpAddPerLevel * (effectiveLevel - 1); MaxHealthBase = _drEnemy.MaxHealth + _drEnemy.HpAddPerLevel * (effectiveLevel - 1);
} }
public EnemyType EnemyType => (EnemyType)_drEnemy.Id; public EnemyType EnemyType => (EnemyType)_drEnemy.Id;

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

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@ -0,0 +1,51 @@
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;
}
}
}

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

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@ -1,8 +1,7 @@
using System; using System;
using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public class PlayerData : TargetableObjectData public class PlayerData : TargetableObjectData

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@ -0,0 +1,27 @@
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; }
}
}

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@ -4,7 +4,7 @@ using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
using GameFramework; using GameFramework;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public class WeaponData : AccessoryObjectData public class WeaponData : AccessoryObjectData
@ -13,17 +13,11 @@ namespace Entity.EntityData
private int _entityTypeId = 0; private int _entityTypeId = 0;
public WeaponData(int entityId, WeaponType weaponType, int ownerId, CampType ownerCamp) public WeaponData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, (int)weaponType, ownerId, ownerCamp) : base(entityId, drWeapon.Id, ownerId, ownerCamp)
{ {
_drWeapon = GameEntry.DataTable.GetDataTableRow<DRWeapon>((int)weaponType); _drWeapon = drWeapon;
_entityTypeId = drWeapon.EntityTypeId;
if (_drWeapon == null)
{
throw new Exception($"Weapon data table row is missing, WeaponType='{weaponType}'.");
}
_entityTypeId = _drWeapon.EntityTypeId;
} }
public WeaponType WeaponType => (WeaponType)_drWeapon.Id; public WeaponType WeaponType => (WeaponType)_drWeapon.Id;

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@ -1,7 +1,8 @@
using System; using System;
using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public sealed class WeaponHandgunParamsData public sealed class WeaponHandgunParamsData
@ -12,8 +13,8 @@ namespace Entity.EntityData
{ {
public WeaponHandgunParamsData ParamsData { get; } public WeaponHandgunParamsData ParamsData { get; }
public WeaponHandgunData(int entityId, int ownerId, CampType ownerCamp) public WeaponHandgunData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, WeaponType.WeaponHandgun, ownerId, ownerCamp) : base(entityId, drWeapon, ownerId, ownerCamp)
{ {
ParamsData = ParseParams<WeaponHandgunParamsData>(); ParamsData = ParseParams<WeaponHandgunParamsData>();
} }

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@ -1,7 +1,8 @@
using System; using System;
using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public sealed class WeaponKnifeParamsData public sealed class WeaponKnifeParamsData
@ -13,8 +14,8 @@ namespace Entity.EntityData
{ {
public WeaponKnifeParamsData ParamsData { get; } public WeaponKnifeParamsData ParamsData { get; }
public WeaponKnifeData(int entityId, int ownerId, CampType ownerCamp) : base(entityId, WeaponType.WeaponKnife, public WeaponKnifeData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
ownerId, ownerCamp) : base(entityId, drWeapon, ownerId, ownerCamp)
{ {
ParamsData = ParseParams<WeaponKnifeParamsData>(); ParamsData = ParseParams<WeaponKnifeParamsData>();
} }

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@ -1,7 +1,8 @@
using System; using System;
using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public sealed class WeaponLanceParamsData public sealed class WeaponLanceParamsData
@ -62,8 +63,8 @@ namespace Entity.EntityData
{ {
public WeaponLanceParamsData ParamsData { get; } public WeaponLanceParamsData ParamsData { get; }
public WeaponLanceData(int entityId, int ownerId, CampType ownerCamp) public WeaponLanceData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, WeaponType.WeaponLance, ownerId, ownerCamp) : base(entityId, drWeapon, ownerId, ownerCamp)
{ {
ParamsData = ParseParams<WeaponLanceParamsData>(); ParamsData = ParseParams<WeaponLanceParamsData>();
} }

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@ -1,7 +1,8 @@
using System; using System;
using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public sealed class WeaponLightningParamsData public sealed class WeaponLightningParamsData
@ -14,8 +15,8 @@ namespace Entity.EntityData
{ {
public WeaponLightningParamsData ParamsData { get; } public WeaponLightningParamsData ParamsData { get; }
public WeaponLightningData(int entityId, int ownerId, CampType ownerCamp) public WeaponLightningData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, WeaponType.WeaponLightning, ownerId, ownerCamp) : base(entityId, drWeapon, ownerId, ownerCamp)
{ {
ParamsData = ParseParams<WeaponLightningParamsData>(); ParamsData = ParseParams<WeaponLightningParamsData>();
} }

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@ -1,7 +1,8 @@
using System; using System;
using SepCore.DataTable;
using SepCore.Definition; using SepCore.Definition;
namespace Entity.EntityData namespace SepCore.Entity
{ {
[Serializable] [Serializable]
public sealed class WeaponSlashParamsData public sealed class WeaponSlashParamsData
@ -13,8 +14,8 @@ namespace Entity.EntityData
{ {
public WeaponSlashParamsData ParamsData { get; } public WeaponSlashParamsData ParamsData { get; }
public WeaponSlashData(int entityId, int ownerId, CampType ownerCamp) public WeaponSlashData(int entityId, DRWeapon drWeapon, int ownerId, CampType ownerCamp)
: base(entityId, WeaponType.WeaponSlash, ownerId, ownerCamp) : base(entityId, drWeapon, ownerId, ownerCamp)
{ {
ParamsData = ParseParams<WeaponSlashParamsData>(); ParamsData = ParseParams<WeaponSlashParamsData>();
} }

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

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

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

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

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

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@ -1,5 +1,5 @@
using GameFramework; using System.IO;
using System.IO; using GameFramework;
using UnityEngine; using UnityEngine;
using UnityGameFramework.Editor; using UnityGameFramework.Editor;
using UnityGameFramework.Editor.ResourceTools; using UnityGameFramework.Editor.ResourceTools;
@ -8,16 +8,16 @@ namespace SepCore.Editor
{ {
public static class GameFrameworkConfigs public static class GameFrameworkConfigs
{ {
[BuildSettingsConfigPath] [BuildSettingsConfigPath] public static string BuildSettingsConfig =
public static string BuildSettingsConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/BuildSettings.xml")); Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/BuildSettings.xml"));
[ResourceCollectionConfigPath] [ResourceCollectionConfigPath] public static string ResourceCollectionConfig =
public static string ResourceCollectionConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceCollection.xml")); Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceCollection.xml"));
[ResourceEditorConfigPath] [ResourceEditorConfigPath] public static string ResourceEditorConfig =
public static string ResourceEditorConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceEditor.xml")); Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceEditor.xml"));
[ResourceBuilderConfigPath] [ResourceBuilderConfigPath] public static string ResourceBuilderConfig =
public static string ResourceBuilderConfig = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceBuilder.xml")); Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "GameMain/Configs/ResourceBuilder.xml"));
} }
} }

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

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

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@ -10,17 +10,19 @@ namespace SepCore.Editor
{ {
public bool ContinueOnFailure public bool ContinueOnFailure
{ {
get get { return false; }
{
return false;
}
} }
public void OnPreprocessAllPlatforms(string productName, string companyName, string gameIdentifier, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion, public void OnPreprocessAllPlatforms(string productName, string companyName, string gameIdentifier,
Platform platforms, AssetBundleCompressionType assetBundleCompression, string compressionHelperTypeName, bool additionalCompressionSelected, bool forceRebuildAssetBundleSelected, string buildEventHandlerTypeName, string outputDirectory, BuildAssetBundleOptions buildAssetBundleOptions, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath) Platform platforms, AssetBundleCompressionType assetBundleCompression, string compressionHelperTypeName,
bool additionalCompressionSelected, bool forceRebuildAssetBundleSelected, string buildEventHandlerTypeName,
string outputDirectory, BuildAssetBundleOptions buildAssetBundleOptions,
string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected,
string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath)
{ {
string streamingAssetsPath = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets")); string streamingAssetsPath =
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
string[] fileNames = Directory.GetFiles(streamingAssetsPath, "*", SearchOption.AllDirectories); string[] fileNames = Directory.GetFiles(streamingAssetsPath, "*", SearchOption.AllDirectories);
foreach (string fileName in fileNames) foreach (string fileName in fileNames)
{ {
@ -35,25 +37,36 @@ namespace SepCore.Editor
Utility.Path.RemoveEmptyDirectory(streamingAssetsPath); Utility.Path.RemoveEmptyDirectory(streamingAssetsPath);
} }
public void OnPostprocessAllPlatforms(string productName, string companyName, string gameIdentifier, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion, public void OnPostprocessAllPlatforms(string productName, string companyName, string gameIdentifier,
Platform platforms, AssetBundleCompressionType assetBundleCompression, string compressionHelperTypeName, bool additionalCompressionSelected, bool forceRebuildAssetBundleSelected, string buildEventHandlerTypeName, string outputDirectory, BuildAssetBundleOptions buildAssetBundleOptions, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath) Platform platforms, AssetBundleCompressionType assetBundleCompression, string compressionHelperTypeName,
bool additionalCompressionSelected, bool forceRebuildAssetBundleSelected, string buildEventHandlerTypeName,
string outputDirectory, BuildAssetBundleOptions buildAssetBundleOptions,
string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected,
string outputFullPath, bool outputPackedSelected, string outputPackedPath, string buildReportPath)
{ {
} }
public void OnPreprocessPlatform(Platform platform, string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath) public void OnPreprocessPlatform(Platform platform, string workingPath, bool outputPackageSelected,
string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected,
string outputPackedPath)
{ {
} }
public void OnBuildAssetBundlesComplete(Platform platform, string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, AssetBundleManifest assetBundleManifest) public void OnBuildAssetBundlesComplete(Platform platform, string workingPath, bool outputPackageSelected,
string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected,
string outputPackedPath, AssetBundleManifest assetBundleManifest)
{ {
} }
public void OnOutputUpdatableVersionListData(Platform platform, string versionListPath, int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode) public void OnOutputUpdatableVersionListData(Platform platform, string versionListPath, int versionListLength,
int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode)
{ {
} }
public void OnPostprocessPlatform(Platform platform, string workingPath, bool outputPackageSelected, string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected, string outputPackedPath, bool isSuccess) public void OnPostprocessPlatform(Platform platform, string workingPath, bool outputPackageSelected,
string outputPackagePath, bool outputFullSelected, string outputFullPath, bool outputPackedSelected,
string outputPackedPath, bool isSuccess)
{ {
if (!outputPackageSelected) if (!outputPackageSelected)
{ {
@ -65,11 +78,13 @@ namespace SepCore.Editor
return; return;
} }
string streamingAssetsPath = Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets")); string streamingAssetsPath =
Utility.Path.GetRegularPath(Path.Combine(Application.dataPath, "StreamingAssets"));
string[] fileNames = Directory.GetFiles(outputPackagePath, "*", SearchOption.AllDirectories); string[] fileNames = Directory.GetFiles(outputPackagePath, "*", SearchOption.AllDirectories);
foreach (string fileName in fileNames) foreach (string fileName in fileNames)
{ {
string destFileName = Utility.Path.GetRegularPath(Path.Combine(streamingAssetsPath, fileName.Substring(outputPackagePath.Length))); string destFileName = Utility.Path.GetRegularPath(Path.Combine(streamingAssetsPath,
fileName.Substring(outputPackagePath.Length)));
FileInfo destFileInfo = new FileInfo(destFileName); FileInfo destFileInfo = new FileInfo(destFileName);
if (!destFileInfo.Directory.Exists) if (!destFileInfo.Directory.Exists)
{ {

View File

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

View File

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

View File

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

View File

@ -1,6 +1,6 @@
using CustomComponent;
using SepCore.Event; using SepCore.Event;
using GameFramework.Event; using GameFramework.Event;
using SepCore.EnemyManager;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;

View File

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

View File

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

View File

@ -7,7 +7,7 @@
using SepCore.Definition; using SepCore.Definition;
using GameFramework.Localization; using GameFramework.Localization;
using StarForce; using SepCore.Sound;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,18 +1,18 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using SepCore.Definition; using SepCore.Definition;
using Entity.EntityData; using SepCore.Entity;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
using SepCore.DataTable; using SepCore.DataTable;
using CustomUtility; using SepCore.CustomUtility;
namespace Entity namespace SepCore.Entity
{ {
public static class EntityExtension public static class EntityExtension
{ {
private static int s_SerialId = -10; private static int s_SerialId = -10;
private const string EntityNamespace = "Entity."; private const string EntityNamespace = "SepCore.Entity.";
private static readonly Dictionary<string, Type> _typeDict; private static readonly Dictionary<string, Type> _typeDict;
private static readonly Dictionary<int, string> _assetNameDict; private static readonly Dictionary<int, string> _assetNameDict;
@ -180,7 +180,7 @@ namespace Entity
return assetName; return assetName;
} }
public static int GenerateSerialId(this EntityComponent entityComponent) public static int NextId(this EntityComponent entityComponent)
{ {
return --s_SerialId; return --s_SerialId;
} }

View File

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

View File

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

View File

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

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