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No commits in common. "edd7088804600cdf2376e1f2bb80504a0e41e194" and "91f70dd783e78e831a1323d987e57d4e9cd98325" have entirely different histories.

238 changed files with 837 additions and 720 deletions

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

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

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

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

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

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

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

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

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

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

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

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

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@ -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;
}
}

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@ -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;
}
}

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@ -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;
}
}
}

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@ -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; }
}
}

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@ -1,62 +1,62 @@
using GameFramework;
using Text = GameFramework.Utility.Text;
namespace SepCore.CustomUtility
namespace 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");
return 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");
return 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);
return Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
}
public static string GetTMPFontAsset(string assetName)
{
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
return Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
}
public static string GetSceneAsset(string assetName)
{
return Utility.Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
return Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
}
public static string GetMusicAsset(string assetName)
{
return Utility.Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
return Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
}
public static string GetSoundAsset(string assetName)
{
return Utility.Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
return Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
}
public static string GetEntityAsset(string assetName)
{
return Utility.Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
return 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);
return 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);
return 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);
return Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
}
}
}

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

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

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

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

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

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

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

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@ -10,19 +10,17 @@ namespace SepCore.Editor
{
public bool ContinueOnFailure
{
get { return false; }
get
{
return false;
}
}
public void OnPreprocessAllPlatforms(string productName, string companyName, string gameIdentifier,
string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
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 OnPreprocessAllPlatforms(string productName, string companyName, string gameIdentifier, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
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);
foreach (string fileName in fileNames)
{
@ -37,36 +35,25 @@ namespace SepCore.Editor
Utility.Path.RemoveEmptyDirectory(streamingAssetsPath);
}
public void OnPostprocessAllPlatforms(string productName, string companyName, string gameIdentifier,
string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
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 OnPostprocessAllPlatforms(string productName, string companyName, string gameIdentifier, string gameFrameworkVersion, string unityVersion, string applicableGameVersion, int internalResourceVersion,
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)
{
@ -78,13 +65,11 @@ namespace SepCore.Editor
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);
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);
if (!destFileInfo.Directory.Exists)
{

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,9 +1,16 @@
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.Xml;
using UnityGameFramework.Runtime;
namespace SepCore.Localization
namespace StarForce
{
/// <summary>
/// XML 格式的本地化辅助器。

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -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
{

View File

@ -1,10 +1,10 @@
using System.Collections.Generic;
using SepCore.Definition;
using SepCore.Entity.Weapon;
using SepCore.Entity;
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;
}

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -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;
}
}
}
}

View File

@ -2,7 +2,7 @@ using GameFramework;
using GameFramework.ObjectPool;
using UnityEngine;
namespace SepCore.DamageText
namespace CustomComponent
{
public class DamageTextItemObject : ObjectBase
{

View File

@ -1,14 +1,14 @@
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
using SepCore.Entity;
using Entity;
using Entity.EntityData;
using GameFramework.Event;
using SepCore.CustomUtility;
using UnityEngine;
using UnityGameFramework.Runtime;
using Random = UnityEngine.Random;
namespace SepCore.EnemyManager
namespace CustomComponent
{
public class EnemyManagerComponent : GameFrameworkComponent
{
@ -124,7 +124,7 @@ namespace SepCore.EnemyManager
_nextSpawnTimes = null;
ClearEnemies();
_currentEnemyCount = 0;
}
@ -136,8 +136,10 @@ 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++;
}

View File

@ -1,10 +1,11 @@
using GameFramework.ObjectPool;
using System.Collections.Generic;
using SepCore.Entity;
using Entity;
using StarForce;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.HPBar
namespace CustomComponent
{
public class HPBarComponent : GameFrameworkComponent
{

View File

@ -1,12 +1,12 @@
using System.Collections;
using SepCore.Entity;
using Entity;
using SepCore.UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace SepCore.HPBar
namespace StarForce
{
public class HPBarItem : MonoBehaviour
{

View File

@ -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
{

View File

@ -1,7 +1,7 @@
using Unity.Mathematics;
using UnityEngine;
namespace SepCore.Simulation
namespace Simulation
{
public sealed partial class SimulationWorld
{

View File

@ -1,6 +1,6 @@
using Unity.Mathematics;
namespace SepCore.Simulation
namespace Simulation
{
public sealed partial class SimulationWorld
{

View File

@ -1,7 +1,7 @@
using System.Collections.Generic;
using Unity.Collections;
namespace SepCore.Simulation
namespace Simulation
{
public sealed partial class SimulationWorld
{

View File

@ -1,7 +1,7 @@
using Unity.Mathematics;
using UnityEngine;
namespace SepCore.Simulation
namespace Simulation
{
public sealed partial class SimulationWorld
{

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