Merge branch 'main' into YKing

This merge is to incorporate the latest bug fixes and performance improvements from the main branch. The main branch has been updated with security patches that are essential for the overall stability and security of the project. Additionally, some new utility functions have been added in the main branch which will enhance the functionality of the YKing branch..
This commit is contained in:
YL 2025-04-16 08:17:23 +08:00
commit 40d05af4c7
116 changed files with 1621 additions and 919 deletions

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Keys,中文简体 [zh],English [en],中文繁体 [zh-HK]
Keys,中文简体 [zh],English,中文繁体 [zh-HK]
ar_ARFindPet,AR寻宠,ARFindPet,AR尋寵
ar_ARSelectType,请选择品种,Please select a variety,請選擇品種
ar_ARSelectZone,请选择地区,Please select a region,請選擇地區
ar_ArClickCollect,点击收藏,ClickCollect,點擊收藏
ar_ArCollect,收藏,Collect,收藏
ar_ArCompany,AR企业,AR Company,AR企業
ar_ArExample,AR案例,AR Example,AR案例
ar_ArSearch,搜索,Search,搜尋
ar_ArTeacher,"虚拟人: 涂涂
岗位: 产品功能讲解员","<size=20>Virtual Human: tutu
Position: Product explainer</size>","虛擬人: 塗塗
職位: 產品功能解說員"
ar_ArVirturalHuman,AR虚拟人,AR Virtual Human,AR虛擬人
ar_Arself,我的,Self,我的
ar_Cancel,取消,Cancel,取消
ar_Cancle,取消,,
ar_Confirm,确认,Sure,確認
ar_DeletePetInfo,是否删除该AR宠物信息,Do you want to delete the AR pet information?,是否刪除該AR寵物信息
ar_FindARBrochure,找不到宣传册?前往搜索,Can't find the brochure? Go to search.,找不到宣傳冊?前往搜尋
ar_HelloWorld,"你好,AR世界","Hi,ARWorld","你好,AR世界"
ar_Main,首页,Main,首頁
ar_Retrun,返回,Return,返回
ar_StartTest,开始体验,Start,開始體驗
ar_ArCollect,收藏,Collect,收藏
ar_ArClickCollect,点击收藏,ClickCollect,點擊收藏
ar_ArCompany,AR企业,AR Company,AR企業
ar_PetInfo,宠物信息,Pet Infomation,寵物信息
ar_PetInformationbank,宠物信息库,PetInformationbank,寵物信息庫
ar_PetOwnInfo,宠物主人信息,Pet owner information,寵物主人信息
ar_PlaceModel,模型放置,PlaceModel,模型放置
ar_ResetModel,重置,Reset,重置
ar_FindARBrochure,找不到宣传册?前往搜索,Can't find the brochure? Go to search.,找不到宣傳冊?前往搜尋
ar_Arself,我的,Self,我的
ar_ArSearch,搜索,Search,搜尋
ar_historySearch,历史搜索,Historical search,歷史搜尋
ar_PleaseInputCompanyName,请输入公司名称货AR项目名称,<size=12>Please enter the company name and the AR project name</size>,請輸入公司名稱貨AR項目名稱
ar_Cancel,取消,Cancel,取消
ar_Confirm,确定,Confirm,確定
ar_ResetModel,重置,Reset,重置
ar_Retrun,返回,Return,返回
ar_StartTest,开始,Start,開始體驗
ar_Sure,确认,Sure,確認
ar_Tips,提示,Tip,提示
ar_TrackImages,识别图相册,Identification photo album,
ar_addtionPet,新增宠物,AddtionPet,新增寵物
ar_games,AR游戏,AR Games,AR遊戲
ar_historySearch,历史搜索,Historical search,歷史搜尋
ar_imageRecognition,AR识图,AR image recognition,AR識圖
ar_imageTrackTip,滑动模块启动AR新体验,Slide module to start new AR experience,滑動模組啟動AR新體驗
ar_intoo,英领之涂,intoo,英領之塗
ar_languageSwitch,语言切换,Language Switch,語言切換
ar_virtualHall,虚拟展厅,Virtual Hall,虛擬展廳
ar_virtualPeople,虚拟人,Virtual Person,虛擬人
ar_games,AR游戏,AR Games,AR遊戲
ar_intoo,英领之涂,intoo,英領之塗
ar_imageRecognition,AR识图,AR image recognition,AR識圖
ar_imageTrackTip,滑动模块启动AR新体验,Slide module to start new AR experience,滑動模組啟動AR新體驗
ar_xuanchuance,AR宣传册,AR Brochure,AR宣傳冊
ar_xuanchuance,AR宣传册,AR Brochure,AR宣傳冊
ar_lookingforpets,AR寻宠,AR looking for pets,
ar_Treasure Hunt,AR寻宝,ar_Treasure Hunt,
1 Keys 中文简体 [zh] English [en] English 中文繁体 [zh-HK]
2 ar_ARFindPet AR寻宠 ARFindPet AR尋寵
3 ar_ARSelectType 请选择品种 Please select a variety 請選擇品種
4 ar_ARSelectZone 请选择地区 Please select a region 請選擇地區
5 ar_ArClickCollect 点击收藏 ClickCollect 點擊收藏
6 ar_ArCollect 收藏 Collect 收藏
7 ar_ArCompany AR企业 AR Company AR企業
8 ar_ArExample AR案例 AR Example AR Example AR案例
9 ar_ArSearch 搜索 Search 搜尋
10 ar_ArTeacher 虚拟人: 涂涂 岗位: 产品功能讲解员 <size=20>Virtual Human: tutu Position: Product explainer</size> <size=20>Virtual Human: tutu Position: Product explainer</size> 虛擬人: 塗塗 職位: 產品功能解說員
11 ar_ArVirturalHuman AR虚拟人 AR Virtual Human AR Virtual Human AR虛擬人
12 ar_HelloWorld ar_Arself 你好,AR世界 我的 Hi,ARWorld Self 你好,AR世界 我的
13 ar_Main ar_Cancel 首页 取消 Main Cancel 首頁 取消
14 ar_Retrun ar_Cancle 返回 取消 Return 返回
15 ar_Confirm 确认 Sure 確認
16 ar_DeletePetInfo 是否删除该AR宠物信息? Do you want to delete the AR pet information? 是否刪除該AR寵物信息?
17 ar_FindARBrochure 找不到宣传册?前往搜索 Can't find the brochure? Go to search. 找不到宣傳冊?前往搜尋
18 ar_HelloWorld 你好,AR世界 Hi,ARWorld 你好,AR世界
19 ar_Main 首页 Main 首頁
20 ar_PetInfo 宠物信息 Pet Infomation 寵物信息
21 ar_StartTest ar_PetInformationbank 开始体验 宠物信息库 Start PetInformationbank 開始體驗 寵物信息庫
22 ar_ArCollect ar_PetOwnInfo 收藏 宠物主人信息 Collect Pet owner information 收藏 寵物主人信息
23 ar_ArClickCollect ar_PlaceModel 点击收藏 模型放置 ClickCollect PlaceModel 點擊收藏 模型放置
24 ar_ArCompany ar_PleaseInputCompanyName AR企业 请输入公司名称货AR项目名称 AR Company <size=12>Please enter the company name and the AR project name</size> AR企業 請輸入公司名稱貨AR項目名稱
25 ar_PlaceModel ar_ResetModel 模型放置 重置 PlaceModel Reset 模型放置 重置
ar_ResetModel 重置 Reset 重置
ar_FindARBrochure 找不到宣传册?前往搜索 Can't find the brochure? Go to search. 找不到宣傳冊?前往搜尋
26 ar_Arself ar_Retrun 我的 返回 Self Return 我的 返回
ar_ArSearch 搜索 Search 搜尋
ar_historySearch 历史搜索 Historical search 歷史搜尋
ar_PleaseInputCompanyName 请输入公司名称货AR项目名称 <size=12>Please enter the company name and the AR project name</size> 請輸入公司名稱貨AR項目名稱
ar_Cancel 取消 Cancel 取消
ar_Confirm 确定 Confirm 確定
27 ar_languageSwitch ar_StartTest 语言切换 开始 Language Switch Start 語言切換 開始體驗
28 ar_virtualHall ar_Sure 虚拟展厅 确认 Virtual Hall Sure 虛擬展廳 確認
29 ar_virtualPeople ar_Tips 虚拟人 提示 Virtual Person Tip 虛擬人 提示
30 ar_TrackImages 识别图相册 Identification photo album
31 ar_addtionPet 新增宠物 AddtionPet 新增寵物
32 ar_games AR游戏 AR Games AR遊戲
33 ar_historySearch 历史搜索 Historical search 歷史搜尋
34 ar_imageRecognition AR识图 AR image recognition AR識圖
35 ar_imageTrackTip 滑动模块启动AR新体验 Slide module to start new AR experience 滑動模組啟動AR新體驗
36 ar_intoo 英领之涂 intoo 英領之塗
37 ar_languageSwitch 语言切换 Language Switch 語言切換
38 ar_virtualHall 虚拟展厅 Virtual Hall 虛擬展廳
39 ar_virtualPeople 虚拟人 Virtual Person 虛擬人
40 ar_games ar_xuanchuance AR游戏 AR宣传册 AR Games AR Brochure AR遊戲 AR宣傳冊
41 ar_intoo ar_lookingforpets 英领之涂 AR寻宠 intoo AR looking for pets 英領之塗
42 ar_imageRecognition ar_Treasure Hunt AR识图 AR寻宝 AR image recognition ar_Treasure Hunt AR識圖
43 Slide module to start new AR experience
44 AR Brochure
45

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- "AR\u5BFB\u5BA0"
- AR looking for pets
-
Flags: 000000
Languages_Touch: []
- Term: ar_ArGameTips
- Term: ar_Treasure Hunt
TermType: 0
Description:
Languages:
- "\u524D\u5F80\u4F01\u4E1A\u540E\u53F0\u914D\u7F6E\u4E0A\u67B6\u540E\u5373\u53EF\u70B9\u4EAE\u5BF9\u5E94\u6E38\u620F"
- G to the enterprise background configuration and put it on the shelof, and
you can light up the corresponding game
- "\u524D\u5F80\u4F01\u696D\u5F8C\u81FA\u914D\u7F6E\u4E0A\u67B6\u5F8C\u5373\u53EF\u9EDE\u4EAE\u5C0D\u61C9\u904A\u6232"
Flags: 000000
Languages_Touch: []
- Term: ar_ARGame
TermType: 0
Description:
Languages:
- "AR\u6E38\u620F"
- ARGame
- "AR\u904A\u6232"
Flags: 000000
Languages_Touch: []
- Term: ar_Sure2
TermType: 0
Description:
Languages:
- "\u786E\u5B9A"
- Sure
- "\u78BA\u5B9A"
- "AR\u5BFB\u5B9D"
- ar_Treasure Hunt
-
Flags: 000000
Languages_Touch: []
CaseInsensitiveTerms: 0
@ -425,7 +406,7 @@ MonoBehaviour:
Google_WebServiceURL: https://script.google.com/macros/s/AKfycbyMJIRUEwjOOACTcEVkNzBk2KmimWIpcU2xnwwkNDSGNFVRxWmvfjRxHzB20M3sopiDUA/exec
Google_SpreadsheetKey: 1F3QGlpyEWpkQSP2n-CVC7wL2zr2llKWmT1KpI8dfyEA
Google_SpreadsheetName: I2Loc TEngine Localization
Google_LastUpdatedVersion: 1742521166409
Google_LastUpdatedVersion: 1744680630447
Google_Password: change_this
GoogleUpdateFrequency: 3
GoogleInEditorCheckFrequency: 2

View File

@ -0,0 +1,32 @@
using Fantasy.Entitas;
using TEngine;
namespace GameLogic
{
public class BattleSystem : BaseLogicSys<BattleSystem>,IEventAttributeUpdate
{
public override bool OnInit()
{
GameEvent.AddEventListener<AttributeType, float>(IEventAttributeUpdate_Event.AttributeUpdate,
AttributeUpdate);
return base.OnInit();
}
public override void OnStart()
{
base.OnStart();
}
public override void OnDestroy()
{
base.OnDestroy();
GameEvent.RemoveEventListener<AttributeType, float>(IEventAttributeUpdate_Event.AttributeUpdate,
AttributeUpdate);
}
public void AttributeUpdate(AttributeType attributeType, float value)
{
Log.Info(attributeType.ToString() + " : " + value);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2e41988cff5945bf996cafcb511ed38c
timeCreated: 1744698261

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30e8f64e12874c63976fa0992492e464
timeCreated: 1744689626

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@ -0,0 +1,22 @@
namespace GameLogic
{
public enum NumericType
{
/// <summary>
/// 基础值添加
/// </summary>
BaseAdd,
/// <summary>
/// 基础百分比添加
/// </summary>
BaseAddPct,
/// <summary>
/// 最终值添加
/// </summary>
FinalAdd,
/// <summary>
/// 最终百分比添加
/// </summary>
FinalPct
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e58deca923444384b44bc3dea63bab1a
timeCreated: 1744689635

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@ -2,11 +2,12 @@ using Sirenix.OdinInspector;
namespace GameLogic
{
public enum EAttributeType
public enum AttributeType
{
None,
[LabelText("生命值")]Hp,
[LabelText("魔法值")]Mp,
[LabelText("攻击力")]Attack,
[LabelText("移动速度")]MoveSpeed,
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 27625cf85a714acc9c48a0428d5569c7
timeCreated: 1744696274

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@ -0,0 +1,12 @@
using Fantasy.Entitas;
using TEngine;
namespace GameLogic
{
[EventInterface(EEventGroup.GroupLogic)]
public interface IEventAttributeUpdate
{
void AttributeUpdate(AttributeType attributeType,float value);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e970508288fb421197b5249dc3ebfe37
timeCreated: 1744696279

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 56c4a0e9d7c04144b57e0835916e6693
timeCreated: 1744696119

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@ -0,0 +1,9 @@
using Fantasy.Entitas;
namespace GameLogic
{
public class GameAttribute : Entity
{
public AttributeType AttributeType;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f59051adf2f14430a39ec492e171d9ec
timeCreated: 1744696126

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@ -0,0 +1,11 @@
using System.Collections.Generic;
using Fantasy.Entitas;
using GAS.Runtime;
namespace GameLogic
{
public class AttributeComponent : Entity
{
public readonly Dictionary<int, GameAttribute> Attributes = new Dictionary<int, GameAttribute>();
}
}

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@ -0,0 +1,11 @@
using Fantasy.Entitas;
using GAS.Runtime;
using UnityEngine;
namespace GameLogic
{
public class CombatUnit : Entity
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 67200439e91a4cebbef820589c225c59
timeCreated: 1744688715

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@ -0,0 +1,16 @@
using System.Collections.Generic;
using Fantasy.Entitas;
namespace GameLogic
{
public class NumericComponent : Entity
{
public float Value;
public float BaseValue;
public float BaseAdd;
public float BaseAddPct;
public float FinalAdd;
public float FinalAddPct;
public readonly Dictionary<int,NumericModifyCollection> ModifyCollections = new Dictionary<int,NumericModifyCollection>();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ca63bb9196664804bb766677aae6a4c5
timeCreated: 1744688875

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@ -0,0 +1,10 @@
using Fantasy.Entitas;
namespace GameLogic
{
public class NumericModify : Entity
{
public float Value;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ffafb053a37346e6b8282b45c13cc455
timeCreated: 1744688983

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@ -0,0 +1,11 @@
using System.Collections.Generic;
using Fantasy.Entitas;
namespace GameLogic
{
public class NumericModifyCollection : Entity
{
public float TotalValue = 0;
public readonly List<NumericModify> Modifiers = new List<NumericModify>();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 81190edc97fa4d01b00ed5012c8fa95e
timeCreated: 1744689104

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 6c31e74b39dbf604ea6964cd2ea97cc4
guid: e9a676c8c28b8e34a86386a6fae2d6ee
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: acb10d4e7ff416f4981f2b8f1b0aefc8
guid: e4aa22096f74feb4eb25608e1a54dd5f
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d35ed0655a094c73be40e9f641335920
timeCreated: 1744696112

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@ -0,0 +1,50 @@
using System.Collections.Generic;
using Fantasy.Entitas.Interface;
using TEngine;
namespace GameLogic
{
public class GameAttributeComponentAwakeSystem : AwakeSystem<AttributeComponent>
{
protected override void Awake(AttributeComponent self)
{
self.AddAttribute(AttributeType.Hp,1000);
self.AddAttribute(AttributeType.Mp,1000);
self.AddAttribute(AttributeType.MoveSpeed,100);
}
}
public class GameAttributeComponentDestroySystem : DestroySystem<AttributeComponent>
{
protected override void Destroy(AttributeComponent self)
{
foreach (var attribute in self.Attributes.Values)
{
attribute.Dispose();
}
self.Attributes.Clear();
}
}
public static class GameAttributeComponentSystem
{
public static void AddAttribute(this AttributeComponent self, AttributeType attributeType,float baseValue = 0)
{
if (self.Attributes.TryGetValue((int)attributeType,out var attribute))
{
Log.Warning($"Attribute {attributeType} already exists.(属性已经存在)");
return;
}
attribute = GameAttributeFactory.Create(attributeType);
attribute.SetBase(baseValue);
self.Attributes.Add((int)attributeType, attribute);
}
public static GameAttribute GetAttribute(this AttributeComponent self, AttributeType attributeType)
{
return self.Attributes.GetValueOrDefault((int)attributeType);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 762295776d374735a314b4512e52f2b5
timeCreated: 1744696826

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@ -0,0 +1,14 @@
using Fantasy.Entitas;
namespace GameLogic
{
public static class GameAttributeFactory
{
public static GameAttribute Create(AttributeType attributeType)
{
var attribute = Entity.Create<GameAttribute>(GameManager.GameScene, true, true);
attribute.AttributeType = attributeType;
return attribute;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: df3a99798d5e4584ac1b38b72b2ac9ee
timeCreated: 1744697416

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@ -0,0 +1,67 @@
using Fantasy.Entitas.Interface;
using TEngine;
namespace GameLogic
{
public class AttributeAwakeSystem : AwakeSystem<GameAttribute>
{
protected override void Awake(GameAttribute self)
{
self.AddComponent<NumericComponent>();
}
}
public class AttributeDestroySystem : DestroySystem<GameAttribute>
{
protected override void Destroy(GameAttribute self)
{
self.AttributeType = AttributeType.None;
}
}
public static class GameAttributeSystem
{
public static void SetBase(this GameAttribute self,float baseValue)
{
self.GetComponent<NumericComponent>().SetBase(NumericType.BaseAdd,baseValue);
self.UpdateHandle();
}
public static void AddBase(this GameAttribute self, float baseValue)
{
self.GetComponent<NumericComponent>().AddBase(NumericType.BaseAdd,baseValue);
self.UpdateHandle();
}
public static void MinusBase(this GameAttribute self, float baseValue)
{
self.GetComponent<NumericComponent>().MinusBase(NumericType.BaseAdd,baseValue);
self.UpdateHandle();
}
public static void AddModify(this GameAttribute self,NumericType numericType,NumericModify modify)
{
self.GetComponent<NumericComponent>().AddModify(numericType,modify);
self.UpdateHandle();
}
public static void RemoveModify(this GameAttribute self,NumericType numericType,NumericModify modify)
{
self.GetComponent<NumericComponent>().RemoveModify(numericType,modify);
self.UpdateHandle();
}
private static void UpdateAttribute(this GameAttribute self,AttributeType attributeType, float value)
{
GameEvent.Get<IEventAttributeUpdate>().AttributeUpdate(attributeType, value);
}
private static void UpdateHandle(this GameAttribute self)
{
var numericComponent = self.GetComponent<NumericComponent>();
self.UpdateAttribute(self.AttributeType, numericComponent.GetValue());
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5f717193353e45928f0089f0b4ba4675
timeCreated: 1744696147

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@ -0,0 +1,42 @@
using Fantasy.Entitas.Interface;
using TEngine;
using UnityEngine;
namespace GameLogic
{
public class CombatUnitAwakeSystem : AwakeSystem<CombatUnit>
{
protected override void Awake(CombatUnit self)
{
self.AddComponent<AttributeComponent>();
}
}
public class CombatUnitUpdateSystem : UpdateSystem<CombatUnit>
{
protected override void Update(CombatUnit self)
{
if (Input.GetKeyDown(KeyCode.S))
{
var hp = self.GetComponent<AttributeComponent>().GetAttribute(AttributeType.Hp);
if (hp == null)
{
Log.Warning($"Attribute is not exist{hp.AttributeType}");
return;
}
var modify = NumericFactory.CreateModify();
modify.Value = 20;
hp.AddModify(NumericType.BaseAddPct, modify);
Log.Info("修改生命数值");
}
}
}
public static class CombatUnitSystem
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1bbafd8f30924b5e9f9847660559c65c
timeCreated: 1744698864

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b61b8b26dc492e141938c4cf5c98978b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,107 @@
using Animancer;
using Fantasy.Entitas.Interface;
namespace GameLogic
{
public class NumericComponentAwakeSystem : AwakeSystem<NumericComponent>
{
protected override void Awake(NumericComponent self)
{
self.Value = 0;
self.BaseValue = 0;
self.BaseAdd = 0;
self.BaseAddPct = 0;
self.FinalAdd = 0;
self.FinalAddPct = 0;
self.ModifyCollections.Add((int)NumericType.BaseAdd, NumericFactory.CreateModifyCollection());
self.ModifyCollections.Add((int)NumericType.BaseAddPct, NumericFactory.CreateModifyCollection());
self.ModifyCollections.Add((int)NumericType.FinalAdd, NumericFactory.CreateModifyCollection());
self.ModifyCollections.Add((int)NumericType.FinalPct, NumericFactory.CreateModifyCollection());
}
}
public class NumericComponentDestroySystem : DestroySystem<NumericComponent>
{
protected override void Destroy(NumericComponent self)
{
self.Value = 0;
self.BaseValue = 0;
self.BaseAdd = 0;
self.BaseAddPct = 0;
self.FinalAdd = 0;
self.FinalAddPct = 0;
foreach (var collection in self.ModifyCollections.Values )
{
collection.Dispose();
}
self.ModifyCollections.Clear();
}
}
public static class NumericComponentSystem
{
public static void SetBase(this NumericComponent self,NumericType numericType,float value)
{
self.BaseValue = value;
self.CalculateNumeric();
}
public static void AddBase(this NumericComponent self, NumericType numericType, float value)
{
self.BaseValue += value;
self.CalculateNumeric();
}
public static void MinusBase(this NumericComponent self, NumericType numericType, float value)
{
self.BaseValue -= value;
self.CalculateNumeric();
}
public static void AddModify(this NumericComponent self, NumericType numericType,NumericModify modify)
{
var value = self.ModifyCollections[(int)numericType].AddModify(modify);
SetNumericParameters(self, numericType, value);
}
public static void RemoveModify(this NumericComponent self, NumericType numericType, NumericModify modify)
{
var value = self.ModifyCollections[(int)numericType].RemoveModify(modify);
if(numericType == NumericType.BaseAdd) self.BaseAdd = value;
if(numericType == NumericType.BaseAddPct) self.BaseAddPct = value;
if(numericType == NumericType.FinalAdd) self.FinalAdd = value;
if(numericType == NumericType.BaseAddPct) self.BaseAddPct = value;
self.CalculateNumeric();
}
private static void SetNumericParameters(NumericComponent self, NumericType numericType, float value)
{
if(numericType == NumericType.BaseAdd) self.BaseAdd = value;
if(numericType == NumericType.BaseAddPct) self.BaseAddPct = value;
if(numericType == NumericType.FinalAdd) self.FinalAdd = value;
if(numericType == NumericType.BaseAddPct) self.BaseAddPct = value;
self.CalculateNumeric();
}
private static void CalculateNumeric(this NumericComponent self)
{
var baseValue =(self.BaseValue + self.BaseAdd) * (100 + self.BaseAddPct) / 100f;
var finalValue = (baseValue + self.FinalAdd) * (100 + self.FinalAddPct) / 100f;
self.Value = finalValue;
}
public static float GetValue(this NumericComponent self)
{
return self.Value;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 68517455694e4d179c4e75295a1ff290
timeCreated: 1744689616

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@ -0,0 +1,20 @@
using Fantasy.Entitas;
namespace GameLogic
{
public static class NumericFactory
{
public static NumericModifyCollection CreateModifyCollection()
{
var collection = Entity.Create<NumericModifyCollection>(GameManager.GameScene,false,false);
return collection;
}
public static NumericModify CreateModify()
{
var modify = Entity.Create<NumericModify>(GameManager.GameScene,true,true);
return modify;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5a58c981254c4ea7b67355e475c25985
timeCreated: 1744695167

View File

@ -0,0 +1,29 @@
namespace GameLogic
{
public static class NumericModifyCollectionSystem
{
public static float AddModify(this NumericModifyCollection self,NumericModify numericModify)
{
self.Modifiers.Add(numericModify);
CalculateValue(self);
return self.TotalValue;
}
public static float RemoveModify(this NumericModifyCollection self, NumericModify numericModify)
{
self.Modifiers.Remove(numericModify);
CalculateValue(self);
return self.TotalValue;
}
private static void CalculateValue(this NumericModifyCollection self)
{
self.TotalValue = 0;
foreach (var modify in self.Modifiers)
{
self.TotalValue += modify.Value;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6605a7d28bc04814b5da01523ec935fd
timeCreated: 1744689192

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@ -0,0 +1,12 @@
using Fantasy.Entitas.Interface;
namespace GameLogic
{
public class NumericModifyDestroySystem : DestroySystem<NumericModify>
{
protected override void Destroy(NumericModify self)
{
self.Value = 0;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e81986e5ada54a62adf92c09ec1b2b53
timeCreated: 1744701940

View File

@ -1,19 +0,0 @@
using GAS.Runtime;
using UnityEngine;
namespace GameLogic
{
public class Fire : AbstractAbility<FireAsset>
{
public GameObject m_bulletPrefab => AbilityAsset.m_bulletPrefab;
public Fire(FireAsset abilityAsset) : base(abilityAsset)
{
}
public override AbilitySpec CreateSpec(AbilitySystemComponent owner)
{
return new FireSpec(this, owner); // 对应下文Fire的AbilitySpec
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 217d9cb626844b44a82164647f7e5824

View File

@ -1,14 +0,0 @@
using System;
using GAS.Runtime;
using UnityEngine;
namespace GameLogic
{
public class FireAsset : AbilityAsset
{
public GameObject m_bulletPrefab;
public override Type AbilityType() => typeof(Fire);
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 6824f0c9f4933ff4c8137122a38997dd

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@ -1,31 +0,0 @@
using GAS.Runtime;
using UnityEngine;
namespace GameLogic
{
public class FireSpec : AbilitySpec<Fire>
{
public FireSpec(Fire ability, AbilitySystemComponent owner) : base(ability, owner)
{
}
public override void ActivateAbility(params object[] args)
{
var bullet = Object.Instantiate(Data.m_bulletPrefab).GetComponent<AS_Bullet>();
var transform = Owner.transform;
//bullet.InitAttack();
TryEndAbility();
}
public override void CancelAbility()
{
}
public override void EndAbility()
{
//throw new System.NotImplementedException();
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 8ecd860ce3143ad43842b9ffa20084f9

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@ -1,44 +0,0 @@
///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System;
using System.Linq;
using UnityEngine;
namespace GAS.Runtime
{
public static class AbilitySystemComponentExtension
{
public static Type[] PresetAttributeSetTypes(this AbilitySystemComponent asc)
{
if (asc.Preset == null) return null;
var attrSetTypes = new Type[asc.Preset.AttributeSets.Length];
for (var i = 0; i < asc.Preset.AttributeSets.Length; i++)
attrSetTypes[i] = GAttrSetLib.AttrSetTypeDict[asc.Preset.AttributeSets[i]];
return attrSetTypes;
}
public static GameplayTag[] PresetBaseTags(this AbilitySystemComponent asc)
{
if (asc.Preset == null) return null;
return asc.Preset.BaseTags;
}
public static void InitWithPreset(this AbilitySystemComponent asc, int level, AbilitySystemComponentPreset preset = null)
{
if (preset != null) asc.SetPreset(preset);
if (asc.Preset == null) return;
#if UNITY_EDITOR
if (asc.Preset.BaseAbilities != null && asc.Preset.BaseAbilities.Any(x => x == null))
{
Debug.LogWarning($"BaseAbilities contains null in preset: {asc.Preset.name}");
}
#endif
asc.Init(asc.PresetBaseTags(), asc.PresetAttributeSetTypes(), asc.Preset.BaseAbilities, level);
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 6992ebd7ea621634a80aca4770919b2e

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@ -1,34 +0,0 @@
///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System;
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GAbilityLib
{
public struct AbilityInfo
{
public string Name;
public string AssetPath;
public Type AbilityClassType;
}
public static AbilityInfo Bomb = new AbilityInfo { Name = "Bomb", AssetPath = "Assets/AssetRaw/Configs/GAS/GameplayAbilityLib/Bomb.asset",AbilityClassType = typeof(GAS.Runtime.TimelineAbility) };
public static AbilityInfo Fire = new AbilityInfo { Name = "Fire", AssetPath = "Assets/AssetRaw/Configs/GAS/GameplayAbilityLib/Fire.asset",AbilityClassType = typeof(GameLogic.Fire) };
public static AbilityInfo Sweep = new AbilityInfo { Name = "Sweep", AssetPath = "Assets/AssetRaw/Configs/GAS/GameplayAbilityLib/Sweep.asset",AbilityClassType = typeof(GAS.Runtime.TimelineAbility) };
public static Dictionary<string, AbilityInfo> AbilityMap = new Dictionary<string, AbilityInfo>
{
["Bomb"] = Bomb,
["Fire"] = Fire,
["Sweep"] = Sweep,
};
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: df6bef22cd394324688e0bf862d9f41f

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@ -1,41 +0,0 @@
///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GAttrLib
{
/// <summary>
/// 生命值
/// </summary>
public const string HP = "HP";
/// <summary>
/// 移动速度
/// </summary>
public const string Speed = "Speed";
/// <summary>
/// 攻击力
/// </summary>
public const string Attack = "Attack";
/// <summary>
/// 魔法值
/// </summary>
public const string MP = "MP";
// For facilitating the creation of a Value Dropdown in the editor.
public static List<string> AttributeNames = new List<string>()
{
"HP",
"Speed",
"Attack",
"MP",
};
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 84494e6afc8339a48914aa0cced3aa46

View File

@ -1,315 +0,0 @@
///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System;
using System.Collections.Generic;
namespace GAS.Runtime
{
public class AS_Bullet : AttributeSet
{
#region Attack
/// <summary>
/// 攻击力
/// </summary>
public AttributeBase Attack { get; } = new ("AS_Bullet", "Attack", 0f, CalculateMode.Stacking, (SupportedOperation)31, 0, 150);
public void InitAttack(float value)
{
Attack.SetBaseValue(value);
Attack.SetCurrentValue(value);
}
public void SetCurrentAttack(float value)
{
Attack.SetCurrentValue(value);
}
public void SetBaseAttack(float value)
{
Attack.SetBaseValue(value);
}
public void SetMinAttack(float value)
{
Attack.SetMinValue(value);
}
public void SetMaxAttack(float value)
{
Attack.SetMaxValue(value);
}
public void SetMinMaxAttack(float min, float max)
{
Attack.SetMinMaxValue(min, max);
}
#endregion Attack
public override AttributeBase this[string key]
{
get
{
switch (key)
{
case "Attack":
return Attack;
}
return null;
}
}
public override string[] AttributeNames { get; } =
{
"Attack",
};
public override void SetOwner(AbilitySystemComponent owner)
{
_owner = owner;
Attack.SetOwner(owner);
}
public static class Lookup
{
public const string Attack = "AS_Bullet.Attack";
}
}
public class AS_Fight : AttributeSet
{
#region Attack
/// <summary>
/// 攻击力
/// </summary>
public AttributeBase Attack { get; } = new ("AS_Fight", "Attack", 0f, CalculateMode.Stacking, (SupportedOperation)31, 0, 150);
public void InitAttack(float value)
{
Attack.SetBaseValue(value);
Attack.SetCurrentValue(value);
}
public void SetCurrentAttack(float value)
{
Attack.SetCurrentValue(value);
}
public void SetBaseAttack(float value)
{
Attack.SetBaseValue(value);
}
public void SetMinAttack(float value)
{
Attack.SetMinValue(value);
}
public void SetMaxAttack(float value)
{
Attack.SetMaxValue(value);
}
public void SetMinMaxAttack(float min, float max)
{
Attack.SetMinMaxValue(min, max);
}
#endregion Attack
#region HP
/// <summary>
/// 生命值
/// </summary>
public AttributeBase HP { get; } = new ("AS_Fight", "HP", 0f, CalculateMode.Stacking, (SupportedOperation)31, 0, 10000);
public void InitHP(float value)
{
HP.SetBaseValue(value);
HP.SetCurrentValue(value);
}
public void SetCurrentHP(float value)
{
HP.SetCurrentValue(value);
}
public void SetBaseHP(float value)
{
HP.SetBaseValue(value);
}
public void SetMinHP(float value)
{
HP.SetMinValue(value);
}
public void SetMaxHP(float value)
{
HP.SetMaxValue(value);
}
public void SetMinMaxHP(float min, float max)
{
HP.SetMinMaxValue(min, max);
}
#endregion HP
#region MP
/// <summary>
/// 魔法值
/// </summary>
public AttributeBase MP { get; } = new ("AS_Fight", "MP", 0f, CalculateMode.Stacking, (SupportedOperation)31, 0, 1000);
public void InitMP(float value)
{
MP.SetBaseValue(value);
MP.SetCurrentValue(value);
}
public void SetCurrentMP(float value)
{
MP.SetCurrentValue(value);
}
public void SetBaseMP(float value)
{
MP.SetBaseValue(value);
}
public void SetMinMP(float value)
{
MP.SetMinValue(value);
}
public void SetMaxMP(float value)
{
MP.SetMaxValue(value);
}
public void SetMinMaxMP(float min, float max)
{
MP.SetMinMaxValue(min, max);
}
#endregion MP
#region Speed
/// <summary>
/// 移动速度
/// </summary>
public AttributeBase Speed { get; } = new ("AS_Fight", "Speed", 0f, CalculateMode.Stacking, (SupportedOperation)31, 0, 3.402823E+38f);
public void InitSpeed(float value)
{
Speed.SetBaseValue(value);
Speed.SetCurrentValue(value);
}
public void SetCurrentSpeed(float value)
{
Speed.SetCurrentValue(value);
}
public void SetBaseSpeed(float value)
{
Speed.SetBaseValue(value);
}
public void SetMinSpeed(float value)
{
Speed.SetMinValue(value);
}
public void SetMaxSpeed(float value)
{
Speed.SetMaxValue(value);
}
public void SetMinMaxSpeed(float min, float max)
{
Speed.SetMinMaxValue(min, max);
}
#endregion Speed
public override AttributeBase this[string key]
{
get
{
switch (key)
{
case "HP":
return HP;
case "Speed":
return Speed;
case "Attack":
return Attack;
case "MP":
return MP;
}
return null;
}
}
public override string[] AttributeNames { get; } =
{
"HP",
"Speed",
"Attack",
"MP",
};
public override void SetOwner(AbilitySystemComponent owner)
{
_owner = owner;
HP.SetOwner(owner);
Speed.SetOwner(owner);
Attack.SetOwner(owner);
MP.SetOwner(owner);
}
public static class Lookup
{
public const string HP = "AS_Fight.HP";
public const string Speed = "AS_Fight.Speed";
public const string Attack = "AS_Fight.Attack";
public const string MP = "AS_Fight.MP";
}
}
public static class GAttrSetLib
{
public static readonly Dictionary<string, Type> AttrSetTypeDict = new Dictionary<string, Type>()
{
{ "Fight", typeof(AS_Fight) },
{ "Bullet", typeof(AS_Bullet) },
};
public static readonly Dictionary<Type, string> TypeToName = new Dictionary<Type, string>
{
{ typeof(AS_Fight), nameof(AS_Fight) },
{ typeof(AS_Bullet), nameof(AS_Bullet) },
};
public static List<string> AttributeFullNames = new List<string>()
{
"AS_Fight.HP",
"AS_Fight.Speed",
"AS_Fight.Attack",
"AS_Fight.MP",
"AS_Bullet.Attack",
};
}
}

View File

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: c28e24a4401272a4ba8ae2194b529340

View File

@ -1,49 +0,0 @@
///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GTagLib
{
public static GameplayTag Ability { get; } = new GameplayTag("Ability");
public static GameplayTag Ability_Die { get; } = new GameplayTag("Ability.Die");
public static GameplayTag Ability_Fire { get; } = new GameplayTag("Ability.Fire");
public static GameplayTag Ability_Jump { get; } = new GameplayTag("Ability.Jump");
public static GameplayTag Ability_Move { get; } = new GameplayTag("Ability.Move");
public static GameplayTag Ability_NormalAttack { get; } = new GameplayTag("Ability.NormalAttack");
public static GameplayTag CD { get; } = new GameplayTag("CD");
public static GameplayTag CD_Sweep { get; } = new GameplayTag("CD.Sweep");
public static GameplayTag Event { get; } = new GameplayTag("Event");
public static GameplayTag Event_Moving { get; } = new GameplayTag("Event.Moving");
public static GameplayTag Faction { get; } = new GameplayTag("Faction");
public static GameplayTag Faction_Emeny { get; } = new GameplayTag("Faction.Emeny");
public static GameplayTag Faction_Player { get; } = new GameplayTag("Faction.Player");
public static GameplayTag State { get; } = new GameplayTag("State");
public static GameplayTag State_Debuff { get; } = new GameplayTag("State.Debuff");
public static GameplayTag State_Debuff_Cold { get; } = new GameplayTag("State.Debuff.Cold");
public static Dictionary<string, GameplayTag> TagMap = new Dictionary<string, GameplayTag>
{
["Ability"] = Ability,
["Ability.Die"] = Ability_Die,
["Ability.Fire"] = Ability_Fire,
["Ability.Jump"] = Ability_Jump,
["Ability.Move"] = Ability_Move,
["Ability.NormalAttack"] = Ability_NormalAttack,
["CD"] = CD,
["CD.Sweep"] = CD_Sweep,
["Event"] = Event,
["Event.Moving"] = Event_Moving,
["Faction"] = Faction,
["Faction.Emeny"] = Faction_Emeny,
["Faction.Player"] = Faction_Player,
["State"] = State,
["State.Debuff"] = State_Debuff,
["State.Debuff.Cold"] = State_Debuff_Cold,
};
}
}

View File

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 9c0673795bc107440961382b92f70529

View File

@ -14,7 +14,7 @@ namespace GameLogic
public class GameManager : SingletonBehaviour<GameManager>
{
public static Scene GameScene { get; set; }
public static Scene GameScene => GameNetSystem.Instance.m_gameScene;
private List<ILogicSys> _logicSystems = new List<ILogicSys>();
private IFsm<GameManager> _modeFsm;
@ -56,6 +56,7 @@ namespace GameLogic
_logicSystems.Add(WeatherSystem.Instance);
_logicSystems.Add(CameraSystem.Instance);
_logicSystems.Add(GameNetSystem.Instance);
_logicSystems.Add(BattleSystem.Instance);
for (int i = 0; i < _logicSystems.Count; i++)
{
@ -71,7 +72,14 @@ namespace GameLogic
_modeFsm = GameModule.Fsm.CreateFsm("ModeFsm", this,_states);
_modeFsm.Start<DefaultMode>();
}
private void Start()
{
foreach (var system in _logicSystems.ToArray())
{
system.OnStart();
}
}
public void Update()
{

View File

@ -1,14 +0,0 @@
using GAS.Runtime;
namespace GameLogic
{
public interface ICombatComponent
{
AbilitySystemComponent ASC { get;}
void Init();
void OnEnable();
void OnUpdate();
void OnDisable();
void OnDestroy();
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 42076b4c306f433aa7a2eaa20d8edeea
timeCreated: 1743497803

View File

@ -1,37 +0,0 @@
using Fantasy.Entitas;
using GAS.Runtime;
using UnityEngine;
namespace GameLogic
{
public class CombatEntity : Entity
{
private AbilitySystemComponent m_abilitySystem;
public AbilitySystemComponent ASC => m_abilitySystem;
#region
/// <summary>
/// 初始化
/// </summary>
public void Init(AbilitySystemComponent asc)
{
m_abilitySystem = asc;
AddComponent<AttributeComponent>();
}
private void OnUpdate()
{
}
private void OnDestroy()
{
}
#endregion
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ebcad2909c4f452ba2b8940ebde8eaab
timeCreated: 1743497187

View File

@ -1,118 +0,0 @@
using Fantasy.Entitas;
using GAS.Runtime;
namespace GameLogic
{
public class AttributeComponent : Entity,ICombatComponent
{
public AbilitySystemComponent ASC => (Parent as CombatEntity)?.ASC;
#region
public void Init()
{
var roleUnit = DataSystem.Instance.GetData<UnitDataConfigMgr>().GetRoleUnit((int)Parent.Id);
if(roleUnit == null) return;
ASC.AttrSet<AS_Fight>().InitHP(roleUnit.Hp);
ASC.AttrSet<AS_Fight>().InitMP(roleUnit.Mp);
ASC.AttrSet<AS_Fight>().InitAttack(roleUnit.Attck);
ASC.AttrSet<AS_Fight>().InitSpeed(roleUnit.MoveSpeed);
}
public void OnEnable()
{
}
public void OnUpdate()
{
}
public void OnDisable()
{
}
public void OnDestroy()
{
}
#endregion
public void SetBaseValue(EAttributeType attribute,float value)
{
switch (attribute)
{
case EAttributeType.Hp:
ASC.AttrSet<AS_Fight>().SetBaseHP(value);
break;
case EAttributeType.Mp:
ASC.AttrSet<AS_Fight>().SetBaseMP(value);
break;
case EAttributeType.Attack:
ASC.AttrSet<AS_Fight>().SetBaseAttack(value);
break;
case EAttributeType.MoveSpeed:
ASC.AttrSet<AS_Fight>().SetBaseSpeed(value);
break;
}
}
public void SetCurrentValue(EAttributeType attribute,float value)
{
switch (attribute)
{
case EAttributeType.Hp:
ASC.AttrSet<AS_Fight>().SetCurrentHP(value);
break;
case EAttributeType.Mp:
ASC.AttrSet<AS_Fight>().SetCurrentMP(value);
break;
case EAttributeType.Attack:
ASC.AttrSet<AS_Fight>().SetCurrentAttack(value);
break;
case EAttributeType.MoveSpeed:
ASC.AttrSet<AS_Fight>().SetCurrentSpeed(value);
break;
}
}
public void SetMaxValue(EAttributeType attribute,float value)
{
switch (attribute)
{
case EAttributeType.Hp:
ASC.AttrSet<AS_Fight>().SetMaxHP(value);
break;
case EAttributeType.Mp:
ASC.AttrSet<AS_Fight>().SetMaxMP(value);
break;
case EAttributeType.Attack:
ASC.AttrSet<AS_Fight>().SetMaxAttack(value);
break;
case EAttributeType.MoveSpeed:
ASC.AttrSet<AS_Fight>().SetMaxSpeed(value);
break;
}
}
public void SetMinValue(EAttributeType attribute,float value)
{
switch (attribute)
{
case EAttributeType.Hp:
ASC.AttrSet<AS_Fight>().SetMinHP(value);
break;
case EAttributeType.Mp:
ASC.AttrSet<AS_Fight>().SetMinMP(value);
break;
case EAttributeType.Attack:
ASC.AttrSet<AS_Fight>().SetMinAttack(value);
break;
case EAttributeType.MoveSpeed:
ASC.AttrSet<AS_Fight>().SetMinSpeed(value);
break;
}
}
}
}

View File

@ -36,14 +36,15 @@ namespace GameLogic
// 创建一个Scene这个Scene代表一个客户端的场景客户端的所有逻辑都可以写这里
// 如果有自己的框架也可以就单纯拿这个Scene做网络通讯也没问题。
m_gameScene = await Scene.Create(SceneRuntimeType.MainThread);
GameManager.GameScene = m_gameScene;
if (m_gameScene == null)
{
Log.Info("连接服务器失败");
return;
}
InitCommand();
CombatUnit combat = Entity.Create<CombatUnit>(GameManager.GameScene,true,true);
}

View File

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@ -2,7 +2,7 @@
"dependencies": {
"com.code-philosophy.hybridclr": "https://gitee.com/focus-creative-games/hybridclr_unity.git",
"com.coffee.ui-effect": "5.6.1",
"com.fantasy.unity": "2024.2.24",
"com.fantasy.unity": "2024.2.25",
"com.tuyoogame.yooasset": "2.1.2",
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",

View File

@ -29,7 +29,7 @@
"dependencies": {}
},
"com.fantasy.unity": {
"version": "2024.2.24",
"version": "2024.2.25",
"depth": 0,
"source": "registry",
"dependencies": {

View File

@ -30,7 +30,7 @@ MonoBehaviour:
LimitMinValue: 1
MinValue: 0
LimitMaxValue: 1
MaxValue: 3.4028235e+38
MaxValue: 300
- Name: Attack
Comment: "\u653B\u51FB\u529B"
CalculateMode: 0

View File

@ -6,32 +6,32 @@ EditorUserSettings:
serializedVersion: 4
m_ConfigSettings:
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value: 075200535d530a5e0e5f5e7140725944134f4f7d79717465782d1b30b0e6363e
flags: 0
RecentlyUsedSceneGuid-1:
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RecentlyUsedSceneGuid-1:
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RecentlyUsedSceneGuid-2:
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@ -19,7 +19,7 @@ MonoBehaviour:
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height: 989
m_ShowMode: 4
m_Title: Hierarchy
m_Title: Game
m_RootView: {fileID: 2}
m_MinSize: {x: 875, y: 300}
m_MaxSize: {x: 10000, y: 10000}
@ -119,7 +119,7 @@ MonoBehaviour:
m_MinSize: {x: 400, y: 100}
m_MaxSize: {x: 32384, y: 16192}
vertical: 0
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draggingID: 0
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--- !u!114 &7
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m_MinSize: {x: 300, y: 50}
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--- !u!114 &12
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@ -422,9 +422,9 @@ MonoBehaviour:
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m_SceneIsLit: 1
m_SceneLighting: 1
m_2DMode: 0
m_2DMode: 1
m_isRotationLocked: 0
m_PlayAudio: 0
m_AudioPlay: 0
m_DebugDrawModesUseInteractiveLightBakingData: 0
m_Position:
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yGrid:
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m_Rotation:
m_Target: {x: 0.04206977, y: -0.95709133, z: 0.20865029, w: 0.19665778}
m_Target: {x: 0, y: 0, z: 0, w: 1}
speed: 2
m_Value: {x: -0.04206971, y: 0.95708996, z: -0.20865, w: -0.1966575}
m_Value: {x: 0, y: 0, z: 0, w: 1}
m_Size:
m_Target: 3.6547272
m_Target: 10
speed: 2
m_Value: 3.6547272
m_Value: 10
m_Ortho:
m_Target: 0
m_Target: 1
speed: 2
m_Value: 0
m_Value: 1
m_CameraSettings:
m_Speed: 1
m_SpeedNormalized: 0.5
@ -1100,7 +1100,7 @@ MonoBehaviour:
m_FarClip: 10000
m_DynamicClip: 1
m_OcclusionCulling: 0
m_LastSceneViewRotation: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
m_LastSceneViewRotation: {x: 0.04206977, y: -0.95709133, z: 0.20865029, w: 0.19665778}
m_LastSceneViewOrtho: 0
m_Viewpoint:
m_SceneView: {fileID: 17}
@ -1135,9 +1135,9 @@ MonoBehaviour:
m_Pos:
serializedVersion: 2
x: 0
y: 24
y: 633
width: 130
height: 490
height: 353
m_SerializedDataModeController:
m_DataMode: 0
m_PreferredDataMode: 0
@ -1170,10 +1170,10 @@ MonoBehaviour:
m_TextWithWhitespace: "Project\u200B"
m_Pos:
serializedVersion: 2
x: 132
y: 24
x: 131
y: 633
width: 789
height: 490
height: 353
m_SerializedDataModeController:
m_DataMode: 0
m_PreferredDataMode: 0
@ -1196,7 +1196,7 @@ MonoBehaviour:
m_SkipHidden: 0
m_SearchArea: 1
m_Folders:
- Assets/GameScripts/HotFix/GameLogic/AR Brochure/Core/System
- Assets/Scenes
m_Globs: []
m_ProductIds:
m_AnyWithAssetOrigin: 0
@ -1206,16 +1206,16 @@ MonoBehaviour:
m_ViewMode: 1
m_StartGridSize: 64
m_LastFolders:
- Assets/GameScripts/HotFix/GameLogic/AR Brochure/Core/System
- Assets/Scenes
m_LastFoldersGridSize: -1
m_LastProjectPath: D:\UnityProject\EintooAR\EintooAR
m_LockTracker:
m_IsLocked: 1
m_FolderTreeState:
scrollPos: {x: 0, y: 120}
m_SelectedIDs: 6e1e0100
m_LastClickedID: 73326
m_ExpandedIDs: 00000000482a01009e460100a0460100a2460100a4460100a6460100a8460100aa460100ac460100ae460100b0460100b2460100b4460100b6460100b8460100ba460100bc460100be460100c0460100c2460100c4460100c6460100c8460100ca460100cc460100ce460100d0460100d2460100d4460100d6460100d8460100da460100dc460100de460100e0460100e2460100e4460100e6460100e8460100ea460100ec460100ee460100f0460100f2460100f4460100f6460100f8460100fa460100fc460100fe46010000470100024701000447010006470100084701000a470100
scrollPos: {x: 0, y: 0}
m_SelectedIDs: ba240100
m_LastClickedID: 74938
m_ExpandedIDs: 000000008a170100bc230100be230100c0230100c2230100c4230100c8230100ca230100cc230100ce230100d0230100d2230100d4230100d6230100d8230100da230100dc230100de230100e0230100e2230100e4230100e6230100e8230100ea230100ec230100ee230100f0230100f2230100f4230100f6230100f8230100fa230100fc230100fe23010000240100022401000424010006240100082401000a2401000c2401000e24010010240100122401001424010016240100182401001a2401001e240100202401002224010024240100262401002824010000ca9a3bffffff7f
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@ -1244,7 +1244,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: 00000000482a01009e460100a0460100a2460100a4460100a6460100a8460100aa460100ac460100ae460100b0460100b2460100b4460100b6460100b8460100ba460100bc460100be460100c0460100c2460100c4460100c6460100c8460100ca460100cc460100ce460100d0460100d2460100d4460100d6460100d8460100da460100dc460100de460100e0460100e2460100e4460100e6460100e8460100ea460100ec460100ee460100f0460100f2460100f4460100f6460100f8460100fa460100fc460100fe46010000470100024701000447010006470100084701000a470100
m_ExpandedIDs: 000000008a170100bc230100be230100c0230100c2230100c4230100c6230100c8230100ca230100cc230100ce230100d0230100d2230100d4230100d6230100d8230100da230100dc230100de230100e0230100e2230100e4230100e6230100e8230100ea230100ec230100ee230100f0230100f2230100f4230100f6230100f8230100fa230100fc230100fe23010000240100022401000424010006240100082401000a2401000c2401000e24010010240100122401001424010016240100182401001a2401001c2401001e2401002024010022240100242401002624010028240100
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@ -1323,10 +1323,10 @@ MonoBehaviour:
m_TextWithWhitespace: "Project\u200B"
m_Pos:
serializedVersion: 2
x: 923
y: 24
x: 922
y: 633
width: 481
height: 490
height: 353
m_SerializedDataModeController:
m_DataMode: 0
m_PreferredDataMode: 0
@ -1366,9 +1366,9 @@ MonoBehaviour:
m_IsLocked: 1
m_FolderTreeState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs: fa1f0100
m_LastClickedID: 73722
m_ExpandedIDs: 00000000482a01009e460100a0460100a2460100a4460100a6460100a8460100aa460100ac460100ae460100b0460100b2460100b4460100b6460100b8460100ba460100bc460100be460100c0460100c2460100c4460100c6460100c8460100ca460100cc460100ce460100d0460100d2460100d4460100d6460100d8460100da460100dc460100de460100e0460100e2460100e4460100e6460100e8460100ea460100ec460100ee460100f0460100f2460100f4460100f6460100f8460100fa460100fc460100fe46010000470100024701000447010006470100084701000a470100
m_SelectedIDs: 7c250100
m_LastClickedID: 75132
m_ExpandedIDs: 000000008a170100bc230100be230100c0230100c2230100c4230100c6230100c8230100ca230100cc230100ce230100d0230100d2230100d4230100d6230100d8230100da230100dc230100de230100e0230100e2230100e4230100e6230100e8230100ea230100ec230100ee230100f0230100f2230100f4230100f6230100f8230100fa230100fc230100fe23010000240100022401000424010006240100082401000a2401000c2401000e24010010240100122401001424010016240100182401001a2401001c2401001e24010020240100222401002424010026240100282401009224010000ca9a3bffffff7f
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@ -1397,7 +1397,7 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: 0
m_ExpandedIDs: 00000000482a01009e460100a0460100a2460100a4460100a6460100a8460100aa460100ac460100ae460100b0460100b2460100b4460100b6460100b8460100ba460100bc460100be460100c0460100c2460100c4460100c6460100c8460100ca460100cc460100ce460100d0460100d2460100d4460100d6460100d8460100da460100dc460100de460100e0460100e2460100e4460100e6460100e8460100ea460100ec460100ee460100f0460100f2460100f4460100f6460100f8460100fa460100fc460100fe46010000470100024701000447010006470100084701000a470100
m_ExpandedIDs: 000000008a170100bc230100be230100c0230100c2230100c4230100c6230100c8230100ca230100cc230100ce230100d0230100d2230100d4230100d6230100d8230100da230100dc230100de230100e0230100e2230100e4230100e6230100e8230100ea230100ec230100ee230100f0230100f2230100f4230100f6230100f8230100fa230100fc230100fe23010000240100022401000424010006240100082401000a2401000c2401000e24010010240100122401001424010016240100182401001a2401001c2401001e2401002024010022240100242401002624010028240100
m_RenameOverlay:
m_UserAcceptedRename: 0
m_Name:
@ -1476,8 +1476,8 @@ MonoBehaviour:
m_TextWithWhitespace: "Inspector\u200B"
m_Pos:
serializedVersion: 2
x: 1406
y: 24
x: 1405
y: 79
width: 514
height: 907
m_SerializedDataModeController:
@ -1525,10 +1525,10 @@ MonoBehaviour:
m_TextWithWhitespace: "Game\u200B"
m_Pos:
serializedVersion: 2
x: 722
y: 24
x: 721
y: 79
width: 682
height: 391
height: 528
m_SerializedDataModeController:
m_DataMode: 0
m_PreferredDataMode: 0
@ -1573,7 +1573,7 @@ MonoBehaviour:
m_VAllowExceedBaseRangeMax: 1
m_ScaleWithWindow: 0
m_HSlider: 0
m_VSlider: 1
m_VSlider: 0
m_IgnoreScrollWheelUntilClicked: 0
m_EnableMouseInput: 1
m_EnableSliderZoomHorizontal: 0
@ -1585,22 +1585,22 @@ MonoBehaviour:
x: 0
y: 21
width: 682
height: 370
m_Scale: {x: 0.27736133, y: 0.27736133}
m_Translation: {x: 341.00003, y: 184.99997}
height: 507
m_Scale: {x: 0.38005996, y: 0.38005996}
m_Translation: {x: 341, y: 253.49998}
m_MarginLeft: 0
m_MarginRight: 0
m_MarginTop: 0
m_MarginBottom: 0
m_LastShownAreaInsideMargins:
serializedVersion: 2
x: -1229.4432
y: -666.9999
width: 2458.8865
height: 1333.9999
x: -897.22687
y: -667
width: 1794.4537
height: 1334
m_MinimalGUI: 1
m_defaultScale: 0.27736133
m_LastWindowPixelSize: {x: 682, y: 391}
m_defaultScale: 0.38005996
m_LastWindowPixelSize: {x: 682, y: 528}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000101000000000000

View File

@ -13,7 +13,7 @@ using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("APlugins")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+00a6e36d35523d79a89300cf6c917134ef1a13f8")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+c3ad3113cf20a8ab062c6e6255582c0100b715d4")]
[assembly: System.Reflection.AssemblyProductAttribute("APlugins")]
[assembly: System.Reflection.AssemblyTitleAttribute("APlugins")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]

View File

@ -1 +1 @@
ed381ebd5c32a32faf832484949ce803d6f194c5489cedafbac81b8d6b9e5a85
43e0e398ae5e32ca33bc9471ee513ad5e696e66cc472ec5ec0a9f87ef8721ace

View File

@ -1 +1 @@
17442722924392271
17445925597721448

View File

@ -1 +1 @@
17442722924392271
17446243488696810

View File

@ -0,0 +1,8 @@

using Fantasy.Entitas;
public class ChatManagementComponent : Entity
{
}

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