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<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VSCode.Editor">
|
||||
<HintPath>Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>
|
||||
|
@ -317,7 +317,7 @@ Transform:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 787698569}
|
||||
m_LocalRotation: {x: 0.03760297, y: 0, z: 0, w: 0.9992928}
|
||||
m_LocalPosition: {x: 0, y: 1.99, z: -9.23}
|
||||
m_LocalPosition: {x: 0, y: 1.87, z: -7.65}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children:
|
||||
- {fileID: 7918943641728165702}
|
||||
@ -939,6 +939,7 @@ MonoBehaviour:
|
||||
- Game.ProcedureLaunch
|
||||
- Game.ProcedureSplash
|
||||
- Game.ProcedureUpdateVersion
|
||||
- ProcedureInGame
|
||||
- ProcedureInitRole
|
||||
- ProcedureInitSystem
|
||||
- ProcedureScenesLoad
|
||||
|
@ -26,6 +26,31 @@ AnimatorState:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
--- !u!1101 &-4629465009851174522
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name:
|
||||
m_Conditions:
|
||||
- m_ConditionMode: 3
|
||||
m_ConditionEvent: Speed
|
||||
m_EventTreshold: 0
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 7852368639546613177}
|
||||
m_Solo: 0
|
||||
m_Mute: 0
|
||||
m_IsExit: 0
|
||||
serializedVersion: 3
|
||||
m_TransitionDuration: 0.25
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0.5833334
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
--- !u!1107 &-4318224155033396118
|
||||
AnimatorStateMachine:
|
||||
serializedVersion: 6
|
||||
@ -40,13 +65,13 @@ AnimatorStateMachine:
|
||||
m_Position: {x: 200, y: 0, z: 0}
|
||||
- serializedVersion: 1
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m_State: {fileID: 7852368639546613177}
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m_Position: {x: 235, y: 65, z: 0}
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m_Position: {x: 290, y: 70, z: 0}
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- serializedVersion: 1
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m_State: {fileID: -2654552166376096974}
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||||
m_Position: {x: 270, y: 130, z: 0}
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- serializedVersion: 1
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m_State: {fileID: -3802118723531622627}
|
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m_Position: {x: 305, y: 195, z: 0}
|
||||
m_Position: {x: 300, y: 200, z: 0}
|
||||
- serializedVersion: 1
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||||
m_State: {fileID: 4164821889480732602}
|
||||
m_Position: {x: 340, y: 260, z: 0}
|
||||
@ -134,6 +159,31 @@ AnimatorState:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
||||
--- !u!1101 &-3299496346932648763
|
||||
AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name:
|
||||
m_Conditions:
|
||||
- m_ConditionMode: 6
|
||||
m_ConditionEvent: Speed
|
||||
m_EventTreshold: 0
|
||||
m_DstStateMachine: {fileID: 0}
|
||||
m_DstState: {fileID: 4054845936075069209}
|
||||
m_Solo: 0
|
||||
m_Mute: 0
|
||||
m_IsExit: 0
|
||||
serializedVersion: 3
|
||||
m_TransitionDuration: 0.25
|
||||
m_TransitionOffset: 0
|
||||
m_ExitTime: 0.6875
|
||||
m_HasExitTime: 1
|
||||
m_HasFixedDuration: 1
|
||||
m_InterruptionSource: 0
|
||||
m_OrderedInterruption: 1
|
||||
m_CanTransitionToSelf: 1
|
||||
--- !u!1102 &-2654552166376096974
|
||||
AnimatorState:
|
||||
serializedVersion: 6
|
||||
@ -220,7 +270,13 @@ AnimatorController:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Warrior
|
||||
serializedVersion: 5
|
||||
m_AnimatorParameters: []
|
||||
m_AnimatorParameters:
|
||||
- m_Name: Speed
|
||||
m_Type: 3
|
||||
m_DefaultFloat: 0
|
||||
m_DefaultInt: 0
|
||||
m_DefaultBool: 0
|
||||
m_Controller: {fileID: 0}
|
||||
m_AnimatorLayers:
|
||||
- serializedVersion: 5
|
||||
m_Name: Base Layer
|
||||
@ -400,7 +456,8 @@ AnimatorState:
|
||||
m_Name: Idle
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_Transitions:
|
||||
- {fileID: -4629465009851174522}
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
@ -556,7 +613,8 @@ AnimatorState:
|
||||
m_Name: Run
|
||||
m_Speed: 1
|
||||
m_CycleOffset: 0
|
||||
m_Transitions: []
|
||||
m_Transitions:
|
||||
- {fileID: -3299496346932648763}
|
||||
m_StateMachineBehaviours: []
|
||||
m_Position: {x: 50, y: 50, z: 0}
|
||||
m_IKOnFeet: 0
|
||||
|
@ -176,22 +176,6 @@ PrefabInstance:
|
||||
m_Modification:
|
||||
m_TransformParent: {fileID: 0}
|
||||
m_Modifications:
|
||||
- target: {fileID: 787698570, guid: c2b00befcb5658541b1e5a6850840fd3, type: 3}
|
||||
propertyPath: m_LocalPosition.y
|
||||
value: 1.87
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 787698570, guid: c2b00befcb5658541b1e5a6850840fd3, type: 3}
|
||||
propertyPath: m_LocalPosition.z
|
||||
value: -7.65
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 1377482920413753345, guid: c2b00befcb5658541b1e5a6850840fd3, type: 3}
|
||||
propertyPath: m_IsActive
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 1760303496401699052, guid: c2b00befcb5658541b1e5a6850840fd3, type: 3}
|
||||
propertyPath: m_LocalPosition.z
|
||||
value: -3.04
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 7219867924276195500, guid: c2b00befcb5658541b1e5a6850840fd3, type: 3}
|
||||
propertyPath: m_Name
|
||||
value: Axibug
|
||||
@ -446,7 +430,7 @@ Light:
|
||||
m_BounceIntensity: 1
|
||||
m_ColorTemperature: 6570
|
||||
m_UseColorTemperature: 0
|
||||
m_BoundingSphereOverride: {x: 0, y: 8.9445606e+26, z: 4.5905e-41, w: 0}
|
||||
m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
|
||||
m_UseBoundingSphereOverride: 0
|
||||
m_UseViewFrustumForShadowCasterCull: 1
|
||||
m_ShadowRadius: 0
|
||||
|
@ -23,11 +23,11 @@ namespace Game
|
||||
private set;
|
||||
}
|
||||
|
||||
// public static UserMgrComponent UserMgr
|
||||
// {
|
||||
// get;
|
||||
// private set;
|
||||
// }
|
||||
public static RoleMgrComponent RoleMgr
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public static LubanComponent Luban
|
||||
{
|
||||
@ -117,7 +117,7 @@ namespace Game
|
||||
Map = parent.Find("Map").gameObject.AddComponent<MapComponent>();
|
||||
MainPlayer = parent.Find("MainPlayer").gameObject.AddComponent<MainPlayerComponent>();
|
||||
Luban = parent.Find("Luban").gameObject.AddComponent<LubanComponent>();
|
||||
//RoleMgr = parent.Find("RoleMgr").gameObject.AddComponent<UserMgrComponent>();
|
||||
RoleMgr = parent.Find("RoleMgr").gameObject.AddComponent<RoleMgrComponent>();
|
||||
//Network = parent.Find("Network").gameObject.AddComponent<NetworkComponent>();
|
||||
//DropMgr = parent.Find("DropMgr").gameObject.AddComponent<DropMgrComponent>();
|
||||
//ItemMgr = parent.Find("ItemMgr").gameObject.AddComponent<ItemMgrComponent>();
|
||||
|
@ -11,9 +11,10 @@ namespace Game
|
||||
{
|
||||
public class InputComponent : GameComponent
|
||||
{
|
||||
private Vector2 _clickPoint; //鼠标点击ui位置
|
||||
public Vector2 InputV2 { get { return _InputV2; } }
|
||||
|
||||
private int RoleID;
|
||||
private Vector2 _clickPoint; //鼠标点击ui位置
|
||||
private Vector2 _InputV2;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
@ -21,6 +22,12 @@ namespace Game
|
||||
//AppEntry.Event.Subscribe(A123EventArgs.EventId, OnA123EventArgs);
|
||||
}
|
||||
|
||||
public void ReSetInput()
|
||||
{
|
||||
_InputV2 = Vector2.zero;
|
||||
_clickPoint = Vector2.zero;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 检测是否点击UI
|
||||
@ -117,6 +124,18 @@ namespace Game
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (!GamePlayEntry.MainPlayer.InGame)
|
||||
return;
|
||||
|
||||
Update_Touch();
|
||||
Update_Input();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击
|
||||
/// </summary>
|
||||
void Update_Touch()
|
||||
{
|
||||
//双指操作
|
||||
if (Update_DoubleTouch())
|
||||
@ -136,7 +155,7 @@ namespace Game
|
||||
GameObject obj = GetPointerOverGameObject(clickPos, out bool hasUI);
|
||||
|
||||
//显示点击特效
|
||||
if(GamePlayEntry.UI.IsOpen<TouchButtonEffectUI>()) GamePlayEntry.UI.Hide<TouchButtonEffectUI>();
|
||||
if (GamePlayEntry.UI.IsOpen<TouchButtonEffectUI>()) GamePlayEntry.UI.Hide<TouchButtonEffectUI>();
|
||||
GamePlayEntry.UI.OpenUI<TouchButtonEffectUI>();
|
||||
|
||||
if (hasUI)
|
||||
@ -172,6 +191,16 @@ namespace Game
|
||||
}
|
||||
}
|
||||
|
||||
void Update_Input()
|
||||
{
|
||||
//AD方向控制
|
||||
_InputV2.x = Input.GetAxis("Horizontal");
|
||||
//WS方向控制
|
||||
_InputV2.y = Input.GetAxis("Vertical");
|
||||
|
||||
//AxibugLog.Debug("InputV2 =>" + InputV2);
|
||||
}
|
||||
|
||||
#region 双指手势
|
||||
|
||||
protected readonly Transform m_zoom = null;
|
||||
@ -180,7 +209,6 @@ namespace Game
|
||||
protected static float current = 0;
|
||||
private float last = -1;
|
||||
|
||||
|
||||
public bool Update_DoubleTouch()
|
||||
{
|
||||
if (false)//有其他和双指互斥的操作则跳出,可补充
|
||||
|
@ -15,74 +15,58 @@ namespace Game
|
||||
{
|
||||
public Transform CamPos;
|
||||
|
||||
public Transform Player;
|
||||
Rigidbody mRigidbody;
|
||||
public MainRole Player;
|
||||
|
||||
//Rigidbody mRigidbody;
|
||||
public bool bLoadFinish { get; private set; } = false;
|
||||
|
||||
public bool InGame = false;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
CamPos = transform.Find("CamPos");
|
||||
InGame = false;
|
||||
}
|
||||
|
||||
public void ReSetMainPlayer()
|
||||
{
|
||||
Player = null;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Update_MoveForInput();
|
||||
}
|
||||
|
||||
public void LoadPlayer()
|
||||
{
|
||||
bLoadFinish = false;
|
||||
//TODO Òì²½
|
||||
GameObject playergo = Clone("Warrior");
|
||||
playergo.transform.localPosition = Vector3.zero;
|
||||
this.transform.position = GamePlayEntry.Map.SpawnPos;
|
||||
|
||||
mRigidbody = this.gameObject.AddComponent<Rigidbody>();
|
||||
mRigidbody.isKinematic = false;
|
||||
mRigidbody.useGravity = true;
|
||||
Player = GamePlayEntry.RoleMgr.CreateMainRole();
|
||||
|
||||
////ÉãÏñ»ú
|
||||
Camera.main.transform.parent = CamPos;
|
||||
Camera.main.transform.localPosition = Vector3.zero;
|
||||
Camera.main.transform.localEulerAngles = Vector3.zero;
|
||||
//ÉãÏñ»ú
|
||||
SetMainCamera();
|
||||
|
||||
bLoadFinish = true;
|
||||
}
|
||||
|
||||
|
||||
private GameObject Clone(string RoleName)
|
||||
public void SetMainCamera()
|
||||
{
|
||||
string rootPath = "Assets/GameAssets";
|
||||
string MapName = $"Assets/GameAssets/Prefabs/Role/{RoleName}/{RoleName}.prefab";
|
||||
string tmp = MapName.Remove(0, rootPath.Length + 1);
|
||||
int idx = tmp.LastIndexOf('/');
|
||||
string bundleName = tmp.Substring(0, idx);
|
||||
|
||||
UnityEngine.Object asset = null;
|
||||
if (AppEntry.Base.EditorResourceMode)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
asset = AssetDatabase.LoadAssetAtPath<GameObject>(MapName);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
int id = MapName.GetHashCode();
|
||||
asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), MapName, id, this.transform);
|
||||
}
|
||||
|
||||
if (asset == null)
|
||||
{
|
||||
Debug.LogError($"asset¼ÓÔØʧ°Ü£¬path={MapName}");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject go = Instantiate(asset, this.transform) as GameObject;
|
||||
if (go == null)
|
||||
{
|
||||
Debug.LogError("LoadPrefabByEditor2. go == null. asset:" + asset);
|
||||
|
||||
}
|
||||
return go;
|
||||
Camera.main.transform.parent = CamPos;
|
||||
Camera.main.transform.localPosition = Vector3.zero;
|
||||
Camera.main.transform.localEulerAngles = Vector3.zero;
|
||||
}
|
||||
|
||||
public void Update_MoveForInput()
|
||||
{
|
||||
if (!Player) return;
|
||||
Player.InputV2 = GamePlayEntry.Input.InputV2;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
174
Assets/Scripts/Main/CustomsComponent/RoleMgrComponent.cs
Normal file
174
Assets/Scripts/Main/CustomsComponent/RoleMgrComponent.cs
Normal file
@ -0,0 +1,174 @@
|
||||
using Axibug.Resources;
|
||||
using Axibug.Runtime;
|
||||
using Codice.CM.WorkspaceServer.DataStore;
|
||||
using Game.Config;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class RoleMgrComponent : GameComponent
|
||||
{
|
||||
private Queue<RoleBase> temp_RemoveUser = new Queue<RoleBase>();//需要移除的玩家列表
|
||||
private Queue<Int32> temp_RemoveRequest = new Queue<Int32>();//请求数据列表
|
||||
private Dictionary<long, RoleBase> dictAllRole = new Dictionary<long, RoleBase>();
|
||||
private Dictionary<E_NODE_TYPE, Dictionary<long, RoleBase>> dictRoleList = new Dictionary<E_NODE_TYPE, Dictionary<long, RoleBase>>();
|
||||
|
||||
//key:职业+性别 比如:ss_w
|
||||
private Dictionary<string, Queue<GameObject>> userPool = new Dictionary<string, Queue<GameObject>>();
|
||||
|
||||
private float temp_CheckTime = 0;
|
||||
private float temp_RequestTime = 0;
|
||||
|
||||
private long mRoleIdSeed = 0;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
//AppEntry.Event.Subscribe(UserMoveEventArgs.EventId, OnUserMoveEvent);
|
||||
//AppEntry.Event.Subscribe(UserPlayerSkillEventArgs.EventId, OnUserPlayerSkill);
|
||||
//AppEntry.Event.Subscribe(RoleDeadEventArgs.EventId, OnRoleDead);
|
||||
//AppEntry.Event.Subscribe(RoleReviveEventArgs.EventId, OnRoleRevive);
|
||||
//AppEntry.Event.Subscribe(RoleLevelupEventArgs.EventId, OnRoleLevelUp);
|
||||
//AppEntry.Event.Subscribe(AddRoleBufferEvent.EventId, AddBuffer);
|
||||
//AppEntry.Event.Subscribe(RemoveRoleBufferEvent.EventId, RemoveBuffer);
|
||||
}
|
||||
|
||||
long GetNewRoleId()
|
||||
{
|
||||
return ++mRoleIdSeed;
|
||||
}
|
||||
|
||||
#region 角色管理
|
||||
|
||||
public void AddRole(RoleBase role)
|
||||
{
|
||||
if (!dictAllRole.ContainsKey(role.RoleID))
|
||||
{
|
||||
dictAllRole[role.RoleID] = role;
|
||||
|
||||
Dictionary<long, RoleBase> roleList;
|
||||
if (!dictRoleList.ContainsKey(role.RoleType))
|
||||
roleList = dictRoleList[role.RoleType] = new Dictionary<long, RoleBase>();
|
||||
else
|
||||
roleList = dictRoleList[role.RoleType];
|
||||
roleList[role.RoleID] = role;
|
||||
}
|
||||
}
|
||||
public void RemoveRole(RoleBase role)
|
||||
{
|
||||
if (dictAllRole.ContainsKey(role.RoleID))
|
||||
{
|
||||
dictAllRole.Remove(role.RoleID);
|
||||
|
||||
Dictionary<long, RoleBase> roleList;
|
||||
if (!dictRoleList.ContainsKey(role.RoleType))
|
||||
roleList = dictRoleList[role.RoleType] = new Dictionary<long, RoleBase>();
|
||||
else
|
||||
roleList = dictRoleList[role.RoleType];
|
||||
roleList.Remove(role.RoleID);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public MainRole CreateMainRole()
|
||||
{
|
||||
//数据
|
||||
S_ROLE_SELF data = new S_ROLE_SELF();
|
||||
|
||||
data.innate.roleid = GetNewRoleId();
|
||||
data.innate.job = 0;//TODO
|
||||
data.innate.nick = "";//昵称
|
||||
data.innate.sex = 0;//性别
|
||||
|
||||
//经验
|
||||
data.exp.exp = 0;
|
||||
data.exp.level = 1;
|
||||
|
||||
//状态等
|
||||
data.status.state = CharacterState.Living;
|
||||
data.status.pos = GamePlayEntry.Map.SpawnPos;
|
||||
data.status.mapid = 0;//TODO
|
||||
|
||||
//生命魔法等
|
||||
data.life.maxMP = 100;
|
||||
data.life.curMP = 100;
|
||||
data.life.maxMP = 100;
|
||||
data.life.curMP = 100;
|
||||
|
||||
//货币
|
||||
data.econ.gold = 0;
|
||||
|
||||
string ModelName = "Warrior";//模型名称
|
||||
|
||||
//实例化角色
|
||||
GameObject playergo = CloneRole(ModelName, GamePlayEntry.MainPlayer.transform);
|
||||
playergo.transform.localPosition = Vector3.zero;
|
||||
GamePlayEntry.MainPlayer.transform.position = data.status.pos;
|
||||
|
||||
//组件
|
||||
Rigidbody mRigidbody = this.gameObject.AddComponent<Rigidbody>();
|
||||
mRigidbody.isKinematic = false;
|
||||
mRigidbody.useGravity = true;
|
||||
|
||||
MainRole role = playergo.AddComponent<MainRole>();
|
||||
role.Init(data);
|
||||
|
||||
//挂组件
|
||||
SetRigibody(GamePlayEntry.MainPlayer.transform);
|
||||
|
||||
AddRole(role);
|
||||
|
||||
return role;
|
||||
}
|
||||
|
||||
private GameObject CloneRole(string RoleName,Transform parent)
|
||||
{
|
||||
string rootPath = "Assets/GameAssets";
|
||||
string MapName = $"Assets/GameAssets/Prefabs/Role/{RoleName}/{RoleName}.prefab";
|
||||
string tmp = MapName.Remove(0, rootPath.Length + 1);
|
||||
int idx = tmp.LastIndexOf('/');
|
||||
string bundleName = tmp.Substring(0, idx);
|
||||
|
||||
UnityEngine.Object asset = null;
|
||||
if (AppEntry.Base.EditorResourceMode)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
asset = AssetDatabase.LoadAssetAtPath<GameObject>(MapName);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
int id = MapName.GetHashCode();
|
||||
asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), MapName, id, parent);
|
||||
}
|
||||
|
||||
if (asset == null)
|
||||
{
|
||||
Debug.LogError($"asset加载失败,path={MapName}");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject go = Instantiate(asset, parent) as GameObject;
|
||||
if (go == null)
|
||||
{
|
||||
Debug.LogError("LoadPrefabByEditor2. go == null. asset:" + asset);
|
||||
|
||||
}
|
||||
return go;
|
||||
}
|
||||
|
||||
void SetRigibody(Transform trans)
|
||||
{
|
||||
Rigidbody mRigidbody = trans.gameObject.AddComponent<Rigidbody>();
|
||||
mRigidbody.isKinematic = false;
|
||||
mRigidbody.useGravity = true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,859 +0,0 @@
|
||||
//using Axibug;
|
||||
//using Axibug.Event;
|
||||
//using Axibug.Resources;
|
||||
//using Axibug.Runtime;
|
||||
//using Game.Config;
|
||||
//using System;
|
||||
//using System.Collections;
|
||||
//using System.Collections.Generic;
|
||||
//using System.Linq;
|
||||
//using UnityEngine;
|
||||
|
||||
//namespace Game
|
||||
//{
|
||||
// public class UserMgrComponent : GameComponent
|
||||
// {
|
||||
// private Queue<S_ROLE_BASE> temp_RemoveUser = new Queue<S_ROLE_BASE>();//需要移除的玩家列表
|
||||
// private Queue<Int32> temp_RemoveRequest = new Queue<Int32>();//请求数据列表
|
||||
|
||||
// //key:职业+性别 比如:ss_w
|
||||
// private Dictionary<string, Queue<GameObject>> userPool = new Dictionary<string, Queue<GameObject>>();
|
||||
|
||||
// private float temp_CheckTime = 0;
|
||||
// private float temp_RequestTime = 0;
|
||||
|
||||
// private S_ROLE_SELF myrole { get { return UserData.role; } }
|
||||
|
||||
|
||||
// private void Start()
|
||||
// {
|
||||
// //AppEntry.Event.Subscribe(UserMoveEventArgs.EventId, OnUserMoveEvent);
|
||||
// //AppEntry.Event.Subscribe(UserPlayerSkillEventArgs.EventId, OnUserPlayerSkill);
|
||||
// //AppEntry.Event.Subscribe(RoleDeadEventArgs.EventId, OnRoleDead);
|
||||
// //AppEntry.Event.Subscribe(RoleReviveEventArgs.EventId, OnRoleRevive);
|
||||
// //AppEntry.Event.Subscribe(RoleLevelupEventArgs.EventId, OnRoleLevelUp);
|
||||
// //AppEntry.Event.Subscribe(AddRoleBufferEvent.EventId, AddBuffer);
|
||||
// //AppEntry.Event.Subscribe(RemoveRoleBufferEvent.EventId, RemoveBuffer);
|
||||
// }
|
||||
|
||||
// public GameObject Accquire(string myKey, S_ROLE_BASE role)
|
||||
// {
|
||||
// if (!userPool.ContainsKey(myKey))
|
||||
// return null;
|
||||
|
||||
// Queue<GameObject> gos = userPool[myKey];
|
||||
// if (gos.Count == 0)
|
||||
// return null;
|
||||
|
||||
// GameObject go = gos.Dequeue();
|
||||
// go.SetActive(true);
|
||||
// //role.userview.go = go;
|
||||
// role.userview.rolePrefabGo = go;
|
||||
// return go;
|
||||
// }
|
||||
|
||||
// public void Release(S_ROLE_BASE role)
|
||||
// {
|
||||
// string strJob = Common.GetStrJob((byte)role.innate.job);
|
||||
// string strSex = Common.GetStrSex(role.innate.sex);
|
||||
// string myKey = $"{strJob}_{strSex}";
|
||||
|
||||
|
||||
// // 清理玩家信息条
|
||||
// BattleEntitysInfoCtrl.Instance.DisposeUserInfo(role.mem.userindex);
|
||||
|
||||
// Queue<GameObject> gos = null;
|
||||
// if (userPool.ContainsKey(myKey))
|
||||
// gos = userPool[myKey];
|
||||
// else
|
||||
// {
|
||||
// gos = new Queue<GameObject>();
|
||||
// userPool.Add(myKey, gos);
|
||||
// }
|
||||
|
||||
// if(role.userview.go != null)
|
||||
// {
|
||||
// /*
|
||||
// gos.Enqueue(role.userview.go);
|
||||
// role.userview.go.SetActive(false);
|
||||
// role.userview.go = null;
|
||||
// */
|
||||
|
||||
// gos.Enqueue(role.userview.rolePrefabGo);
|
||||
// role.userview.go.SetActive(false);
|
||||
// }
|
||||
|
||||
// role.userview.Release();
|
||||
// AppEntry.Event.FireNow(null, CharReleaseEventArgs.Create(role.dataSet.GetCharIndex(), E_NODE_TYPE.N_ROLE));
|
||||
|
||||
|
||||
// }
|
||||
|
||||
// public void CreateMainPlayer(S_ROLE_SELF myrole)
|
||||
// {
|
||||
// if (myrole == null)
|
||||
// return;
|
||||
|
||||
// //初始化便捷数据类
|
||||
// MainPlayerDataSet mainDataSet = new MainPlayerDataSet();
|
||||
// mainDataSet.Init(myrole);
|
||||
// myrole.dataSet = mainDataSet;
|
||||
|
||||
// CreateRole((byte)myrole.innate.job, myrole, true);
|
||||
// }
|
||||
|
||||
// public void CreateRole(byte job, S_ROLE_BASE role, bool isMainPlayer=false)
|
||||
// {
|
||||
// if (!isMainPlayer)
|
||||
// {
|
||||
// //产生时,标记角色格子占据
|
||||
// HotfixEntry.Map.SetRoleCell(role.mem.userindex, (int)role.status.pos.x, (int)role.status.pos.z, E_NODE_TYPE.N_ROLE);
|
||||
// }
|
||||
|
||||
// //RoleTop.transform.localRotation = Quaternion.EulerRotation(60, 0, 0);
|
||||
|
||||
// string strJob = Common.GetStrJob(job);
|
||||
// string strSex = Common.GetStrSex(role.innate.sex);
|
||||
|
||||
// string myKey = $"{strJob}_{strSex}";
|
||||
// //@Test 测试模型用
|
||||
// string path = Utility.Path.GetPlayerPath(myKey, myKey+"_Test");
|
||||
|
||||
// //还没写完, 待测试
|
||||
// GameObject go = Accquire(myKey, role);
|
||||
// if(go == null)
|
||||
// {
|
||||
// //ch
|
||||
// GameObject RoleTop = new GameObject();
|
||||
// if (isMainPlayer)
|
||||
// {
|
||||
// RoleTop.transform.parent = HotfixEntry.MainPlayer.transform;
|
||||
// RoleTop.transform.localPosition = Vector3.zero;
|
||||
// }
|
||||
// else
|
||||
// RoleTop.transform.parent = HotfixEntry.UserMgr.transform;
|
||||
|
||||
// HotfixEntry.Resources.Clone(path, CreateCallback, RoleTop.transform, role, myKey.ToLower());
|
||||
// return;
|
||||
// }
|
||||
|
||||
// role.userview.go = go;
|
||||
// role.userview.ResetGameObject(go);
|
||||
// }
|
||||
|
||||
|
||||
// protected void CreateCallback(UnityEngine.Object obj, CallbackType err, object userData)
|
||||
// {
|
||||
// if (err != CallbackType.Success)
|
||||
// {
|
||||
// Log.Error("创建角色失败");
|
||||
// return;
|
||||
// }
|
||||
|
||||
// if (userData == null)
|
||||
// return;
|
||||
|
||||
// S_ROLE_BASE role = (S_ROLE_BASE)userData;
|
||||
// if (role as S_ROLE_SELF != null)
|
||||
// HotfixEntry.MainPlayer.myView.InitGameObject(obj as GameObject);
|
||||
// else
|
||||
// {
|
||||
// role.userview.InitGameObject(obj as GameObject);
|
||||
// }
|
||||
// }
|
||||
|
||||
// /// <summary>
|
||||
// /// 主角色换装
|
||||
// /// </summary>
|
||||
// /// <param name="roleView"></param>
|
||||
// /// <param name="job"></param>
|
||||
// /// <param name="SubJob">二级职业,如DZ_M_DD刀盾模型中,末尾的"DD"</param>
|
||||
// public void MainPlayerChangeEquipment(byte job,string SubJob)
|
||||
// {
|
||||
// MyView myview = HotfixEntry.MainPlayer.myView;
|
||||
// ChangeEquipment(myview, myview.myrole,job,SubJob);
|
||||
// }
|
||||
|
||||
// protected void ChangeEquipmentCallback(UnityEngine.Object obj, CallbackType err, object userData)
|
||||
// {
|
||||
// if (err != CallbackType.Success)
|
||||
// {
|
||||
// Log.Error("创建角色失败");
|
||||
// return;
|
||||
// }
|
||||
// if (userData == null)
|
||||
// return;
|
||||
|
||||
// S_ROLE_BASE role = (S_ROLE_BASE)userData;
|
||||
|
||||
// GameObject Oldobj = role.characterview.rolePrefabGo.gameObject;
|
||||
// GameObject Newobj = (obj as GameObject);
|
||||
// role.characterview.rolePrefabGo = Newobj;
|
||||
|
||||
// //重置Movement,而不是创建
|
||||
// if (role as S_ROLE_SELF != null)
|
||||
// {
|
||||
// HotfixEntry.MainPlayer.myView.InitMovement(obj as GameObject);
|
||||
// }
|
||||
// else
|
||||
// role.userview.InitMovement(obj as GameObject);
|
||||
|
||||
// Newobj.transform.localPosition = Oldobj.transform.localPosition;
|
||||
// Newobj.transform.localRotation = Oldobj.transform.localRotation;
|
||||
|
||||
// //完全替换后再销毁原角色,保证时序靠后
|
||||
// Destroy(Oldobj);
|
||||
// }
|
||||
|
||||
// //角色移动
|
||||
// private void OnUserMoveEvent(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// UserMoveEventArgs move = (UserMoveEventArgs)e;
|
||||
// if (move == null)
|
||||
// throw new GameException("UserMoveEventArgs is null");
|
||||
|
||||
// var role = UserData.findRoleData(move.userIndex);
|
||||
// if(role == null)
|
||||
// throw new GameException("the role is null");
|
||||
|
||||
// role.userview.StartMove(move.speed, role.status.face);
|
||||
|
||||
// //更新下玩家的大格子
|
||||
// HotfixEntry.Map.UpdateUserBC(role);
|
||||
// }
|
||||
|
||||
// //角色播放技能
|
||||
// private void OnUserPlayerSkill(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// UserPlayerSkillEventArgs skill = (UserPlayerSkillEventArgs)e;
|
||||
// if (skill == null)
|
||||
// throw new GameException("UserPlayerSkillEventArgs is null");
|
||||
|
||||
// int clientId = ConstClass.GetClientSkillID(skill.skillid, skill.skilllevel);
|
||||
// SkillData script = HotfixEntry.Luban.GetSkill(clientId);
|
||||
// if (script == null)
|
||||
// throw new GameException($"the skillid:[{clientId}] is null");
|
||||
|
||||
// Transform source = null;
|
||||
// Transform target = null;
|
||||
// Vector3 targetPos = Vector3.zero;
|
||||
|
||||
|
||||
// CellNode cell = null;
|
||||
|
||||
// switch (skill.lock_type)
|
||||
// {
|
||||
// case (byte)Lock_Type.LOCK_PLAYER:
|
||||
// {
|
||||
// var role = UserData.findRoleData(skill.lockIndex);
|
||||
// if (role == null || role.userview == null)
|
||||
// throw new GameException($"the lockIndex:{skill.lockIndex} is null");
|
||||
|
||||
// cell = role.userview.CurCell;
|
||||
// target = role.userview.rolePrefabGo.transform;
|
||||
// targetPos = role.userview.rolePrefabGo.transform.position;
|
||||
// }
|
||||
// break;
|
||||
// case (byte)Lock_Type.LOCK_MONSTER:
|
||||
// {
|
||||
// var robot = RobotData.findRobotData(skill.lockIndex);
|
||||
// if (robot == null || robot.data == null)
|
||||
// throw new GameException($"the lockIndex:{skill.lockIndex} is null");
|
||||
|
||||
// cell = robot.view.CurCell;
|
||||
// target = robot.view.rolePrefabGo.transform;
|
||||
// targetPos = robot.view.rolePrefabGo.transform.position;
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
|
||||
// if (cell == null)
|
||||
// return;
|
||||
|
||||
// //修改特效发送source和taget的位置
|
||||
// if (skill.userIndex == myrole.mem.userindex)
|
||||
// {
|
||||
// HotfixEntry.MainPlayer.myView.Attack(cell, script.Motion);
|
||||
// myrole.move.state = 1;
|
||||
// source = HotfixEntry.MainPlayer.myView.rolePrefabGo.transform;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// S_ROLE_BASE role = UserData.findRoleData(skill.userIndex);
|
||||
// if (role == null)
|
||||
// throw new GameException("the role is null");
|
||||
|
||||
// role.userview.Attack(role.userview.CurCell, script.Motion, false);
|
||||
// source = role.userview.rolePrefabGo.transform;
|
||||
// }
|
||||
|
||||
|
||||
// //播放技能特效
|
||||
// string path = string.Empty;
|
||||
// //如果有技能动作,则播放
|
||||
// if (!string.IsNullOrEmpty(script.BindEffect) && script.BindEffect != "0")
|
||||
// {
|
||||
// path = Utility.Path.GetPrefabPath("Effects", script.BindEffect);
|
||||
// HotfixEntry.EffectMgr.PlayAttackEffect(path, source);
|
||||
// }
|
||||
|
||||
// if (!string.IsNullOrEmpty(script.WorldEffect) && script.WorldEffect != "0")
|
||||
// {
|
||||
// path = Utility.Path.GetPrefabPath("Effects", script.WorldEffect);
|
||||
// HotfixEntry.EffectMgr.PlayWorldEffect(path, targetPos);
|
||||
// }
|
||||
|
||||
// if (!string.IsNullOrEmpty(script.BallisticEffect) && script.BallisticEffect != "0")
|
||||
// {
|
||||
// path = Utility.Path.GetPrefabPath("Effects", script.BallisticEffect);
|
||||
// StartCoroutine(DelayPlayerEffect(script.EffectDelayTime, path, source, target));
|
||||
|
||||
// }
|
||||
|
||||
// Log.Debug($"播放技能:ID={clientId}, 动作={script.Motion}, 绑定特效={script.BindEffect}, 世界特效={script.WorldEffect}, 弹道特效={script.BallisticEffect}, 被击特效={script.HitEffect}");
|
||||
// }
|
||||
|
||||
// IEnumerator DelayPlayerEffect(int delay, string path, Transform source, Transform target)
|
||||
// {
|
||||
// yield return new WaitForSeconds(delay / 1000.0f);
|
||||
|
||||
// HotfixEntry.EffectMgr.PlayBallisticEffect(path, source, target);
|
||||
// }
|
||||
|
||||
// //角色死亡
|
||||
// public void OnRoleDead(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// RoleDeadEventArgs dead = (RoleDeadEventArgs)e;
|
||||
// if (dead == null)
|
||||
// throw new GameException("RoleDeadEventArgs is null");
|
||||
|
||||
// S_ROLE_BASE role = null;
|
||||
|
||||
// if (dead.roleIndex == myrole.mem.userindex)
|
||||
// {
|
||||
// role = myrole;
|
||||
|
||||
// //HotfixEntry.MainPlayer.myView.SetAnimation("Dead", true);
|
||||
// myrole.myView.movement.characterAnimator.PlayDead();
|
||||
|
||||
// HotfixEntry.UI.OpenUI<DeathPanelUI>();
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// role = UserData.findRoleData(dead.roleIndex);
|
||||
|
||||
// if (role == null)
|
||||
// throw new GameException("the role is null");
|
||||
|
||||
// //role.userview.SetAnimation("Dead", true);
|
||||
// role.userview.movement.characterAnimator.PlayDead();
|
||||
// HotfixEntry.Map.ClearRoleCellData(dead.roleIndex, E_NODE_TYPE.N_ROLE);
|
||||
// }
|
||||
|
||||
// switch ((Lock_Type)role.tmp.lockData.lock_type)
|
||||
// {
|
||||
// case Lock_Type.LOCK_PLAYER://玩家
|
||||
// {
|
||||
// var lockRole = UserData.findRoleData(role.tmp.lockData.lock_index);
|
||||
// if (lockRole == null || lockRole.userview == null || lockRole.userview.go == null)
|
||||
// return;
|
||||
|
||||
// lockRole.userview.SetSublightOff();
|
||||
// }
|
||||
// break;
|
||||
// case Lock_Type.LOCK_MONSTER://怪物
|
||||
// {
|
||||
// var lockRobot = RobotData.findRobotData(role.tmp.lockData.lock_index);
|
||||
// if (lockRobot == null || lockRobot.view == null || lockRobot.view.go == null)
|
||||
// return;
|
||||
|
||||
// lockRobot.view.SetSublightOff();
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
|
||||
// role.tmp.lockData.lock_state = 0;
|
||||
// role.tmp.lockData.lock_index = -1;
|
||||
|
||||
// }
|
||||
|
||||
// //角色复活
|
||||
// public void OnRoleRevive(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// RoleReviveEventArgs revive = (RoleReviveEventArgs)e;
|
||||
// if (revive == null)
|
||||
// throw new GameException("RoleReviveEventArgs is null");
|
||||
|
||||
// //传送
|
||||
// if (revive.userIndex == myrole.mem.userindex)
|
||||
// {
|
||||
// myrole.myView.movement.characterAnimator.DeadToIdle();
|
||||
|
||||
// AppEntry.Event.Fire(null, BattleRoleMovingEventArgs.Create(myrole.myDataSet.GetCharIndex(),E_NODE_TYPE.N_MAINPLAYER));
|
||||
|
||||
// HotfixEntry.MainPlayer.myView.TeleportingToPos(revive.pos);
|
||||
// myrole.status.state = (int)CharacterState.Living;
|
||||
// return;
|
||||
// }
|
||||
|
||||
// S_ROLE_BASE role = UserData.findRoleData(revive.userIndex);
|
||||
|
||||
// if (role == null)
|
||||
// throw new GameException("the role is null");
|
||||
|
||||
// role.userview.movement.characterAnimator.DeadToIdle();
|
||||
// role.userview.TeleportingToPos(revive.pos);
|
||||
// role.status.state = (int)CharacterState.Living;
|
||||
// }
|
||||
|
||||
// //角色升级
|
||||
// public void OnRoleLevelUp(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// RoleLevelupEventArgs msg = (RoleLevelupEventArgs)e;
|
||||
// if (msg == null)
|
||||
// throw new GameException("RoleLevelupEventArgs is null");
|
||||
|
||||
// S_ROLE_BASE role = null;
|
||||
// if (msg.roleIndex == myrole.mem.userindex)
|
||||
// {
|
||||
// //如果升级的是自己
|
||||
// role = myrole;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// role = UserData.findRoleData(msg.roleIndex);
|
||||
|
||||
// if (role == null)
|
||||
// throw new GameException("the role is null");
|
||||
// }
|
||||
|
||||
// role.exp.level = msg.currentLevel;
|
||||
// Log.Warning($"角色提升到{role.exp.level}级");
|
||||
// }
|
||||
|
||||
// //角色播放buff
|
||||
// public void AddBuffer(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// //播放特效
|
||||
// AddRoleBufferEvent msg = (AddRoleBufferEvent)e;
|
||||
// if (msg == null)
|
||||
// throw new GameException("AddRoleBufferEvent is null");
|
||||
|
||||
// if (msg.roleIndex != myrole.mem.userindex)
|
||||
// return;
|
||||
|
||||
// AppEntry.Event.Fire(this, AddBufferIconEvent.Create(msg.buffId));
|
||||
// }
|
||||
|
||||
// //角色删除buff
|
||||
// public void RemoveBuffer(object sender, LogicEventArgs e)
|
||||
// {
|
||||
// //删除特效
|
||||
// RemoveRoleBufferEvent msg = (RemoveRoleBufferEvent)e;
|
||||
// if (msg == null)
|
||||
// throw new GameException("AddRoleBufferEvent is null");
|
||||
|
||||
// if (msg.roleIndex != myrole.mem.userindex)
|
||||
// return;
|
||||
|
||||
// AppEntry.Event.Fire(this, RemoveBufferIconEvent.Create(msg.buffId));
|
||||
// }
|
||||
|
||||
// // Update is called once per frame
|
||||
// void Update()
|
||||
// {
|
||||
// #region
|
||||
// if (Input.GetKeyDown(KeyCode.O))
|
||||
// {
|
||||
// CaoCaoLog.Debug("测试换装到,DD");
|
||||
// MainPlayerChangeEquipment((byte)eJob.Warrior, "DD");
|
||||
// }
|
||||
// if (Input.GetKeyDown(KeyCode.P))
|
||||
// {
|
||||
// CaoCaoLog.Debug("测试换装到,KD");
|
||||
// MainPlayerChangeEquipment((byte)eJob.Warrior, "KD");
|
||||
// }
|
||||
// if (Input.GetKeyDown(KeyCode.U))
|
||||
// {
|
||||
// CaoCaoLog.Debug("测试升级");
|
||||
// UIMgr.Instance.OpenUI<TipShowLevelUpUI>();
|
||||
// }
|
||||
// if (Input.GetKeyDown(KeyCode.Y))
|
||||
// {
|
||||
// HotfixEntry.UI.OpenUI<AttrPointTipsUI>();
|
||||
// }
|
||||
// if (Input.GetKeyDown(KeyCode.T))
|
||||
// {
|
||||
// HotfixEntry.UI.OpenUI<TaskMainUI>();
|
||||
// }
|
||||
// //if (Input.GetKeyDown(KeyCode.M))
|
||||
// //{
|
||||
// // if (!HotfixEntry.UI.IsOpen<FullMapUI>())
|
||||
// // HotfixEntry.UI.OpenUI<FullMapUI>();
|
||||
// //}
|
||||
// #endregion
|
||||
|
||||
// if (HotfixEntry.MainPlayer.myView == null)
|
||||
// return;
|
||||
|
||||
// if (!UserData.role.isEntryWorld)
|
||||
// return;
|
||||
|
||||
|
||||
// //1、同步自己的移动 三大策略发送移动数据
|
||||
// SyncMove();
|
||||
// UserBuffManager.renderBuff();
|
||||
|
||||
// UpdateUserCell();
|
||||
|
||||
// //2、更新其他玩家显示 200毫秒检查一次
|
||||
// float ftime = Time.time - temp_CheckTime;
|
||||
// if (ftime > 0.2f)
|
||||
// {
|
||||
// temp_CheckTime = Time.time;
|
||||
// UpdateUserRect();
|
||||
// return;
|
||||
// }
|
||||
|
||||
// //3、更新其他玩家信息
|
||||
// foreach (var r in UserData.onlines)
|
||||
// {
|
||||
// var role = r.Value;
|
||||
// if (role.userview == null)
|
||||
// continue;
|
||||
|
||||
// if (role.userview.go == null)
|
||||
// continue;
|
||||
|
||||
// if (role.status.state == (int)CharacterState.Dead)
|
||||
// continue;
|
||||
|
||||
// role.userview.Update();
|
||||
// }
|
||||
|
||||
// //4、排队申请其他玩家和怪物数据 节约服务器性能 把峰值平摊在逐帧
|
||||
// float ftime2 = Time.time - temp_RequestTime;
|
||||
// if (ftime2 > 0.05f)
|
||||
// {
|
||||
// temp_RequestTime = Time.time;
|
||||
// UpdateRequestRoleData();
|
||||
// UpdateRequestRobotData();
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
// private void UpdateUserCell()
|
||||
// {
|
||||
// int[] keys = UserData.onlines.Keys.ToArray();
|
||||
|
||||
// for (int i = 0; i < keys.Length; i++)
|
||||
// {
|
||||
// S_ROLE_BASE user = UserData.onlines[keys[i]];
|
||||
// if (user.mem.userindex != HotfixEntry.MainPlayer.myDataSet.GetCharIndex() && user.status.state < (byte)CharacterState.Dead && user.life.curHP > 0)
|
||||
// {
|
||||
// //产生时,标记角色格子占据
|
||||
// HotfixEntry.Map.SetRoleCell(keys[i], user.userview.go.transform.position, E_NODE_TYPE.N_ROLE);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// //更新请求玩家数据列表或者怪物数据列表
|
||||
// private void UpdateRequestRoleData()
|
||||
// {
|
||||
// if (UserData.requestRoleDatas.Count == 0)
|
||||
// return;
|
||||
|
||||
// Int32 count = 0;
|
||||
// foreach (var r in UserData.requestRoleDatas)
|
||||
// {
|
||||
// int index = r.Value;
|
||||
// temp_RemoveRequest.Enqueue(index);
|
||||
// ++count;
|
||||
// if (count >= UserData.MAX_REQUEST_ROLE_COUNT)
|
||||
// break;
|
||||
// }
|
||||
|
||||
// //清理玩家
|
||||
// while (temp_RemoveRequest.Count > 0)
|
||||
// {
|
||||
// Int32 userindex = temp_RemoveRequest.Dequeue();
|
||||
// //移除其他玩家
|
||||
// UserData.removeRequestRoledata(userindex);
|
||||
// //发送请求其他玩家详细数据
|
||||
// AppEntryWorld.send_700(userindex);
|
||||
// //var entryWorld = HotfixEntry.Resources.m_Assembly.GetType("Game.HotFix.AppEntryWorld");
|
||||
// //var start = entryWorld.GetMethod("send_700");
|
||||
// //start?.Invoke(null, new object[] { userindex });
|
||||
|
||||
|
||||
// //AppEntryWorld.send_700(userindex);
|
||||
// }
|
||||
|
||||
// temp_RemoveRequest.Clear();
|
||||
// }
|
||||
|
||||
// //更新请求玩家数据列表或者怪物数据列表
|
||||
// private void UpdateRequestRobotData()
|
||||
// {
|
||||
// if (UserData.requestRobotDatas.Count == 0)
|
||||
// return;
|
||||
|
||||
// Int32 count = 0;
|
||||
// foreach (var r in UserData.requestRobotDatas)
|
||||
// {
|
||||
// int index = r.Value;
|
||||
// temp_RemoveRequest.Enqueue(index);
|
||||
// ++count;
|
||||
// if (count >= UserData.MAX_REQUEST_ROBOT_COUNT)
|
||||
// break;
|
||||
// }
|
||||
// //清理玩家
|
||||
// while (temp_RemoveRequest.Count > 0)
|
||||
// {
|
||||
// Int32 robotindex = temp_RemoveRequest.Dequeue();
|
||||
// //移除其他玩家
|
||||
// UserData.removeRequestRobotdata(robotindex);
|
||||
|
||||
// //var app = HotfixEntry.Resources.m_Assembly.GetType("Game.HotFix.AppRobot");
|
||||
// //var method = app.GetMethod("send_8000");
|
||||
// //method?.Invoke(null, new object[] { robotindex });
|
||||
|
||||
// //发送请求怪物详细数据
|
||||
// AppRobot.send_8000(robotindex);
|
||||
// }
|
||||
|
||||
// temp_RemoveRequest.Clear();
|
||||
// }
|
||||
|
||||
// //玩家离开世界
|
||||
// public void LeaveWorld(S_ROLE_BASE role)
|
||||
// {
|
||||
// if (role == null)
|
||||
// return;
|
||||
|
||||
// //释放角色,清楚角色格子占据数据
|
||||
// HotfixEntry.Map.ClearRoleCellData(role.mem.userindex, E_NODE_TYPE.N_ROLE);
|
||||
|
||||
// //0、清理锁定
|
||||
// ClearLock(role, null);
|
||||
|
||||
// //1、释放显示资源
|
||||
// if (role.userview != null)
|
||||
// {
|
||||
// //role.userview.Release();
|
||||
// Release(role);
|
||||
// UserData.pushUserView(role.userview);
|
||||
// role.userview = null;
|
||||
|
||||
// //清除便捷数据类
|
||||
// UserData.pushRoleDataSet(role.dataSet);
|
||||
// role.dataSet = null;
|
||||
// }
|
||||
|
||||
// //2、释放数据
|
||||
// UserData.removeRoleData(role.mem.userindex);//从玩家数据中移除
|
||||
// UserData.pushRoleData(role);//放回对象回收池 重复利用
|
||||
|
||||
// }
|
||||
|
||||
// public void ClearLock(S_ROLE_BASE role, S_ROBOT_BASE robot)
|
||||
// {
|
||||
// bool islock = false;
|
||||
// if (role == null && robot == null)
|
||||
// {
|
||||
// islock = true;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// switch ((Lock_Type)UserData.role.tmp.lockData.lock_type)
|
||||
// {
|
||||
// case Lock_Type.LOCK_PLAYER:
|
||||
// if (role != null)
|
||||
// if (role.mem.userindex == UserData.role.tmp.lockData.lock_index)
|
||||
// islock = true;
|
||||
// break;
|
||||
// case Lock_Type.LOCK_MONSTER:
|
||||
// if (robot != null)
|
||||
// if (robot.data.robotindex == UserData.role.tmp.lockData.lock_index)
|
||||
// islock = true;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
// if (!islock)
|
||||
// return;
|
||||
|
||||
// if (UserData.role.tmp.lockData.lock_type > 0)
|
||||
// {
|
||||
// //FGUIManager.GetFUI(FGUIType.BattlePanel).GetComponent<UIBattleComponent>().HideSelectObjInfo();
|
||||
// //GameObject.Destroy(MyUserData.lockeffect);
|
||||
// }
|
||||
|
||||
// UserData.role.tmp.lockData.Init();
|
||||
// }
|
||||
|
||||
// //同步移动 状态同步
|
||||
// //三种策略 1、状态发送变化 2、方向发生了变化 3、距离发生了变化
|
||||
// public void SyncMove()
|
||||
// {
|
||||
// float face = HotfixEntry.MainPlayer.myView.movement.CurRotate;
|
||||
|
||||
// //1、状态发生变化
|
||||
// if (myrole.move.state != myrole.move.oldstate)
|
||||
// {
|
||||
// myrole.move.oldstate = myrole.move.state;
|
||||
// SendMove();
|
||||
// return;
|
||||
// }
|
||||
|
||||
// if (myrole.move.state == 0)
|
||||
// return;
|
||||
|
||||
// //2、验证距离
|
||||
// float ftime = Time.time - myrole.move.syncTime;
|
||||
// if (ftime > 0.2f)
|
||||
// {
|
||||
// //距离格子中心点0.2才算
|
||||
// Vector3 centerPos = HotfixEntry.Map.GetPosByCell(HotfixEntry.MainPlayer.myView.movement.CurCell.X, HotfixEntry.MainPlayer.myView.movement.CurCell.Y);
|
||||
// float centerDis = Vector3.Distance(HotfixEntry.MainPlayer.myView.Pos, centerPos);
|
||||
// if (centerDis >= 0.2f)
|
||||
// return;
|
||||
|
||||
|
||||
// Vector3 tPos = new Vector3(HotfixEntry.MainPlayer.myView.movement.CurCell.X, 0, HotfixEntry.MainPlayer.myView.movement.CurCell.Y);
|
||||
// float distance = Vector3.Distance(myrole.move.pos, tPos);
|
||||
// if (distance >= 0.8f)
|
||||
// {
|
||||
// SendMove();
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// else if (ftime > 0.1f)
|
||||
// {
|
||||
// //3、角度发生了变化
|
||||
// float angle = Math.Abs(myrole.move.face - face);
|
||||
// if (angle >= 5)
|
||||
// {
|
||||
// SendMove();
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// public void SendMove()
|
||||
// {
|
||||
// float face = HotfixEntry.MainPlayer.myView.movement.CurRotate;
|
||||
|
||||
// myrole.move.syncTime = Time.time;
|
||||
// myrole.move.face = face;
|
||||
|
||||
// //发送数据
|
||||
// if (myrole.move.state == 0)
|
||||
// AppMove.send_1000(face, 0, myrole.status.pos, myrole.status.pos);
|
||||
// else
|
||||
// {
|
||||
// myrole.move.pos = new Vector3(HotfixEntry.MainPlayer.myView.movement.CurCell.X, 0, HotfixEntry.MainPlayer.myView.movement.CurCell.Y);
|
||||
// //Log.Debug($"发送路径:起始点:[{myrole.status.pos}], 结束点:[{myrole.move.pos}]");
|
||||
// AppMove.send_1000(face, HotfixEntry.MainPlayer.myView.movement.speed, myrole.status.pos, myrole.move.pos);
|
||||
// myrole.status.pos = new Vector3(HotfixEntry.MainPlayer.myView.movement.CurCell.X, 0, HotfixEntry.MainPlayer.myView.movement.CurCell.Y);
|
||||
|
||||
// }
|
||||
|
||||
// HotfixEntry.Map.UpdateUserBC(myrole);
|
||||
|
||||
// }
|
||||
|
||||
|
||||
// //更新删除玩家显示
|
||||
// //玩家三大策略 1、收到服务器玩家离开信息删除ok 2、不在主控玩家九宫格范围删除 3、心跳包时间超时删除
|
||||
// private void UpdateUserRect()
|
||||
// {
|
||||
// foreach (var r in UserData.onlines)
|
||||
// {
|
||||
// var role = r.Value;
|
||||
// if (role.userview == null)
|
||||
// continue;
|
||||
|
||||
// if (role.userview.go == null)
|
||||
// continue;
|
||||
|
||||
// role.userview.Update();
|
||||
|
||||
// //1、验证大格子是不是在主控玩家九宫格区域内
|
||||
// if (!myrole.bc.edge.IsRect(role.bc.grid_big.row, role.bc.grid_big.col))
|
||||
// {
|
||||
// //需要删除
|
||||
// temp_RemoveUser.Enqueue(role);
|
||||
|
||||
// Debug.Log("玩家不在九宫格范围..." + role.mem.userId);
|
||||
// continue;
|
||||
// }
|
||||
// //2、心跳时间验证 超过60秒 认为这个玩家是个死链接 删除
|
||||
// float ftime = Time.time - role.tmp.heartTime;
|
||||
// if (ftime > 60)
|
||||
// {
|
||||
// //需要删除
|
||||
// temp_RemoveUser.Enqueue(role);
|
||||
// Debug.Log("玩家hearttime...删除" + role.mem.userId);
|
||||
// continue;
|
||||
// }
|
||||
// }
|
||||
|
||||
// //清理玩家
|
||||
// while (temp_RemoveUser.Count > 0)
|
||||
// {
|
||||
// var role = temp_RemoveUser.Dequeue();
|
||||
// //移除其他玩家
|
||||
// if (UserData.onlines.ContainsKey(role.mem.userindex))
|
||||
// {
|
||||
// UserData.onlines.Remove(role.mem.userindex);
|
||||
// }
|
||||
// //玩家离开世界
|
||||
// LeaveWorld(role);
|
||||
// }
|
||||
// temp_RemoveUser.Clear();
|
||||
// }
|
||||
|
||||
// public List<S_ROLE_BASE> GetRoleListInRadius(int cellNum, int curRobotIndex = -1)
|
||||
// {
|
||||
// CellNode cur = HotfixEntry.MainPlayer.myView.CurCell;
|
||||
// List<S_ROLE_BASE> roles = new List<S_ROLE_BASE>();
|
||||
|
||||
// foreach (var r in UserData.onlines)
|
||||
// {
|
||||
// var role = r.Value;
|
||||
// if (role.userview == null)
|
||||
// continue;
|
||||
|
||||
// var roleCell = role.userview.CurCell;
|
||||
|
||||
// float count = Vector2Int.Distance(new Vector2Int(cur.X, cur.Y), new Vector2Int(roleCell.X, roleCell.Y));
|
||||
// //超过距离,过滤
|
||||
// if (count > cellNum)
|
||||
// continue;
|
||||
|
||||
|
||||
// //当前已选中怪,过滤, 并且取消选中状态
|
||||
// if (role.mem.userindex == curRobotIndex)
|
||||
// continue;
|
||||
|
||||
// roles.Add(role);
|
||||
// }
|
||||
|
||||
// return roles;
|
||||
// }
|
||||
|
||||
// public void SetAllSublightOff()
|
||||
// {
|
||||
// foreach (var r in UserData.onlines)
|
||||
// {
|
||||
// var role = r.Value;
|
||||
// if (role.userview == null)
|
||||
// continue;
|
||||
|
||||
// role.userview.SetSublightOff();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
@ -3,14 +3,13 @@ using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
|
||||
//主控玩家角色数据
|
||||
public class S_ROLE_SELF : S_ROLE_DATA_BASE
|
||||
{
|
||||
public S_ROLE_ECON econ;//经济
|
||||
|
||||
public S_ROLE_MOVE move;
|
||||
public S_ROLE_SELF(int RoleID)
|
||||
public S_ROLE_SELF()
|
||||
{
|
||||
RoleType = E_NODE_TYPE.N_MAINPLAYER;
|
||||
move = new S_ROLE_MOVE();
|
||||
@ -25,171 +24,4 @@ namespace Game
|
||||
econ.Init();
|
||||
}
|
||||
}
|
||||
|
||||
//角色经验
|
||||
public class S_ROLE_EXP
|
||||
{
|
||||
public int level;//等级
|
||||
public int exp;//经验
|
||||
|
||||
public void Init()
|
||||
{
|
||||
level = 0;
|
||||
exp = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色经济
|
||||
public class S_ROLE_ECON
|
||||
{
|
||||
public long gold;//金币
|
||||
public void Init()
|
||||
{
|
||||
gold = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色生命信息
|
||||
public class S_ROLE_LIFE
|
||||
{
|
||||
public int curHP;
|
||||
public int curMP;
|
||||
public int maxHP;
|
||||
public int maxMP;
|
||||
public void Init()
|
||||
{
|
||||
curHP = 0;
|
||||
curMP = 0;
|
||||
maxHP = 0;
|
||||
maxMP = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色状态信息
|
||||
public class S_ROLE_STATUS
|
||||
{
|
||||
public int state;//状态
|
||||
public int face;//朝向
|
||||
public int mapid;//地图ID
|
||||
|
||||
public Vector3 rot;//旋转
|
||||
public Vector3 pos;
|
||||
public Vector3 targetpos;//目标位置
|
||||
public void Init()
|
||||
{
|
||||
state = 0;
|
||||
face = 0;
|
||||
mapid = 0;
|
||||
pos.x = 0;
|
||||
pos.y = 0;
|
||||
pos.z = 0;
|
||||
targetpos.x = 0;
|
||||
targetpos.y = 0;
|
||||
targetpos.z = 0;
|
||||
|
||||
rot.x = 0; rot.y = 0; rot.z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色先天属性 出身即有的
|
||||
public class S_ROLE_INNATE
|
||||
{
|
||||
public Int64 roleid;//角色id
|
||||
public int job;//职业
|
||||
public int sex;//性别
|
||||
public string nick;//昵称
|
||||
public void Init()
|
||||
{
|
||||
roleid = 0;
|
||||
job = 0;
|
||||
sex = 0;
|
||||
nick = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//1级战斗属性
|
||||
public class S_ROLE_BATTLEATTR_1ST
|
||||
{
|
||||
public uint Strength;//力量
|
||||
public uint Agility;//敏捷
|
||||
public uint Intellect;//智力
|
||||
public uint Constitution;//体质
|
||||
|
||||
public void Init()
|
||||
{
|
||||
Strength = 0;
|
||||
Agility = 0;
|
||||
Intellect = 0;
|
||||
Constitution = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//战斗属性
|
||||
public class S_ROLE_BATTLEATTR
|
||||
{
|
||||
public int pAtkMin; //最小物理攻击
|
||||
public int pAtkMax; //最大物理攻击
|
||||
|
||||
public int PDef; //物理防御
|
||||
public int Hit; //命中值
|
||||
public int Dodge; //闪避值
|
||||
public int CritRate; //暴击率(百分比)
|
||||
public int Speed; //移动速度
|
||||
public int StiffnessRes; //僵直耐性
|
||||
|
||||
public void Init()
|
||||
{
|
||||
pAtkMin = 0;
|
||||
pAtkMax = 0;
|
||||
PDef = 0;
|
||||
Hit = 0;
|
||||
Dodge = 0;
|
||||
CritRate = 0;
|
||||
Speed = 0;
|
||||
StiffnessRes = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//攻击锁定
|
||||
public class S_LOCK_DATA
|
||||
{
|
||||
public byte lock_state;
|
||||
public byte lock_type;
|
||||
public Vector3 lock_targetpos;
|
||||
public int lock_distance;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
lock_state = 0;
|
||||
lock_type = 0;
|
||||
lock_targetpos.x = 0;
|
||||
lock_targetpos.y = 0;
|
||||
lock_targetpos.z = 0;
|
||||
lock_distance = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//移动控制数据
|
||||
public class S_ROLE_MOVE
|
||||
{
|
||||
public int state;//状态
|
||||
public int oldstate;//历史状态
|
||||
public float speed;//速度
|
||||
public float face;//方向 = y轴
|
||||
public Vector3 pos;//坐标
|
||||
public float syncTime;//同步时间
|
||||
|
||||
public void Init()
|
||||
{
|
||||
state = 0;
|
||||
oldstate = 0;
|
||||
speed = 0;
|
||||
face = 0;
|
||||
syncTime = 0;
|
||||
pos.x = 0; pos.y = 0; pos.z = 0;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47a26fe725f76f84689fa8e3fc60c2df
|
||||
guid: f1b616a5541e4a543a27ecd589ba9496
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
172
Assets/Scripts/Main/Definition/DataStruct/Role/RoleDataClass.cs
Normal file
172
Assets/Scripts/Main/Definition/DataStruct/Role/RoleDataClass.cs
Normal file
@ -0,0 +1,172 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
//角色经验
|
||||
public class S_ROLE_EXP
|
||||
{
|
||||
public int level;//等级
|
||||
public int exp;//经验
|
||||
|
||||
public void Init()
|
||||
{
|
||||
level = 0;
|
||||
exp = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色经济
|
||||
public class S_ROLE_ECON
|
||||
{
|
||||
public long gold;//金币
|
||||
public void Init()
|
||||
{
|
||||
gold = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色生命信息
|
||||
public class S_ROLE_LIFE
|
||||
{
|
||||
public int curHP;
|
||||
public int curMP;
|
||||
public int maxHP;
|
||||
public int maxMP;
|
||||
public void Init()
|
||||
{
|
||||
curHP = 0;
|
||||
curMP = 0;
|
||||
maxHP = 0;
|
||||
maxMP = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色状态信息
|
||||
public class S_ROLE_STATUS
|
||||
{
|
||||
public CharacterState state;//状态
|
||||
public int face;//朝向
|
||||
public int mapid;//地图ID
|
||||
|
||||
public Vector3 rot;//旋转
|
||||
public Vector3 pos;
|
||||
//public Vector3 targetpos;//目标位置
|
||||
public void Init()
|
||||
{
|
||||
state = CharacterState.Free;
|
||||
face = 0;
|
||||
mapid = 0;
|
||||
pos.x = 0;
|
||||
pos.y = 0;
|
||||
pos.z = 0;
|
||||
//targetpos.x = 0;
|
||||
//targetpos.y = 0;
|
||||
//targetpos.z = 0;
|
||||
|
||||
rot.x = 0; rot.y = 0; rot.z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//角色先天属性 出身即有的
|
||||
public class S_ROLE_INNATE
|
||||
{
|
||||
public Int64 roleid;//角色id
|
||||
public int job;//职业
|
||||
public int sex;//性别
|
||||
public string nick;//昵称
|
||||
public void Init()
|
||||
{
|
||||
roleid = 0;
|
||||
job = 0;
|
||||
sex = 0;
|
||||
nick = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//1级战斗属性
|
||||
public class S_ROLE_BATTLEATTR_1ST
|
||||
{
|
||||
public uint Strength;//力量
|
||||
public uint Agility;//敏捷
|
||||
public uint Intellect;//智力
|
||||
public uint Constitution;//体质
|
||||
|
||||
public void Init()
|
||||
{
|
||||
Strength = 0;
|
||||
Agility = 0;
|
||||
Intellect = 0;
|
||||
Constitution = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//战斗属性
|
||||
public class S_ROLE_BATTLEATTR
|
||||
{
|
||||
public int pAtkMin; //最小物理攻击
|
||||
public int pAtkMax; //最大物理攻击
|
||||
|
||||
public int PDef; //物理防御
|
||||
public int Hit; //命中值
|
||||
public int Dodge; //闪避值
|
||||
public int CritRate; //暴击率(百分比)
|
||||
public int Speed; //移动速度
|
||||
public int StiffnessRes; //僵直耐性
|
||||
|
||||
public void Init()
|
||||
{
|
||||
pAtkMin = 0;
|
||||
pAtkMax = 0;
|
||||
PDef = 0;
|
||||
Hit = 0;
|
||||
Dodge = 0;
|
||||
CritRate = 0;
|
||||
Speed = 0;
|
||||
StiffnessRes = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//攻击锁定
|
||||
public class S_LOCK_DATA
|
||||
{
|
||||
public byte lock_state;
|
||||
public byte lock_type;
|
||||
public Vector3 lock_targetpos;
|
||||
public int lock_distance;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
lock_state = 0;
|
||||
lock_type = 0;
|
||||
lock_targetpos.x = 0;
|
||||
lock_targetpos.y = 0;
|
||||
lock_targetpos.z = 0;
|
||||
lock_distance = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//移动控制数据
|
||||
public class S_ROLE_MOVE
|
||||
{
|
||||
public int state;//状态
|
||||
public int oldstate;//历史状态
|
||||
public float speed;//速度
|
||||
public float face;//方向 = y轴
|
||||
public Vector3 pos;//坐标
|
||||
public float syncTime;//同步时间
|
||||
|
||||
public void Init()
|
||||
{
|
||||
state = 0;
|
||||
oldstate = 0;
|
||||
speed = 0;
|
||||
face = 0;
|
||||
syncTime = 0;
|
||||
pos.x = 0; pos.y = 0; pos.z = 0;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47a26fe725f76f84689fa8e3fc60c2df
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -3,7 +3,7 @@ namespace Game
|
||||
//玩家角色数据
|
||||
public class S_ROLE_DATA_BASE
|
||||
{
|
||||
public E_NODE_TYPE RoleType;
|
||||
public E_NODE_TYPE RoleType { get; protected set; }
|
||||
|
||||
//玩家数据
|
||||
public S_ROLE_INNATE innate;//先天属性
|
||||
@ -13,8 +13,6 @@ namespace Game
|
||||
//public S_ROLE_BATTLEATTR_1ST battleattr1st;//1级战斗属性
|
||||
//public S_ROLE_BATTLEATTR battleattr;
|
||||
|
||||
public bool isEntryWorld;
|
||||
|
||||
public S_ROLE_DATA_BASE()
|
||||
{
|
||||
innate = new S_ROLE_INNATE();
|
||||
@ -25,7 +23,6 @@ namespace Game
|
||||
//battleattr1st = new S_ROLE_BATTLEATTR_1ST();
|
||||
//battleattr = new S_ROLE_BATTLEATTR();
|
||||
|
||||
isEntryWorld = false;
|
||||
}
|
||||
|
||||
virtual public void Init()
|
||||
|
@ -87,7 +87,6 @@ namespace Game
|
||||
}
|
||||
HotData.curHot.local.Add(d.filename, d);
|
||||
}
|
||||
|
||||
HotData.curHot.load_ab_fail = 0;
|
||||
}
|
||||
|
||||
|
31
Assets/Scripts/Main/Procedure/ProcedureInGame.cs
Normal file
31
Assets/Scripts/Main/Procedure/ProcedureInGame.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using Axibug.Fsm;
|
||||
using Axibug.Procedure;
|
||||
using Axibug.Runtime;
|
||||
using Game;
|
||||
using ProcedureBase = Axibug.Procedure.ProcedureBase;
|
||||
|
||||
public class ProcedureInGame : ProcedureBase
|
||||
{
|
||||
|
||||
//建议一些热更初始化相关的操作丢在这里
|
||||
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
|
||||
{
|
||||
base.OnEnter(procedureOwner);
|
||||
|
||||
Log.Debug("ProcedureInGame::OnEnter");
|
||||
|
||||
GamePlayEntry.MainPlayer.InGame = true;
|
||||
}
|
||||
|
||||
protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
|
||||
{
|
||||
base.OnLeave(procedureOwner, isShutdown);
|
||||
}
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
//ChangeState<ProcedureScenesLoad>(procedureOwner);
|
||||
//TODO
|
||||
}
|
||||
}
|
11
Assets/Scripts/Main/Procedure/ProcedureInGame.cs.meta
Normal file
11
Assets/Scripts/Main/Procedure/ProcedureInGame.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c7d01ec40cf65b40b4d3a4f7e8cd038
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -29,7 +29,11 @@ public class ProcedureInitRole : ProcedureBase
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
//ChangeState<ProcedureScenesLoad>(procedureOwner);
|
||||
//TODO
|
||||
if (m_IsInitSuccessful)
|
||||
{
|
||||
ChangeState<ProcedureInGame>(procedureOwner);
|
||||
|
||||
//TODO
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,6 +16,10 @@ public class ProcedureScenesLoad : ProcedureBase
|
||||
|
||||
GamePlayEntry.Map.LoadMap(1);
|
||||
|
||||
GamePlayEntry.MainPlayer.InGame = false;
|
||||
GamePlayEntry.Input.ReSetInput();
|
||||
GamePlayEntry.MainPlayer.ReSetMainPlayer();
|
||||
|
||||
m_IsLoadSuccessful = true;
|
||||
}
|
||||
|
||||
|
@ -8,14 +8,13 @@ namespace Game
|
||||
{
|
||||
public class CharacterMachine : ICharMachineBase //是否使用其他基类或是否使用MonoBehaviour 靠外部驱动,按需修改
|
||||
{
|
||||
|
||||
private Animator _animator;
|
||||
|
||||
public bool IsAttacking()
|
||||
{
|
||||
AnimatorStateInfo stateInfo = _animator.GetCurrentAnimatorStateInfo(0);
|
||||
|
||||
if (stateInfo.IsName("Idle01"))
|
||||
if (stateInfo.IsName("Idle"))
|
||||
return false;
|
||||
|
||||
if (stateInfo.IsName("Run"))
|
||||
|
@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public abstract class MainRole : RoleBase
|
||||
public class MainRole : RoleBase
|
||||
{
|
||||
/// <summary>
|
||||
/// ³õʼ»¯
|
||||
@ -16,6 +16,18 @@ namespace Game
|
||||
base.Init(data);
|
||||
}
|
||||
|
||||
public override void MeshChangeState(bool ToMoveState)
|
||||
{
|
||||
if (ToMoveState)
|
||||
{
|
||||
Anime.StartRun();
|
||||
}
|
||||
else
|
||||
{
|
||||
Anime.BackToIdle();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Release()
|
||||
{
|
||||
|
||||
|
@ -3,20 +3,43 @@ using Axibug.Runtime;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public abstract class RoleBase : MonoBehaviour
|
||||
{
|
||||
protected E_NODE_TYPE mRoleType => mData.RoleType;
|
||||
protected Int64 mRoleID => mData.innate.roleid;
|
||||
public E_NODE_TYPE RoleType => mBaseData.RoleType;
|
||||
public long RoleID => mBaseData.innate.roleid;
|
||||
public ICharMachineBase Anime => mAnime;
|
||||
public Vector2 InputV2;
|
||||
public bool mIsMove = false;
|
||||
|
||||
/// <summary>
|
||||
/// 动画控制器
|
||||
/// </summary>
|
||||
protected ICharMachineBase Anime;
|
||||
protected ICharMachineBase mAnime;
|
||||
|
||||
protected S_ROLE_DATA_BASE mData;
|
||||
protected S_ROLE_DATA_BASE mBaseData;
|
||||
|
||||
bool LastIsMove = false;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
bool ToMoveState = false;
|
||||
if (InputV2 != Vector2.zero)
|
||||
ToMoveState = true;
|
||||
|
||||
if (LastIsMove != ToMoveState)
|
||||
{
|
||||
AxibugLog.Debug("MeshChangeState =>" + ToMoveState);
|
||||
MeshChangeState(ToMoveState);
|
||||
}
|
||||
|
||||
LastIsMove = ToMoveState;
|
||||
}
|
||||
|
||||
public abstract void MeshChangeState(bool ToMoveState);
|
||||
|
||||
/// <summary>
|
||||
/// 初始化
|
||||
@ -24,17 +47,17 @@ namespace Game
|
||||
/// <param name="data"></param>
|
||||
public virtual void Init(S_ROLE_DATA_BASE data)
|
||||
{
|
||||
mData = data;
|
||||
if (mRoleType == E_NODE_TYPE.N_MAINPLAYER)
|
||||
mBaseData = data;
|
||||
if (RoleType == E_NODE_TYPE.N_MAINPLAYER)
|
||||
{
|
||||
Anime = new CharacterMachine();
|
||||
Anime.InitMachine(transform.Find("Model"));
|
||||
mAnime = new CharacterMachine();
|
||||
mAnime.InitMachine(transform.Find("Model"));
|
||||
}
|
||||
else if (mRoleType == E_NODE_TYPE.N_MONSTER)
|
||||
else if (RoleType == E_NODE_TYPE.N_MONSTER)
|
||||
{
|
||||
|
||||
}
|
||||
else if (mRoleType == E_NODE_TYPE.N_NPC)
|
||||
else if (RoleType == E_NODE_TYPE.N_NPC)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -22,7 +22,7 @@
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>Temp\Bin\Debug\</OutputPath>
|
||||
<DefineConstants>UNITY_2020_3_33;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_IG;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_CLOUD_FEATURES;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;UNITY_POST_PROCESSING_STACK_V2;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||
<DefineConstants>UNITY_2020_3_33;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_IG;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_CLOUD_FEATURES;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;UNITY_POST_PROCESSING_STACK_V2;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
@ -53,7 +53,7 @@
|
||||
<UnityVersion>2020.3.33f1c2</UnityVersion>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Analyzer Include="C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
|
||||
<Analyzer Include="C:\Program Files\Microsoft Visual Studio\2022\Professional\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Assets\Axibug\Script\Editor\Misc\LogScriptingDefineSymbols.cs" />
|
||||
@ -75,244 +75,244 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
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|
||||
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|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
|
||||
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|
||||
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|
||||
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|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
</Reference>
|
||||
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|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll</HintPath>
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll</HintPath>
|
||||
</Reference>
|
||||
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|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||
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|
||||
<Reference Include="UnityEngine.AudioModule">
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AudioModule.dll</HintPath>
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AudioModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AutoStreamingModule">
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AutoStreamingModule.dll</HintPath>
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||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AutoStreamingModule.dll</HintPath>
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||||
</Reference>
|
||||
<Reference Include="UnityEngine.ClothModule">
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ClothModule.dll</HintPath>
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||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ClothModule.dll</HintPath>
|
||||
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|
||||
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|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.CloudFoundationModule.dll</HintPath>
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||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.CloudFoundationModule.dll</HintPath>
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||||
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|
||||
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|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterInputModule.dll</HintPath>
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||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterInputModule.dll</HintPath>
|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll</HintPath>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
|
Loading…
Reference in New Issue
Block a user