This commit is contained in:
sin365 2023-01-05 18:32:58 +08:00
parent 3dbe973e8d
commit 701bae0ee9
38 changed files with 1832 additions and 2329 deletions

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View File

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</Reference> </Reference>
<Reference Include="System.Text.Encoding.Extensions"> <Reference Include="System.Text.Encoding.Extensions">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Text.Encoding.Extensions.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Text.Encoding.Extensions.dll</HintPath>
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</Reference> </Reference>
<Reference Include="System.Threading"> <Reference Include="System.Threading">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Threading.Overlapped"> <Reference Include="System.Threading.Overlapped">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Overlapped.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Overlapped.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Threading.Tasks"> <Reference Include="System.Threading.Tasks">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Tasks.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Tasks.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Threading.Tasks.Parallel"> <Reference Include="System.Threading.Tasks.Parallel">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Tasks.Parallel.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Tasks.Parallel.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Threading.Thread"> <Reference Include="System.Threading.Thread">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Thread.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Thread.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Threading.ThreadPool"> <Reference Include="System.Threading.ThreadPool">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.ThreadPool.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.ThreadPool.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Threading.Timer"> <Reference Include="System.Threading.Timer">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Timer.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Threading.Timer.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.ValueTuple"> <Reference Include="System.ValueTuple">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.ValueTuple.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.ValueTuple.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Xml.ReaderWriter"> <Reference Include="System.Xml.ReaderWriter">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.ReaderWriter.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.ReaderWriter.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Xml.XDocument"> <Reference Include="System.Xml.XDocument">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XDocument.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XDocument.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Xml.XmlDocument"> <Reference Include="System.Xml.XmlDocument">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XmlDocument.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XmlDocument.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Xml.XmlSerializer"> <Reference Include="System.Xml.XmlSerializer">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XmlSerializer.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XmlSerializer.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Xml.XPath"> <Reference Include="System.Xml.XPath">
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XPath.dll</HintPath> <HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\Facades\System.Xml.XPath.dll</HintPath>
</Reference> </Reference>
<Reference Include="System.Xml.XPath.XDocument"> <Reference Include="System.Xml.XPath.XDocument">
<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>
<Reference Include="Unity.VSCode.Editor"> <Reference Include="Unity.VSCode.Editor">
<HintPath>Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath> <HintPath>Library\ScriptAssemblies\Unity.VSCode.Editor.dll</HintPath>

View File

@ -317,7 +317,7 @@ Transform:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 787698569} m_GameObject: {fileID: 787698569}
m_LocalRotation: {x: 0.03760297, y: 0, z: 0, w: 0.9992928} 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_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
- {fileID: 7918943641728165702} - {fileID: 7918943641728165702}
@ -939,6 +939,7 @@ MonoBehaviour:
- Game.ProcedureLaunch - Game.ProcedureLaunch
- Game.ProcedureSplash - Game.ProcedureSplash
- Game.ProcedureUpdateVersion - Game.ProcedureUpdateVersion
- ProcedureInGame
- ProcedureInitRole - ProcedureInitRole
- ProcedureInitSystem - ProcedureInitSystem
- ProcedureScenesLoad - ProcedureScenesLoad

View File

@ -26,6 +26,31 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: 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 --- !u!1107 &-4318224155033396118
AnimatorStateMachine: AnimatorStateMachine:
serializedVersion: 6 serializedVersion: 6
@ -40,13 +65,13 @@ AnimatorStateMachine:
m_Position: {x: 200, y: 0, z: 0} m_Position: {x: 200, y: 0, z: 0}
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: 7852368639546613177} m_State: {fileID: 7852368639546613177}
m_Position: {x: 235, y: 65, z: 0} m_Position: {x: 290, y: 70, z: 0}
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: -2654552166376096974} m_State: {fileID: -2654552166376096974}
m_Position: {x: 270, y: 130, z: 0} m_Position: {x: 270, y: 130, z: 0}
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: -3802118723531622627} m_State: {fileID: -3802118723531622627}
m_Position: {x: 305, y: 195, z: 0} m_Position: {x: 300, y: 200, z: 0}
- serializedVersion: 1 - serializedVersion: 1
m_State: {fileID: 4164821889480732602} m_State: {fileID: 4164821889480732602}
m_Position: {x: 340, y: 260, z: 0} m_Position: {x: 340, y: 260, z: 0}
@ -134,6 +159,31 @@ AnimatorState:
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: 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 --- !u!1102 &-2654552166376096974
AnimatorState: AnimatorState:
serializedVersion: 6 serializedVersion: 6
@ -220,7 +270,13 @@ AnimatorController:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Warrior m_Name: Warrior
serializedVersion: 5 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: m_AnimatorLayers:
- serializedVersion: 5 - serializedVersion: 5
m_Name: Base Layer m_Name: Base Layer
@ -400,7 +456,8 @@ AnimatorState:
m_Name: Idle m_Name: Idle
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: [] m_Transitions:
- {fileID: -4629465009851174522}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0} m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0 m_IKOnFeet: 0
@ -556,7 +613,8 @@ AnimatorState:
m_Name: Run m_Name: Run
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: [] m_Transitions:
- {fileID: -3299496346932648763}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0} m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0 m_IKOnFeet: 0

View File

@ -176,22 +176,6 @@ PrefabInstance:
m_Modification: m_Modification:
m_TransformParent: {fileID: 0} m_TransformParent: {fileID: 0}
m_Modifications: 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} - target: {fileID: 7219867924276195500, guid: c2b00befcb5658541b1e5a6850840fd3, type: 3}
propertyPath: m_Name propertyPath: m_Name
value: Axibug value: Axibug
@ -446,7 +430,7 @@ Light:
m_BounceIntensity: 1 m_BounceIntensity: 1
m_ColorTemperature: 6570 m_ColorTemperature: 6570
m_UseColorTemperature: 0 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_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1 m_UseViewFrustumForShadowCasterCull: 1
m_ShadowRadius: 0 m_ShadowRadius: 0

View File

@ -23,11 +23,11 @@ namespace Game
private set; private set;
} }
// public static UserMgrComponent UserMgr public static RoleMgrComponent RoleMgr
// { {
// get; get;
// private set; private set;
// } }
public static LubanComponent Luban public static LubanComponent Luban
{ {
@ -117,7 +117,7 @@ namespace Game
Map = parent.Find("Map").gameObject.AddComponent<MapComponent>(); Map = parent.Find("Map").gameObject.AddComponent<MapComponent>();
MainPlayer = parent.Find("MainPlayer").gameObject.AddComponent<MainPlayerComponent>(); MainPlayer = parent.Find("MainPlayer").gameObject.AddComponent<MainPlayerComponent>();
Luban = parent.Find("Luban").gameObject.AddComponent<LubanComponent>(); 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>(); //Network = parent.Find("Network").gameObject.AddComponent<NetworkComponent>();
//DropMgr = parent.Find("DropMgr").gameObject.AddComponent<DropMgrComponent>(); //DropMgr = parent.Find("DropMgr").gameObject.AddComponent<DropMgrComponent>();
//ItemMgr = parent.Find("ItemMgr").gameObject.AddComponent<ItemMgrComponent>(); //ItemMgr = parent.Find("ItemMgr").gameObject.AddComponent<ItemMgrComponent>();

View File

@ -11,9 +11,10 @@ namespace Game
{ {
public class InputComponent : GameComponent 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() private void Start()
{ {
@ -21,6 +22,12 @@ namespace Game
//AppEntry.Event.Subscribe(A123EventArgs.EventId, OnA123EventArgs); //AppEntry.Event.Subscribe(A123EventArgs.EventId, OnA123EventArgs);
} }
public void ReSetInput()
{
_InputV2 = Vector2.zero;
_clickPoint = Vector2.zero;
}
/// <summary> /// <summary>
/// 检测是否点击UI /// 检测是否点击UI
@ -117,6 +124,18 @@ namespace Game
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{
if (!GamePlayEntry.MainPlayer.InGame)
return;
Update_Touch();
Update_Input();
}
/// <summary>
/// 点击
/// </summary>
void Update_Touch()
{ {
//双指操作 //双指操作
if (Update_DoubleTouch()) if (Update_DoubleTouch())
@ -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 #region
protected readonly Transform m_zoom = null; protected readonly Transform m_zoom = null;
@ -180,7 +209,6 @@ namespace Game
protected static float current = 0; protected static float current = 0;
private float last = -1; private float last = -1;
public bool Update_DoubleTouch() public bool Update_DoubleTouch()
{ {
if (false)//有其他和双指互斥的操作则跳出,可补充 if (false)//有其他和双指互斥的操作则跳出,可补充

View File

@ -15,74 +15,58 @@ namespace Game
{ {
public Transform CamPos; public Transform CamPos;
public Transform Player; public MainRole Player;
Rigidbody mRigidbody;
//Rigidbody mRigidbody;
public bool bLoadFinish { get; private set; } = false; public bool bLoadFinish { get; private set; } = false;
public bool InGame = false;
private void OnEnable() private void OnEnable()
{ {
CamPos = transform.Find("CamPos"); CamPos = transform.Find("CamPos");
InGame = false;
} }
public void ReSetMainPlayer()
{
Player = null;
}
void Start() void Start()
{ {
} }
void Update()
{
Update_MoveForInput();
}
public void LoadPlayer() public void LoadPlayer()
{ {
bLoadFinish = false; bLoadFinish = false;
//TODO Òì²½
GameObject playergo = Clone("Warrior");
playergo.transform.localPosition = Vector3.zero;
this.transform.position = GamePlayEntry.Map.SpawnPos;
mRigidbody = this.gameObject.AddComponent<Rigidbody>(); Player = GamePlayEntry.RoleMgr.CreateMainRole();
mRigidbody.isKinematic = false;
mRigidbody.useGravity = true;
////ÉãÏñ»ú //ÉãÏñ»ú
Camera.main.transform.parent = CamPos; SetMainCamera();
Camera.main.transform.localPosition = Vector3.zero;
Camera.main.transform.localEulerAngles = Vector3.zero;
bLoadFinish = true; bLoadFinish = true;
} }
public void SetMainCamera()
private GameObject Clone(string RoleName)
{ {
string rootPath = "Assets/GameAssets"; Camera.main.transform.parent = CamPos;
string MapName = $"Assets/GameAssets/Prefabs/Role/{RoleName}/{RoleName}.prefab"; Camera.main.transform.localPosition = Vector3.zero;
string tmp = MapName.Remove(0, rootPath.Length + 1); Camera.main.transform.localEulerAngles = Vector3.zero;
int idx = tmp.LastIndexOf('/'); }
string bundleName = tmp.Substring(0, idx);
UnityEngine.Object asset = null; public void Update_MoveForInput()
if (AppEntry.Base.EditorResourceMode)
{ {
#if UNITY_EDITOR if (!Player) return;
asset = AssetDatabase.LoadAssetAtPath<GameObject>(MapName); Player.InputV2 = GamePlayEntry.Input.InputV2;
#endif
}
else
{
int id = MapName.GetHashCode();
asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), MapName, id, this.transform);
} }
if (asset == null)
{
Debug.LogError($"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;
}
} }
} }

View 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
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;
}
}
}

View File

@ -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();
// }
// }
// }
//}

View File

@ -3,14 +3,13 @@ using UnityEngine;
namespace Game namespace Game
{ {
//主控玩家角色数据 //主控玩家角色数据
public class S_ROLE_SELF : S_ROLE_DATA_BASE public class S_ROLE_SELF : S_ROLE_DATA_BASE
{ {
public S_ROLE_ECON econ;//经济 public S_ROLE_ECON econ;//经济
public S_ROLE_MOVE move; public S_ROLE_MOVE move;
public S_ROLE_SELF(int RoleID) public S_ROLE_SELF()
{ {
RoleType = E_NODE_TYPE.N_MAINPLAYER; RoleType = E_NODE_TYPE.N_MAINPLAYER;
move = new S_ROLE_MOVE(); move = new S_ROLE_MOVE();
@ -25,171 +24,4 @@ namespace Game
econ.Init(); 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;
}
}
} }

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 47a26fe725f76f84689fa8e3fc60c2df guid: f1b616a5541e4a543a27ecd589ba9496
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View 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;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 47a26fe725f76f84689fa8e3fc60c2df
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -3,7 +3,7 @@ namespace Game
//玩家角色数据 //玩家角色数据
public class S_ROLE_DATA_BASE public class S_ROLE_DATA_BASE
{ {
public E_NODE_TYPE RoleType; public E_NODE_TYPE RoleType { get; protected set; }
//玩家数据 //玩家数据
public S_ROLE_INNATE innate;//先天属性 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_1ST battleattr1st;//1级战斗属性
//public S_ROLE_BATTLEATTR battleattr; //public S_ROLE_BATTLEATTR battleattr;
public bool isEntryWorld;
public S_ROLE_DATA_BASE() public S_ROLE_DATA_BASE()
{ {
innate = new S_ROLE_INNATE(); innate = new S_ROLE_INNATE();
@ -25,7 +23,6 @@ namespace Game
//battleattr1st = new S_ROLE_BATTLEATTR_1ST(); //battleattr1st = new S_ROLE_BATTLEATTR_1ST();
//battleattr = new S_ROLE_BATTLEATTR(); //battleattr = new S_ROLE_BATTLEATTR();
isEntryWorld = false;
} }
virtual public void Init() virtual public void Init()

View File

@ -87,7 +87,6 @@ namespace Game
} }
HotData.curHot.local.Add(d.filename, d); HotData.curHot.local.Add(d.filename, d);
} }
HotData.curHot.load_ab_fail = 0; HotData.curHot.load_ab_fail = 0;
} }

View 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
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6c7d01ec40cf65b40b4d3a4f7e8cd038
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -29,7 +29,11 @@ public class ProcedureInitRole : ProcedureBase
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds) protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{ {
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds); base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
//ChangeState<ProcedureScenesLoad>(procedureOwner); if (m_IsInitSuccessful)
{
ChangeState<ProcedureInGame>(procedureOwner);
//TODO //TODO
} }
} }
}

View File

@ -16,6 +16,10 @@ public class ProcedureScenesLoad : ProcedureBase
GamePlayEntry.Map.LoadMap(1); GamePlayEntry.Map.LoadMap(1);
GamePlayEntry.MainPlayer.InGame = false;
GamePlayEntry.Input.ReSetInput();
GamePlayEntry.MainPlayer.ReSetMainPlayer();
m_IsLoadSuccessful = true; m_IsLoadSuccessful = true;
} }

View File

@ -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 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; private Animator _animator;
public bool IsAttacking() public bool IsAttacking()
{ {
AnimatorStateInfo stateInfo = _animator.GetCurrentAnimatorStateInfo(0); AnimatorStateInfo stateInfo = _animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("Idle01")) if (stateInfo.IsName("Idle"))
return false; return false;
if (stateInfo.IsName("Run")) if (stateInfo.IsName("Run"))

View File

@ -5,7 +5,7 @@ using UnityEngine;
namespace Game namespace Game
{ {
public abstract class MainRole : RoleBase public class MainRole : RoleBase
{ {
/// <summary> /// <summary>
/// ³õʼ»¯ /// ³õʼ»¯
@ -16,6 +16,18 @@ namespace Game
base.Init(data); base.Init(data);
} }
public override void MeshChangeState(bool ToMoveState)
{
if (ToMoveState)
{
Anime.StartRun();
}
else
{
Anime.BackToIdle();
}
}
public override void Release() public override void Release()
{ {

View File

@ -3,20 +3,43 @@ using Axibug.Runtime;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.XR;
namespace Game namespace Game
{ {
public abstract class RoleBase : MonoBehaviour public abstract class RoleBase : MonoBehaviour
{ {
protected E_NODE_TYPE mRoleType => mData.RoleType; public E_NODE_TYPE RoleType => mBaseData.RoleType;
protected Int64 mRoleID => mData.innate.roleid; public long RoleID => mBaseData.innate.roleid;
public ICharMachineBase Anime => mAnime;
public Vector2 InputV2;
public bool mIsMove = false;
/// <summary> /// <summary>
/// 动画控制器 /// 动画控制器
/// </summary> /// </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> /// <summary>
/// 初始化 /// 初始化
@ -24,17 +47,17 @@ namespace Game
/// <param name="data"></param> /// <param name="data"></param>
public virtual void Init(S_ROLE_DATA_BASE data) public virtual void Init(S_ROLE_DATA_BASE data)
{ {
mData = data; mBaseData = data;
if (mRoleType == E_NODE_TYPE.N_MAINPLAYER) if (RoleType == E_NODE_TYPE.N_MAINPLAYER)
{ {
Anime = new CharacterMachine(); mAnime = new CharacterMachine();
Anime.InitMachine(transform.Find("Model")); 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)
{ {
} }

View File

@ -22,7 +22,7 @@
<DebugType>full</DebugType> <DebugType>full</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>Temp\Bin\Debug\</OutputPath> <OutputPath>Temp\Bin\Debug\</OutputPath>
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