怪物进管理 | 角色快照 | 冲刺效果 | 基础战斗判定入口

This commit is contained in:
sin365 2023-01-09 00:17:20 +08:00
parent 8c100e8969
commit 74d968ed94
303 changed files with 19519 additions and 1374 deletions

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@ -9,8 +9,8 @@ GameObject:
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m_Layer: 0
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m_Layer: 7
m_Name: Warrior
m_TagString: Player
m_Icon: {fileID: 0}
@ -32,8 +32,8 @@ Transform:
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m_RootOrder: 0
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--- !u!65 &6209615825579216016
BoxCollider:
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@ -42,9 +42,10 @@ BoxCollider:
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@ -54,7 +55,7 @@ GameObject:
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m_Name: Bridge
m_TagString: Untagged
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@ -87,7 +88,7 @@ GameObject:
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@ -73,6 +73,28 @@ AnimatorStateTransition:
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AnimatorStateTransition:
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m_OrderedInterruption: 1
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--- !u!1107 &-4318224155033396118
AnimatorStateMachine:
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@ -90,7 +112,7 @@ AnimatorStateMachine:
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@ -168,7 +190,8 @@ AnimatorState:
m_Name: Hurt
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m_CycleOffset: 0
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m_Transitions:
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m_StateMachineBehaviours: []
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@ -197,6 +220,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
CanSkipTime: 0.8
SendCanToNext: 0
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NodeType: 0
--- !u!1101 &-3299496346932648763
AnimatorStateTransition:
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@ -289,6 +315,18 @@ AnimatorController:
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- m_Name: RoleID
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m_Name: Base Layer
@ -341,6 +379,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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SendCanToNext: 0
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--- !u!1102 &381074812473331180
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View File

@ -3,24 +3,27 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InAttack : StateMachineBehaviour
public class anime_DeadAnimeEnd : StateMachineBehaviour
{
public float CanSkipTime = 0.8f;
public int RoleID = 0;
public int NodeType = 0;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(true));
NodeType = animator.GetInteger("NodeType");
RoleID = animator.GetInteger("RoleID");
}
// OnState}Update is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
}
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(false));
AppEntry.Event.Fire(null, RoleDeadAnimeEndEventArgs.Create((E_NODE_TYPE)NodeType,RoleID));
}
// OnStateMove is called right after Animator.OnAnimatorMove()

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@ -0,0 +1,57 @@
using Game;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum E_ONCEATTACK_STEP
{
None,
InAttack,
InAttackCanToNext
}
public class anime_OnceAttack : StateMachineBehaviour
{
public float CanSkipTime = 0.8f;
public bool SendCanToNext = false;
public long RoleID = 0;
public int NodeType = 0;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
NodeType = animator.GetInteger("NodeType");
RoleID = animator.GetInteger("RoleID");
SendCanToNext = false;
AppEntry.Event.Fire(null, MainPlayerOnceAttackEventArgs.Create(RoleID,(E_NODE_TYPE)NodeType, E_ONCEATTACK_STEP.InAttack));
}
// OnState}Update is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (!SendCanToNext && stateInfo.normalizedTime > 0.8f)
{
SendCanToNext = true;
AppEntry.Event.Fire(null, MainPlayerOnceAttackEventArgs.Create(RoleID, (E_NODE_TYPE)NodeType, E_ONCEATTACK_STEP.InAttackCanToNext));
}
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
AppEntry.Event.Fire(null, MainPlayerOnceAttackEventArgs.Create(RoleID, (E_NODE_TYPE)NodeType, E_ONCEATTACK_STEP.None));
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}

View File

@ -65,11 +65,17 @@ namespace Game
// set;
//}
//public static EffectMgrComponent EffectMgr
//{
// get;
// set;
//}
public static EffectMgrComponent EffectMgr
{
get;
set;
}
public static BattleMgrComponent Battle
{
get;
private set;
}
public static UIMgr UI
{
@ -122,10 +128,11 @@ namespace Game
//DropMgr = parent.Find("DropMgr").gameObject.AddComponent<DropMgrComponent>();
//ItemMgr = parent.Find("ItemMgr").gameObject.AddComponent<ItemMgrComponent>();
//ItemMgr.Init();
//EffectMgr = parent.Find("EffectMgr").gameObject.AddComponent<EffectMgrComponent>();
EffectMgr = parent.Find("EffectMgr").gameObject.AddComponent<EffectMgrComponent>();
Tips = parent.Find("Tips").gameObject.AddComponent<Tips>();
//Task = parent.Find("Logic").gameObject.AddComponent<TaskComponent>();
//FindWay = parent.Find("Logic").gameObject.AddComponent<FindWayComponent>();
Battle = parent.Find("Logic").gameObject.AddComponent<BattleMgrComponent>();
//Audio = parent.Find("Audio").gameObject.AddComponent<AudioComponent>();
GameObject go = Resources.CloneBySync("Assets/GameAssets/Prefabs/UI/UIYYControl/UIMgr.prefab", parent);

View File

@ -8,7 +8,7 @@ namespace Game
public class AttackBox : MonoBehaviour
{
public E_NODE_TYPE selfNodeType;
public long selfRoleId;
public int selfRoleId;
public void InitNode(RoleBase role)
{
@ -21,9 +21,6 @@ namespace Game
//AxibugLog.Debug("OnTriggerEnter => tag" + other.tag);
Debug.Log("OnTriggerEnter => tag " + other.tag);
//TODO
AppEntry.Event.Fire(null, CameraShakeEventArgs.Create());
if (Common.CheckTagIsRole(other.tag, out E_NODE_TYPE Target_nodeType))
{

View File

@ -0,0 +1,110 @@
using Axibug;
using Axibug.Event;
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 BattleMgrComponent : GameComponent
{
private void Start()
{
AppEntry.Event.Subscribe(AttackHitEventArgs.EventId, OnAttackHitEventArgs);
}
private void OnAttackHitEventArgs(object sender, LogicEventArgs e)
{
AttackHitEventArgs msg = (AttackHitEventArgs)e;
if (msg == null) throw new GameException("AttackHitEventArgs is null");
RoleBase Attacker = GamePlayEntry.RoleMgr.FindRole(msg.Attacker_Type, msg.Attacker_RoleID);
if (Attacker == null)
{
AxibugLog.Error("Attacker 为空");
return;
}
RoleBase UnderAttack = GamePlayEntry.RoleMgr.FindRole(msg.UnderAtk_Type, msg.UnderAtk_RoleID);
if (UnderAttack == null)
{
AxibugLog.Error("UnderAttack 为空");
return;
}
DoAttack(Attacker, UnderAttack);
}
private void DoAttack(RoleBase Attacker,RoleBase UnderAttack,int AttackId = 0)
{
bool CanAttack = false;
AxibugLog.Debug($"产生一次攻击,攻击者{Attacker.name} 受击者{UnderAttack.name}");
//人打怪
if (Attacker.RoleType == E_NODE_TYPE.N_MAINPLAYER && UnderAttack.RoleType == E_NODE_TYPE.N_MONSTER)
{
//TODO 受击朝向
//摄像机震动
AppEntry.Event.Fire(null, CameraShakeEventArgs.Create());
CanAttack = true;
int Damage = 40;
GamePlayEntry.Tips.ShowHint($"产生一次攻击,攻击者{Attacker.name} 受击者{UnderAttack.name},造成伤害{Damage}", eHintType.Warn);
SetDamage(UnderAttack, Damage);
}
//怪打人
else if (Attacker.RoleType == E_NODE_TYPE.N_MONSTER && UnderAttack.RoleType == E_NODE_TYPE.N_MAINPLAYER)
{
//TODO 受击朝向
//摄像机震动
AppEntry.Event.Fire(null, CameraShakeEventArgs.Create());
CanAttack = true;
int Damage = 40;
SetDamage(UnderAttack, Damage);
}
if (CanAttack)
{
//TODO
}
}
/// <summary>
/// 受击
/// </summary>
/// <param name="role"></param>
/// <param name="Damage"></param>
private void SetDamage(RoleBase UnderAttack, int DamageHP)
{
//TODO 可能需要把伤害做成复合数据,扣除多项属性
UnderAttack.BaseData.life.curHP -= DamageHP;
UnderAttack.BaseData.life.curHP = Math.Max(UnderAttack.BaseData.life.curHP, 0);
if (UnderAttack.BaseData.life.curHP > 0)
UnderAttack.Anime.PlayHit();
else
{
//死亡
UnderAttack.Anime.PlayDead();
AppEntry.Event.Fire(null, RoleDeadEventArgs.Create(UnderAttack.RoleType, UnderAttack.RoleID));
}
}
}
}

View File

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@ -0,0 +1,20 @@
using Axibug.Runtime;
using UnityEngine;
using UnityEditor;
using Axibug.Resources;
using System.Collections.Generic;
using System.Diagnostics.SymbolStore;
using System.Runtime.Remoting.Metadata.W3cXsd2001;
namespace Game
{
public class EffectMgrComponent : GameComponent
{
public PrefabPool<RoleFastShadow> rolegastEftPool;
private void OnEnable()
{
rolegastEftPool = new PrefabPool<RoleFastShadow>(this.transform, E_PREFAB_TYPE.EFFECT);
}
}
}

View File

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@ -30,12 +30,12 @@ namespace Game
MainCamNode = transform.Find("MainCamNode");
CamPos = MainCamNode.Find("CamPos");
InGame = false;
AppEntry.Event.Subscribe(MainPlayerInAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
AppEntry.Event.Subscribe(MainPlayerOnceAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
}
private void OnDisable()
{
AppEntry.Event.Unsubscribe(MainPlayerInAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
AppEntry.Event.Unsubscribe(MainPlayerOnceAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
}
public void ReSetMainPlayer()
@ -83,7 +83,10 @@ namespace Game
Player.InputV2 = GamePlayEntry.Input.InputV2;
if (GamePlayEntry.Input.Attack)
if (GamePlayEntry.Input.Attack
&&
Player.AttackStep != E_ONCEATTACK_STEP.InAttack
)
{
//AxibugLog.Debug("DoAttack");
DoNextMotionAnimeName();
@ -122,12 +125,14 @@ namespace Game
#region ʼþ
//½ÇÉ«Òƶ¯
private void OnMainPlayerInAttackEventArgs(object sender, LogicEventArgs e)
{
MainPlayerInAttackEventArgs msg = (MainPlayerInAttackEventArgs)e;
if (msg == null) throw new GameException("MainPlayerInAttackEventArgs is null");
Player.IsInAttack = msg.IsIn;
MainPlayerOnceAttackEventArgs msg = (MainPlayerOnceAttackEventArgs)e;
if (msg == null) throw new GameException("MainPlayerOnceAttackEventArgs is null");
if (msg.RoleID == Player.RoleID)
{
Player.AttackStep = msg.Step;
}
}
#endregion

View File

@ -19,6 +19,8 @@ namespace Game
/// </summary>
public Vector3 SpawnPos { get; private set; }
public Vector3 SpawnMonster { get; private set; }
// Start is called before the first frame update
void Start()
{
@ -33,6 +35,7 @@ namespace Game
//TODO Òì²½
GameObject mapgo = CloneMap(MapId);
SpawnPos = mapgo.transform.Find("SpawnPos").transform.position;
SpawnMonster = mapgo.transform.Find("SpawnMonster").transform.position;
MapGoList.Add(mapgo);
bLoadFinish = true;
}

View File

@ -18,12 +18,12 @@ namespace Game
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 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 int mRoleIdSeed = 0;
private void Start()
{
@ -36,14 +36,14 @@ namespace Game
//AppEntry.Event.Subscribe(RemoveRoleBufferEvent.EventId, RemoveBuffer);
}
long GetNewRoleId()
int GetNewRoleId()
{
return ++mRoleIdSeed;
}
#region
public void AddRole(RoleBase role)
void AddRole(RoleBase role)
{
if (!dictAllRole.ContainsKey(role.RoleID))
{
@ -57,7 +57,7 @@ namespace Game
roleList[role.RoleID] = role;
}
}
public void RemoveRole(RoleBase role)
void RemoveRole(RoleBase role)
{
if (dictAllRole.ContainsKey(role.RoleID))
{
@ -72,6 +72,21 @@ namespace Game
}
}
public RoleBase FindRole(int RoleID)
{
if (dictAllRole.ContainsKey(RoleID))
return dictAllRole[RoleID];
return null;
}
public RoleBase FindRole(E_NODE_TYPE type , int RoleID)
{
if (dictRoleList.ContainsKey(type) && dictRoleList[type].ContainsKey(RoleID))
return dictRoleList[type][RoleID];
return null;
}
#endregion
public MainRole CreateMainRole()
@ -94,8 +109,8 @@ namespace Game
data.status.mapid = 0;//TODO
//生命魔法等
data.life.maxMP = 100;
data.life.curMP = 100;
data.life.maxHP = 100;
data.life.curHP = 100;
data.life.maxMP = 100;
data.life.curMP = 100;
@ -121,7 +136,7 @@ namespace Game
AttackBoxGo.transform.localEulerAngles = Vector3.zero;
//攻击盒子动画机
role.AttackBoxAnime = AttackBoxGo.GetComponent<Animator>();
role.SetAttackBoxAnime(AttackBoxGo.GetComponent<Animator>());
AddRole(role);
@ -129,6 +144,64 @@ namespace Game
return role;
}
public MonsterRole CreateMonster()
{
//数据
S_ROLE_MONSTER data = new S_ROLE_MONSTER();
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.SpawnMonster;
data.status.mapid = 0;//TODO
//生命魔法等
data.life.maxHP = 100;
data.life.curHP = 100;
data.life.maxMP = 100;
data.life.curMP = 100;
string ModelName = "SlimeGreen";//模型名称
//实例化角色
GameObject playergo = CloneRole(ModelName, GamePlayEntry.RoleMgr.transform);
playergo.transform.localPosition = Vector3.zero;
GamePlayEntry.MainPlayer.transform.position = data.status.pos;
SetRigibody(playergo.transform);
//挂组件
MonsterRole role = playergo.gameObject.AddComponent<MonsterRole>();
role.Init(data);
//攻击盒子
GameObject AttackBoxGo = CloneAttackBox(role.BridgeTransfrom);
AttackBoxGo.transform.localPosition = Vector3.zero;
AttackBoxGo.transform.localEulerAngles = Vector3.zero;
//攻击盒子动画机
role.SetAttackBoxAnime(AttackBoxGo.GetComponent<Animator>());
AddRole(role);
return role;
}
public void DestroyRole(RoleBase role)
{
role.enabled = false;
RemoveRole(role);
Destroy(role.gameObject);
}
private GameObject CloneRole(string RoleName,Transform parent)
{
string rootPath = "Assets/GameAssets";
@ -164,8 +237,6 @@ namespace Game
}
return go;
}
private GameObject CloneAttackBox(Transform parent)
{
string rootPath = "Assets/GameAssets";

View File

@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConstClass
{
static public Vector3 Angle_RightDir => Vector3.zero;
static public Vector3 Angle_LeftDir = new Vector3(0, 180, 0);
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 131af55ce89c3254592f2ef33d29ff39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,88 @@
using System;
using System.Collections.Generic;
using System.Configuration;
using UnityEngine;
namespace Game
{
public class RoleSnapshotClass
{
public float time;
public Sprite mSprite;
public Vector3 BridgeDir;
public Vector3 Pos;
public void Reset()
{
time = 0;
mSprite = null;
BridgeDir = Vector3.zero;
Pos = Vector3.zero;
}
}
//主控玩家角色操作数据
public class SnapshotData
{
/// <summary>
/// 释放出来的行为历史
/// </summary>
List<RoleSnapshotClass> KeyHistory = new List<RoleSnapshotClass>();
static Queue<RoleSnapshotClass> tempHistoryQueue = new Queue<RoleSnapshotClass>();
const int HistoryLimit = 10;
public SnapshotData()
{
Init();
}
void Init()
{
ClearHistory();
}
RoleSnapshotClass EnqueueOneMotionHistory()
{
if (tempHistoryQueue.Count > 0)
return tempHistoryQueue.Dequeue();
return new RoleSnapshotClass();
}
public void AddSnap(Sprite sprite,Vector3 bridgeDir,Vector3 pos)
{
while (KeyHistory.Count > HistoryLimit)
{
KeyHistory[0].Reset();
tempHistoryQueue.Enqueue(KeyHistory[0]);
KeyHistory.RemoveAt(0);
}
RoleSnapshotClass snap = EnqueueOneMotionHistory();
snap.time = Time.time;
snap.mSprite = sprite;
snap.BridgeDir = bridgeDir;
snap.Pos = pos;
KeyHistory.Add(snap);
}
public void ClearHistory()
{
for (int i = 0; i < KeyHistory.Count; i++)
{
KeyHistory[i].Reset();
tempHistoryQueue.Enqueue(KeyHistory[i]);
}
KeyHistory.Clear();
}
/// <summary>
/// 获得后记得深度拷贝 避免引用类型问题
/// </summary>
/// <returns></returns>
public RoleSnapshotClass[] GetHistoryArray()
{
return KeyHistory.ToArray();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8f5cbe416c7bbd34aa7ca08bf07b4a2c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -24,4 +24,21 @@ namespace Game
econ.Init();
}
}
//主控玩家角色数据
public class S_ROLE_MONSTER : S_ROLE_DATA_BASE
{
public S_ROLE_MOVE move;
public S_ROLE_MONSTER()
{
RoleType = E_NODE_TYPE.N_MONSTER;
move = new S_ROLE_MOVE();
}
override public void Init()
{
base.Init();
exp.Init();
move.Init();
}
}
}

View File

@ -71,7 +71,7 @@ namespace Game
//角色先天属性 出身即有的
public class S_ROLE_INNATE
{
public Int64 roleid;//½ÇÉ«id
public int roleid;//½ÇÉ«id
public int job;//职业
public int sex;//性别
public string nick;//昵称

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 739ef744b94dc6048b3fc511e2225fd8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,159 @@
using Game;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayRoleSnapshotClass
{
public float time;
public Sprite mSprite;
public Vector3 BridgeDir;
public Vector3 Pos;
public void Reset()
{
time = 0;
mSprite = null;
BridgeDir = Vector3.zero;
Pos = Vector3.zero;
}
}
public class RoleFastShadow : MonoBehaviour
{
protected Transform mBridgeTransfrom;
protected Transform mModelTransfrom;
protected SpriteRenderer mSpriteRenderer;
Vector3 offset = new Vector3(0, 0, 0.1f);
public int CurrPlayIndex = -1;
public float NextPlayTime = 0;
public bool bCanPlay = false;
public float StartPlayTime;
#region
static Queue<PlayRoleSnapshotClass> tempHistoryQueue = new Queue<PlayRoleSnapshotClass>();
List<PlayRoleSnapshotClass> KeyHistory = new List<PlayRoleSnapshotClass>();
const int HistoryLimit = 30;
static PlayRoleSnapshotClass EnqueueOneHistory()
{
if (tempHistoryQueue.Count > 0)
return tempHistoryQueue.Dequeue();
return new PlayRoleSnapshotClass();
}
public void AddSnap(float _time,Sprite sprite, Vector3 bridgeDir, Vector3 pos)
{
while (KeyHistory.Count > HistoryLimit)
{
KeyHistory[0].Reset();
tempHistoryQueue.Enqueue(KeyHistory[0]);
KeyHistory.RemoveAt(0);
}
PlayRoleSnapshotClass snap = EnqueueOneHistory();
snap.time = _time;
snap.mSprite = sprite;
snap.BridgeDir = bridgeDir;
snap.Pos = pos;
KeyHistory.Add(snap);
}
public void ClearHistory()
{
for (int i = 0; i < KeyHistory.Count; i++)
{
KeyHistory[i].Reset();
tempHistoryQueue.Enqueue(KeyHistory[i]);
}
KeyHistory.Clear();
}
#endregion
void OnEnable()
{
mBridgeTransfrom = transform.Find("Bridge");
mModelTransfrom = mBridgeTransfrom.Find("Model");
mSpriteRenderer = mModelTransfrom.GetComponent<SpriteRenderer>();
mBridgeTransfrom.gameObject.SetActive(false);
LoadData();
}
public void LoadData()
{
RoleSnapshotClass[] srcData = GamePlayEntry.MainPlayer.Player.mRoleSnapshot.GetHistoryArray();
float time = 0;
Vector3 pos;
Vector3 dir = Vector3.zero;
for (int i = 0; i < srcData.Length; i++)
{
if (i > 0)
{
time = srcData[i].time - srcData[0].time;
time = time / 2f;
dir = srcData[i].Pos - srcData[i - 1].Pos;
//多一步的位置
pos = srcData[i].Pos + (dir * 4f);
}
else
{
pos = srcData[i].Pos;
}
AddSnap(time, srcData[i].mSprite, srcData[i].BridgeDir, pos);
}
if (KeyHistory.Count > 0)
{
bCanPlay = true;
StartPlayTime = 0;
CurrPlayIndex = -1;
NextPlayTime = 0;
StartPlayTime = Time.time;
}
}
public void Update()
{
//未到达播放下一帧的事件
if (!bCanPlay || Time.time < NextPlayTime)
return;
CurrPlayIndex++;
PlayRoleSnapshotClass snap = KeyHistory[CurrPlayIndex];
//播放
mBridgeTransfrom.gameObject.SetActive(true);
mSpriteRenderer.sprite = snap.mSprite;
mBridgeTransfrom.localEulerAngles = snap.BridgeDir;
transform.position = snap.Pos + offset;
//没有后续帧了
if (KeyHistory.Count < CurrPlayIndex + 2)
{
bCanPlay = false;
Invoke("EndEff", 0.05f);
}
else//后续帧
{
NextPlayTime = StartPlayTime + KeyHistory[CurrPlayIndex + 1].time;
}
}
//public void SetData(Sprite sprite, Vector3 BridgelocalEulerAngles, Vector3 targetWorldPos)
//{
// mBridgeTransfrom.gameObject.SetActive(true);
// mSpriteRenderer.sprite = sprite;
// mBridgeTransfrom.localEulerAngles = BridgelocalEulerAngles;
// transform.position = targetWorldPos + offset;
// Invoke("EndEff", 0.3f);
//}
public void EndEff()
{
this.gameObject.SetActive(false);
ClearHistory();
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5c8da77e0d26d6b44a7617b48c8ff1be
MonoImporter:
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serializedVersion: 2
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icon: {instanceID: 0}
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@ -7,16 +7,19 @@ namespace Game
{
public static readonly int EventId = typeof(AttackHitEventArgs).GetHashCode();
public E_NODE_TYPE Attacker_Type = E_NODE_TYPE.N_FREE;
public long Attacker_RoleID = 0;
public int Attacker_RoleID = 0;
public E_NODE_TYPE UnderAtk_Type = E_NODE_TYPE.N_FREE;
public long UnderAtk_RoleID = 0;
public int UnderAtk_RoleID = 0;
public int AttackTypeId;//TODO
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static AttackHitEventArgs Create(E_NODE_TYPE attacker_Type, long attacker_RoleID, E_NODE_TYPE underAtk_Type, long underAtk_RoleID)
public static AttackHitEventArgs Create(E_NODE_TYPE attacker_Type, int attacker_RoleID, E_NODE_TYPE underAtk_Type, int underAtk_RoleID)
{
AttackHitEventArgs s = ReferencePool.Acquire<AttackHitEventArgs>();
s.Attacker_Type = attacker_Type;

View File

@ -1,28 +0,0 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class MainPlayerInAttackEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(MainPlayerInAttackEventArgs).GetHashCode();
public bool IsIn = false;
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static MainPlayerInAttackEventArgs Create(bool isIn)
{
MainPlayerInAttackEventArgs s = ReferencePool.Acquire<MainPlayerInAttackEventArgs>();
s.IsIn = isIn;
return s;
}
public override void Clear()
{
IsIn = false;
}
}
}

View File

@ -0,0 +1,34 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class MainPlayerOnceAttackEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(MainPlayerOnceAttackEventArgs).GetHashCode();
public long RoleID = 0;
public E_NODE_TYPE NodeType = E_NODE_TYPE.N_FREE;
public E_ONCEATTACK_STEP Step = E_ONCEATTACK_STEP.None;
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static MainPlayerOnceAttackEventArgs Create(long roleID, E_NODE_TYPE nodetype, E_ONCEATTACK_STEP step)
{
MainPlayerOnceAttackEventArgs s = ReferencePool.Acquire<MainPlayerOnceAttackEventArgs>();
s.Step = step;
s.NodeType = nodetype;
s.RoleID = roleID;
return s;
}
public override void Clear()
{
RoleID = 0;
NodeType = E_NODE_TYPE.N_FREE;
Step = E_ONCEATTACK_STEP.None;
}
}
}

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: eea142782d292a44695def9a3679e62c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@ -0,0 +1,34 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class RoleDeadAnimeEndEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(RoleDeadAnimeEndEventArgs).GetHashCode();
public E_NODE_TYPE Type = E_NODE_TYPE.N_FREE;
public int RoleID = 0;
public int AttackTypeId;//TODO
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static RoleDeadAnimeEndEventArgs Create(E_NODE_TYPE type, int roleID)
{
RoleDeadAnimeEndEventArgs s = ReferencePool.Acquire<RoleDeadAnimeEndEventArgs>();
s.Type = type;
s.RoleID = roleID;
return s;
}
public override void Clear()
{
Type = E_NODE_TYPE.N_FREE;
RoleID = 0;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -0,0 +1,34 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class RoleDeadEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(RoleDeadEventArgs).GetHashCode();
public E_NODE_TYPE Type = E_NODE_TYPE.N_FREE;
public int RoleID = 0;
public int AttackTypeId;//TODO
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static RoleDeadEventArgs Create(E_NODE_TYPE type, int roleID)
{
RoleDeadEventArgs s = ReferencePool.Acquire<RoleDeadEventArgs>();
s.Type = type;
s.RoleID = roleID;
return s;
}
public override void Clear()
{
Type = E_NODE_TYPE.N_FREE;
RoleID = 0;
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,8 @@
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@ -0,0 +1,202 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Game;
using UnityEditor;
using Axibug.Resources;
public enum E_PREFAB_TYPE
{
NONE,
EFFECT,
}
// 局部对象池模板
public class PrefabPool<T> where T : MonoBehaviour
{
private Transform mb_vParentTf; // 创建对象时的父节点
private List<T> mb_vObjList; // 对象列表
private string mb_vPrefabPath; // 对象预制名称
private E_PREFAB_TYPE mb_vPrefabType;
public int iActivityCount
{
get
{
int retCount = 0;
if (mb_vObjList != null)
{
for (int i = 0; i < mb_vObjList.Count; i++)
{
if (mb_vObjList[i].gameObject.activeSelf)
retCount++;
}
}
return retCount;
}
}
public List<T> vObjList
{
get
{
if (mb_vObjList == null)
mb_vObjList = new List<T>();
return mb_vObjList;
}
}
// 默认构造 需要配合 Init()使用
public PrefabPool() { }
// 构造 并 Init()
public PrefabPool(Transform tfParent, E_PREFAB_TYPE type)
{
string vPrefabName = typeof(T).FullName;
mb_vPrefabType = type;
this.Init(tfParent, vPrefabName);
}
// 初始化
void Init(Transform tfParent, string vPrefabName)
{
mb_vParentTf = tfParent;
switch (mb_vPrefabType)
{
case E_PREFAB_TYPE.EFFECT:
mb_vPrefabPath = $"Assets/GameAssets/Prefabs/Effect/{vPrefabName}/{vPrefabName}.prefab";
break;
}
}
// 隐藏
public void Hide()
{
for (int i = 0; i < vObjList.Count; i++)
{
vObjList[i].gameObject.SetActive(false);
}
}
// 隐藏父节点
public void HideNode()
{
mb_vParentTf.gameObject.SetActive(false);
}
// 显示父节点
public void ShowNode()
{
mb_vParentTf.gameObject.SetActive(true);
}
// 获取
public T GetObj(int index)
{
if (index < vObjList.Count)
{
vObjList[index].gameObject.SetActive(true);
return vObjList[index];
}
GameObject go = ClonePrefab(mb_vPrefabPath, mb_vParentTf);
T vObj = go.GetComponent<T>();
if (vObj == null)
vObj = go.AddComponent<T>();
vObjList.Add(vObj);
return vObj;
}
// 获取
public T GetAnyHide()
{
int count = vObjList.Count;
for (int i = 0; i < count; i++)
{
if (!vObjList[i].gameObject.activeSelf)
{
vObjList[i].gameObject.SetActive(true);
return vObjList[i];
}
}
return GetObj(count);
}
public void Remove(int index)
{
if (index >= vObjList.Count)
return;
T vObj = vObjList[index];
GameObject.Destroy(vObj.gameObject);
vObjList.RemoveAt(index);
}
public void Remove(T obj)
{
for (int i = 0; i < vObjList.Count; i++)
{
if (vObjList[i] == obj)
{
GameObject.Destroy(obj.gameObject);
vObjList.RemoveAt(i);
return;
}
}
}
// 销毁
public void Destory()
{
for (int i = 0; i < vObjList.Count; i++)
{
T vObj = vObjList[i];
GameObject.Destroy(vObj.gameObject);
}
vObjList.Clear();
}
private GameObject ClonePrefab(string path, Transform parent)
{
string rootPath = "Assets/GameAssets";
string MapName = path;
string tmp = MapName.Remove(0, rootPath.Length + 1);
int idx = tmp.LastIndexOf('/');
string bundleName = tmp.Substring(0, idx);
UnityEngine.Object asset = null;
if (AppEntry.Base.EditorResourceMode)
{
#if UNITY_EDITOR
asset = AssetDatabase.LoadAssetAtPath<GameObject>(MapName);
#endif
}
else
{
int id = MapName.GetHashCode();
asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), MapName, id, parent);
}
if (asset == null)
{
Debug.LogError($"asset加载失败path={MapName}");
return null;
}
GameObject go = GameObject.Instantiate(asset, parent) as GameObject;
if (go == null)
{
Debug.LogError("LoadPrefabByEditor2. go == null. asset:" + asset);
}
return go;
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e50bac6e535ab69488856c2e419d7660
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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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@ -17,6 +17,11 @@ public class ProcedureInitRole : ProcedureBase
GamePlayEntry.MainPlayer.LoadPlayer();
//生成怪物
GamePlayEntry.RoleMgr.CreateMonster();
//GamePlayEntry.RoleMgr.CreateMonster();
//GamePlayEntry.RoleMgr.CreateMonster();
//TODO 一些初始化 管理 等等
m_IsInitSuccessful = true;
}

View File

@ -26,10 +26,17 @@ namespace Game
return true;
}
#region
public void InitMachine(Transform trans)
public void InitMachine(Transform trans, S_ROLE_DATA_BASE data = null)
{
_animator = trans.GetComponent<Animator>();
if (data != null)
{
_animator.SetInteger("RoleID", (int)data.innate.roleid);
_animator.SetInteger("NodeType", (int)data.RoleType);
}
}
public void ReleazeMachine()
@ -70,12 +77,17 @@ namespace Game
public void PlayDead()
{
_animator.SetBool("Dead", true);
_animator.Play("Dead");
}
public void StartHit()
public void PlayHit()
{
_animator.SetBool("Hit", true);
_animator.Play("Hurt");
}
public void SetAnimatorSpeed(float speed)
{
_animator.speed = speed;
}
#endregion

View File

@ -10,15 +10,16 @@ namespace Game
/// 传入有动画机的层级
/// </summary>
/// <param name="trans"></param>
public abstract void InitMachine(Transform trans);
public abstract void InitMachine(Transform trans, S_ROLE_DATA_BASE data = null);
public abstract void ReleazeMachine();
public abstract void Update_Logic();
public abstract void SetAttack(string anim);
public abstract void SetOtherAnime(string anim);
public abstract void PlayDead();
public abstract void StartHit();
public abstract void PlayHit();
public abstract void StartRun();
public abstract void BackToIdle();
public abstract void DeadToIdle();
public abstract void SetAnimatorSpeed(float speed);
}
}

View File

@ -7,6 +7,9 @@ namespace Game
{
public class MainRole : RoleBase
{
protected SpriteRenderer mSpriteRenderer;
public SnapshotData mRoleSnapshot;
/// <summary>
/// łőĘźťŻ
/// </summary>
@ -14,6 +17,13 @@ namespace Game
public void Init(S_ROLE_SELF data)
{
base.Init(data);
mRoleSnapshot = new SnapshotData();
}
protected override void Awake()
{
base.Awake();
mSpriteRenderer = mModelTransfrom.GetComponent<SpriteRenderer>();
}
protected override void OnEnable()
@ -26,6 +36,54 @@ namespace Game
base.OnDisable();
}
const int SnapInterval = 3;
int SnapIntervalIndex = 0;
protected override void Update()
{
base.Update();
SnapIntervalIndex++;
if (SnapIntervalIndex >= SnapInterval)
{
mRoleSnapshot.AddSnap(mSpriteRenderer.sprite, mBridgeTransfrom.localEulerAngles, transform.position);
SnapIntervalIndex = 0;
}
if (Input.GetKeyDown(KeyCode.T))
{
RoleFastShadow fastshadow = GamePlayEntry.EffectMgr.rolegastEftPool.GetAnyHide();
//ÉèÖÃÓ°×Ó
//fastshadow.SetData(mSpriteRenderer.sprite, mBridgeTransfrom.localEulerAngles, transform.position);
}
if (Input.GetKeyDown(KeyCode.G))
{
Anime.SetAnimatorSpeed(1f);
Move_Speed = 3.5f * 1f;
}
if (Input.GetKeyDown(KeyCode.Y))
{
Anime.SetAnimatorSpeed(1.5f);
Move_Speed = 3.5f * 1.5f;
}
if (Input.GetKeyDown(KeyCode.U))
{
Anime.SetAnimatorSpeed(2f);
Move_Speed = 3.5f * 2f;
}
if (Input.GetKeyDown(KeyCode.I))
{
Anime.SetAnimatorSpeed(2.6f);
Move_Speed = 3.5f * 2.6f;
}
}
public override void MeshChangeMoveState(bool ToMoveState)
{
if (ToMoveState)

View File

@ -0,0 +1,76 @@
using Axibug;
using Axibug.Event;
using Axibug.Runtime;
using System.Collections.Generic;
using UnityEngine;
namespace Game
{
public class MonsterRole : RoleBase
{
/// <summary>
/// 初始化
/// </summary>
/// <param name="data"></param>
public void Init(S_ROLE_MONSTER data)
{
base.Init(data);
}
protected override void OnEnable()
{
base.OnEnable();
AppEntry.Event.Subscribe(RoleDeadEventArgs.EventId, OnRoleDeadEventArgs);
AppEntry.Event.Subscribe(RoleDeadAnimeEndEventArgs.EventId, OnRoleDeadAnimeEndEventArgs);
}
protected override void OnDisable()
{
base.OnDisable();
AppEntry.Event.Unsubscribe(RoleDeadEventArgs.EventId, OnRoleDeadEventArgs);
AppEntry.Event.Unsubscribe(RoleDeadAnimeEndEventArgs.EventId, OnRoleDeadAnimeEndEventArgs);
}
public override void MeshChangeMoveState(bool ToMoveState)
{
if (ToMoveState)
{
Anime.StartRun();
}
else
{
Anime.BackToIdle();
}
}
public override void Release()
{
}
private void OnRoleDeadEventArgs(object sender, LogicEventArgs e)
{
RoleDeadEventArgs msg = (RoleDeadEventArgs)e;
if (msg == null) throw new GameException("RoleDeadEventArgs is null");
if (msg.RoleID == RoleID)
{
//关闭碰撞盒
mselfCollider.enabled = false;
//关闭受重力
mRigidbody.useGravity = false;
}
}
private void OnRoleDeadAnimeEndEventArgs(object sender, LogicEventArgs e)
{
RoleDeadAnimeEndEventArgs msg = (RoleDeadAnimeEndEventArgs)e;
if (msg == null) throw new GameException("RoleDeadAnimeEndEventArgs");
if (msg.RoleID == RoleID)
{
GamePlayEntry.RoleMgr.DestroyRole(this);
}
}
}
}

View File

@ -0,0 +1,11 @@
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@ -10,7 +10,9 @@ namespace Game
public abstract class RoleBase : MonoBehaviour
{
public E_NODE_TYPE RoleType => mBaseData.RoleType;
public long RoleID => mBaseData.innate.roleid;
public int RoleID => mBaseData.innate.roleid;
public S_ROLE_DATA_BASE BaseData => mBaseData;
public ICharMachineBase Anime => mAnime;
public Animator AttackBoxAnime;
@ -19,7 +21,7 @@ namespace Game
public Vector2 InputV2;
public bool mIsMove = false;
public bool mIsLeft = false;
public bool IsInAttack = false;
public E_ONCEATTACK_STEP AttackStep = E_ONCEATTACK_STEP.None;
bool LastIsMove = false;
bool LastIsLeft = false;
@ -36,14 +38,14 @@ namespace Game
protected Transform mBridgeTransfrom;
protected Transform mModelTransfrom;
protected Rigidbody mRigidbody;
protected Collider mselfCollider;
Vector3 Angle_RightDir => Vector3.zero;
Vector3 Angle_LeftDir = new Vector3(0,180,0);
protected virtual void Awake()
{
mBridgeTransfrom = transform.Find("Bridge");
mModelTransfrom = mBridgeTransfrom.Find("Model");
mselfCollider = transform.GetComponent<Collider>();
mRigidbody = transform.GetComponent<Rigidbody>();
}
@ -55,7 +57,7 @@ namespace Game
mIsLeft = false;
LastIsLeft = false;
IsInAttack = false;
AttackStep = E_ONCEATTACK_STEP.None;
MeshChangeDir(mIsLeft);
}
@ -74,11 +76,12 @@ namespace Game
if (RoleType == E_NODE_TYPE.N_MAINPLAYER)
{
mAnime = new CharacterMachine();
mAnime.InitMachine(mModelTransfrom);
mAnime.InitMachine(mModelTransfrom,data);
}
else if (RoleType == E_NODE_TYPE.N_MONSTER)
{
mAnime = new CharacterMachine();
mAnime.InitMachine(mModelTransfrom, data);
}
else if (RoleType == E_NODE_TYPE.N_NPC)
{
@ -97,7 +100,7 @@ namespace Game
{
#region ÒƯ
if (IsInAttack)
if (AttackStep != E_ONCEATTACK_STEP.None)
{
LastIsMove = false;
Move_currentVector = Vector3.zero;
@ -153,7 +156,7 @@ namespace Game
public void MeshChangeDir(bool ToLeftDir)
{
mBridgeTransfrom.localEulerAngles = ToLeftDir ? Angle_LeftDir : Angle_RightDir;
mBridgeTransfrom.localEulerAngles = ToLeftDir ? ConstClass.Angle_LeftDir : ConstClass.Angle_RightDir;
}
public abstract void Release();

View File

@ -93,6 +93,7 @@ public class UnitPool<T> where T : MonoBehaviour
vObjList[index].gameObject.SetActive(true);
return vObjList[index];
}
string uiName = typeof(T).FullName;
var strNameAry = uiName.Split('.');
uiName = strNameAry[strNameAry.Length - 1];

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