攻击操作,判定盒方案,摄像机抖动
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7
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8
Assets/Scripts/Main/AnimeScript.meta
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8
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37
Assets/Scripts/Main/AnimeScript/InAttack.cs
Normal file
37
Assets/Scripts/Main/AnimeScript/InAttack.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using Game;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class InAttack : StateMachineBehaviour
|
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{
|
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public float CanSkipTime = 0.8f;
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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{
|
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AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(true));
|
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}
|
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|
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// OnState}Update is called on each Update frame between OnStateEnter and OnStateExit callbacks
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override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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{
|
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}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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{
|
||||
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(false));
|
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}
|
||||
|
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// OnStateMove is called right after Animator.OnAnimatorMove()
|
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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//{
|
||||
// // Implement code that processes and affects root motion
|
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//}
|
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// OnStateIK is called right after Animator.OnAnimatorIK()
|
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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//{
|
||||
// // Implement code that sets up animation IK (inverse kinematics)
|
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//}
|
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}
|
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11
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8
Assets/Scripts/Main/Battle.meta
Normal file
8
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Normal file
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40
Assets/Scripts/Main/Battle/AttackBox.cs
Normal file
40
Assets/Scripts/Main/Battle/AttackBox.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using Axibug;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class AttackBox : MonoBehaviour
|
||||
{
|
||||
public E_NODE_TYPE selfNodeType;
|
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public long selfRoleId;
|
||||
|
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public void InitNode(RoleBase role)
|
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{
|
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selfNodeType = role.RoleType;
|
||||
selfRoleId = role.RoleID;
|
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}
|
||||
|
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public void OnTriggerEnter(Collider other)
|
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{
|
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//AxibugLog.Debug("OnTriggerEnter => tag" + other.tag);
|
||||
Debug.Log("OnTriggerEnter => tag " + other.tag);
|
||||
|
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//TODO
|
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AppEntry.Event.Fire(null, CameraShakeEventArgs.Create());
|
||||
|
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if (Common.CheckTagIsRole(other.tag, out E_NODE_TYPE Target_nodeType))
|
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{
|
||||
|
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RoleBase underatkrole = other.GetComponent<RoleBase>();
|
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AppEntry.Event.Fire(null, AttackHitEventArgs.Create(selfNodeType, selfRoleId, Target_nodeType, underatkrole.RoleID));
|
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}
|
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}
|
||||
|
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private void OnTriggerExit(Collider other)
|
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{
|
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Debug.Log("OnTriggerExit => tag " + other.tag);
|
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}
|
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}
|
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}
|
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11
Assets/Scripts/Main/Battle/AttackBox.cs.meta
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8
Assets/Scripts/Main/Camera.meta
Normal file
8
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Normal file
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61
Assets/Scripts/Main/Camera/CameraShake.cs
Normal file
61
Assets/Scripts/Main/Camera/CameraShake.cs
Normal file
@ -0,0 +1,61 @@
|
||||
using Axibug;
|
||||
using Axibug.Event;
|
||||
using Game;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
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|
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//TODO ºóÐøÒÆ¶¯µ½ºÏÊʵÄλÖÃ
|
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public class CameraShake : MonoBehaviour
|
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{
|
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public float _magnitude = 0.02f;
|
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|
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private void OnEnable()
|
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{
|
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AppEntry.Event.Subscribe(CameraShakeEventArgs.EventId, OnCameraShakeEventArgs);
|
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}
|
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|
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private void OnDisable()
|
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{
|
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AppEntry.Event.Unsubscribe(CameraShakeEventArgs.EventId, OnCameraShakeEventArgs);
|
||||
}
|
||||
|
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private void OnCameraShakeEventArgs(object sender, LogicEventArgs e)
|
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{
|
||||
CameraShakeEventArgs msg = (CameraShakeEventArgs)e;
|
||||
if (msg == null) throw new GameException("OnCameraShakeEventArgs is null");
|
||||
StartShake();
|
||||
}
|
||||
|
||||
|
||||
void StartShake()
|
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{
|
||||
if (IEnumerator_Shake != null)
|
||||
StopCoroutine(IEnumerator_Shake);
|
||||
|
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IEnumerator_Shake = StartCoroutine(PlayCameraShakeAnimation(0.1f, _magnitude));
|
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}
|
||||
|
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Coroutine IEnumerator_Shake;
|
||||
|
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public IEnumerator PlayCameraShakeAnimation(float duration, float magnitude)
|
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{
|
||||
Vector3 originalPosition = Vector3.zero;
|
||||
float elapsedTime = 0f;
|
||||
|
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while (elapsedTime < duration)
|
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{
|
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float x = Random.Range(-1f, 1f) * magnitude;
|
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float y = Random.Range(-1f, 1f) * magnitude;
|
||||
|
||||
transform.localPosition = new Vector3(x, y, originalPosition.z);
|
||||
elapsedTime += Time.deltaTime;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
transform.localPosition = originalPosition;
|
||||
|
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IEnumerator_Shake = null;
|
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}
|
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}
|
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11
Assets/Scripts/Main/Camera/CameraShake.cs.meta
Normal file
11
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Normal file
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|
||||
assetBundleVariant:
|
||||
25
Assets/Scripts/Main/Common/Common.cs
Normal file
25
Assets/Scripts/Main/Common/Common.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
namespace Game
|
||||
{
|
||||
public class Common
|
||||
{
|
||||
static public bool CheckTagIsRole(string tag,out E_NODE_TYPE nodetype)
|
||||
{
|
||||
switch (tag)
|
||||
{
|
||||
case Tags.MainPlayer:
|
||||
nodetype = E_NODE_TYPE.N_MAINPLAYER;
|
||||
return true;
|
||||
case Tags.NPC:
|
||||
nodetype = E_NODE_TYPE.N_NPC;
|
||||
return true;
|
||||
case Tags.Monster:
|
||||
nodetype = E_NODE_TYPE.N_MONSTER;
|
||||
return true;
|
||||
}
|
||||
nodetype = E_NODE_TYPE.N_FREE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Main/Common/Common.cs.meta
Normal file
11
Assets/Scripts/Main/Common/Common.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6e44a94007b96b44aa7fa57b3dc3c33
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -12,9 +12,13 @@ namespace Game
|
||||
public class InputComponent : GameComponent
|
||||
{
|
||||
public Vector2 InputV2 { get { return _InputV2; } }
|
||||
public bool Attack { get { return _Attack; } }
|
||||
|
||||
private Vector2 _clickPoint; //鼠标点击ui位置
|
||||
private Vector2 _InputV2;
|
||||
private bool _Attack;
|
||||
|
||||
public InputMotionData mInputMotionData = new InputMotionData();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
@ -26,6 +30,8 @@ namespace Game
|
||||
{
|
||||
_InputV2 = Vector2.zero;
|
||||
_clickPoint = Vector2.zero;
|
||||
_Attack = false;
|
||||
mInputMotionData.Init();
|
||||
}
|
||||
|
||||
|
||||
@ -113,11 +119,16 @@ namespace Game
|
||||
{
|
||||
//TODO 点击到NPC
|
||||
}
|
||||
else if (obj.CompareTag(Tags.Players))
|
||||
else if (obj.CompareTag(Tags.MainPlayer))
|
||||
{
|
||||
//TODO 点击到玩家
|
||||
//TODO µãµ½×Ô¼º
|
||||
return true;
|
||||
}
|
||||
//else if (obj.CompareTag(Tags.Players))
|
||||
//{
|
||||
// //TODO µã»÷µ½Íæ¼Ò
|
||||
// return true;
|
||||
//}
|
||||
|
||||
return false;
|
||||
}
|
||||
@ -193,16 +204,12 @@ 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");
|
||||
//AD方向控制
|
||||
_InputV2.x = Input.GetAxisRaw("Horizontal");
|
||||
//WS方向控制
|
||||
_InputV2.y = Input.GetAxisRaw("Vertical");
|
||||
|
||||
//AxibugLog.Debug("InputV2 =>" + InputV2);
|
||||
_Attack = Input.GetKeyDown(KeyCode.J);
|
||||
}
|
||||
|
||||
#region 双指手势
|
||||
@ -212,7 +219,6 @@ namespace Game
|
||||
private float min = -300;
|
||||
protected static float current = 0;
|
||||
private float last = -1;
|
||||
|
||||
public bool Update_DoubleTouch()
|
||||
{
|
||||
if (false)//有其他和双指互斥的操作则跳出,可补充
|
||||
|
||||
@ -8,6 +8,8 @@ using UnityEngine;
|
||||
using static Axibug.Utility;
|
||||
using UnityEditor;
|
||||
using Axibug.Resources;
|
||||
using Axibug;
|
||||
using Axibug.Event;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
@ -28,6 +30,12 @@ namespace Game
|
||||
MainCamNode = transform.Find("MainCamNode");
|
||||
CamPos = MainCamNode.Find("CamPos");
|
||||
InGame = false;
|
||||
AppEntry.Event.Subscribe(MainPlayerInAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
AppEntry.Event.Unsubscribe(MainPlayerInAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
|
||||
}
|
||||
|
||||
public void ReSetMainPlayer()
|
||||
@ -58,6 +66,9 @@ namespace Game
|
||||
|
||||
public void SetMainCamera()
|
||||
{
|
||||
//挂上摄像机震动脚本
|
||||
MainCamNode.gameObject.AddComponent<CameraShake>();
|
||||
|
||||
//把摄像机Node挂到玩家下
|
||||
MainCamNode.parent = Player.transform;
|
||||
//把主摄像机挂到MainCamNode的CamPos下
|
||||
@ -69,9 +80,57 @@ namespace Game
|
||||
public void Update_MoveForInput()
|
||||
{
|
||||
if (!Player) return;
|
||||
|
||||
Player.InputV2 = GamePlayEntry.Input.InputV2;
|
||||
|
||||
if (GamePlayEntry.Input.Attack)
|
||||
{
|
||||
//AxibugLog.Debug("DoAttack");
|
||||
DoNextMotionAnimeName();
|
||||
}
|
||||
}
|
||||
|
||||
public void DoNextMotionAnimeName()
|
||||
{
|
||||
Player.Anime.BackToIdle();
|
||||
string AnimeName;
|
||||
string AtkBoxAnimeName;
|
||||
//是否是最终招式
|
||||
bool IsEndMotion = false;
|
||||
//一次也没按下
|
||||
if (!GamePlayEntry.Input.mInputMotionData.CheckHistoryLastMotion(E_MOTION_TYPE.Attack_1))
|
||||
{
|
||||
AnimeName = "Attack_1";
|
||||
AtkBoxAnimeName = "HorizontalCut_Down";
|
||||
GamePlayEntry.Input.mInputMotionData.AddMontionKey(E_MOTION_TYPE.Attack_1);
|
||||
}
|
||||
else
|
||||
{
|
||||
//结束动作
|
||||
AnimeName = "Attack_2";
|
||||
AtkBoxAnimeName = "HorizontalCut_Up";
|
||||
GamePlayEntry.Input.mInputMotionData.AddMontionKey(E_MOTION_TYPE.Attack_2);
|
||||
IsEndMotion = true;
|
||||
}
|
||||
|
||||
Player.Anime.SetAttack(AnimeName);
|
||||
Player.DoAtkBox(AtkBoxAnimeName);
|
||||
|
||||
if(IsEndMotion)
|
||||
GamePlayEntry.Input.mInputMotionData.ClearHistoryMotion();
|
||||
}
|
||||
|
||||
#region 事件
|
||||
|
||||
//角色移动
|
||||
private void OnMainPlayerInAttackEventArgs(object sender, LogicEventArgs e)
|
||||
{
|
||||
MainPlayerInAttackEventArgs msg = (MainPlayerInAttackEventArgs)e;
|
||||
if (msg == null) throw new GameException("MainPlayerInAttackEventArgs is null");
|
||||
Player.IsInAttack = msg.IsIn;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -14,7 +14,6 @@ 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>>();
|
||||
|
||||
@ -111,12 +110,22 @@ namespace Game
|
||||
GamePlayEntry.MainPlayer.transform.position = data.status.pos;
|
||||
|
||||
SetRigibody(playergo.transform);
|
||||
|
||||
//挂组件
|
||||
MainRole role = playergo.gameObject.AddComponent<MainRole>();
|
||||
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.AttackBoxAnime = AttackBoxGo.GetComponent<Animator>();
|
||||
|
||||
AddRole(role);
|
||||
|
||||
|
||||
return role;
|
||||
}
|
||||
|
||||
@ -156,6 +165,42 @@ namespace Game
|
||||
return go;
|
||||
}
|
||||
|
||||
|
||||
private GameObject CloneAttackBox(Transform parent)
|
||||
{
|
||||
string rootPath = "Assets/GameAssets";
|
||||
string MapName = $"Assets/GameAssets/Prefabs/AttackBox/NormalAttack.prefab";
|
||||
string tmp = MapName.Remove(0, rootPath.Length + 1);
|
||||
int idx = tmp.LastIndexOf('/');
|
||||
string bundleName = tmp.Substring(0, idx);
|
||||
|
||||
UnityEngine.Object asset = null;
|
||||
if (AppEntry.Base.EditorResourceMode)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
asset = AssetDatabase.LoadAssetAtPath<GameObject>(MapName);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
int id = MapName.GetHashCode();
|
||||
asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), MapName, id, parent);
|
||||
}
|
||||
|
||||
if (asset == null)
|
||||
{
|
||||
Debug.LogError($"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>();
|
||||
@ -164,7 +209,6 @@ namespace Game
|
||||
|
||||
mRigidbody.constraints = RigidbodyConstraints.FreezeRotation;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
8
Assets/Scripts/Main/Definition/DataStruct/Input.meta
Normal file
8
Assets/Scripts/Main/Definition/DataStruct/Input.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edb89b575a083204d8e398f4393fcaaa
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,96 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Configuration;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public enum E_MOTION_TYPE
|
||||
{
|
||||
None,
|
||||
Attack_1,
|
||||
Attack_2,
|
||||
}
|
||||
|
||||
public class MontionkeyClass
|
||||
{
|
||||
public int Frame;
|
||||
public E_MOTION_TYPE MontionType;
|
||||
}
|
||||
|
||||
//主控玩家角色操作数据
|
||||
public class InputMotionData
|
||||
{
|
||||
/// <summary>
|
||||
/// 释放出来的行为历史
|
||||
/// </summary>
|
||||
List<MontionkeyClass> KeyHistory = new List<MontionkeyClass>();
|
||||
static Queue<MontionkeyClass> tempHistoryQueue = new Queue<MontionkeyClass>();
|
||||
const int MontionHistoryLimit = 10;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
ClearHistoryMotion();
|
||||
}
|
||||
|
||||
MontionkeyClass EnqueueOneMotionHistory()
|
||||
{
|
||||
if (tempHistoryQueue.Count > 0)
|
||||
return tempHistoryQueue.Dequeue();
|
||||
|
||||
return new MontionkeyClass();
|
||||
}
|
||||
|
||||
public void AddMontionKey(E_MOTION_TYPE type)
|
||||
{
|
||||
while (KeyHistory.Count > MontionHistoryLimit)
|
||||
{
|
||||
tempHistoryQueue.Enqueue(KeyHistory[0]);
|
||||
KeyHistory.RemoveAt(0);
|
||||
}
|
||||
|
||||
MontionkeyClass motion = EnqueueOneMotionHistory();
|
||||
|
||||
motion.Frame = Time.frameCount;
|
||||
motion.MontionType = type;
|
||||
KeyHistory.Add(motion);
|
||||
}
|
||||
|
||||
public void ClearHistoryMotion()
|
||||
{
|
||||
for (int i = 0; i < KeyHistory.Count; i++)
|
||||
{
|
||||
tempHistoryQueue.Enqueue(KeyHistory[i]);
|
||||
}
|
||||
KeyHistory.Clear();
|
||||
}
|
||||
|
||||
public bool CheckHistoryLastMotion(E_MOTION_TYPE type)
|
||||
{
|
||||
if (KeyHistory.Count == 0)
|
||||
return false;
|
||||
return KeyHistory[KeyHistory.Count - 1].MontionType == type;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查连续行为是否匹配
|
||||
/// </summary>
|
||||
/// <param name="types"></param>
|
||||
/// <returns></returns>
|
||||
public bool CheckHistoryLastMotion(E_MOTION_TYPE[] types)
|
||||
{
|
||||
if (KeyHistory.Count < types.Length)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < types.Length; i++)
|
||||
{
|
||||
if (KeyHistory[KeyHistory.Count - i - 1].MontionType != types[types.Length - i - 1])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc7e63dd67015e74e87a6430ee89cc71
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -3,7 +3,7 @@ namespace Game
|
||||
public class Tags
|
||||
{
|
||||
public const string MainPlayer = "MainPlayer";
|
||||
public const string Players = "Players";
|
||||
//public const string Players = "Players";
|
||||
public const string Monster = "Monster";
|
||||
public const string NPC = "NPC";
|
||||
public const string DROP = "Drop";
|
||||
|
||||
@ -5,7 +5,7 @@ namespace Game
|
||||
public enum E_NODE_TYPE
|
||||
{
|
||||
N_FREE = 0x00,
|
||||
N_ROLE, // 鯤소
|
||||
//N_ROLE, // 鯤소
|
||||
N_MONSTER,
|
||||
N_NPC,
|
||||
N_PET,
|
||||
|
||||
8
Assets/Scripts/Main/Event.meta
Normal file
8
Assets/Scripts/Main/Event.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d56461f9370705e42bd78077d8da5511
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Scripts/Main/Event/BattleEvent.meta
Normal file
8
Assets/Scripts/Main/Event/BattleEvent.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 185a8df97a2ee2540bf2cb51d1c32b2a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
37
Assets/Scripts/Main/Event/BattleEvent/AttackHitEventArgs.cs
Normal file
37
Assets/Scripts/Main/Event/BattleEvent/AttackHitEventArgs.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using Axibug;
|
||||
using Axibug.Event;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class AttackHitEventArgs : LogicEventArgs
|
||||
{
|
||||
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 E_NODE_TYPE UnderAtk_Type = E_NODE_TYPE.N_FREE;
|
||||
public long UnderAtk_RoleID = 0;
|
||||
|
||||
/// <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)
|
||||
{
|
||||
AttackHitEventArgs s = ReferencePool.Acquire<AttackHitEventArgs>();
|
||||
s.Attacker_Type = attacker_Type;
|
||||
s.Attacker_RoleID = attacker_RoleID;
|
||||
s.UnderAtk_Type = underAtk_Type;
|
||||
s.UnderAtk_RoleID = underAtk_RoleID;
|
||||
return s;
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
Attacker_Type = E_NODE_TYPE.N_FREE;
|
||||
Attacker_RoleID = 0;
|
||||
UnderAtk_Type = E_NODE_TYPE.N_FREE;
|
||||
UnderAtk_RoleID = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b87c0b98be9b4e418555aa2aac7c3fb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Scripts/Main/Event/CameraEvent.meta
Normal file
8
Assets/Scripts/Main/Event/CameraEvent.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56f7c50c8cfd7994c8af471807dc7311
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,25 @@
|
||||
using Axibug;
|
||||
using Axibug.Event;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class CameraShakeEventArgs : LogicEventArgs
|
||||
{
|
||||
public static readonly int EventId = typeof(CameraShakeEventArgs).GetHashCode();
|
||||
|
||||
/// <summary>
|
||||
/// 获取加载数据表成功事件编号。
|
||||
/// </summary>
|
||||
public override int Id { get { return EventId; } }
|
||||
|
||||
public static CameraShakeEventArgs Create()
|
||||
{
|
||||
CameraShakeEventArgs s = ReferencePool.Acquire<CameraShakeEventArgs>();
|
||||
return s;
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76b0ab59ed89d32419df165338225ac5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Scripts/Main/Event/MainPlayerInput.meta
Normal file
8
Assets/Scripts/Main/Event/MainPlayerInput.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4385bce4eb19ca84c881d97d4ebf91bb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,28 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 347f132693fbf1c4fb9c065d0681e479
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,28 @@
|
||||
using Axibug;
|
||||
using Axibug.Event;
|
||||
|
||||
namespace Game
|
||||
{
|
||||
public class MainPlayerPushNewMotionEventArgs : LogicEventArgs
|
||||
{
|
||||
public static readonly int EventId = typeof(MainPlayerPushNewMotionEventArgs).GetHashCode();
|
||||
public E_MOTION_TYPE Motion = E_MOTION_TYPE.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 MainPlayerPushNewMotionEventArgs Create(E_MOTION_TYPE motion)
|
||||
{
|
||||
MainPlayerPushNewMotionEventArgs s = ReferencePool.Acquire<MainPlayerPushNewMotionEventArgs>();
|
||||
s.Motion = motion;
|
||||
return s;
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
{
|
||||
Motion = E_MOTION_TYPE.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c1c8c3e6387f3e43a9f6de71eedfba0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -53,10 +53,14 @@ namespace Game
|
||||
_animator.SetBool("Dead", false);
|
||||
}
|
||||
|
||||
//public void SetAttack(string anim)
|
||||
//{
|
||||
// _animator.SetBool(anim, true);
|
||||
//}
|
||||
|
||||
public void SetAttack(string anim)
|
||||
{
|
||||
_animator.SetBool(anim, true);
|
||||
_animator.Play(anim);
|
||||
}
|
||||
|
||||
public void SetOtherAnime(string anim)
|
||||
|
||||
@ -16,7 +16,17 @@ namespace Game
|
||||
base.Init(data);
|
||||
}
|
||||
|
||||
public override void MeshChangeState(bool ToMoveState)
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
}
|
||||
|
||||
protected override void OnDisable()
|
||||
{
|
||||
base.OnDisable();
|
||||
}
|
||||
|
||||
public override void MeshChangeMoveState(bool ToMoveState)
|
||||
{
|
||||
if (ToMoveState)
|
||||
{
|
||||
|
||||
@ -12,12 +12,20 @@ namespace Game
|
||||
public E_NODE_TYPE RoleType => mBaseData.RoleType;
|
||||
public long RoleID => mBaseData.innate.roleid;
|
||||
public ICharMachineBase Anime => mAnime;
|
||||
|
||||
public Animator AttackBoxAnime;
|
||||
public AttackBox AttackBoxCollider;
|
||||
|
||||
public Vector2 InputV2;
|
||||
public bool mIsMove = false;
|
||||
public bool mIsLeft = false;
|
||||
public bool IsInAttack = false;
|
||||
bool LastIsMove = false;
|
||||
bool LastIsLeft = false;
|
||||
|
||||
public Transform ModelTransfrom { get { return mModelTransfrom; } }
|
||||
public Transform BridgeTransfrom { get { return mBridgeTransfrom; } }
|
||||
|
||||
/// <summary>
|
||||
/// ¶¯»¿ØÖÆÆ÷
|
||||
/// </summary>
|
||||
@ -47,8 +55,14 @@ namespace Game
|
||||
mIsLeft = false;
|
||||
LastIsLeft = false;
|
||||
|
||||
IsInAttack = false;
|
||||
|
||||
MeshChangeDir(mIsLeft);
|
||||
}
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ³õʼ»¯
|
||||
@ -72,45 +86,62 @@ namespace Game
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void SetAttackBoxAnime(Animator attackBoxAnime)
|
||||
{
|
||||
AttackBoxAnime = attackBoxAnime;
|
||||
AttackBoxCollider = attackBoxAnime.transform.Find("Node1/Box1").GetComponent<AttackBox>();
|
||||
AttackBoxCollider.InitNode(this);
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
#region ÒÆ¶¯
|
||||
//ĘǡńŇĆśŻ
|
||||
bool ToMoveState = false;
|
||||
if (InputV2 != Vector2.zero)
|
||||
ToMoveState = true;
|
||||
|
||||
if (LastIsMove != ToMoveState)
|
||||
if (IsInAttack)
|
||||
{
|
||||
AxibugLog.Debug("MeshChangeState =>" + ToMoveState);
|
||||
MeshChangeState(ToMoveState);
|
||||
LastIsMove = false;
|
||||
Move_currentVector = Vector3.zero;
|
||||
}
|
||||
LastIsMove = ToMoveState;
|
||||
else
|
||||
{
|
||||
//是否移动
|
||||
bool ToMoveState = false;
|
||||
if (InputV2 != Vector2.zero)
|
||||
ToMoveState = true;
|
||||
|
||||
Move_currentVector = new Vector3(InputV2.x, 0, InputV2.y);
|
||||
AxibugLog.Debug("Move_currentVector =>" + Move_currentVector);
|
||||
if (LastIsMove != ToMoveState)
|
||||
{
|
||||
//AxibugLog.Debug("MeshChangeMoveState =>" + ToMoveState);
|
||||
MeshChangeMoveState(ToMoveState);
|
||||
}
|
||||
LastIsMove = ToMoveState;
|
||||
|
||||
Move_currentVector = new Vector3(InputV2.x, 0, InputV2.y);
|
||||
//AxibugLog.Debug("Move_currentVector =>" + Move_currentVector);
|
||||
|
||||
|
||||
//朝向
|
||||
bool ToLeftDir = false;
|
||||
bool bChange = false;
|
||||
if (InputV2.x < 0)
|
||||
{
|
||||
ToLeftDir = true;
|
||||
bChange = true;
|
||||
}
|
||||
else if (InputV2.x > 0)
|
||||
{
|
||||
ToLeftDir = false;
|
||||
bChange = true;
|
||||
}
|
||||
|
||||
if (bChange && LastIsLeft != ToLeftDir)
|
||||
{
|
||||
//AxibugLog.Debug("MeshChangeDir =>" + ToLeftDir);
|
||||
MeshChangeDir(ToLeftDir);
|
||||
LastIsLeft = ToLeftDir;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
//łŻĎň
|
||||
bool ToLeftDir = false;
|
||||
bool bChange = false;
|
||||
if (InputV2.x < 0)
|
||||
{
|
||||
ToLeftDir = true;
|
||||
bChange = true;
|
||||
}
|
||||
else if (InputV2.x > 0)
|
||||
{
|
||||
ToLeftDir = false;
|
||||
bChange = true;
|
||||
}
|
||||
|
||||
if (bChange && LastIsLeft != ToLeftDir)
|
||||
{
|
||||
AxibugLog.Debug("MeshChangeDir =>" + ToLeftDir);
|
||||
MeshChangeDir(ToLeftDir);
|
||||
LastIsLeft = ToLeftDir;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void FixedUpdate()
|
||||
@ -118,7 +149,7 @@ namespace Game
|
||||
FixedUpdate_Move();
|
||||
}
|
||||
|
||||
public abstract void MeshChangeState(bool ToMoveState);
|
||||
public abstract void MeshChangeMoveState(bool ToMoveState);
|
||||
|
||||
public void MeshChangeDir(bool ToLeftDir)
|
||||
{
|
||||
@ -141,7 +172,14 @@ namespace Game
|
||||
Vector3 _playerPos = mRigidbody.position;
|
||||
_playerPos += Move_currentVector * Move_Speed * Time.deltaTime;
|
||||
mRigidbody.MovePosition(_playerPos);
|
||||
AxibugLog.Debug("FixedUpdate_Move =>" + _playerPos);
|
||||
//AxibugLog.Debug("FixedUpdate_Move =>" + _playerPos);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 攻击盒子动画机
|
||||
public void DoAtkBox(string AtkBoxAnimeName)
|
||||
{
|
||||
AttackBoxAnime.Play(AtkBoxAnimeName);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@ -5,7 +5,6 @@ TagManager:
|
||||
serializedVersion: 2
|
||||
tags:
|
||||
- MainPlayer
|
||||
- Players
|
||||
- Monster
|
||||
- NPC
|
||||
- Drop
|
||||
@ -29,7 +28,7 @@ TagManager:
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
- AttackBox
|
||||
-
|
||||
- PostProcessing
|
||||
-
|
||||
|
||||
@ -22,7 +22,7 @@
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>Temp\Bin\Debug\</OutputPath>
|
||||
<DefineConstants>UNITY_2020_3_33;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_IG;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_CLOUD_FEATURES;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;UNITY_POST_PROCESSING_STACK_V2;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||
<DefineConstants>UNITY_2020_3_33;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_IG;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_CLOUD_FEATURES;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;UNITY_POST_PROCESSING_STACK_V2;ENABLE_LOG;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
@ -53,7 +53,7 @@
|
||||
<UnityVersion>2020.3.33f1c2</UnityVersion>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Analyzer Include="C:\Program Files\Microsoft Visual Studio\2022\Professional\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
|
||||
<Analyzer Include="C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Assets\Scripts\Editor\AssetBundleBorwer\AssetBundleDataSource\AssetDatabaseABDataSource.cs" />
|
||||
@ -80,244 +80,244 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AIModule">
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.ARModule">
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AccessibilityModule">
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AccessibilityModule.dll</HintPath>
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AccessibilityModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AndroidJNIModule">
|
||||
<HintPath>D:\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
|
||||
<HintPath>F:\Program Files\Unity\2020.3.33f1c2\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
|
||||
</Reference>
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@ -15,6 +15,9 @@ EditorUserSettings:
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Loading…
Reference in New Issue
Block a user