2025-12-12 15:19:10 +08:00
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using Convention;
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2025-12-15 17:20:55 +08:00
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using Demo.Game.Attr;
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2025-12-16 17:54:51 +08:00
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using System;
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2025-09-25 19:04:05 +08:00
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using System.Collections;
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using System.Collections.Generic;
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2025-12-16 17:54:51 +08:00
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using System.IO;
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2025-11-30 17:33:26 +08:00
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using System.Linq;
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2025-09-25 19:04:05 +08:00
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using UnityEngine;
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namespace Demo.Game
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{
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2025-12-16 17:54:51 +08:00
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namespace ConfigType
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{
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public class ParticleEffectConfig : IEffectHookObjectConfig
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{
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public Dictionary<string, string[]> AssetBundles;
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public override void Deserialize(BinaryReader reader)
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{
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int count = BinarySerializeUtility.ReadInt(reader);
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while(count-->0)
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{
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var temp = BinarySerializeUtility.DeserializeStringArray(reader);
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var key = temp[0];
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var value = temp[1..];
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AssetBundles.Add(key, value);
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}
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base.Deserialize(reader);
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}
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public override void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteInt(writer, AssetBundles.Count);
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foreach (var (key, value) in AssetBundles)
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{
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string[] temp = new string[value.Length + 1];
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temp[0] = key;
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Array.Copy(value, 0, temp, 1, value.Length);
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BinarySerializeUtility.SerializeArray(writer, value.ToArray());
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}
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base.Serialize(writer);
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}
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}
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}
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2025-12-12 15:19:10 +08:00
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[Scriptable]
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public class ParticleEffect : IEffectHookObject, IAssetBundleLoader
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{
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public static ParticleEffect Make()
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{
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return new GameObject().AddComponent<ParticleEffect>();
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}
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2025-12-16 17:54:51 +08:00
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private int AssetBundleLoadingCounter = 0;
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private readonly Dictionary<string,List<string>> AssetBundles = new();
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private readonly List<GameObject> Prefabs = new();
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protected override IEnumerator DoSomethingDuringApplyScript()
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{
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yield return base.DoSomethingDuringApplyScript();
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yield return new WaitUntil(() => AssetBundleLoadingCounter == 0);
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}
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public override IEnumerator UnloadScript()
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{
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yield return base.UnloadScript();
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foreach (var ab in AssetBundles)
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{
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yield return this.UnloadAssetBundle(ab.Key);
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}
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}
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/// <summary>
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/// 加载预制体作为子物体
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/// </summary>
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/// <param name="ab"></param>
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/// <param name="prefab"></param>
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[Convention.RScript.Variable.Attr.Method]
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public void Load(string ab, string prefab)
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{
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AssetBundleLoadingCounter++;
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ConventionUtility.StartCoroutine(this.LoadAssetBundle(ab, x =>
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{
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GameObject sub = Instantiate(x.LoadAsset<GameObject>(prefab));
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sub.SetActive(false);
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Prefabs.Add(sub);
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sub.transform.SetParent(transform);
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sub.transform.localPosition = Vector3.zero;
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if(AssetBundles.ContainsKey(ab)==false)
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AssetBundles.Add(ab, new());
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AssetBundles[ab].Add(prefab);
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AssetBundleLoadingCounter--;
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}));
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}
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2025-10-08 00:35:50 +08:00
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public override void OnInit()
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{
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foreach (var child in Prefabs)
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{
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child.SetActive(false);
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}
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}
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public override void OnBegin()
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{
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foreach (var child in Prefabs)
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{
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child.SetActive(true);
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}
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}
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public override void OnEnd()
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{
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foreach (var child in Prefabs)
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{
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child.SetActive(false);
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}
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}
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}
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}
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