推动Config新增

This commit is contained in:
2025-12-16 17:54:51 +08:00
parent 39a051eacf
commit 60df9a93aa
21 changed files with 427 additions and 117 deletions

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@@ -1,8 +1,10 @@
using Convention;
using Demo.Game.Attr;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace Demo.Game
@@ -11,15 +13,31 @@ namespace Demo.Game
{
public class PrefabRootObjectConfig : ScriptLoadableConfig
{
private readonly Dictionary<string, List<string>> LoadedGameObjectNames = new();
public Dictionary<string, string[]> LoadedGameObjectNames = new();
public override void Deserialize(BinaryReader reader)
{
int count = BinarySerializeUtility.ReadInt(reader);
for (; count > 0;count--)
{
var temp = BinarySerializeUtility.DeserializeStringArray(reader);
var key = temp[0];
var value = temp[1..];
LoadedGameObjectNames.Add(key, value);
}
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, LoadedGameObjectNames.Count);
foreach (var (key,value) in LoadedGameObjectNames)
{
string[] temp = new string[value.Length + 1];
temp[0] = key;
Array.Copy(value, 0, temp, 1, value.Length);
BinarySerializeUtility.SerializeArray(writer, value.ToArray());
}
base.Serialize(writer);
}
}

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@@ -2,10 +2,38 @@ using Convention;
using Demo.Game.Attr;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using Unity.Collections;
using UnityEngine;
namespace Demo.Game
{
namespace ConfigType
{
public class SkyUpdatementConfig : UpdatementIntConfig
{
public string SkyAssetBundlePath;
public string[] SkyNames;
public int[] SkyIndexs;
public override void Deserialize(BinaryReader reader)
{
SkyAssetBundlePath = BinarySerializeUtility.ReadString(reader);
SkyNames = BinarySerializeUtility.DeserializeStringArray(reader);
SkyIndexs = BinarySerializeUtility.DeserializeIntArray(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteString(writer, SkyAssetBundlePath);
BinarySerializeUtility.SerializeArray(writer, SkyNames);
BinarySerializeUtility.SerializeArray(writer, SkyIndexs);
base.Serialize(writer);
}
}
}
[Scriptable]
public class SkyUpdatement : Updatement<int>, IAssetBundleLoader
{

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@@ -7,9 +7,58 @@ using Cinemachine;
using Convention.WindowsUI.Variant;
using UnityEngine;
using Demo.Game.Attr;
using System.IO;
using Convention;
namespace Demo.Game
{
namespace ConfigType
{
public class CameraObjectConfig : ScriptLoadableConfig
{
public bool orthographic;
public float fieldOfView;
public float orthographicSize;
public float nearClipPlane;
public float farClipPlane;
public float depth;
public int VirtualCameraFollow;
public int VirtualCameraLookAt;
public Vector3 VirtualCameraFollowOffset;
public Vector3 VirtualCameraLookAtDamping;
public override void Deserialize(BinaryReader reader)
{
orthographic = BinarySerializeUtility.ReadBool(reader);
fieldOfView = BinarySerializeUtility.ReadFloat(reader);
orthographicSize = BinarySerializeUtility.ReadFloat(reader);
nearClipPlane = BinarySerializeUtility.ReadFloat(reader);
farClipPlane = BinarySerializeUtility.ReadFloat(reader);
depth = BinarySerializeUtility.ReadFloat(reader);
VirtualCameraFollow = BinarySerializeUtility.ReadInt(reader);
VirtualCameraLookAt = BinarySerializeUtility.ReadInt(reader);
VirtualCameraFollowOffset = BinarySerializeUtility.ReadVec3(reader);
VirtualCameraLookAtDamping = BinarySerializeUtility.ReadVec3(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteBool(writer, orthographic);
BinarySerializeUtility.WriteFloat(writer, fieldOfView);
BinarySerializeUtility.WriteFloat(writer, orthographicSize);
BinarySerializeUtility.WriteFloat(writer, nearClipPlane);
BinarySerializeUtility.WriteFloat(writer, farClipPlane);
BinarySerializeUtility.WriteFloat(writer, depth);
BinarySerializeUtility.WriteInt(writer, VirtualCameraFollow);
BinarySerializeUtility.WriteInt(writer,VirtualCameraLookAt);
BinarySerializeUtility.WriteVec3(writer, VirtualCameraFollowOffset);
BinarySerializeUtility.WriteVec3(writer, VirtualCameraLookAtDamping);
base.Serialize(writer);
}
}
}
[Scriptable(nameof(MakeCameraObject))]
public class CameraObject : ScriptableObject
{

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@@ -231,16 +231,26 @@ namespace Demo.Game
yield break;
}
yield return Foo(rootGameObject.ParseFromScriptFile2Expr(rootObject));//ConventionUtility.AvoidFakeStop(rootGameObject.ParseFromScriptFile2Expr(rootObject));
static void NDFS(ScriptableObject current)
int applyDownCount = 0;
void NDFS(ScriptableObject current)
{
foreach (var child in current.Childs)
{
NDFS(child);
}
if (current.IsScriptApply == false)
ConventionUtility.StartCoroutine(current.ApplyScript());
{
applyDownCount++;
IEnumerator NDFSFoo()
{
yield return current.ApplyScript();
applyDownCount--;
}
ConventionUtility.StartCoroutine(NDFSFoo());
}
}
NDFS(rootGameObject);
yield return new WaitUntil(() => applyDownCount == 0);
float loadRootObjectEndTime = Time.realtimeSinceStartup;
float loadRootObjectElapsed = (loadRootObjectEndTime - loadRootObjectStartTime) * 1000f;
Debug.Log($"[GameInit] Load Root Object 耗时: {loadRootObjectElapsed:F2} ms", this);

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@@ -3,6 +3,8 @@ using Convention.WindowsUI.Variant;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -16,8 +18,56 @@ namespace Demo.Game
[Content] public GameController RootGameController;
public string SourcePath;
public HashSet<string> LoadedScriptSet = new();
[Setting]public string SourcePath;
[Header("GlobalConfig")]
public readonly HashSet<string> LoadedScriptSet = new();
public readonly Dictionary<int, ScriptableObject> LoadedScriptIndex = new();
public readonly Dictionary<ScriptableObject, int> LoadedScriptRIndex = new();
private int LoadedScriptCnt = 0;
/// <summary>
/// 被用于自动生成
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public int PushLoadedScriptObject(ScriptableObject obj)
{
while (LoadedScriptIndex.TryAdd(LoadedScriptCnt, obj) == false)
LoadedScriptCnt++;
LoadedScriptRIndex.Add(obj, LoadedScriptCnt);
return LoadedScriptCnt++;
}
/// <summary>
/// 被用于从缓存中生成
/// </summary>
/// <param name="obj"></param>
/// <param name="index"></param>
/// <returns></returns>
public int PushLoadedScriptObject(ScriptableObject obj, int index)
{
LoadedScriptIndex.Add(index, obj);
LoadedScriptRIndex.Add(obj, index);
return index;
}
/// <summary>
/// 通过序列号获得物体
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public ScriptableObject FindWithIndex(int index)
{
if(index<0)
return null;
return LoadedScriptIndex[index];
}
/// <summary>
/// 通过物体获得序列号
/// </summary>
/// <param name="obj"></param>
/// <returns>若无法找到将返回-1</returns>
public int FindIndex(ScriptableObject obj)
{
return LoadedScriptRIndex.TryGetValue(obj, out var index) ? index : -1;
}
protected override IEnumerator DoSomethingDuringApplyScript()
{

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@@ -36,6 +36,7 @@ namespace Demo.Game
{
public class ScriptLoadableConfig
{
public int UID = -1;
public Vector3 EnterGameLocalPosition, EnterGameEulerAngles, EnterGameLocalScaling;
public bool IsSetObjectDisable;
public int UpdatePerFrame;
@@ -51,6 +52,7 @@ namespace Demo.Game
public virtual void Deserialize(BinaryReader reader)
{
UID = BinarySerializeUtility.ReadInt(reader);
EnterGameLocalPosition = BinarySerializeUtility.ReadVec3(reader);
EnterGameEulerAngles = BinarySerializeUtility.ReadVec3(reader);
EnterGameLocalScaling = BinarySerializeUtility.ReadVec3(reader);
@@ -69,6 +71,7 @@ namespace Demo.Game
}
public virtual void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, UID);
BinarySerializeUtility.WriteVec3(writer, EnterGameLocalPosition);
BinarySerializeUtility.WriteVec3(writer, EnterGameEulerAngles);
BinarySerializeUtility.WriteVec3(writer, EnterGameLocalScaling);
@@ -223,6 +226,7 @@ namespace Demo.Game
public ScriptableObject Parent;
public readonly List<ScriptableObject> Childs = new();
private RootObject rootObjectCache = null;
/// <summary>
/// 获取根脚本对象
/// </summary>
@@ -230,12 +234,16 @@ namespace Demo.Game
[Convention.RScript.Variable.Attr.Method]
public RootObject GetRoot()
{
if (Parent == null)
return this as RootObject;
if (Parent is RootObject result)
return result;
else
return Parent.GetRoot();
if (rootObjectCache == null)
{
if (Parent == null)
rootObjectCache = this as RootObject;
if (Parent is RootObject result)
rootObjectCache = result;
else
rootObjectCache = Parent.GetRoot();
}
return rootObjectCache;
}
@@ -334,6 +342,7 @@ namespace Demo.Game
isEnableScript = true;
// 只有RootObject的parent会是空的
GetRoot().PushLoadedScriptObject(this);
if (parent != null)
{
MyHierarchyItem = parent.MyHierarchyItem.GetHierarchyItem().CreateSubPropertyItem(1)[0];
@@ -819,19 +828,12 @@ namespace Demo.Game
}
}
private float UIResizeOnTimelineCount = 0;
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{
base.UpdateTicks(currentTime, deltaTime, tickType);
// 存在严重的性能开销, 在解决之前将不会允许其快速自动更新
if (MyTimelineEntry != null)
{
if (UIResizeOnTimelineCount > 0.1 || tickType != TickType.Update)
{
UIResizeOnTimelineCount = 0;
MyTimelineItem.ResizeOnTimeline();
}
UIResizeOnTimelineCount += deltaTime;
MyTimelineItem.ResizeOnTimeline();
}
}

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@@ -55,12 +55,12 @@ namespace Demo.Game
public class UpdatementIntConfig : UpdatementConfig<int>
{
protected override void DeserializePositions(BinaryReader reader, ref NativeArray<int> positions)
protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<int> positions)
{
BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
}
protected override void SerializePositions(BinaryWriter writer, in NativeArray<int> positions)
protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<int> positions)
{
BinarySerializeUtility.SerializeNativeArray(writer, positions);
}
@@ -68,12 +68,12 @@ namespace Demo.Game
public class UpdatementFloatConfig : UpdatementConfig<float>
{
protected override void DeserializePositions(BinaryReader reader, ref NativeArray<float> positions)
protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<float> positions)
{
BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
}
protected override void SerializePositions(BinaryWriter writer, in NativeArray<float> positions)
protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<float> positions)
{
BinarySerializeUtility.SerializeNativeArray(writer, positions);
}
@@ -81,12 +81,12 @@ namespace Demo.Game
public class UpdatementVec2Config : UpdatementConfig<Vector2>
{
protected override void DeserializePositions(BinaryReader reader, ref NativeArray<Vector2> positions)
protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<Vector2> positions)
{
BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
}
protected override void SerializePositions(BinaryWriter writer, in NativeArray<Vector2> positions)
protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<Vector2> positions)
{
BinarySerializeUtility.SerializeNativeArray(writer, positions);
}
@@ -94,12 +94,12 @@ namespace Demo.Game
public class UpdatementVec3Config : UpdatementConfig<Vector3>
{
protected override void DeserializePositions(BinaryReader reader, ref NativeArray<Vector3> positions)
protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<Vector3> positions)
{
BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
}
protected override void SerializePositions(BinaryWriter writer, in NativeArray<Vector3> positions)
protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<Vector3> positions)
{
BinarySerializeUtility.SerializeNativeArray(writer, positions);
}

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@@ -1,12 +1,47 @@
using Convention;
using Demo.Game.Attr;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
namespace Demo.Game
{
namespace ConfigType
{
public class ParticleEffectConfig : IEffectHookObjectConfig
{
public Dictionary<string, string[]> AssetBundles;
public override void Deserialize(BinaryReader reader)
{
int count = BinarySerializeUtility.ReadInt(reader);
while(count-->0)
{
var temp = BinarySerializeUtility.DeserializeStringArray(reader);
var key = temp[0];
var value = temp[1..];
AssetBundles.Add(key, value);
}
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, AssetBundles.Count);
foreach (var (key, value) in AssetBundles)
{
string[] temp = new string[value.Length + 1];
temp[0] = key;
Array.Copy(value, 0, temp, 1, value.Length);
BinarySerializeUtility.SerializeArray(writer, value.ToArray());
}
base.Serialize(writer);
}
}
}
[Scriptable]
public class ParticleEffect : IEffectHookObject, IAssetBundleLoader
{
@@ -15,15 +50,14 @@ namespace Demo.Game
return new GameObject().AddComponent<ParticleEffect>();
}
private Dictionary<string,bool> AssetBundleLoaders = new();
private readonly List<string> AssetBundles = new();
private int AssetBundleLoadingCounter = 0;
private readonly Dictionary<string,List<string>> AssetBundles = new();
private readonly List<GameObject> Prefabs = new();
protected override IEnumerator DoSomethingDuringApplyScript()
{
yield return base.DoSomethingDuringApplyScript();
while (AssetBundleLoaders.Any(x => x.Value == false))
yield return null;
yield return new WaitUntil(() => AssetBundleLoadingCounter == 0);
}
public override IEnumerator UnloadScript()
@@ -31,7 +65,7 @@ namespace Demo.Game
yield return base.UnloadScript();
foreach (var ab in AssetBundles)
{
yield return this.UnloadAssetBundle(ab);
yield return this.UnloadAssetBundle(ab.Key);
}
}
@@ -43,7 +77,7 @@ namespace Demo.Game
[Convention.RScript.Variable.Attr.Method]
public void Load(string ab, string prefab)
{
AssetBundleLoaders.TryAdd(ab, false);
AssetBundleLoadingCounter++;
ConventionUtility.StartCoroutine(this.LoadAssetBundle(ab, x =>
{
GameObject sub = Instantiate(x.LoadAsset<GameObject>(prefab));
@@ -51,8 +85,10 @@ namespace Demo.Game
Prefabs.Add(sub);
sub.transform.SetParent(transform);
sub.transform.localPosition = Vector3.zero;
AssetBundles.Add(ab);
AssetBundleLoaders[ab] = true;
if(AssetBundles.ContainsKey(ab)==false)
AssetBundles.Add(ab, new());
AssetBundles[ab].Add(prefab);
AssetBundleLoadingCounter--;
}));
}

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@@ -11,16 +11,19 @@ namespace Demo.Game
// IEffectHookObject 配置抽象基类Config
public class IEffectHookObjectConfig : ScriptLoadableConfig
{
public int MyInteractionModule;
public IEffectHookObject.InteractiveEffectType MyInteractiveLevel;
public override void Deserialize(BinaryReader reader)
{
MyInteractionModule = BinarySerializeUtility.ReadInt(reader);
MyInteractiveLevel = (IEffectHookObject.InteractiveEffectType)BinarySerializeUtility.ReadInt(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, MyInteractionModule);
BinarySerializeUtility.WriteInt(writer, (int)MyInteractiveLevel);
base.Serialize(writer);
}

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@@ -10,15 +10,12 @@ namespace Demo.Game
{
namespace ConfigType
{
// IInteraction 配置抽象基类Config继承自TimelineScriptObject
public class IInteractionConfig : ScriptLoadableConfig
{
public Vector2 VisibleDuration;
public Vector2 InteractiveDuration;
public Vector2 InteractableScoreInterval;
public Vector2 InteractableIntervalThatCanScoreBest;
public IInteraction.JudgementLevel MyJudgementLevel;
public IInteraction.UpdatePhase MyUpdatePhase;
public override void Deserialize(BinaryReader reader)
{
@@ -26,8 +23,6 @@ namespace Demo.Game
InteractiveDuration = BinarySerializeUtility.ReadVec2(reader);
InteractableScoreInterval = BinarySerializeUtility.ReadVec2(reader);
InteractableIntervalThatCanScoreBest = BinarySerializeUtility.ReadVec2(reader);
MyJudgementLevel = (IInteraction.JudgementLevel)BinarySerializeUtility.ReadInt(reader);
MyUpdatePhase = (IInteraction.UpdatePhase)BinarySerializeUtility.ReadInt(reader);
base.Deserialize(reader);
}
@@ -37,8 +32,6 @@ namespace Demo.Game
BinarySerializeUtility.WriteVec2(writer, InteractiveDuration);
BinarySerializeUtility.WriteVec2(writer, InteractableScoreInterval);
BinarySerializeUtility.WriteVec2(writer, InteractableIntervalThatCanScoreBest);
BinarySerializeUtility.WriteInt(writer, (int)MyJudgementLevel);
BinarySerializeUtility.WriteInt(writer, (int)MyUpdatePhase);
base.Serialize(writer);
}
}

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@@ -10,6 +10,7 @@ namespace Demo.Game
// IJudgementHookObject 配置抽象基类Config
public class IJudgementHookObjectConfig : ScriptLoadableConfig
{
public int MyInteractionModule;
public override void Deserialize(BinaryReader reader)
{
base.Deserialize(reader);
@@ -51,11 +52,10 @@ namespace Demo.Game
/// <summary>
/// 绑定IInteraction对象若不手动绑定则会自动绑定到父物体的IInteraction
/// </summary>
/// <param name="path"></param>
[Convention.RScript.Variable.Attr.Method]
public void Bind(string path)
public void Bind(IInteraction module)
{
MyInteractionModule = FindWithPath(path) as IInteraction;
MyInteractionModule = module;
}
public override IEnumerator UnloadScript()

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@@ -3,10 +3,34 @@ using Demo.Game.Attr;
using NUnit.Framework.Internal;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace Demo.Game
{
namespace ConfigType
{
public class ParticleJudgement : IJudgementHookObjectConfig
{
public bool IsZooming;
public MathExtension.EaseCurveType ZoomCurve = MathExtension.EaseCurveType.OutCubic;
public override void Deserialize(BinaryReader reader)
{
IsZooming = BinarySerializeUtility.ReadBool(reader);
ZoomCurve = (MathExtension.EaseCurveType)BinarySerializeUtility.ReadInt(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteBool(writer, IsZooming);
BinarySerializeUtility.WriteInt(writer, (int)ZoomCurve);
base.Serialize(writer);
}
}
}
[Scriptable]
public class ParticleJudgement : IJudgementHookObject, IAssetBundleLoader
{

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@@ -19,14 +19,12 @@ namespace Demo.Game
return begin;
}
private readonly List<ScriptableObject> LookAtCache = new();
[Content] public int LookAtObject;
[Content] public bool IsEnableUpdateEveryTick = false;
protected override void UpdateData(int data)
{
ScriptableObject target = LookAtCache[LookAtObject];
ScriptableObject target = GetRoot().FindWithIndex(data);
if (data != LookAtObject)
{
LookAtObject = data;
@@ -46,7 +44,6 @@ namespace Demo.Game
[Convention.RScript.Variable.Attr.Method]
public void Add(float time, ScriptableObject target)
{
LookAtCache.Add(target);
ManualAddEntry(time, LookAtCache.Count - 1, default);
}

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@@ -2,11 +2,37 @@ using Convention;
using Demo.Game.Attr;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Rendering.LookDev;
namespace Demo.Game
{
namespace ConfigType
{
public class MaterialUpdatementConfig : UpdatementIntConfig
{
public string MaterialAssetBundlePath;
public string[] MaterialNames;
public int[] MaterialIndexs;
public override void Deserialize(BinaryReader reader)
{
MaterialAssetBundlePath = BinarySerializeUtility.ReadString(reader);
MaterialNames = BinarySerializeUtility.DeserializeStringArray(reader);
MaterialIndexs = BinarySerializeUtility.DeserializeIntArray(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteString(writer, MaterialAssetBundlePath);
BinarySerializeUtility.SerializeArray(writer, MaterialNames);
BinarySerializeUtility.SerializeArray(writer, MaterialIndexs);
base.Serialize(writer);
}
}
}
[Scriptable]
public class MaterialUpdatement : Updatement<int>, IAssetBundleLoader
{

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@@ -1,21 +1,36 @@
using System;
using System.Collections;
using System.IO;
using Convention;
using Dreamteck.Splines;
using Unity.Collections;
using UnityEngine;
namespace Demo.Game
{
public interface IDependOnSplineRenderer
namespace ConfigType
{
}
public static class DependOnSplineRendererUtility
{
public static BasicSplineRenderer LoadSplineRendererTool(this IDependOnSplineCore self, string path)
public class BasicSplineRendererConfig : UpdatementVec2Config
{
return self.SharedInterfaceScriptObject.FindWithPath(path, true) as BasicSplineRenderer;
public int MySplineCore;
public string LinesAssetBundlePath;
public string MyDefaultMaterial;
public override void Deserialize(BinaryReader reader)
{
MySplineCore = BinarySerializeUtility.ReadInt(reader);
LinesAssetBundlePath = BinarySerializeUtility.ReadString(reader);
MyDefaultMaterial = BinarySerializeUtility.ReadString(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, MySplineCore);
BinarySerializeUtility.WriteString(writer, LinesAssetBundlePath);
BinarySerializeUtility.WriteString(writer, MyDefaultMaterial);
base.Serialize(writer);
}
}
}
@@ -94,19 +109,6 @@ namespace Demo.Game
ManualAddEntry(time, new(from, to), curveType);
}
[Convention.RScript.Variable.Attr.Method]
public void LoadSpline(string path)
{
this.LoadSplineTool(path);
}
[Convention.RScript.Variable.Attr.Method]
public void LoadSpline(SplineCore spline)
{
this.MySplineCore = spline;
}
/// <summary>
/// 加载对应ab包并加载指定材质
/// </summary>

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@@ -3,10 +3,36 @@ using Demo.Game.Attr;
using Dreamteck.Splines;
using System;
using System.Collections;
using System.IO;
using UnityEngine;
namespace Demo.Game
{
namespace ConfigType
{
public class SplineTubeRendererConfig : BasicSplineJustFollowConfig
{
public const bool DefaultIsDoubleSide = true;
public const int DefaultSidesCount = 12;
public bool IsDoubleSide = DefaultIsDoubleSide;
public int SidesCount = DefaultSidesCount;
public override void Deserialize(BinaryReader reader)
{
IsDoubleSide = BinarySerializeUtility.ReadBool(reader);
SidesCount = BinarySerializeUtility.ReadInt(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteBool(writer, IsDoubleSide);
BinarySerializeUtility.WriteInt(writer, SidesCount);
base.Serialize(writer);
}
}
}
[Scriptable]
public class SplineTubeRenderer : BasicSplineRenderer<TubeGenerator>
{

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@@ -1,12 +1,42 @@
using Convention;
using Demo.Game.Attr;
using System;
using System.Collections;
using System.IO;
using UnityEngine;
namespace Demo.Game
{
namespace ConfigType
{
public class SplineAnchorConfig : ScriptLoadableConfig
{
public int MySplineCore, MySplineRenderer;
public bool isFollowPosition, isFollowRotation;
public float MySplineOffset;
public override void Deserialize(BinaryReader reader)
{
MySplineCore = BinarySerializeUtility.ReadInt(reader);
MySplineRenderer = BinarySerializeUtility.ReadInt(reader);
isFollowPosition = BinarySerializeUtility.ReadBool(reader);
isFollowRotation = BinarySerializeUtility.ReadBool(reader);
MySplineOffset = BinarySerializeUtility.ReadFloat(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, MySplineCore);
BinarySerializeUtility.WriteInt(writer, MySplineRenderer);
BinarySerializeUtility.WriteBool(writer, isFollowPosition);
BinarySerializeUtility.WriteBool(writer, isFollowRotation);
BinarySerializeUtility.WriteFloat(writer, MySplineOffset);
base.Serialize(writer);
}
}
}
[Scriptable]
public class SplineAnchor : ScriptableObject, IDependOnSplineCore, IDependOnSplineRenderer
public class SplineAnchor : ScriptableObject, IDependOnSplineCore
{
public static SplineAnchor Make()
{
@@ -24,16 +54,6 @@ namespace Demo.Game
Updater?.Invoke();
}
/// <summary>
/// 加载并绑定到新样条线
/// </summary>
/// <param name="path">对象路径, 不存在时则立刻加载</param>
[Convention.RScript.Variable.Attr.Method]
public void LoadSpline(string path)
{
this.LoadSplineTool(path);
}
/// <summary>
/// 必须先执行LoadSpline加载样条线
/// </summary>

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@@ -51,29 +51,14 @@ namespace Demo.Game
public interface IDependOnSplineCore : IScriptableObject
{
SplineCore MySplineCore { get; set; }
void LoadSpline(string path);
}
public static class DependOnSplineCoreUtility
{
public const string LoadSplineDescription = @"
<summary>
加载并绑定到新样条线
</summary>
<param name=""path"">对象相对路径,若对象不存在则作为脚本相对路径加载</param>
";
/// <summary>
/// 加载并绑定到新样条线
/// </summary>
/// <param name="path">对象相对路径,若对象不存在则作为脚本相对路径加载</param>
public static SplineCore LoadSplineTool(this IDependOnSplineCore self, string path)
/// <param name="path">对象路径, 不存在时则立刻加载</param>
[Convention.RScript.Variable.Attr.Method]
void LoadSpline(SplineCore core)
{
var spline = self.SharedInterfaceScriptObject.FindWithPath(path, false);
if (spline == null)
spline = self.SharedInterfaceScriptObject.LoadSubScript(nameof(SplineCore), new ToolFile(path).GetFilename(true), path);
self.MySplineCore = (SplineCore)spline;
return self.MySplineCore;
MySplineCore = core;
}
}

View File

@@ -2,10 +2,42 @@ using Convention;
using Demo.Game.Attr;
using Dreamteck.Splines;
using System.Collections;
using System.IO;
using UnityEngine;
namespace Demo.Game
{
namespace ConfigType
{
public class SplineNodeConfig : ScriptLoadableConfig
{
public float NodeSize = 1;
public Color NodeColor = Color.white;
public bool IsSetupNodeRotation = false;
public Vector3 NodeRotation = Vector3.zero;
public int[] LinkSplineCores;
public override void Deserialize(BinaryReader reader)
{
NodeSize = BinarySerializeUtility.ReadFloat(reader);
NodeColor = BinarySerializeUtility.ReadColor(reader);
IsSetupNodeRotation = BinarySerializeUtility.ReadBool(reader);
NodeRotation = BinarySerializeUtility.ReadVec3(reader);
LinkSplineCores = BinarySerializeUtility.DeserializeIntArray(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteFloat(writer, NodeSize);
BinarySerializeUtility.WriteColor(writer, NodeColor);
BinarySerializeUtility.WriteBool(writer, IsSetupNodeRotation);
BinarySerializeUtility.WriteVec3(writer, NodeRotation);
BinarySerializeUtility.SerializeArray(writer, LinkSplineCores);
base.Serialize(writer);
}
}
}
[Scriptable]
public class SplineNode : ScriptableObject
{
@@ -14,7 +46,7 @@ namespace Demo.Game
public static SplineNode Make()
{
var node = new GameObject("", typeof(Node)).AddComponent<SplineNode>();
node.m_MyNode = node.GetOrAddComponent<Node>();
node.m_MyNode = node.GetOrAddComponent<Node>();
return node;
}
@@ -23,14 +55,13 @@ namespace Demo.Game
public Color NodeColor = Color.white;
public bool IsSetupNodeRotation = false;
public Vector3 NodeRotation = Vector3.zero;
public int MyNodeContent = 0;
public Node MyNode => m_MyNode;
public void AddTo(SplineCore core)
{
MyNodeContent = core.NodeContent;
int MyNodeContent = core.NodeContent;
core.MySplineComputer.SetPointColor(MyNodeContent, NodeColor);
core.MySplineComputer.SetPointSize(MyNodeContent, NodeSize);
core.MySplineComputer.SetPointNormal(MyNodeContent, IsSetupNodeRotation ? NodeRotation.normalized : transform.up);

View File

@@ -1,13 +1,33 @@
using System;
using System.Collections;
using System.IO;
using Convention;
using UnityEngine;
namespace Demo.Game
{
public abstract class BasicSplineJustFollow : Updatement<float>
namespace ConfigType
{
public SplineCore MySplineCore;
public class BasicSplineJustFollowConfig : ScriptLoadableConfig
{
public int MySplineCore;
public override void Deserialize(BinaryReader reader)
{
MySplineCore = BinarySerializeUtility.ReadInt(reader);
base.Deserialize(reader);
}
public override void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteInt(writer, MySplineCore);
base.Serialize(writer);
}
}
}
public abstract class BasicSplineJustFollow : Updatement<float>, IDependOnSplineCore
{
public SplineCore MySplineCore { get; set; }
protected override float Lerp(float begin, float end, float t)
{
@@ -33,15 +53,5 @@ namespace Demo.Game
{
ManualAddEntry(time, value, curveType);
}
/// <summary>
/// 绑定到样条线
/// </summary>
/// <param name="path">脚本位置</param>
[Convention.RScript.Variable.Attr.Method]
public void Load(SplineCore splineCore)
{
MySplineCore = splineCore;
}
}
}