推动Config新增
This commit is contained in:
Submodule Assets/Convention updated: a530eba460...fd68071416
@@ -1,8 +1,10 @@
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using Convention;
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using Demo.Game.Attr;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace Demo.Game
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@@ -11,15 +13,31 @@ namespace Demo.Game
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{
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public class PrefabRootObjectConfig : ScriptLoadableConfig
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{
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private readonly Dictionary<string, List<string>> LoadedGameObjectNames = new();
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public Dictionary<string, string[]> LoadedGameObjectNames = new();
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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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for (; count > 0;count--)
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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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LoadedGameObjectNames.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, LoadedGameObjectNames.Count);
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foreach (var (key,value) in LoadedGameObjectNames)
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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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@@ -2,10 +2,38 @@ using Convention;
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using Demo.Game.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using Unity.Collections;
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using UnityEngine;
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namespace Demo.Game
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{
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namespace ConfigType
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{
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public class SkyUpdatementConfig : UpdatementIntConfig
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{
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public string SkyAssetBundlePath;
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public string[] SkyNames;
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public int[] SkyIndexs;
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public override void Deserialize(BinaryReader reader)
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{
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SkyAssetBundlePath = BinarySerializeUtility.ReadString(reader);
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SkyNames = BinarySerializeUtility.DeserializeStringArray(reader);
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SkyIndexs = BinarySerializeUtility.DeserializeIntArray(reader);
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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.WriteString(writer, SkyAssetBundlePath);
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BinarySerializeUtility.SerializeArray(writer, SkyNames);
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BinarySerializeUtility.SerializeArray(writer, SkyIndexs);
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base.Serialize(writer);
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}
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}
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}
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[Scriptable]
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public class SkyUpdatement : Updatement<int>, IAssetBundleLoader
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{
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@@ -7,9 +7,58 @@ using Cinemachine;
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using Convention.WindowsUI.Variant;
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using UnityEngine;
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using Demo.Game.Attr;
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using System.IO;
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using Convention;
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namespace Demo.Game
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{
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namespace ConfigType
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{
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public class CameraObjectConfig : ScriptLoadableConfig
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{
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public bool orthographic;
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public float fieldOfView;
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public float orthographicSize;
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public float nearClipPlane;
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public float farClipPlane;
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public float depth;
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public int VirtualCameraFollow;
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public int VirtualCameraLookAt;
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public Vector3 VirtualCameraFollowOffset;
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public Vector3 VirtualCameraLookAtDamping;
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public override void Deserialize(BinaryReader reader)
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{
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orthographic = BinarySerializeUtility.ReadBool(reader);
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fieldOfView = BinarySerializeUtility.ReadFloat(reader);
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orthographicSize = BinarySerializeUtility.ReadFloat(reader);
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nearClipPlane = BinarySerializeUtility.ReadFloat(reader);
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farClipPlane = BinarySerializeUtility.ReadFloat(reader);
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depth = BinarySerializeUtility.ReadFloat(reader);
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VirtualCameraFollow = BinarySerializeUtility.ReadInt(reader);
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VirtualCameraLookAt = BinarySerializeUtility.ReadInt(reader);
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VirtualCameraFollowOffset = BinarySerializeUtility.ReadVec3(reader);
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VirtualCameraLookAtDamping = BinarySerializeUtility.ReadVec3(reader);
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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.WriteBool(writer, orthographic);
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BinarySerializeUtility.WriteFloat(writer, fieldOfView);
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BinarySerializeUtility.WriteFloat(writer, orthographicSize);
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BinarySerializeUtility.WriteFloat(writer, nearClipPlane);
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BinarySerializeUtility.WriteFloat(writer, farClipPlane);
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BinarySerializeUtility.WriteFloat(writer, depth);
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BinarySerializeUtility.WriteInt(writer, VirtualCameraFollow);
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BinarySerializeUtility.WriteInt(writer,VirtualCameraLookAt);
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BinarySerializeUtility.WriteVec3(writer, VirtualCameraFollowOffset);
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BinarySerializeUtility.WriteVec3(writer, VirtualCameraLookAtDamping);
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base.Serialize(writer);
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}
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}
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}
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[Scriptable(nameof(MakeCameraObject))]
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public class CameraObject : ScriptableObject
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{
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@@ -231,16 +231,26 @@ namespace Demo.Game
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yield break;
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}
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yield return Foo(rootGameObject.ParseFromScriptFile2Expr(rootObject));//ConventionUtility.AvoidFakeStop(rootGameObject.ParseFromScriptFile2Expr(rootObject));
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static void NDFS(ScriptableObject current)
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int applyDownCount = 0;
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void NDFS(ScriptableObject current)
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{
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foreach (var child in current.Childs)
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{
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NDFS(child);
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}
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if (current.IsScriptApply == false)
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ConventionUtility.StartCoroutine(current.ApplyScript());
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{
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applyDownCount++;
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IEnumerator NDFSFoo()
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{
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yield return current.ApplyScript();
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applyDownCount--;
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}
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ConventionUtility.StartCoroutine(NDFSFoo());
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}
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}
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NDFS(rootGameObject);
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yield return new WaitUntil(() => applyDownCount == 0);
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float loadRootObjectEndTime = Time.realtimeSinceStartup;
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float loadRootObjectElapsed = (loadRootObjectEndTime - loadRootObjectStartTime) * 1000f;
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Debug.Log($"[GameInit] Load Root Object 耗时: {loadRootObjectElapsed:F2} ms", this);
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@@ -3,6 +3,8 @@ using Convention.WindowsUI.Variant;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@@ -16,8 +18,56 @@ namespace Demo.Game
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[Content] public GameController RootGameController;
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public string SourcePath;
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public HashSet<string> LoadedScriptSet = new();
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[Setting]public string SourcePath;
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[Header("GlobalConfig")]
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public readonly HashSet<string> LoadedScriptSet = new();
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public readonly Dictionary<int, ScriptableObject> LoadedScriptIndex = new();
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public readonly Dictionary<ScriptableObject, int> LoadedScriptRIndex = new();
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private int LoadedScriptCnt = 0;
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/// <summary>
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/// 被用于自动生成
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/// </summary>
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/// <param name="obj"></param>
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/// <returns></returns>
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public int PushLoadedScriptObject(ScriptableObject obj)
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{
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while (LoadedScriptIndex.TryAdd(LoadedScriptCnt, obj) == false)
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LoadedScriptCnt++;
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LoadedScriptRIndex.Add(obj, LoadedScriptCnt);
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return LoadedScriptCnt++;
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}
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/// <summary>
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/// 被用于从缓存中生成
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="index"></param>
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/// <returns></returns>
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public int PushLoadedScriptObject(ScriptableObject obj, int index)
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{
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LoadedScriptIndex.Add(index, obj);
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LoadedScriptRIndex.Add(obj, index);
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return index;
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}
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/// <summary>
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/// 通过序列号获得物体
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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public ScriptableObject FindWithIndex(int index)
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{
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if(index<0)
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return null;
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return LoadedScriptIndex[index];
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}
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/// <summary>
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/// 通过物体获得序列号
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/// </summary>
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/// <param name="obj"></param>
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/// <returns>若无法找到将返回-1</returns>
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public int FindIndex(ScriptableObject obj)
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{
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return LoadedScriptRIndex.TryGetValue(obj, out var index) ? index : -1;
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}
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protected override IEnumerator DoSomethingDuringApplyScript()
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{
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@@ -36,6 +36,7 @@ namespace Demo.Game
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{
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public class ScriptLoadableConfig
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{
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public int UID = -1;
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public Vector3 EnterGameLocalPosition, EnterGameEulerAngles, EnterGameLocalScaling;
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public bool IsSetObjectDisable;
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public int UpdatePerFrame;
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@@ -51,6 +52,7 @@ namespace Demo.Game
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public virtual void Deserialize(BinaryReader reader)
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{
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UID = BinarySerializeUtility.ReadInt(reader);
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EnterGameLocalPosition = BinarySerializeUtility.ReadVec3(reader);
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EnterGameEulerAngles = BinarySerializeUtility.ReadVec3(reader);
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EnterGameLocalScaling = BinarySerializeUtility.ReadVec3(reader);
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@@ -69,6 +71,7 @@ namespace Demo.Game
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}
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public virtual void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteInt(writer, UID);
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BinarySerializeUtility.WriteVec3(writer, EnterGameLocalPosition);
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BinarySerializeUtility.WriteVec3(writer, EnterGameEulerAngles);
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BinarySerializeUtility.WriteVec3(writer, EnterGameLocalScaling);
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@@ -223,6 +226,7 @@ namespace Demo.Game
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public ScriptableObject Parent;
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public readonly List<ScriptableObject> Childs = new();
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private RootObject rootObjectCache = null;
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/// <summary>
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/// 获取根脚本对象
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/// </summary>
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@@ -230,12 +234,16 @@ namespace Demo.Game
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[Convention.RScript.Variable.Attr.Method]
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public RootObject GetRoot()
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{
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if (Parent == null)
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return this as RootObject;
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if (Parent is RootObject result)
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return result;
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else
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return Parent.GetRoot();
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if (rootObjectCache == null)
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{
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if (Parent == null)
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rootObjectCache = this as RootObject;
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if (Parent is RootObject result)
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rootObjectCache = result;
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else
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rootObjectCache = Parent.GetRoot();
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}
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return rootObjectCache;
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}
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@@ -334,6 +342,7 @@ namespace Demo.Game
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isEnableScript = true;
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// 只有RootObject的parent会是空的
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GetRoot().PushLoadedScriptObject(this);
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if (parent != null)
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{
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MyHierarchyItem = parent.MyHierarchyItem.GetHierarchyItem().CreateSubPropertyItem(1)[0];
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@@ -819,19 +828,12 @@ namespace Demo.Game
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}
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}
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private float UIResizeOnTimelineCount = 0;
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protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
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{
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base.UpdateTicks(currentTime, deltaTime, tickType);
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// 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
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if (MyTimelineEntry != null)
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{
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if (UIResizeOnTimelineCount > 0.1 || tickType != TickType.Update)
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{
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UIResizeOnTimelineCount = 0;
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MyTimelineItem.ResizeOnTimeline();
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}
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UIResizeOnTimelineCount += deltaTime;
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MyTimelineItem.ResizeOnTimeline();
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}
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}
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@@ -55,12 +55,12 @@ namespace Demo.Game
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public class UpdatementIntConfig : UpdatementConfig<int>
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{
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protected override void DeserializePositions(BinaryReader reader, ref NativeArray<int> positions)
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protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<int> positions)
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{
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BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
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}
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protected override void SerializePositions(BinaryWriter writer, in NativeArray<int> positions)
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protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<int> positions)
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{
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BinarySerializeUtility.SerializeNativeArray(writer, positions);
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}
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@@ -68,12 +68,12 @@ namespace Demo.Game
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public class UpdatementFloatConfig : UpdatementConfig<float>
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{
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protected override void DeserializePositions(BinaryReader reader, ref NativeArray<float> positions)
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protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<float> positions)
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{
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BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
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}
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protected override void SerializePositions(BinaryWriter writer, in NativeArray<float> positions)
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protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<float> positions)
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{
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BinarySerializeUtility.SerializeNativeArray(writer, positions);
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}
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@@ -81,12 +81,12 @@ namespace Demo.Game
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public class UpdatementVec2Config : UpdatementConfig<Vector2>
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{
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protected override void DeserializePositions(BinaryReader reader, ref NativeArray<Vector2> positions)
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protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<Vector2> positions)
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{
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BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
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}
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protected override void SerializePositions(BinaryWriter writer, in NativeArray<Vector2> positions)
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protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<Vector2> positions)
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{
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BinarySerializeUtility.SerializeNativeArray(writer, positions);
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}
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@@ -94,12 +94,12 @@ namespace Demo.Game
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public class UpdatementVec3Config : UpdatementConfig<Vector3>
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{
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protected override void DeserializePositions(BinaryReader reader, ref NativeArray<Vector3> positions)
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protected override sealed void DeserializePositions(BinaryReader reader, ref NativeArray<Vector3> positions)
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{
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BinarySerializeUtility.DeserializeNativeArray(reader, ref positions);
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}
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protected override void SerializePositions(BinaryWriter writer, in NativeArray<Vector3> positions)
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protected override sealed void SerializePositions(BinaryWriter writer, in NativeArray<Vector3> positions)
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{
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BinarySerializeUtility.SerializeNativeArray(writer, positions);
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}
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@@ -1,12 +1,47 @@
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using Convention;
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using Demo.Game.Attr;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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namespace Demo.Game
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{
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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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[Scriptable]
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public class ParticleEffect : IEffectHookObject, IAssetBundleLoader
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{
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@@ -15,15 +50,14 @@ namespace Demo.Game
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return new GameObject().AddComponent<ParticleEffect>();
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}
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private Dictionary<string,bool> AssetBundleLoaders = new();
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private readonly List<string> AssetBundles = new();
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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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while (AssetBundleLoaders.Any(x => x.Value == false))
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yield return null;
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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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@@ -31,7 +65,7 @@ namespace Demo.Game
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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);
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yield return this.UnloadAssetBundle(ab.Key);
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}
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}
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@@ -43,7 +77,7 @@ namespace Demo.Game
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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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AssetBundleLoaders.TryAdd(ab, false);
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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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@@ -51,8 +85,10 @@ namespace Demo.Game
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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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AssetBundles.Add(ab);
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AssetBundleLoaders[ab] = true;
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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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}));
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
{
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
{
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user