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

View File

@@ -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
{

View File

@@ -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()
{

View File

@@ -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();
}
}

View File

@@ -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);
}