命名空间迁移

This commit is contained in:
2025-12-15 17:20:55 +08:00
parent 88c15a43f2
commit 65a5775647
42 changed files with 400 additions and 178 deletions

View File

@@ -1,7 +1,7 @@
using Convention;
using Convention.RScript;
using Convention.WindowsUI.Variant;
using Demo.Attr;
using Demo.Game.Attr;
using Demo.Game;
using Dreamteck.Splines;
using System;
@@ -15,7 +15,7 @@ using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Rendering;
namespace Demo
namespace Demo.Game
{
public interface IScriptableObject
{
@@ -38,52 +38,55 @@ namespace Demo
}
}
public class ScriptLoadableConfig
namespace ConfigType
{
public Vector3 EnterGameLocalPosition, EnterGameEulerAngles, EnterGameLocalScaling;
public bool IsSetObjectDisable;
public int UpdatePerFrame;
public int ScriptUpdateCounter;
public string ScriptName;
private string[] ChildTypes;
public ScriptLoadableConfig[] childs;
public readonly static Dictionary<string, Func<ScriptLoadableConfig>> ConfigGeneraters = new()
public class ScriptLoadableConfig
{
{ nameof(ScriptLoadableConfig), ()=>new ScriptLoadableConfig() },
};
public Vector3 EnterGameLocalPosition, EnterGameEulerAngles, EnterGameLocalScaling;
public bool IsSetObjectDisable;
public int UpdatePerFrame;
public int ScriptUpdateCounter;
public string ScriptName;
private string[] ChildTypes;
public ScriptLoadableConfig[] childs;
public virtual void Deserialize(BinaryReader reader)
{
EnterGameLocalPosition = BinarySerializeUtility.ReadVec3(reader);
EnterGameEulerAngles = BinarySerializeUtility.ReadVec3(reader);
EnterGameLocalScaling = BinarySerializeUtility.ReadVec3(reader);
IsSetObjectDisable = BinarySerializeUtility.ReadBool(reader);
UpdatePerFrame = BinarySerializeUtility.ReadInt(reader);
ScriptUpdateCounter = BinarySerializeUtility.ReadInt(reader);
ScriptName = BinarySerializeUtility.ReadString(reader);
ChildTypes = BinarySerializeUtility.DeserializeStringArray(reader);
int childCount = ChildTypes.Length;
childs = new ScriptLoadableConfig[childCount];
for (int i = 0; i < childCount; i++)
public readonly static Dictionary<string, Func<ScriptLoadableConfig>> ConfigGeneraters = new()
{
childs[i] = ConfigGeneraters[ChildTypes[i]].Invoke();
childs[i].Deserialize(reader);
{ nameof(ScriptLoadableConfig), ()=>new ScriptLoadableConfig() },
};
public virtual void Deserialize(BinaryReader reader)
{
EnterGameLocalPosition = BinarySerializeUtility.ReadVec3(reader);
EnterGameEulerAngles = BinarySerializeUtility.ReadVec3(reader);
EnterGameLocalScaling = BinarySerializeUtility.ReadVec3(reader);
IsSetObjectDisable = BinarySerializeUtility.ReadBool(reader);
UpdatePerFrame = BinarySerializeUtility.ReadInt(reader);
ScriptUpdateCounter = BinarySerializeUtility.ReadInt(reader);
ScriptName = BinarySerializeUtility.ReadString(reader);
ChildTypes = BinarySerializeUtility.DeserializeStringArray(reader);
int childCount = ChildTypes.Length;
childs = new ScriptLoadableConfig[childCount];
for (int i = 0; i < childCount; i++)
{
childs[i] = ConfigGeneraters[ChildTypes[i]].Invoke();
childs[i].Deserialize(reader);
}
}
}
public virtual void Serialize(BinaryWriter writer)
{
BinarySerializeUtility.WriteVec3(writer, EnterGameLocalPosition);
BinarySerializeUtility.WriteVec3(writer, EnterGameEulerAngles);
BinarySerializeUtility.WriteVec3(writer, EnterGameLocalScaling);
BinarySerializeUtility.WriteBool(writer, IsSetObjectDisable);
BinarySerializeUtility.WriteInt(writer, UpdatePerFrame);
BinarySerializeUtility.WriteInt(writer, ScriptUpdateCounter);
BinarySerializeUtility.WriteString(writer, ScriptName);
BinarySerializeUtility.SerializeArray(writer, ChildTypes);
foreach (var child in childs)
public virtual void Serialize(BinaryWriter writer)
{
child.Serialize(writer);
BinarySerializeUtility.WriteVec3(writer, EnterGameLocalPosition);
BinarySerializeUtility.WriteVec3(writer, EnterGameEulerAngles);
BinarySerializeUtility.WriteVec3(writer, EnterGameLocalScaling);
BinarySerializeUtility.WriteBool(writer, IsSetObjectDisable);
BinarySerializeUtility.WriteInt(writer, UpdatePerFrame);
BinarySerializeUtility.WriteInt(writer, ScriptUpdateCounter);
BinarySerializeUtility.WriteString(writer, ScriptName);
BinarySerializeUtility.SerializeArray(writer, ChildTypes);
foreach (var child in childs)
{
child.Serialize(writer);
}
}
}
}
@@ -412,6 +415,7 @@ namespace Demo
// 获取文件
var file = new ToolFile(GetRoot().SourcePath);
file = file | path;
GetRoot().LoadedScriptSet.Add(file);
// 找不到脚本
if (file.Exists() == false)
{