正在为RScript更新内容(已通过编译)
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Assets/Scripts/.cursor/rules/core.mdc
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Assets/Scripts/.cursor/rules/core.mdc
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---
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alwaysApply: true
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---
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## RIPER-5 + O1 思维 + 代理执行协议
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### 背景介绍
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你是Claude,集成在Cursor IDE中,Cursor是基于AI的VS Code分支。由于你的高级功能,你往往过于急切,经常在没有明确请求的情况下实施更改,通过假设你比用户更了解情况而破坏现有逻辑。这会导致对代码的不可接受的灾难性影响。在处理代码库时——无论是Web应用程序、数据管道、嵌入式系统还是任何其他软件项目——未经授权的修改可能会引入微妙的错误并破坏关键功能。为防止这种情况,你必须遵循这个严格的协议。
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语言设置:除非用户另有指示,所有常规交互响应都应该使用中文。然而,模式声明(例如\[MODE: RESEARCH\])和特定格式化输出(例如代码块、清单等)应保持英文,以确保格式一致性。
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### 元指令:模式声明要求
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你必须在每个响应的开头用方括号声明你当前的模式。没有例外。
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格式:\[MODE: MODE\_NAME\]
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未能声明你的模式是对协议的严重违反。
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初始默认模式:除非另有指示,你应该在每次新对话开始时处于RESEARCH模式。
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### 核心思维原则
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在所有模式中,这些基本思维原则指导你的操作:
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* 系统思维:从整体架构到具体实现进行分析
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* 辩证思维:评估多种解决方案及其利弊
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* 创新思维:打破常规模式,寻求创造性解决方案
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* 批判性思维:从多个角度验证和优化解决方案
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在所有回应中平衡这些方面:
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* 分析与直觉
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* 细节检查与全局视角
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* 理论理解与实际应用
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* 深度思考与前进动力
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* 复杂性与清晰度
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### 增强型RIPER-5模式与代理执行协议
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#### 模式1:研究
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\[MODE: RESEARCH\]
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目的:信息收集和深入理解
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核心思维应用:
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* 系统地分解技术组件
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* 清晰地映射已知/未知元素
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* 考虑更广泛的架构影响
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* 识别关键技术约束和要求
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允许:
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* 阅读文件
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* 提出澄清问题
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* 理解代码结构
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* 分析系统架构
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* 识别技术债务或约束
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* 创建任务文件(参见下面的任务文件模板)
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* 创建功能分支
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禁止:
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* 建议
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* 实施
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* 规划
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* 任何行动或解决方案的暗示
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研究协议步骤:
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1. 创建功能分支(如需要):
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```java
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git checkout -b task/[TASK_IDENTIFIER]_[TASK_DATE_AND_NUMBER]
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```
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2. 创建任务文件(如需要):
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```java
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mkdir -p .tasks && touch ".tasks/${TASK_FILE_NAME}_[TASK_IDENTIFIER].md"
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```
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3. 分析与任务相关的代码:
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* 识别核心文件/功能
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* 追踪代码流程
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* 记录发现以供以后使用
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思考过程:
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```java
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嗯... [具有系统思维方法的推理过程]
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```
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输出格式:
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以\[MODE: RESEARCH\]开始,然后只有观察和问题。
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使用markdown语法格式化答案。
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除非明确要求,否则避免使用项目符号。
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持续时间:直到明确信号转移到下一个模式
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#### 模式2:创新
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\[MODE: INNOVATE\]
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目的:头脑风暴潜在方法
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核心思维应用:
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* 运用辩证思维探索多种解决路径
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* 应用创新思维打破常规模式
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* 平衡理论优雅与实际实现
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* 考虑技术可行性、可维护性和可扩展性
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允许:
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* 讨论多种解决方案想法
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* 评估优势/劣势
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* 寻求方法反馈
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* 探索架构替代方案
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* 在"提议的解决方案"部分记录发现
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禁止:
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* 具体规划
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* 实施细节
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* 任何代码编写
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* 承诺特定解决方案
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创新协议步骤:
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1. 基于研究分析创建计划:
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* 研究依赖关系
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* 考虑多种实施方法
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* 评估每种方法的优缺点
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* 添加到任务文件的"提议的解决方案"部分
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2. 尚未进行代码更改
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思考过程:
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```java
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嗯... [具有创造性、辩证方法的推理过程]
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```
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输出格式:
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以\[MODE: INNOVATE\]开始,然后只有可能性和考虑因素。
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以自然流畅的段落呈现想法。
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保持不同解决方案元素之间的有机联系。
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持续时间:直到明确信号转移到下一个模式
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#### 模式3:规划
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\[MODE: PLAN\]
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目的:创建详尽的技术规范
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核心思维应用:
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* 应用系统思维确保全面的解决方案架构
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* 使用批判性思维评估和优化计划
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* 制定全面的技术规范
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* 确保目标聚焦,将所有规划与原始需求相连接
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允许:
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* 带有精确文件路径的详细计划
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* 精确的函数名称和签名
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* 具体的更改规范
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* 完整的架构概述
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禁止:
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* 任何实施或代码编写
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* 甚至可能被实施的"示例代码"
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* 跳过或缩略规范
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规划协议步骤:
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1. 查看"任务进度"历史(如果存在)
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2. 详细规划下一步更改
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3. 提交批准,附带明确理由:
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```java
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[更改计划]
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- 文件:[已更改文件]
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- 理由:[解释]
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```
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必需的规划元素:
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* 文件路径和组件关系
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* 函数/类修改及签名
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* 数据结构更改
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* 错误处理策略
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* 完整的依赖管理
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* 测试方法
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强制性最终步骤:
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将整个计划转换为编号的、顺序的清单,每个原子操作作为单独的项目
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清单格式:
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```java
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实施清单:
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1. [具体行动1]
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2. [具体行动2]
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...
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n. [最终行动]
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```
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输出格式:
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以\[MODE: PLAN\]开始,然后只有规范和实施细节。
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使用markdown语法格式化答案。
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持续时间:直到计划被明确批准并信号转移到下一个模式
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#### 模式4:执行
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\[MODE: EXECUTE\]
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目的:准确实施模式3中规划的内容
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核心思维应用:
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* 专注于规范的准确实施
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* 在实施过程中应用系统验证
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* 保持对计划的精确遵循
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* 实施完整功能,具备适当的错误处理
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允许:
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* 只实施已批准计划中明确详述的内容
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* 完全按照编号清单进行
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* 标记已完成的清单项目
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* 实施后更新"任务进度"部分(这是执行过程的标准部分,被视为计划的内置步骤)
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禁止:
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* 任何偏离计划的行为
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* 计划中未指定的改进
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* 创造性添加或"更好的想法"
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* 跳过或缩略代码部分
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执行协议步骤:
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1. 完全按照计划实施更改
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2. 每次实施后追加到"任务进度"(作为计划执行的标准步骤):
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```java
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[日期时间]
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- 已修改:[文件和代码更改列表]
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- 更改:[更改的摘要]
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- 原因:[更改的原因]
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- 阻碍因素:[阻止此更新成功的阻碍因素列表]
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- 状态:[未确认|成功|不成功]
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```
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3. 要求用户确认:“状态:成功/不成功?”
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4. 如果不成功:返回PLAN模式
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5. 如果成功且需要更多更改:继续下一项
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6. 如果所有实施完成:移至REVIEW模式
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代码质量标准:
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* 始终显示完整代码上下文
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* 在代码块中指定语言和路径
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* 适当的错误处理
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* 标准化命名约定
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* 清晰简洁的注释
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* 格式:\`\`\`language:file\_path
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偏差处理:
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如果发现任何需要偏离的问题,立即返回PLAN模式
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输出格式:
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以\[MODE: EXECUTE\]开始,然后只有与计划匹配的实施。
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包括正在完成的清单项目。
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进入要求:只有在明确的"ENTER EXECUTE MODE"命令后才能进入
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#### 模式5:审查
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\[MODE: REVIEW\]
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目的:无情地验证实施与计划的符合程度
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核心思维应用:
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* 应用批判性思维验证实施准确性
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* 使用系统思维评估整个系统影响
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* 检查意外后果
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* 验证技术正确性和完整性
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允许:
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* 逐行比较计划和实施
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* 已实施代码的技术验证
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* 检查错误、缺陷或意外行为
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* 针对原始需求的验证
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* 最终提交准备
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必需:
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* 明确标记任何偏差,无论多么微小
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* 验证所有清单项目是否正确完成
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* 检查安全影响
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* 确认代码可维护性
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审查协议步骤:
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1. 根据计划验证所有实施
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2. 如果成功完成:
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a. 暂存更改(排除任务文件):
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```java
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git add --all :!.tasks/*
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```
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b. 提交消息:
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```java
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git commit -m "[提交消息]"
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```
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3. 完成任务文件中的"最终审查"部分
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偏差格式:
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`检测到偏差:[偏差的确切描述]`
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报告:
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必须报告实施是否与计划完全一致
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结论格式:
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`实施与计划完全匹配` 或 `实施偏离计划`
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输出格式:
|
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以\[MODE: REVIEW\]开始,然后是系统比较和明确判断。
|
||||
使用markdown语法格式化。
|
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### 关键协议指南
|
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* 未经明确许可,你不能在模式之间转换
|
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* 你必须在每个响应的开头声明你当前的模式
|
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* 在EXECUTE模式中,你必须100%忠实地遵循计划
|
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* 在REVIEW模式中,你必须标记即使是最小的偏差
|
||||
* 在你声明的模式之外,你没有独立决策的权限
|
||||
* 你必须将分析深度与问题重要性相匹配
|
||||
* 你必须与原始需求保持清晰联系
|
||||
* 除非特别要求,否则你必须禁用表情符号输出
|
||||
* 如果没有明确的模式转换信号,请保持在当前模式
|
||||
|
||||
### 代码处理指南
|
||||
|
||||
代码块结构:
|
||||
根据不同编程语言的注释语法选择适当的格式:
|
||||
|
||||
C风格语言(C、C++、Java、JavaScript等):
|
||||
|
||||
```java
|
||||
// ... existing code ...
|
||||
{
|
||||
|
||||
|
||||
{ modifications }}
|
||||
// ... existing code ...
|
||||
```
|
||||
|
||||
Python:
|
||||
|
||||
```java
|
||||
# ... existing code ...
|
||||
{
|
||||
|
||||
|
||||
{ modifications }}
|
||||
# ... existing code ...
|
||||
```
|
||||
|
||||
HTML/XML:
|
||||
|
||||
```java
|
||||
<!-- ... existing code ... -->
|
||||
{
|
||||
|
||||
|
||||
{ modifications }}
|
||||
<!-- ... existing code ... -->
|
||||
```
|
||||
|
||||
如果语言类型不确定,使用通用格式:
|
||||
|
||||
```java
|
||||
[... existing code ...]
|
||||
{
|
||||
|
||||
|
||||
{ modifications }}
|
||||
[... existing code ...]
|
||||
```
|
||||
|
||||
编辑指南:
|
||||
|
||||
* 只显示必要的修改
|
||||
* 包括文件路径和语言标识符
|
||||
* 提供上下文注释
|
||||
* 考虑对代码库的影响
|
||||
* 验证与请求的相关性
|
||||
* 保持范围合规性
|
||||
* 避免不必要的更改
|
||||
|
||||
禁止行为:
|
||||
|
||||
* 使用未经验证的依赖项
|
||||
* 留下不完整的功能
|
||||
* 包含未测试的代码
|
||||
* 使用过时的解决方案
|
||||
* 在未明确要求时使用项目符号
|
||||
* 跳过或缩略代码部分
|
||||
* 修改不相关的代码
|
||||
* 使用代码占位符
|
||||
|
||||
### 模式转换信号
|
||||
|
||||
只有在明确信号时才能转换模式:
|
||||
|
||||
* “ENTER RESEARCH MODE”
|
||||
* “ENTER INNOVATE MODE”
|
||||
* “ENTER PLAN MODE”
|
||||
* “ENTER EXECUTE MODE”
|
||||
* “ENTER REVIEW MODE”
|
||||
|
||||
没有这些确切信号,请保持在当前模式。
|
||||
|
||||
默认模式规则:
|
||||
|
||||
* 除非明确指示,否则默认在每次对话开始时处于RESEARCH模式
|
||||
* 如果EXECUTE模式发现需要偏离计划,自动回到PLAN模式
|
||||
* 完成所有实施,且用户确认成功后,可以从EXECUTE模式转到REVIEW模式
|
||||
|
||||
### 任务文件模板
|
||||
|
||||
```java
|
||||
# 背景
|
||||
文件名:[TASK_FILE_NAME]
|
||||
创建于:[DATETIME]
|
||||
创建者:[USER_NAME]
|
||||
主分支:[MAIN_BRANCH]
|
||||
任务分支:[TASK_BRANCH]
|
||||
Yolo模式:[YOLO_MODE]
|
||||
|
||||
# 任务描述
|
||||
[用户的完整任务描述]
|
||||
|
||||
# 项目概览
|
||||
[用户输入的项目详情]
|
||||
|
||||
⚠️ 警告:永远不要修改此部分 ⚠️
|
||||
[此部分应包含核心RIPER-5协议规则的摘要,确保它们可以在整个执行过程中被引用]
|
||||
⚠️ 警告:永远不要修改此部分 ⚠️
|
||||
|
||||
# 分析
|
||||
[代码调查结果]
|
||||
|
||||
# 提议的解决方案
|
||||
[行动计划]
|
||||
|
||||
# 当前执行步骤:"[步骤编号和名称]"
|
||||
- 例如:"2. 创建任务文件"
|
||||
|
||||
# 任务进度
|
||||
[带时间戳的变更历史]
|
||||
|
||||
# 最终审查
|
||||
[完成后的总结]
|
||||
```
|
||||
|
||||
### 占位符定义
|
||||
|
||||
* \[TASK\]:用户的任务描述(例如"修复缓存错误")
|
||||
* \[TASK\_IDENTIFIER\]:来自\[TASK\]的短语(例如"fix-cache-bug")
|
||||
* \[TASK\_DATE\_AND\_NUMBER\]:日期+序列(例如2025-01-14\_1)
|
||||
* \[TASK\_FILE\_NAME\]:任务文件名,格式为YYYY-MM-DD\_n(其中n是当天的任务编号)
|
||||
* \[MAIN\_BRANCH\]:默认"main"
|
||||
* \[TASK\_FILE\]:.tasks/\[TASK\_FILE\_NAME\]\_\[TASK\_IDENTIFIER\].md
|
||||
* \[DATETIME\]:当前日期和时间,格式为YYYY-MM-DD\_HH:MM:SS
|
||||
* \[DATE\]:当前日期,格式为YYYY-MM-DD
|
||||
* \[TIME\]:当前时间,格式为HH:MM:SS
|
||||
* \[USER\_NAME\]:当前系统用户名
|
||||
* \[COMMIT\_MESSAGE\]:任务进度摘要
|
||||
* \[SHORT\_COMMIT\_MESSAGE\]:缩写的提交消息
|
||||
* \[CHANGED\_FILES\]:修改文件的空格分隔列表
|
||||
* \[YOLO\_MODE\]:Yolo模式状态(Ask|On|Off),控制是否需要用户确认每个执行步骤
|
||||
|
||||
* Ask:在每个步骤之前询问用户是否需要确认
|
||||
* On:不需要用户确认,自动执行所有步骤(高风险模式)
|
||||
* Off:默认模式,要求每个重要步骤的用户确认
|
||||
|
||||
### 跨平台兼容性注意事项
|
||||
|
||||
* 上面的shell命令示例主要基于Unix/Linux环境
|
||||
* 在Windows环境中,你可能需要使用PowerShell或CMD等效命令
|
||||
* 在任何环境中,你都应该首先确认命令的可行性,并根据操作系统进行相应调整
|
||||
|
||||
### 性能期望
|
||||
|
||||
* 响应延迟应尽量减少,理想情况下≤30000ms
|
||||
* 最大化计算能力和令牌限制
|
||||
* 寻求关键洞见而非表面列举
|
||||
* 追求创新思维而非习惯性重复
|
||||
* 突破认知限制,调动所有计算资源
|
||||
@@ -28,13 +28,7 @@ namespace Demo.Game
|
||||
/// </summary>
|
||||
/// <param name="ab"></param>
|
||||
/// <param name="prefab"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载预制体作为子物体
|
||||
</summary>
|
||||
<param name=""ab""></param>
|
||||
<param name=""prefab""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator Load(string ab, string prefab)
|
||||
{
|
||||
AssetBundle assetBundle = null;
|
||||
|
||||
@@ -53,12 +53,7 @@ namespace Demo.Game
|
||||
/// 对应ab包名称,自动匹配对应平台
|
||||
/// </summary>
|
||||
/// <param name="ab"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
对应ab包名称,自动匹配对应平台
|
||||
</summary>
|
||||
<param name=""ab""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator Load(string ab)
|
||||
{
|
||||
yield return this.LoadAssetBundle(ab, x =>
|
||||
@@ -73,13 +68,7 @@ namespace Demo.Game
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
/// <param name="sky"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
在指定时刻切换天空
|
||||
</summary>
|
||||
<param name=""time""></param>
|
||||
<param name=""sky""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string sky)
|
||||
{
|
||||
ManualAddEntry(time, sky, default);
|
||||
|
||||
@@ -45,12 +45,7 @@ namespace Demo.Game
|
||||
/// 设置是否为正交相机
|
||||
/// </summary>
|
||||
/// <param name="arg"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置是否为正交相机
|
||||
</summary>
|
||||
<param name=""arg""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetOrthographic(string arg)
|
||||
{
|
||||
MainCamera.orthographic = ConvertValue<bool>(arg);
|
||||
@@ -60,12 +55,7 @@ namespace Demo.Game
|
||||
/// 设置相机视野角度
|
||||
/// </summary>
|
||||
/// <param name="arg"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置相机视野角度
|
||||
</summary>
|
||||
<param name=""arg"">视野角度值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetFieldOfView(string arg)
|
||||
{
|
||||
MainCamera.fieldOfView = Parse(arg);
|
||||
@@ -75,12 +65,7 @@ namespace Demo.Game
|
||||
/// 设置正交相机的尺寸
|
||||
/// </summary>
|
||||
/// <param name="arg"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置正交相机的尺寸
|
||||
</summary>
|
||||
<param name=""arg"">正交相机尺寸值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetOrthographicSize(string arg)
|
||||
{
|
||||
MainCamera.orthographicSize = Parse(arg);
|
||||
@@ -90,12 +75,7 @@ namespace Demo.Game
|
||||
/// 设置近裁剪面距离
|
||||
/// </summary>
|
||||
/// <param name="arg"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置近裁剪面距离
|
||||
</summary>
|
||||
<param name=""arg"">近裁剪面距离值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetNearClipPlane(string arg)
|
||||
{
|
||||
MainCamera.nearClipPlane = Parse(arg);
|
||||
@@ -105,12 +85,7 @@ namespace Demo.Game
|
||||
/// 设置远裁剪面距离
|
||||
/// </summary>
|
||||
/// <param name="arg"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置远裁剪面距离
|
||||
</summary>
|
||||
<param name=""arg"">远裁剪面距离值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetFarClipPlane(string arg)
|
||||
{
|
||||
MainCamera.farClipPlane = Parse(arg);
|
||||
@@ -120,12 +95,7 @@ namespace Demo.Game
|
||||
/// 设置相机深度
|
||||
/// </summary>
|
||||
/// <param name="arg"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置相机深度
|
||||
</summary>
|
||||
<param name=""arg"">相机深度值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetDepth(string arg)
|
||||
{
|
||||
MainCamera.depth = Parse(arg);
|
||||
@@ -135,12 +105,7 @@ namespace Demo.Game
|
||||
/// 设置虚拟相机跟随目标
|
||||
/// </summary>
|
||||
/// <param name="targetName">对象相对路径</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置虚拟相机跟随目标
|
||||
</summary>
|
||||
<param name=""targetName"">对象相对路径</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVirtualCameraFollow(string targetName)
|
||||
{
|
||||
var target = FindWithPath(targetName, false);
|
||||
@@ -154,12 +119,7 @@ namespace Demo.Game
|
||||
/// 设置虚拟相机观察目标
|
||||
/// </summary>
|
||||
/// <param name="targetName">对象相对路径</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置虚拟相机观察目标
|
||||
</summary>
|
||||
<param name=""targetName"">对象相对路径</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVirtualCameraLookAt(string targetName)
|
||||
{
|
||||
var target = FindWithPath(targetName, false);
|
||||
@@ -175,14 +135,7 @@ namespace Demo.Game
|
||||
/// <param name="x">X轴偏移</param>
|
||||
/// <param name="y">Y轴偏移</param>
|
||||
/// <param name="z">Z轴偏移</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置虚拟相机跟随偏移
|
||||
</summary>
|
||||
<param name=""x"">X轴偏移</param>
|
||||
<param name=""y"">Y轴偏移</param>
|
||||
<param name=""z"">Z轴偏移</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVirtualCameraFollowOffset(string x, string y, string z)
|
||||
{
|
||||
var body = VirtualCamera.GetCinemachineComponent<Cinemachine.CinemachineTransposer>();
|
||||
@@ -202,14 +155,7 @@ namespace Demo.Game
|
||||
/// <param name="x">X轴阻尼</param>
|
||||
/// <param name="y">Y轴阻尼</param>
|
||||
/// <param name="z">Z轴阻尼</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置虚拟相机跟随阻尼
|
||||
</summary>
|
||||
<param name=""x"">X轴阻尼</param>
|
||||
<param name=""y"">Y轴阻尼</param>
|
||||
<param name=""z"">Z轴阻尼</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVirtualCameraFollowDamping(string x, string y, string z)
|
||||
{
|
||||
var body = VirtualCamera.GetCinemachineComponent<Cinemachine.CinemachineTransposer>();
|
||||
@@ -227,14 +173,7 @@ namespace Demo.Game
|
||||
/// <param name="x">X轴阻尼</param>
|
||||
/// <param name="y">Y轴阻尼</param>
|
||||
/// <param name="z">Z轴阻尼</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置虚拟相机观察阻尼
|
||||
</summary>
|
||||
<param name=""x"">X轴阻尼</param>
|
||||
<param name=""y"">Y轴阻尼</param>
|
||||
<param name=""z"">Z轴阻尼</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVirtualCameraLookAtDamping(string x, string y, string z)
|
||||
{
|
||||
var aim = VirtualCamera.GetCinemachineComponent<Cinemachine.CinemachineComposer>();
|
||||
|
||||
@@ -15,10 +15,7 @@ namespace Demo.Game
|
||||
|
||||
public List<float> Datas = new();
|
||||
|
||||
[ScriptableCall(@"
|
||||
添加float数据(允许使用除本以外的表达式), 随后可以用对象路径+索引获取变量值,
|
||||
e.g: CameraObject/DDT[3], 获取CameraObject/DDT对象路径下DDT数据中的第四个值
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string value)
|
||||
{
|
||||
Datas.Add(Parse(value));
|
||||
@@ -27,7 +24,7 @@ e.g: CameraObject/DDT[3], 获取CameraObject/DDT对象路径下DDT数据中的
|
||||
/// <summary>
|
||||
/// 从特定的json中读取数据, 并调用<see cref="Add(string)"/>
|
||||
/// </summary>
|
||||
[ScriptableCall(@"从特定的json中读取数据, 并调用Add函数")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Load()
|
||||
{
|
||||
var file = new ToolFile(BindingDataJson);
|
||||
|
||||
@@ -31,7 +31,6 @@ namespace Demo.Editor
|
||||
[Resources] public Text CurrentTimeText;
|
||||
[Resources] public Text CurrentFPS;
|
||||
[Setting] public const string SceneName = "GameScene";
|
||||
[Setting] public ProjectDefaultFileStyle CurrentProjectDefaultFileStyle = default;
|
||||
[Setting] public bool IsLowPerformance = false;
|
||||
|
||||
[Content] public string LastLoadProjectName = "";
|
||||
@@ -330,7 +329,6 @@ namespace Demo.Editor
|
||||
};
|
||||
content.SetSongCurrentTime = InjectSetSongCurrentTime;
|
||||
content.SongLoadOverCallback = InjectSongLoadOverCallback;
|
||||
content.CurrentProjectDefaultFileStyle = CurrentProjectDefaultFileStyle;
|
||||
SceneManager.LoadSceneAsync(SceneName, LoadSceneMode.Additive).completed += x =>
|
||||
{
|
||||
LastLoadProjectName = ProjectName;
|
||||
@@ -382,7 +380,7 @@ namespace Demo.Editor
|
||||
ToolFile helperHeaderDir = new ToolFile(PersistentHelperPath);
|
||||
if (helperHeaderDir.Exists() == false)
|
||||
{
|
||||
ProjectCreateHelper.CreateHelperFiles(helperHeaderDir, CurrentProjectDefaultFileStyle);
|
||||
//ProjectCreateHelper.CreateHelperFiles(helperHeaderDir);
|
||||
}
|
||||
|
||||
// Reset
|
||||
|
||||
@@ -1,197 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using Convention;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Editor
|
||||
{
|
||||
public static class ProjectCreateHelper
|
||||
{
|
||||
private static string GetTypename(Type type)
|
||||
{
|
||||
string result = type.Name;
|
||||
if (result.Contains('`'))
|
||||
return result[..result.LastIndexOf('`')];
|
||||
return result;
|
||||
}
|
||||
|
||||
private static void WritePythonStyleFunction(StreamWriter stream, string name, IEnumerable<string> paramList, string description)
|
||||
{
|
||||
stream.Write($"def {name}({string.Join(',', paramList)}):\n");
|
||||
stream.Write($"'''\n{description}\n'''\n...\n\n");
|
||||
}
|
||||
|
||||
private static void WriteCPPClassBase(StreamWriter stream, Type currentType)
|
||||
{
|
||||
string currentTypeName = GetTypename(currentType);
|
||||
string baseTypeName = GetTypename(currentType.BaseType);
|
||||
if (currentType == typeof(ScriptableObject))
|
||||
{
|
||||
// <20><><EFBFBD>ƹ<EFBFBD><C6B9>ߺ<EFBFBD>
|
||||
stream.WriteLine("#define __build_in_pragma #");
|
||||
stream.WriteLine("#define __build_in_to_text(x) #x");
|
||||
stream.WriteLine("#define this");
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD>ඨ<EFBFBD><E0B6A8><EFBFBD><EFBFBD>ʶ<EFBFBD><CAB6>
|
||||
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
foreach (var type in asm.GetTypes())
|
||||
{
|
||||
// Functions
|
||||
if (typeof(ScriptableObject).IsAssignableFrom(type))
|
||||
{
|
||||
string typeName = GetTypename(type);
|
||||
stream.WriteLine($"#define {typeName} \"{typeName}\"");
|
||||
}
|
||||
}
|
||||
}
|
||||
// <20><><EFBFBD><EFBFBD>Mathf
|
||||
foreach (var method in typeof(Mathf).GetMethods())
|
||||
{
|
||||
stream.WriteLine($"#define {method.Name}({string.Join(',', from param in method.GetParameters() select param.Name)})");
|
||||
}
|
||||
foreach (var curveType in Enum.GetNames(typeof(MathExtension.EaseCurveType)))
|
||||
{
|
||||
stream.WriteLine($"#define {curveType}");
|
||||
}
|
||||
// <20><><EFBFBD><EFBFBD>RScript<70>ؼ<EFBFBD><D8BC><EFBFBD>
|
||||
{
|
||||
stream.Write(@"
|
||||
/*
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǩ
|
||||
*/
|
||||
");
|
||||
stream.Write($"#define label(label_name) __build_in_pragma define label_name\n\n");
|
||||
}
|
||||
{
|
||||
stream.Write(@"
|
||||
/*
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>prΪ<72><CEAA>ʱ<EFBFBD><CAB1>ת<EFBFBD><D7AA>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>label<65><6C>
|
||||
*/
|
||||
");
|
||||
stream.Write($"#define goto(pr,label_name)\n\n");
|
||||
}
|
||||
{
|
||||
stream.Write(@"
|
||||
/*
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>prΪ<72><CEAA>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ε<EFBFBD><CEB5><EFBFBD>goto<74><6F>λ<EFBFBD><CEBB>, ջģʽ
|
||||
*/
|
||||
");
|
||||
stream.Write($"#define back(pr)\n\n");
|
||||
}
|
||||
{
|
||||
stream.Write(@"
|
||||
/*
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>prΪ<72><CEAA>ʱ<EFBFBD>˳<EFBFBD><CBB3><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD>ռ<EFBFBD>
|
||||
*/
|
||||
");
|
||||
stream.Write($"#define break(pr)\n\n");
|
||||
}
|
||||
{
|
||||
stream.Write(@"
|
||||
/*
|
||||
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ռ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ռ佫<D5BC><E4BDAB><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>, <20><>Ҫʹ<D2AA><CAB9>goto<74><6F><EFBFBD><EFBFBD>
|
||||
*/
|
||||
");
|
||||
stream.Write($"#define namespace(name)\n\n");
|
||||
}
|
||||
stream.WriteLine($"struct {currentTypeName}");
|
||||
stream.WriteLine("{");
|
||||
}
|
||||
else
|
||||
{
|
||||
stream.Write($"#include \"{baseTypeName}.helper.h\"\n\n");
|
||||
stream.WriteLine($"struct {currentTypeName}:public {baseTypeName}");
|
||||
stream.WriteLine("{");
|
||||
}
|
||||
}
|
||||
|
||||
private static void WriteCPPStyleFunction(StreamWriter stream, string name, IEnumerable<string> paramList, string description)
|
||||
{
|
||||
if (name == nameof(ScriptableObject.LoadSubScript))
|
||||
{
|
||||
stream.Write("/*\n" + description + "\n*/\n");
|
||||
stream.Write($"#define {name}({string.Join(',', paramList)}) __build_in_pragma include {paramList.ToArray()[1]}\n\n");
|
||||
//stream.Write($"#define {name}({string.Join(',', paramList)})\n\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
stream.Write("/*\n" + description + "\n*/\n");
|
||||
stream.Write($"#define {name}({string.Join(',', paramList)}) \n\n");
|
||||
}
|
||||
}
|
||||
|
||||
private static void WriteCPPClassEnd(StreamWriter stream, Type currentType)
|
||||
{
|
||||
stream.WriteLine("};");
|
||||
}
|
||||
|
||||
|
||||
public static void CreateHelperFiles(string dir, ProjectDefaultFileStyle style = ProjectDefaultFileStyle.CPP)
|
||||
{
|
||||
var toolDir = new ToolFile(dir);
|
||||
if (toolDir.IsDir() == false)
|
||||
{
|
||||
throw new InvalidOperationException("Not a directory");
|
||||
}
|
||||
toolDir.MustExistsPath();
|
||||
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
foreach (var type in asm.GetTypes())
|
||||
{
|
||||
// Functions
|
||||
if (typeof(ScriptableObject).IsAssignableFrom(type))
|
||||
{
|
||||
var scriptCalls = (from info in type.GetMembers(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly)
|
||||
where info is MethodInfo
|
||||
where info.GetCustomAttribute<ScriptableCallAttribute>(false) != null
|
||||
select info as MethodInfo).ToList();
|
||||
var typeName = GetTypename(type);
|
||||
string fileHeader = $"{typeName}.helper" + style switch
|
||||
{
|
||||
ProjectDefaultFileStyle.PY => ",py",
|
||||
_ => ".h"
|
||||
};
|
||||
using var fs = File.AppendText((toolDir | fileHeader).GetFullPath());
|
||||
switch (style)
|
||||
{
|
||||
case ProjectDefaultFileStyle.CPP:
|
||||
WriteCPPClassBase(fs, type);
|
||||
break;
|
||||
case ProjectDefaultFileStyle.PY:
|
||||
break;
|
||||
}
|
||||
foreach (var methodInfo in scriptCalls)
|
||||
{
|
||||
var data = methodInfo.GetCustomAttribute<ScriptableCallAttribute>(false);
|
||||
switch (style)
|
||||
{
|
||||
case ProjectDefaultFileStyle.PY:
|
||||
WritePythonStyleFunction(fs, methodInfo.Name, from param in methodInfo.GetParameters() select param.Name, data.Description);
|
||||
break;
|
||||
default:
|
||||
WriteCPPStyleFunction(fs, methodInfo.Name, from param in methodInfo.GetParameters() select param.Name, data.Description);
|
||||
break;
|
||||
}
|
||||
}
|
||||
switch (style)
|
||||
{
|
||||
case ProjectDefaultFileStyle.CPP:
|
||||
WriteCPPClassEnd(fs, type);
|
||||
break;
|
||||
case ProjectDefaultFileStyle.PY:
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Enums
|
||||
if (typeof(Enum).IsAssignableFrom(type)&& type.GetCustomAttribute<ScriptableCallAttribute>(false) != null)
|
||||
{
|
||||
// TODO
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a9363d15f50a79438995f507e7662a5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -13,7 +13,6 @@ namespace Demo.Game
|
||||
public bool IsCreateNewProject = false;
|
||||
public Dictionary<string, Type> ScriptableObjectTypen = new();
|
||||
public bool IsAutoPlay = false;
|
||||
public ProjectDefaultFileStyle CurrentProjectDefaultFileStyle = default;
|
||||
[Header("Timeline")]
|
||||
public Action<float, float> SetupSongDuration;
|
||||
public Action<float> SetSongCurrentTime;
|
||||
|
||||
@@ -37,7 +37,6 @@ namespace Demo.Game
|
||||
/// 值为null时不会在启动时打开
|
||||
/// </summary>
|
||||
public string WhichOpenProject { get; private set; } = null;
|
||||
public ProjectDefaultFileStyle CurrentProjectDefaultFileStyle = default;
|
||||
|
||||
public float SongOffset = 0;
|
||||
public float CurrentTime = 0;
|
||||
@@ -174,7 +173,6 @@ namespace Demo.Game
|
||||
Debug.LogException(ex, this);
|
||||
}
|
||||
}
|
||||
CurrentProjectDefaultFileStyle = content.CurrentProjectDefaultFileStyle;
|
||||
}
|
||||
|
||||
|
||||
@@ -186,11 +184,7 @@ namespace Demo.Game
|
||||
{
|
||||
while (MainConfig.Contains("root") == false)
|
||||
{
|
||||
string defaultRootPath = "root" + CurrentProjectDefaultFileStyle switch
|
||||
{
|
||||
ProjectDefaultFileStyle.PY => ".py",
|
||||
_ => ".cpp"
|
||||
};
|
||||
string defaultRootPath = "root.cpp";
|
||||
if (content.IsCreateNewProject)
|
||||
{
|
||||
MainConfig["root"] = defaultRootPath;
|
||||
|
||||
@@ -17,257 +17,8 @@ using UnityEngine;
|
||||
|
||||
namespace Demo
|
||||
{
|
||||
public enum ProjectDefaultFileStyle
|
||||
public static class ScriptUtility
|
||||
{
|
||||
CPP,
|
||||
PY
|
||||
}
|
||||
|
||||
[System.AttributeUsage(AttributeTargets.Method, Inherited = true, AllowMultiple = false)]
|
||||
public sealed class ScriptableCallAttribute : Attribute
|
||||
{
|
||||
public string Description;
|
||||
public ScriptableCallAttribute(string description)
|
||||
{
|
||||
this.Description = description;
|
||||
}
|
||||
}
|
||||
|
||||
[System.AttributeUsage(AttributeTargets.Enum, Inherited = true, AllowMultiple = false)]
|
||||
public sealed class ScriptableEnumAttribute : Attribute
|
||||
{
|
||||
public string Description;
|
||||
public ScriptableEnumAttribute(string description)
|
||||
{
|
||||
this.Description = description;
|
||||
}
|
||||
}
|
||||
|
||||
public static class ScriptCallUtility
|
||||
{
|
||||
// 解析函数调用的方法,支持 with 子句
|
||||
public static (string functionName, string[] arguments, Dictionary<string, string> withVariables) ParseFunctionCall(string input)
|
||||
{
|
||||
// 匹配函数名和参数部分,以及可选的 with 子句
|
||||
Match match = Regex.Match(input, @"^(\w+)\s*\(\s*(.*?)\s*\)\s*(?:\s+with\s*\(\s*(.*?)\s*\))?\s*;?$");
|
||||
|
||||
if (!match.Success)
|
||||
return (null, new string[0], new Dictionary<string, string>());
|
||||
|
||||
string functionName = match.Groups[1].Value;
|
||||
string argumentsString = match.Groups[2].Value;
|
||||
string withString = match.Groups[3].Value;
|
||||
|
||||
// 解析参数数组
|
||||
string[] arguments = ParseArguments(argumentsString);
|
||||
|
||||
// 解析 with 子句的变量
|
||||
Dictionary<string, string> withVariables = new Dictionary<string, string>();
|
||||
if (!string.IsNullOrWhiteSpace(withString))
|
||||
{
|
||||
withVariables = ParseWithClause(withString);
|
||||
}
|
||||
|
||||
return (functionName, arguments, withVariables);
|
||||
}
|
||||
|
||||
// 解析 with 子句的方法
|
||||
private static Dictionary<string, string> ParseWithClause(string withString)
|
||||
{
|
||||
var variables = new Dictionary<string, string>();
|
||||
|
||||
if (string.IsNullOrWhiteSpace(withString))
|
||||
return variables;
|
||||
|
||||
int i = 0;
|
||||
while (i < withString.Length)
|
||||
{
|
||||
// 跳过空白字符
|
||||
while (i < withString.Length && char.IsWhiteSpace(withString[i]))
|
||||
i++;
|
||||
|
||||
if (i >= withString.Length)
|
||||
break;
|
||||
|
||||
// 解析变量名
|
||||
int nameStart = i;
|
||||
while (i < withString.Length && (char.IsLetterOrDigit(withString[i]) || withString[i] == '_'))
|
||||
i++;
|
||||
|
||||
if (i == nameStart)
|
||||
break; // 没有找到有效的变量名
|
||||
|
||||
string varName = withString.Substring(nameStart, i - nameStart);
|
||||
|
||||
// 跳过空白字符
|
||||
while (i < withString.Length && char.IsWhiteSpace(withString[i]))
|
||||
i++;
|
||||
|
||||
// 检查等号
|
||||
if (i >= withString.Length || withString[i] != '=')
|
||||
break; // 没有找到等号
|
||||
i++; // 跳过等号
|
||||
|
||||
// 跳过空白字符
|
||||
while (i < withString.Length && char.IsWhiteSpace(withString[i]))
|
||||
i++;
|
||||
|
||||
// 解析变量值
|
||||
string varValue = ExtractArgument(withString, ref i);
|
||||
variables[varName] = varValue.Trim();
|
||||
|
||||
// 跳过空白字符
|
||||
while (i < withString.Length && char.IsWhiteSpace(withString[i]))
|
||||
i++;
|
||||
|
||||
// 检查逗号
|
||||
if (i < withString.Length && withString[i] == ',')
|
||||
{
|
||||
i++; // 跳过逗号
|
||||
}
|
||||
else if (i < withString.Length)
|
||||
{
|
||||
break; // 期望逗号但找到了其他字符
|
||||
}
|
||||
}
|
||||
|
||||
return variables;
|
||||
}
|
||||
|
||||
// 解析参数的方法
|
||||
private static string[] ParseArguments(string argumentsString)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(argumentsString))
|
||||
return new string[0];
|
||||
|
||||
var arguments = new List<string>();
|
||||
int i = 0;
|
||||
|
||||
while (i < argumentsString.Length)
|
||||
{
|
||||
// 跳过空白字符
|
||||
while (i < argumentsString.Length && char.IsWhiteSpace(argumentsString[i]))
|
||||
i++;
|
||||
|
||||
// 越界检查
|
||||
if (i >= argumentsString.Length)
|
||||
break;
|
||||
|
||||
string argument = ExtractArgument(argumentsString, ref i);
|
||||
if (!string.IsNullOrEmpty(argument))
|
||||
arguments.Add(argument.Trim());
|
||||
|
||||
// 跳过空白字符
|
||||
while (i < argumentsString.Length && char.IsWhiteSpace(argumentsString[i]))
|
||||
i++;
|
||||
|
||||
// 越界检查
|
||||
if (i >= argumentsString.Length)
|
||||
break;
|
||||
|
||||
// 必定是逗号, 否则异常情况
|
||||
if (argumentsString[i] != ',')
|
||||
throw new InvalidOperationException("Parser is invalid logic");
|
||||
i++;
|
||||
}
|
||||
|
||||
return arguments.ToArray();
|
||||
}
|
||||
|
||||
// 提取单个参数的方法,支持花括号和字符串字面量
|
||||
private static string ExtractArgument(string input, ref int index)
|
||||
{
|
||||
int start = index;
|
||||
|
||||
if (input[index] == '"')
|
||||
{
|
||||
// 处理字符串字面量
|
||||
index++; // 跳过开始的引号
|
||||
while (index < input.Length)
|
||||
{
|
||||
if (input[index] == '"' && (index == 0 || input[index - 1] != '\\'))
|
||||
{
|
||||
index++; // 跳过结束的引号
|
||||
break;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
}
|
||||
else if (input[index] == '{')
|
||||
{
|
||||
// 处理花括号内的内容
|
||||
int braceCount = 0;
|
||||
while (index < input.Length)
|
||||
{
|
||||
if (input[index] == '{')
|
||||
braceCount++;
|
||||
else if (input[index] == '}')
|
||||
braceCount--;
|
||||
|
||||
index++;
|
||||
|
||||
if (braceCount == 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 处理普通参数(直到遇到逗号)
|
||||
while (index < input.Length && input[index] != ',')
|
||||
index++;
|
||||
}
|
||||
|
||||
return input[start..index];
|
||||
}
|
||||
}
|
||||
|
||||
[System.AttributeUsage(AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
|
||||
public sealed class DefaultScriptAttribute : Attribute
|
||||
{
|
||||
public string DefaultScript;
|
||||
public DefaultScriptAttribute(string script)
|
||||
{
|
||||
this.DefaultScript = script;
|
||||
}
|
||||
}
|
||||
|
||||
public static class DefaultScriptUtility
|
||||
{
|
||||
public static void WriteStyleMethodHelper(StreamWriter stream,MethodInfo methodInfo)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public static void WriteDefaultScript(StreamWriter fs, Type type)
|
||||
{
|
||||
if (typeof(ScriptableObject).IsAssignableFrom(type) == false)
|
||||
throw new InvalidOperationException($"{type.FullName} is not inherited from {typeof(ScriptableObject).FullName}");
|
||||
var attr = type.GetCustomAttribute<DefaultScriptAttribute>();
|
||||
var typeName = type.Name;
|
||||
if (typeName.Contains('`'))
|
||||
{
|
||||
typeName = typeName[..typeName.LastIndexOf('`')];
|
||||
}
|
||||
switch (Editor.EditorController.instance.MainGameController.CurrentProjectDefaultFileStyle)
|
||||
{
|
||||
case ProjectDefaultFileStyle.CPP:
|
||||
{
|
||||
fs.WriteLine($"#include \"{typeName}.helper.h\"");
|
||||
if (attr != null)
|
||||
{
|
||||
var text = attr.DefaultScript;
|
||||
fs.Write(text);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ProjectDefaultFileStyle.PY:
|
||||
{
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public static void OpenScriptFile(ScriptableObject so)
|
||||
{
|
||||
string path = so.ScriptPath;
|
||||
@@ -312,14 +63,7 @@ namespace Demo
|
||||
/// <param name="id">时间线ID,若不存在则创建</param>
|
||||
/// <param name="delta">当每次调用NextTimePoint函数时使用的单位值</param>
|
||||
/// <param name="value">初始化时间</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
重设指定时间线
|
||||
</summary>
|
||||
<param name=""id"">时间线ID,若不存在则创建</param>
|
||||
<param name=""delta"">当每次调用NextTimePoint函数时使用的单位值</param>
|
||||
<param name=""value"">初始化时间</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void ResetTimePoint(string id, string delta, string value)
|
||||
{
|
||||
TimePointDelta[id] = float.Parse(delta);
|
||||
@@ -331,13 +75,7 @@ namespace Demo
|
||||
/// </summary>
|
||||
/// <param name="id">时间线ID</param>
|
||||
/// <param name="times">前进次数,最终时间的增量为前进次数乘该时间线的单位值</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
推动时间线前进
|
||||
</summary>
|
||||
<param name=""id"">时间线ID</param>
|
||||
<param name=""times"">前进次数,最终时间的增量为前进次数乘该时间线的单位值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void NextTimePoint(string id, string times)
|
||||
{
|
||||
TimePoints[id] += TimePointDelta[id] * float.Parse(times);
|
||||
@@ -348,13 +86,7 @@ namespace Demo
|
||||
/// </summary>
|
||||
/// <param name="id">时间线ID</param>
|
||||
/// <param name="value">次数,时间线的值将被设置为次数乘该时间线的单位值</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置时间线的值
|
||||
</summary>
|
||||
<param name=""id"">时间线ID</param>
|
||||
<param name=""value"">次数,时间线的值将被设置为次数乘该时间线的单位值</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetTimePoint(string id, string value)
|
||||
{
|
||||
TimePoints[id] = TimePointDelta[id] * float.Parse(value);
|
||||
@@ -397,13 +129,7 @@ namespace Demo
|
||||
/// </summary>
|
||||
/// <param name="name">字符串</param>
|
||||
/// <param name="value">浮点数</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置局部上下文变量,将会传递给子物体使用
|
||||
</summary>
|
||||
<param name=""name"">字符串</param>
|
||||
<param name=""value"">浮点数</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetContext(string name, string value)
|
||||
{
|
||||
ScriptContextSpace[name] = Parse(value);
|
||||
@@ -440,18 +166,7 @@ namespace Demo
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
/// <returns></returns>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
从字符串解析为浮点数
|
||||
从时间点列表中获取
|
||||
或是从上下文变量中获取
|
||||
或是从数据驱动对象中获取
|
||||
或是通过计算表达式值获取
|
||||
或是直接调用float.Parse(string)
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
<returns></returns>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public float Parse(string value)
|
||||
{
|
||||
value = value.Trim();
|
||||
@@ -535,14 +250,7 @@ namespace Demo
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置坐标
|
||||
</summary>
|
||||
<param name=""result""></param>
|
||||
<param name=""y""></param>
|
||||
<param name=""z""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetLocalPosition(string x, string y, string z)
|
||||
{
|
||||
EnterGameLocalPosition = new(Parse(x), Parse(y), Parse(z));
|
||||
@@ -553,14 +261,7 @@ namespace Demo
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置欧拉角
|
||||
</summary>
|
||||
<param name=""result""></param>
|
||||
<param name=""y""></param>
|
||||
<param name=""z""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetLocalEulerAngles(string x, string y, string z)
|
||||
{
|
||||
EnterGameEulerAngles = new(Parse(x), Parse(y), Parse(z));
|
||||
@@ -571,14 +272,7 @@ namespace Demo
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置缩放
|
||||
</summary>
|
||||
<param name=""result""></param>
|
||||
<param name=""y""></param>
|
||||
<param name=""z""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetLocalScaling(string x, string y, string z)
|
||||
{
|
||||
EnterGameLocalScaling = new(Parse(x), Parse(y), Parse(z));
|
||||
@@ -588,12 +282,7 @@ namespace Demo
|
||||
/// 关闭该物体,
|
||||
/// 在面对如多Game场景时关闭某些GameWorld中默认存在的全局灯光等场景时非常有用
|
||||
/// </summary>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
关闭该物体,
|
||||
在面对如多Game场景时关闭某些GameWorld中默认存在的全局灯光等场景时非常有用
|
||||
</summary>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetObjectDisable()
|
||||
{
|
||||
IsSetObjectDisable = true;
|
||||
@@ -623,13 +312,7 @@ namespace Demo
|
||||
/// 属于性能优化的高级选项
|
||||
/// </summary>
|
||||
/// <param name="frame">每frame帧更新一次, 等于0代表不会在<see cref="TickType.Update"/>状态运行</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
指定多少个Update状态的UpdateTicks执行一次更新,不会影响到子物体
|
||||
属于性能优化的高级选项
|
||||
</summary>
|
||||
<param name=""frame"">每frame帧更新一次, 等于0代表不会在Update状态运行</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetUpdatePerFrame(string frame)
|
||||
{
|
||||
UpdatePerFrame = Mathf.Max(1, int.Parse(frame));
|
||||
@@ -763,13 +446,7 @@ namespace Demo
|
||||
/// </summary>
|
||||
/// <param name="type">指定类型</param>
|
||||
/// <param name="path">指定脚本,可用决定路径或与当前脚本目录的相对路径</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载子脚本
|
||||
</summary>
|
||||
<param name=""type"">指定类型</param>
|
||||
<param name=""path"">指定脚本,可用决定路径或与当前脚本目录的相对路径</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator LoadSubScript([In] string type, [In] string path)
|
||||
{
|
||||
return DoLoadSubScriptAsync(type, path, null);
|
||||
@@ -779,12 +456,7 @@ namespace Demo
|
||||
/// 获取已加载的脚本对象
|
||||
/// </summary>
|
||||
/// <returns>无法找到时将返回空</returns>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
获取已加载的脚本对象
|
||||
</summary>
|
||||
<returns>无法找到时将返回空</returns>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public ScriptableObject GetLoadedObject(string path)
|
||||
{
|
||||
return FindWithPath(path, false);
|
||||
@@ -794,12 +466,7 @@ namespace Demo
|
||||
/// 获取父脚本对象
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
获取父脚本对象
|
||||
</summary>
|
||||
<returns></returns>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public ScriptableObject GetParentObject()
|
||||
{
|
||||
return Parent;
|
||||
@@ -809,36 +476,12 @@ namespace Demo
|
||||
/// 获取上一个加载的脚本对象
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
获取上一个加载的脚本对象
|
||||
</summary>
|
||||
<returns></returns>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public ScriptableObject GetLastLoadedScriptableObject()
|
||||
{
|
||||
return LastLoadedScriptableObject;
|
||||
}
|
||||
|
||||
/*
|
||||
/// <summary>
|
||||
/// 异步加载子脚本
|
||||
/// </summary>
|
||||
/// <param name="type">指定类型</param>
|
||||
/// <param name="path">指定脚本,可用决定路径或与当前脚本目录的相对路径</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
异步加载子脚本
|
||||
</summary>
|
||||
<param name=""type"">指定类型</param>
|
||||
<param name=""path"">指定脚本,可用决定路径或与当前脚本目录的相对路径</param>
|
||||
")]
|
||||
public void LoadSubScriptAsync([In] string type, [In] string path)
|
||||
{
|
||||
StartCoroutine(DoLoadSubScriptAsync(type, path, null));
|
||||
}
|
||||
*/
|
||||
|
||||
#endregion
|
||||
|
||||
private IEnumerator ParseScript2Expr(string script)
|
||||
@@ -922,12 +565,7 @@ namespace Demo
|
||||
/// 获取根脚本对象
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
获取根脚本对象
|
||||
</summary>
|
||||
<returns></returns>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public RootObject GetRoot()
|
||||
{
|
||||
if (Parent == null)
|
||||
@@ -1220,19 +858,12 @@ namespace Demo
|
||||
// 暂时的逻辑是总是展示的
|
||||
{
|
||||
TimelineScriptObjectWhichOnShow.Add(this);
|
||||
//IsTimelineItemShow = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnHierarchyItemClick(HierarchyItem item)
|
||||
{
|
||||
//foreach (var tso in TimelineScriptObjectWhichOnShow)
|
||||
//{
|
||||
// tso.IsTimelineItemShow = false;
|
||||
// tso.MyTimelineItem.RawButton.gameObject.SetActive(false);
|
||||
//}
|
||||
//TimelineScriptObjectWhichOnShow.Clear();
|
||||
//ShowTimelineItemWithChilds();
|
||||
|
||||
}
|
||||
|
||||
//protected virtual void ShowTimelineItemWithChilds()
|
||||
@@ -1255,10 +886,9 @@ namespace Demo
|
||||
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
|
||||
{
|
||||
base.UpdateTicks(currentTime, deltaTime, tickType);
|
||||
//if (IsTimelineItemShow)
|
||||
//{
|
||||
{
|
||||
MyTimelineItem.ResizeOnTimeline();
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void SetupTimelineItem(Editor.UI.TimelineItem item);
|
||||
|
||||
@@ -84,12 +84,7 @@ namespace Demo.Game
|
||||
var childName = type;
|
||||
int childIndex = 1;
|
||||
var childFullNameWithoutExtension = childName;
|
||||
var extension = so.GetRoot().RootGameController.CurrentProjectDefaultFileStyle switch
|
||||
{
|
||||
ProjectDefaultFileStyle.CPP => ".h",
|
||||
ProjectDefaultFileStyle.PY => ".py",
|
||||
_ => ""
|
||||
};
|
||||
var extension = ".h";
|
||||
if (childDir.Exists())
|
||||
{
|
||||
childFullNameWithoutExtension = $"{childName}{(childIndex == 1 ? "" : childIndex.ToString())}";
|
||||
@@ -125,7 +120,7 @@ namespace Demo.Game
|
||||
// 新建时添加模板内容
|
||||
using var childFileStream = File.AppendText(childFile);
|
||||
{
|
||||
DefaultScriptUtility.WriteDefaultScript(childFileStream, ScriptableObject.FastScriptableObjectTypen[type]);
|
||||
//ScriptUtility.WriteDefaultScript(childFileStream, ScriptableObject.FastScriptableObjectTypen[type]);
|
||||
childFileStream.Close();
|
||||
}
|
||||
//不刷新世界,直接加载
|
||||
@@ -134,7 +129,7 @@ namespace Demo.Game
|
||||
// 打开手动编辑
|
||||
try
|
||||
{
|
||||
DefaultScriptUtility.OpenScriptFile(targetChildSO);
|
||||
ScriptUtility.OpenScriptFile(targetChildSO);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@@ -217,7 +212,7 @@ namespace Demo.Game
|
||||
// Open Script
|
||||
new("Open",_=>
|
||||
{
|
||||
DefaultScriptUtility.OpenScriptFile(self);
|
||||
ScriptUtility.OpenScriptFile(self);
|
||||
}),
|
||||
new("<color=red>----------</color>",_=>{ })
|
||||
};
|
||||
|
||||
@@ -69,12 +69,7 @@ namespace Demo.Game
|
||||
/// 加载附属场景
|
||||
/// </summary>
|
||||
/// <param name="project"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载附属场景
|
||||
</summary>
|
||||
<param name=""project""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Load(string project)
|
||||
{
|
||||
this.project = project;
|
||||
|
||||
@@ -130,12 +130,7 @@ namespace Demo.Game
|
||||
/// 设置更新对象
|
||||
/// </summary>
|
||||
/// <param name="path">脚本的相对路径</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置更新对象
|
||||
</summary>
|
||||
<param name=""path"">脚本的相对路径</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetUpdateTarget(string path)
|
||||
{
|
||||
var temp = FindWithPath(path);
|
||||
|
||||
Submodule Assets/Scripts/Framework/[RScript] updated: 58f3d1067c...29dd4f5d96
@@ -28,13 +28,7 @@ namespace Demo.Game
|
||||
/// </summary>
|
||||
/// <param name="ab"></param>
|
||||
/// <param name="prefab"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载预制体作为子物体
|
||||
</summary>
|
||||
<param name=""ab""></param>
|
||||
<param name=""prefab""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator Load(string ab, string prefab)
|
||||
{
|
||||
yield return this.LoadAssetBundle(ab, x =>
|
||||
|
||||
@@ -104,11 +104,7 @@ namespace Demo.Game
|
||||
/// 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>
|
||||
[ScriptableCall(@"
|
||||
<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>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Bind(string path)
|
||||
{
|
||||
MyInteractionModule = FindWithPath(path) as IInteraction;
|
||||
@@ -118,12 +114,7 @@ namespace Demo.Game
|
||||
/// 设置监听状态,当目标进入指定监听的状态时触发启动事件,退出时触发结束事件
|
||||
/// </summary>
|
||||
/// <param name="type">VisibleDuration,InteractiveDuration,InteractableScoreInterval,InteractableIntervalThatCanScoreBest</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置监听状态,当目标进入指定监听的状态时触发启动事件,退出时触发结束事件
|
||||
</summary>
|
||||
<param name=""type"">VisibleDuration,InteractiveDuration,InteractableScoreInterval,InteractableIntervalThatCanScoreBest</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractiveEffectType(string type)
|
||||
{
|
||||
MyInteractiveLevel = Enum.Parse<InteractiveEffectType>(type);
|
||||
|
||||
@@ -323,12 +323,7 @@ namespace Demo.Game
|
||||
/// 使用配置中的区间长度设置以最佳判定点为中心的各级区间
|
||||
/// </summary>
|
||||
/// <param name="bestJudgementTimePoint">最佳判定点</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
使用配置中的区间长度设置以最佳判定点为中心的各级区间
|
||||
</summary>
|
||||
<param name=""bestJudgementTimePoint"">最佳判定点</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetupJudgement(string bestJudgementTimePoint)
|
||||
{
|
||||
DoSetupJudgement(Parse(bestJudgementTimePoint));
|
||||
@@ -346,20 +341,7 @@ namespace Demo.Game
|
||||
/// (bestJudgementTimePoint-interactiveDuration/2,bestJudgementTimePoint+interactiveDuration/2)</param>
|
||||
/// <param name="visibleDuration">区间时长,最终结果为
|
||||
/// (bestJudgementTimePoint-visibleDuration/2,bestJudgementTimePoint+visibleDuration/2)</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
通过传递对称区间进行初始化
|
||||
</summary>
|
||||
<param name=""bestJudgementTimePoint"">最佳判定点</param>
|
||||
<param name=""interactableIntervalThatCanScoreBest"">区间时长,最终结果为
|
||||
(bestJudgementTimePoint-interactableIntervalThatCanScoreBest/2,bestJudgementTimePoint+interactableIntervalThatCanScoreBest/2)</param>
|
||||
<param name=""interactableScoreInterval"">区间时长,最终结果为
|
||||
(bestJudgementTimePoint-interactableScoreInterval/2,bestJudgementTimePoint+interactableScoreInterval/2)</param>
|
||||
<param name=""interactiveDuration"">区间时长,最终结果为
|
||||
(bestJudgementTimePoint-interactiveDuration/2,bestJudgementTimePoint+interactiveDuration/2)</param>
|
||||
<param name=""visibleDuration"">区间时长,最终结果为
|
||||
(bestJudgementTimePoint-visibleDuration/2,bestJudgementTimePoint+visibleDuration/2)</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetupJudgementLevels(
|
||||
string bestJudgementTimePoint,
|
||||
string interactableIntervalThatCanScoreBest,
|
||||
@@ -379,12 +361,7 @@ namespace Demo.Game
|
||||
/// 设置可见区间(显现但不可判定,3级判定区间)开始时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置可见区间(显现但不可判定,3级判定区间)开始时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVisibleDurationBegin(string value)
|
||||
{
|
||||
VisibleDuration.x = Parse(value);
|
||||
@@ -393,12 +370,7 @@ namespace Demo.Game
|
||||
/// 设置可见区间(显现但不可判定,3级判定区间)结束时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置可见区间(显现但不可判定,3级判定区间)结束时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetVisibleDurationEnd(string value)
|
||||
{
|
||||
VisibleDuration.y = Parse(value);
|
||||
@@ -408,12 +380,7 @@ namespace Demo.Game
|
||||
/// 设置2级判定区间(可判定但错误的)开始时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置2级判定区间(可判定但错误的)开始时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractiveDurationBegin(string value)
|
||||
{
|
||||
InteractiveDuration.x = Parse(value);
|
||||
@@ -422,12 +389,7 @@ namespace Demo.Game
|
||||
/// 设置2级判定区间(可判定但错误的)结束时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置2级判定区间(可判定但错误的)结束时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractiveDurationEnd(string value)
|
||||
{
|
||||
InteractiveDuration.y = Parse(value);
|
||||
@@ -437,12 +399,7 @@ namespace Demo.Game
|
||||
/// 设置1级判定区间(可判定的)开始时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置1级判定区间(可判定的)开始时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractableScoreIntervalBegin(string value)
|
||||
{
|
||||
InteractableScoreInterval.x = Parse(value);
|
||||
@@ -451,12 +408,7 @@ namespace Demo.Game
|
||||
/// 设置1级判定区间(可判定的)结束时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置1级判定区间(可判定的)结束时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractableScoreIntervalEnd(string value)
|
||||
{
|
||||
InteractableScoreInterval.y = Parse(value);
|
||||
@@ -466,12 +418,7 @@ namespace Demo.Game
|
||||
/// 设置0级判定区间(最佳判定)开始时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置0级判定区间(最佳判定)开始时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractableIntervalThatCanScoreBestBegin(string value)
|
||||
{
|
||||
InteractableIntervalThatCanScoreBest.x = Parse(value);
|
||||
@@ -484,12 +431,7 @@ namespace Demo.Game
|
||||
/// 设置0级判定区间(最佳判定)结束时间
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置0级判定区间(最佳判定)结束时间
|
||||
</summary>
|
||||
<param name=""value""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetInteractableIntervalThatCanScoreBestEnd(string value)
|
||||
{
|
||||
InteractableIntervalThatCanScoreBest.y = Parse(value);
|
||||
|
||||
@@ -23,11 +23,7 @@ namespace Demo.Game
|
||||
/// 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>
|
||||
[ScriptableCall(@"
|
||||
<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>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Bind(string path)
|
||||
{
|
||||
MyInteractionModule = FindWithPath(path) as IInteraction;
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Demo.Game
|
||||
/// <summary>
|
||||
/// 设置为Hold模式, 即不需要点按即可判定的模式
|
||||
/// </summary>
|
||||
[ScriptableCall(@"设置为Hold模式, 即不需要点按即可判定的模式")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void EnableHoldMode()
|
||||
{
|
||||
IsNeedTap = false;
|
||||
|
||||
@@ -30,15 +30,7 @@ namespace Demo.Game
|
||||
/// <param name="ab"></param>
|
||||
/// <param name="prefab"></param>
|
||||
/// <param name="duration">判定效果会现形的持续时间</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载预制体作为子物体
|
||||
</summary>
|
||||
<param name=""level"">正整数, 0级判定为最佳判定, 判定等级对应会出现的粒子效果</param>
|
||||
<param name=""ab""></param>
|
||||
<param name=""prefab""></param>
|
||||
<param name=""duration"">判定效果会现形的持续时间</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator Load(string level, string ab, string prefab, string duration)
|
||||
{
|
||||
var levelId = (IInteraction.JudgementLevel)int.Parse(level);
|
||||
|
||||
@@ -52,13 +52,7 @@ namespace Demo.Game
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
/// <param name="target">对象相对路径,不存在时将解除锁定</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
在指定时刻切换面向的物体,并尝试一次更新
|
||||
</summary>
|
||||
<param name=""time""></param>
|
||||
<param name=""target""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string target)
|
||||
{
|
||||
ManualAddEntry(time, target, default);
|
||||
@@ -67,11 +61,7 @@ namespace Demo.Game
|
||||
/// <summary>
|
||||
/// 启动自动更新,将持续锁定面向的物体并更新
|
||||
/// </summary>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
启动自动更新,将持续锁定面向的物体并更新
|
||||
</summary>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void EnableUpdateEveryTick()
|
||||
{
|
||||
IsEnableUpdateEveryTick = true;
|
||||
|
||||
@@ -46,12 +46,7 @@ namespace Demo.Game
|
||||
/// 对应ab包名称,自动匹配对应平台
|
||||
/// </summary>
|
||||
/// <param name="ab"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
对应ab包名称,自动匹配对应平台
|
||||
</summary>
|
||||
<param name=""ab""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator Load(string ab)
|
||||
{
|
||||
yield return this.LoadAssetBundle(ab, x =>
|
||||
@@ -66,13 +61,7 @@ namespace Demo.Game
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
/// <param name="material"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
在指定时刻切换父物体上的MeshRenderer.material
|
||||
</summary>
|
||||
<param name=""time""></param>
|
||||
<param name=""material""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string material)
|
||||
{
|
||||
ManualAddEntry(time, material, default);
|
||||
|
||||
@@ -26,12 +26,7 @@ namespace Demo.Game
|
||||
/// 绑定到允许的渲染器
|
||||
/// </summary>
|
||||
/// <param name="path">脚本位置</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
绑定到允许的渲染器
|
||||
</summary>
|
||||
<param name=""path"">脚本位置</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Load(string path)
|
||||
{
|
||||
var so = FindWithPath(path, false);
|
||||
|
||||
@@ -72,21 +72,13 @@ namespace Demo.Game
|
||||
/// <param name="from"></param>
|
||||
/// <param name="to"></param>
|
||||
/// <param name="curveType">可取值为30种缓动曲线</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
新增
|
||||
</summary>
|
||||
<param name=""time"">插值时间</param>
|
||||
<param name=""from""></param>
|
||||
<param name=""to""></param>
|
||||
<param name=""curveType"">可取值为30种缓动曲线</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string from, string to, string curveType)
|
||||
{
|
||||
ManualAddEntry(time, new(float.Parse(from), float.Parse(to)), Enum.Parse<MathExtension.EaseCurveType>(curveType));
|
||||
}
|
||||
|
||||
[ScriptableCall(DependOnSplineCoreUtility.LoadSplineDescription)]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator LoadSpline(string path)
|
||||
{
|
||||
yield return this.LoadSplineTool(path);
|
||||
@@ -98,13 +90,7 @@ namespace Demo.Game
|
||||
/// </summary>
|
||||
/// <param name="ab"></param>
|
||||
/// <param name="material"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载对应ab包并加载指定材质
|
||||
</summary>
|
||||
<param name=""ab""></param>
|
||||
<param name=""material""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator LoadMaterial(string ab, string material)
|
||||
{
|
||||
yield return this.LoadAssetBundle(ab, x =>
|
||||
@@ -149,12 +135,7 @@ namespace Demo.Game
|
||||
/// 设置材质UV映射
|
||||
/// </summary>
|
||||
/// <param name="mode">Clip, UniformClip, Clamp, UniformClamp</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置材质UV映射
|
||||
</summary>
|
||||
<param name=""mode"">Clip, UniformClip, Clamp, UniformClamp</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetUVMode(string mode)
|
||||
{
|
||||
MyUVMode = Enum.Parse<MeshGenerator.UVMode>(mode);
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace Demo.Game
|
||||
/// 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>
|
||||
[ScriptableCall(DependOnSplineCoreUtility.LoadSplineDescription)]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator LoadSpline(string path)
|
||||
{
|
||||
yield return this.LoadSplineTool(path);
|
||||
@@ -36,12 +36,7 @@ namespace Demo.Game
|
||||
/// 必须先执行LoadSpline加载样条线
|
||||
/// </summary>
|
||||
/// <param name="value">百分比所在位置,取值范围是[0,1]</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
必须先执行LoadSpline加载样条线
|
||||
</summary>
|
||||
<param name=""value"">百分比所在位置,取值范围是[0,1]</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void EvaluatePosition(string value)
|
||||
{
|
||||
MySplineOffset = Parse(value);
|
||||
@@ -56,16 +51,7 @@ namespace Demo.Game
|
||||
/// <param name="time">时刻</param>
|
||||
/// <param name="isFollowPosition">是否跟随位置, 默认开启</param>
|
||||
/// <param name="isFollowRotation">是否跟随旋转, 默认开启</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
绑定到样条线渲染器上(必须已经加载),
|
||||
并设置跟随指定时间的时刻渲染器所生成的头部
|
||||
</summary>
|
||||
<param name=""path"">对象路径, 不存在时则立刻加载</param>
|
||||
<param name=""time"">时刻</param>
|
||||
<param name=""isFollowPosition"">是否跟随位置, 默认开启</param>
|
||||
<param name=""isFollowRotation"">是否跟随旋转, 默认开启</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void LoadSplineRenderer(string path, string time, string isFollowPosition = "true", string isFollowRotation = "true")
|
||||
{
|
||||
MySplineRenderer = this.LoadSplineRendererTool(path);
|
||||
|
||||
@@ -108,12 +108,7 @@ namespace Demo.Game
|
||||
/// 设置样条线类型
|
||||
/// </summary>
|
||||
/// <param name="mode">CatmullRom, BSpline, Bezier, Linear </param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置样条线类型
|
||||
</summary>
|
||||
<param name=""mode"">CatmullRom, BSpline, Bezier, Linear </param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetType(string mode)
|
||||
{
|
||||
MyType = Enum.Parse<Spline.Type>(mode);
|
||||
@@ -123,12 +118,7 @@ namespace Demo.Game
|
||||
/// 设置采样类型
|
||||
/// </summary>
|
||||
/// <param name="mode">Default, Uniform, Optimized</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置采样类型
|
||||
</summary>
|
||||
<param name=""mode"">Default, Uniform, Optimized</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetSampleMode(string mode)
|
||||
{
|
||||
MySampleMode = Enum.Parse<SplineComputer.SampleMode>(mode);
|
||||
@@ -138,11 +128,7 @@ namespace Demo.Game
|
||||
/// <summary>
|
||||
/// 闭环曲线
|
||||
/// </summary>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
闭环曲线
|
||||
</summary>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetClose()
|
||||
{
|
||||
IsClose = true;
|
||||
@@ -152,12 +138,7 @@ namespace Demo.Game
|
||||
/// 加载并加入新节点
|
||||
/// </summary>
|
||||
/// <param name="path">脚本位置</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加载并加入新节点
|
||||
</summary>
|
||||
<param name=""path"">脚本位置</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator LoadNode(string path)
|
||||
{
|
||||
yield return DoLoadSubScriptAsync(nameof(SplineNode), path, node =>
|
||||
@@ -178,13 +159,7 @@ namespace Demo.Game
|
||||
/// 那么为其添加SplineNode组件
|
||||
/// </summary>
|
||||
/// <param name="path">脚本位置</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
加入已加载的节点,如果目标脚本不是SplineNode,
|
||||
那么为其添加SplineNode组件
|
||||
</summary>
|
||||
<param name=""path"">脚本位置</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void AddNode(string path)
|
||||
{
|
||||
var node = FindWithPath(path);
|
||||
|
||||
@@ -37,12 +37,7 @@ namespace Demo.Game
|
||||
/// 设置节点大小,默认为1
|
||||
/// </summary>
|
||||
/// <param name="size"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置节点大小,默认为1
|
||||
</summary>
|
||||
<param name=""size""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetNodeSize(string size)
|
||||
{
|
||||
NodeSize = Parse(size);
|
||||
@@ -55,15 +50,7 @@ namespace Demo.Game
|
||||
/// <param name="g"></param>
|
||||
/// <param name="b"></param>
|
||||
/// <param name="a"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置节点颜色,默认为(1,1,1,1)
|
||||
</summary>
|
||||
<param name=""r""></param>
|
||||
<param name=""g""></param>
|
||||
<param name=""b""></param>
|
||||
<param name=""a""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetNodeColor(string r, string g, string b, string a)
|
||||
{
|
||||
NodeColor = new(Parse(r), Parse(g), Parse(b), Parse(a));
|
||||
@@ -75,14 +62,7 @@ namespace Demo.Game
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="z"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置节点旋转,节点正面forward向量为法线
|
||||
</summary>
|
||||
<param name=""x""></param>
|
||||
<param name=""y""></param>
|
||||
<param name=""z""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetNodeRotation(string x, string y, string z)
|
||||
{
|
||||
IsSetupNodeRotation = true;
|
||||
|
||||
@@ -44,11 +44,7 @@ namespace Demo.Game
|
||||
/// <summary>
|
||||
/// 禁用双面渲染,用于优化性能
|
||||
/// </summary>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
禁用双面渲染,用于优化性能
|
||||
</summary>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void DisableDoubleSide()
|
||||
{
|
||||
IsDoubleSide = false;
|
||||
@@ -58,12 +54,7 @@ namespace Demo.Game
|
||||
/// 设置面数,越高越圆润
|
||||
/// </summary>
|
||||
/// <param name="sides"></param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置面数,越高越圆润
|
||||
</summary>
|
||||
<param name=""sides""></param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void SetSides(int sides)
|
||||
{
|
||||
SidesCount = Mathf.Min(3, sides);
|
||||
|
||||
@@ -33,14 +33,7 @@ namespace Demo.Game
|
||||
/// <param name="time">插值时间</param>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="curveType">可取值为30种缓动曲线</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
新增
|
||||
</summary>
|
||||
<param name=""time"">插值时间</param>
|
||||
<param name=""value""></param>
|
||||
<param name=""curveType"">可取值为30种缓动曲线</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string value, string curveType)
|
||||
{
|
||||
ManualAddEntry(time, float.Parse(value), Enum.Parse<MathExtension.EaseCurveType>(curveType));
|
||||
@@ -50,12 +43,7 @@ namespace Demo.Game
|
||||
/// 如未加载则加载,然后绑定到样条线
|
||||
/// </summary>
|
||||
/// <param name="path">脚本位置</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
如未加载则加载,然后绑定到样条线
|
||||
</summary>
|
||||
<param name=""path"">脚本位置</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public IEnumerator Load(string path)
|
||||
{
|
||||
MySplineCore = FindWithPath(path, false) as SplineCore;
|
||||
|
||||
@@ -100,12 +100,7 @@ namespace Demo.Game
|
||||
/// 设置为仅跟随,将会被动的跟随spline运动,
|
||||
/// 这在多个脚本都绑定在同一个spline计算核心上时非常有用
|
||||
/// </summary>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置为仅跟随,将会被动的跟随spline运动,
|
||||
这在多个脚本都绑定在同一个spline计算核心上时非常有用
|
||||
</summary>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void JustFollow()
|
||||
{
|
||||
IsJustFollow = true;
|
||||
|
||||
@@ -97,12 +97,7 @@ namespace Demo.Game
|
||||
/// 设置为仅跟随,将会被动的跟随spline运动,
|
||||
/// 这在多个脚本都绑定在同一个spline计算核心上时非常有用
|
||||
/// </summary>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
设置为仅跟随,将会被动的跟随spline运动,
|
||||
这在多个脚本都绑定在同一个spline计算核心上时非常有用
|
||||
</summary>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void JustFollow()
|
||||
{
|
||||
IsJustFollow = true;
|
||||
|
||||
@@ -32,16 +32,7 @@ namespace Demo.Game
|
||||
/// <param name="y">y</param>
|
||||
/// <param name="z">z</param>
|
||||
/// <param name="curveType">可取值为30种缓动曲线</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
新增
|
||||
</summary>
|
||||
<param name=""time"">插值时间</param>
|
||||
<param name=""x"">x</param>
|
||||
<param name=""y"">y</param>
|
||||
<param name=""z"">z</param>
|
||||
<param name=""curveType"">可取值为30种缓动曲线</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string x, string y, string z, string curveType)
|
||||
{
|
||||
ManualAddEntry(time,
|
||||
|
||||
@@ -29,16 +29,7 @@ namespace Demo.Game
|
||||
/// <param name="y">y</param>
|
||||
/// <param name="z">z</param>
|
||||
/// <param name="curveType">可取值为30种缓动曲线</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
新增
|
||||
</summary>
|
||||
<param name=""time"">插值时间</param>
|
||||
<param name=""x"">x</param>
|
||||
<param name=""y"">y</param>
|
||||
<param name=""z"">z</param>
|
||||
<param name=""curveType"">可取值为30种缓动曲线</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string x, string y, string z, string curveType)
|
||||
{
|
||||
ManualAddEntry(time,
|
||||
|
||||
@@ -29,16 +29,7 @@ namespace Demo.Game
|
||||
/// <param name="y">y</param>
|
||||
/// <param name="z">z</param>
|
||||
/// <param name="curveType">可取值为30种缓动曲线</param>
|
||||
[ScriptableCall(@"
|
||||
<summary>
|
||||
新增
|
||||
</summary>
|
||||
<param name=""time"">插值时间</param>
|
||||
<param name=""x"">x</param>
|
||||
<param name=""y"">y</param>
|
||||
<param name=""z"">z</param>
|
||||
<param name=""curveType"">可取值为30种缓动曲线</param>
|
||||
")]
|
||||
[Convention.RScript.Variable.Attr.Method]
|
||||
public void Add(string time, string x, string y, string z, string curveType)
|
||||
{
|
||||
ManualAddEntry(time,
|
||||
|
||||
Reference in New Issue
Block a user