AllAssets

This commit is contained in:
2025-12-26 11:15:56 +08:00
parent 66904dff05
commit a562538b9d
1399 changed files with 432731 additions and 976 deletions
@@ -0,0 +1,27 @@
public enum CharacterAnimationType
{
move,
}
public enum CharacterStateType
{
move,
idle,
}
public enum CharacterHurtType
{
none,
}
public enum CharacterShieldType
{
}
/// <summary>
///
/// 这里枚举可以多个 需要携程二进制形式
/// </summary>
public enum CharacterHealthyType
{
}
@@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public abstract class CharactersDataBase : ICharactersDataBase
{
public ICharactersHealth charactersHealth { get; set; }
public CharactersDataBase(CharactersHealthBase health)
{
charactersHealth = health;
}
public CharactersDataBase() { }
}
@@ -0,0 +1,42 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public abstract class CharactersHealthBase : ICharactersHealth
{
public CharacterHealthyType HealthType { get; set; }
public float f_MaxHP { get; set ; }
public float f_CurrHP { get ; set; }
public float f_MaxMP { get; set; }
public float f_CurrMP { get; set; }
public Dictionary<CharacterShieldType, float> f_Shield { get; set; }
public CharactersHealthBase() { }
public CharactersHealthBase(CharacterHealthyType healthType, float f_MaxHP, float f_CurrHP, float f_MaxMP, float f_CurrMP, Dictionary<CharacterShieldType, float> f_Shields)
{
HealthType = healthType;
this.f_MaxHP = f_MaxHP;
this.f_CurrHP = f_CurrHP;
this.f_MaxMP = f_MaxMP;
this.f_CurrMP = f_CurrMP;
this.f_Shield = f_Shield;
}
public virtual void OnDie()
{
//播放死亡动画
}
public virtual void OnHurt(float harmNum, CharacterHurtType charactersHurtType)
{
f_CurrHP-=harmNum;
//播放受击动画
}
public virtual void OnRecoverBlood(float bloodNum)
{
}
}
@@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface ICharactersDataBase
{
ICharactersHealth charactersHealth { get; set; }
}
@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 这里主要是为了服务器传输数据
/// </summary>
public interface ICharactersHealth
{
public CharacterHealthyType HealthType { get; set; }
/// <summary>
/// 最大生命值
/// </summary>
public float f_MaxHP { get; set; }
/// <summary>
/// 当前生命值
/// </summary>
public float f_CurrHP { get; set; }
/// <summary>
/// 最大生命值
/// </summary>
public float f_MaxMP { get; set; }
/// <summary>
/// 当前生命值
/// </summary>
public float f_CurrMP { get; set; }
/// <summary>
/// 护盾列表
/// </summary>
public Dictionary<CharacterShieldType,float> f_Shield { get; set; }
void OnHurt(float harmNum,CharacterHurtType charactersHurtType);
void OnRecoverBlood(float bloodNum);
void OnDie();
}
@@ -0,0 +1,95 @@
using Spine;
using Spine.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class MonsterControl : MonoBehaviour
{
public MonsterDataBase monsterData = new MonsterDataBase(new MonsterHealthBase());
public SkeletonAnimation skeleton;
public bool isSpine = true;
public Dictionary<CharacterAnimationType, string> dic_AnimKeyAnimName = new Dictionary<CharacterAnimationType, string>();
public CharacterStateType currState;
//这里捕鱼的结构很简单可以穿模直接写移动
void Update()
{
OnUpdate(currState);
}
public void Start()
{
ChangeState(CharacterStateType.move);
}
public virtual void OnMoveEnter()
{
PlayAnim(CharacterAnimationType.move);
}
public virtual void OnMoveExit()
{
}
float moveTime = 0;
public virtual void OnMoveUpdata()
{
moveTime += Time.deltaTime;
//播放动画
skeleton.AnimationState.SetAnimation(0, dic_AnimKeyAnimName[CharacterAnimationType.move], true);
//transform.position = new Vector3();//等策划给路线
Vector2 v2 = monsterData.moveLine.GetBezierPoint(moveTime);
Debug.Log(v2);
transform.position = v2;
//transform.Translate(Vector3.down);
}
public void PlayAnim(CharacterAnimationType animType, bool loop = true)
{
skeleton.AnimationState.SetAnimation(0, dic_AnimKeyAnimName[animType], loop);
}
public void OnEnter(CharacterStateType stateType)
{
switch (stateType)
{
case CharacterStateType.move:
OnMoveEnter();
break;
case CharacterStateType.idle:
break;
default:
break;
}
}
public void OnUpdate(CharacterStateType stateType)
{
switch (stateType)
{
case CharacterStateType.move:
OnMoveUpdata();
break;
case CharacterStateType.idle:
break;
default:
break;
}
}
public void OnExit(CharacterStateType stateType)
{
switch (stateType)
{
case CharacterStateType.move:
break;
case CharacterStateType.idle:
break;
default:
break;
}
}
public void ChangeState(CharacterStateType stateType)
{
OnExit(currState);
currState = stateType;
OnEnter(currState);
}
}
@@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class MonsterDataBase : CharactersDataBase
{
public MonsterMoveLine moveLine=new MonsterMoveLine();
public MonsterDataBase(MonsterHealthBase health) : base(health)
{
}
public MonsterDataBase() { }
}
@@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterHealthBase : CharactersHealthBase
{
}
@@ -0,0 +1,156 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
public class MonsterMoveLine
{
public static Dictionary<string, BezierCurveData> dic_BezierCurveDatas=new Dictionary<string, BezierCurveData>();
public static List<BezierCurveData> curves = new List<BezierCurveData>();
public class BezierCurveData
{
public string name;
public Vector2 start;
public List<Vector2> controlPoints = new List<Vector2>();
public Vector2 end;
}
/// <summary>
/// 读取数据 游戏开始时在awake调用aa包
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static async Task LoadBezierTxtAsync(string path)
{
AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
await handle.Task;
var lines = handle.Result.text.Split('\n');
foreach (var line in lines)
{
if (string.IsNullOrWhiteSpace(line)) continue;
var parts = line.Split(';');
BezierCurveData curve = new BezierCurveData();
// 第一个是曲线名
curve.name = parts[0];
// 后面所有都是点
List<Vector2> points = new List<Vector2>();
for (int i = 1; i < parts.Length; i++)
{
points.Add(ParseVector(parts[i]));
}
// 第一个点是 start
curve.start = points[0];
// 最后一个点是 end
curve.end = points[points.Count - 1];
// 中间的都是 controlPoints
for (int i = 1; i < points.Count - 1; i++)
{
curve.controlPoints.Add(points[i]);
}
curves.Add(curve);
dic_BezierCurveDatas.Add(curve.name,curve);
}
}
private static Vector2 ParseVector(string s)
{
var xy = s.Split(',');
return new Vector2(float.Parse(xy[0]), float.Parse(xy[1]));
}
public BezierCurveData bezierCurveData;
public float moveTime;
public float moveSpeed;
public void Init(BezierCurveData bezierCurveData, float Time)
{
this.bezierCurveData = bezierCurveData;
this.moveTime = Time;
}
public Vector2 GetBezierPoint(float t)
{
t = t / moveTime;
BezierCurveData curve=bezierCurveData;
List<Vector2> points = new List<Vector2>();
points.Add(curve.start);
points.AddRange(curve.controlPoints);
points.Add(curve.end);
return DeCasteljau(points, t%1);
}
private Vector2 DeCasteljau(List<Vector2> points, float t)
{
while (points.Count > 1)
{
List<Vector2> next = new List<Vector2>();
for (int i = 0; i < points.Count - 1; i++)
{
next.Add(Vector2.Lerp(points[i], points[i + 1], t));
}
points = next;
}
return CanvasToWorld( points[0],UIManager.Instance.uiRoot.GetComponent<RectTransform>(),Camera.main);
}
public static Vector3 CanvasToWorld(Vector2 canvasPos, RectTransform canvas, Camera cam)
{
// 1. 获取 Canvas 实际像素尺寸(自动适配所有设备)
float canvasWidth = canvas.rect.width;
float canvasHeight = canvas.rect.height;
// 2. 正交相机的世界高度
float worldHeight = cam.orthographicSize * 2f;
// 3. 世界宽度 = 世界高度 * 屏幕宽高比
float worldWidth = worldHeight * cam.aspect;
// 4. 画布单位 → 世界单位比例(横竖一致)
float scaleX = worldWidth / canvasWidth;
float scaleY = worldHeight / canvasHeight;
// 5. 你的 canvasPos 是以中心为原点的坐标
float worldX = canvasPos.x * scaleX;
float worldY = canvasPos.y * scaleY;
// 6. 映射到世界 z = 0 平面
return new Vector3(worldX, worldY, 0f);
}
public static Vector2 AnchoredPos_ToCanvas(RectTransform target, Canvas canvas)
{
// 1. 先把 anchoredPosition(父坐标)转换成世界坐标
Vector3 worldPos = target.TransformPoint(target.anchoredPosition);
// 2. 再把世界坐标转换成 Canvas 的局部坐标(等价于 Canvas 下的 anchoredPosition)
RectTransform canvasRT = canvas.GetComponent<RectTransform>();
Vector2 canvasLocalPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRT,
RectTransformUtility.WorldToScreenPoint(canvas.worldCamera, worldPos),
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
out canvasLocalPos
);
return canvasLocalPos;
}
}
@@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControl : MonoBehaviour
{
}
@@ -0,0 +1,53 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BullitMove : MonoBehaviour
{
public float moveSpeed = 5;
public float desTime = 10f;
public string playerID;
float currShowTime = 0f;
Vector3 vector3_startPosition;
public bool isTriggerFirst=true;
// Start is called before the first frame update
void Awake()
{
Init();
Destroy(gameObject, desTime);
}
/// <summary>
/// 对象池用
/// </summary>
public void Init()
{
vector3_startPosition = transform.position;
}
// Update is called once per frame
void Update()
{
//方便帧同步
currShowTime += Time.deltaTime;
Vector3 targetPoint = transform.up.normalized * currShowTime * moveSpeed;
transform.position = vector3_startPosition + targetPoint;
}
public void OnTriggerEnter2D(Collider2D collision)
{
if (isTriggerFirst)
{
if (collision.tag == "Monster")
{
isTriggerFirst=false;
//受激
collision.transform.GetComponent<MonsterControl>().monsterData.charactersHealth.OnHurt(10, CharacterHurtType.none);
Destroy(collision.gameObject);
Destroy(gameObject);
}
}
}
}
@@ -4,5 +4,7 @@ using UnityEngine;
public class GameData
{
public GameType currGameType;
public string currUser;
public string a;
}
+38 -1
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@@ -1,12 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
public class GameManager : MonoSingleton<GameManager>
{
public GameData gameData=new GameData();
protected override async void Awake()
{
base.Awake();
gameData.currUser="123";
//CharacterAnimationType
MonsterMoveLine.LoadBezierTxtAsync("MoveLines");
}
public void StartGame()
{
UIManager.Instance.ShowAsync(UIPanel.MainGamePanel);
switch (gameData.currGameType)
{
case GameType.JQQD:
break;
case GameType.defaultPanel:
UIManager.Instance.ShowAsync(UIPanel.MainGamePanelDefault);
break;
case GameType.FXZY:
UIManager.Instance.ShowAsync(UIPanel.MainGamePanelDefault);
break;
case GameType.TGXX:
UIManager.Instance.ShowAsync(UIPanel.MainGamePanelDefault);
break;
case GameType.ZGXQ:
UIManager.Instance.ShowAsync(UIPanel.MainGamePanelDefault);
break;
case GameType.XJMH:
UIManager.Instance.ShowAsync(UIPanel.MainGamePanelXJMH);
break;
case GameType.HHWK:
UIManager.Instance.ShowAsync(UIPanel.MainGamePanelDefault);
break;
default:
break;
}
}
// Start is called before the first frame update
void Start()
@@ -18,5 +54,6 @@ public class GameManager : MonoSingleton<GameManager>
void Update()
{
}
}
+21
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@@ -0,0 +1,21 @@
using UnityEngine;
public class BgFit : MonoBehaviour
{
void Start()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr == null) return;
float width = sr.bounds.size.x;
float height = sr.bounds.size.y;
float worldHeight = Camera.main.orthographicSize * 2f;
float worldWidth = worldHeight * Screen.width / Screen.height;
transform.localScale = new Vector3(
worldWidth / width,
worldHeight / height,
1);
}
}
+30
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@@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Test_All : MonoBehaviour
{
public GameObject monsterPrefab;
public void Update()
{
if (Keyboard.current.aKey.wasPressedThisFrame)
{
CreateSmallMonster();
}
}
public void CreateSmallMonster()
{
//初始化
GameObject obj = Instantiate(monsterPrefab,Vector3.one*999,Quaternion.identity);
var v = obj.GetComponent<MonsterControl>();
v.dic_AnimKeyAnimName.Add(CharacterAnimationType.move, "stand2");
v.monsterData.moveLine.Init(MonsterMoveLine.dic_BezierCurveDatas["曲线"+Random.Range(1,4).ToString()], 10);
}
}