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{fileID: 1496789100} - {fileID: 1079797248} - {fileID: 728848441} - {fileID: 1520806214} - {fileID: 1612680887} - - {fileID: 123920761} - - {fileID: 1496789100} - {fileID: 1681875903} - - {fileID: 1393305566} diff --git a/Assets/Scipts/CameraController.cs b/Assets/Scipts/CameraController.cs index eb2cf29..b6d8729 100644 --- a/Assets/Scipts/CameraController.cs +++ b/Assets/Scipts/CameraController.cs @@ -4,7 +4,7 @@ using UnityEngine; public class CameraController : MonoBehaviour { - [SerializeField] private Transform target; + /* [SerializeField] private Transform target; [SerializeField] private Vector2 minMaxXY; @@ -24,5 +24,5 @@ public class CameraController : MonoBehaviour { transform.position = new Vector3(Mathf.Clamp(target.position.x,-minMaxXY.x,minMaxXY.x) , Mathf.Clamp(target.position.y, -minMaxXY.y, minMaxXY.y), -10); - } + }*/ } diff --git a/Assets/Scipts/GameManager.cs b/Assets/Scipts/GameManager.cs index 1beecae..509c0ab 100644 --- a/Assets/Scipts/GameManager.cs +++ b/Assets/Scipts/GameManager.cs @@ -4,7 +4,13 @@ using UnityEngine; public class GameManager : MonoBehaviour { - // Start is called before the first frame update + public static GameManager Instance; + public Player player; + + private void Awake() + { + Instance = this; + } void Start() { Application.targetFrameRate = 60; diff --git a/Assets/Scipts/Player.cs b/Assets/Scipts/Player.cs index c269dee..72c956d 100644 --- a/Assets/Scipts/Player.cs +++ b/Assets/Scipts/Player.cs @@ -4,15 +4,52 @@ using UnityEngine; public class Player : MonoBehaviour { - // Start is called before the first frame update - void Start() + public PlayerInputController playerInputController; //ÊäÈëʼþ + + public Rigidbody2D rb; + + public Vector2 inputDirection;//ÊäÈë·½ÏòµÄÊýÖµ + public float moveSpeed;//ËÙ¶È + private void Awake() { - + + playerInputController = new PlayerInputController(); + rb = GetComponent(); } - // Update is called once per frame + void Start() + { + + } + + private void OnEnable() + { + playerInputController.Enable(); + } + + private void OnDisable() + { + playerInputController.Disable(); + } + + void Update() { - + inputDirection = playerInputController.GamePlayer.Move.ReadValue();//¶ÁÈ¡ÊýÖµ //wasdÒÆ¶¯ + + } + + + + private void FixedUpdate() + { + Move(); + } + + public void Move() + { + rb.velocity = new Vector2(inputDirection.x * moveSpeed, inputDirection.y * moveSpeed); //wasdÒÆ¶¯ + + } } diff --git a/Assets/Scipts/PlayerController.cs b/Assets/Scipts/PlayerController.cs deleted file mode 100644 index f12732f..0000000 --- a/Assets/Scipts/PlayerController.cs +++ /dev/null @@ -1,59 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.InputSystem.XR; - -public class PlayerController : MonoBehaviour -{ - public PlayerInputController playerInputController; //ÊäÈëʼþ - - public Rigidbody2D rb; - - public Vector2 inputDirection;//ÊäÈë·½ÏòµÄÊýÖµ - public float moveSpeed;//ËÙ¶È - private void Awake() - { - - playerInputController = new PlayerInputController(); - rb = GetComponent(); - } - - void Start() - { - - } - - private void OnEnable() - { - playerInputController.Enable(); - } - - private void OnDisable() - { - playerInputController.Disable(); - } - - - void Update() - { - inputDirection = playerInputController.GamePlayer.Move.ReadValue();//¶ÁÈ¡ÊýÖµ //wasdÒÆ¶¯ - - - - } - - - - private void FixedUpdate() - { - Move(); - } - - public void Move() - { - rb.velocity = new Vector2(inputDirection.x * moveSpeed, inputDirection.y * moveSpeed); //wasdÒÆ¶¯ - - - } -} diff --git a/Assets/Scipts/PlayerController.cs.meta b/Assets/Scipts/PlayerController.cs.meta deleted file mode 100644 index be16bf8..0000000 --- a/Assets/Scipts/PlayerController.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 8a3d808b0f2014c42a68c6d7546ffc8d \ No newline at end of file diff --git a/Assets/Scipts/Reposition.cs b/Assets/Scipts/Reposition.cs new file mode 100644 index 0000000..2a36429 --- /dev/null +++ b/Assets/Scipts/Reposition.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Reposition : MonoBehaviour +{ + private void OnTriggerExit2D(Collider2D collision) + { + if (!collision.CompareTag("Area")) + return; + Debug.Log("Ö´ÐÐ"); + Vector3 playerPos = GameManager.Instance.player.transform.position; + Vector3 myPos = transform.position; + float diffX = Mathf.Abs(playerPos.x - myPos.x); + float diffY = Mathf.Abs(playerPos.y - myPos.y); + + Vector3 playerDir = GameManager.Instance.player.inputDirection; + float dirX = playerDir.x < 0 ? -1 : 1; + float dirY = playerDir.y < 0 ? -1 : 1; + + switch(transform.tag) + { + case "Ground": + if (diffX > diffY) + { + transform.Translate(Vector3.right * dirX * 40); + } + else if(diffX < diffY) + { + transform.Translate(Vector3.up * dirY * 40); + } + break; + case "Enemy": + break; + } + } +} diff --git a/Assets/Scipts/Reposition.cs.meta b/Assets/Scipts/Reposition.cs.meta new file mode 100644 index 0000000..dcfb275 --- /dev/null +++ b/Assets/Scipts/Reposition.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7dec7728f9173c64a9c1acb99477604b \ No newline at end of file diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta new file mode 100644 index 0000000..40d9196 --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8951a7acb3079254c91b91e92de78fb9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase.meta b/Assets/Scripts/ProjectBase.meta new file mode 100644 index 0000000..935e538 --- /dev/null +++ b/Assets/Scripts/ProjectBase.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: acb16d0684778154ab47554acd9e71e0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/AStar.meta b/Assets/Scripts/ProjectBase/AStar.meta new file mode 100644 index 0000000..ce6c3ac --- /dev/null +++ b/Assets/Scripts/ProjectBase/AStar.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 465f2f9a2cd6bcd4c92abb86ef97ba32 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/AStar/AStarMgr.cs b/Assets/Scripts/ProjectBase/AStar/AStarMgr.cs new file mode 100644 index 0000000..a6b718f --- /dev/null +++ b/Assets/Scripts/ProjectBase/AStar/AStarMgr.cs @@ -0,0 +1,209 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// A星寻路管ç†å™¨ å•ä¾‹æ¨¡å¼ +/// +public class AStarMgr : BaseManager +{ + //地图的宽高 + private int mapW; + private int mapH; + + //地图相关所有的格å­å¯¹è±¡å®¹å™¨ + public AStarNode[,] nodes; + //å¼€å¯åˆ—表 + private List openList = new List(); + //关闭列表 + private List closeList = new List(); + + /// + /// åˆå§‹åŒ–åœ°å›¾ä¿¡æ¯ + /// + /// + /// + public void InitMapInfo(int w, int h) + { + //æ ¹æ®å®½é«˜ åˆ›å»ºæ ¼å­ é˜»æŒ¡çš„é—®é¢˜ 我们å¯ä»¥éšæœºé˜»æŒ¡ + //å› ä¸ºæˆ‘ä»¬çŽ°åœ¨æ²¡æœ‰åœ°å›¾ç›¸å…³çš„æ•°æ® + + //记录宽高 范围 + this.mapW = w; + this.mapH = h; + + //申明容器å¯ä»¥è£…å¤šå°‘ä¸ªæ ¼å­ + nodes = new AStarNode[w, h]; + //ç”³æ˜Žæ ¼å­ è£…è¿›åŽ» + for ( int i = 0; i < w; ++i ) + { + for( int j = 0; j < h; ++j ) + { + //æˆ‘ä»¬è¿™é‡Œçš„éšæœºé˜»æŒ¡ åªæ˜¯ä¸ºäº†ç»™å¤§å®¶è®²é€»è¾‘所以这样写 + //以åŽçœŸæ­£çš„项目中 这些阻挡信æ¯åº”该是从地图é…置文件中读å–出æ¥çš„ ä¸åº”è¯¥æ˜¯éšæœºçš„ + AStarNode node = new AStarNode(i, j, Random.Range(0, 100) < 20 ? E_Node_Type.Stop : E_Node_Type.Walk); + nodes[i, j] = node; + } + } + } + + /// + /// 寻路方法 æä¾›ç»™å¤–部使用 + /// + /// + /// + /// + public List FindPath(Vector2 startPos, Vector2 endPos) + { + //实际项目中 传入的点往往是 åæ ‡ç³»ä¸­çš„ä½ç½® + //我们这里çœç•¥æ¢ç®—的步骤 直接认为它是传进æ¥çš„æ ¼å­åæ ‡ + + //首先判断 传入的两个点 是å¦åˆæ³• + //如果ä¸åˆæ³• 应该直接 返回null æ„味ç€ä¸èƒ½å¯»è·¯ + //1.首先 è¦åœ¨åœ°å›¾èŒƒå›´å†… + if (startPos.x < 0 || startPos.x >= mapW || + startPos.y < 0 || startPos.y >= mapH || + endPos.x < 0 || endPos.x >= mapW || + endPos.y < 0 || endPos.y >= mapH) + { + Debug.Log("开始或者结æŸç‚¹åœ¨åœ°å›¾æ ¼å­èŒƒå›´å¤–"); + return null; + } + + //2.è¦ä¸æ˜¯é˜»æŒ¡ + //应该得到起点和终点 å¯¹åº”çš„æ ¼å­ + AStarNode start = nodes[(int)startPos.x, (int)startPos.y]; + AStarNode end = nodes[(int)endPos.x, (int)endPos.y]; + if (start.type == E_Node_Type.Stop || + end.type == E_Node_Type.Stop) + { + Debug.Log("开始或者结æŸç‚¹æ˜¯é˜»æŒ¡"); + return null; + } + + //æ¸…ç©ºä¸Šä¸€æ¬¡ç›¸å…³çš„æ•°æ® é¿å…ä»–ä»¬å½±å“ è¿™ä¸€æ¬¡çš„å¯»è·¯è®¡ç®— + + //清空关闭和开å¯åˆ—表 + closeList.Clear(); + openList.Clear(); + + //把开始点放入关闭列表中 + start.father = null; + start.f = 0; + start.g = 0; + start.h = 0; + closeList.Add(start); + + while(true) + { + //从起点开始 找周围的点 并放入开å¯åˆ—表中 + //左上 x - 1 y - 1 + FindNearlyNodeToOpenList(start.x - 1, start.y - 1, 1.4f, start, end); + //上 x y -1 + FindNearlyNodeToOpenList(start.x, start.y - 1, 1, start, end); + //å³ä¸Š x + 1 y - 1 + FindNearlyNodeToOpenList(start.x + 1, start.y - 1, 1.4f, start, end); + //å·¦ x - 1 y + FindNearlyNodeToOpenList(start.x - 1, start.y, 1, start, end); + //å³ x + 1 y + FindNearlyNodeToOpenList(start.x + 1, start.y, 1, start, end); + //左下 x-1 y +1 + FindNearlyNodeToOpenList(start.x - 1, start.y + 1, 1.4f, start, end); + //下 x y + 1 + FindNearlyNodeToOpenList(start.x, start.y + 1, 1, start, end); + //å³ä¸‹ x+1 y+1 + FindNearlyNodeToOpenList(start.x + 1, start.y + 1, 1.4f, start, end); + + //æ€è·¯åˆ¤æ–­ å¼€å¯åˆ—表为空 都还没有找到终点 就认为是æ€è·¯ + if (openList.Count == 0) + { + Debug.Log("死路"); + return null; + } + + //选出开å¯åˆ—表中 寻路消耗最å°çš„点 + openList.Sort(SortOpenList); + Debug.Log("****************"); + for ( int i = 0; i < openList.Count; ++i ) + { + AStarNode node = openList[i]; + Debug.Log("点" + node.x + "," + node.y + ":g=" + node.g + "h=" + node.h + "f=" + node.f); + } + + //放入关闭列表中 ç„¶åŽå†ä»Žå¼€å¯åˆ—表中移除 + closeList.Add(openList[0]); + //找得这个点 åˆç¼–程新的起点 进行下一次寻路计算了 + start = openList[0]; + openList.RemoveAt(0); + + //å¦‚æžœè¿™ä¸ªç‚¹å·²ç»æ˜¯ç»ˆç‚¹äº† 那么得到最终结果返回出去 + //如果这个点 䏿˜¯ç»ˆç‚¹ 那么继续寻路 + if (start == end) + { + //找完了 找到路径了 + List path = new List(); + path.Add(end); + while(end.father != null) + { + path.Add(end.father); + end = end.father; + } + //列表翻转的API + path.Reverse(); + + return path; + } + } + } + + /// + /// 排åºå‡½æ•° + /// + /// + /// + /// + private int SortOpenList(AStarNode a, AStarNode b) + { + if (a.f > b.f) + return 1; + else if (a.f == b.f) + return 1; + else + return -1; + } + + /// + /// 把临近的点放入开å¯åˆ—表中的函数 + /// + /// + /// + private void FindNearlyNodeToOpenList(int x, int y, float g, AStarNode father, AStarNode end) + { + //边界判断 + if (x < 0 || x >= mapW || + y < 0 || y >= mapH) + return; + //在范围内 å†åŽ»å–点 + AStarNode node = nodes[x, y]; + //判断这些点 æ˜¯å¦æ˜¯è¾¹ç•Œ æ˜¯å¦æ˜¯é˜»æŒ¡ 是å¦åœ¨å¼€å¯æˆ–者关闭列表 å¦‚æžœéƒ½ä¸æ˜¯ æ‰æ”¾å…¥å¼€å¯åˆ—表 + if (node == null|| + node.type == E_Node_Type.Stop || + closeList.Contains(node) || + openList.Contains(node) ) + return; + //计算f值 + //f = g + h + //记录父对象 + node.father = father; + //计算g 我离起点的è·ç¦» 就是我父亲离起点的è·ç¦» + 我离我父亲的è·ç¦» + node.g = father.g + g; + node.h = Mathf.Abs(end.x - node.x) + Mathf.Abs(end.y - node.y); + node.f = node.g + node.h; + + //Debug.Log("点" + node.x + "," + node.y + ":g=" + node.g + "h=" + node.h); + + //如果通过了上é¢çš„åˆæ³•éªŒè¯ å°±å­˜åˆ°å¼€å¯åˆ—表中 + openList.Add(node); + } + +} diff --git a/Assets/Scripts/ProjectBase/AStar/AStarMgr.cs.meta b/Assets/Scripts/ProjectBase/AStar/AStarMgr.cs.meta new file mode 100644 index 0000000..05c5b52 --- /dev/null +++ b/Assets/Scripts/ProjectBase/AStar/AStarMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fc92b78a6d750d34eaac7ffb59253bd4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/AStar/AStarNode.cs b/Assets/Scripts/ProjectBase/AStar/AStarNode.cs new file mode 100644 index 0000000..917bb5e --- /dev/null +++ b/Assets/Scripts/ProjectBase/AStar/AStarNode.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// æ ¼å­ç±»åž‹ +/// +public enum E_Node_Type +{ + //å¯ä»¥èµ°çš„地方 + Walk, + //ä¸èƒ½èµ°çš„阻挡 + Stop, +} + +/// +/// A星格å­ç±» +/// +public class AStarNode +{ + //æ ¼å­å¯¹è±¡çš„åæ ‡ + public int x; + public int y; + + //寻路消耗 + public float f; + //离起点的è·ç¦» + public float g; + //离终点的è·ç¦» + public float h; + //父对象 + public AStarNode father; + + //æ ¼å­çš„类型 + public E_Node_Type type; + + /// + /// 构造函数 传入忠‡å’Œæ ¼å­ç±»åž‹ + /// + /// + /// + /// + public AStarNode( int x, int y, E_Node_Type type ) + { + this.x = x; + this.y = y; + this.type = type; + } +} diff --git a/Assets/Scripts/ProjectBase/AStar/AStarNode.cs.meta b/Assets/Scripts/ProjectBase/AStar/AStarNode.cs.meta new file mode 100644 index 0000000..3d3fb3d --- /dev/null +++ b/Assets/Scripts/ProjectBase/AStar/AStarNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b6c5cc82da9424b4184fd18c55e37f30 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Base.meta b/Assets/Scripts/ProjectBase/Base.meta new file mode 100644 index 0000000..67bbed4 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fd97613a55e1f8449b1d383f4799261d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Base/BaseManager.cs b/Assets/Scripts/ProjectBase/Base/BaseManager.cs new file mode 100644 index 0000000..eb2ca65 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base/BaseManager.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//1.C#中 泛型的知识 +//2.设计模å¼ä¸­ å•例模å¼çš„知识 +public class BaseManager where T:new() +{ + private static T instance; + + public static T GetInstance() + { + if (instance == null) + instance = new T(); + return instance; + } +} + diff --git a/Assets/Scripts/ProjectBase/Base/BaseManager.cs.meta b/Assets/Scripts/ProjectBase/Base/BaseManager.cs.meta new file mode 100644 index 0000000..3f44eaf --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base/BaseManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0df36fe7932fd2043be7874fde40a0c1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Base/SingletonAutoMono.cs b/Assets/Scripts/ProjectBase/Base/SingletonAutoMono.cs new file mode 100644 index 0000000..381170a --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base/SingletonAutoMono.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//C#中 泛型知识点 +//è®¾è®¡æ¨¡å¼ å•例模å¼çš„知识点 +//继承这ç§è‡ªåŠ¨åˆ›å»ºçš„ å•例模å¼åŸºç±» ä¸éœ€è¦æˆ‘们手动去拖 或者 api去加了 +//想用他 直接 GetInstance就行了 +public class SingletonAutoMono : MonoBehaviour where T : MonoBehaviour +{ + private static T instance; + + public static T GetInstance() + { + if( instance == null ) + { + GameObject obj = new GameObject(); + //设置对象的å字为脚本å + obj.name = typeof(T).ToString(); + //让这个å•例模å¼å¯¹è±¡ 过场景 ä¸ç§»é™¤ + //因为 å•例模å¼å¯¹è±¡ 往往 是存在整个程åºç”Ÿå‘½å‘¨æœŸä¸­çš„ + DontDestroyOnLoad(obj); + instance = obj.AddComponent(); + } + return instance; + } + +} diff --git a/Assets/Scripts/ProjectBase/Base/SingletonAutoMono.cs.meta b/Assets/Scripts/ProjectBase/Base/SingletonAutoMono.cs.meta new file mode 100644 index 0000000..6c2309c --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base/SingletonAutoMono.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ba4e12b72043c74081375782d001f6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Base/SingletonMono.cs b/Assets/Scripts/ProjectBase/Base/SingletonMono.cs new file mode 100644 index 0000000..81d086f --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base/SingletonMono.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +//C#中 泛型知识点 +//è®¾è®¡æ¨¡å¼ å•例模å¼çš„知识点 +//继承了 MonoBehaviour çš„ å•例模å¼å¯¹è±¡ éœ€è¦æˆ‘们自己ä¿è¯å®ƒçš„ä½ç§»æ€§ +public class SingletonMono : MonoBehaviour where T: MonoBehaviour +{ + private static T instance; + + public static T GetInstance() + { + //继承了Mono的脚本 ä¸èƒ½å¤Ÿç›´æŽ¥new + //åªèƒ½é€šè¿‡æ‹–动到对象上 或者 通过 加脚本的api AddComponent去加脚本 + //U3D内部帮助我们实例化它 + return instance; + } + + protected virtual void Awake() + { + instance = this as T; + } + +} diff --git a/Assets/Scripts/ProjectBase/Base/SingletonMono.cs.meta b/Assets/Scripts/ProjectBase/Base/SingletonMono.cs.meta new file mode 100644 index 0000000..1bd0029 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Base/SingletonMono.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c6c3b3e6259ecdf4994886c52f9bf310 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Event.meta b/Assets/Scripts/ProjectBase/Event.meta new file mode 100644 index 0000000..fbd5297 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Event.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4c084f18afd9a6d49adcd38ef59c70fc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Event/EventCenter.cs b/Assets/Scripts/ProjectBase/Event/EventCenter.cs new file mode 100644 index 0000000..94102b9 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Event/EventCenter.cs @@ -0,0 +1,151 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + + +public interface IEventInfo +{ + +} + +public class EventInfo : IEventInfo +{ + public UnityAction actions; + + public EventInfo( UnityAction action) + { + actions += action; + } +} + +public class EventInfo : IEventInfo +{ + public UnityAction actions; + + public EventInfo(UnityAction action) + { + actions += action; + } +} + + +/// +/// 事件中心 å•例模å¼å¯¹è±¡ +/// 1.Dictionary +/// 2.委托 +/// 3.è§‚å¯Ÿè€…è®¾è®¡æ¨¡å¼ +/// 4.泛型 +/// +public class EventCenter : BaseManager +{ + //key —— 事件的å字(比如:怪物死亡,玩家死亡,通关 等等) + //value —— 对应的是 监å¬è¿™ä¸ªäº‹ä»¶ 对应的委托函数们 + private Dictionary eventDic = new Dictionary(); + + /// + /// æ·»åŠ äº‹ä»¶ç›‘å¬ + /// + /// 事件的åå­— + /// 准备用æ¥å¤„ç†äº‹ä»¶ 的委托函数 + public void AddEventListener(string name, UnityAction action) + { + //æœ‰æ²¡æœ‰å¯¹åº”çš„äº‹ä»¶ç›‘å¬ + //有的情况 + if( eventDic.ContainsKey(name) ) + { + (eventDic[name] as EventInfo).actions += action; + } + //没有的情况 + else + { + eventDic.Add(name, new EventInfo( action )); + } + } + + /// + /// 监å¬ä¸éœ€è¦å‚数传递的事件 + /// + /// + /// + public void AddEventListener(string name, UnityAction action) + { + //æœ‰æ²¡æœ‰å¯¹åº”çš„äº‹ä»¶ç›‘å¬ + //有的情况 + if (eventDic.ContainsKey(name)) + { + (eventDic[name] as EventInfo).actions += action; + } + //没有的情况 + else + { + eventDic.Add(name, new EventInfo(action)); + } + } + + + /// + /// ç§»é™¤å¯¹åº”çš„äº‹ä»¶ç›‘å¬ + /// + /// 事件的åå­— + /// å¯¹åº”ä¹‹å‰æ·»åŠ çš„å§”æ‰˜å‡½æ•° + public void RemoveEventListener(string name, UnityAction action) + { + if (eventDic.ContainsKey(name)) + (eventDic[name] as EventInfo).actions -= action; + } + + /// + /// 移除ä¸éœ€è¦å‚数的事件 + /// + /// + /// + public void RemoveEventListener(string name, UnityAction action) + { + if (eventDic.ContainsKey(name)) + (eventDic[name] as EventInfo).actions -= action; + } + + /// + /// äº‹ä»¶è§¦å‘ + /// + /// 哪一个å字的事件触å‘了 + public void EventTrigger(string name, T info) + { + //æœ‰æ²¡æœ‰å¯¹åº”çš„äº‹ä»¶ç›‘å¬ + //有的情况 + if (eventDic.ContainsKey(name)) + { + //eventDic[name](); + if((eventDic[name] as EventInfo).actions != null) + (eventDic[name] as EventInfo).actions.Invoke(info); + //eventDic[name].Invoke(info); + } + } + + /// + /// 事件触å‘(ä¸éœ€è¦å‚数的) + /// + /// + public void EventTrigger(string name) + { + //æœ‰æ²¡æœ‰å¯¹åº”çš„äº‹ä»¶ç›‘å¬ + //有的情况 + if (eventDic.ContainsKey(name)) + { + //eventDic[name](); + if ((eventDic[name] as EventInfo).actions != null) + (eventDic[name] as EventInfo).actions.Invoke(); + //eventDic[name].Invoke(info); + } + } + + /// + /// 清空事件中心 + /// 主è¦ç”¨åœ¨ åœºæ™¯åˆ‡æ¢æ—¶ + /// + public void Clear() + { + eventDic.Clear(); + } +} diff --git a/Assets/Scripts/ProjectBase/Event/EventCenter.cs.meta b/Assets/Scripts/ProjectBase/Event/EventCenter.cs.meta new file mode 100644 index 0000000..dc41898 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Event/EventCenter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e63fcbef1c635da44a4169c378543950 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Input.meta b/Assets/Scripts/ProjectBase/Input.meta new file mode 100644 index 0000000..4d1e61d --- /dev/null +++ b/Assets/Scripts/ProjectBase/Input.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 155792b88d0d2fd4fa377973b1b6eb23 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Input/InputMgr.cs b/Assets/Scripts/ProjectBase/Input/InputMgr.cs new file mode 100644 index 0000000..5d23248 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Input/InputMgr.cs @@ -0,0 +1,56 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 1.Inputç±» +/// 2.äº‹ä»¶ä¸­å¿ƒæ¨¡å— +/// 3.公共Mono模å—的使用 +/// +public class InputMgr : BaseManager +{ + + private bool isStart = false; + /// + /// 构造函数中 添加Updataç›‘å¬ + /// + public InputMgr() + { + MonoMgr.GetInstance().AddUpdateListener(MyUpdate); + } + + /// + /// 是å¦å¼€å¯æˆ–关闭 我的输入检测 + /// + public void StartOrEndCheck(bool isOpen) + { + isStart = isOpen; + } + + /// + /// ç”¨æ¥æ£€æµ‹æŒ‰é”®æŠ¬èµ·æŒ‰ä¸‹ 分å‘事件的 + /// + /// + private void CheckKeyCode(KeyCode key) + { + //äº‹ä»¶ä¸­å¿ƒæ¨¡å— åˆ†å‘æŒ‰ä¸‹æŠ¬èµ·äº‹ä»¶ + if (Input.GetKeyDown(key)) + EventCenter.GetInstance().EventTrigger("æŸé”®æŒ‰ä¸‹", key); + //äº‹ä»¶ä¸­å¿ƒæ¨¡å— åˆ†å‘æŒ‰ä¸‹æŠ¬èµ·äº‹ä»¶ + if (Input.GetKeyUp(key)) + EventCenter.GetInstance().EventTrigger("æŸé”®æŠ¬èµ·", key); + } + + private void MyUpdate() + { + //没有开å¯è¾“入检测 å°±ä¸åŽ»æ£€æµ‹ 直接return + if (!isStart) + return; + + CheckKeyCode(KeyCode.W); + CheckKeyCode(KeyCode.S); + CheckKeyCode(KeyCode.A); + CheckKeyCode(KeyCode.D); + } + +} diff --git a/Assets/Scripts/ProjectBase/Input/InputMgr.cs.meta b/Assets/Scripts/ProjectBase/Input/InputMgr.cs.meta new file mode 100644 index 0000000..259a64e --- /dev/null +++ b/Assets/Scripts/ProjectBase/Input/InputMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e7a51ff0296bb446a8166d99406817d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Mono.meta b/Assets/Scripts/ProjectBase/Mono.meta new file mode 100644 index 0000000..e03ec25 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Mono.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7d0d33087bc3a8544b29ad638b1d702a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Mono/MonoController.cs b/Assets/Scripts/ProjectBase/Mono/MonoController.cs new file mode 100644 index 0000000..54400cf --- /dev/null +++ b/Assets/Scripts/ProjectBase/Mono/MonoController.cs @@ -0,0 +1,44 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +/// +/// Mono的管ç†è€… +/// 1.声明周期函数 +/// 2.事件 +/// 3.å程 +/// +public class MonoController : MonoBehaviour { + + private event UnityAction updateEvent; + + // Use this for initialization + void Start () { + DontDestroyOnLoad(this.gameObject); + } + + // Update is called once per frame + void Update () { + if (updateEvent != null) + updateEvent(); + } + + /// + /// 给外部æä¾›çš„ æ·»åŠ å¸§æ›´æ–°äº‹ä»¶çš„å‡½æ•° + /// + /// + public void AddUpdateListener(UnityAction fun) + { + updateEvent += fun; + } + + /// + /// æä¾›ç»™å¤–部 用于移除帧更新事件函数 + /// + /// + public void RemoveUpdateListener(UnityAction fun) + { + updateEvent -= fun; + } +} diff --git a/Assets/Scripts/ProjectBase/Mono/MonoController.cs.meta b/Assets/Scripts/ProjectBase/Mono/MonoController.cs.meta new file mode 100644 index 0000000..045277a --- /dev/null +++ b/Assets/Scripts/ProjectBase/Mono/MonoController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 88b796d2e5084b642857b9b2c2aa1d3e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Mono/MonoMgr.cs b/Assets/Scripts/ProjectBase/Mono/MonoMgr.cs new file mode 100644 index 0000000..ab22089 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Mono/MonoMgr.cs @@ -0,0 +1,54 @@ +using System.Collections; +using System.Collections.Generic; +using System.ComponentModel; +using UnityEngine; +using UnityEngine.Events; + +/// +/// 1.å¯ä»¥æä¾›ç»™å¤–部添加帧更新事件的方法 +/// 2.å¯ä»¥æä¾›ç»™å¤–部添加 å程的方法 +/// +public class MonoMgr : BaseManager +{ + private MonoController controller; + + public MonoMgr() + { + //ä¿è¯äº†MonoController对象的唯一性 + GameObject obj = new GameObject("MonoController"); + controller = obj.AddComponent(); + } + + /// + /// 给外部æä¾›çš„ æ·»åŠ å¸§æ›´æ–°äº‹ä»¶çš„å‡½æ•° + /// + /// + public void AddUpdateListener(UnityAction fun) + { + controller.AddUpdateListener(fun); + } + + /// + /// æä¾›ç»™å¤–部 用于移除帧更新事件函数 + /// + /// + public void RemoveUpdateListener(UnityAction fun) + { + controller.RemoveUpdateListener(fun); + } + + public Coroutine StartCoroutine(IEnumerator routine) + { + return controller.StartCoroutine(routine); + } + + public Coroutine StartCoroutine(string methodName, [DefaultValue("null")] object value) + { + return controller.StartCoroutine(methodName, value); + } + + public Coroutine StartCoroutine(string methodName) + { + return controller.StartCoroutine(methodName); + } +} diff --git a/Assets/Scripts/ProjectBase/Mono/MonoMgr.cs.meta b/Assets/Scripts/ProjectBase/Mono/MonoMgr.cs.meta new file mode 100644 index 0000000..4329857 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Mono/MonoMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac23176e235a19b4cafa3f8d3181be0c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Music.meta b/Assets/Scripts/ProjectBase/Music.meta new file mode 100644 index 0000000..c2cdad2 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Music.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0d68eaa70ad28514482335e4a2b1a405 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Music/MusicMgr.cs b/Assets/Scripts/ProjectBase/Music/MusicMgr.cs new file mode 100644 index 0000000..28070c1 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Music/MusicMgr.cs @@ -0,0 +1,139 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +public class MusicMgr : BaseManager +{ + //唯一的背景音ä¹ç»„ä»¶ + private AudioSource bkMusic = null; + //音ä¹å¤§å° + private float bkValue = 1; + + //音效ä¾é™„对象 + private GameObject soundObj = null; + //音效列表 + private List soundList = new List(); + //éŸ³æ•ˆå¤§å° + private float soundValue = 1; + + public MusicMgr() + { + MonoMgr.GetInstance().AddUpdateListener(Update); + } + + private void Update() + { + for( int i = soundList.Count - 1; i >=0; --i ) + { + if(!soundList[i].isPlaying) + { + GameObject.Destroy(soundList[i]); + soundList.RemoveAt(i); + } + } + } + + /// + /// æ’­æ”¾èƒŒæ™¯éŸ³ä¹ + /// + /// + public void PlayBkMusic(string name) + { + if(bkMusic == null) + { + GameObject obj = new GameObject(); + obj.name = "BkMusic"; + bkMusic = obj.AddComponent(); + } + //å¼‚æ­¥åŠ è½½èƒŒæ™¯éŸ³ä¹ åŠ è½½å®ŒæˆåŽ æ’­æ”¾ + ResMgr.GetInstance().LoadAsync("Music/BK/" + name, (clip) => + { + bkMusic.clip = clip; + bkMusic.loop = true; + bkMusic.volume = bkValue; + bkMusic.Play(); + }); + + } + + /// + /// æš‚åœèƒŒæ™¯éŸ³ä¹ + /// + public void PauseBKMusic() + { + if (bkMusic == null) + return; + bkMusic.Pause(); + } + + /// + /// åœæ­¢èƒŒæ™¯éŸ³ä¹ + /// + public void StopBKMusic() + { + if (bkMusic == null) + return; + bkMusic.Stop(); + } + + /// + /// 改å˜èƒŒæ™¯éŸ³ä¹ 音é‡å¤§å° + /// + /// + public void ChangeBKValue(float v) + { + bkValue = v; + if (bkMusic == null) + return; + bkMusic.volume = bkValue; + } + + /// + /// 播放音效 + /// + public void PlaySound(string name, bool isLoop, UnityAction callBack = null) + { + if(soundObj == null) + { + soundObj = new GameObject(); + soundObj.name = "Sound"; + } + //当音效资æºå¼‚步加载结æŸåŽ å†æ·»åŠ ä¸€ä¸ªéŸ³æ•ˆ + ResMgr.GetInstance().LoadAsync("Music/Sound/" + name, (clip) => + { + AudioSource source = soundObj.AddComponent(); + source.clip = clip; + source.loop = isLoop; + source.volume = soundValue; + source.Play(); + soundList.Add(source); + if(callBack != null) + callBack(source); + }); + } + + /// + /// 改å˜éŸ³æ•ˆå£°éŸ³å¤§å° + /// + /// + public void ChangeSoundValue( float value ) + { + soundValue = value; + for (int i = 0; i < soundList.Count; ++i) + soundList[i].volume = value; + } + + /// + /// åœæ­¢éŸ³æ•ˆ + /// + public void StopSound(AudioSource source) + { + if( soundList.Contains(source) ) + { + soundList.Remove(source); + source.Stop(); + GameObject.Destroy(source); + } + } +} diff --git a/Assets/Scripts/ProjectBase/Music/MusicMgr.cs.meta b/Assets/Scripts/ProjectBase/Music/MusicMgr.cs.meta new file mode 100644 index 0000000..6982334 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Music/MusicMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36dc272dfd33e2e409c4553100bba2d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Pool.meta b/Assets/Scripts/ProjectBase/Pool.meta new file mode 100644 index 0000000..915f44c --- /dev/null +++ b/Assets/Scripts/ProjectBase/Pool.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8c5a246777f9b324caae2dee17574744 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Pool/PoolMgr.cs b/Assets/Scripts/ProjectBase/Pool/PoolMgr.cs new file mode 100644 index 0000000..afad45e --- /dev/null +++ b/Assets/Scripts/ProjectBase/Pool/PoolMgr.cs @@ -0,0 +1,127 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +/// +/// æŠ½å±‰æ•°æ® æ± å­ä¸­çš„一列容器 +/// +public class PoolData +{ + //抽屉中 对象挂载的父节点 + public GameObject fatherObj; + //对象的容器 + public List poolList; + + public PoolData(GameObject obj, GameObject poolObj) + { + //给我们的抽屉 创建一个父对象 并且把他作为我们pool(衣柜)对象的å­ç‰©ä½“ + fatherObj = new GameObject(obj.name); + fatherObj.transform.parent = poolObj.transform; + poolList = new List() {}; + PushObj(obj); + } + + /// + /// å¾€æŠ½å±‰é‡Œé¢ åŽ‹éƒ½ä¸œè¥¿ + /// + /// + public void PushObj(GameObject obj) + { + //失活 让其éšè— + obj.SetActive(false); + //å­˜èµ·æ¥ + poolList.Add(obj); + //设置父对象 + obj.transform.parent = fatherObj.transform; + } + + /// + /// ä»ŽæŠ½å±‰é‡Œé¢ å–东西 + /// + /// + public GameObject GetObj() + { + GameObject obj = null; + //å–出第一个 + obj = poolList[0]; + poolList.RemoveAt(0); + //激活 让其显示 + obj.SetActive(true); + //断开了父å­å…³ç³» + obj.transform.parent = null; + + return obj; + } +} + +/// +/// ç¼“å­˜æ± æ¨¡å— +/// 1.Dictionary List +/// 2.GameObject å’Œ Resources 两个公共类中的 API +/// +public class PoolMgr : BaseManager +{ + //缓存池容器 (衣柜) + public Dictionary poolDic = new Dictionary(); + + private GameObject poolObj; + + /// + /// 往外拿东西 + /// + /// + /// + public void GetObj(string name, UnityAction callBack) + { + //有抽屉 并且抽屉里有东西 + if (poolDic.ContainsKey(name) && poolDic[name].poolList.Count > 0) + { + callBack(poolDic[name].GetObj()); + } + else + { + //é€šè¿‡å¼‚æ­¥åŠ è½½èµ„æº åˆ›å»ºå¯¹è±¡ç»™å¤–éƒ¨ç”¨ + ResMgr.GetInstance().LoadAsync(name, (o) => + { + o.name = name; + callBack(o); + }); + + //obj = GameObject.Instantiate(Resources.Load(name)); + //把对象å字改的和池å­å字一样 + //obj.name = name; + } + } + + /// + /// æ¢æš‚æ—¶ä¸ç”¨çš„东西给我 + /// + public void PushObj(string name, GameObject obj) + { + if (poolObj == null) + poolObj = new GameObject("Pool"); + + //é‡Œé¢æœ‰æŠ½å±‰ + if (poolDic.ContainsKey(name)) + { + poolDic[name].PushObj(obj); + } + //é‡Œé¢æ²¡æœ‰æŠ½å±‰ + else + { + poolDic.Add(name, new PoolData(obj, poolObj)); + } + } + + + /// + /// 清空缓存池的方法 + /// 主è¦ç”¨åœ¨ åœºæ™¯åˆ‡æ¢æ—¶ + /// + public void Clear() + { + poolDic.Clear(); + poolObj = null; + } +} diff --git a/Assets/Scripts/ProjectBase/Pool/PoolMgr.cs.meta b/Assets/Scripts/ProjectBase/Pool/PoolMgr.cs.meta new file mode 100644 index 0000000..fa82037 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Pool/PoolMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f0a6a9dc0aa6bb4ca0830268a9d9d68 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Res.meta b/Assets/Scripts/ProjectBase/Res.meta new file mode 100644 index 0000000..6bc2867 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Res.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c71c0cfa02d39f94e9422b57263c6539 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Res/ResMgr.cs b/Assets/Scripts/ProjectBase/Res/ResMgr.cs new file mode 100644 index 0000000..6b26cee --- /dev/null +++ b/Assets/Scripts/ProjectBase/Res/ResMgr.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +/// +/// 资æºåŠ è½½æ¨¡å— +/// 1.异步加载 +/// 2.委托和 lambdaè¡¨è¾¾å¼ +/// 3.å程 +/// 4.泛型 +/// +public class ResMgr : BaseManager +{ + //åŒæ­¥åŠ è½½èµ„æº + public T Load(string name) where T:Object + { + T res = Resources.Load(name); + //如果对象是一个GameObject类型的 æˆ‘æŠŠä»–å®žä¾‹åŒ–åŽ å†è¿”回出去 外部 直接使用å³å¯ + if (res is GameObject) + return GameObject.Instantiate(res); + else//TextAsset AudioClip + return res; + } + + + //å¼‚æ­¥åŠ è½½èµ„æº + public void LoadAsync(string name, UnityAction callback) where T:Object + { + //å¼€å¯å¼‚步加载的å程 + MonoMgr.GetInstance().StartCoroutine(ReallyLoadAsync(name, callback)); + } + + //真正的ååŒç¨‹åºå‡½æ•° 用于 å¼€å¯å¼‚æ­¥åŠ è½½å¯¹åº”çš„èµ„æº + private IEnumerator ReallyLoadAsync(string name, UnityAction callback) where T : Object + { + ResourceRequest r = Resources.LoadAsync(name); + yield return r; + + if (r.asset is GameObject) + callback(GameObject.Instantiate(r.asset) as T); + else + callback(r.asset as T); + } + + +} diff --git a/Assets/Scripts/ProjectBase/Res/ResMgr.cs.meta b/Assets/Scripts/ProjectBase/Res/ResMgr.cs.meta new file mode 100644 index 0000000..7371d2f --- /dev/null +++ b/Assets/Scripts/ProjectBase/Res/ResMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bcabc5d9a63b09741b6454f7b2ab4494 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Scenes.meta b/Assets/Scripts/ProjectBase/Scenes.meta new file mode 100644 index 0000000..e4f8ddc --- /dev/null +++ b/Assets/Scripts/ProjectBase/Scenes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fdace8161938338488c4553f8a2b4981 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/Scenes/ScenesMgr.cs b/Assets/Scripts/ProjectBase/Scenes/ScenesMgr.cs new file mode 100644 index 0000000..ae9f738 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Scenes/ScenesMgr.cs @@ -0,0 +1,58 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.SceneManagement; + +/// +/// åœºæ™¯åˆ‡æ¢æ¨¡å— +/// 知识点 +/// 1.场景异步加载 +/// 2.å程 +/// 3.委托 +/// +public class ScenesMgr : BaseManager +{ + /// + /// 切æ¢åœºæ™¯ åŒæ­¥ + /// + /// + public void LoadScene(string name, UnityAction fun) + { + //åœºæ™¯åŒæ­¥åŠ è½½ + SceneManager.LoadScene(name); + //加载完æˆè¿‡åŽ æ‰ä¼šåŽ»æ‰§è¡Œfun + fun(); + } + + /// + /// æä¾›ç»™å¤–部的 å¼‚æ­¥åŠ è½½çš„æŽ¥å£æ–¹æ³• + /// + /// + /// + public void LoadSceneAsyn(string name, UnityAction fun) + { + MonoMgr.GetInstance().StartCoroutine(ReallyLoadSceneAsyn(name, fun)); + } + + /// + /// å程异步加载场景 + /// + /// + /// + /// + private IEnumerator ReallyLoadSceneAsyn(string name, UnityAction fun) + { + AsyncOperation ao = SceneManager.LoadSceneAsync(name); + //å¯ä»¥å¾—到场景加载的一个进度 + while(!ao.isDone) + { + //事件中心 å‘å¤–åˆ†å‘ è¿›åº¦æƒ…å†µ 外颿ƒ³ç”¨å°±ç”¨ + EventCenter.GetInstance().EventTrigger("è¿›åº¦æ¡æ›´æ–°", ao.progress); + //这里é¢åŽ»æ›´æ–°è¿›åº¦æ¡ + yield return ao.progress; + } + //加载完æˆè¿‡åŽ æ‰ä¼šåŽ»æ‰§è¡Œfun + fun(); + } +} diff --git a/Assets/Scripts/ProjectBase/Scenes/ScenesMgr.cs.meta b/Assets/Scripts/ProjectBase/Scenes/ScenesMgr.cs.meta new file mode 100644 index 0000000..283fd16 --- /dev/null +++ b/Assets/Scripts/ProjectBase/Scenes/ScenesMgr.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 81efdd9fcfc0e6b419a73235129610d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/UI.meta b/Assets/Scripts/ProjectBase/UI.meta new file mode 100644 index 0000000..4fcd746 --- /dev/null +++ b/Assets/Scripts/ProjectBase/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ccd1086596eb44e4d9e6d6570623556e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ProjectBase/UI/BasePanel.cs b/Assets/Scripts/ProjectBase/UI/BasePanel.cs new file mode 100644 index 0000000..48f1941 --- /dev/null +++ b/Assets/Scripts/ProjectBase/UI/BasePanel.cs @@ -0,0 +1,107 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +/// +/// 颿¿åŸºç±» +/// 帮助我门通过代ç å¿«é€Ÿçš„æ‰¾åˆ°æ‰€æœ‰çš„孿ާ件 +/// 方便我们在å­ç±»ä¸­å¤„ç†é€»è¾‘ +/// èŠ‚çº¦æ‰¾æŽ§ä»¶çš„å·¥ä½œé‡ +/// +public class BasePanel : MonoBehaviour +{ + //通过里å¼è½¬æ¢åŽŸåˆ™ æ¥å­˜å‚¨æ‰€æœ‰çš„æŽ§ä»¶ + private Dictionary> controlDic = new Dictionary>(); + + // Use this for initialization + protected virtual void Awake () { + FindChildrenControl