コード例 #1
0
        private async ETVoid StartAsync()
        {
            try
            {
                SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

                DontDestroyOnLoad(gameObject);
                ClientConfigHelper.SetConfigHelper();
                Game.EventSystem.Add(DLLType.Core, typeof(Core).Assembly);
                Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly);

                Game.Scene.AddComponent <GlobalConfigComponent>();
                Game.Scene.AddComponent <ResourcesComponent>();

                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent <ConfigComponent>();
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d");

                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001);
                Log.Debug($"config {JsonHelper.ToJson(unitConfig)}");


                //添加指定与网络组件
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <NetOuterComponent>();

                ////添加UI组件
                Game.Scene.AddComponent <UIComponent>();
                Game.Scene.AddComponent <GamerComponent>();

                //加上消息分发组件MessageDispatcherComponent
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                //执行斗地主初始事件,也就是创建LandLogin界面
                Game.EventSystem.Run(UIEventType.LandInitSceneStart);

                //测试发送给服务端一条文本消息
                Session         session        = Game.Scene.GetComponent <NetOuterComponent>().Create(GlobalConfigComponent.Instance.GlobalProto.Address);
                G2C_TestMessage g2CTestMessage = (G2C_TestMessage)await session.Call(new C2G_TestMessage()
                {
                    Info = "==>>服务端的朋友,你好!收到请回答"
                });
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
コード例 #2
0
        private async ETVoid StartAsync()
        {
            try
            {
                //上下文同步
                SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

                //禁止销毁 在切换场景的时候
                DontDestroyOnLoad(gameObject);

                //遍历Model的程序集 缓存各个加了特性标签的对象
                Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly);

                Game.Scene.AddComponent <TimerComponent>();        //计时器
                Game.Scene.AddComponent <GlobalConfigComponent>(); //全局配置
                Game.Scene.AddComponent <NetOuterComponent>();     //外网组件 提供创建网络通道 在每个通道内部维护消息是收发处理
                Game.Scene.AddComponent <ResourcesComponent>();    //资源组件 提供AB加载
                Game.Scene.AddComponent <PlayerComponent>();       //玩家组件 提供玩家管理
                Game.Scene.AddComponent <UnitComponent>();         //单位组件 它的实体加了HideInHierarchy 表示在层级视图中隐藏
                Game.Scene.AddComponent <UIComponent>();           //UI组件

                // 下载ab包
                await BundleHelper.DownloadBundle();

                //加载热更新代码
                Game.Hotfix.LoadHotfixAssembly();

                // 加载资源配置
                Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent <ConfigComponent>();
                UnitConfig unit = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1);
                Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d");
                //操作码 协议号
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                //消息分发
                Game.Scene.AddComponent <MessageDispatcherComponent>();
                //初始化IL
                Game.Hotfix.GotoHotfix();
                //测试热修复订阅事件
                Game.EventSystem.Run(EventIdType.TestHotfixSubscribMonoEvent, "TestHotfixSubscribMonoEvent");
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
コード例 #3
0
        private async ETVoid StartAsync()
        {
            try
            {
                SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);

                DontDestroyOnLoad(gameObject);
                ClientConfigHelper.SetConfigHelper();
                Game.EventSystem.Add(DLLType.Core, typeof(Core).Assembly);
                Game.EventSystem.Add(DLLType.Model, typeof(Init).Assembly);

                Game.Scene.AddComponent <GlobalConfigComponent>();
                Game.Scene.AddComponent <ResourcesComponent>();

                // 下载ab包
                await BundleHelper.DownloadBundle();

                ETModel.Game.Scene.GetComponent <ResourcesComponent>().LoadBundle("config.unity3d");
                Game.Scene.AddComponent <ConfigComponent>();
                ETModel.Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle("config.unity3d");

                UnitConfig unitConfig = (UnitConfig)Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), 1001);
                Log.Debug($"config {JsonHelper.ToJson(unitConfig)}");


                //添加指定与网络组件
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                Game.Scene.AddComponent <NetOuterComponent>();


                //添加UI组件
                Game.Scene.AddComponent <UIComponent>();
                Game.Scene.AddComponent <GamerComponent>();
                Game.Scene.AddComponent <FUIPackageComponent>();
                Game.Scene.AddComponent <FUIComponent>();

                //添加消息分发组件MessageDispatcherComponent
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                /*
                 * //Test05
                 * //练习1
                 *
                 * Game.Scene.AddComponent<OpcodeTestComponent>();
                 * await BundleHelper.DownloadBundle();
                 * Game.EventSystem.Load();
                 *
                 * //练习2
                 * Game.Scene.AddComponent<TimerComponent>();
                 * Game.Scene.AddComponent<FrameTestComponent>();
                 *
                 * //练习3
                 * TestRoom room = ComponentFactory.Create<TestRoom>();
                 * room.AddComponent<TimeTestComponent>();
                 * room.GetComponent<TimeTestComponent>().Run(Typebehavior.Waiting, 5000);
                 *
                 *
                 *
                 * Game.EventSystem.Load();
                 *
                 * //Test09
                 * //练习1
                 * Game.Scene.AddComponent<Test0901Component>();
                 * Game.EventSystem.Run(UIEventType.EndLandLogin);
                 */


                //执行斗地主初始事件,也就是创建LandLogin界面
                Game.EventSystem.Run(UIEventType.FUILandInitSceneStart);
                //Game.EventSystem.Run(UIEventType.LandInitLobby);



                //测试发送给服务端一条文本消息
                //Session session = Game.Scene.GetComponent<NetOuterComponent>().Create(GlobalConfigComponent.Instance.GlobalProto.Address);
                //G2C_TestMessage g2CTestMessage = (G2C_TestMessage) await session.Call(new C2G_TestMessage() { Info = "==>>服务端的朋友,你好!收到请回答" });
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
コード例 #4
0
        public static Unit Create(long id, int typeId, UnitData unitData)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();

            UnitConfig unitConfig = Game.Scene.GetComponent <ConfigComponent>().Get(typeof(UnitConfig), typeId) as UnitConfig;

            resourcesComponent.LoadBundle(unitConfig.ABPacketName.ToLower().StringToAB());

            GameObject    bundleGameObject = (GameObject)resourcesComponent.GetAsset(unitConfig.ABPacketName.ToLower().StringToAB(), unitConfig.ABPacketName);
            UnitComponent unitComponent    = Game.Scene.GetComponent <UnitComponent>();

            GameObject go   = UnityEngine.Object.Instantiate(bundleGameObject);
            Unit       unit = ComponentFactory.CreateWithId <Unit, GameObject>(id, go);

            unit.AddComponent <NumericComponent, int>(typeId);
            unit.AddComponent <AnimatorComponent>();
            unit.AddComponent <UnitStateComponent>();
            unit.AddComponent <UnitPathComponent>();
            unit.AddComponent <AudioComponent>();
            unit.AddComponent <BuffMgrComponent>();
            var activeSkillCom  = unit.AddComponent <ActiveSkillComponent>();
            var passiveSkillCom = unit.AddComponent <PassiveSkillComponent>();

            unit.AddComponent <SkillEffectComponent>();
            if (!GlobalConfigComponent.Instance.networkPlayMode)
            {
                //添加碰撞体
                AddCollider(unit, unitData, true);
            }
            unit.AddComponent <CharacterStateComponent>();
            unit.AddComponent <CharacterMoveComponent>();

            if (!Game.Scene.GetComponent <GlobalConfigComponent>().networkPlayMode)
            {
                unit.AddComponent <CalNumericComponent>();
            }


            if (unitConfig.Skills != null && unitConfig.Skills.Length > 0)
            {
                SkillConfigComponent skillConfigComponent = Game.Scene.GetComponent <SkillConfigComponent>();
                foreach (var v in unitConfig.Skills)
                {
                    if (string.IsNullOrEmpty(v))
                    {
                        continue;
                    }
                    var activeSkill = skillConfigComponent.GetActiveSkill(v);
                    if (activeSkill != null)
                    {
                        Log.Debug(string.Format("{0} 添加主动技能 {1} ({2})成功!", typeId, v, activeSkill.skillName));
                        activeSkillCom.AddSkill(v);
                        continue;
                    }
                    var passiveSkill = skillConfigComponent.GetPassiveSkill(v);
                    if (passiveSkill != null)
                    {
                        Log.Debug(string.Format("{0} 添加被动技能 {1} ({2})成功!", typeId, v, passiveSkill.skillName));
                        passiveSkillCom.AddSkill(v);
                        continue;
                    }
                    Log.Error(v + "  这样的技能不存在!");
                }
            }

            //unit.AddComponent<TurnComponent>();

            unitComponent.Add(unit);
            return(unit);
        }