├── Assets
├── SimpleGameFramework.meta
└── SimpleGameFramework
│ ├── Libraries.meta
│ ├── Libraries
│ └── protobuf-net.dll.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── Base.meta
│ ├── Base
│ │ ├── FrameworkEntry.cs
│ │ ├── FrameworkEntry.cs.meta
│ │ ├── ManagerBase.cs
│ │ ├── ManagerBase.cs.meta
│ │ ├── ReferencePool.meta
│ │ ├── ReferencePool
│ │ │ ├── IReference.cs
│ │ │ ├── IReference.cs.meta
│ │ │ ├── ReferenceCollection.cs
│ │ │ ├── ReferenceCollection.cs.meta
│ │ │ ├── ReferencePool.cs
│ │ │ └── ReferencePool.cs.meta
│ │ ├── Singleton.meta
│ │ ├── Singleton
│ │ │ ├── ScriptSingleton.cs
│ │ │ ├── ScriptSingleton.cs.meta
│ │ │ ├── Singleton.cs
│ │ │ ├── Singleton.cs.meta
│ │ │ ├── SingletonComponent.cs
│ │ │ └── SingletonComponent.cs.meta
│ │ ├── Task.meta
│ │ └── Task
│ │ │ ├── ITask.cs
│ │ │ ├── ITask.cs.meta
│ │ │ ├── ITaskAgent.cs
│ │ │ ├── ITaskAgent.cs.meta
│ │ │ ├── TaskPool.cs
│ │ │ └── TaskPool.cs.meta
│ ├── Config.meta
│ ├── Config
│ │ ├── ConfigData.cs
│ │ ├── ConfigData.cs.meta
│ │ ├── ConfigHelperBase.cs
│ │ ├── ConfigHelperBase.cs.meta
│ │ ├── ConfigManager.cs
│ │ ├── ConfigManager.cs.meta
│ │ ├── DefaultConfigHelper.cs
│ │ ├── DefaultConfigHelper.cs.meta
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── LoadConfigDependencyAssetEventArgs.cs
│ │ │ ├── LoadConfigDependencyAssetEventArgs.cs.meta
│ │ │ ├── LoadConfigFailureEventArgs.cs
│ │ │ ├── LoadConfigFailureEventArgs.cs.meta
│ │ │ ├── LoadConfigSuccessEventArgs.cs
│ │ │ ├── LoadConfigSuccessEventArgs.cs.meta
│ │ │ ├── LoadConfigUpdateEventArgs.cs
│ │ │ └── LoadConfigUpdateEventArgs.cs.meta
│ │ ├── LoadConfigInfo.cs
│ │ └── LoadConfigInfo.cs.meta
│ ├── DataNode.meta
│ ├── DataNode
│ │ ├── DataNode.cs
│ │ ├── DataNode.cs.meta
│ │ ├── DataNodeManager.cs
│ │ └── DataNodeManager.cs.meta
│ ├── DataTabel.meta
│ ├── DataTabel
│ │ ├── DataTableManager.cs
│ │ ├── DataTableManager.cs.meta
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── LoadDataTableDependencyAssetEventArgs.cs
│ │ │ ├── LoadDataTableDependencyAssetEventArgs.cs.meta
│ │ │ ├── LoadDataTableFailureEventArgs.cs
│ │ │ ├── LoadDataTableFailureEventArgs.cs.meta
│ │ │ ├── LoadDataTableSuccessEventArgs.cs
│ │ │ ├── LoadDataTableSuccessEventArgs.cs.meta
│ │ │ ├── LoadDataTableUpdateEventArgs.cs
│ │ │ └── LoadDataTableUpdateEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ │ ├── DataTableHelperBase.cs
│ │ │ ├── DataTableHelperBase.cs.meta
│ │ │ ├── DefaultDataTableHelper.cs
│ │ │ └── DefaultDataTableHelper.cs.meta
│ │ ├── LoadDataTableInfo.cs
│ │ ├── LoadDataTableInfo.cs.meta
│ │ ├── Tabel.meta
│ │ └── Tabel
│ │ │ ├── DataTable.cs
│ │ │ ├── DataTable.cs.meta
│ │ │ ├── IDataRow.cs
│ │ │ ├── IDataRow.cs.meta
│ │ │ ├── IDataTable.cs
│ │ │ └── IDataTable.cs.meta
│ ├── Download.meta
│ ├── Download
│ │ ├── DownloadAgent.cs
│ │ ├── DownloadAgent.cs.meta
│ │ ├── DownloadManager.cs
│ │ ├── DownloadManager.cs.meta
│ │ ├── DownloadTask.cs
│ │ ├── DownloadTask.cs.meta
│ │ ├── EventArgs.meta
│ │ ├── EventArgs
│ │ │ ├── AgentHelperEventArgs.meta
│ │ │ ├── AgentHelperEventArgs
│ │ │ │ ├── DownloadAgentHelperCompleteEventArgs.cs
│ │ │ │ ├── DownloadAgentHelperCompleteEventArgs.cs.meta
│ │ │ │ ├── DownloadAgentHelperErrorEventArgs.cs
│ │ │ │ ├── DownloadAgentHelperErrorEventArgs.cs.meta
│ │ │ │ ├── DownloadAgentHelperUpdateEventArgs.cs
│ │ │ │ └── DownloadAgentHelperUpdateEventArgs.cs.meta
│ │ │ ├── GlobalEventArgs.meta
│ │ │ └── GlobalEventArgs
│ │ │ │ ├── DownloadFailureEventArgs.cs
│ │ │ │ ├── DownloadFailureEventArgs.cs.meta
│ │ │ │ ├── DownloadStartEventArgs.cs
│ │ │ │ ├── DownloadStartEventArgs.cs.meta
│ │ │ │ ├── DownloadSuccessEventArgs.cs
│ │ │ │ ├── DownloadSuccessEventArgs.cs.meta
│ │ │ │ ├── DownloadUpdateEventArgs.cs
│ │ │ │ └── DownloadUpdateEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ └── Helper
│ │ │ ├── DefaultDownloadAgentHelper.cs
│ │ │ ├── DefaultDownloadAgentHelper.cs.meta
│ │ │ ├── DownloadAgentHelperBase.cs
│ │ │ ├── DownloadAgentHelperBase.cs.meta
│ │ │ ├── UnityWebRequestDownloadAgentHelper.cs
│ │ │ └── UnityWebRequestDownloadAgentHelper.cs.meta
│ ├── Entity.meta
│ ├── Entity
│ │ ├── EntityData.cs
│ │ ├── EntityData.cs.meta
│ │ ├── EntityGroup.cs
│ │ ├── EntityGroup.cs.meta
│ │ ├── EntityInstanceObject.cs
│ │ ├── EntityInstanceObject.cs.meta
│ │ ├── EntityManager.cs
│ │ ├── EntityManager.cs.meta
│ │ ├── EntityStatus.cs
│ │ ├── EntityStatus.cs.meta
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── HideEntityCompleteEventArgs.cs
│ │ │ ├── HideEntityCompleteEventArgs.cs.meta
│ │ │ ├── ShowEntityDependencyAssetEventArgs.cs
│ │ │ ├── ShowEntityDependencyAssetEventArgs.cs.meta
│ │ │ ├── ShowEntityFailureEventArgs.cs
│ │ │ ├── ShowEntityFailureEventArgs.cs.meta
│ │ │ ├── ShowEntitySuccessEventArgs.cs
│ │ │ ├── ShowEntitySuccessEventArgs.cs.meta
│ │ │ ├── ShowEntityUpdateEventArgs.cs
│ │ │ └── ShowEntityUpdateEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ │ ├── DefaultEntityGroupHelper.cs
│ │ │ ├── DefaultEntityGroupHelper.cs.meta
│ │ │ ├── DefaultEntityHelper.cs
│ │ │ ├── DefaultEntityHelper.cs.meta
│ │ │ ├── EntityGroupHelperBase.cs
│ │ │ ├── EntityGroupHelperBase.cs.meta
│ │ │ ├── EntityHelperBase.cs
│ │ │ └── EntityHelperBase.cs.meta
│ │ ├── Info.meta
│ │ ├── Info
│ │ │ ├── AttachEntityInfo.cs
│ │ │ ├── AttachEntityInfo.cs.meta
│ │ │ ├── EntityInfo.cs
│ │ │ ├── EntityInfo.cs.meta
│ │ │ ├── LoadEntityInfo.cs
│ │ │ ├── LoadEntityInfo.cs.meta
│ │ │ ├── ShowEntityInfo.cs
│ │ │ └── ShowEntityInfo.cs.meta
│ │ ├── MonoBehaviour.meta
│ │ └── MonoBehaviour
│ │ │ ├── Entity.cs
│ │ │ ├── Entity.cs.meta
│ │ │ ├── EntityLogic.cs
│ │ │ └── EntityLogic.cs.meta
│ ├── Event.meta
│ ├── Event
│ │ ├── EventManager.cs
│ │ ├── EventManager.cs.meta
│ │ ├── EventPool.cs
│ │ └── EventPool.cs.meta
│ ├── Fsm.meta
│ ├── Fsm
│ │ ├── Fsm.cs
│ │ ├── Fsm.cs.meta
│ │ ├── FsmManager.cs
│ │ ├── FsmManager.cs.meta
│ │ ├── FsmState.cs
│ │ ├── FsmState.cs.meta
│ │ ├── IFsm.cs
│ │ └── IFsm.cs.meta
│ ├── Localization.meta
│ ├── Localization
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── LoadDictionaryDependencyAssetEventArgs.cs
│ │ │ ├── LoadDictionaryDependencyAssetEventArgs.cs.meta
│ │ │ ├── LoadDictionaryFailureEventArgs.cs
│ │ │ ├── LoadDictionaryFailureEventArgs.cs.meta
│ │ │ ├── LoadDictionarySuccessEventArgs.cs
│ │ │ ├── LoadDictionarySuccessEventArgs.cs.meta
│ │ │ ├── LoadDictionaryUpdateEventArgs.cs
│ │ │ └── LoadDictionaryUpdateEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ │ ├── DefaultLocalizationHelper.cs
│ │ │ ├── DefaultLocalizationHelper.cs.meta
│ │ │ ├── LocalizationHelperBase.cs
│ │ │ └── LocalizationHelperBase.cs.meta
│ │ ├── Language.cs
│ │ ├── Language.cs.meta
│ │ ├── LoadDictionaryInfo.cs
│ │ ├── LoadDictionaryInfo.cs.meta
│ │ ├── LocalizationManager.cs
│ │ └── LocalizationManager.cs.meta
│ ├── Network.meta
│ ├── Network
│ │ ├── Channel.meta
│ │ ├── Channel
│ │ │ ├── DefaultNetworkChannerHelper.cs
│ │ │ ├── DefaultNetworkChannerHelper.cs.meta
│ │ │ ├── NetworkChannel.cs
│ │ │ ├── NetworkChannel.cs.meta
│ │ │ ├── NetworkChannelHelperBase.cs
│ │ │ ├── NetworkChannelHelperBase.cs.meta
│ │ │ ├── NetworkType.cs
│ │ │ ├── NetworkType.cs.meta
│ │ │ ├── States.cs
│ │ │ └── States.cs.meta
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── NetworkClosedEventArgs.cs
│ │ │ ├── NetworkClosedEventArgs.cs.meta
│ │ │ ├── NetworkConnectedEventArgs.cs
│ │ │ ├── NetworkConnectedEventArgs.cs.meta
│ │ │ ├── NetworkCustomErrorEventArgs.cs
│ │ │ ├── NetworkCustomErrorEventArgs.cs.meta
│ │ │ ├── NetworkErrorCode.cs
│ │ │ ├── NetworkErrorCode.cs.meta
│ │ │ ├── NetworkErrorEventArgs.cs
│ │ │ ├── NetworkErrorEventArgs.cs.meta
│ │ │ ├── NetworkMissHeartBeatEventArgs.cs
│ │ │ └── NetworkMissHeartBeatEventArgs.cs.meta
│ │ ├── NetworkManager.cs
│ │ ├── NetworkManager.cs.meta
│ │ ├── Packets.meta
│ │ └── Packets
│ │ │ ├── Base.meta
│ │ │ ├── Base
│ │ │ ├── PacketBase.cs
│ │ │ ├── PacketBase.cs.meta
│ │ │ ├── PacketHandlerBase.cs
│ │ │ ├── PacketHandlerBase.cs.meta
│ │ │ ├── PacketHeaderBase.cs
│ │ │ ├── PacketHeaderBase.cs.meta
│ │ │ ├── PacketType.cs
│ │ │ └── PacketType.cs.meta
│ │ │ ├── Handler.meta
│ │ │ ├── Handler
│ │ │ ├── SCHeartBeatHandler.cs
│ │ │ └── SCHeartBeatHandler.cs.meta
│ │ │ ├── Header.meta
│ │ │ ├── Header
│ │ │ ├── CSPacketHeader.cs
│ │ │ ├── CSPacketHeader.cs.meta
│ │ │ ├── SCPacketHeader.cs
│ │ │ └── SCPacketHeader.cs.meta
│ │ │ ├── Packet.meta
│ │ │ └── Packet
│ │ │ ├── CSPacketBase.cs
│ │ │ ├── CSPacketBase.cs.meta
│ │ │ ├── Heart.meta
│ │ │ ├── Heart
│ │ │ ├── CSHeartBeat.cs
│ │ │ ├── CSHeartBeat.cs.meta
│ │ │ ├── SCHeartBeat.cs
│ │ │ └── SCHeartBeat.cs.meta
│ │ │ ├── SCPacketBase.cs
│ │ │ └── SCPacketBase.cs.meta
│ ├── ObjectPool.meta
│ ├── ObjectPool
│ │ ├── IObjectPool.cs
│ │ ├── IObjectPool.cs.meta
│ │ ├── ObjectBase.cs
│ │ ├── ObjectBase.cs.meta
│ │ ├── ObjectPool.cs
│ │ ├── ObjectPool.cs.meta
│ │ ├── ObjectPoolManager.cs
│ │ └── ObjectPoolManager.cs.meta
│ ├── Procedure.meta
│ ├── Procedure
│ │ ├── ProcedureBase.cs
│ │ ├── ProcedureBase.cs.meta
│ │ ├── ProcedureManager.cs
│ │ └── ProcedureManager.cs.meta
│ ├── Resource.meta
│ ├── Resource
│ │ ├── Callbacks.meta
│ │ ├── Callbacks
│ │ │ ├── LoadAssetCallbacks.cs
│ │ │ ├── LoadAssetCallbacks.cs.meta
│ │ │ ├── LoadSceneCallbacks.cs
│ │ │ ├── LoadSceneCallbacks.cs.meta
│ │ │ ├── UnloadSceneCallbacks.cs
│ │ │ └── UnloadSceneCallbacks.cs.meta
│ │ ├── LoadResourceStatus.cs
│ │ ├── LoadResourceStatus.cs.meta
│ │ ├── ResourceManager.cs
│ │ └── ResourceManager.cs.meta
│ ├── Scene.meta
│ ├── Scene
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── LoadSceneDependencyAssetEventArgs.cs
│ │ │ ├── LoadSceneDependencyAssetEventArgs.cs.meta
│ │ │ ├── LoadSceneFailureEventArgs.cs
│ │ │ ├── LoadSceneFailureEventArgs.cs.meta
│ │ │ ├── LoadSceneSuccessEventArgs.cs
│ │ │ ├── LoadSceneSuccessEventArgs.cs.meta
│ │ │ ├── LoadSceneUpdateEventArgs.cs
│ │ │ ├── LoadSceneUpdateEventArgs.cs.meta
│ │ │ ├── UnloadSceneFailureEventArgs.cs
│ │ │ ├── UnloadSceneFailureEventArgs.cs.meta
│ │ │ ├── UnloadSceneSuccessEventArgs.cs
│ │ │ └── UnloadSceneSuccessEventArgs.cs.meta
│ │ ├── SceneManager.cs
│ │ └── SceneManager.cs.meta
│ ├── Sound.meta
│ ├── Sound
│ │ ├── Constant.cs
│ │ ├── Constant.cs.meta
│ │ ├── EventArgs.meta
│ │ ├── EventArgs
│ │ │ ├── AgentHelperEventArgs.meta
│ │ │ ├── AgentHelperEventArgs
│ │ │ │ ├── ResetSoundAgentEventArgs.cs
│ │ │ │ └── ResetSoundAgentEventArgs.cs.meta
│ │ │ ├── GlobalEventArgs.meta
│ │ │ └── GlobalEventArgs
│ │ │ │ ├── PlaySoundDependencyAssetEventArgs.cs
│ │ │ │ ├── PlaySoundDependencyAssetEventArgs.cs.meta
│ │ │ │ ├── PlaySoundErrorCode.cs
│ │ │ │ ├── PlaySoundErrorCode.cs.meta
│ │ │ │ ├── PlaySoundFailureEventArgs.cs
│ │ │ │ ├── PlaySoundFailureEventArgs.cs.meta
│ │ │ │ ├── PlaySoundParams.cs
│ │ │ │ ├── PlaySoundParams.cs.meta
│ │ │ │ ├── PlaySoundSuccessEventArgs.cs
│ │ │ │ ├── PlaySoundSuccessEventArgs.cs.meta
│ │ │ │ ├── PlaySoundUpdateEventArgs.cs
│ │ │ │ └── PlaySoundUpdateEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ │ ├── DefaultSoundAgentHelper.cs
│ │ │ ├── DefaultSoundAgentHelper.cs.meta
│ │ │ ├── DefaultSoundGroupHelper.cs
│ │ │ ├── DefaultSoundGroupHelper.cs.meta
│ │ │ ├── DefaultSoundHelper.cs
│ │ │ ├── DefaultSoundHelper.cs.meta
│ │ │ ├── SoundAgentHelperBase.cs
│ │ │ ├── SoundAgentHelperBase.cs.meta
│ │ │ ├── SoundGroupHelperBase.cs
│ │ │ ├── SoundGroupHelperBase.cs.meta
│ │ │ ├── SoundHelperBase.cs
│ │ │ └── SoundHelperBase.cs.meta
│ │ ├── Info.meta
│ │ ├── Info
│ │ │ ├── LoadSoundInfo.cs
│ │ │ ├── LoadSoundInfo.cs.meta
│ │ │ ├── PlaySoundInfo.cs
│ │ │ └── PlaySoundInfo.cs.meta
│ │ ├── SoundAgent.cs
│ │ ├── SoundAgent.cs.meta
│ │ ├── SoundGroup.cs
│ │ ├── SoundGroup.cs.meta
│ │ ├── SoundManager.cs
│ │ └── SoundManager.cs.meta
│ ├── UI.meta
│ ├── UI
│ │ ├── GlobalEventArgs.meta
│ │ ├── GlobalEventArgs
│ │ │ ├── CloseUIFormCompleteEventArgs.cs
│ │ │ ├── CloseUIFormCompleteEventArgs.cs.meta
│ │ │ ├── OpenUIFormDependencyAssetEventArgs.cs
│ │ │ ├── OpenUIFormDependencyAssetEventArgs.cs.meta
│ │ │ ├── OpenUIFormFailureEventArgs.cs
│ │ │ ├── OpenUIFormFailureEventArgs.cs.meta
│ │ │ ├── OpenUIFormSuccessEventArgs.cs
│ │ │ ├── OpenUIFormSuccessEventArgs.cs.meta
│ │ │ ├── OpenUIFormUpdateEventArgs.cs
│ │ │ └── OpenUIFormUpdateEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ │ ├── DefaultUIFormHelper.cs
│ │ │ ├── DefaultUIFormHelper.cs.meta
│ │ │ ├── DefaultUIGroupHelper.cs
│ │ │ ├── DefaultUIGroupHelper.cs.meta
│ │ │ ├── UGuiGroupHelper.cs
│ │ │ ├── UGuiGroupHelper.cs.meta
│ │ │ ├── UIFormHelperBase.cs
│ │ │ ├── UIFormHelperBase.cs.meta
│ │ │ ├── UIGroupHelperBase.cs
│ │ │ └── UIGroupHelperBase.cs.meta
│ │ ├── Info.meta
│ │ ├── Info
│ │ │ ├── OpenUIFormInfo.cs
│ │ │ ├── OpenUIFormInfo.cs.meta
│ │ │ ├── UIFormInfo.cs
│ │ │ └── UIFormInfo.cs.meta
│ │ ├── MonoBehaviour.meta
│ │ ├── MonoBehaviour
│ │ │ ├── UGuiFormLogic.cs
│ │ │ ├── UGuiFormLogic.cs.meta
│ │ │ ├── UIForm.cs
│ │ │ ├── UIForm.cs.meta
│ │ │ ├── UIFormLogic.cs
│ │ │ └── UIFormLogic.cs.meta
│ │ ├── UIFormInstanceObject.cs
│ │ ├── UIFormInstanceObject.cs.meta
│ │ ├── UIGroup.cs
│ │ ├── UIGroup.cs.meta
│ │ ├── UIManager.cs
│ │ └── UIManager.cs.meta
│ ├── Utility.meta
│ ├── Utility
│ │ ├── Text.cs
│ │ ├── Text.cs.meta
│ │ ├── UnityExtension.cs
│ │ ├── UnityExtension.cs.meta
│ │ ├── Utility.cs
│ │ └── Utility.cs.meta
│ ├── WebRequest.meta
│ └── WebRequest
│ │ ├── EventArgs.meta
│ │ ├── EventArgs
│ │ ├── AgentHelperEventArgs.meta
│ │ ├── AgentHelperEventArgs
│ │ │ ├── WebRequestAgentHelperCompleteEventArgs.cs
│ │ │ ├── WebRequestAgentHelperCompleteEventArgs.cs.meta
│ │ │ ├── WebRequestAgentHelperErrorEventArgs.cs
│ │ │ └── WebRequestAgentHelperErrorEventArgs.cs.meta
│ │ ├── GlobalEventArgs.meta
│ │ └── GlobalEventArgs
│ │ │ ├── WebRequestFailureEventArgs.cs
│ │ │ ├── WebRequestFailureEventArgs.cs.meta
│ │ │ ├── WebRequestStartEventArgs.cs
│ │ │ ├── WebRequestStartEventArgs.cs.meta
│ │ │ ├── WebRequestSuccessEventArgs.cs
│ │ │ └── WebRequestSuccessEventArgs.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ ├── DefaultWebRequestAgentHelper.cs
│ │ ├── DefaultWebRequestAgentHelper.cs.meta
│ │ ├── UnityWebRequestAgentHelper.cs
│ │ ├── UnityWebRequestAgentHelper.cs.meta
│ │ ├── WebRequestAgentHelperBase.cs
│ │ └── WebRequestAgentHelperBase.cs.meta
│ │ ├── WWWFormInfo.cs
│ │ ├── WWWFormInfo.cs.meta
│ │ ├── WebRequestAgent.cs
│ │ ├── WebRequestAgent.cs.meta
│ │ ├── WebRequestManager.cs
│ │ ├── WebRequestManager.cs.meta
│ │ ├── WebRequestTask.cs
│ │ └── WebRequestTask.cs.meta
│ ├── Test.meta
│ └── Test
│ ├── Config.meta
│ ├── Config
│ ├── ConfigTestMain.cs
│ ├── ConfigTestMain.cs.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── DefaultConfig.txt
│ │ └── DefaultConfig.txt.meta
│ ├── test.unity
│ └── test.unity.meta
│ ├── DataNode.meta
│ ├── DataNode
│ ├── DataNodeTestMain.cs
│ ├── DataNodeTestMain.cs.meta
│ ├── Test.unity
│ └── Test.unity.meta
│ ├── DataTable.meta
│ ├── DataTable
│ ├── DRAircraft.cs
│ ├── DRAircraft.cs.meta
│ ├── DataTableTestMain.cs
│ ├── DataTableTestMain.cs.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Aircraft.txt
│ │ └── Aircraft.txt.meta
│ ├── test.unity
│ └── test.unity.meta
│ ├── Download.meta
│ ├── Download
│ ├── DownloadTestMain.cs
│ ├── DownloadTestMain.cs.meta
│ ├── Test.jpg
│ ├── Test.jpg.meta
│ ├── test.unity
│ └── test.unity.meta
│ ├── Entity.meta
│ ├── Entity
│ ├── EntityTestLogic.cs
│ ├── EntityTestLogic.cs.meta
│ ├── EntityTestMain.cs
│ ├── EntityTestMain.cs.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── EntityTestCube.prefab
│ │ └── EntityTestCube.prefab.meta
│ ├── test.unity
│ └── test.unity.meta
│ ├── Event.meta
│ ├── Event
│ ├── EventTestMain.cs
│ ├── EventTestMain.cs.meta
│ ├── Test.unity
│ └── Test.unity.meta
│ ├── ObjectPool.meta
│ ├── ObjectPool
│ ├── ObjectPoolTestMain.cs
│ ├── ObjectPoolTestMain.cs.meta
│ ├── Test.unity
│ ├── Test.unity.meta
│ ├── TestObject.cs
│ └── TestObject.cs.meta
│ ├── Procedure.meta
│ ├── Procedure
│ ├── ProcedureTestMain.cs
│ ├── ProcedureTestMain.cs.meta
│ ├── Procedure_1st.cs
│ ├── Procedure_1st.cs.meta
│ ├── Procedure_2nd.cs
│ ├── Procedure_2nd.cs.meta
│ ├── Procedure_3rd.cs
│ ├── Procedure_3rd.cs.meta
│ ├── test.unity
│ └── test.unity.meta
│ ├── Scene.meta
│ └── Scene
│ ├── SceneTestMain.cs
│ ├── SceneTestMain.cs.meta
│ ├── scenetest.unity
│ ├── scenetest.unity.meta
│ ├── test.unity
│ └── test.unity.meta
├── GameFramework框架笔记(缺Debugger与Resource).docx
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
└── README.md
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Base
6 | {
7 | ///
8 | /// 模块管理器基类
9 | ///
10 | public abstract class ManagerBase
11 | {
12 | ///
13 | /// 模块优先级,优先级高的模块会先被轮询,并且后关闭
14 | ///
15 | public virtual int Priority
16 | {
17 | get
18 | {
19 | return 0;
20 | }
21 | }
22 |
23 | ///
24 | /// 初始化模块
25 | ///
26 | public abstract void Init();
27 |
28 | ///
29 | /// 轮询模块
30 | ///
31 | /// 逻辑流逝秒
32 | /// 真实流逝秒
33 | public abstract void Update(float elapseSeconds, float realElapseSeconds);
34 |
35 | ///
36 | /// 停止并清理模块
37 | ///
38 | public abstract void Shutdown();
39 | }
40 | }
41 |
42 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework
6 | {
7 | ///
8 | /// 引用池对象接口
9 | ///
10 | public interface IReference
11 | {
12 | ///
13 | /// 清理引用
14 | ///
15 | void Clear();
16 | }
17 | }
18 |
19 |
20 |
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Reflection;
5 | namespace SimpleGameFramework.Base
6 | {
7 | ///
8 | /// 普通C#类的单例模板基类,继承该类需要提供一个私有的构造方法
9 | ///
10 | public abstract class Singleton where T : Singleton
11 | {
12 | protected static T _instance = null;
13 |
14 | public static T Instance
15 | {
16 | get
17 | {
18 | if (_instance == null)
19 | {
20 | //从所有私有构造方法里获取无参构造方法
21 | ConstructorInfo[] ctors = typeof(T).GetConstructors(BindingFlags.Instance | BindingFlags.NonPublic);
22 | ConstructorInfo ctor = Array.Find(ctors, c => c.GetParameters().Length == 0);
23 |
24 | if (ctor == null)
25 | {
26 | throw new Exception("继承C#单例模板的类没有提供私有无参构造方法:" + typeof(T).Name);
27 | }
28 | else
29 | {
30 | //调用构造方法并初始化
31 | _instance = ctor.Invoke(null) as T;
32 |
33 | }
34 | }
35 | return _instance;
36 | }
37 |
38 |
39 |
40 | }
41 | }
42 | }
43 |
44 |
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Reflection;
5 | using UnityEngine;
6 |
7 | namespace SimpleGameFramework.Base
8 | {
9 | ///
10 | /// 普通C#类的单例组件,组合该组件需要提供一个私有的构造方法
11 | ///
12 | ///
13 | public class SingletonComponent where T : class
14 | {
15 | private static T _instance;
16 |
17 | public static T Instance
18 | {
19 | get
20 | {
21 | if (_instance == null)
22 | {
23 | //从所有私有构造方法里获取无参构造方法
24 | ConstructorInfo[] ctors = typeof(T).GetConstructors(BindingFlags.Instance | BindingFlags.NonPublic);
25 | ConstructorInfo ctor = Array.Find(ctors, c => c.GetParameters().Length == 0);
26 |
27 | if (ctor == null)
28 | {
29 | throw new Exception("组合C#单例组件的类没有提供私有无参构造方法:" + typeof(T).Name);
30 | }
31 | else
32 | {
33 | //调用构造方法
34 | _instance = ctor.Invoke(null) as T;
35 | }
36 | }
37 |
38 | return _instance;
39 | }
40 |
41 | }
42 |
43 | }
44 | }
45 |
46 |
47 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework
6 | {
7 | ///
8 | /// 任务接口
9 | ///
10 | public interface ITask
11 | {
12 | ///
13 | /// 任务序列ID
14 | ///
15 | int SerialId { get; }
16 |
17 | ///
18 | /// 任务是否完成
19 | ///
20 | bool Done { get; }
21 | }
22 | }
23 |
24 |
25 |
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/Assets/SimpleGameFramework/Scripts/Base/Task/ITaskAgent.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | namespace SimpleGameFramework
5 | {
6 | ///
7 | /// 任务代理接口
8 | ///
9 | /// 任务类型
10 | public interface ITaskAgent where T : ITask
11 | {
12 | ///
13 | /// 获取任务。
14 | ///
15 | T Task{ get;}
16 |
17 | ///
18 | /// 初始化任务代理。
19 | ///
20 | void Initialize();
21 |
22 | ///
23 | /// 任务代理轮询。
24 | ///
25 | void Update(float elapseSeconds, float realElapseSeconds);
26 |
27 | ///
28 | /// 关闭并清理任务代理。
29 | ///
30 | void Shutdown();
31 |
32 | ///
33 | /// 开始处理任务。
34 | ///
35 | /// 要处理的任务。
36 | void Start(T task);
37 |
38 | ///
39 | /// 停止正在处理的任务并重置任务代理。
40 | ///
41 | void Reset();
42 | }
43 | }
44 |
45 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Config
6 | {
7 | ///
8 | /// 配置数据
9 | ///
10 | public struct ConfigData
11 | {
12 | public ConfigData(bool boolValue, int intValue, float floatValue, string stringValue)
13 | {
14 | BoolValue = boolValue;
15 | IntValue = intValue;
16 | FloatValue = floatValue;
17 | StringValue = stringValue;
18 | }
19 |
20 | public bool BoolValue { get; private set; }
21 | public int IntValue { get; private set; }
22 | public float FloatValue { get; private set; }
23 | public string StringValue { get; private set; }
24 | }
25 |
26 | }
27 |
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/Assets/SimpleGameFramework/Scripts/Config/ConfigHelperBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Config
6 | {
7 | ///
8 | /// 配置辅助器基类
9 | ///
10 | public abstract class ConfigHelperBase
11 | {
12 | ///
13 | /// 加载配置
14 | ///
15 | /// 配置资源
16 | /// 用户自定义数据
17 | /// 加载是否成功
18 | public bool LoadConfig(object configAsset, object userData)
19 | {
20 | LoadConfigInfo loadConfigInfo = (LoadConfigInfo)userData;
21 | return LoadConfig(loadConfigInfo.ConfigName, configAsset, loadConfigInfo.UserData);
22 | }
23 |
24 | ///
25 | /// 解析配置
26 | ///
27 | /// 要解析的配置文本
28 | /// 用户自定义数据
29 | /// 是否解析配置成功
30 | public abstract bool ParseConfig(string text, object userData);
31 |
32 | ///
33 | /// 释放配置资源
34 | ///
35 | /// 要释放的配置资源
36 | public abstract void ReleaseConfigAsset(object configAsset);
37 |
38 | ///
39 | /// 加载配置
40 | ///
41 | /// 配置名称
42 | /// 配置资源
43 | /// 用户自定义数据
44 | /// 加载是否成功
45 | protected abstract bool LoadConfig(string configName, object configAsset, object userData);
46 | }
47 | }
48 |
49 |
--------------------------------------------------------------------------------
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Config
6 | {
7 | ///
8 | /// 加载配置的信息
9 | ///
10 | public class LoadConfigInfo
11 | {
12 | public LoadConfigInfo(string configName, object userData)
13 | {
14 | ConfigName = configName;
15 | UserData = userData;
16 | }
17 |
18 | public string ConfigName { get; private set; }
19 | public object UserData { get; private set; }
20 | }
21 | }
22 |
23 |
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/Assets/SimpleGameFramework/Scripts/DataTabel/LoadDataTableInfo.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.DataTable
7 | {
8 | ///
9 | /// 要加载数据表的信息
10 | ///
11 | public class LoadDataTableInfo
12 | {
13 | ///
14 | /// 数据行类型
15 | ///
16 | public Type DataRowType { get; private set; }
17 |
18 | ///
19 | /// 数据表名称(报错用)
20 | ///
21 | public string DataTableName { get; private set; }
22 |
23 | ///
24 | /// 数据表类型下的名称(区分同类型数据行的不同数据表)
25 | ///
26 | public string DataTableNameInType { get; private set; }
27 |
28 | ///
29 | /// 用户自定义数据
30 | ///
31 | public object UserData { get; private set; }
32 |
33 | ///
34 | ///
35 | ///
36 | /// 数据行类型
37 | /// 数据表名称(报错用)
38 | /// 数据表类型下的名称(区分同类型数据行的不同数据表)
39 | /// 用户自定义数据
40 | public LoadDataTableInfo(Type dataRowType, string dataTableName, string dataTableNameInType, object userData)
41 | {
42 | DataRowType = dataRowType;
43 | DataTableName = dataTableName;
44 | DataTableNameInType = dataTableNameInType;
45 | UserData = userData;
46 | }
47 | }
48 | }
49 |
50 |
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/Assets/SimpleGameFramework/Scripts/DataTabel/Tabel/IDataRow.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.DataTable
6 | {
7 | ///
8 | /// 数据行接口
9 | ///
10 | public interface IDataRow
11 | {
12 | ///
13 | /// 数据行的编号
14 | ///
15 | int Id { get; }
16 |
17 | ///
18 | /// 数据行文本内容解析器
19 | ///
20 | /// 要解析的文本内容
21 | void ParseDataRow(string dataRowText);
22 | }
23 |
24 | }
25 |
26 |
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/Assets/SimpleGameFramework/Scripts/DataTabel/Tabel/IDataTable.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.DataTable
7 | {
8 | ///
9 | /// 数据表接口
10 | ///
11 | public interface IDataTable
12 | {
13 |
14 | ///
15 | /// 数据表名称
16 | ///
17 | string Name { get; }
18 |
19 | ///
20 | /// 数据行的类型
21 | ///
22 | Type Type { get; }
23 |
24 | ///
25 | /// 数据表行数
26 | ///
27 | int Count { get; }
28 |
29 | ///
30 | /// 增加数据行
31 | ///
32 | ///
33 | void AddDataRow(string dataRowText);
34 |
35 | ///
36 | /// 关闭并清理数据表
37 | ///
38 | void Shutdown();
39 | }
40 | }
41 |
42 |
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/Assets/SimpleGameFramework/Scripts/Download/EventArgs/AgentHelperEventArgs/DownloadAgentHelperCompleteEventArgs.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Download
7 | {
8 | ///
9 | /// 下载代理辅助器完成事件
10 | ///
11 | public class DownloadAgentHelperCompleteEventArgs : EventArgs
12 | {
13 | public DownloadAgentHelperCompleteEventArgs(int size, byte[] bytes)
14 | {
15 | Size = size;
16 | Bytes = bytes;
17 | }
18 |
19 | ///
20 | /// 下载的数据大小。
21 | ///
22 | public int Size { get; private set; }
23 |
24 | ///
25 | /// 获取下载的数据流。
26 | ///
27 | public byte[] Bytes { get; private set; }
28 | }
29 | }
30 |
31 |
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/Assets/SimpleGameFramework/Scripts/Download/EventArgs/AgentHelperEventArgs/DownloadAgentHelperErrorEventArgs.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | ///
7 | /// 下载代理辅助器错误事件
8 | ///
9 | public class DownloadAgentHelperErrorEventArgs : EventArgs {
10 |
11 | public DownloadAgentHelperErrorEventArgs(string errorMessage)
12 | {
13 | ErrorMessage = errorMessage;
14 | }
15 |
16 | ///
17 | /// 获取错误信息。
18 | ///
19 | public string ErrorMessage { get; private set; }
20 |
21 |
22 | }
23 |
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/Assets/SimpleGameFramework/Scripts/Download/EventArgs/AgentHelperEventArgs/DownloadAgentHelperUpdateEventArgs.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Download
7 | {
8 | ///
9 | /// 下载代理辅助器更新事件。
10 | ///
11 | public class DownloadAgentHelperUpdateEventArgs : EventArgs
12 | {
13 | public DownloadAgentHelperUpdateEventArgs(int size, byte[] bytes)
14 | {
15 | Size = size;
16 | Bytes = bytes;
17 | }
18 |
19 | ///
20 | /// 下载的数据大小。
21 | ///
22 | public int Size { get; private set; }
23 |
24 | ///
25 | /// 获取下载的数据流。
26 | ///
27 | public byte[] Bytes { get; private set; }
28 | }
29 | }
30 |
31 |
32 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 实体数据基类
9 | ///
10 | public abstract class EntityData
11 | {
12 | ///
13 | /// 实体编号
14 | ///
15 | public int Id { get; private set; }
16 | ///
17 | /// 实体类型编号(用于从数据表里读取对应数据行)
18 | ///
19 | public int TypeId { get; private set; }
20 | ///
21 | /// 实体位置
22 | ///
23 | public Vector3 Positoin { get; set; }
24 |
25 | ///
26 | /// 实体旋转
27 | ///
28 | public Quaternion Rotation { get; set; }
29 |
30 | protected EntityData(int id, int typeId)
31 | {
32 | Id = id;
33 | TypeId = typeId;
34 | }
35 |
36 | }
37 |
38 | }
39 |
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/Assets/SimpleGameFramework/Scripts/Entity/EntityInstanceObject.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.ObjectPool;
5 |
6 | namespace SimpleGameFramework.Entity
7 | {
8 | ///
9 | /// 实体实例对象
10 | ///
11 | public class EntityInstanceObject : ObjectBase
12 | {
13 | ///
14 | /// 实体资源
15 | ///
16 | private object m_EntityAsset;
17 |
18 | ///
19 | /// 实体辅助器
20 | ///
21 | private EntityHelperBase m_EntityHelper;
22 |
23 | public EntityInstanceObject(string name,object entityAsset,object entityInstance,EntityHelperBase entityHelper)
24 | : base(entityInstance,name)
25 | {
26 | if (entityAsset == null)
27 | {
28 | Debug.LogError("用来构造实体实例对象的实体资源为空");
29 | }
30 | if (entityHelper == null)
31 | {
32 | Debug.LogError("用来构造实体实例对象的实体辅助器为空");
33 | }
34 |
35 | m_EntityAsset = entityAsset;
36 | m_EntityHelper = entityHelper;
37 | }
38 |
39 | public override void Release()
40 | {
41 | m_EntityHelper.ReleaseEntity(m_EntityAsset, Target);
42 | }
43 | }
44 | }
45 |
46 |
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/Assets/SimpleGameFramework/Scripts/Entity/EntityStatus.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 实体状态
9 | ///
10 | public enum EntityStatus
11 | {
12 | ///
13 | /// 将要初始化
14 | ///
15 | WillInit,
16 |
17 | ///
18 | /// 已初始化
19 | ///
20 | Inited,
21 |
22 | ///
23 | /// 将要显示
24 | ///
25 | WillShow,
26 |
27 | ///
28 | /// 已显示
29 | ///
30 | Showed,
31 |
32 | ///
33 | /// 将要隐藏
34 | ///
35 | WillHide,
36 |
37 | ///
38 | /// 已隐藏
39 | ///
40 | Hidden,
41 |
42 | ///
43 | /// 将要回收
44 | ///
45 | WillRecycle,
46 |
47 | ///
48 | /// 已回收
49 | ///
50 | Recycled,
51 | }
52 |
53 | }
54 |
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/Assets/SimpleGameFramework/Scripts/Entity/Helper/DefaultEntityGroupHelper.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 默认实体组辅助器
9 | ///
10 | public class DefaultEntityGroupHelper : EntityGroupHelperBase
11 | {
12 |
13 |
14 | }
15 | }
16 |
17 |
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/Assets/SimpleGameFramework/Scripts/Entity/Helper/EntityGroupHelperBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 实体组辅助器基类
9 | ///
10 | public class EntityGroupHelperBase : MonoBehaviour
11 | {
12 |
13 | }
14 |
15 | }
16 |
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/Assets/SimpleGameFramework/Scripts/Entity/Helper/EntityHelperBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 实体辅助器基类
9 | ///
10 | public abstract class EntityHelperBase
11 | {
12 | ///
13 | /// 实例化实体
14 | ///
15 | /// 要实例化的实体资源
16 | /// 实例化后的实体
17 | public abstract object InstantiateEntity(object entityAsset);
18 |
19 | ///
20 | /// 创建实体
21 | ///
22 | /// 实体实例
23 | /// 实体所属的实体组
24 | /// 用户自定义数据
25 | /// 实体
26 | public abstract Entity CreateEntity(object entityInstance, EntityGroup entityGroup, object userData);
27 |
28 | ///
29 | /// 释放实体
30 | ///
31 | /// 要释放的实体资源
32 | /// 要释放的实体实例
33 | public abstract void ReleaseEntity(object entityAsset, object entityInstance);
34 | }
35 | }
36 |
37 |
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/Assets/SimpleGameFramework/Scripts/Entity/Info/AttachEntityInfo.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 附加实体的信息
9 | ///
10 | public class AttachEntityInfo
11 | {
12 | ///
13 | /// 父实体的Transform
14 | ///
15 | public Transform ParentTransform { get; private set; }
16 |
17 | ///
18 | /// 用户自定义数据
19 | ///
20 | public object UserData { get; private set; }
21 |
22 | public AttachEntityInfo(Transform parentTransform, object userData)
23 | {
24 | ParentTransform = parentTransform;
25 | UserData = userData;
26 | }
27 | }
28 | }
29 |
30 |
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/Assets/SimpleGameFramework/Scripts/Entity/Info/LoadEntityInfo.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Entity
6 | {
7 | ///
8 | /// 加载实体的信息
9 | ///
10 | public class LoadEntityInfo
11 | {
12 |
13 | ///
14 | /// 序列编号
15 | ///
16 | public int SerialId { get; private set; }
17 |
18 | ///
19 | /// 实体编号
20 | ///
21 | public int EntityId { get; private set; }
22 |
23 | ///
24 | /// 实体组
25 | ///
26 | public EntityGroup EntityGroup { get; private set; }
27 |
28 | ///
29 | /// 用户自定义数据
30 | ///
31 | public object UserData { get; private set; }
32 |
33 | public LoadEntityInfo(int serialId, int entityId, EntityGroup entityGroup, object userData)
34 | {
35 | SerialId = serialId;
36 | EntityId = entityId;
37 | EntityGroup = entityGroup;
38 | UserData = userData;
39 | }
40 | }
41 | }
42 |
43 |
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/Assets/SimpleGameFramework/Scripts/Entity/Info/ShowEntityInfo.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Entity
7 | {
8 | ///
9 | /// 显示实体的信息
10 | ///
11 | public class ShowEntityInfo
12 | {
13 | ///
14 | /// 实体逻辑脚本类型
15 | ///
16 | public Type EntityLogicType { get; private set; }
17 |
18 | ///
19 | /// 用户自定义数据
20 | ///
21 | public object UserData { get; private set; }
22 |
23 | public ShowEntityInfo(Type entityLogicType, object userData)
24 | {
25 | EntityLogicType = entityLogicType;
26 | UserData = userData;
27 | }
28 | }
29 | }
30 |
31 |
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/Assets/SimpleGameFramework/Scripts/Fsm/IFsm.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Fsm
7 | {
8 | ///
9 | /// 状态机接口
10 | ///
11 | public interface IFsm
12 | {
13 | ///
14 | /// 状态机名字
15 | ///
16 | string Name { get;}
17 |
18 | ///
19 | /// 状态机持有者类型
20 | ///
21 | Type OwnerType { get; }
22 |
23 | ///
24 | /// 状态机是否被销毁
25 | ///
26 | bool IsDestroyed { get;}
27 |
28 |
29 | ///
30 | /// 当前状态运行时间
31 | ///
32 | float CurrentStateTime { get;}
33 |
34 | ///
35 | /// 状态机轮询
36 | ///
37 | void Update(float elapseSeconds, float realElapseSeconds);
38 |
39 | ///
40 | /// 关闭并清理状态机。
41 | ///
42 | void Shutdown();
43 |
44 | }
45 | }
46 |
47 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Localization
6 | {
7 | ///
8 | /// 本地化语言
9 | ///
10 | public enum Language
11 | {
12 | ///
13 | /// 未指定。
14 | ///
15 | Unspecified = 0,
16 |
17 | ///
18 | /// 简体中文
19 | ///
20 | ChineseSimplified,
21 |
22 | ///
23 | /// 繁体中文
24 | ///
25 | ChineseTraditional,
26 |
27 | ///
28 | /// 英语
29 | ///
30 | English,
31 |
32 | ///
33 | /// 日语
34 | ///
35 | Japanese,
36 | }
37 | }
38 |
39 |
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/Assets/SimpleGameFramework/Scripts/Localization/LoadDictionaryInfo.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Localization
6 | {
7 | ///
8 | /// 加载字典的信息
9 | ///
10 | public class LoadDictionaryInfo
11 | {
12 |
13 | ///
14 | /// 字典名字
15 | ///
16 | public string DictionaryName { get; private set; }
17 |
18 | ///
19 | /// 用户自定义数据
20 | ///
21 | public object UserData { get; private set; }
22 |
23 | public LoadDictionaryInfo(string dictionaryName, object userData)
24 | {
25 | DictionaryName = dictionaryName;
26 | UserData = userData;
27 | }
28 | }
29 | }
30 |
31 |
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/Assets/SimpleGameFramework/Scripts/Network/Channel/NetworkType.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 网络类型
9 | ///
10 | public enum NetworkType
11 | {
12 | ///
13 | /// 未知
14 | ///
15 | Unknown = 0,
16 |
17 | ///
18 | /// IP 版本 4
19 | ///
20 | IPv4,
21 |
22 | ///
23 | /// IP 版本 6
24 | ///
25 | IPv6,
26 | }
27 | }
28 |
29 |
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/Assets/SimpleGameFramework/Scripts/Network/GlobalEventArgs/NetworkClosedEventArgs.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.Event;
5 |
6 | namespace SimpleGameFramework.Network
7 | {
8 | ///
9 | /// 网络连接关闭事件
10 | ///
11 | public class NetworkClosedEventArgs : GlobalEventArgs
12 | {
13 | ///
14 | /// 连接关闭事件编号
15 | ///
16 | public static readonly int EventId = typeof(NetworkClosedEventArgs).GetHashCode();
17 |
18 | ///
19 | /// 连接关闭事件编号
20 | ///
21 | public override int Id
22 | {
23 | get
24 | {
25 | return EventId;
26 | }
27 | }
28 |
29 | ///
30 | /// 获取网络频道。
31 | ///
32 | public NetworkChannel NetworkChannel { get; private set; }
33 |
34 | ///
35 | /// 清理网络连接关闭事件
36 | ///
37 | public override void Clear()
38 | {
39 | NetworkChannel = default(NetworkChannel);
40 | }
41 |
42 | ///
43 | /// 填充网络连接关闭事件
44 | ///
45 | public NetworkClosedEventArgs Fill(NetworkChannel networkChannel)
46 | {
47 | NetworkChannel = networkChannel;
48 |
49 | return this;
50 | }
51 | }
52 | }
53 |
54 |
--------------------------------------------------------------------------------
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/Assets/SimpleGameFramework/Scripts/Network/GlobalEventArgs/NetworkConnectedEventArgs.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.Event;
5 |
6 | namespace SimpleGameFramework.Network
7 | {
8 | ///
9 | /// 网络连接成功事件
10 | ///
11 | public class NetworkConnectedEventArgs : GlobalEventArgs
12 | {
13 | ///
14 | /// 连接成功事件编号
15 | ///
16 | public static readonly int EventId = typeof(NetworkConnectedEventArgs).GetHashCode();
17 |
18 | ///
19 | /// 获取连接成功事件编号
20 | ///
21 | public override int Id
22 | {
23 | get
24 | {
25 | return EventId;
26 | }
27 | }
28 |
29 | ///
30 | /// 获取网络频道。
31 | ///
32 | public NetworkChannel NetworkChannel { get; private set; }
33 |
34 |
35 | ///
36 | /// 获取用户自定义数据
37 | ///
38 | public object UserData { get; private set; }
39 |
40 |
41 | ///
42 | /// 清理网络连接成功事件
43 | ///
44 | public override void Clear()
45 | {
46 | NetworkChannel = default(NetworkChannel);
47 | UserData = default(object);
48 | }
49 |
50 | ///
51 | /// 填充网络连接成功事件
52 | ///
53 | public NetworkConnectedEventArgs Fill(NetworkChannel networkChannel,object userData)
54 | {
55 | NetworkChannel = networkChannel;
56 | UserData = userData;
57 |
58 | return this;
59 | }
60 |
61 | }
62 | }
63 |
64 |
--------------------------------------------------------------------------------
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/Assets/SimpleGameFramework/Scripts/Network/GlobalEventArgs/NetworkErrorCode.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 网络错误码
9 | ///
10 | public enum NetworkErrorCode
11 | {
12 | ///
13 | /// 地址族错误
14 | ///
15 | AddressFamilyError,
16 |
17 | ///
18 | /// Socket 错误
19 | ///
20 | SocketError,
21 |
22 | ///
23 | /// 序列化错误
24 | ///
25 | SerializeError,
26 |
27 | ///
28 | /// 反序列化消息包头错误
29 | ///
30 | DeserializePacketHeaderError,
31 |
32 | ///
33 | /// 反序列化消息包错误
34 | ///
35 | DeserializePacketError,
36 |
37 | ///
38 | /// 连接错误
39 | ///
40 | ConnectError,
41 |
42 | ///
43 | /// 发送错误
44 | ///
45 | SendError,
46 |
47 | ///
48 | /// 接收错误
49 | ///
50 | ReceiveError,
51 |
52 | }
53 | }
54 |
55 |
--------------------------------------------------------------------------------
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Base/PacketBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.Event;
5 | using ProtoBuf;
6 | namespace SimpleGameFramework.Network
7 | {
8 | ///
9 | /// 网络消息包基类
10 | ///
11 | public abstract class PacketBase : GlobalEventArgs, IExtensible
12 | {
13 | ///
14 | /// 网络消息包类型
15 | ///
16 | public abstract PacketType PacketType { get; }
17 |
18 | private IExtension m_ExtensionObject;
19 |
20 | public PacketBase()
21 | {
22 | m_ExtensionObject = null;
23 | }
24 |
25 | public IExtension GetExtensionObject(bool createIfMissing)
26 | {
27 | return Extensible.GetExtensionObject(ref m_ExtensionObject, createIfMissing);
28 | }
29 | }
30 |
31 | }
32 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Base/PacketHandlerBase.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 网络消息包处理器基类
9 | ///
10 | public abstract class PacketHandlerBase
11 | {
12 | ///
13 | /// 网络消息包协议编号
14 | ///
15 | public abstract int Id { get; }
16 |
17 | ///
18 | /// 网络消息包处理方法
19 | ///
20 | /// 网络消息包源
21 | /// 网络消息包内容
22 | public abstract void Handle(object sender, PacketBase packet);
23 |
24 | }
25 | }
26 |
27 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Base/PacketHeaderBase.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 网络消息包头基类
9 | ///
10 | public abstract class PacketHeaderBase : IReference
11 | {
12 | ///
13 | /// 网络消息包类型
14 | ///
15 | public abstract PacketType PacketType { get; }
16 |
17 | ///
18 | /// 网络消息包编号
19 | ///
20 | public int Id { get; set; }
21 |
22 | ///
23 | /// 网络消息包长度
24 | ///
25 | public int PacketLength { get; set; }
26 |
27 | ///
28 | /// 网络消息包是否合法
29 | ///
30 | public bool IsValid
31 | {
32 | get
33 | {
34 | return PacketType != PacketType.Undefined && Id > 0 && PacketLength >= 0;
35 | }
36 | }
37 |
38 | ///
39 | /// 清理网络消息包头信息
40 | ///
41 | public void Clear()
42 | {
43 | Id = 0;
44 | PacketLength = 0;
45 | }
46 |
47 | }
48 | }
49 |
50 |
--------------------------------------------------------------------------------
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Base/PacketType.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 网络消息包类型
9 | ///
10 | public enum PacketType : byte
11 | {
12 | ///
13 | /// 未定义
14 | ///
15 | Undefined = 0,
16 |
17 | ///
18 | /// 客户端发往服务器的包
19 | ///
20 | ClientToServer,
21 |
22 | ///
23 | /// 服务器发往客户端的包
24 | ///
25 | ServerToClient,
26 |
27 | }
28 | }
29 |
30 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Handler/SCHeartBeatHandler.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 服务器向客户端发送的心跳包的处理器
9 | ///
10 | public class SCHeartBeatHandler : PacketHandlerBase
11 | {
12 | public override int Id
13 | {
14 | get
15 | {
16 | return 2;
17 | }
18 | }
19 |
20 | public override void Handle(object sender, PacketBase packet)
21 | {
22 | SCHeartBeat packetImpl = (SCHeartBeat)packet;
23 | Debug.Log("接收到心跳包:" + packetImpl.Id.ToString());
24 | }
25 | }
26 | }
27 |
28 |
--------------------------------------------------------------------------------
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Header/CSPacketHeader.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 客户端发往服务器的消息包头
9 | ///
10 | public class CSPacketHeader : PacketHeaderBase
11 | {
12 | public override PacketType PacketType
13 | {
14 | get
15 | {
16 | return PacketType.ServerToClient;
17 | }
18 | }
19 | }
20 | }
21 |
22 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Header/SCPacketHeader.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 服务器发往客户端的消息包头
9 | ///
10 | public class SCPacketHeader : PacketHeaderBase
11 | {
12 | public override PacketType PacketType
13 | {
14 | get
15 | {
16 | return PacketType.ServerToClient;
17 | }
18 | }
19 | }
20 |
21 | }
22 |
23 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Packet/CSPacketBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 客户端发往服务器的消息包的基类
9 | ///
10 | public abstract class CSPacketBase : PacketBase
11 | {
12 | public override PacketType PacketType
13 | {
14 | get
15 | {
16 | return PacketType.ClientToServer;
17 | }
18 | }
19 |
20 | }
21 |
22 | }
23 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Packet/Heart/CSHeartBeat.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 客户端发往服务器的心跳包
9 | ///
10 | public class CSHeartBeat : CSPacketBase
11 | {
12 | public override int Id
13 | {
14 | get
15 | {
16 | return 1;
17 | }
18 | }
19 |
20 | public override void Clear()
21 | {
22 |
23 | }
24 | }
25 | }
26 |
27 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Packet/Heart/SCHeartBeat.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 服务器发往客户端的心跳包
9 | ///
10 | public class SCHeartBeat : SCPacketBase
11 | {
12 | public SCHeartBeat()
13 | {
14 |
15 | }
16 |
17 | public override int Id
18 | {
19 | get
20 | {
21 | return 2;
22 | }
23 | }
24 |
25 | public override void Clear()
26 | {
27 |
28 | }
29 | }
30 | }
31 |
32 |
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/Assets/SimpleGameFramework/Scripts/Network/Packets/Packet/SCPacketBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Network
6 | {
7 | ///
8 | /// 服务器发往客户端的网络消息包的基类
9 | ///
10 | public abstract class SCPacketBase : PacketBase
11 | {
12 | public override PacketType PacketType
13 | {
14 | get
15 | {
16 | return PacketType.ServerToClient;
17 | }
18 | }
19 |
20 |
21 | }
22 | }
23 |
24 |
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/Assets/SimpleGameFramework/Scripts/Procedure/ProcedureBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.Fsm;
5 |
6 | namespace SimpleGameFramework.Procedure
7 | {
8 | ///
9 | /// 流程基类
10 | ///
11 | public class ProcedureBase : FsmState
12 | {
13 |
14 | public override void OnEnter(Fsm fsm)
15 | {
16 | base.OnEnter(fsm);
17 | Debug.Log("进入流程:" + GetType().FullName);
18 | }
19 |
20 | public override void OnLeave(Fsm fsm, bool isShutdown)
21 | {
22 | base.OnLeave(fsm, isShutdown);
23 | Debug.Log("离开流程:" + GetType().FullName);
24 | }
25 |
26 | }
27 | }
28 |
29 |
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/Assets/SimpleGameFramework/Scripts/Resource/Callbacks/UnloadSceneCallbacks.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Resource
6 | {
7 | #region 卸载场景的回调方法
8 | ///
9 | /// 卸载场景成功回调方法
10 | ///
11 | /// 要卸载的场景资源名称
12 | /// 用户自定义数据
13 | public delegate void UnloadSceneSuccessCallback(string sceneAssetName, object userData);
14 |
15 | ///
16 | /// 卸载场景失败回调方法
17 | ///
18 | /// 要卸载的场景资源名称
19 | /// 用户自定义数据
20 | public delegate void UnloadSceneFailureCallback(string sceneAssetName, object userData);
21 | #endregion
22 |
23 | ///
24 | /// 卸载场景回调方法集
25 | ///
26 | public class UnloadSceneCallbacks
27 | {
28 |
29 | ///
30 | /// 卸载场景成功回调方法
31 | ///
32 | public UnloadSceneSuccessCallback UnloadSceneSuccessCallback { get; private set; }
33 |
34 | ///
35 | /// 卸载场景失败回调方法
36 | ///
37 | public UnloadSceneFailureCallback UnloadSceneFailureCallback { get; private set; }
38 |
39 | public UnloadSceneCallbacks(UnloadSceneSuccessCallback unloadSceneSuccessCallback, UnloadSceneFailureCallback unloadSceneFailureCallback)
40 | {
41 | UnloadSceneSuccessCallback = unloadSceneSuccessCallback;
42 | UnloadSceneFailureCallback = unloadSceneFailureCallback;
43 | }
44 | }
45 | }
46 |
47 |
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/Assets/SimpleGameFramework/Scripts/Resource/LoadResourceStatus.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Resource
6 | {
7 | ///
8 | /// 加载资源状态
9 | ///
10 | public enum LoadResourceStatus
11 | {
12 | ///
13 | /// 加载资源完成
14 | ///
15 | Ok = 0,
16 |
17 | ///
18 | /// 资源尚未准备完毕
19 | ///
20 | NotReady,
21 |
22 | ///
23 | /// 资源不存在于磁盘上
24 | ///
25 | NotExist,
26 |
27 | ///
28 | /// 依赖资源错误
29 | ///
30 | DependencyError,
31 |
32 | ///
33 | /// 资源类型错误
34 | ///
35 | TypeError,
36 |
37 | ///
38 | /// 加载子资源错误
39 | ///
40 | ChildAssetError,
41 |
42 | ///
43 | /// 加载场景资源错误
44 | ///
45 | SceneAssetError,
46 | }
47 | }
48 |
49 |
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/Assets/SimpleGameFramework/Scripts/Scene/GlobalEventArgs/UnloadSceneFailureEventArgs.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.Event;
5 |
6 | namespace SimpleGameFramework.Scene
7 | {
8 | public class UnloadSceneFailureEventArgs : GlobalEventArgs
9 | {
10 | ///
11 | /// 加载场景失败事件编号
12 | ///
13 | public static readonly int EventId = typeof(UnloadSceneFailureEventArgs).GetHashCode();
14 |
15 | ///
16 | /// 加载场景失败事件编号
17 | ///
18 | public override int Id
19 | {
20 | get
21 | {
22 | return EventId;
23 | }
24 | }
25 |
26 | ///
27 | /// 场景资源名称
28 | ///
29 | public string SceneAssetName { get; private set; }
30 |
31 | ///
32 | /// 用户自定义数据
33 | ///
34 | public object UserData { get; private set; }
35 |
36 | ///
37 | /// 清理卸载场景失败事件
38 | ///
39 | public override void Clear()
40 | {
41 | SceneAssetName = default(string);
42 | UserData = default(object);
43 | }
44 |
45 | ///
46 | /// 填充卸载场景失败事件
47 | ///
48 | /// 卸载场景失败事件
49 | public UnloadSceneFailureEventArgs Fill(string sceneAssetName,object userData)
50 | {
51 | SceneAssetName = sceneAssetName;
52 | UserData = userData;
53 |
54 | return this;
55 | }
56 |
57 | }
58 | }
59 |
60 |
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/Assets/SimpleGameFramework/Scripts/Scene/GlobalEventArgs/UnloadSceneSuccessEventArgs.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using SimpleGameFramework.Event;
5 |
6 | namespace SimpleGameFramework.Scene
7 | {
8 | ///
9 | /// 卸载场景成功事件
10 | ///
11 | public class UnloadSceneSuccessEventArgs : GlobalEventArgs
12 | {
13 | ///
14 | /// 加载场景成功事件编号
15 | ///
16 | public static readonly int EventId = typeof(UnloadSceneSuccessEventArgs).GetHashCode();
17 |
18 | ///
19 | /// 获取加载场景成功事件编号
20 | ///
21 | public override int Id
22 | {
23 | get
24 | {
25 | return EventId;
26 | }
27 | }
28 |
29 | ///
30 | /// 场景资源名称
31 | ///
32 | public string SceneAssetName { get; private set; }
33 |
34 | ///
35 | /// 用户自定义数据
36 | ///
37 | public object UserData { get; private set; }
38 |
39 | ///
40 | /// 清理卸载场景失败事件
41 | ///
42 | public override void Clear()
43 | {
44 | SceneAssetName = default(string);
45 | UserData = default(object);
46 | }
47 |
48 | ///
49 | /// 填充卸载场景成功事件
50 | ///
51 | /// 卸载场景成功事件
52 | public UnloadSceneSuccessEventArgs Fill(string sceneAssetName, object userData)
53 | {
54 | SceneAssetName = sceneAssetName;
55 | UserData = userData;
56 |
57 | return this;
58 | }
59 | }
60 | }
61 |
62 |
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/Assets/SimpleGameFramework/Scripts/Sound/Constant.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Sound
6 | {
7 | ///
8 | /// 声音相关常量
9 | ///
10 | public static class Constant
11 | {
12 | public const float DefaultTime = 0f;
13 | public const bool DefaultMute = false;
14 | public const bool DefaultLoop = false;
15 | public const int DefaultPriority = 0;
16 | public const float DefaultVolume = 1f;
17 | public const float DefaultFadeInSeconds = 0f;
18 | public const float DefaultFadeOutSeconds = 0f;
19 | public const float DefaultPitch = 1f;
20 | public const float DefaultPanStereo = 0f;
21 | public const float DefaultSpatialBlend = 0f;
22 | public const float DefaultMaxDistance = 100f;
23 |
24 | }
25 | }
26 |
27 |
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/Assets/SimpleGameFramework/Scripts/Sound/EventArgs/AgentHelperEventArgs/ResetSoundAgentEventArgs.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Sound
7 | {
8 | ///
9 | /// 重置声音代理事件
10 | ///
11 | public class ResetSoundAgentEventArgs :EventArgs
12 | {
13 |
14 | }
15 | }
16 |
17 |
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/Assets/SimpleGameFramework/Scripts/Sound/EventArgs/GlobalEventArgs/PlaySoundErrorCode.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Sound
6 | {
7 | ///
8 | /// 播放声音错误码
9 | ///
10 | public enum PlaySoundErrorCode
11 | {
12 | ///
13 | /// 声音组不存在
14 | ///
15 | SoundGroupNotExist,
16 |
17 | ///
18 | /// 声音组没有声音代理
19 | ///
20 | SoundGroupHasNoAgent,
21 |
22 | ///
23 | /// 加载资源失败
24 | ///
25 | LoadAssetFailure,
26 |
27 | ///
28 | /// 播放声音因优先级低被忽略
29 | ///
30 | IgnoredDueToLowPriority,
31 |
32 | ///
33 | /// 设置声音资源失败
34 | ///
35 | SetSoundAssetFailure,
36 | }
37 | }
38 |
39 |
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/Assets/SimpleGameFramework/Scripts/Sound/Helper/DefaultSoundGroupHelper.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Sound
6 | {
7 | ///
8 | /// 默认声音组辅助器
9 | ///
10 | public class DefaultSoundGroupHelper : SoundGroupHelperBase
11 | {
12 |
13 |
14 | }
15 | }
16 |
17 |
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/Assets/SimpleGameFramework/Scripts/Sound/Helper/DefaultSoundHelper.cs:
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1 | using SimpleGameFramework.Resource;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Sound
7 | {
8 | ///
9 | /// 默认声音辅助器
10 | ///
11 | public class DefaultSoundHelper : SoundHelperBase
12 | {
13 | private ResourceManager m_ResourceManager;
14 |
15 | public DefaultSoundHelper()
16 | {
17 | m_ResourceManager = FrameworkEntry.Instance.GetManager();
18 | }
19 |
20 | ///
21 | /// 释放声音资源
22 | ///
23 | /// 要释放的声音资源
24 | public override void ReleaseSoundAsset(object soundAsset)
25 | {
26 | m_ResourceManager.UnloadAsset(soundAsset);
27 | }
28 | }
29 | }
30 |
31 |
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/Assets/SimpleGameFramework/Scripts/Sound/Helper/SoundGroupHelperBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.Audio;
5 |
6 | namespace SimpleGameFramework.Sound
7 | {
8 | ///
9 | /// 声音组辅助器基类
10 | ///
11 | public class SoundGroupHelperBase : MonoBehaviour
12 | {
13 | ///
14 | /// 获取或设置声音组辅助器所在的混音组
15 | ///
16 | public AudioMixerGroup AudioMixerGroup { get; set; }
17 | }
18 | }
19 |
20 |
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/Assets/SimpleGameFramework/Scripts/Sound/Helper/SoundHelperBase.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Sound
6 | {
7 | ///
8 | /// 声音辅助器基类
9 | ///
10 | public abstract class SoundHelperBase
11 | {
12 | ///
13 | /// 释放声音资源
14 | ///
15 | /// 要释放的声音资源
16 | public abstract void ReleaseSoundAsset(object soundAsset);
17 | }
18 | }
19 |
20 |
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/Assets/SimpleGameFramework/Scripts/Sound/Info/LoadSoundInfo.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.Sound
6 | {
7 | ///
8 | /// 加载声音的信息
9 | ///
10 | public class LoadSoundInfo
11 | {
12 |
13 | ///
14 | /// 声音序列编号
15 | ///
16 | public int SerialId { get; private set; }
17 |
18 | ///
19 | /// 声音组
20 | ///
21 | public SoundGroup SoundGroup { get; private set; }
22 |
23 | ///
24 | /// 播放声音参数
25 | ///
26 | public PlaySoundParams PlaySoundParams { get; private set; }
27 |
28 | ///
29 | /// 用户自定义数据
30 | ///
31 | public object UserData { get; private set; }
32 |
33 | public LoadSoundInfo(int serialId, SoundGroup soundGroup, PlaySoundParams playSoundParams, object userData)
34 | {
35 | SerialId = serialId;
36 | SoundGroup = soundGroup;
37 | PlaySoundParams = playSoundParams;
38 | UserData = userData;
39 | }
40 |
41 | }
42 | }
43 |
44 |
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/Assets/SimpleGameFramework/Scripts/Sound/Info/PlaySoundInfo.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using SimpleGameFramework.Entity;
4 | using UnityEngine;
5 |
6 | namespace SimpleGameFramework.Sound
7 | {
8 | ///
9 | /// 播放声音的信息
10 | ///
11 | public class PlaySoundInfo
12 | {
13 |
14 | ///
15 | /// 声音绑定的实体
16 | ///
17 | public Entity.Entity BindingEntity { get; private set; }
18 |
19 | ///
20 | /// 声音的世界位置
21 | ///
22 | public Vector3 WorldPosition { get; private set; }
23 |
24 | ///
25 | /// 用户自定义数据
26 | ///
27 | public object UserData { get; private set; }
28 |
29 | public PlaySoundInfo(Entity.Entity bindingEntity, Vector3 worldPosition, object userData)
30 | {
31 | BindingEntity = bindingEntity;
32 | WorldPosition = worldPosition;
33 | UserData = userData;
34 | }
35 | }
36 | }
37 |
38 |
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/Assets/SimpleGameFramework/Scripts/UI/Helper/DefaultUIGroupHelper.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace SimpleGameFramework.UI
6 | {
7 | ///
8 | /// 默认界面辅助器
9 | ///
10 | public class DefaultUIGroupHelper : UIGroupHelperBase
11 | {
12 | public override void SetDepth(int depth)
13 | {
14 |
15 | }
16 | }
17 | }
18 |
19 |
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/Assets/SimpleGameFramework/Scripts/UI/Helper/UGuiGroupHelper.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | namespace SimpleGameFramework.UI
7 | {
8 | ///
9 | /// UGUI 界面组辅助器
10 | ///
11 | public class UGuiGroupHelper : UIGroupHelperBase
12 | {
13 | public const int DepthFactor = 10000;
14 |
15 | private int m_Depth = 0;
16 | private Canvas m_CachedCanvas = null;
17 |
18 | ///
19 | /// 设置界面组深度。
20 | ///
21 | /// 界面组深度。
22 | public override void SetDepth(int depth)
23 | {
24 | m_Depth = depth;
25 | m_CachedCanvas.overrideSorting = true;
26 | m_CachedCanvas.sortingOrder = DepthFactor * depth;
27 | }
28 |
29 | private void Awake()
30 | {
31 | m_CachedCanvas = gameObject.GetOrAddComponent