├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── EditorBuildSettings.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── Physics2DSettings.asset └── TagManager.asset ├── Assets ├── Art_Kai │ ├── Enemy │ │ ├── Fbx │ │ │ └── Enemy.FBX │ │ ├── Elf.prefab.meta │ │ ├── Ogre.prefab.meta │ │ ├── Material │ │ │ ├── Elf.mat.meta │ │ │ ├── Orge.mat.meta │ │ │ ├── Troll.mat.meta │ │ │ ├── Elf.mat │ │ │ ├── Orge.mat │ │ │ └── Troll.mat │ │ ├── Troll.prefab.meta │ │ ├── Fbx.meta │ │ ├── Material.meta │ │ ├── Texture.meta │ │ └── Texture │ │ │ ├── ElfCompleteMap.png │ │ │ ├── OgreCompleteMap.png │ │ │ └── TrollCompleteMap.png │ ├── Scene │ │ ├── Fbx │ │ │ ├── Camp.FBX │ │ │ └── BattleScene.FBX │ │ ├── Camp.prefab.meta │ │ ├── BattleScene.prefab.meta │ │ ├── Fbx.meta │ │ ├── Material │ │ │ ├── Camp.mat.meta │ │ │ ├── BattleScene.mat.meta │ │ │ ├── Camp.mat │ │ │ └── BattleScene.mat │ │ ├── Material.meta │ │ ├── Texture.meta │ │ └── Texture │ │ │ ├── CampCompleteMap.png │ │ │ └── BattleSceneCompleteMap.png │ ├── Weapon │ │ ├── Fbx │ │ │ └── weapon.FBX │ │ ├── Gun.prefab.meta │ │ ├── Rifle.prefab.meta │ │ ├── Rocket.prefab.meta │ │ ├── Fbx.meta │ │ ├── Material │ │ │ ├── Gun.mat.meta │ │ │ ├── Rifle.mat.meta │ │ │ ├── Rocket.mat.meta │ │ │ ├── Gun.mat │ │ │ ├── Rifle.mat │ │ │ └── Rocket.mat │ │ ├── Material.meta │ │ ├── Texture.meta │ │ └── Texture │ │ │ ├── GunCompleteMap.png │ │ │ ├── RifleCompleteMap.png │ │ │ └── RocketCompleteMap.png │ ├── Soldier │ │ ├── FBX │ │ │ └── Soldier.FBX │ │ ├── Captain.prefab.meta │ │ ├── Rookie.prefab.meta │ │ ├── FBX.meta │ │ ├── Material │ │ │ ├── Rookie.mat.meta │ │ │ ├── Captain.mat.meta │ │ │ ├── Sergeant.mat.meta │ │ │ ├── Captain.mat │ │ │ ├── Rookie.mat │ │ │ └── Sergeant.mat │ │ ├── Sergeant.prefab.meta │ │ ├── Material.meta │ │ ├── Texture.meta │ │ └── Texture │ │ │ ├── RookieCompleteMap.png │ │ │ ├── CaptainCompleteMap.png │ │ │ └── SergeantCompleteMap.png │ ├── Enemy.meta │ ├── Scene.meta │ ├── Weapon.meta │ └── Soldier.meta ├── Art_Kai.meta ├── ExampleCode.meta ├── P-BaseDefenseAssets.meta ├── DesignPatternExample.meta ├── P-BaseDefenseAssets │ ├── Scenes │ │ ├── BattleScene.unity.meta │ │ ├── StartScene.unity.meta │ │ ├── MainMenuScene.unity.meta │ │ ├── CharacterTestScene.unity.meta │ │ ├── BattleScene.meta │ │ ├── SceneObjects.meta │ │ ├── SceneObjects │ │ │ ├── Star Red.mat.meta │ │ │ ├── Star Red.prefab.meta │ │ │ ├── Star.FBX │ │ │ └── Star Red.tga │ │ └── BattleScene │ │ │ └── NavMesh.asset.meta │ ├── GameCode.meta │ ├── Resources.meta │ ├── Resources │ │ ├── UI │ │ │ └── Heart.png │ │ ├── UI.meta │ │ ├── Audios.meta │ │ ├── Audios │ │ │ ├── GunShot.wav │ │ │ ├── RifleShot.wav │ │ │ ├── CaptainDeath.mp3 │ │ │ ├── RocketShot.wav │ │ │ ├── RookieDeath.mp3 │ │ │ ├── SergeantDeath.mp3 │ │ │ ├── GunShot.wav.meta │ │ │ ├── CaptainDeath.mp3.meta │ │ │ ├── RifleShot.wav.meta │ │ │ ├── RocketShot.wav.meta │ │ │ ├── RookieDeath.mp3.meta │ │ │ └── SergeantDeath.mp3.meta │ │ ├── Camps.meta │ │ ├── Camps │ │ │ ├── CaptiveCamp.prefab.meta │ │ │ └── SoldierCamp.prefab.meta │ │ ├── Effects.meta │ │ ├── Materials.meta │ │ ├── Sprites.meta │ │ ├── Weapons.meta │ │ ├── Weapons │ │ │ ├── WeaponGun.prefab.meta │ │ │ ├── WeaponRifle.prefab.meta │ │ │ └── WeaponRocket.prefab.meta │ │ ├── Characters.meta │ │ ├── Characters │ │ │ ├── Enemy │ │ │ │ ├── Enemy1.prefab.meta │ │ │ │ ├── Enemy2.prefab.meta │ │ │ │ └── Enemy3.prefab.meta │ │ │ ├── Enemy.meta │ │ │ ├── Soldier.meta │ │ │ └── Soldier │ │ │ │ ├── Soldier1.prefab.meta │ │ │ │ ├── Soldier2.prefab.meta │ │ │ │ └── Soldier3.prefab.meta │ │ ├── Effects │ │ │ ├── ElfHitEffect.prefab.meta │ │ │ ├── OgreHitEffect.prefab.meta │ │ │ ├── TrollHitEffect.prefab.meta │ │ │ ├── CaptainDeadEffect.prefab.meta │ │ │ ├── RookieDeadEffect.prefab.meta │ │ │ └── SergeantDeadEffect.prefab.meta │ │ ├── Materials │ │ │ ├── Heart.png │ │ │ ├── FlareParticleMaterial.mat.meta │ │ │ ├── LineRenderMaterial.mat.meta │ │ │ └── PuffSprite.png │ │ └── Sprites │ │ │ ├── ElfIcon.png │ │ │ ├── OgreIcon.png │ │ │ ├── CaptainCamp.png │ │ │ ├── CaptainIcon.png │ │ │ ├── CaptiveCamp.png │ │ │ ├── RookieCamp.png │ │ │ ├── RookieIcon.png │ │ │ ├── TrollIcon.png │ │ │ ├── SergeantCamp.png │ │ │ └── SergeantIcon.png │ ├── Scenes.meta │ └── GameCode │ │ ├── AP.meta │ │ ├── Camp.meta │ │ ├── Stage.meta │ │ ├── Tools.meta │ │ ├── UI.meta │ │ ├── BaseClass.meta │ │ ├── Character.meta │ │ ├── Factory.meta │ │ ├── GameAttr.meta │ │ ├── GameEvent.meta │ │ ├── SceneState.meta │ │ ├── Weapon.meta │ │ ├── Achievement.meta │ │ ├── Camp │ │ ├── Script.meta │ │ ├── TrainCost.meta │ │ ├── TrainCommand.meta │ │ ├── TrainCommand │ │ │ ├── ITrainCommand.cs │ │ │ ├── ITrainCommand.cs.meta │ │ │ ├── TrainCaptiveCommand.cs.meta │ │ │ ├── TrainSoldierCommand.cs.meta │ │ │ └── TrainCaptiveCommand.cs │ │ ├── ICamp.cs.meta │ │ ├── CampSystem.cs.meta │ │ ├── CaptiveCamp.cs.meta │ │ ├── SoldierCamp.cs.meta │ │ ├── Script │ │ │ ├── CampOnClick.cs.meta │ │ │ └── CampOnClick.cs │ │ ├── TrainCost │ │ │ ├── TrainCost.cs.meta │ │ │ ├── ITrainCost.cs │ │ │ ├── ITrainCost.cs.meta │ │ │ └── TrainCost.cs │ │ └── CaptiveCamp.cs │ │ ├── Character │ │ ├── Enemy.meta │ │ ├── Script.meta │ │ ├── Soldier.meta │ │ ├── CharacterAI.meta │ │ ├── CharacterAI │ │ │ ├── AIState.meta │ │ │ ├── EnemyAI.cs.meta │ │ │ ├── ICharacterAI.cs.meta │ │ │ ├── SoldierAI.cs.meta │ │ │ ├── AIState │ │ │ │ ├── IAIState.cs.meta │ │ │ │ ├── AttackAIState.cs.meta │ │ │ │ ├── ChaseAIState.cs.meta │ │ │ │ ├── GuardAIState.cs.meta │ │ │ │ ├── IdleAIState.cs.meta │ │ │ │ ├── MoveAIState.cs.meta │ │ │ │ └── IAIState.cs │ │ │ ├── SoldierAI.cs │ │ │ └── EnemyAI.cs │ │ ├── CharacterBuilder.meta │ │ ├── CharacterVisitor.meta │ │ ├── Enemy │ │ │ ├── EnemyElf.cs.meta │ │ │ ├── IEnemy.cs.meta │ │ │ ├── EnemyCaptive.cs.meta │ │ │ ├── EnemyOgre.cs.meta │ │ │ ├── EnemyTroll.cs.meta │ │ │ ├── EnemyElf.cs │ │ │ ├── EnemyOgre.cs │ │ │ ├── EnemyTroll.cs │ │ │ ├── EnemyCaptive.cs │ │ │ └── IEnemy.cs │ │ ├── ICharacter.cs.meta │ │ ├── CharacterSystem.cs.meta │ │ ├── Script │ │ │ ├── EffectDelete.cs.meta │ │ │ ├── CharacterMovement.cs.meta │ │ │ ├── SoldierClickScript.cs.meta │ │ │ ├── EffectDelete.cs │ │ │ └── SoldierClickScript.cs │ │ ├── Soldier │ │ │ ├── ISoldier.cs.meta │ │ │ ├── SoldierCaptain.cs.meta │ │ │ ├── SoldierCaptive.cs.meta │ │ │ ├── SoldierRookie.cs.meta │ │ │ ├── SoldierSergeant.cs.meta │ │ │ ├── SoldierRookie.cs │ │ │ ├── SoldierCaptain.cs │ │ │ └── SoldierSergeant.cs │ │ ├── CharacterBuilder │ │ │ ├── EnemyBuilder.cs.meta │ │ │ ├── ICharacterBuilder.cs.meta │ │ │ ├── SoldierBuilder.cs.meta │ │ │ ├── CharacterBuilderSystem.cs.meta │ │ │ ├── CharacterBuilderSystem.cs │ │ │ └── ICharacterBuilder.cs │ │ └── CharacterVisitor │ │ │ ├── ICharacterVisitor.cs.meta │ │ │ ├── UnitCountVisitor.cs.meta │ │ │ ├── SoldierAddMedalVisitor.cs.meta │ │ │ └── SoldierAddMedalVisitor.cs │ │ ├── Stage │ │ ├── StageData.meta │ │ ├── StageHandler.meta │ │ ├── StageScore.meta │ │ ├── StageScore │ │ │ ├── IStageScore.cs │ │ │ ├── IStageScore.cs.meta │ │ │ ├── StageScoreEnemyKilledCount.cs.meta │ │ │ └── StageScoreEnemyKilledCount.cs │ │ ├── StageSystem.cs.meta │ │ ├── StageData │ │ │ ├── IStageData.cs.meta │ │ │ ├── NormalStageData.cs.meta │ │ │ └── IStageData.cs │ │ └── StageHandler │ │ │ ├── IStageHandler.cs.meta │ │ │ ├── BossStageHandler.cs.meta │ │ │ ├── NormalStageHandler.cs.meta │ │ │ ├── BossStageHandler.cs │ │ │ ├── IStageHandler.cs │ │ │ └── NormalStageHandler.cs │ │ ├── Factory │ │ ├── AssetFactory.meta │ │ ├── AttrFactory.meta │ │ ├── CharacterFactory.meta │ │ ├── WeaponFactory.meta │ │ ├── PBDFactory.cs.meta │ │ ├── AssetFactory │ │ │ ├── IAssetFactory.cs.meta │ │ │ ├── LocalAssetFactory.cs.meta │ │ │ ├── RemoteAssetFactory.cs.meta │ │ │ ├── ResourceAssetFactory.cs.meta │ │ │ ├── ResourceAssetProxyFactory.cs.meta │ │ │ └── IAssetFactory.cs │ │ ├── AttrFactory │ │ │ ├── AttrFactory.cs.meta │ │ │ ├── IAttrFactory.cs.meta │ │ │ └── IAttrFactory.cs │ │ ├── WeaponFactory │ │ │ ├── IWeaponFactory.cs.meta │ │ │ ├── WeaponFactory.cs.meta │ │ │ └── IWeaponFactory.cs │ │ └── CharacterFactory │ │ │ ├── CharacterFactory.cs.meta │ │ │ ├── ICharacterFactory.cs.meta │ │ │ ├── TCharacterFactory.cs.meta │ │ │ ├── CharacterFactory_Generic.cs.meta │ │ │ ├── TCharacterFactory.cs │ │ │ └── ICharacterFactory.cs │ │ ├── GameAttr │ │ ├── WeaponAttr.meta │ │ ├── CharacterAttr.meta │ │ ├── CharacterAttr │ │ │ ├── AttrStrategy.meta │ │ │ ├── BaseAttr.meta │ │ │ ├── EnemyAttr.cs.meta │ │ │ ├── SoldierAttr.cs.meta │ │ │ ├── ICharacterAttr.cs.meta │ │ │ ├── BaseAttr │ │ │ │ ├── BaseAttr.cs.meta │ │ │ │ └── BaseAttrDecorator.cs.meta │ │ │ ├── AttrStrategy │ │ │ │ ├── IAttrStrategy.cs.meta │ │ │ │ ├── EnemyAttrStrategy.cs.meta │ │ │ │ ├── SoldierAttrStrategy.cs.meta │ │ │ │ ├── IAttrStrategy.cs │ │ │ │ ├── EnemyAttrStrategy.cs │ │ │ │ └── SoldierAttrStrategy.cs │ │ │ ├── EnemyAttr.cs │ │ │ └── SoldierAttr.cs │ │ └── WeaponAttr │ │ │ ├── WeaponAttr.cs.meta │ │ │ └── WeaponAttr.cs │ │ ├── GameEvent │ │ ├── GameEventObserver.meta │ │ ├── GameEventSubject.meta │ │ ├── GameEventObserver │ │ │ ├── ComboObserver.meta │ │ │ ├── NewStageObserver.meta │ │ │ ├── EnemyKilledObserver.meta │ │ │ ├── SoldierKilledObserver.meta │ │ │ ├── SoldierUpgateObserver.meta │ │ │ ├── IGameEventObserver.cs │ │ │ ├── IGameEventObserver.cs.meta │ │ │ ├── ComboObserver │ │ │ │ └── ComboObserver.cs.meta │ │ │ ├── EnemyKilledObserver │ │ │ │ ├── EnemyKilledObserverUI.cs.meta │ │ │ │ ├── EnemyKilledObserverAchievement.cs.meta │ │ │ │ ├── EnemyKilledObserverCaptiveCamp.cs.meta │ │ │ │ ├── EnemyKilledObserverStageScore.cs.meta │ │ │ │ ├── EnemyKilledObserverCaptiveCamp.cs │ │ │ │ ├── EnemyKilledObserverUI.cs │ │ │ │ ├── EnemyKilledObserverStageScore.cs │ │ │ │ └── EnemyKilledObserverAchievement.cs │ │ │ ├── NewStageObserver │ │ │ │ ├── NewStageObserverAchievement.cs.meta │ │ │ │ ├── NewStageObserverSoldierAddMedal.cs.meta │ │ │ │ ├── NewStageObserverAchievement.cs │ │ │ │ └── NewStageObserverSoldierAddMedal.cs │ │ │ ├── SoldierKilledObserver │ │ │ │ ├── SoldierKilledObserverUI.cs.meta │ │ │ │ ├── SoldierKilledObserverAchievement.cs.meta │ │ │ │ ├── SoldierKilledObserverUI.cs │ │ │ │ └── SoldierKilledObserverAchievement.cs │ │ │ └── SoldierUpgateObserver │ │ │ │ ├── SoldierUpgateObserverUI.cs.meta │ │ │ │ └── SoldierUpgateObserverUI.cs │ │ ├── GameEventSystem.cs.meta │ │ └── GameEventSubject │ │ │ ├── IGameEventSubject.cs.meta │ │ │ ├── NewStageSubject.cs.meta │ │ │ ├── EnemyKilledSubject.cs.meta │ │ │ ├── SoldierKilledSubject.cs.meta │ │ │ ├── SoldierUpgateSubject.cs.meta │ │ │ ├── NewStageSubject.cs │ │ │ ├── EnemyKilledSubject.cs │ │ │ ├── SoldierUpgateSubject.cs │ │ │ ├── SoldierKilledSubject.cs │ │ │ └── IGameEventSubject.cs │ │ ├── GameLoop.cs.meta │ │ ├── AP │ │ ├── APSystem.cs.meta │ │ └── APSystem.cs │ │ ├── Tools │ │ ├── UITool.cs.meta │ │ └── UnityTool.cs.meta │ │ ├── UI │ │ ├── CampInfoUI.cs.meta │ │ ├── GamePauseUI.cs.meta │ │ ├── GameStateInfoUI.cs.meta │ │ └── SoldierInfoUI.cs.meta │ │ ├── Weapon │ │ ├── IWeapon.cs.meta │ │ ├── WeaponGun.cs.meta │ │ ├── WeaponRifle.cs.meta │ │ ├── WeaponRocket.cs.meta │ │ ├── WeaponGun.cs │ │ ├── WeaponRifle.cs │ │ └── WeaponRocket.cs │ │ ├── PBaseDefenseGame.cs.meta │ │ ├── BaseClass │ │ ├── IGameSystem.cs.meta │ │ ├── IUserInterface.cs.meta │ │ ├── IGameSystem.cs │ │ └── IUserInterface.cs │ │ ├── PBaseDefenseGameUnitTest.cs.meta │ │ ├── SceneState │ │ ├── BattleState.cs.meta │ │ ├── ISceneState.cs.meta │ │ ├── MainMenuState.cs.meta │ │ ├── StartState.cs.meta │ │ ├── SceneStateController.cs.meta │ │ ├── StartState.cs │ │ ├── MainMenuState.cs │ │ ├── BattleState.cs │ │ └── ISceneState.cs │ │ ├── Achievement │ │ ├── AchievementSystem.cs.meta │ │ ├── AchievementSaveData.cs.meta │ │ └── AchievementSaveData.cs │ │ └── GameLoop.cs ├── DesignPatternExample │ ├── Adapter.meta │ ├── Bridge.meta │ ├── Builder.meta │ ├── Command.meta │ ├── DesignPatternExample.unity.meta │ ├── Mediator.meta │ ├── Memento.meta │ ├── Observer.meta │ ├── Proxy.meta │ ├── State.meta │ ├── Strategy.meta │ ├── Visitor.meta │ ├── Composite.meta │ ├── Decorator.meta │ ├── Flyweight.meta │ ├── Prototype.meta │ ├── Singleton.meta │ ├── Abstract Factory.meta │ ├── Factory Method.meta │ ├── Template Method.meta │ ├── Chain of Responsibility.meta │ ├── Proxy │ │ ├── Proxy.cs.meta │ │ ├── ProxyTest.cs.meta │ │ ├── ProxyTest.cs │ │ └── Proxy.cs │ ├── State │ │ ├── State.cs.meta │ │ ├── StateTest.cs.meta │ │ └── StateTest.cs │ ├── Adapter │ │ ├── Adapter.cs.meta │ │ ├── AdapterTest.cs.meta │ │ ├── AdapterTest.cs │ │ └── Adapter.cs │ ├── Bridge │ │ ├── Bridge.cs.meta │ │ ├── BridgeTest.cs.meta │ │ └── Bridge_Window.cs.meta │ ├── Builder │ │ ├── Builder.cs.meta │ │ ├── BuilderTest.cs.meta │ │ └── BuilderTest.cs │ ├── Command │ │ ├── Command.cs.meta │ │ ├── CommandTest.cs.meta │ │ └── CommandTest.cs │ ├── Mediator │ │ ├── Mediator.cs.meta │ │ ├── MediatorTest.cs.meta │ │ └── MediatorTest.cs │ ├── Memento │ │ ├── Memento.cs.meta │ │ └── MementoTest.cs.meta │ ├── Observer │ │ ├── Observer.cs.meta │ │ ├── ObserverTest.cs.meta │ │ └── ObserverTest.cs │ ├── Strategy │ │ ├── Strategy.cs.meta │ │ ├── StrategyTest.cs.meta │ │ └── StrategyTest.cs │ ├── Visitor │ │ ├── Visitor.cs.meta │ │ ├── ShapeVisitor.cs.meta │ │ ├── VisitorTest.cs.meta │ │ ├── ShapeVisitorTest.cs.meta │ │ ├── VisitorTest.cs │ │ └── ShapeVisitorTest.cs │ ├── Composite │ │ ├── Composite.cs.meta │ │ └── CompositeTest.cs.meta │ ├── Decorator │ │ ├── Decorator.cs.meta │ │ ├── DecoratorTest.cs.meta │ │ └── ShapeDecorator.cs.meta │ ├── Flyweight │ │ ├── Flyweight.cs.meta │ │ ├── FlyweightTest.cs.meta │ │ └── FlyweightTest.cs │ ├── Prototype │ │ ├── Prototype.cs.meta │ │ ├── PrototypeTest.cs.meta │ │ ├── Prototype.cs │ │ └── PrototypeTest.cs │ ├── Singleton │ │ ├── Singleton.cs.meta │ │ ├── ClassWithCounter.cs.meta │ │ ├── SingletonTest.cs.meta │ │ ├── Singleton.cs │ │ ├── ClassWithCounter.cs │ │ └── SingletonTest.cs │ ├── Abstract Factory │ │ ├── AbstractFactory.cs.meta │ │ ├── AbstractFactoryTest.cs.meta │ │ └── AbstractFactoryTest.cs │ ├── Factory Method │ │ ├── FactoryMethod.cs.meta │ │ └── FactoryMethodTest.cs.meta │ ├── Template Method │ │ ├── TemplateMethod.cs.meta │ │ ├── TemplateMethodTest.cs.meta │ │ ├── TemplateMethodTest.cs │ │ └── TemplateMethod.cs │ └── Chain of Responsibility │ │ ├── ChainofResponsibility.cs.meta │ │ ├── ChainofResponsibilityTest.cs.meta │ │ └── ChainofResponsibilityTest.cs ├── ExampleCode.cs.meta └── ExampleCode │ ├── AIWithoutState.cs.meta │ ├── CharacterAndAttr.cs.meta │ ├── CharacterAndWeapon.cs.meta │ ├── NewRoleWithFactory.cs.meta │ ├── NewRoleWithoutFactory.cs.meta │ ├── SoldierCaptiveBuilder.cs.meta │ ├── 3DBuildToolWithPattern.cs.meta │ ├── 3DBuildToolWithoutPattern.cs.meta │ ├── AchievementWithoutPattern.cs.meta │ ├── AttrFactoryWithoutPattern.cs.meta │ ├── CharacterAndPrefixBaseAttr.cs.meta │ ├── MediatorWithoutPattern.cs.meta │ ├── AchievementSaveWithoutPattern.cs.meta │ ├── ResourceAssetFactoryWithCache.cs.meta │ ├── 3DBuildToolWithoutDecoratorPattern.cs.meta │ ├── 3DBuildToolWithoutVisitorPattern.cs.meta │ └── 3DBuildToolWithoutPattern.cs ├── .gitattributes └── .gitignore /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.5.1f1 2 | -------------------------------------------------------------------------------- /Assets/Art_Kai/Enemy/Fbx/Enemy.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sttsai/PBaseDefense_Unity3D_Ver5/HEAD/Assets/Art_Kai/Enemy/Fbx/Enemy.FBX -------------------------------------------------------------------------------- /Assets/Art_Kai/Scene/Fbx/Camp.FBX: 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c782b77315ac5e9419f875f4b216d003 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterBuilder.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dec916325c2046c42807e4e03a766a3b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterVisitor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a26b426f6fb04b446b1f8f610497eeda 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c130bb3b0e6470e45ba9990cdca3fd72 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20f7dedc732efb047b20c864f3f0302c 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/AttrStrategy.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3788fcc36e52d345a4c5ca819398222 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/BaseAttr.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 803c8b8bb80c31e449e707075265c5db 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/ComboObserver.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccb21bd17429c284586d16ce06f7b378 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/NewStageObserver.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77cbe82f4bcf4ce408eb87dc11afe5ed 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/EnemyKilledObserver.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b9a45aa4a4fffd74395af735103ae872 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/SoldierKilledObserver.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 239ad2de6a1363445a57980529257492 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/SoldierUpgateObserver.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 106fcbed8a7993343b817a31c9b123c9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageScore/IStageScore.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 關卡分數確認 5 | public abstract class IStageScore 6 | { 7 | public abstract bool CheckScore(); 8 | } 9 | -------------------------------------------------------------------------------- /Assets/ExampleCode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f02eb79457f46e4f8a197023af9c331 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Camp/TrainCommand/ITrainCommand.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 執行訓練命令的介面 5 | public abstract class ITrainCommand 6 | { 7 | public abstract void Execute(); 8 | } 9 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: 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serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Proxy/Proxy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1343eb4802ef0484dbdf96e56e7b4d24 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/State/State.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 905cd00f04d725242bd2eb078f795a74 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | 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-------------------------------------------------------------------------------- /Assets/DesignPatternExample/Builder/Builder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 28db1b5e7bd79714d824045e51df538d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Command/Command.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2296b00442d7b8446870ea022f57e971 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Mediator/Mediator.cs.meta: 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guid: 4444e472c8851bd41aee9f5299499af7 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/EnemyAttr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fa2abb88a92ad045a1cf53b75b7134e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/SoldierAttr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 767b1fd50e94a76408fe837e586a6410 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/WeaponAttr/WeaponAttr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71f71de0c6eab7941aa760789d5b42fc 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/SceneState/SceneStateController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cecd7bff8b0948143b125438ecd4fa90 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | 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serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/AssetFactory/RemoteAssetFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e2b526748142d7418134186d49cc0d8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/WeaponFactory/IWeaponFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 512d91378067d6243b20de9be9713812 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | 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/Assets/P-BaseDefenseAssets/GameCode/Stage/StageHandler/BossStageHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e930b43bfb0739449addecc565f15e88 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageHandler/NormalStageHandler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8944b15784acc94ba4b325b799a535e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Chain of Responsibility/ChainofResponsibilityTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 219256bcc1dbc3b428dfaf56e5ce4d43 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterAI/AIState/AttackAIState.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 967a76e51138c26448b25c0593777e0b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterAI/AIState/ChaseAIState.cs.meta: -------------------------------------------------------------------------------- 1 | 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serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterAI/AIState/MoveAIState.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 769dbf1a2d273c04fbb7730f75329805 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterBuilder/ICharacterBuilder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d33a5e174b1099439338a59b89a704f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 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-------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterVisitor/UnitCountVisitor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3be0ea672fa4a1547bb7b5092394565a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/AssetFactory/ResourceAssetFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd8ac48c1db092c419038a09ca308515 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/CharacterFactory/CharacterFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e02c154c59d7414989f156ea2a8daf3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/CharacterFactory/ICharacterFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5290d001fbff7484a93350f9a08ca5fe 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/CharacterFactory/TCharacterFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d4f80f9fea5a354c87d56f877afbb9c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/WeaponFactory/IWeaponFactory.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 產生武器工廠界面 5 | public abstract class IWeaponFactory 6 | { 7 | // 建立武器 8 | public abstract IWeapon CreateWeapon( ENUM_Weapon emWeapon); 9 | } 10 | 11 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/BaseAttr/BaseAttr.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad4b95681c6e66341a42352f4e0dff38 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/IGameEventSubject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 721cd12705374ac4181a0f212e42b44d 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/NewStageSubject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5126212e4e46694e83d9a52771bc223 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageScore/StageScoreEnemyKilledCount.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 726f585297785fd418021e346478cce8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterBuilder/CharacterBuilderSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f34c25d28c1a89847bd2e5713b094323 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterVisitor/SoldierAddMedalVisitor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97ab47c356e734245bd3c3f5d1834a62 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/AssetFactory/ResourceAssetProxyFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9625e2c5a6fef0f4fab171256d589d1a 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/CharacterFactory/CharacterFactory_Generic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bca5e943758c2ab42aaa23a7c1826cf4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/AttrStrategy/IAttrStrategy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6fe2c33d6c9cf8345ab24fdbcb595542 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/BaseAttr/BaseAttrDecorator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12faa296d6d50f14fa57c1f91dbac3de 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/IGameEventObserver.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public abstract class IGameEventObserver 5 | { 6 | public abstract void Update(); 7 | public abstract void SetSubject( IGameEventSubject Subject ); 8 | } 9 | 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/Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/SoldierKilledSubject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dea0b1c00cec7d94c898a264360bfcb7 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/SoldierUpgateSubject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4243c74566dc2c7419d7835990db9457 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/AttrStrategy/EnemyAttrStrategy.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8aeccfd7eaff5d44db1f5ec4dfebcdfe 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageData/IStageData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 關卡資訊介面 5 | public abstract class IStageData 6 | { 7 | public abstract void Update(); 8 | public abstract bool IsFinished(); 9 | public abstract void Reset(); 10 | } 11 | -------------------------------------------------------------------------------- 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/Assets/DesignPatternExample/Adapter/AdapterTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Adapter; 4 | 5 | public class AdapterTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () 14 | { 15 | Target theTarget = new Adapter(); 16 | theTarget.Request(); 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_WebSecurityEmulationEnabled: 0 10 | m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d 11 | m_DefaultBehaviorMode: 0 12 | m_SpritePackerMode: 0 13 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageHandler/BossStageHandler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // Boss關卡 5 | public class BossStageHandler : NormalStageHandler 6 | { 7 | public BossStageHandler(IStageScore StateScore, IStageData StageData ):base(StateScore,StageData) 8 | {} 9 | 10 | // 損失的生命值 11 | public override int LoseHeart() 12 | { 13 | return StageSystem.MAX_HEART; 14 | } 15 | } 16 | 17 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterAI/SoldierAI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | // 玩家角色AI 5 | public class SoldierAI : ICharacterAI 6 | { 7 | public SoldierAI(ICharacter Character):base(Character) 8 | { 9 | // 一開始起始的狀態 10 | ChangeAIState(new IdleAIState()); 11 | } 12 | 13 | // 是否可以攻擊Heart 14 | public override bool CanAttackHeart() 15 | { 16 | return false; 17 | } 18 | } 19 | 20 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/BaseClass/IGameSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 遊戲子系統共用界面 5 | public abstract class IGameSystem 6 | { 7 | protected PBaseDefenseGame m_PBDGame = null; 8 | public IGameSystem( PBaseDefenseGame PBDGame ) 9 | { 10 | m_PBDGame = PBDGame; 11 | } 12 | 13 | public virtual void Initialize(){} 14 | public virtual void Release(){} 15 | public virtual void Update(){} 16 | 17 | } 18 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | 4 | # Custom for Visual Studio 5 | *.cs diff=csharp 6 | 7 | # Standard to msysgit 8 | *.doc diff=astextplain 9 | *.DOC diff=astextplain 10 | *.docx diff=astextplain 11 | *.DOCX diff=astextplain 12 | *.dot diff=astextplain 13 | *.DOT diff=astextplain 14 | *.pdf diff=astextplain 15 | *.PDF diff=astextplain 16 | *.rtf diff=astextplain 17 | *.RTF diff=astextplain 18 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/P-BaseDefenseAssets/Scenes/StartScene.unity 10 | - enabled: 1 11 | path: Assets/P-BaseDefenseAssets/Scenes/MainMenuScene.unity 12 | - enabled: 1 13 | path: Assets/P-BaseDefenseAssets/Scenes/BattleScene.unity 14 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/CharacterFactory/TCharacterFactory.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 產生遊戲角色工廠界面(Generic Method) 5 | public interface TCharacterFactory_Generic 6 | { 7 | ISoldier CreateSoldier(ENUM_Weapon emWeapon, int Lv, Vector3 SpawnPosition) where T: ISoldier,new(); 8 | IEnemy CreateEnemy (ENUM_Weapon emWeapon, Vector3 SpawnPosition, Vector3 AttackPosition) where T: IEnemy,new(); 9 | } 10 | 11 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Camp/Script/CampOnClick.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 兵營點擊成功後通知顯示 5 | public class CampOnClick : MonoBehaviour 6 | { 7 | public ICamp theCamp = null; 8 | 9 | // Use this for initialization 10 | void Start () {} 11 | 12 | // Update is called once per frame 13 | void Update () {} 14 | 15 | public void OnClick() 16 | { 17 | // 顯示兵營資訊 18 | PBaseDefenseGame.Instance.ShowCampInfo( theCamp ); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/AttrStrategy/IAttrStrategy.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 角色數值計算界面 5 | public abstract class IAttrStrategy 6 | { 7 | // 初始的數值 8 | public abstract void InitAttr( ICharacterAttr CharacterAttr ); 9 | 10 | // 攻擊加乘 11 | public abstract int GetAtkPlusValue( ICharacterAttr CharacterAttr ); 12 | 13 | // 取得減傷害值 14 | public abstract int GetDmgDescValue( ICharacterAttr CharacterAttr ); 15 | } 16 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Script/EffectDelete.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class EffectDelete : MonoBehaviour { 5 | 6 | public float m_RemoveTimer = 1.0f; 7 | 8 | // Use this for initialization 9 | void Start () { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update () 15 | { 16 | m_RemoveTimer -= Time.deltaTime; 17 | if( m_RemoveTimer <=0) 18 | GameObject.Destroy( gameObject ); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Proxy/ProxyTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Proxy; 4 | 5 | public class ProxyTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () { 14 | 15 | // 產生Proxy 16 | Proxy theProxy = new Proxy(); 17 | 18 | // 透過Proxy存取 19 | theProxy.Request(); 20 | theProxy.ConnectRemote = true; 21 | theProxy.Request(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/CharacterFactory/ICharacterFactory.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 產生遊戲角色工廠界面 5 | public abstract class ICharacterFactory 6 | { 7 | // 建立Soldier 8 | public abstract ISoldier CreateSoldier( ENUM_Soldier emSoldier, ENUM_Weapon emWeapon, int Lv,Vector3 SpawnPosition); 9 | 10 | // 建立Enemy 11 | public abstract IEnemy CreateEnemy( ENUM_Enemy emEnemy, ENUM_Weapon emWeapon, Vector3 SpawnPosition, Vector3 AttackPosition); 12 | 13 | } 14 | 15 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/WeaponAttr/WeaponAttr.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 武器數值類別 5 | public class WeaponAttr 6 | { 7 | public int Atk {get; private set;} // 攻擊力 8 | public float AtkRange{get; private set;} // 攻擊距離 9 | public string AttrName{get; private set;} // 屬性名稱 10 | 11 | public WeaponAttr(int AtkValue,float Range,string AttrName) 12 | { 13 | this.Atk = AtkValue; 14 | this.AtkRange = Range; 15 | this.AttrName = AttrName; 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Weapon/WeaponGun.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class WeaponGun : IWeapon 5 | { 6 | public WeaponGun() 7 | { 8 | m_emWeaponType = ENUM_Weapon.Gun; 9 | } 10 | 11 | // 顯示武器子彈特效 12 | protected override void DoShowBulletEffect( ICharacter theTarget ) 13 | { 14 | ShowBulletEffect(theTarget.GetPosition(),0.03f,0.2f); 15 | } 16 | 17 | // 顯示音效 18 | protected override void DoShowSoundEffect() 19 | { 20 | ShowSoundEffect("GunShot"); 21 | } 22 | 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Weapon/WeaponRifle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class WeaponRifle : IWeapon 5 | { 6 | public WeaponRifle() 7 | { 8 | m_emWeaponType = ENUM_Weapon.Rifle; 9 | } 10 | 11 | // 顯示武器子彈特效 12 | protected override void DoShowBulletEffect( ICharacter theTarget ) 13 | { 14 | ShowBulletEffect(theTarget.GetPosition(),0.5f,0.2f); 15 | } 16 | 17 | // 顯示音效 18 | protected override void DoShowSoundEffect() 19 | { 20 | ShowSoundEffect("RifleShot"); 21 | } 22 | 23 | } 24 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Weapon/WeaponRocket.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class WeaponRocket : IWeapon 5 | { 6 | public WeaponRocket() 7 | { 8 | m_emWeaponType = ENUM_Weapon.Rocket; 9 | } 10 | 11 | // 顯示武器子彈特效 12 | protected override void DoShowBulletEffect( ICharacter theTarget) 13 | { 14 | ShowBulletEffect(theTarget.GetPosition(),0.8f,0.5f); 15 | } 16 | 17 | // 顯示音效 18 | protected override void DoShowSoundEffect() 19 | { 20 | ShowSoundEffect("RocketShot"); 21 | } 22 | 23 | } 24 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Prototype/Prototype.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace DesignPattern_Prototype 5 | { 6 | 7 | public interface Prototype 8 | { 9 | object Clone(); 10 | } 11 | 12 | public class ConcretePrototype : Prototype 13 | { 14 | public string Name { get; set; } 15 | 16 | public ConcretePrototype(){} 17 | 18 | public object Clone() 19 | { 20 | ConcretePrototype pNewObj = new ConcretePrototype(); 21 | pNewObj.Name = this.Name; 22 | return pNewObj; 23 | } 24 | 25 | } 26 | } -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Visitor/VisitorTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Visitor; 4 | 5 | public class VisitorTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () 14 | { 15 | ObjectStructure theStructure = new ObjectStructure(); 16 | 17 | // 將Vicitor走訪ObjectStructure裡的各元表 18 | theStructure.RunVisitor(new ConcreteVicitor1()); 19 | theStructure.RunVisitor(new ConcreteVicitor2()); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/State/StateTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_State; 4 | 5 | public class StateTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () 14 | { 15 | Context theContext = new Context(); 16 | theContext.SetState( new ConcreteStateA( theContext )); 17 | theContext.Request( 5 ); 18 | theContext.Request( 15 ); 19 | theContext.Request( 25 ); 20 | theContext.Request( 35 ); 21 | 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Template Method/TemplateMethodTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_TemplateMethod; 4 | 5 | public class TemplateMethodTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // Update is called once per frame 13 | void UnitTest () 14 | { 15 | AbstractClass theClass = new ConcreteClassA(); 16 | theClass.TemplateMethod(); 17 | 18 | theClass = new ConcreteClassB(); 19 | theClass.TemplateMethod(); 20 | 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Script/SoldierClickScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 角色是否被點選到 5 | public class SoldierOnClick : MonoBehaviour 6 | { 7 | public ISoldier Solder = null; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | } 12 | 13 | // Update is called once per frame 14 | void Update () { 15 | } 16 | 17 | public void OnClick() 18 | { 19 | //Debug.Log ("CharacterOnClick.OnClick:" + gameObject.name); 20 | PBaseDefenseGame.Instance.ShowSoldierInfo( Solder ); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Singleton/Singleton.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace DesignPattern_Singleton 5 | { 6 | // 單例模式 7 | public class Singleton 8 | { 9 | public string Name {get; set;} 10 | 11 | private static Singleton _instance; 12 | public static Singleton Instance 13 | { 14 | get 15 | { 16 | if (_instance == null) 17 | { 18 | Debug.Log("產生Singleton"); 19 | _instance = new Singleton(); 20 | } 21 | return _instance; 22 | } 23 | } 24 | 25 | private Singleton(){} 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/NewStageSubject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 新的關卡 5 | public class NewStageSubject : IGameEventSubject 6 | { 7 | private int m_StageCount = 1; 8 | 9 | public NewStageSubject() 10 | {} 11 | 12 | // 目前關卡數 13 | public int GetStageCount() 14 | { 15 | return m_StageCount; 16 | } 17 | 18 | // 通知 19 | public override void SetParam( System.Object Param ) 20 | { 21 | base.SetParam( Param); 22 | m_StageCount = (int)Param; 23 | 24 | // 通知 25 | Notify(); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Singleton/ClassWithCounter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 有計數功能的類別 5 | public class ClassWithCounter 6 | { 7 | protected static int m_ObjCounter = 0; 8 | protected bool m_bEnable=false; 9 | 10 | public ClassWithCounter() 11 | { 12 | m_ObjCounter++; 13 | m_bEnable = ( m_ObjCounter ==1 )? true:false ; 14 | 15 | if( m_bEnable==false) 16 | Debug.LogError("目前物件數["+m_ObjCounter+"]超過1個!!"); 17 | } 18 | 19 | public void Operator() 20 | { 21 | if( m_bEnable ==false) 22 | return ; 23 | Debug.Log ("可以執行"); 24 | } 25 | 26 | } 27 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/SceneState/StartState.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | // 開始狀態 6 | public class StartState : ISceneState 7 | { 8 | public StartState(SceneStateController Controller):base(Controller) 9 | { 10 | this.StateName = "StartState"; 11 | } 12 | 13 | // 開始 14 | public override void StateBegin() 15 | { 16 | // 可在此進行遊戲資料載入及初始...等 17 | } 18 | 19 | // 更新 20 | public override void StateUpdate() 21 | { 22 | // 更換為 23 | m_Controller.SetState(new MainMenuState(m_Controller), "MainMenuScene"); 24 | } 25 | 26 | } 27 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterVisitor/SoldierAddMedalVisitor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 增加Solder勳章 5 | public class SoldierAddMedalVisitor : ICharacterVisitor 6 | { 7 | PBaseDefenseGame m_PBDGame = null; 8 | 9 | public SoldierAddMedalVisitor( PBaseDefenseGame PBDGame) 10 | { 11 | m_PBDGame = PBDGame; 12 | } 13 | 14 | public override void VisitSoldier(ISoldier Soldier) 15 | { 16 | base.VisitSoldier( Soldier); 17 | Soldier.AddMedal(); 18 | 19 | // 遊戲事件 20 | m_PBDGame.NotifyGameEvent( ENUM_GameEvent.SoldierUpgate, Soldier); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Prototype/PrototypeTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Prototype; 4 | 5 | public class PrototypeTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | void UnitTest () { 13 | 14 | // 原始物件 15 | ConcretePrototype Obj =new ConcretePrototype(); 16 | Obj.Name = "ConcreteObj1"; 17 | 18 | // 複製物件 19 | ConcretePrototype CloneObj = Obj.Clone() as ConcretePrototype; 20 | 21 | // 顯示 22 | Debug.Log("原始物件:"+Obj.Name); 23 | Debug.Log("複製物件:"+CloneObj.Name); 24 | 25 | 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageScore/StageScoreEnemyKilledCount.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 關卡分數確認:敵人陣亡數 5 | public class StageScoreEnemyKilledCount : IStageScore 6 | { 7 | private int m_EnemyKilledCount = 0; 8 | private StageSystem m_StageSystem = null; 9 | 10 | public StageScoreEnemyKilledCount( int KilledCount, StageSystem theStageSystem) 11 | { 12 | m_EnemyKilledCount = KilledCount; 13 | m_StageSystem = theStageSystem; 14 | } 15 | 16 | // 確認關卡分數是否達成 17 | public override bool CheckScore() 18 | { 19 | return ( m_StageSystem.GetEnemyKilledCount() >= m_EnemyKilledCount); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Factory/AttrFactory/IAttrFactory.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 產生遊戲用數值界面 5 | public abstract class IAttrFactory 6 | { 7 | // 取得Soldier的數值 8 | public abstract SoldierAttr GetSoldierAttr( int AttrID ); 9 | 10 | // 取得Soldier的數值:有字首字尾的加乘 11 | public abstract SoldierAttr GetEliteSoldierAttr(ENUM_AttrDecorator emType,int AttrID, SoldierAttr theSoldierAttr); 12 | 13 | // 取得Enemy的數值 14 | public abstract EnemyAttr GetEnemyAttr(int AttrID); 15 | 16 | // 取得武器的數值 17 | public abstract WeaponAttr GetWeaponAttr(int AttrID); 18 | 19 | // 取得加乘用的數值 20 | public abstract AdditionalAttr GetAdditionalAttr( int AttrID ); 21 | 22 | } 23 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Abstract Factory/AbstractFactoryTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_AbstractFactory; 4 | 5 | public class AbstractFactoryTest : MonoBehaviour 6 | { 7 | // Use this for initialization 8 | void Start () 9 | { 10 | UnitTest(); 11 | } 12 | 13 | // 測試抽象工廠 14 | void UnitTest() 15 | { 16 | AbstractFactory Factory= null; 17 | 18 | // 工廠1 19 | Factory = new ConcreateFactory1(); 20 | // 產生兩個產品 21 | Factory.CreateProductA(); 22 | Factory.CreateProductB(); 23 | 24 | // 工廠2 25 | Factory = new ConcreateFactory2(); 26 | // 產生兩個產品 27 | Factory.CreateProductA(); 28 | Factory.CreateProductB(); 29 | } 30 | 31 | } 32 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Command/CommandTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Command; 4 | 5 | public class CommandTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () 14 | { 15 | Invoker theInvoker = new Invoker(); 16 | 17 | Command theCommand = null; 18 | // 獎命令與執行結合 19 | theCommand = new ConcreteCommand1( new Receiver1(),"你好"); 20 | theInvoker.AddCommand( theCommand ); 21 | theCommand = new ConcreteCommand2( new Receiver2(),999); 22 | theInvoker.AddCommand( theCommand ); 23 | 24 | // 執行 25 | theInvoker.ExecuteCommand(); 26 | 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameAttr/CharacterAttr/EnemyAttr.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // Enemy數值 5 | public class EnemyAttr : ICharacterAttr 6 | { 7 | protected int m_CritRate = 0; // 爆擊機率 8 | 9 | public EnemyAttr() 10 | {} 11 | 12 | // 設定角色數值(包含外部參數) 13 | public void SetEnemyAttr(EnemyBaseAttr EnemyBaseAttr) 14 | { 15 | // 共用元件 16 | base.SetBaseAttr( EnemyBaseAttr ); 17 | 18 | // 外部參數 19 | m_CritRate = EnemyBaseAttr.GetInitCritRate(); 20 | } 21 | 22 | // 爆擊率 23 | public int GetCritRate() 24 | { 25 | return m_CritRate; 26 | } 27 | 28 | // 減少爆擊率 29 | public void CutdownCritRate() 30 | { 31 | m_CritRate -= m_CritRate/2; 32 | } 33 | 34 | } 35 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/CharacterAI/AIState/IAIState.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | // AI狀態界面 5 | public abstract class IAIState 6 | { 7 | protected ICharacterAI m_CharacterAI = null; // 角色AI(狀態的擁有者 8 | 9 | public IAIState() 10 | {} 11 | 12 | // 設定CharacterAI的對像 13 | public void SetCharacterAI(ICharacterAI CharacterAI) 14 | { 15 | m_CharacterAI = CharacterAI; 16 | } 17 | 18 | // 設定要攻擊的目標 19 | public virtual void SetAttackPosition( Vector3 AttackPosition ) 20 | {} 21 | 22 | // 更新 23 | public abstract void Update( List Targets ); 24 | 25 | // 目標被移除 26 | public virtual void RemoveTarget(ICharacter Target) 27 | {} 28 | 29 | } 30 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Strategy/StrategyTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Strategy; 4 | 5 | public class StrategyTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // Update is called once per frame 13 | void UnitTest () 14 | { 15 | Context theContext = new Context(); 16 | 17 | // 設定演算法 18 | theContext.SetStrategy( new ConcreteStrategyA()); 19 | theContext.ContextInterface(); 20 | 21 | theContext.SetStrategy( new ConcreteStrategyB()); 22 | theContext.ContextInterface(); 23 | 24 | theContext.SetStrategy( new ConcreteStrategyC()); 25 | theContext.ContextInterface(); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Enemy/EnemyElf.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 精靈 5 | public class EnemyElf : IEnemy 6 | { 7 | public EnemyElf() 8 | { 9 | m_emEnemyType = ENUM_Enemy.Elf; 10 | m_AssetName = "Enemy1"; 11 | m_AttrID = 1; 12 | m_IconSpriteName = "ElfIcon"; 13 | } 14 | 15 | // 播放音效 16 | public override void DoPlayHitSound() 17 | { 18 | //Debug.Log ("EnemyElf.PlayHitSound"); 19 | } 20 | 21 | // 播放特效 22 | public override void DoShowHitEffect() 23 | { 24 | PlayEffect( "ElfHitEffect" ); 25 | } 26 | 27 | // 執行Visitor 28 | public override void RunVisitor(ICharacterVisitor Visitor) 29 | { 30 | Visitor.VisitEnemyElf(this); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Enemy/EnemyOgre.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 怪物 5 | public class EnemyOgre : IEnemy 6 | { 7 | public EnemyOgre() 8 | { 9 | m_emEnemyType = ENUM_Enemy.Ogre; 10 | m_AssetName = "Enemy3"; 11 | m_AttrID = 3; 12 | m_IconSpriteName = "OgreIcon"; 13 | } 14 | 15 | // 播放音效 16 | public override void DoPlayHitSound() 17 | { 18 | //Debug.Log ("EnemyOgre.PlayHitSound"); 19 | } 20 | 21 | // 播放特效 22 | public override void DoShowHitEffect() 23 | { 24 | PlayEffect( "OgreHitEffect" ); 25 | } 26 | 27 | // 執行Visitor 28 | public override void RunVisitor(ICharacterVisitor Visitor) 29 | { 30 | Visitor.VisitEnemyOgre(this); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Stage/StageHandler/IStageHandler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 關卡界面 5 | public abstract class IStageHandler 6 | { 7 | protected IStageHandler m_NextHandler = null;// 下一個關卡 8 | protected IStageData m_StatgeData = null; 9 | protected IStageScore m_StageScore = null;// 關卡的分數 10 | 11 | // 設定下一個關卡 12 | public IStageHandler SetNextHandler(IStageHandler NextHandler) 13 | { 14 | m_NextHandler = NextHandler; 15 | return m_NextHandler; 16 | } 17 | 18 | public abstract IStageHandler CheckStage(); 19 | public abstract void Update(); 20 | public abstract void Reset(); 21 | public abstract bool IsFinished(); 22 | public abstract int LoseHeart(); 23 | } 24 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Enemy/EnemyTroll.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 山妖 5 | public class EnemyTroll : IEnemy 6 | { 7 | public EnemyTroll() 8 | { 9 | m_emEnemyType = ENUM_Enemy.Troll; 10 | m_AssetName = "Enemy3"; 11 | m_AttrID = 3; 12 | m_IconSpriteName = "OgreIcon"; 13 | } 14 | 15 | // 播放音效 16 | public override void DoPlayHitSound() 17 | { 18 | //Debug.Log ("EnemyTroll.PlayHitSound"); 19 | } 20 | 21 | // 播放特效 22 | public override void DoShowHitEffect() 23 | { 24 | PlayEffect( "TrollHitEffect" ); 25 | } 26 | 27 | // 執行Visitor 28 | public override void RunVisitor(ICharacterVisitor Visitor) 29 | { 30 | Visitor.VisitEnemyTroll(this); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Adapter/Adapter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace DesignPattern_Adapter 5 | { 6 | // 應用域領(Client)所需的介面 7 | public abstract class Target 8 | { 9 | public abstract void Request(); 10 | } 11 | 12 | // 不同於應用域領(Client)的實作,需要被轉換 13 | public class Adaptee 14 | { 15 | public Adaptee(){} 16 | 17 | public void SpecificRequest() 18 | { 19 | Debug.Log("呼叫Adaptee.SpecificRequest"); 20 | } 21 | } 22 | 23 | // 將Adaptee轉換成Target介面 24 | public class Adapter : Target 25 | { 26 | private Adaptee m_Adaptee = new Adaptee(); 27 | 28 | public Adapter(){} 29 | 30 | public override void Request() 31 | { 32 | m_Adaptee.SpecificRequest(); 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Builder/BuilderTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Builder; 4 | 5 | public class BuilderTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () 9 | { 10 | UnitTest() ; 11 | } 12 | 13 | void UnitTest() 14 | { 15 | // 建立 16 | Director theDirectoir = new Director(); 17 | Product theProduct = null; 18 | 19 | // 使用BuilderA建立 20 | theDirectoir.Construct( new ConcreteBuilderA()); 21 | theProduct = theDirectoir.GetResult(); 22 | theProduct.ShowProduct(); 23 | 24 | // 使用BuilderB建立 25 | theDirectoir.Construct( new ConcreteBuilderB()); 26 | theProduct = theDirectoir.GetResult(); 27 | theProduct.ShowProduct(); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/EnemyKilledSubject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 敵人單位陣亡 5 | public class EnemyKilledSubject : IGameEventSubject 6 | { 7 | private int m_KilledCount = 0; 8 | private IEnemy m_Enemy = null; 9 | 10 | public EnemyKilledSubject() 11 | {} 12 | 13 | // 取得對像 14 | public IEnemy GetEnemy() 15 | { 16 | return m_Enemy; 17 | } 18 | 19 | // 目前敵人單位陣亡數 20 | public int GetKilledCount() 21 | { 22 | return m_KilledCount; 23 | } 24 | 25 | // 通知敵人單位陣亡 26 | public override void SetParam( System.Object Param ) 27 | { 28 | base.SetParam( Param); 29 | m_Enemy = Param as IEnemy; 30 | m_KilledCount ++; 31 | 32 | // 通知 33 | Notify(); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Soldier/SoldierRookie.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 新兵 5 | public class SoldierRookie : ISoldier 6 | { 7 | public SoldierRookie() 8 | { 9 | m_emSoldier = ENUM_Soldier.Rookie; 10 | m_AssetName = "Soldier1"; 11 | m_IconSpriteName = "RookieIcon"; 12 | m_AttrID = 1; 13 | } 14 | 15 | // 播放音效 16 | public override void DoPlayKilledSound() 17 | { 18 | PlaySound( "RookieDeath" ); 19 | } 20 | 21 | // 播放特效 22 | public override void DoShowKilledEffect() 23 | { 24 | PlayEffect( "RookieDeadEffect" ); 25 | } 26 | 27 | // 執行Visitor 28 | public override void RunVisitor(ICharacterVisitor Visitor) 29 | { 30 | Visitor.VisitSoldierRookie(this); 31 | } 32 | 33 | } -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | m_Gravity: {x: 0, y: -9.81000042, z: 0} 7 | m_DefaultMaterial: {fileID: 0} 8 | m_BounceThreshold: 2 9 | m_SleepVelocity: .150000006 10 | m_SleepAngularVelocity: .140000001 11 | m_MaxAngularVelocity: 7 12 | m_MinPenetrationForPenalty: .00999999978 13 | m_SolverIterationCount: 6 14 | m_RaycastsHitTriggers: 0 15 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 16 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Observer/ObserverTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Observer; 4 | 5 | public class ObserverTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // Update is called once per frame 13 | void UnitTest () 14 | { 15 | // 主題 16 | ConcreteSubject theSubject = new ConcreteSubject(); 17 | 18 | // 加入觀察者 19 | ConcreteObserver1 theObserver1 = new ConcreteObserver1(theSubject); 20 | theSubject.Attach( theObserver1 ); 21 | theSubject.Attach( new ConcreteObserver2(theSubject) ); 22 | 23 | // 設定Subject 24 | theSubject.SetState("Subject狀態1"); 25 | 26 | // 顯示狀態 27 | theObserver1.ShowState(); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Soldier/SoldierCaptain.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 上尉 5 | public class SoldierCaptain : ISoldier 6 | { 7 | public SoldierCaptain() 8 | { 9 | m_emSoldier = ENUM_Soldier.Captain; 10 | m_AssetName = "Soldier3"; 11 | m_IconSpriteName = "CaptainIcon"; 12 | m_AttrID = 3; 13 | } 14 | 15 | // 播放音效 16 | public override void DoPlayKilledSound() 17 | { 18 | PlaySound( "CaptainDeath" ); 19 | } 20 | 21 | // 播放特效 22 | public override void DoShowKilledEffect() 23 | { 24 | PlayEffect( "CaptainDeadEffect" ); 25 | } 26 | 27 | // 執行Visitor 28 | public override void RunVisitor(ICharacterVisitor Visitor) 29 | { 30 | Visitor.VisitSoldierCaptain(this); 31 | } 32 | 33 | } -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/SoldierUpgateSubject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // Soldier升級 5 | public class SoldierUpgateSubject : IGameEventSubject 6 | { 7 | private int m_UpgateCount = 0; 8 | private ISoldier m_Soldier = null; 9 | 10 | public SoldierUpgateSubject() 11 | {} 12 | 13 | // 目前升級次數 14 | public int GetUpgateCount() 15 | { 16 | return m_UpgateCount; 17 | } 18 | 19 | // 通知Soldier單位升級 20 | public override void SetParam( System.Object Param ) 21 | { 22 | base.SetParam( Param); 23 | m_Soldier = Param as ISoldier; 24 | m_UpgateCount++; 25 | 26 | // 通知 27 | Notify(); 28 | } 29 | 30 | public ISoldier GetSoldier() 31 | { 32 | return m_Soldier; 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/Character/Soldier/SoldierSergeant.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 中士 5 | public class SoldierSergeant : ISoldier 6 | { 7 | public SoldierSergeant() 8 | { 9 | m_emSoldier = ENUM_Soldier.Sergeant; 10 | m_AssetName = "Soldier2"; 11 | m_IconSpriteName = "SergeantIcon"; 12 | m_AttrID = 2; 13 | } 14 | 15 | // 播放音效 16 | public override void DoPlayKilledSound() 17 | { 18 | PlaySound( "SergeantDeath" ); 19 | } 20 | 21 | // 播放特效 22 | public override void DoShowKilledEffect() 23 | { 24 | PlayEffect( "SergeantDeadEffect" ); 25 | } 26 | 27 | // 執行Visitor 28 | public override void RunVisitor(ICharacterVisitor Visitor) 29 | { 30 | Visitor.VisitSoldierSergeant(this); 31 | } 32 | } -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventSubject/SoldierKilledSubject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // Soldier單位陣亡 5 | public class SoldierKilledSubject : IGameEventSubject 6 | { 7 | private int m_KilledCount = 0; 8 | private ISoldier m_Soldier = null; 9 | 10 | public SoldierKilledSubject() 11 | {} 12 | 13 | // 取得對像 14 | public ISoldier GetSoldier() 15 | { 16 | return m_Soldier; 17 | } 18 | 19 | // 目前我方單位陣亡數 20 | public int GetKilledCount() 21 | { 22 | return m_KilledCount; 23 | } 24 | 25 | // 通知我方單位陣亡 26 | public override void SetParam( System.Object Param ) 27 | { 28 | base.SetParam( Param); 29 | m_Soldier = Param as ISoldier; 30 | m_KilledCount ++; 31 | 32 | // 通知 33 | Notify(); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Mediator/MediatorTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_Mediator; 4 | 5 | public class MediatorTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () 14 | { 15 | // 產生仲介者 16 | ConcreteMediator pMediator = new ConcreteMediator(); 17 | 18 | // 產生兩個Colleague 19 | ConcreateColleague1 pColleague1 = new ConcreateColleague1(pMediator); 20 | ConcreateColleague2 pColleague2 = new ConcreateColleague2(pMediator); 21 | 22 | // 設定給仲介者 23 | pMediator.SetColleageu1( pColleague1 ); 24 | pMediator.SetColleageu2( pColleague2 ); 25 | 26 | // 執行 27 | pColleague1.Action(); 28 | pColleague2.Action(); 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameLoop.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | using System.Collections; 4 | 5 | // 遊戲主迴圈 6 | public class GameLoop : MonoBehaviour 7 | { 8 | // 場景狀態 9 | SceneStateController m_SceneStateController = new SceneStateController(); 10 | 11 | // 12 | void Awake() 13 | { 14 | // 切換場景不會被刪除 15 | GameObject.DontDestroyOnLoad( this.gameObject ); 16 | 17 | // 亂數種子 18 | UnityEngine.Random.seed =(int)DateTime.Now.Ticks; 19 | } 20 | 21 | // Use this for initialization 22 | void Start () 23 | { 24 | // 設定起始的場景 25 | m_SceneStateController.SetState(new StartState(m_SceneStateController), ""); 26 | } 27 | 28 | // Update is called once per frame 29 | void Update () 30 | { 31 | m_SceneStateController.StateUpdate(); 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/SoldierKilledObserver/SoldierKilledObserverUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // UI觀測Soldier陣亡事件 5 | public class SoldierKilledObserverUI : IGameEventObserver 6 | { 7 | private SoldierKilledSubject m_Subject = null; // 主題 8 | private SoldierInfoUI m_InfoUI = null; // 要通知的介面 9 | 10 | public SoldierKilledObserverUI( SoldierInfoUI InfoUI ) 11 | { 12 | m_InfoUI = InfoUI; 13 | } 14 | 15 | // 設定觀察的主題 16 | public override void SetSubject( IGameEventSubject Subject ) 17 | { 18 | m_Subject = Subject as SoldierKilledSubject; 19 | } 20 | 21 | // 通知Subject被更新 22 | public override void Update() 23 | { 24 | // 通知界面更新 25 | m_InfoUI.RefreshSoldier( m_Subject.GetSoldier() ); 26 | } 27 | 28 | } 29 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/SoldierUpgateObserver/SoldierUpgateObserverUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // UI觀測Soldier升級事件 5 | public class SoldierUpgateObserverUI : IGameEventObserver 6 | { 7 | private SoldierUpgateSubject m_Subject = null; // 主題 8 | private SoldierInfoUI m_InfoUI = null; // 要通知的介面 9 | 10 | public SoldierUpgateObserverUI( SoldierInfoUI InfoUI ) 11 | { 12 | m_InfoUI = InfoUI; 13 | } 14 | 15 | // 設定觀察的主題 16 | public override void SetSubject( IGameEventSubject Subject ) 17 | { 18 | m_Subject = Subject as SoldierUpgateSubject; 19 | } 20 | 21 | // 通知Subject被更新 22 | public override void Update() 23 | { 24 | // 通知界面更新 25 | m_InfoUI.RefreshSoldier( m_Subject.GetSoldier() ); 26 | } 27 | 28 | } 29 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/NewStageObserver/NewStageObserverAchievement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 成就觀測新關卡 5 | public class NewStageObserverAchievement : IGameEventObserver 6 | { 7 | private NewStageSubject m_Subject = null; 8 | private AchievementSystem m_AchievementSystem = null; 9 | 10 | public NewStageObserverAchievement(AchievementSystem AchievementSystem) 11 | { 12 | m_AchievementSystem = AchievementSystem; 13 | } 14 | 15 | // 設定觀察的主題 16 | public override void SetSubject( IGameEventSubject Subject ) 17 | { 18 | m_Subject = Subject as NewStageSubject; 19 | } 20 | 21 | // 通知Subject被更新 22 | public override void Update() 23 | { 24 | m_AchievementSystem.SetNowStageLevel( m_Subject.GetStageCount() ); 25 | } 26 | 27 | } -------------------------------------------------------------------------------- /Assets/DesignPatternExample/Chain of Responsibility/ChainofResponsibilityTest.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using DesignPattern_ChainofResponsibility; 4 | 5 | public class ChainofResponsibilityTest : MonoBehaviour { 6 | 7 | // Use this for initialization 8 | void Start () { 9 | UnitTest(); 10 | } 11 | 12 | // 13 | void UnitTest () { 14 | 15 | // 建立Cost驗証的連接方式 16 | ConcreteHandler3 theHandle3 = new ConcreteHandler3(null); 17 | ConcreteHandler2 theHandle2 = new ConcreteHandler2(theHandle3); 18 | ConcreteHandler1 theHandle1 = new ConcreteHandler1(theHandle2); 19 | 20 | // 確認 21 | theHandle1.HandleRequest(10); 22 | theHandle1.HandleRequest(15); 23 | theHandle1.HandleRequest(20); 24 | theHandle1.HandleRequest(30); 25 | theHandle1.HandleRequest(100); 26 | 27 | 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/GameEvent/GameEventObserver/SoldierKilledObserver/SoldierKilledObserverAchievement.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | // 成就觀測Soldier陣亡事件 5 | public class SoldierKilledObserverAchievement : IGameEventObserver 6 | { 7 | private SoldierKilledSubject m_Subject = null; 8 | private AchievementSystem m_AchievementSystem = null; 9 | 10 | public SoldierKilledObserverAchievement(AchievementSystem AchievementSystem) 11 | { 12 | m_AchievementSystem = AchievementSystem; 13 | } 14 | 15 | // 設定觀察的主題 16 | public override void SetSubject( IGameEventSubject Subject ) 17 | { 18 | m_Subject = Subject as SoldierKilledSubject; 19 | } 20 | 21 | // 通知Subject被更新 22 | public override void Update() 23 | { 24 | m_AchievementSystem.AddSoldierKilledCount(); 25 | } 26 | 27 | } -------------------------------------------------------------------------------- /Assets/P-BaseDefenseAssets/GameCode/SceneState/MainMenuState.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | // 主選單狀態 6 | public class MainMenuState : ISceneState 7 | { 8 | public MainMenuState(SceneStateController Controller):base(Controller) 9 | { 10 | this.StateName = "MainMenuState"; 11 | } 12 | 13 | // 開始 14 | public override void StateBegin() 15 | { 16 | // 取得開始按鈕 17 | Button tmpBtn = UITool.GetUIComponent