This commit is contained in:
CortexCore
2023-09-01 14:33:54 +08:00
parent 4fadd3a530
commit 8ef5c7ec0a
451 changed files with 1048940 additions and 2028 deletions

View File

@@ -0,0 +1,3 @@
{
"name": "BITFALL.Player.Equip"
}

View File

@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IEquipService : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -1,7 +1,9 @@
{
"name": "BITFALL.Player.Movement",
"rootNamespace": "",
"references": [],
"references": [
"GUID:d8b63aba1907145bea998dd612889d6b"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,

View File

@@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
namespace BITFALL.Player.Movement
{
public interface IPlayerMovement
{
void AddViewEuler(float2 euler);
}
}

View File

@@ -1,5 +1,23 @@
namespace BITFALL.Player.Movement
{
public struct PlayerCancelRunCommand{}
public struct PlayerDisableRunCommand
{
public readonly object Lock;
public PlayerDisableRunCommand(object @lock)
{
Lock = @lock;
}
}
public struct PlayerEnableRunCommand
{
public readonly object Lock;
public PlayerEnableRunCommand(object @lock)
{
Lock = @lock;
}
}
public struct OnPlayerJumpCommand{}
public struct OnPlayerLandCommand{}
}

View File

@@ -0,0 +1,20 @@
{
"name": "BITFALL.Player.Survival",
"rootNamespace": "",
"references": [
"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
"GUID:709caf8d7fb6ef24bbba0ab9962a3ad0",
"GUID:d525ad6bd40672747bde77962f1c401e",
"GUID:49b49c76ee64f6b41bf28ef951cb0e50",
"GUID:f51ebe6a0ceec4240a699833d6309b23"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,69 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using BITKit;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BITFALL.Player.Survival
{
/// <summary>
/// 玩家生存接口
/// </summary>
public interface IPlayerSurvival
{
/// <summary>
/// 当玩家生存元素更新时
/// </summary>
event Action<IPlayerSurvivalState> OnSurvivalStateChanged;
/// <summary>
/// 当玩家进入状态时
/// </summary>
event Action<IPlayerSurvivalEvent> OnSurvivalEventOpened;
/// <summary>
/// 当玩家退出状态时
/// </summary>
event Action<IPlayerSurvivalEvent> OnSurvivalEventClosed;
}
/// <summary>
/// 玩家生存元素,例如生命值、饥饿值、水分值等
/// </summary>
public interface IPlayerSurvivalState
{
/// <summary>
/// 初始化状态
/// </summary>
void OnStateInitialize();
/// <summary>
/// 初始化异步状态
/// </summary>
/// <param name="cancellationToken">取消令牌</param>
/// <returns></returns>
UniTask OnStateInitializeAsync(CancellationToken cancellationToken);
/// <summary>
/// 已完成初始化
/// </summary>
void OnStateInitialized();
/// <summary>
/// 处理状态,类似于Update
/// </summary>
void ProcessState();
/// <summary>
/// 尝试获取新的状态事件
/// </summary>
bool TryGetNewEvent(out IPlayerSurvivalEvent newState);
/// <summary>
/// 尝试获取已关闭的状态事件
/// </summary>
bool TryGetClosedEvent(out IPlayerSurvivalEvent closedState);
}
/// <summary>
/// 玩家生存时间,例如饿了,渴了和生病了
/// </summary>
public interface IPlayerSurvivalEvent
{
string Title { get; }
string Message { get; }
}
}

View File

@@ -0,0 +1,105 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using BITKit;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace BITFALL.Player.Survival
{
public abstract class PlayerSurvivalState:IPlayerSurvivalState
{
public virtual void OnStateInitialize()
{
}
public virtual UniTask OnStateInitializeAsync(CancellationToken cancellationToken)
{
return UniTask.CompletedTask;
}
public virtual void OnStateInitialized()
{
}
public virtual void ProcessState()
{
}
public virtual bool TryGetNewEvent(out IPlayerSurvivalEvent newState)
{
newState = null;
return false;
}
public virtual bool TryGetClosedEvent(out IPlayerSurvivalEvent closedState)
{
closedState = null;
return false;
}
}
/// <summary>
/// 递减的玩家生存状态
/// </summary>
public abstract class PlayerSurvivalDecrementState:PlayerSurvivalState
{
[SerializeField] protected int value;
public override void ProcessState()
{
value = Mathf.Clamp(value - 1, 0, 100);
}
}
/// <summary>
/// 玩家饥饿值
/// </summary>
[Serializable]
public class PlayerHunger : PlayerSurvivalDecrementState
{
private bool _isHungry;
public override bool TryGetNewEvent(out IPlayerSurvivalEvent newState)
{
newState = null;
if (_isHungry|| value >= 50) return false;
_isHungry = true;
newState = new PlayerFeelHungryEvent();
BIT4Log.Log<PlayerHunger>("玩家饿了");
return true;
}
public override bool TryGetClosedEvent(out IPlayerSurvivalEvent closedState)
{
if(_isHungry && value >= 50)
{
_isHungry = false;
closedState = new PlayerFeelHungryEvent();
BIT4Log.Log<PlayerHunger>("玩家不饿了");
return true;
}
closedState = null;
return false;
}
}
/// <summary>
/// 玩家水分值
/// </summary>
[Serializable]
public class PlayerHydration : PlayerSurvivalState
{
}
/// <summary>
/// 玩家健康值
/// </summary>
[Serializable]
public class PlayerHealth : PlayerSurvivalState
{
}
public class PlayerFeelHungryEvent : IPlayerSurvivalEvent
{
public string Title => "饿了";
public string Message =>"你饿了,找点东西吃吧";
}
}