BITFALL/Assets
CortexCore 0da2773ea6 1 2024-03-18 21:47:41 +08:00
..
AdvancedCullingSystem 1 2024-02-22 16:26:51 +08:00
Artists 1 2024-03-18 21:47:41 +08:00
BITFALL 1 2024-03-18 21:47:41 +08:00
BITKit 1 2024-03-18 21:47:41 +08:00
Bakery 11 2024-03-18 18:20:23 +08:00
BakeryLightmaps 11 2024-03-18 18:20:23 +08:00
Blink/Tools/SkinnedMeshTransfer 11 2024-03-18 18:20:23 +08:00
CatwalkKit 1 2024-02-21 01:40:53 +08:00
Chernobyl 11 2024-03-18 18:20:23 +08:00
Cyberpunk Material Pack 1 2024-03-17 02:24:55 +08:00
GSpawn - Level Designer 1 2024-03-17 02:24:55 +08:00
Kevin Iglesias/Dance Animations 1 2024-02-21 01:40:53 +08:00
MagicaCloth2 11 2024-03-18 18:20:23 +08:00
Metro-City Level Design
Plugins 1 2024-03-17 02:24:55 +08:00
Polaris Exported breakpoint 2024-03-05 17:34:41 +08:00
Prop/Lighting Generator 1 2024-02-21 01:40:53 +08:00
Resources 11 2024-03-18 18:20:23 +08:00
Samples/Timeline/1.6.4/Customization Samples 1 2024-02-21 01:40:53 +08:00
SciFi Warehouse Kit 1 2024-02-21 01:40:53 +08:00
Settings
Signals
Standard Assets 1 2024-03-17 02:24:55 +08:00
TheTalesFactory/Photoscanned MoutainsRocks PBR 1 2024-03-12 21:54:29 +08:00
Versatile Studio Assets/Demo City By Versatile Studio 1 2024-03-12 21:54:29 +08:00
Zombie_27
_Demo 1 2024-03-17 02:24:55 +08:00
_TerrainData breakpoint 2024-03-05 17:34:41 +08:00
vrbn_studios/2023_A 1 2024-03-12 21:54:29 +08:00
AssetBundleCollectorSetting.asset breakpoint 2024-03-05 17:34:41 +08:00
Assets.index
FolderIcons.asset
InitTestScene638457010046051900.unity 1 2024-03-12 21:54:29 +08:00
Material Palette.asset 1 2024-03-12 21:54:29 +08:00
ReadMe.md

ReadMe.md

####项目架构与说明

Artists 项目专用文件地址 BITKit 工具包,通常不需要动 Mods 主要存放DLC等内容 Plugins 插件存放地址 Standard Assets 资产包目录 StreamingAssets GDNet会用到的生成目录 Libs 项目专用类库 Fltoto Fltoto专用文件夹

Libs内容写法

#####首先,你需要在脚本的程序集中引用

SerializeReference Extensions #####接着定义接口

public interface IAction
{
    void Excute();
}

#####新建类,并实现接口

[System.Serializable]
public class BITAction:IAction
{
    public void Excute()
    {
        Debug.Log("BIT执行了该任务")
    }
}
[System.Serializable]
public class FltotoAction:IAction
{
    public void Excute()
    {
        Debug.Log("Fltoto执行了该任务")
    }
}

#####最后控制器会这么调用接口

[SerializeReference, SubclassSelector]
public IAction action;
void Start()
{
    //执行该任务
    action.Excute();
}

#####这就是我们如何利用接口进行解耦

//物品容器接口
public interface IContainer
{
    bool AddItem();
    bool RemoveItem();
    bool TryGetItem(Guid key,out var item);
}
//武器控制器
public class GunController
{
    [SerializeReference, SubclassSelector]
    public IContainer container;
    void TryFire()
    {
        if(container.TryGetItem(ammo,out ammo))
        {
            if(ammo.count>1)
            {
                Fire();
            }else
            {
                Jam();
            }
        }
        else
        {
            PlayVoice("没子弹了呀");
            SwitchEquip("Hand");
        }
    }
}