演出功能整合

main
yurui 2024-03-18 14:29:03 +08:00
parent a772fdee5a
commit e6abf86a6f
83 changed files with 14460 additions and 14723 deletions

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@ -0,0 +1,26 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: b7c3aa9251a69b94c98c2c3fe81c01a2, type: 3}
m_Name: ShowTimelineCollector
m_EditorClassIdentifier:
listAllTimelineAssetPath:
- Assets/Art/Show/Camp/show_camp_1.playable
- Assets/Art/Show/Camp/show_camp_2.playable
- Assets/Art/Show/Camp/show_camp_3.playable
- Assets/Art/Show/Camp/show_camp_4.playable
- Assets/Art/Show/Camp/show_camp_5.playable
- Assets/Art/Show/Main/show_main_1.playable
- Assets/Art/Show/Main/show_main_2.playable
- Assets/Art/Show/Main/show_main_3.playable
- Assets/Art/Show/Main/show_main_4.playable
- Assets/Art/Show/Main/show_main_5.playable
- Assets/Art/Show/Main/show_main_6.playable

View File

@ -484,12 +484,12 @@ MonoBehaviour:
FilterRuleName: CollectPrefab
AssetTags:
UserData:
- GroupName: Camp
- GroupName: Show
GroupDesc:
AssetTags:
ActiveRuleName: EnableGroup
Collectors:
- CollectPath: Assets/Art/Camp
- CollectPath: Assets/Art/Show
CollectorGUID: c072f7dfa8197734fa36f3e8dbeff83f
CollectorType: 0
AddressRuleName: AddressByFileName

View File

@ -34,9 +34,9 @@ public partial class CampManager
private EProcess curProcess = EProcess.None;
/// <summary>
/// 营地演出管理器
/// 演出管理器
/// </summary>
private CampShowManager campShowManager;
private ShowManager showManager;
public async void EnterCamp()
{
@ -51,8 +51,8 @@ public partial class CampManager
UISceneResult uiSceneResult = await OpenUIWithScene(UINameConst.UI_Camp, Framework.Constants.CAMP_SCENE_PATH, null, false);
curProcess = EProcess.RefreshCamp;
campShowManager = GetSceneRootComponent<CampShowManager>(uiSceneResult.sceneHandle.Scene);
if (campShowManager == null)
showManager = GetSceneRootComponent<ShowManager>(uiSceneResult.sceneHandle.Scene);
if (showManager == null)
{
DebugUtil.LogError($"无法进入营地场景campSceneManager不存在,scene path:{Framework.Constants.CAMP_SCENE_PATH}");
curProcess = EProcess.None;
@ -60,7 +60,7 @@ public partial class CampManager
return;
}
await campShowManager.RefreshShow();
await showManager.RefreshShow();
curProcess = EProcess.Present;
}
@ -84,7 +84,7 @@ public partial class CampManager
EProcess.None => 0f,
EProcess.LoadingScene => GameSceneManager.Instance.GetSceneLoadingProgress(Framework.Constants.CAMP_SCENE_PATH) * 0.5f,
EProcess.LoadingUI => 60f,
EProcess.RefreshCamp => 60f + campShowManager.GetRefreshProcess() * 40f,
EProcess.RefreshCamp => 60f + showManager.GetRefreshProcess() * 40f,
EProcess.Present => 100f,
_ => 0f,
};

View File

@ -1,77 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using PhxhSDK;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Timeline;
#if UNITY_EDITOR
using UnityEditor;
#endif
//[CreateAssetMenu(menuName = "营地TimeLine收集")]
public class CampTimeLineCollector : ScriptableObject
{
private const string PATH = "Assets/Art/Camp/CampTimeLineCollector.asset";
private static CampTimeLineCollector _instance;
public static CampTimeLineCollector Instance =>
_instance ??= AssetManager.Instance.LoadAsset<CampTimeLineCollector>(PATH);
[ReadOnly]
[SerializeField]
private List<string> _allTimelineAssetPaths = new();
private Dictionary<int, string> _timelineID2Path = new();
private void Awake()
{
_timelineID2Path.Clear();
foreach (var path in _allTimelineAssetPaths)
{
var timeLineName = Path.GetFileNameWithoutExtension(path);
var index = timeLineName.LastIndexOf("_", StringComparison.Ordinal);
if (index < 0)
{
DebugUtil.LogError($"timeline名字中找不到_path:{path}");
continue;
}
var idStr = timeLineName[(index + 1)..];
if (!int.TryParse(idStr, out var id))
{
DebugUtil.LogError($"timeline名字中找不到idpath:{path}");
continue;
}
_timelineID2Path.Add(id, path);
}
}
public string this[int id] => _timelineID2Path.GetValueOrDefault(id);
#if UNITY_EDITOR
[MenuItem("Tools/营地/收集所有TimeLine")]
private static void CollectAllTimeLineInMenu()
{
Instance.CollectAllTimeLine();
}
public void CollectAllTimeLine()
{
EditorUtility.SetDirty(this);
_allTimelineAssetPaths.Clear();
var guids = AssetDatabase.FindAssets("t:TimelineAsset", new[] { "Assets/Art/Camp/Timeline" });
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
_allTimelineAssetPaths.Add(path);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
#endif
}

View File

@ -24,15 +24,15 @@ namespace Gameplay
UISceneResult uiSceneResult = await OpenUIWithScene(UINameConst.UI_MainPanel, scenePath, null, false,
LoadSceneMode.Single);
MainShowManager mainShowManager = GetSceneRootComponent<MainShowManager>(uiSceneResult.sceneHandle.Scene);
if (mainShowManager == null)
ShowManager showManager = GetSceneRootComponent<ShowManager>(uiSceneResult.sceneHandle.Scene);
if (showManager == null)
{
DebugUtil.LogError($"无法进入主场景,mainShowManager不存在,scene path:{scenePath}");
DebugUtil.LogError($"无法进入主场景,{typeof(ShowManager).Name}不存在,scene path:{scenePath}");
return LoadingResult.ErrorTest;
}
await mainShowManager.RefreshShow();
await showManager.RefreshShow();
_destProgress = 100f;
EventManager.Instance.Send(EventManager.EventName.CheckNeedShowSignUp);

View File

@ -1,15 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using cfg.ShowCfg;
/// <summary>
/// 营地演出管理
/// </summary>
public class CampShowManager : ShowManager
{
protected override E_ShowSceneType ShowSceneType
{
get { return E_ShowSceneType.Camp; }
}
}

View File

@ -1,11 +0,0 @@
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@ -1,12 +0,0 @@
using cfg.PlayerSkillCfg;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 演出接口
/// </summary>
public interface IShow
{
PlayerSkillType skillType { get; }
}

View File

@ -1,11 +0,0 @@
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@ -1,142 +0,0 @@
using cfg.PlayerSkillCfg;
using cfg.ShowCfg;
using Cysharp.Threading.Tasks;
using Gameplay;
using Sirenix.OdinInspector;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
/// <summary>
/// 主场景演出管理
/// </summary>
public class MainShowManager : ShowManager
{
/// <summary>
/// 主场景演出点结果
/// </summary>
public class MainShowPointResult
{
/// <summary>
/// 演出点索引
/// </summary>
public int showPointIndex;
/// <summary>
/// 角色数据
/// </summary>
public CharacterDataInfo characterDataInfo;
}
/// <summary>
/// Timeline
/// </summary>
[LabelText("Timeline")]
[SerializeField]
private PlayableDirector playableDirector;
/// <summary>
/// 最终的主场景演出点数据
/// </summary>
private readonly List<MainShowPointResult> listMainShowPointResult = new();
/// <summary>
/// Timeline绑定
/// </summary>
private readonly Dictionary<int, Object> dicTimelineBinding = new();
protected override E_ShowSceneType ShowSceneType
{
get { return E_ShowSceneType.Main; }
}
protected override void Awake()
{
base.Awake();
if (!CommonUtils.IsInGame())
return;
if (playableDirector == null || playableDirector.playableAsset == null)
{
DebugUtil.LogError("空数据");
return;
}
int i = 0;
foreach (PlayableBinding playableBinding in playableDirector.playableAsset.outputs)
{
dicTimelineBinding.Add(i, playableBinding.sourceObject);
++i;
}
}
/// <summary>
/// 刷新演出
/// </summary>
/// <returns></returns>
public override async UniTask RefreshShow()
{
ExtractShowCharacter();
await ExecuteShowResult();
}
/// <summary>
/// 抽取演出角色
/// </summary>
/// <exception cref="System.NotImplementedException"></exception>
protected override void ExtractShowCharacter()
{
base.ExtractShowCharacter();
listMainShowPointResult.Clear();
CharacterDataInfo[] characterDataInfos = CommonUtils.GetRandomItems(listRemindCharacter, CharacterMaxCount);
int[] pointIndexs = (int[])CommonUtils.GetRandomList(0, listShowPoint.Count - 1);
for (int i = 0; i < characterDataInfos.Length; ++i)
{
MainShowPointResult mainShowPointResult = new()
{
showPointIndex = pointIndexs[i],
characterDataInfo = characterDataInfos[i],
};
listMainShowPointResult.Add(mainShowPointResult);
}
}
/// <summary>
/// 执行演出结果
/// </summary>
/// <exception cref="System.NotImplementedException"></exception>
protected override async UniTask ExecuteShowResult()
{
if (playableDirector == null || playableDirector.playableAsset == null)
{
DebugUtil.LogError("空数据");
return;
}
for (int i = 0; i < listMainShowPointResult.Count; ++i)
{
MainShowPointResult result = listMainShowPointResult[i];
Transform tsShowPoint = listShowPoint[result.showPointIndex].transform;
if (tsShowPoint == null)
return;
GameObject goModel = await GetModel(result.characterDataInfo);
if (goModel == null)
continue;
goModel.transform.SetPositionAndRotation(tsShowPoint.position, tsShowPoint.rotation);
if (goModel.TryGetComponent(out PlayableDirector director)) // 禁用角色自身的Timeline
director.enabled = false;
if (dicTimelineBinding.TryGetValue(result.showPointIndex, out Object sourceObject))
playableDirector.SetGenericBinding(sourceObject, goModel.GetComponentInChildren<Animator>());
}
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -1,6 +1,4 @@
using cfg.PlayerSkillCfg;
using cfg.ShowCfg;
using CodeStage.AntiCheat.EditorCode.ICSharpCode.SharpZipLib.Zip;
using Cysharp.Threading.Tasks;
using Framework;
using Gameplay;
@ -8,13 +6,9 @@ using PhxhSDK;
using Sirenix.OdinInspector;
using SRF;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Serialization;
using UnityEngine.Timeline;
using static ShowManager;
using Object = UnityEngine.Object;
@ -22,7 +16,7 @@ using Object = UnityEngine.Object;
/// <summary>
/// 演出管理器
/// </summary>
public abstract class ShowManager : MonoBehaviour
public sealed class ShowManager : MonoBehaviour
{
/// <summary>
/// 当前状态
@ -67,6 +61,13 @@ public abstract class ShowManager : MonoBehaviour
}
#region 外部序列化字段
/// <summary>
/// 演出场景类型
/// </summary>
[LabelText("演出场景类型")]
[SerializeField]
private E_ShowSceneType ShowSceneType;
/// <summary>
/// 角色根节点
/// </summary>
@ -93,7 +94,7 @@ public abstract class ShowManager : MonoBehaviour
/// </summary>
[LabelText("是否忽略看板娘")]
[SerializeField]
protected bool IsIgnoreKanbanban;
private bool IsIgnoreKanbanban;
/// <summary>
/// 抽取记录
@ -106,30 +107,22 @@ public abstract class ShowManager : MonoBehaviour
#endregion
/// <summary>
/// 所有演出点
/// 当前场景所有演出点
/// </summary>
protected List<Transform> listShowPoint;
private List<Transform> listShowPoint;
/// <summary>
/// 可以抽取的演出组数据
/// 当前场景所有演出组字典 key:组id value:演出组数据
/// </summary>
private readonly List<ShowGroupData> listRemindCampShowConfigGroup = new();
private readonly Dictionary<int, ShowGroupData> dicShowGroup = new();
/// <summary>
/// 可以抽取演出的角色数据
/// 最终的演出点数据
/// </summary>
protected readonly List<CharacterDataInfo> listRemindCharacter = new();
/// <summary>
/// 演出组字典 key:组id value:演出组数据
/// </summary>
private readonly Dictionary<int, ShowGroupData> dicShowConfigGroup = new();
/// <summary>
/// 最终的营地演出点数据
/// </summary>
private readonly List<CampShowPointResult> listCampShowPointResult = new();
protected readonly List<ShowPointResult> listShowPointResult = new();
/// <summary>
/// Timeline资源字典
/// </summary>
private readonly Dictionary<int, TimelineAsset> dicTimeLineAsset = new();
/// <summary>
/// 已经加载的资源集合
/// </summary>
@ -142,10 +135,33 @@ public abstract class ShowManager : MonoBehaviour
/// 当前状态
/// </summary>
private E_CurState currState = E_CurState.None;
#region (刷新数据,抽取)过程临时变量
/// <summary>
/// 演出场景类型
/// 可以抽取的演出组数据(排序用)
/// </summary>
protected abstract E_ShowSceneType ShowSceneType { get; }
private List<ShowGroupData> listRemindShowGroup = new();
/// <summary>
/// 可以抽取演出的角色数据(排序用)
/// </summary>
protected List<CharacterDataInfo> listRemindCharacter = new();
/// <summary>
/// 随机抽取的演出组链表
/// </summary>
private LinkedList<ShowGroupData> linkShowGroup;
/// <summary>
/// 随机抽取的角色链表
/// </summary>
private LinkedList<CharacterDataInfo> linkCharacter;
/// <summary>
/// 已经抽取的演出点索引集合
/// </summary>
private readonly HashSet<int> setUseShowPointIndex = new();
/// <summary>
/// 已经抽取的角色id
/// </summary>
private readonly HashSet<int> setUseCharactrtId = new();
#endregion
/// <summary>
/// 可以抽取的角色最大数量
@ -165,7 +181,7 @@ public abstract class ShowManager : MonoBehaviour
}
#endif
protected virtual void Awake()
private void Awake()
{
if (!CommonUtils.IsInGame())
return;
@ -196,25 +212,25 @@ public abstract class ShowManager : MonoBehaviour
continue;
int groupID = showConfig.GroupID;
if (!dicShowConfigGroup.TryGetValue(groupID, out ShowGroupData group))
if (!dicShowGroup.TryGetValue(groupID, out ShowGroupData group))
{
group = new(groupID);
dicShowConfigGroup.Add(groupID, group);
dicShowGroup.Add(groupID, group);
}
group.Add(showConfig);
}
foreach (ShowGroupData group in dicShowConfigGroup.Values)
foreach (ShowGroupData group in dicShowGroup.Values)
{
group.Sort();
group.Shuffle();
}
#endregion
#endregion
}
protected virtual void OnDestroy()
private void OnDestroy()
{
foreach (string path in setAssetToUnload)
{
@ -225,7 +241,7 @@ public abstract class ShowManager : MonoBehaviour
/// <summary>
/// 刷新演出
/// </summary>
public virtual async UniTask RefreshShow()
public async UniTask RefreshShow()
{
currState = E_CurState.LoadingCharacters;
@ -239,12 +255,12 @@ public abstract class ShowManager : MonoBehaviour
/// <summary>
/// 刷新演出数据
/// </summary>
protected virtual void RefreshShowData()
private void RefreshShowData()
{
listRemindCampShowConfigGroup.Clear();
listRemindShowGroup.Clear();
listRemindCharacter.Clear();
listRemindCampShowConfigGroup.AddRange(dicShowConfigGroup.Values);
listRemindShowGroup.AddRange(dicShowGroup.Values);
foreach (CharacterDataInfo characterDataInfo in CharacterDataInfoManager.Instance.DataList)
{
@ -254,51 +270,49 @@ public abstract class ShowManager : MonoBehaviour
}
listRemindCharacter.Add(characterDataInfo);
}
CommonUtils.Shuffle(listRemindShowGroup);
CommonUtils.Shuffle(listRemindCharacter);
linkShowGroup = new(listRemindShowGroup);
linkCharacter = new(listRemindCharacter);
}
/// <summary>
/// 抽取演出角色
/// </summary>
protected virtual void ExtractShowCharacter()
private void ExtractShowCharacter()
{
listExtractRecord.Clear();
listCampShowPointResult.Clear();
listShowPointResult.Clear();
List<CampShowPointResult> listTempResult = new();
while (listCampShowPointResult.Count < CharacterMaxCount)
List<ShowPointResult> listTempResult = new(); // 临时存放抽取的结果
while (linkShowGroup.First != null)
{
ShowGroupData randomGroup = CommonUtils.GetRandomItem(listRemindCampShowConfigGroup, true);
if (randomGroup == null) // 如果所有组都抽完了,则直接返回
return;
ShowGroupData groupData = linkShowGroup.First.Value;
linkShowGroup.RemoveFirst();
ExtractRecord record = new()
// 如果组里的演出点和当前已经使用的演出点重复,则踢出该组
if (IsShowPointExist(groupData))
{
groupID = randomGroup.GroupID
};
listExtractRecord.Add(record);
// 如果组里的演出点和当前已经使用的演出点重复,则跳过该组
if (IsShowPointExist(randomGroup))
{
record.isDispose = true;
record.disposeReason = E_DisposeReason.ShowPointRepeat;
listExtractRecord.Add(new ExtractRecord(groupData.GroupID, E_DisposeReason.ShowPointRepeat));
continue;
}
// 如果组里有限定演员,但演员已使用,则跳过该组
if (!CanUseCharacter(randomGroup))
// 如果是固定角色的组的角色已经被使用,则踢出该组
if (!IsCanUseFixCharacter(groupData))
{
record.isDispose = true;
record.disposeReason = E_DisposeReason.FixedCharacterNotExist;
listExtractRecord.Add(new ExtractRecord(groupData.GroupID, E_DisposeReason.FixedCharacterNotExist));
continue;
}
// 临时存放抽取的结果
listTempResult.Clear();
foreach (DataShowConfig dataShowConfig in randomGroup.ListConfig)
ExtractRecord extractRecord = new(groupData.GroupID, E_DisposeReason.None);
foreach (DataShowConfig dataShowConfig in groupData.ListConfig)
{
// 如果当前没有剩余的演员,则直接跳出抽取
if (listRemindCharacter.Count == 0)
if (linkCharacter.First == null)
break;
// 抽取timeline
@ -307,77 +321,95 @@ public abstract class ShowManager : MonoBehaviour
{
timelineID = timelineID
};
record.listRecord.Add(singlePointRecord);
extractRecord.Add(singlePointRecord);
if (timelineID == 0) // 说明不站人
continue;
#region 角色抽取
CharacterDataInfo characterDataInfo = null;
if (ValueValidator.IsIdValid(dataShowConfig.CharacterID)) // 抽取指定演员
{
int index = listRemindCharacter.FindIndex(characterInfo => characterInfo.ID == dataShowConfig.CharacterID);
characterDataInfo = listRemindCharacter[index];
listRemindCharacter.RemoveAt(index);
}
else // 随机抽取演员
characterDataInfo = CommonUtils.GetRandomItem(listRemindCharacter, true);
foreach (CharacterDataInfo character in linkCharacter)
{
if ((int)character.ID == dataShowConfig.CharacterID)
{
characterDataInfo = character;
break;
}
}
CampShowPointResult result = new()
if (characterDataInfo == null)
continue;
else
linkCharacter.Remove(characterDataInfo);
}
else
{
groupID = randomGroup.GroupID,
showPoint = dataShowConfig.PointID,
timelineID = timelineID,
characterDataInfo = characterDataInfo
};
characterDataInfo = linkCharacter.First.Value;
linkCharacter.RemoveFirst();
}
#endregion
ShowPointResult result = new(groupData.GroupID, dataShowConfig.PointID, timelineID, characterDataInfo);
singlePointRecord.showPoint = dataShowConfig.PointID;
singlePointRecord.characterID = characterDataInfo.ID;
listTempResult.Add(result);
}
if (randomGroup.IsMustHasCharacter && listTempResult.Count < randomGroup.ListConfig.Count)
if (groupData.IsMustHasCharacter && listTempResult.Count < groupData.ListConfig.Count)
{
// 如果该组必须满员但没满员
// 取出来的CharacterDataInfo归还
foreach (CampShowPointResult result in listTempResult)
foreach (ShowPointResult result in listTempResult)
{
listRemindCharacter.Add(result.characterDataInfo);
listRemindCharacter.Add(result.CharacterData);
}
record.isDispose = true;
record.disposeReason = E_DisposeReason.CharacterCountNotFull;
listExtractRecord.Add(new ExtractRecord(groupData.GroupID, E_DisposeReason.CharacterCountNotFull));
}
else // 添加到最后的result列表中
listCampShowPointResult.AddRange(listTempResult);
{
foreach (ShowPointResult result in listTempResult)
{
listShowPointResult.Add(result);
setUseCharactrtId.Add((int)result.CharacterData.ID);
setUseShowPointIndex.Add(result.ShowPointIndex);
}
}
}
}
setUseShowPointIndex.Clear();
setUseCharactrtId.Clear();
}
/// <summary>
/// 执行演出结果
/// </summary>
protected virtual async UniTask ExecuteShowResult()
private async UniTask ExecuteShowResult()
{
if (listCampShowPointResult.Count == 0)
if (listShowPointResult.Count == 0)
return;
foreach (CampShowPointResult result in listCampShowPointResult)
foreach (ShowPointResult result in listShowPointResult)
{
int showPointID = result.showPoint;
if (showPointID < 0 || showPointID >= listShowPoint.Count || listShowPoint[showPointID] == null)
int showPointIndex = result.ShowPointIndex;
if (showPointIndex < 0 || showPointIndex >= listShowPoint.Count || listShowPoint[showPointIndex] == null)
{
DebugUtil.LogError($"找不到演出点!演出点ID:{showPointID}");
DebugUtil.LogError($"找不到演出点!演出点索引:{showPointIndex}");
continue;
}
Transform tsShowPoint = listShowPoint[showPointID].transform;
Transform tsShowPoint = listShowPoint[showPointIndex].transform;
GameObject goModel = await GetModel(result.characterDataInfo);
GameObject goModel = await GetModel(result.CharacterData);
if (goModel == null)
continue;
goModel.transform.SetPositionAndRotation(tsShowPoint.position, tsShowPoint.rotation);
TimelineAsset timelineAsset = await GetTimeLineAsset(result.timelineID);
TimelineAsset timelineAsset = await GetTimeLineAsset(result.TimelineID);
if (timelineAsset == null)
continue;
@ -404,7 +436,7 @@ public abstract class ShowManager : MonoBehaviour
/// <typeparam name="T"></typeparam>
/// <param name="path"></param>
/// <returns></returns>
protected async UniTask<T> LoadAssetAsync<T>(string path) where T : Object
private async UniTask<T> LoadAssetAsync<T>(string path) where T : Object
{
T res = await AssetManager.Instance.LoadAssetAsync<T>(path);
if (res != null)
@ -418,7 +450,7 @@ public abstract class ShowManager : MonoBehaviour
/// </summary>
/// <param name="characterDataInfo"></param>
/// <returns></returns>
protected async UniTask<GameObject> GetModel(CharacterDataInfo characterDataInfo)
private async UniTask<GameObject> GetModel(CharacterDataInfo characterDataInfo)
{
if (!dicCharacterModel.TryGetValue(characterDataInfo, out GameObject goModel))
{
@ -448,7 +480,7 @@ public abstract class ShowManager : MonoBehaviour
{
if (!dicTimeLineAsset.TryGetValue(timelineID, out TimelineAsset timelineAsset))
{
string timelinePath = CampTimeLineCollector.Instance[timelineID];
string timelinePath = CampTimeLineCollector.Instance[ShowSceneType, timelineID];
if (string.IsNullOrWhiteSpace(timelinePath))
{
DebugUtil.LogError($"找不到timelinePath,id:{timelineID}");
@ -475,27 +507,39 @@ public abstract class ShowManager : MonoBehaviour
/// <returns></returns>
private bool IsShowPointExist(ShowGroupData group)
{
return group.ListConfig.Any(cfg => IsShowPointExist(cfg.PointID));
foreach (DataShowConfig showConfig in group.ListConfig)
{
if (setUseShowPointIndex.Contains(showConfig.PointID))
return true;
}
return false;
}
/// <summary>
/// 根据id判断演出点是否重复
/// 是否可以使用限定角色
/// </summary>
/// <param name="showPointID"></param>
/// <param name="group"></param>
/// <returns></returns>
private bool IsShowPointExist(int showPointID)
private bool IsCanUseFixCharacter(ShowGroupData group)
{
return listCampShowPointResult.Any(result => result.showPoint == showPointID);
foreach(DataShowConfig showConfig in group.ListConfig)
{
if (!ValueValidator.IsIdValid(showConfig.CharacterID) && !IsCanUseCharacter(showConfig.CharacterID))
return false;
}
return true;
}
private bool CanUseCharacter(ShowGroupData group)
/// <summary>
/// 角色是否可用
/// </summary>
/// <param name="characterId"></param>
/// <returns></returns>
private bool IsCanUseCharacter(int characterId)
{
return !group.ListConfig.Any(cfg => ValueValidator.IsIdValid(cfg.CharacterID) && !CanUseCharacter(cfg.CharacterID));
}
private bool CanUseCharacter(int characterID)
{
return listRemindCharacter.Any(characterInfo => characterInfo.ID == characterID);
return !setUseCharactrtId.Contains(characterId);
}
/// <summary>
@ -507,7 +551,7 @@ public abstract class ShowManager : MonoBehaviour
return currState switch
{
E_CurState.None => 0f,
E_CurState.LoadingCharacters => (float)listCampShowPointResult.Count / CharacterMaxCount,
E_CurState.LoadingCharacters => (float)listShowPointResult.Count / CharacterMaxCount,
E_CurState.Present => 1f,
_ => 0f,
};
@ -518,13 +562,13 @@ public abstract class ShowManager : MonoBehaviour
/// 抽取流程的记录
/// </summary>
[Serializable]
public class ExtractRecord
public struct ExtractRecord
{
/// <summary>
/// 单个演出点记录
/// </summary>
[Serializable]
public class SinglePointRecord
public struct SinglePointRecord
{
[LabelText("演出点ID")]
public int showPoint;
@ -535,28 +579,38 @@ public class ExtractRecord
}
[LabelText("组ID")]
public int groupID;
[LabelText("是否抛弃")]
public bool isDispose;
private int groupID;
[LabelText("抛弃原因")]
[ShowIf("isDispose")]
public E_DisposeReason disposeReason;
private E_DisposeReason disposeReason;
[LabelText("角色记录")]
public List<SinglePointRecord> listRecord = new();
private List<SinglePointRecord> listRecord;
public ExtractRecord(int groupID, E_DisposeReason disposeReason)
{
this.groupID = groupID;
this.disposeReason = disposeReason;
listRecord = new();
}
public readonly void Add(SinglePointRecord singlePointRecord)
{
listRecord.Add(singlePointRecord);
}
}
/// <summary>
/// 演出组数据
/// </summary>
public class ShowGroupData
public struct ShowGroupData
{
/// <summary>
/// 演出组id
/// </summary>
private int groupId;
private readonly int groupId;
/// <summary>
/// 是否必须有角色
/// </summary>
@ -564,12 +618,12 @@ public class ShowGroupData
/// <summary>
/// 该组演出点配置数据
/// </summary>
private readonly List<DataShowConfig> listConfig = new();
private readonly List<DataShowConfig> listConfig;
/// <summary>
/// 演出组id
/// </summary>
public int GroupID
public readonly int GroupID
{
get { return groupId; }
}
@ -577,12 +631,12 @@ public class ShowGroupData
/// <summary>
/// 是否必须有角色
/// </summary>
public bool IsMustHasCharacter { get { return isMustHasCharacter; } }
public readonly bool IsMustHasCharacter { get { return isMustHasCharacter; } }
/// <summary>
/// 该组演出点配置数据
/// </summary>
public List<DataShowConfig> ListConfig
public readonly List<DataShowConfig> ListConfig
{
get { return listConfig; }
}
@ -592,6 +646,7 @@ public class ShowGroupData
this.groupId = groupId;
isMustHasCharacter = false;
listConfig = new();
}
public void Add(DataShowConfig dataShowConfig)
@ -601,36 +656,61 @@ public class ShowGroupData
}
/// <summary>
/// 有指定id的排前面
/// 打乱顺序
/// </summary>
public void Sort()
public readonly void Shuffle()
{
listConfig.Sort((a, b) => b.CharacterID.CompareTo(a.CharacterID));
CommonUtils.Shuffle(listConfig);
}
}
/// <summary>
/// 阵营演出点结果
/// 演出点结果
/// </summary>
public class CampShowPointResult
public readonly struct ShowPointResult
{
/// <summary>
/// 演出组id
/// </summary>
public int groupID;
private readonly int groupID;
/// <summary>
/// 演出点
/// 演出点索引
/// </summary>
public int showPoint;
private readonly int showPointIndex;
/// <summary>
/// Timelineid
/// </summary>
public int timelineID;
private readonly int timelineID;
/// <summary>
/// 角色数据
/// </summary>
public CharacterDataInfo characterDataInfo;
private readonly CharacterDataInfo characterData;
public int GroupID
{
get { return groupID; }
}
public int ShowPointIndex
{
get { return showPointIndex; }
}
public int TimelineID
{
get { return timelineID; }
}
public CharacterDataInfo CharacterData
{
get { return characterData; }
}
public ShowPointResult(int groupID, int showPointIndex, int timelineID, CharacterDataInfo characterData)
{
this.groupID = groupID;
this.showPointIndex = showPointIndex;
this.timelineID = timelineID;
this.characterData = characterData;
}
}

View File

@ -0,0 +1,125 @@
using System;
using System.Collections.Generic;
using System.IO;
using PhxhSDK;
using Sirenix.OdinInspector;
using UnityEngine;
using cfg.ShowCfg;
#if UNITY_EDITOR
using UnityEditor;
#endif
[CreateAssetMenu(menuName = "演出TimeLine收集")]
public class CampTimeLineCollector : ScriptableObject
{
private const string PATH = "Assets/Art/Show/ShowTimelineCollector.asset";
private static CampTimeLineCollector instance;
public static CampTimeLineCollector Instance
{
get
{
if (instance == null)
{
instance = AssetManager.Instance.LoadAsset<CampTimeLineCollector>(PATH);
instance.Init();
}
return instance;
}
}
/// <summary>
/// 所有Timeline资源路径
/// </summary>
[ReadOnly]
[SerializeField]
private List<string> listAllTimelineAssetPath = new();
/// <summary>
/// 外层key演出场景类型内层keyTimeline的IDvalue:资源路径
/// </summary>
private readonly Dictionary<E_ShowSceneType, Dictionary<int, string>> dicShowTimeline = new();
public string this[E_ShowSceneType type, int id]
{
get
{
if (!dicShowTimeline.TryGetValue(type, out var dicTimeline))
{
DebugUtil.LogError("不存在的演出场景类型");
return string.Empty;
}
if (!dicTimeline.TryGetValue(id, out string path))
{
DebugUtil.LogError("不存在的TimelineId");
return string.Empty;
}
return path;
}
}
private void Init()
{
dicShowTimeline.Clear();
foreach (string path in listAllTimelineAssetPath)
{
DirectoryInfo directoryInfo = new(path);
if (!Enum.TryParse(directoryInfo.Parent.Name, false, out E_ShowSceneType result))
{
DebugUtil.LogError($"timeline文件夹错误没有和{typeof(E_ShowSceneType).Name}对应");
continue;
}
string timeLineName = Path.GetFileNameWithoutExtension(path);
int index = timeLineName.LastIndexOf("_", StringComparison.Ordinal);
if (index < 0)
{
DebugUtil.LogError($"timeline名字中找不到_path:{path}");
continue;
}
string idStr = timeLineName[(index + 1)..];
if (!int.TryParse(idStr, out int id))
{
DebugUtil.LogError($"timeline名字中找不到idpath:{path}");
continue;
}
if (!dicShowTimeline.TryGetValue(result, out var dicTimeline))
{
dicTimeline = new Dictionary<int, string>();
dicShowTimeline.Add(result, dicTimeline);
}
dicTimeline.Add(id, path);
}
}
#if UNITY_EDITOR
[MenuItem("Tools/演出/收集所有Timeline")]
private static void CollectAllTimeLineInMenu()
{
Instance.CollectAllTimeLine();
}
public void CollectAllTimeLine()
{
EditorUtility.SetDirty(this);
listAllTimelineAssetPath.Clear();
string[] guids = AssetDatabase.FindAssets("t:TimelineAsset", new[] { "Assets/Art/Show" });
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
listAllTimelineAssetPath.Add(path);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
#endif
}

View File

@ -690,7 +690,7 @@ namespace Gameplay
arr[i] = beginInt + i;
}
arr = Shuffle(arr);
Shuffle(arr);
return arr;
}
@ -1411,7 +1411,7 @@ namespace Gameplay
IList<T> listValue = new T[count];
list = Shuffle(list);
Shuffle(list);
for (int i = 0; i < listValue.Count; ++i)
{
@ -1427,12 +1427,12 @@ namespace Gameplay
/// <typeparam name="T"></typeparam>
/// <param name="list"></param>
/// <returns></returns>
public static IList<T> Shuffle<T>(IList<T> list)
public static void Shuffle<T>(IList<T> list)
{
if (list == null)
{
DebugUtil.LogError("空数据");
return list;
return;
}
for (int i = list.Count - 1; i >= 0; --i)
@ -1443,8 +1443,6 @@ namespace Gameplay
(list[index], list[i]) = (list[i], list[index]);
}
return list;
}
public static T GetSceneRootComponent<T>(Scene scene) where T : Component

View File

@ -17598,7 +17598,7 @@ GameObject:
- component: {fileID: 1257681355}
- component: {fileID: 1257681356}
m_Layer: 0
m_Name: CampShowManager
m_Name: ShowManager
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -17628,9 +17628,10 @@ MonoBehaviour:
m_GameObject: {fileID: 1257681354}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 20df75fffc984b44ca1450867e104ba8, type: 3}
m_Script: {fileID: 11500000, guid: 57012a906036c894f89473379533acf7, type: 3}
m_Name:
m_EditorClassIdentifier:
ShowSceneType: 0
tsCharacterRoot: {fileID: 2008262905}
tsShowPointRoot: {fileID: 1608561687}
characterMaxCount: 20

View File

@ -419,9 +419,7 @@ Transform:
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 1
m_Children:
- {fileID: 1516697306}
- {fileID: 1688542927}
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &158125597
@ -1121,79 +1119,6 @@ Transform:
m_Children: []
m_Father: {fileID: 1232725964}
m_LocalEulerAnglesHint: {x: 90, y: 180, z: 0}
--- !u!1 &845641694
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 845641696}
- component: {fileID: 845641695}
m_Layer: 0
m_Name: Timeline
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!320 &845641695
PlayableDirector:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 845641694}
m_Enabled: 1
serializedVersion: 3
m_PlayableAsset: {fileID: 11400000, guid: 7f0a0184cda76ee47a12f24d773dcdc2, type: 2}
m_InitialState: 1
m_WrapMode: 1
m_DirectorUpdateMode: 1
m_InitialTime: 0
m_SceneBindings:
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
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value: {fileID: 0}
- key: {fileID: 1263292279375096832, guid: 7f0a0184cda76ee47a12f24d773dcdc2, type: 2}
value: {fileID: 0}
m_ExposedReferences:
m_References: []
--- !u!4 &845641696
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 845641694}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &871916846
GameObject:
m_ObjectHideFlags: 0
@ -1799,7 +1724,7 @@ GameObject:
- component: {fileID: 1054421165}
- component: {fileID: 1054421166}
m_Layer: 0
m_Name: MainSceneManager
m_Name: ShowManager
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -1829,19 +1754,15 @@ MonoBehaviour:
m_GameObject: {fileID: 1054421164}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a0d5ea7f416a128408c6b330eac1d0f9, type: 3}
m_Script: {fileID: 11500000, guid: 57012a906036c894f89473379533acf7, type: 3}
m_Name:
m_EditorClassIdentifier:
characterMaxCount: 6
ShowSceneType: 1
tsCharacterRoot: {fileID: 54667940}
listShowPoint:
- {fileID: 979629191}
- {fileID: 1705299694}
- {fileID: 669651737}
- {fileID: 932839240}
- {fileID: 44803683}
- {fileID: 2011606367}
playableDirector: {fileID: 845641695}
tsShowPointRoot: {fileID: 1753177013}
characterMaxCount: 6
IsIgnoreKanbanban: 1
listExtractRecord: []
--- !u!1001 &1076410784
PrefabInstance:
m_ObjectHideFlags: 0
@ -2318,7 +2239,7 @@ PrefabInstance:
serializedVersion: 2
m_Modification:
serializedVersion: 3
m_TransformParent: {fileID: 54667940}
m_TransformParent: {fileID: 1533719808}
m_Modifications:
- target: {fileID: 6770644500165233157, guid: f25b2bc6189e34ed8b865938c6332264,
type: 3}
@ -2343,17 +2264,17 @@ PrefabInstance:
- target: {fileID: 7803087331950724001, guid: f25b2bc6189e34ed8b865938c6332264,
type: 3}
propertyPath: m_LocalPosition.x
value: 15.489999
value: 41.685932
objectReference: {fileID: 0}
- target: {fileID: 7803087331950724001, guid: f25b2bc6189e34ed8b865938c6332264,
type: 3}
propertyPath: m_LocalPosition.y
value: 0
value: -0.46445358
objectReference: {fileID: 0}
- target: {fileID: 7803087331950724001, guid: f25b2bc6189e34ed8b865938c6332264,
type: 3}
propertyPath: m_LocalPosition.z
value: 31.55
value: 34.314888
objectReference: {fileID: 0}
- target: {fileID: 7803087331950724001, guid: f25b2bc6189e34ed8b865938c6332264,
type: 3}
@ -2406,6 +2327,39 @@ Transform:
type: 3}
m_PrefabInstance: {fileID: 1516697305}
m_PrefabAsset: {fileID: 0}
--- !u!1 &1533719807
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1533719808}
m_Layer: 0
m_Name: OtherRoot
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1533719808
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1533719807}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -26.195932, y: 0.46445358, z: -2.7648883}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 1516697306}
- {fileID: 1688542927}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1001 &1570180720
PrefabInstance:
m_ObjectHideFlags: 0
@ -2648,12 +2602,12 @@ Transform:
m_GameObject: {fileID: 1688542926}
serializedVersion: 2
m_LocalRotation: {x: -0, y: 0.8256171, z: -0, w: -0.564231}
m_LocalPosition: {x: 35.66289, y: 0, z: 30.539604}
m_LocalPosition: {x: 61.858826, y: -0.46445358, z: 33.304493}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 1217796783}
m_Father: {fileID: 54667940}
m_Father: {fileID: 1533719808}
m_LocalEulerAnglesHint: {x: 0, y: 248.698, z: 0}
--- !u!95 &1688542928
Animator:
@ -3806,8 +3760,8 @@ SceneRoots:
m_Roots:
- {fileID: 1054421165}
- {fileID: 780044542}
- {fileID: 845641696}
- {fileID: 1232725964}
- {fileID: 1753177013}
- {fileID: 875017989}
- {fileID: 54667940}
- {fileID: 1533719808}

View File

@ -1156,7 +1156,7 @@ MonoBehaviour:
Data: Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_MainScene/MainScene_PostProcess.unity
- Name: hashCode
Entry: 1
Data: e681a5bc90d9e5b0d877ab0feef15331
Data: 416bd7d90ea8d30ef7c15352ca2d108e
- Name:
Entry: 8
Data:
@ -1180,7 +1180,7 @@ MonoBehaviour:
Data: Assets/Art/AutoGen/PostProcessScenes/Assets_Scenes_CampScene/CampScene_PostProcess.unity
- Name: hashCode
Entry: 1
Data: c31cb86d13961d4a82ef29c1df06316f
Data: e0201e92e36ee27c7c2df6067e45f0ec
- Name:
Entry: 8
Data: