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ET6+YooAsset+HybridCLR

License: MIT License

Shell 0.09% C++ 0.31% C 1.74% Emacs Lisp 0.02% C# 89.40% Objective-C++ 0.04% CMake 3.76% Batchfile 0.16% HLSL 0.54% ShaderLab 3.95%

etpro's Introduction

ETPro

和ET6的区别

  1. 使用YooAssets实现了资源热更新,包括多渠道安装包分包配置功能
  2. 使用了基于YooAssets的资源管理系统替换了原有系统,包括对动态图集、Unity内置SpriteAtlas图集功能的支持
  3. 使用组件模式的UI框架替换掉了原有部分,包括红点系统、多语言系统、引导系统等,易于集成第三方插件
  4. 使用HybridCLR替换了ILRuntime,对C#语法支持更完备,BUG更少
  5. 提供一个简单可扩展的对话框架
  6. 替换AOI框架,支持OBB、球形触发器和射线检测,并且双端使用AOI
  7. 提供一个简单可扩展的战斗框架,并且双端可单独使用
  8. 提供一个简单的Ghost系统,服务端无缝世界跨逻辑地图战斗

UI框架使用教程

  1. 基于ET6组件式UI框架的使用 https://www.bilibili.com/video/BV1Ra411q7Ct
  2. ScrollView无限滑动列表 https://www.bilibili.com/video/BV1YR4y1g7tN

演示视频

  1. 触发器演示视频 https://www.bilibili.com/video/BV1iY4y1t7Kj
  2. 服务端跨地图战斗 https://www.bilibili.com/video/BV1DB4y1B7qH

战斗框架设计思路

  1. 分为两块内容,基于时间线的Skill,附着在Unit上的BUFF
  2. 一个Skill包含多个组,释放时进入配置的默认组,在释放过程可以通过时间线上的触发器触发其他事件,如加BUFF、播动画、加音效、切换执行其他组等
  3. 技能时间线执行中两个触发点之间如有间隔时间则可能被打断,打断会进入配置的默认打断组
  4. buff通过优先级、分组等方式处理顶替等操作,一个buff可以有多个子状态,通过组合模式配置,如一个buff可以同时用来修改属性、添加控制状态等
  5. buff还可以用来监听事件,如造成伤害前、后分别会轮询一次攻击者和被攻击者所有buff分发造成伤害事件,在buff对应事件可以获取以及修改伤害信息,其他还有诸如添加、移除buff事件,移动事件等可自己扩展
  6. 由于是基于时间线的,技能编辑器用Timeline什么的很好做,配置也可采用其他方式如json,lua,scriptobject等,改下SkillStepComponent就好

注意事项

本仓库引用的HybridCLR是修改过支持reload dll的分支,具体修改内容参考 https://github.com/focus-creative-games/hybridclr/commit/db4e8c4fea9f8ccb9681b69ee8c50a919e16dece

etpro's People

Contributors

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