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-/// -/// 相机模式 -/// -public enum EnumCameraMode { - None,// 无 - - // FixedEdit,// 固定编辑 - - // FreeEdit,// 自由编辑 - - MoveAxis,// 移轴 -} diff --git a/Assets/ModuleCore/Module/ModuleEnum/EnumInputMode.cs b/Assets/ModuleCore/Module/ModuleEnum/EnumInputMode.cs deleted file mode 100644 index e34d60a..0000000 --- a/Assets/ModuleCore/Module/ModuleEnum/EnumInputMode.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -/// -/// 输入模式 -/// -public enum EnumInputMode { - None,// 无 - - // FixedEdit,// 固定编辑 - - // FixedPreview,// 固定编辑 - - // FreeEdit,// 自由编辑 - - Standard,// 第三人称 -} diff --git a/Assets/ModuleCore/Module/ModuleEnum/EnumInputMode.cs.meta b/Assets/ModuleCore/Module/ModuleEnum/EnumInputMode.cs.meta deleted file mode 100644 index c19e33f..0000000 --- a/Assets/ModuleCore/Module/ModuleEnum/EnumInputMode.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4fc2f524dbb594a40a4a13d3d253c53e -MonoImporter: - externalObjects: {} - 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defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ModuleCore/Module/ModuleEnum/EnumRunningMode.cs b/Assets/ModuleCore/Module/ModuleEnum/EnumRunningMode.cs deleted file mode 100644 index e310546..0000000 --- a/Assets/ModuleCore/Module/ModuleEnum/EnumRunningMode.cs +++ /dev/null @@ -1,12 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -/// -/// 运行模式 -/// -public enum EnumRunningMode { - None,// 无模式 - - Standard,// 标准模式 -} diff --git a/Assets/ModuleCore/Module/ModuleEnum/EnumRunningMode.cs.meta b/Assets/ModuleCore/Module/ModuleEnum/EnumRunningMode.cs.meta deleted file mode 100644 index cd45cd0..0000000 --- a/Assets/ModuleCore/Module/ModuleEnum/EnumRunningMode.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 043dda22a291d664fa2124109ddc8dd6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ModuleCore/ModuleCamera/CameraController.cs b/Assets/ModuleCore/ModuleCamera/CameraController.cs index c460e1d..5893434 100644 --- a/Assets/ModuleCore/ModuleCamera/CameraController.cs +++ b/Assets/ModuleCore/ModuleCamera/CameraController.cs @@ -14,11 +14,20 @@ public abstract class CameraController : MonoBehaviour { public abstract Vector3 Right { get; set; } /// 旋转 public abstract Vector3 EulerAngles { get; set; } - /// 距离 - public abstract float Distance { get; set; } + /// 视野 + public abstract float VisualField { get; set; } /// 初始化 - public abstract void Initialize(); + public virtual void Initial() { + ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode; + } + /// 释放 + public virtual void Release() { + ModuleCamera.OnCameraMode -= ModuleCamera_OnCameraMode; + } + + /// 相机模式 + public abstract void ModuleCamera_OnCameraMode(CameraMode mode); /// 重置相机 public abstract void ResetCamera(); diff --git a/Assets/ModuleCore/ModuleCamera/CameraController/CameraDefault.cs b/Assets/ModuleCore/ModuleCamera/CameraController/CameraDefault.cs index 8fa9dae..3031daa 100644 --- a/Assets/ModuleCore/ModuleCamera/CameraController/CameraDefault.cs +++ b/Assets/ModuleCore/ModuleCamera/CameraController/CameraDefault.cs @@ -23,21 +23,17 @@ public class CameraDefault : CameraController { get => throw new System.NotImplementedException(); set => throw new System.NotImplementedException(); } - public override float Distance { + public override float VisualField { get => throw new System.NotImplementedException(); set => throw new System.NotImplementedException(); } - public override void Initialize() { - ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode; - } - - private void ModuleCamera_OnCameraMode(EnumCameraMode mode) { + public override void ModuleCamera_OnCameraMode(CameraMode mode) { #if UNITY_STANDALONE_WIN && !UNITY_EDITOR return; #endif - gameObject.SetActive(mode == EnumCameraMode.None); - if (mode == EnumCameraMode.None) { ModuleCamera.CurrentCamera = this; } + gameObject.SetActive(mode == CameraMode.None); + if (mode == CameraMode.None) { ModuleCamera.CurrentCamera = this; } } public override void ResetCamera() { diff --git a/Assets/ModuleCore/ModuleCamera/CameraController/CameraMoveAxis.cs b/Assets/ModuleCore/ModuleCamera/CameraController/CameraMoveAxis.cs index 97b59fc..026a094 100644 --- a/Assets/ModuleCore/ModuleCamera/CameraController/CameraMoveAxis.cs +++ b/Assets/ModuleCore/ModuleCamera/CameraController/CameraMoveAxis.cs @@ -28,7 +28,7 @@ public class CameraMoveAxis : CameraController { get => transform.eulerAngles; set => transform.eulerAngles = value; } - public override float Distance { + public override float VisualField { get => GetVisualField(); set => SetVisualField(value); } @@ -44,13 +44,9 @@ public class CameraMoveAxis : CameraController { // depthOfField.focusDistance.SetValue(new FloatParameter(value)); } - public override void Initialize() { - ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode; - } - - private void ModuleCamera_OnCameraMode(EnumCameraMode mode) { - gameObject.SetActive(mode == EnumCameraMode.MoveAxis); - if (mode == EnumCameraMode.MoveAxis) { ModuleCamera.CurrentCamera = this; } + public override void ModuleCamera_OnCameraMode(CameraMode mode) { + gameObject.SetActive(mode == CameraMode.MoveAxis); + if (mode == CameraMode.MoveAxis) { ModuleCamera.CurrentCamera = this; } } public override void ResetCamera() { diff --git a/Assets/ModuleCore/ModuleCamera/ModuleCamera.cs b/Assets/ModuleCore/ModuleCamera/ModuleCamera.cs index a9616cb..3fd48e0 100644 --- a/Assets/ModuleCore/ModuleCamera/ModuleCamera.cs +++ b/Assets/ModuleCore/ModuleCamera/ModuleCamera.cs @@ -8,23 +8,40 @@ using MuHua; /// 相机模块 /// public class ModuleCamera : ModuleSingle { + /// 当前相机 public static CameraController CurrentCamera; /// 相机模式事件 - public static event Action OnCameraMode; + public static event Action OnCameraMode; + /// 设置相机模式 - public static void Mode(EnumCameraMode mode, bool isReset = true) { + public static void Settings(CameraMode mode, bool isReset = true) { OnCameraMode?.Invoke(mode); if (isReset) { I.ResetCamera(); } } public List cameras; - protected override void Awake() => NoReplace(); + protected override void Awake() { + NoReplace(); + cameras.ForEach(obj => obj.Initial()); + } - private void Start() => cameras.ForEach(obj => obj.Initialize()); + private void OnDestroy() => cameras.ForEach(obj => obj.Release()); /// 重置相机 public void ResetCamera() => cameras.ForEach(obj => obj.ResetCamera()); } +/// +/// 相机模式 +/// +public enum CameraMode { + None,// 无 + + // FixedEdit,// 固定编辑 + + // FreeEdit,// 自由编辑 + + MoveAxis,// 移轴 +} \ No newline at end of file diff --git a/Assets/ModuleCore/ModuleInput/InputControl.cs b/Assets/ModuleCore/ModuleInput/InputControl.cs new file mode 100644 index 0000000..1e6ccf5 --- /dev/null +++ b/Assets/ModuleCore/ModuleInput/InputControl.cs @@ -0,0 +1,23 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.InputSystem; + +/// +/// 输入 - 控制 +/// +[RequireComponent(typeof(PlayerInput))] +public abstract class InputControl : MonoBehaviour { + + protected virtual void Awake() { + ModuleInput.OnInputMode += ModuleInput_OnInputMode; + } + + protected virtual void OnDestroy() { + ModuleInput.OnInputMode -= ModuleInput_OnInputMode; + } + + /// 输入模式 + protected abstract void ModuleInput_OnInputMode(InputMode mode); +} diff --git a/Assets/ModuleCore/Module/ModuleEnum/EnumCameraMode.cs.meta b/Assets/ModuleCore/ModuleInput/InputControl.cs.meta similarity index 83% rename from Assets/ModuleCore/Module/ModuleEnum/EnumCameraMode.cs.meta rename to Assets/ModuleCore/ModuleInput/InputControl.cs.meta index bd6abdd..70ce3bd 100644 --- a/Assets/ModuleCore/Module/ModuleEnum/EnumCameraMode.cs.meta +++ b/Assets/ModuleCore/ModuleInput/InputControl.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0e190b0f10e563546bd18df3605da42f +guid: 3136d74b1e24ab9449f7f63c0344bfd5 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/ModuleCore/ModuleInput/ModuleInput.cs b/Assets/ModuleCore/ModuleInput/ModuleInput.cs index 4908de7..4f61605 100644 --- a/Assets/ModuleCore/ModuleInput/ModuleInput.cs +++ b/Assets/ModuleCore/ModuleInput/ModuleInput.cs @@ -11,26 +11,30 @@ using MuHua; public class ModuleInput : ModuleSingle { /// 当前输入模式 - public static EnumInputMode inputMode; + public static InputMode Current; + /// 回退输入模式 + public static InputMode BackMode; /// 鼠标指针位置 - public static Vector3 mousePosition; + public static Vector2 mousePosition; /// 转换模式事件 - public static event Action OnInputMode; - /// 临时禁用事件 - public static event Action OnTemporarilyDisable; - - private static bool isPointerOverUIObject;// 指针是否在UI上 + public static event Action OnInputMode; + /// 指针是否在UI上 + private static bool isPointerOverUIObject; /// 指针是否在UI上 public static bool IsPointerOverUIObject => isPointerOverUIObject; /// 设置输入模式 - public static void Mode(EnumInputMode mode) { - inputMode = mode; - OnInputMode?.Invoke(mode); + public static void Settings(InputMode mode) { + BackMode = Current; + Current = mode; + OnInputMode?.Invoke(Current); + } + /// 设置输入模式 + public static void Back() { + Current = BackMode; + OnInputMode?.Invoke(Current); } - /// 临时禁用输入 - public static void TemporarilyDisable(bool value) => OnTemporarilyDisable?.Invoke(value); protected override void Awake() => NoReplace(); @@ -50,3 +54,17 @@ public class ModuleInput : ModuleSingle { #endif } } +/// +/// 输入模式 +/// +public enum InputMode { + None,// 无 + + // FixedEdit,// 固定编辑 + + // FixedPreview,// 固定编辑 + + // FreeEdit,// 自由编辑 + + Standard,// 第三人称 +} diff --git a/Assets/ModuleCore/ModuleMap/Hexagon.cs b/Assets/ModuleCore/ModuleMap/Hexagon.cs deleted file mode 100644 index 2d0f542..0000000 --- a/Assets/ModuleCore/ModuleMap/Hexagon.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -/// -/// 六边形 -/// -public class Hexagon : MonoBehaviour { - - public Transform prefab; - - private void Awake() { - float size = 0.5f; // 可以根据实际需求调整边长 - for (int x = 0; x < 10; x++) { - for (int y = 0; y < 10; y++) { Create(new Vector2Int(x, y), size); } - } - } - private void Create(Vector2Int grid, float size) { - Transform obj = Instantiate(prefab, transform); - obj.position = GridToWorld(grid, size); - obj.name = $"Hex_{grid}"; - obj.gameObject.SetActive(true); - } - - /// - /// 获取六边形网格的世界坐标 - /// - /// 网格坐标(x, y) - /// 六边形边长 - /// 世界坐标 - public static Vector3 GridToWorld(Vector2Int grid, float size) { - float width = size * 2f; - float height = Mathf.Sqrt(3f) * size; - float offsetX = grid.x * (width * 0.75f); - float offsetY = grid.y * height + (grid.x % 2 == 0 ? 0 : height / 2f); - return new Vector3(offsetX, 0, offsetY); - } - - /// - /// 使用世界坐标转换成六边形网格的x和y坐标 - /// - /// 世界坐标 - /// 六边形边长 - /// 网格坐标(x, y) - public static Vector2Int WorldToGrid(Vector3 worldPosition, float size) { - float width = size * 2f; - float height = Mathf.Sqrt(3f) * size; - // 计算近似的x - int x = Mathf.RoundToInt(worldPosition.x / (width * 0.75f)); - // 计算近似的y - float yOffset = (x % 2 == 0) ? 0 : height / 2f; - int y = Mathf.RoundToInt((worldPosition.z - yOffset) / height); - return new Vector2Int(x, y); - } -} diff --git a/Assets/ModuleCore/ModuleMap/Hexagon.cs.meta b/Assets/ModuleCore/ModuleMap/Hexagon.cs.meta deleted file mode 100644 index 228cea2..0000000 --- a/Assets/ModuleCore/ModuleMap/Hexagon.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 90c26411725660045a445e742ce72bf8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ModuleCore/ModuleSingle/ManagerScene.cs b/Assets/ModuleCore/ModuleSingle/ManagerScene.cs new file mode 100644 index 0000000..a1d1bc6 --- /dev/null +++ b/Assets/ModuleCore/ModuleSingle/ManagerScene.cs @@ -0,0 +1,50 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using MuHua; + +/// +/// 场景 - 管理器 +/// +public class ManagerScene : ModuleSingle { + /// 场景加载完成 + public static event Action OnCompleteLoad; + /// 平滑进度 + public float smoothedProgress; + + protected override void Awake() => NoReplace(false); + + #region 协程加载 + /// 协程加载内置场景 + public void Load(string sceneName, Action complete = null, LoadSceneMode mode = LoadSceneMode.Single) { + StartCoroutine(ILoad(sceneName, complete, mode)); + } + /// 协程加载内置场景 + public IEnumerator ILoad(string sceneName, Action complete, LoadSceneMode mode) { + smoothedProgress = 0f; + AsyncOperation operation = SceneManager.LoadSceneAsync(sceneName, mode); + operation.allowSceneActivation = false; + while (!operation.isDone) { yield return ILoad(operation); } + SettingsProgress(false, smoothedProgress); + complete?.Invoke(); + OnCompleteLoad?.Invoke(); + } + /// 协程处理进度 + public IEnumerator ILoad(AsyncOperation operation) { + // 输出加载进度 + float progress = Mathf.Clamp01(operation.progress / 0.9f); + smoothedProgress = Mathf.MoveTowards(smoothedProgress, progress, Time.deltaTime); + SettingsProgress(true, smoothedProgress); + // 当加载进度达到90%且平滑变量和实际进度一致时,激活场景 + if (operation.progress < 0.9f || smoothedProgress < 1f) { yield break; } + operation.allowSceneActivation = true; + } + #endregion + + /// 设置进度 + private void SettingsProgress(bool active, float progress) { + // ModuleUI.LoadingSettings(active, progress); + } +} diff --git a/Assets/AssetsPackage/HexagonMapSystem/HexagonMapSystem.cs.meta b/Assets/ModuleCore/ModuleSingle/ManagerScene.cs.meta similarity index 83% rename from Assets/AssetsPackage/HexagonMapSystem/HexagonMapSystem.cs.meta rename to Assets/ModuleCore/ModuleSingle/ManagerScene.cs.meta index 3c642e1..14c04d7 100644 --- a/Assets/AssetsPackage/HexagonMapSystem/HexagonMapSystem.cs.meta +++ b/Assets/ModuleCore/ModuleSingle/ManagerScene.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: e2f8faf05999aac48876a91674f33225 +guid: dc0f04b4d1e94e3469c593bff5d56655 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/ModuleCore/ModuleSingle/SingleManager.cs b/Assets/ModuleCore/ModuleSingle/SingleManager.cs index 3d00b48..9b233ce 100644 --- a/Assets/ModuleCore/ModuleSingle/SingleManager.cs +++ b/Assets/ModuleCore/ModuleSingle/SingleManager.cs @@ -4,46 +4,10 @@ using UnityEngine; using MuHua; /// -/// 游戏管理 +/// 全局管理 /// public class SingleManager : ModuleSingle { - /// 运行模式 - public static EnumRunningMode runningMode; + protected override void Awake() => NoReplace(); - /// 设置运行模式 - public static void SetRunningMode(EnumRunningMode runningMode) { - SingleManager.runningMode = runningMode; - } - - protected override void Awake() { - NoReplace(); - // ManagerScene.OnComplete += ManagerScene_OnComplete; - } - private void Start() { - // ModuleUI.Jump(EnumPage.Menu); - // ModuleInput.Mode(EnumInputMode.None); - // ModuleCamera.Mode(EnumCameraMode.None); - // SceneManager.LoadScene("MenuScene"); - } - - private void ManagerScene_OnComplete() { - // if (runningMode == EnumRunningMode.None) { - // ModuleUI.Jump(EnumPage.Menu); - // ModuleInput.Mode(EnumInputMode.None); - // ModuleCamera.Mode(EnumCameraMode.None); - // } - // if (runningMode == EnumRunningMode.Standard) { - // ModuleUI.Jump(EnumPage.Battle); - // // ModuleInput.Mode(EnumInputMode.ThirdPerson); - // // ModuleCamera.Mode(EnumCameraMode.ThirdPerson); - // } - } - - public void StartGame() { - // ManagerScene.LoadScene(null); - // ModuleUI.Jump(EnumPage.Battle); - // ModuleInput.Mode(EnumInputMode.Standard); - // ModuleCamera.Mode(EnumCameraMode.MoveAxis); - } } diff --git a/Assets/ModuleCore/ModuleUI/ModuleUI.cs b/Assets/ModuleCore/ModuleUI/ModuleUI.cs index 6c5d423..417e180 100644 --- a/Assets/ModuleCore/ModuleUI/ModuleUI.cs +++ b/Assets/ModuleCore/ModuleUI/ModuleUI.cs @@ -9,8 +9,8 @@ using MuHua; /// UI模块 /// public class ModuleUI : ModuleSingle { - public static EnumPage page; - public static event Action OnJumpPage; + public static Page page; + public static event Action OnJumpPage; public UIDocument document;// 绑定文档 @@ -20,5 +20,19 @@ public class ModuleUI : ModuleSingle { protected override void Awake() => NoReplace(); /// 跳转页面 - public static void Jump(EnumPage pageType) => OnJumpPage?.Invoke(pageType); + public static void Jump(Page pageType) => OnJumpPage?.Invoke(pageType); } +/// +/// 页面类型 +/// +public enum Page { + None, + + Menu,// 主菜单 + Scene,// 场景选择 + Prepare,// 准备游戏 + Battle,// 战斗页面 + Settlement,// 结算页面 + + Settings,// 游戏设置 +} \ No newline at end of file diff --git a/Assets/ModuleCore/ModuleVisual/VisualController.cs b/Assets/ModuleCore/ModuleVisual/VisualController.cs index 63d6bc3..cb69062 100644 --- a/Assets/ModuleCore/ModuleVisual/VisualController.cs +++ b/Assets/ModuleCore/ModuleVisual/VisualController.cs @@ -6,10 +6,13 @@ using UnityEngine; /// 可视化控制器 /// public abstract class VisualController : MonoBehaviour { + /// 更新可视化内容 public abstract void UpdateVisual(ref T visual); /// 释放可视化内容 public abstract void ReleaseVisual(T visual); + /// 释放全部可视化内容 + public abstract void ReleaseAllVisual(); /// 创建可视化内容 public static void Create(ref Type value, Transform original, Transform parent) { diff --git a/Assets/ModuleCore/ModuleVisual/VisualGenerator.cs b/Assets/ModuleCore/ModuleVisual/VisualGenerator.cs index 6de0297..7e63654 100644 --- a/Assets/ModuleCore/ModuleVisual/VisualGenerator.cs +++ b/Assets/ModuleCore/ModuleVisual/VisualGenerator.cs @@ -8,9 +8,13 @@ using UnityEngine; public abstract class VisualGenerator : MonoBehaviour { /// 更新可视化内容 - 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