新增数值系统

This commit is contained in:
MuHua-123
2025-10-09 12:20:45 +08:00
parent 7230db792c
commit 1b017de1ba
46 changed files with 2295 additions and 2 deletions
@@ -0,0 +1,35 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值容器
/// </summary>
public class ValueContainer {
/// <summary> 数值字典 </summary>
public Dictionary<string, ValueInstance> dictionary = new Dictionary<string, ValueInstance>();
/// <summary> 所引器 </summary>
public ValueInstance this[string id] => dictionary[id];
/// <summary> 循环集合 </summary>
public void ForEach(Action<string, ValueInstance> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 添加数值 </summary>
public void AddInstance(ValueType type, string name) {
var instance = new ValueInstance(type, name);
AddInstance(instance);
}
/// <summary> 添加数值 </summary>
public void AddInstance(ValueInstance instance) {
if (dictionary.ContainsKey(instance.name)) { return; }
dictionary.Add(instance.name, instance);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
}
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@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值容器 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/数值模块/数值容器")]
public class ValueContainerConst : ScriptableObject {
/// <summary> 属性列表 </summary>
[HideInInspector]
public List<ValueInstanceConst> instances = new List<ValueInstanceConst>();
/// <summary> 转换数据 </summary>
public ValueContainer To() {
ValueContainer container = new ValueContainer();
instances.ForEach(obj => container.AddInstance(obj.To()));
return container;
}
}
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@@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值实例
/// </summary>
public class ValueInstance {
/// <summary> 数值类型 </summary>
public readonly ValueType type;
/// <summary> 数值名称 </summary>
public readonly string name;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 附加值% </summary>
public float addedValue;
/// <summary> 当前值 </summary>
public float currentValue;
/// <summary> 最终数值 </summary>
public float value;
/// <summary> 修改器列表 </summary>
public List<ValueModifier> modifiers = new List<ValueModifier>();
/// <summary> 是布尔值 </summary>
public bool isBoolean => type == ValueType.Boolean && value == maxValue;
public ValueInstance(ValueType type, string name) {
this.type = type;
this.name = name;
if (type == ValueType.Float) { minValue = 0; maxValue = float.MaxValue; }
if (type == ValueType.Integer) { minValue = 0; maxValue = float.MaxValue; }
if (type == ValueType.Boolean) { minValue = 0; maxValue = 1; }
if (type == ValueType.Percentage) { minValue = 0; maxValue = 100; }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(ValueModifier modifier, bool isUpdate) {
modifiers.Add(modifier);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(List<ValueModifier> modifier, bool isUpdate) {
modifiers.AddRange(modifier);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
addedValue = 1;
currentValue = baseValue;
modifiers.ForEach(Modify);
}
/// <summary> 修改 </summary>
public void Modify(ValueModifier modifier) {
addedValue += modifier.AddedValue;
currentValue += modifier.FixedValue;
value = currentValue * addedValue;
value = Mathf.Clamp(currentValue, minValue, maxValue);
}
}
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@@ -0,0 +1,59 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值实例 - 常量
/// </summary>
// [CreateAssetMenu(menuName = "MuHua/数值模块/数值实例")]
public class ValueInstanceConst : ScriptableObject {
/// <summary> 数值类型 </summary>
public ValueType type;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = 9999;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 数值容器 </summary>
[HideInInspector]
public ValueContainerConst container;
public void InitialFloat() {
type = ValueType.Float;
minValue = 0;
maxValue = 9999;
baseValue = 0;
}
public void InitialInteger() {
type = ValueType.Integer;
minValue = 0;
maxValue = 9999;
baseValue = 0;
}
public void InitialBoolean() {
type = ValueType.Boolean;
minValue = 0;
maxValue = 1;
baseValue = 0;
}
public void InitialPercentage() {
type = ValueType.Percentage;
minValue = 0;
maxValue = 100;
baseValue = 0;
}
/// <summary> 转换数据 </summary>
public ValueInstance To() {
ValueInstance instance = new ValueInstance(type, name);
instance.minValue = minValue;
instance.maxValue = maxValue;
instance.baseValue = baseValue;
instance.RecalculateValue();
return instance;
}
}
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值修改器
/// </summary>
public class ValueModifier {
/// <summary> 固定值 </summary>
public float Fixed;
/// <summary> 附加值 </summary>
public float Added;
/// <summary> 固定值 </summary>
public virtual float FixedValue => Fixed;
/// <summary> 附加值% </summary>
public virtual float AddedValue => Added;
}
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@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 数值类型
/// </summary>
public enum ValueType {
/// <summary> 浮点数值 </summary>
Float,
/// <summary> 整数值 </summary>
Integer,
/// <summary> 布尔值 </summary>
Boolean,
/// <summary> 百分比值 </summary>
Percentage
}
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