调整目录结构

This commit is contained in:
2025-08-29 09:11:08 +08:00
parent efb64ce7bc
commit 1fff9db9ca
351 changed files with 304 additions and 215 deletions

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@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: c8426c4b03da403284afe458076b9c10
timeCreated: 1742387508
guid: caf75b28905c41ab8e414e696c3423f9
timeCreated: 1756363998

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@@ -0,0 +1,8 @@
namespace NBF
{
public class ErrorCode
{
public const int Success = 0;
public const int Error = 1;
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 059e898abe0b45988f002ca7e6ff9540
timeCreated: 1756365454

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@@ -0,0 +1,78 @@
using NBF.Fishing2;
namespace NBF
{
public struct Wait_SceneChangeFinish : IWaitType
{
public int Error { get; set; }
}
/// <summary>
/// 开始切换场景
/// </summary>
public struct SceneChangeStart
{
}
/// <summary>
/// Loading进度变化
/// </summary>
public struct LoadingProgress
{
public float Progress { get; set; }
}
/// <summary>
/// 场景切换结束
/// </summary>
public struct SceneChangeFinish
{
/// <summary>
/// 是否首次切换场景
/// </summary>
public bool IsFirst { get; set; }
}
/// <summary>
/// 场景创建成功事件
/// </summary>
public struct AfterCreateCurrentScene
{
}
/// <summary>
/// 游戏启动成功事件
/// </summary>
public struct AppStartInitFinish
{
public bool IsRobot;
}
/// <summary>
/// 登录完成
/// </summary>
public struct LoginFinish
{
}
/// <summary>
/// 进入地图成功
/// </summary>
public struct EnterMapFinish
{
}
/// <summary>
/// 角色创建完成
/// </summary>
public struct AfterUnitCreate
{
/// <summary>
/// 是否是主玩家
/// </summary>
public bool IsMainPlayer;
public Unit Unit;
// public UnitInfo UnitInfo;
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9c1540ac905c4c4eb9486d66019e7485
timeCreated: 1756365591

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@@ -43,7 +43,7 @@ public class SceneSettings : MonoBehaviour
private void Start()
{
// EnviroManager.instance.Time.Settings.simulate = true;
EnviroManager.instance.Time.SetTimeOfDay(0.5f * 24f);
// EnviroManager.instance.Time.SetTimeOfDay(0.5f * 24f);
}
private void Update()
@@ -80,12 +80,12 @@ public class SceneSettings : MonoBehaviour
#endregion
#region
private void UpdateTimeOfDay()
{
// var p = GameTimer.GetGameDayProgress();
// Debug.Log(p);
EnviroManager.instance.Time.SetTimeOfDay(GameTimer.GetGameDayProgress() * 24f);
// EnviroManager.instance.Time.SetTimeOfDay(GameTimer.GetGameDayProgress() * 24f);
}
#endregion

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@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: bd88d7e7b7f24428a3a67395265ba9b6
timeCreated: 1755792122
guid: 370fe07e6dd1446298721033a240b4fd
timeCreated: 1756363974

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 67d5b3b1b06a4f60875ee66ec05d6205
timeCreated: 1756364079

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@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using NBC;
namespace NBF.Fishing2

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@@ -22,5 +22,7 @@ namespace NBF.Fishing2
{
return self.Config().Type;
}
}
}

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@@ -1,4 +1,5 @@
using NBC.Entitas;
using NBC;
using NBC.Entitas;
using Unity.Mathematics;
namespace NBF.Fishing2
@@ -48,5 +49,17 @@ namespace NBF.Fishing2
{
Scene.EventComponent.Publish(new ChangeState() { Unit = this, State = state, Args = args });
}
#region
public static Unit Create(Map map, MapUnitInfo unitInfo, bool isMainPlayer = false)
{
var unit = Entity.Create<Unit>(map.Scene, true, true);
unit.SetUnitInfo(unitInfo);
return null;
}
#endregion
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 664b8188498e48b7875266cd768c4b23
timeCreated: 1756305288

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3aca1b3b8c2e4ef38cb2c4e0759f5620
timeCreated: 1756305296

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6ce24e5f59f2424faadee3d97e357365
timeCreated: 1756049282

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 958c7de8b9234f129e1ce439a961d540
timeCreated: 1756305421

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@@ -1,9 +0,0 @@
namespace NBF.Fishing2
{
/// <summary>
/// 登录完成
/// </summary>
public struct LoginFinish
{
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a85bf2f0e79b42caab50178c5b9c89e6
timeCreated: 1756132556

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b9626380655a42298daf90e7333172ae
timeCreated: 1756363915

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@@ -15,5 +15,7 @@ namespace NBF.Fishing2
/// 地图中的单位
/// </summary>
public Dictionary<long, Unit> Units = new Dictionary<long, Unit>();
}
}

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@@ -0,0 +1,18 @@
using NBC;
using NBC.Network;
using NBC.Network.Interface;
using NBF.Fishing2;
namespace NBF
{
public class Map2C_ChangeMapHandler : Message<Map2C_ChangeMap>
{
protected override async FTask Run(Session session, Map2C_ChangeMap message)
{
Log.Info($"收到地图切换消息=={message.MapId}");
await MapHelper.LoadMap(message.MapId);
// await MapHelper.CreateRoomTest(message.MapId);
}
}
}

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@@ -0,0 +1,67 @@
using System;
using NBC;
namespace NBF.Fishing2
{
public static class MapHelper
{
/// <summary>
/// 开始进入地图
/// </summary>
public static async FTask<int> EnterMap(int mapId, long roomId = 0)
{
try
{
var root = App.Main;
var response = (Map2C_EnterMapResponse)await Net.Call(new C2Map_EnterMapRequest()
{
MapId = mapId,
RoomId = roomId
});
Log.Info($"进入地图请求返回={response.ErrorCode}");
// 等待场景切换完成
await root.GetComponent<ObjectWait>().Wait<Wait_SceneChangeFinish>();
Log.Info($"等待场景切换结束");
await root.EventComponent.PublishAsync(new EnterMapFinish());
}
catch (Exception e)
{
Log.Error(e);
return ErrorCode.Error;
}
return ErrorCode.Success;
}
public static async FTask LoadMap(int mapId)
{
LoadingPanel.Show();
var sceneName = "Map99";
//家族场景==
await SceneHelper.LoadScene(sceneName);
FishingPanel.Show();
// 通知等待场景切换的协程
App.Main.GetComponent<ObjectWait>().Notify(new Wait_SceneChangeFinish());
}
public static async FTask CreateRoomTest(int mapId)
{
// var roomResponse = (Map2C_CreateRoomResponse)await Net.Call(new C2Map_CreateRoomRequest()
// {
// MapId = mapId
// });
// Log.Info($"创建房间返回 Code={roomResponse.RoomCode} 房间玩家数量={roomResponse.Units.Count}");
//
// //执行进入房间
// var roomResponse2 = (G2C_EnterRoomResponse)await Net.Call(new C2G_EnterRoomRequest()
// {
// RoomCode = roomResponse.RoomCode
// });
// Log.Info($"进入房间返回 Code={roomResponse2.RoomCode} 房间玩家数量={roomResponse2.Units.Count}");
}
}
}

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@@ -2,8 +2,10 @@
namespace NBF.Fishing2
{
/// <summary>
/// 地图管理组件
/// </summary>
public class MapManageComponent : Entity
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2f5c6349983b45b0bc48d4f30ef677ee
timeCreated: 1756367958

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@@ -0,0 +1,9 @@
using NBC.Entitas;
namespace NBF.Fishing2
{
public class MapScene : Entity
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f4087371950b45cb8eaa0933cfbd9bee
timeCreated: 1756365024

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@@ -0,0 +1,38 @@
using System;
using NBC;
using UnityEngine.SceneManagement;
namespace NBF.Fishing2
{
public static class SceneHelper
{
public static async FTask LoadScene(string sceneName)
{
try
{
App.Main.EventComponent.Publish(new SceneChangeStart());
LoadingPanel.Show();
var asyncOperation = SceneManager.LoadSceneAsync(sceneName);
if (asyncOperation == null) throw new Exception($"Scene not found,name={sceneName}");
while (true)
{
App.Main.EventComponent.Publish(new LoadingProgress()
{
Progress = asyncOperation.progress
});
LoadingPanel.SetProgress(asyncOperation.progress);
// 等待0.5秒后执行下面的逻辑。
await App.Main.TimerComponent.Net.WaitAsync(500);
if (asyncOperation.isDone)
{
break;
}
}
}
catch (Exception e)
{
Log.Error(e);
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d4a2e9c0ac6d4faabbec4bccdb7a2917
timeCreated: 1756367987

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