提交示例代码

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Bob.Song
2026-03-05 11:39:06 +08:00
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using System.IO;
using Fantasy.ConfigTable;
using UnityEditor;
using UnityEngine;
namespace Fantasy
{
public class AssetsBundleManager : IConfigTableAssetBundle
{
public string Combine(string assetBundleDirectoryPath, string dataConfig)
{
return Path.Combine(assetBundleDirectoryPath, $"{dataConfig}.bytes");
}
public byte[] LoadConfigTable(string assetBundlePath)
{
#if UNITY_EDITOR || UNITY_EDITOR_64
if (File.Exists(assetBundlePath))
{
return AssetDatabase.LoadAssetAtPath<TextAsset>(assetBundlePath).bytes;
}
UnityEngine.Debug.LogError($"assetBundlePath:{assetBundlePath} not exist");
return null;
#else
#endif
}
}
}

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fileFormatVersion: 2
guid: 87e30a9fb6ff422780ee0c1592fe053e
timeCreated: 1742869780

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using System.Collections;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Async;
using Fantasy.ConfigTable;
using Fantasy.Network;
using UnityEngine;
using UnityEngine.UI;
using ErrorCode = UnityEditor.PackageManager.ErrorCode;
public class Entry : MonoBehaviour
{
private Scene _scene;
private Session _session;
public Button GameInitCompleteButton;
public Button StartCreateItemButton;
public Button UseItemButton;
public InputField UseItemId;
void Start()
{
StartAsync().Coroutine();
}
private async FTask StartAsync()
{
// 第一个参数,主要是为了兼容不容包管理器的路径
// Yoo、Addressable
// 路径 + 包名字 = 完整的路径
// Assets/Bundles/Config + Config.bytes = Assets/Bundles/Config/Config.bytes
ConfigTableHelper.Initialize("Assets/Bundles/Config", new AssetsBundleManager());
// 初始化框架
await Fantasy.Platform.Unity.Entry.Initialize(GetType().Assembly);
// 创建一个Scene这个Scene代表一个客户端的场景客户端的所有逻辑都可以写这里
// 如果有自己的框架也可以就单纯拿这个Scene做网络通讯也没问题。
_scene = await Scene.Create(SceneRuntimeType.MainThread);
// 用当前的Scene创建一个新的网络连接
_session = _scene.Connect(
"127.0.0.1:20000",
NetworkProtocolType.KCP,
OnConnectComplete,
OnConnectFail,
OnConnectDisconnect,
false, 5000);
var response = (G2C_LoginResponse)await _session.Call(new C2G_LoginRequest()
{
UserName = "Fantasy6666",PassWord = "666"
});
if (response.ErrorCode != 0)
{
Log.Error($"登陆失败,错误码 = {response.ErrorCode}");
return;
}
Log.Debug("收到G2C_TestResponse UserName:\"Fantasy\"");
GameInitCompleteButton.onClick.AddListener(() => OnGameInitCompleteButton().Coroutine());
StartCreateItemButton.onClick.AddListener(OnStartCreateItemButton);
UseItemButton.onClick.AddListener(() => OnUseItemButton().Coroutine());
}
private async FTask OnUseItemButton()
{
var itemId = long.Parse(UseItemId.text);
var response = await _session.Call(new C2G_UseItemRequest()
{
ItemId = itemId, Count = 1, ContainerType = 1
});
if (response.ErrorCode != 0)
{
Log.Error($"无法使用物品 ErrorCode:{response.ErrorCode}");
}
}
private async FTask OnGameInitCompleteButton()
{
var response = await _session.Call(new C2G_GameInitCompleteRequest()
{
PushContainer = true
});
if (response.ErrorCode != 0)
{
Log.Error($"无法跟服务器建立连接 ErrorCode:{response.ErrorCode}");
}
}
private void OnStartCreateItemButton()
{
_session.Send(new C2G_StartCreateItem());
}
private void OnConnectComplete()
{
Log.Debug("OnConnectComplete");
_session.AddComponent<SessionHeartbeatComponent>().Start(ConstValue.Heartbeat);
}
private void OnConnectFail()
{
Log.Debug("OnConnectFail");
}
private void OnConnectDisconnect()
{
Log.Debug("OnConnectDisconnect");
}
}

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using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
namespace Fantasy.Handler
{
public sealed class G2C_PushAllContainerInfoHandler : Message<G2C_PushAllContainerInfo>
{
protected override async FTask Run(Session session, G2C_PushAllContainerInfo message)
{
Log.Debug($"接收到服务器推送的容器消息 Containers : {message.Containers.Count}");
foreach (var messageContainer in message.Containers)
{
Log.Debug($"容器Id:{messageContainer.ConfigId} 容器格子数量:{messageContainer.Items.Count}");
foreach (var messageContainerItem in messageContainer.Items)
{
Log.Debug($"Id:{messageContainerItem.ItemId} ConfigId:{messageContainerItem.ConfigId} Count:{messageContainerItem.Count}");
}
}
await FTask.CompletedTask;
}
}
}

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using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
namespace Fantasy
{
public sealed class G2C_UpdateItemsHandler : Message<G2C_UpdateItems>
{
protected override async FTask Run(Session session, G2C_UpdateItems message)
{
Log.Debug($"收到容器中物品更新的消息 ItemReason:{message.ItemReason} Items:{message.Items.Count}");
foreach (var messageItem in message.Items)
{
Log.Debug($" ContainerType:{messageItem.Container} Id:{messageItem.ItemId} ConfigId:{messageItem.ConfigId} Count:{messageItem.Count}");
}
await FTask.CompletedTask;
}
}
}

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namespace Fantasy
{
public partial class ErrorCode
{
public static string GetText(uint errorCode)
{
return ErrorCodeData.Instance.Get(errorCode).Text;
}
}
}

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fileFormatVersion: 2
guid: 4d9f327360a24d41b52855d149c87578
timeCreated: 1742971118

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namespace Fantasy
{
public partial class LevelConfig
{
public bool IsGroup1;
public override void EndInit()
{
IsGroup1 = Group == 1;
}
}
}

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fileFormatVersion: 2
guid: 9dd377279fae44f4850cacc93b7010ed
timeCreated: 1742971691

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using System.Collections.Generic;
using Fantasy.DataStructure.Collection;
namespace Fantasy
{
public partial class LevelConfigData
{
private readonly OneToManyList<uint, LevelConfig> _levelConfigsByGroup = new OneToManyList<uint, LevelConfig>();
public override void EndInit()
{
foreach (var levelConfig in List)
{
_levelConfigsByGroup.Add(levelConfig.Group, levelConfig);
}
}
public List<LevelConfig> GetLevelConfigByGroup(uint group)
{
return _levelConfigsByGroup[group];
}
public bool TryGetLevelConfigByGroup(uint group, out List<LevelConfig> levelConfig)
{
return _levelConfigsByGroup.TryGetValue(group, out levelConfig);
}
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class ContainerConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<ContainerConfig> List { get; set; } = new List<ContainerConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, ContainerConfig> _configs = new ConcurrentDictionary<uint, ContainerConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, ContainerConfig> _configs = new Dictionary<uint, ContainerConfig>();
#endif
private static ContainerConfigData _instance = null;
public static ContainerConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<ContainerConfigData>(); }
private set => _instance = value;
}
public ContainerConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"ContainerConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out ContainerConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class ContainerConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public string Name { get; set; } // 名字
[ProtoMember(3)]
public int Type { get; set; } // 容器类型
[ProtoMember(4)]
public int CellCountMax { get; set; } // 容器最大的格子数
[ProtoMember(5)]
public int CellCount { get; set; } // 初始解锁格子
[ProtoMember(6)]
public bool CanSort { get; set; } // 是否可以整理
[ProtoMember(7)]
public int SortCD { get; set; } // 是否可以整理
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class EquipAffixConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<EquipAffixConfig> List { get; set; } = new List<EquipAffixConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, EquipAffixConfig> _configs = new ConcurrentDictionary<uint, EquipAffixConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, EquipAffixConfig> _configs = new Dictionary<uint, EquipAffixConfig>();
#endif
private static EquipAffixConfigData _instance = null;
public static EquipAffixConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<EquipAffixConfigData>(); }
private set => _instance = value;
}
public EquipAffixConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"EquipAffixConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out EquipAffixConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class EquipAffixConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public uint BuffConfigId { get; set; } // 触发的Buff
[ProtoMember(3)]
public string Descride { get; set; } // 介绍
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class EquipEntryConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<EquipEntryConfig> List { get; set; } = new List<EquipEntryConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, EquipEntryConfig> _configs = new ConcurrentDictionary<uint, EquipEntryConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, EquipEntryConfig> _configs = new Dictionary<uint, EquipEntryConfig>();
#endif
private static EquipEntryConfigData _instance = null;
public static EquipEntryConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<EquipEntryConfigData>(); }
private set => _instance = value;
}
public EquipEntryConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"EquipEntryConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out EquipEntryConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class EquipEntryConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public int Min { get; set; } // 词条最小数
[ProtoMember(3)]
public int Max { get; set; } // 词条最大数
[ProtoMember(4)]
public int AffixMin { get; set; } // 词缀最小数
[ProtoMember(5)]
public int AffixMax { get; set; } // 词缀最大数
[ProtoMember(6)]
public uint[] Affix { get; set; } = Array.Empty<uint>(); // 词缀列表
[ProtoMember(7)]
public int[] Attrs { get; set; } = Array.Empty<int>(); // 属性数组
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class EquipValueConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<EquipValueConfig> List { get; set; } = new List<EquipValueConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, EquipValueConfig> _configs = new ConcurrentDictionary<uint, EquipValueConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, EquipValueConfig> _configs = new Dictionary<uint, EquipValueConfig>();
#endif
private static EquipValueConfigData _instance = null;
public static EquipValueConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<EquipValueConfigData>(); }
private set => _instance = value;
}
public EquipValueConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"EquipValueConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out EquipValueConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class EquipValueConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public uint ItemConfigId { get; set; } // ItemConfigId
[ProtoMember(3)]
public uint EquipEntryConfigId { get; set; } // EquipEntryConfigId
[ProtoMember(4)]
public int Quality { get; set; } // 品质
[ProtoMember(5)]
public IntDictionaryConfig MainAttrs { get; set; } // 法术强度
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class ErrorCodeData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<ErrorCode> List { get; set; } = new List<ErrorCode>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, ErrorCode> _configs = new ConcurrentDictionary<uint, ErrorCode>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, ErrorCode> _configs = new Dictionary<uint, ErrorCode>();
#endif
private static ErrorCodeData _instance = null;
public static ErrorCodeData Instance
{
get { return _instance ??= ConfigTableHelper.Load<ErrorCodeData>(); }
private set => _instance = value;
}
public ErrorCode Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"ErrorCode not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out ErrorCode config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class ErrorCode : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public string Name { get; set; } // 名称
[ProtoMember(3)]
public string Text { get; set; } // 文本内容
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class ItemConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<ItemConfig> List { get; set; } = new List<ItemConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, ItemConfig> _configs = new ConcurrentDictionary<uint, ItemConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, ItemConfig> _configs = new Dictionary<uint, ItemConfig>();
#endif
private static ItemConfigData _instance = null;
public static ItemConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<ItemConfigData>(); }
private set => _instance = value;
}
public ItemConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"ItemConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out ItemConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class ItemConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public string Name { get; set; } // 名称
[ProtoMember(3)]
public string Descride { get; set; } // 描述
[ProtoMember(4)]
public int Weight { get; set; } // 排序权重
[ProtoMember(5)]
public string Model2D { get; set; } // 对应模型
[ProtoMember(6)]
public bool Superposed { get; set; } // 是否可以叠加
[ProtoMember(7)]
public uint SuperposedMax { get; set; } // 叠加
[ProtoMember(8)]
public uint Type { get; set; } // 类型
[ProtoMember(9)]
public bool IsDeal { get; set; } // 是否可以交易
[ProtoMember(10)]
public bool IsSell { get; set; } // 是否可以出售
[ProtoMember(11)]
public int[] Sell { get; set; } = Array.Empty<int>(); // 出售价格
[ProtoMember(12)]
public int Effect { get; set; } // 使用效果
[ProtoMember(13)]
public string[] Params { get; set; } = Array.Empty<string>(); // 效果参数
[ProtoMember(14)]
public int Durable { get; set; } // 耐久度
[ProtoMember(15)]
public int Quality { get; set; } // 品质
[ProtoMember(16)]
public int Position { get; set; } // 装备位置
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class LevelConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<LevelConfig> List { get; set; } = new List<LevelConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, LevelConfig> _configs = new ConcurrentDictionary<uint, LevelConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, LevelConfig> _configs = new Dictionary<uint, LevelConfig>();
#endif
private static LevelConfigData _instance = null;
public static LevelConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<LevelConfigData>(); }
private set => _instance = value;
}
public LevelConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"LevelConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out LevelConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class LevelConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public string Name { get; set; } // 名称
[ProtoMember(3)]
public string Model { get; set; } // 数据库类型
[ProtoMember(4)]
public uint Group { get; set; } // 分组
}
}

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using System;
using ProtoBuf;
using Fantasy;
using System.Linq;
using System.Reflection;
using System.Collections.Generic;
using System.Collections.Concurrent;
using Fantasy.ConfigTable;
using Fantasy.Serialize;
// ReSharper disable CollectionNeverUpdated.Global
// ReSharper disable UnusedAutoPropertyAccessor.Global
#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
#pragma warning disable CS0169
#pragma warning disable CS8618
#pragma warning disable CS8625
#pragma warning disable CS8603
namespace Fantasy
{
[ProtoContract]
public sealed partial class UnitConfigData : ASerialize, IConfigTable, IProto
{
[ProtoMember(1)]
public List<UnitConfig> List { get; set; } = new List<UnitConfig>();
#if FANTASY_NET
[ProtoIgnore]
private readonly ConcurrentDictionary<uint, UnitConfig> _configs = new ConcurrentDictionary<uint, UnitConfig>();
#else
[ProtoIgnore]
private readonly Dictionary<uint, UnitConfig> _configs = new Dictionary<uint, UnitConfig>();
#endif
private static UnitConfigData _instance = null;
public static UnitConfigData Instance
{
get { return _instance ??= ConfigTableHelper.Load<UnitConfigData>(); }
private set => _instance = value;
}
public UnitConfig Get(uint id, bool check = true)
{
if (_configs.ContainsKey(id))
{
return _configs[id];
}
if (check)
{
throw new Exception($"UnitConfig not find {id} Id");
}
return null;
}
public bool TryGet(uint id, out UnitConfig config)
{
config = null;
if (!_configs.ContainsKey(id))
{
return false;
}
config = _configs[id];
return true;
}
public override void AfterDeserialization()
{
foreach (var config in List)
{
#if FANTASY_NET
_configs.TryAdd(config.Id, config);
#else
_configs.Add(config.Id, config);
#endif
config.AfterDeserialization();
}
EndInit();
}
public override void Dispose()
{
Instance = null;
}
}
[ProtoContract]
public sealed partial class UnitConfig : ASerialize, IProto
{
[ProtoMember(1)]
public uint Id { get; set; } // Id
[ProtoMember(2)]
public string Name { get; set; } // 名称
[ProtoMember(3)]
public string Model { get; set; } // 数据库类型
[ProtoMember(4)]
public uint Type { get; set; } // 类型
[ProtoMember(5)]
public uint MonsterPRange { get; set; } // 怪物追击范围
[ProtoMember(6)]
public uint TalkConfigId { get; set; } // NPC对话列表Id
[ProtoMember(7)]
public uint Camp { get; set; } // 玩家阵营
}
}

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namespace Fantasy
{
// 生成器自动生成,请不要手动编辑,修改请在#ConstValue.xsl里。
public partial class ConstValue
{
/// <summary>
/// 游戏版本
/// </summary>
public const string Version = "v202501";
/// <summary>
/// 可以创建角色的最大数量
/// </summary>
public const int CreateRoleMax = 5;
/// <summary>
/// 客户端使用的网络类型
/// </summary>
public const string Network = "KCP";
/// <summary>
/// 客户端发送心跳的时间(毫秒单位)
/// </summary>
public const int Heartbeat = 2000;
/// <summary>
/// 服务器最大容纳玩家人数
/// </summary>
public const int PlayerCount = 5000;
}
}

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using System;
namespace Fantasy
{
// 生成器自动生成,请不要手动编辑,修改请在ContainerConfig.xsl里。
[Flags]
public enum ContainerType : byte
{
None = 0,
Bag = 1,// 背包
Equip = 2,// 装备栏
Trade = 4,// 交易
Cell = Equip | Trade,// 按格子存储的容器
Normal = Bag,// 正常的容器
}
}

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namespace Fantasy
{
// 生成器自动生成,请不要手动编辑,修改请在ErrorCode.xsl里。
public partial class ErrorCode
{
/// <summary>
/// 登陆失败
/// </summary>
public const uint LoingError = 1;
/// <summary>
/// 角色登陆失败
/// </summary>
public const uint LoginRoleError = 2;
}
}

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namespace Fantasy
{
// 生成器自动生成,请不要手动编辑,修改请在#ItemType.xsl里。
public enum ItemType
{
None = 0,
Drug = 1,// 药品
Equip = 2,// 装备
Prop = 3,// 道具
Garbage = 4,// 垃圾
}
}

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namespace Fantasy
{
// 生成器自动生成,请不要手动编辑,修改请在#ItemUseEffect.xsl里。
public enum ItemUseEffect
{
None = 0,
Equip = 1,// 装备到身上
UnEquip = 2,// 从身上卸下
AddAttr = 3,// 增加属性
CutAttr = 4,// 减少属性
}
}

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folderAsset: yes
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using ProtoBuf;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Network.Interface;
using Fantasy.Serialize;
#pragma warning disable CS8618
namespace Fantasy
{
/// <summary>
/// 客户端登陆到服务器
/// </summary>
[ProtoContract]
public partial class C2G_LoginRequest : AMessage, IRequest, IProto
{
public static C2G_LoginRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2G_LoginRequest>();
}
public override void Dispose()
{
UserName = default;
PassWord = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2G_LoginRequest>(this);
#endif
}
[ProtoIgnore]
public G2C_LoginResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2G_LoginRequest; }
[ProtoMember(1)]
public string UserName { get; set; }
[ProtoMember(2)]
public string PassWord { get; set; }
}
/// <summary>
/// 服务器返回登陆状态给客户端
/// </summary>
[ProtoContract]
public partial class G2C_LoginResponse : AMessage, IResponse, IProto
{
public static G2C_LoginResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_LoginResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_LoginResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.G2C_LoginResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
/// <summary>
/// 客户端请求服务器使用物品
/// </summary>
[ProtoContract]
public partial class C2G_UseItemRequest : AMessage, IRequest, IProto
{
public static C2G_UseItemRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2G_UseItemRequest>();
}
public override void Dispose()
{
ItemId = default;
Count = default;
ContainerType = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2G_UseItemRequest>(this);
#endif
}
[ProtoIgnore]
public G2C_UseItemResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2G_UseItemRequest; }
[ProtoMember(1)]
public long ItemId { get; set; }
[ProtoMember(2)]
public int Count { get; set; }
[ProtoMember(3)]
public int ContainerType { get; set; }
}
[ProtoContract]
public partial class G2C_UseItemResponse : AMessage, IResponse, IProto
{
public static G2C_UseItemResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_UseItemResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_UseItemResponse>(this);
#endif
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public uint OpCode() { return OuterOpcode.G2C_UseItemResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
/// <summary>
/// 装备基础信息类
/// </summary>
[ProtoContract]
public partial class EquipInfo : AMessage, IProto
{
public static EquipInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<EquipInfo>();
}
public override void Dispose()
{
Durable = default;
DurableMax = default;
MainKeys.Clear();
EquipAttrKeys.Clear();
EquipAttrValues.Clear();
EquipAttrSValues.Clear();
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<EquipInfo>(this);
#endif
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[ProtoMember(1)]
public int Durable { get; set; }
[ProtoMember(2)]
public int DurableMax { get; set; }
[ProtoMember(3)]
public List<int> MainKeys = new List<int>();
[ProtoMember(4)]
public List<int> EquipAttrKeys = new List<int>();
[ProtoMember(5)]
public List<int> EquipAttrValues = new List<int>();
[ProtoMember(6)]
public List<int> EquipAttrSValues = new List<int>();
///<summary>
/// 比如强化等级,副属性,词缀等。都可以在这里添加
///</summary>
}
/// <summary>
/// 物品基础信息类
/// </summary>
[ProtoContract]
public partial class ItemInfo : AMessage, IProto
{
public static ItemInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<ItemInfo>();
}
public override void Dispose()
{
ItemId = default;
Container = default;
ConfigId = default;
CellId = default;
Count = default;
IsBind = default;
EquipInfo = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ItemInfo>(this);
#endif
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[ProtoMember(2)]
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[ProtoMember(3)]
public int ConfigId { get; set; }
[ProtoMember(4)]
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[ProtoMember(5)]
public int Count { get; set; }
[ProtoMember(6)]
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[ProtoMember(7)]
public EquipInfo EquipInfo { get; set; }
///<summary>
/// 后面可能会有装备词条 也会在这里定义的,现在没有所以就是先不管了
///</summary>
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/// <summary>
/// 容器信息类
/// </summary>
[ProtoContract]
public partial class ContainerInfo : AMessage, IProto
{
public static ContainerInfo Create(Scene scene)
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return scene.MessagePoolComponent.Rent<ContainerInfo>();
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public override void Dispose()
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CurrentCellCount = default;
ConfigId = default;
Items.Clear();
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<ContainerInfo>(this);
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return scene.MessagePoolComponent.Rent<G2C_UpdateItems>();
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ItemReason = default;
Items.Clear();
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_UpdateItems>(this);
#endif
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[ProtoMember(2)]
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/// </summary>
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public static C2G_GameInitCompleteRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2G_GameInitCompleteRequest>();
}
public override void Dispose()
{
PushContainer = default;
PushUnitInfo = default;
Aoi = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2G_GameInitCompleteRequest>(this);
#endif
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[ProtoIgnore]
public G2C_GameInitCompleteResponse ResponseType { get; set; }
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[ProtoMember(1)]
public bool PushContainer { get; set; }
[ProtoMember(2)]
public bool PushUnitInfo { get; set; }
[ProtoMember(3)]
public bool Aoi { get; set; }
}
[ProtoContract]
public partial class G2C_GameInitCompleteResponse : AMessage, IResponse, IProto
{
public static G2C_GameInitCompleteResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_GameInitCompleteResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_GameInitCompleteResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.G2C_GameInitCompleteResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
/// <summary>
/// 推送所有容器数据给客户端
/// </summary>
[ProtoContract]
public partial class G2C_PushAllContainerInfo : AMessage, IMessage, IProto
{
public static G2C_PushAllContainerInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_PushAllContainerInfo>();
}
public override void Dispose()
{
Containers.Clear();
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_PushAllContainerInfo>(this);
#endif
}
public uint OpCode() { return OuterOpcode.G2C_PushAllContainerInfo; }
[ProtoMember(1)]
public List<ContainerInfo> Containers = new List<ContainerInfo>();
}
/// <summary>
/// 推送单个的容器数据给客户端
/// </summary>
[ProtoContract]
public partial class G2C_PushContainerInfo : AMessage, IMessage, IProto
{
public static G2C_PushContainerInfo Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<G2C_PushContainerInfo>();
}
public override void Dispose()
{
Container = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<G2C_PushContainerInfo>(this);
#endif
}
public uint OpCode() { return OuterOpcode.G2C_PushContainerInfo; }
[ProtoMember(1)]
public ContainerInfo Container { get; set; }
}
/// <summary>
/// 通知服务器创建一个物品到背包容器中。
/// </summary>
[ProtoContract]
public partial class C2G_StartCreateItem : AMessage, IMessage, IProto
{
public static C2G_StartCreateItem Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2G_StartCreateItem>();
}
public override void Dispose()
{
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2G_StartCreateItem>(this);
#endif
}
public uint OpCode() { return OuterOpcode.C2G_StartCreateItem; }
}
}

View File

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

@@ -0,0 +1,16 @@
namespace Fantasy
{
public static partial class OuterOpcode
{
public const uint C2G_LoginRequest = 268445457;
public const uint G2C_LoginResponse = 402663185;
public const uint C2G_UseItemRequest = 268445458;
public const uint G2C_UseItemResponse = 402663186;
public const uint G2C_UpdateItems = 134227729;
public const uint C2G_GameInitCompleteRequest = 268445459;
public const uint G2C_GameInitCompleteResponse = 402663187;
public const uint G2C_PushAllContainerInfo = 134227730;
public const uint G2C_PushContainerInfo = 134227731;
public const uint C2G_StartCreateItem = 134227732;
}
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View File

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@@ -0,0 +1,9 @@
namespace Fantasy
{
// Route协议定义(需要定义1000以上、因为1000以内的框架预留)
public static class RouteType
{
public const int GateRoute = 1001; // Gate
public const int ChatRoute = 1002; // Chat
}
}

View File

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