Compare commits

...
40 Commits
Author SHA1 Message Date
ud18010 c8eaeb3950 Remove minigame publish result dialogs 2026-08-10 19:59:05 +08:00
ud18010 ef7f24738e Add networked Fighter3D minigame 2026-08-10 16:47:16 +08:00
ud18010 bff617091d docs: add Fighter3D networked minigame design 2026-08-10 12:45:11 +08:00
ud18010 fab8e3142f feat: add player avatar selection UI 2026-08-04 19:42:56 +08:00
ud18010 16ce58876d feat: add avatar picker prefab 2026-08-04 15:21:48 +08:00
ud18010 64cb3fb737 docs: align picker layout with JSON builder 2026-08-04 15:14:31 +08:00
ud18010 7cbea6186c test: define avatar picker prefab contract 2026-08-04 15:13:23 +08:00
ud18010 0ce3b18bfe feat: add player avatar catalog 2026-08-04 15:06:40 +08:00
ud18010 0fecc6aa61 test: define avatar catalog behavior 2026-08-04 14:57:51 +08:00
ud18010 7dcf9107aa docs: correct avatar picker test path 2026-08-04 14:49:23 +08:00
ud18010 d9beaebfde docs: plan player avatar selection 2026-08-04 14:41:27 +08:00
ud18010 599ed44ebb docs: design player avatar selection 2026-08-04 14:33:14 +08:00
ud18010 3ceb9efc05 Add Unity CLI setup notes 2026-07-31 17:42:02 +08:00
ud18010 bece0a4d2c Add player profile system 2026-07-31 17:39:52 +08:00
ud18010 786b7ffff9 Add Unity Pipeline package support 2026-07-31 17:34:04 +08:00
ud18010 d1a526094e Add resource pool manager 2026-07-30 20:57:59 +08:00
ud18010 576aa6c14e 修复技能输入并更新战斗资源 2026-07-30 20:10:38 +08:00
ud18010 d3c4bba5b2 fix: bind fighter animator controller in lobby 2026-07-30 17:15:09 +08:00
ud18010 e9efa8a567 feat: trigger fighter behavior from lobby action button 2026-07-30 17:00:31 +08:00
ud18010 03cee1036d feat: add actor behavior client presentation 2026-07-30 16:27:27 +08:00
ud18010 8ef870ff6c feat: add fighter animator controller 2026-07-30 16:03:59 +08:00
ud18010 8c7f34a5aa chore: add actor behavior unity metadata 2026-07-30 15:36:39 +08:00
ud18010 b123c09ac5 feat: add fighter quantao01 behavior config 2026-07-30 15:35:49 +08:00
ud18010 41e73da631 docs: document actor behavior config locations 2026-07-30 15:16:25 +08:00
ud18010 de69e6d223 fix: move actor behavior configs under game config 2026-07-30 15:16:03 +08:00
ud18010 9c50aedaa0 merge actor behavior system 2026-07-30 15:05:45 +08:00
ud18010 f898cbab10 fix: harden actor behavior authority logic 2026-07-30 13:38:10 +08:00
ud18010 bc52b74ff8 fix: complete actor behavior timelines 2026-07-30 13:29:35 +08:00
ud18010 1380d5107a feat: add actor behavior example config 2026-07-30 13:19:45 +08:00
ud18010 c12e9ea9d7 feat: add actor behavior buffs 2026-07-30 13:17:41 +08:00
ud18010 52741e68a8 feat: add actor behavior projectiles 2026-07-30 13:15:55 +08:00
ud18010 9e946c7772 test: cover actor behavior targeting shapes 2026-07-30 13:13:49 +08:00
ud18010 1517d46fc0 feat: add actor behavior runtime 2026-07-30 13:12:27 +08:00
ud18010 7ef8427e01 feat: add actor behavior config catalog 2026-07-30 13:10:18 +08:00
ud18010 6a3e3d298d docs: plan actor behavior system 2026-07-30 12:24:24 +08:00
ud18010 2a745f5e85 docs: translate actor behavior design to chinese 2026-07-30 12:18:07 +08:00
ud18010 3cc0216229 docs: design actor behavior system 2026-07-30 12:15:11 +08:00
ud18010 5ccfab3f2b fix: tune camera and humanoid fbx imports 2026-07-30 11:18:06 +08:00
ud18010 5853c5bd83 feat: add reusable virtual hud input 2026-07-30 11:14:56 +08:00
ud18010 3546d16632 docs: design virtual hud input 2026-07-30 10:17:07 +08:00
10167 changed files with 1428893 additions and 2692 deletions
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进行 Unity 开发时,必须阅读并遵循UNITY-GUIDE.md。
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# Unity 操作规范
本文规定 Agent 进行 Unity 开发时的工具选择、内容操作边界与验证要求。
## 1. 核心工具
- 统一通过 Unity CLI/Pipeline 与 Unity 交互,不使用 Unity MCP。
- 与 Unity 交互时必须使用 `unity-pipeline` 技能,并遵循其中的命令、参数、状态轮询和操作流程说明。
- 存在多个可连接的 Unity Editor 或开发版 Player 时,必须显式指定目标,避免误操作。
- 使用 `unity command` 查看当前实例支持的命令,不假定所有实例或 Pipeline 版本能力相同。
## 2. 操作边界
### 可直接编辑
- 普通 `.cs` 源码由 Agent 直接创建或修改。
- Shader、CSV、JSON、Markdown 等纯文本也可直接编辑。
- 涉及多个脚本或文本文件时,先批量完成修改,再统一让 Unity 刷新和编译,避免逐文件导入及重复的编译与重载。
- Pipeline 不可达时仅可进行上述纯文本编辑,不得修改序列化资源。若未能完成 Unity 编译、测试或运行验证,须明确说明。
### 必须使用 Pipeline
- 创建或修改场景、Prefab、Material、ScriptableObject、AnimationClip、AnimatorController、Timeline 等由 Unity 管理的序列化内容。
- 导入图片、模型、音频、插件、DLL 等外部资产。
- 移动、重命名、复制或删除 `Assets/` 下的既有文件和文件夹。
- 场景对象操作,包括 GameObject 的创建、删除、层级、Transform、组件及其序列化字段。
- Unity 工程设置,包括 Build Settings、Tags/Layers、Input、Quality、Graphics、Player Settings 等。
- 场景、Prefab、材质和视觉效果等项目内容,应在编辑器中制作并持久化,提供必要的可调参数。不得以运行时代码临时创建来替代资产制作。
### 禁止直接操作
- 禁止手动创建、复制、修改或删除 `.meta` 文件,尤其不得改写其中的 GUID。
- 禁止使用文件系统工具复制、移动、重命名或删除 `Assets/` 下的既有资源。
- 禁止手动修改 Unity 序列化资源文件,如 `.unity``.prefab``.mat``.asset``.controller``.anim` 等。
- 禁止手动修改 Unity 生成内容或本地状态文件,如 `Library/``Temp/``Logs/``UserSettings/``*.csproj``*.sln` 等。
- 禁止以字节方式改写二进制资产。
## 3. 操作原则
- 操作 Unity 对象前先查询并确认目标,仅执行任务所需的最小操作,完成后回读确认。
- 更改序列化字段、组件类或程序集结构时,必须同步维护相关资源的兼容与脚本绑定。
- 大范围重新导入、切换构建目标、构建 Player 或批量改写资源必须获得明确授权。
- 优先使用专用操作及其提供的类型校验、Undo、预览和确认机制。
- 仅在缺少合适专用操作时,才使用 `eval` 类命令在编辑器中执行 C# 代码。代码应限于任务所需的最小范围,并按需处理 Undo、SerializedObject、AssetDatabase、脏标记和保存流程。
## 4. 验证与收尾
- 修改代码或资源后,必须通过相关测试或最小场景验证;涉及视觉改动时,还须检查实际画面。
- 验证时区分历史 Console 日志与本轮新增错误,避免将历史错误归因于当前改动。
- Scene、Prefab 编辑和 Play Mode 等临时状态结束后,必须按意图保存或放弃修改,并恢复 Editor 状态。
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---
name: default
description: Project default instructions for Unity development. Use whenever working on Unity code, Unity assets, Unity packages, Unity Editor automation, build configuration, tests, or any other Unity project changes in this repository.
---
# Default
进行 Unity 开发时,必须阅读并遵循 `.codex\UNITY-GUIDE.md`
+4
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interface:
display_name: "Default"
short_description: "Read and follow the project Unity guide for Unity development."
default_prompt: "Follow the project Unity development guide."
+116
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---
name: unity-pipeline
description: Drive a running Unity Editor or development Player from the command line via the unity-pipeline package — install the package, keep the editor ticking while unfocused, run the edit→recompile→run_tests loop, evaluate C#, and hot-reload files at runtime. Use when an agent needs to control a live Unity instance, automate Unity tests, recompile scripts headlessly, or apply runtime hot reloads. Assumes the `unity` CLI is on PATH.
---
# Unity Pipeline (agent control)
Invoke commands with `unity command <name> [args]`. Run `unity command` with no name to
list what an instance exposes. Two servers exist: **Editor** (`7800-7849`, auto-starts with
the editor) and **Runtime** (`7900-7949`, only in a dev Player build). See the package
`README.md` "Commands" reference for the full list and parameters.
## 1. Install & verify
```bash
unity pipeline install # install into current project (or --project-path)
unity pipeline list # confirm the editor instance + server are reachable
unity command editor_status # confirm the editor server answers
```
## 2. Autonomous edit loop (Editor)
This is the core agent workflow: keep the editor alive, change code, recompile, test.
```bash
# 1. Keep the editor ticking even when unfocused/minimized. REQUIRED before headless work —
# Unity otherwise throttles or stalls update/compile when it isn't the active app.
unity command set_autotick --enable true
# 2. Edit C# source files on disk normally.
# 3. Recompile (async: triggers a domain reload, then poll until done).
unity command recompile
unity command recompile_status # repeat until "completed" or "up_to_date"
# Tolerate connection errors while the domain reload is in flight — that is expected.
# If recompile_status reports failed=true, read its "errors" array and fix before testing.
# 4. (Optional) List available tests without running them.
unity command list_tests --mode editor # mode: all | editor | playmode
# 5. Run tests (filter to keep it fast).
unity command run_tests --mode editor --filter MyFixture.MyTest
```
`run_tests` modes: `all` | `editor` | `playmode`. `filter_type`: `testName` | `assembly` |
`category`. For long runs use `--async_tests true` and poll `unity command test_status`
(abort with `unity command cancel_tests`).
> **Known caveat:** when any selected test *fails*, `run_tests` may surface an opaque
> result instead of the failure details. Re-run a narrower `--filter`, or inspect the
> editor's Test Runner / logs to get the real failure.
## 3. Runtime hot reload
Change gameplay code in a **running** game with no domain reload. The game must be live:
enter Editor Play Mode (`unity command editor_play`) or run a dev Player. A
`RuntimePipelineManager` in the scene auto-discovers tagged methods on `Awake` (no manual
registration). Mono only — Editor Play Mode and Mono desktop dev builds, not IL2CPP. The token
is auto-injected for local requests.
### Prefer: in-place — `reload_file`
Edit the method body directly; no separate file, no boilerplate.
1. Tag the method `[HotReload]` on the MonoBehaviour.
2. Edit its body on disk.
3. Apply (re-run to iterate):
```bash
unity command reload_file --filename Assets/Spinner.cs
```
Add `--pdb` to make it debuggable — emits a portable PDB mapped to your source so breakpoints in
the original file bind (attach the IDE + enable Editor Attaching; compiles unoptimized):
```bash
unity command reload_file --filename Assets/Spinner.cs --pdb
```
Constraints: `void` instance methods only; **public** members only; debugging requires `--pdb`
(the default emits no symbols).
### Alternative: with helper — `reload_file_override`
Keep the original method; put the tweak in a **separate** override file.
1. Tag the method `[HotReloadWithOverrides]` and route it via
`HotReloadHelper.ExecuteWithHotReload(this, "Update", OriginalUpdate)` (original body in `OriginalUpdate`).
2. In a **separate file that does not redeclare the target type**, add a `public static`
method tagged `[HotReloadOverrideMethod("BossController.Update")]` taking the instance first.
3. Apply: `unity command reload_file_override --filename Assets/HotReload/BossOverrides.cs`
Constraints: **public** members only; you cannot break into the override.
`unity command hotreload_status` shows active overrides. `reload_file_override*` options: `--timeout <ms>`
(default 30000), `--assemblyDir <dir>` (persist DLLs instead of in-memory);
`cleanup_hotreload --assemblyDir <dir>` clears old DLLs. Both commands validate the file up front
and return a clear error on misconfiguration (no override found, target type redeclared, bad signature).
## 4. Quick C# eval (Runtime)
```bash
unity command eval "return 2 + 2;"
# Or evaluate a .cs file on disk (contents run through the same path):
unity command eval_file Assets/Scratch.cs
```
## Gotchas
- **`set_autotick` first.** Without it, recompile and tests can hang while the editor is
unfocused. The package's watchdog relies on the tick loop staying alive.
- **Hot reload needs the game running.** `reload_file_override` / `reload_file` apply to a live
game — enter Editor Play Mode (`unity command editor_play`) first, or run a dev Player.
- **Player-only commands need a dev Player.** `log`, `set_timescale`, `runtime_status`, etc. hit
the Runtime server, which does not run in the Editor.
- **Async commands poll.** `recompile`→`recompile_status`, `run_tests --async_tests`→
`test_status`. Never assume completion from the trigger call's response.
- **Target a specific instance** with `--instance host:port` or `--project-path <path>`
when more than one is running.
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{'code.unity3d','06f648bb8c10a1bb88489b166e1f22be',13031},
{'res.unity3d','4238a196bc5f53eb9db13d8064339ace',9111983},
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{
"gameId": "fighter3d",
"version": 6,
"clientEntryType": "Fighter3D.Client.FighterGameClient",
"coreDll": "Fighter3D.Core.dll",
"clientDll": "Fighter3D.Client.dll",
"minFrameworkVersion": 1,
"codeAb": "code.unity3d",
"assets": [
"res.unity3d"
]
}
+1 -1
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@@ -36,7 +36,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: -28.152008}
m_SizeDelta: {x: 0.000091599766, y: 60}
m_SizeDelta: {x: -1600, y: 60}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1230535420
CanvasRenderer:
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: cb39d2b9822e4004aae66bdbf54de34d
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -192,12 +192,10 @@ namespace XGame.Editor
foreach (var kv in outClients)
sb.AppendLine($"客户端[{kv.Key}]: " + Path.Combine(cdnVerDir, kv.Key));
Debug.Log("[MiniGamePublish] " + sb);
EditorUtility.DisplayDialog("生成小游戏更新", sb.ToString(), "OK");
}
catch (Exception e)
{
Debug.LogError("[MiniGamePublish] 失败: " + e);
EditorUtility.DisplayDialog("生成小游戏更新失败", e.Message, "OK");
}
finally
{
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 67ea8b30c89cf134694bd2704d9d9458
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,332 @@
using System;
using System.Collections.Generic;
namespace XWorld.Framework.ActorBehavior
{
public sealed class BehaviorConfigCatalog
{
private readonly Dictionary<string, BehaviorSpec> _behaviors;
private readonly Dictionary<string, FlyObjectSpec> _flyObjects;
private readonly Dictionary<string, BuffSpec> _buffs;
private BehaviorConfigCatalog(string type, int version,
Dictionary<string, BehaviorSpec> behaviors,
Dictionary<string, FlyObjectSpec> flyObjects,
Dictionary<string, BuffSpec> buffs)
{
Type = type;
Version = version;
_behaviors = behaviors;
_flyObjects = flyObjects;
_buffs = buffs;
}
public string Type { get; }
public int Version { get; }
public IReadOnlyDictionary<string, BehaviorSpec> Behaviors => _behaviors;
public IReadOnlyDictionary<string, FlyObjectSpec> FlyObjects => _flyObjects;
public IReadOnlyDictionary<string, BuffSpec> Buffs => _buffs;
public static BehaviorConfigCatalog LoadFromJson(string type, string skillJson, string flyObjectJson, string buffJson)
{
JsonObject skillRoot = BehaviorJson.ParseObject(skillJson);
JsonObject flyRoot = BehaviorJson.ParseObject(flyObjectJson);
JsonObject buffRoot = BehaviorJson.ParseObject(buffJson);
string skillType = skillRoot.RequiredString("type");
string flyType = flyRoot.RequiredString("type");
string buffType = buffRoot.RequiredString("type");
if (string.IsNullOrEmpty(type)) type = skillType;
if (skillType != type || flyType != type || buffType != type)
throw new InvalidOperationException("Behavior config type mismatch: expected " + type);
int version = skillRoot.OptionalInt("version", 1);
int flyVersion = flyRoot.OptionalInt("version", 1);
int buffVersion = buffRoot.OptionalInt("version", 1);
if (flyVersion != version || buffVersion != version)
throw new InvalidOperationException("Behavior config version mismatch: expected " + version);
var flyObjects = ParseFlyObjects(flyRoot.OptionalArray("flyObjects"));
var buffs = ParseBuffs(buffRoot.OptionalArray("buffs"));
var behaviors = ParseBehaviors(skillRoot.OptionalArray("behaviors"));
var catalog = new BehaviorConfigCatalog(type, version, behaviors, flyObjects, buffs);
catalog.Validate();
return catalog;
}
private static Dictionary<string, BehaviorSpec> ParseBehaviors(JsonArray array)
{
var result = new Dictionary<string, BehaviorSpec>(StringComparer.Ordinal);
for (int i = 0; i < array.Count; i++)
{
JsonObject obj = array[i].AsObject();
var spec = new BehaviorSpec
{
Id = obj.RequiredString("id"),
Duration = obj.OptionalFloat("duration"),
CanBeInterrupted = obj.OptionalBool("canBeInterrupted"),
Input = obj.OptionalString("input")
};
spec.Timeline = ParseTimeline(obj.OptionalArray("timeline"));
spec.LogicEffects = ParseLogicEffects(obj.OptionalArray("logicEffects"));
AddUnique(result, spec.Id, spec, "behavior");
}
return result;
}
private static Dictionary<string, FlyObjectSpec> ParseFlyObjects(JsonArray array)
{
var result = new Dictionary<string, FlyObjectSpec>(StringComparer.Ordinal);
for (int i = 0; i < array.Count; i++)
{
JsonObject obj = array[i].AsObject();
var spec = new FlyObjectSpec
{
Id = obj.RequiredString("id"),
Duration = obj.OptionalFloat("duration"),
Movement = ParseMovement(obj.OptionalObject("movement")),
Collision = ParseCollision(obj.OptionalObject("collision")),
Timeline = ParseTimeline(obj.OptionalArray("timeline")),
LogicEffects = ParseLogicEffects(obj.OptionalArray("logicEffects"))
};
AddUnique(result, spec.Id, spec, "flyObject");
}
return result;
}
private static Dictionary<string, BuffSpec> ParseBuffs(JsonArray array)
{
var result = new Dictionary<string, BuffSpec>(StringComparer.Ordinal);
for (int i = 0; i < array.Count; i++)
{
JsonObject obj = array[i].AsObject();
var spec = new BuffSpec
{
Id = obj.RequiredString("id"),
Duration = obj.OptionalFloat("duration"),
TickInterval = obj.OptionalFloat("tickInterval"),
RepeatCount = obj.OptionalInt("repeatCount"),
Stacking = ParseEnum(obj.OptionalString("stacking"), BuffStackingKind.RefreshDuration),
LogicEffects = ParseLogicEffects(obj.OptionalArray("logicEffects"))
};
AddUnique(result, spec.Id, spec, "buff");
}
return result;
}
private static List<TimelineEntrySpec> ParseTimeline(JsonArray array)
{
var result = new List<TimelineEntrySpec>();
for (int i = 0; i < array.Count; i++)
{
JsonObject obj = array[i].AsObject();
var spec = new TimelineEntrySpec
{
Time = obj.OptionalFloat("time"),
Kind = ParseEnum<TimelineEntryKind>(obj.RequiredString("kind")),
Trigger = ParseEnum(obj.OptionalString("trigger"), TimelineTriggerKind.Time),
Duration = obj.OptionalFloat("duration"),
Animation = obj.OptionalString("animation"),
Prefab = obj.OptionalString("prefab"),
EffectId = obj.OptionalString("effectId"),
FlyObjectId = obj.OptionalString("flyObjectId"),
BuffId = obj.OptionalString("buffId")
};
result.Add(spec);
}
return result;
}
private static List<LogicEffectSpec> ParseLogicEffects(JsonArray array)
{
var result = new List<LogicEffectSpec>();
for (int i = 0; i < array.Count; i++)
{
JsonObject obj = array[i].AsObject();
var spec = new LogicEffectSpec
{
Id = obj.RequiredString("id"),
Shape = ParseEnum<LogicShapeKind>(obj.RequiredString("shape")),
Target = ParseEnum<LogicTargetKind>(obj.OptionalString("target"), LogicTargetKind.Enemy),
Radius = obj.OptionalFloat("radius"),
MinRadius = obj.OptionalFloat("minRadius"),
Angle = obj.OptionalFloat("angle"),
Width = obj.OptionalFloat("width"),
Effects = ParseEffectOps(obj.OptionalArray("effects"))
};
result.Add(spec);
}
return result;
}
private static List<LogicEffectOpSpec> ParseEffectOps(JsonArray array)
{
var result = new List<LogicEffectOpSpec>();
for (int i = 0; i < array.Count; i++)
{
JsonObject obj = array[i].AsObject();
result.Add(new LogicEffectOpSpec
{
Type = ParseEnum<LogicEffectOpKind>(obj.RequiredString("type")),
Attribute = obj.OptionalString("attribute"),
Value = obj.OptionalFloat("value"),
BuffId = obj.OptionalString("buffId"),
FlyObjectId = obj.OptionalString("flyObjectId")
});
}
return result;
}
private static FlyMovementSpec ParseMovement(JsonObject obj)
{
return new FlyMovementSpec
{
Kind = ParseEnum(obj.OptionalString("kind"), FlyMovementKind.Line),
Speed = obj.OptionalFloat("speed"),
Gravity = obj.OptionalFloat("gravity", 9.8f)
};
}
private static CollisionSpec ParseCollision(JsonObject obj)
{
return new CollisionSpec
{
Shape = ParseEnum(obj.OptionalString("shape"), CollisionShapeKind.Sphere),
Radius = obj.OptionalFloat("radius"),
HitLimit = obj.OptionalInt("hitLimit", 1)
};
}
private void Validate()
{
foreach (BehaviorSpec behavior in _behaviors.Values)
{
ValidateDuration(behavior.Duration, "behavior " + behavior.Id);
ValidateTimeline(behavior.Timeline, behavior.LogicEffects, "behavior " + behavior.Id);
ValidateLogicEffects(behavior.LogicEffects, "behavior " + behavior.Id);
}
foreach (FlyObjectSpec fly in _flyObjects.Values)
{
ValidateDuration(fly.Duration, "flyObject " + fly.Id);
if (fly.Movement.Speed < 0f)
throw new InvalidOperationException("Invalid speed for flyObject " + fly.Id);
ValidateDuration(fly.Collision.Radius, "flyObject collision " + fly.Id);
if (fly.Collision.HitLimit < 0)
throw new InvalidOperationException("Invalid hitLimit for flyObject " + fly.Id);
ValidateTimeline(fly.Timeline, fly.LogicEffects, "flyObject " + fly.Id);
ValidateLogicEffects(fly.LogicEffects, "flyObject " + fly.Id);
}
foreach (BuffSpec buff in _buffs.Values)
{
ValidateDuration(buff.Duration, "buff " + buff.Id);
if (buff.TickInterval < 0f) throw new InvalidOperationException("Invalid tickInterval for buff " + buff.Id);
ValidateLogicEffects(buff.LogicEffects, "buff " + buff.Id);
}
}
private void ValidateTimeline(List<TimelineEntrySpec> timeline, List<LogicEffectSpec> logicEffects, string owner)
{
var localEffects = new HashSet<string>(StringComparer.Ordinal);
foreach (LogicEffectSpec effect in logicEffects)
AddUnique(localEffects, effect.Id, "logicEffect");
foreach (TimelineEntrySpec entry in timeline)
{
if (entry.Time < 0f) throw new InvalidOperationException("Negative timeline time in " + owner);
if (entry.Kind == TimelineEntryKind.Animation && string.IsNullOrEmpty(entry.Animation))
throw new InvalidOperationException("Missing animation for timeline entry in " + owner);
if (entry.Kind == TimelineEntryKind.Effect && string.IsNullOrEmpty(entry.Prefab))
throw new InvalidOperationException("Missing prefab for timeline entry in " + owner);
if (entry.Kind == TimelineEntryKind.LogicEffect)
{
if (string.IsNullOrEmpty(entry.EffectId))
throw new InvalidOperationException("Missing effectId for timeline entry in " + owner);
if (!localEffects.Contains(entry.EffectId))
throw new InvalidOperationException("Missing logic effect reference " + entry.EffectId + " in " + owner);
}
if (entry.Kind == TimelineEntryKind.Projectile)
{
if (string.IsNullOrEmpty(entry.FlyObjectId))
throw new InvalidOperationException("Missing flyObjectId for timeline entry in " + owner);
if (!_flyObjects.ContainsKey(entry.FlyObjectId))
throw new InvalidOperationException("Missing flyObject reference " + entry.FlyObjectId + " in " + owner);
}
if (entry.Kind == TimelineEntryKind.Buff)
{
if (string.IsNullOrEmpty(entry.BuffId))
throw new InvalidOperationException("Missing buffId for timeline entry in " + owner);
if (!_buffs.ContainsKey(entry.BuffId))
throw new InvalidOperationException("Missing buff reference " + entry.BuffId + " in " + owner);
}
}
}
private void ValidateLogicEffects(List<LogicEffectSpec> effects, string owner)
{
var ids = new HashSet<string>(StringComparer.Ordinal);
foreach (LogicEffectSpec effect in effects)
{
AddUnique(ids, effect.Id, "logicEffect");
if (effect.Shape != LogicShapeKind.Locked && effect.Radius < 0f)
throw new InvalidOperationException("Invalid radius for " + effect.Id + " in " + owner);
if (effect.Shape == LogicShapeKind.Ring && (effect.MinRadius < 0f || effect.MinRadius > effect.Radius))
throw new InvalidOperationException("Invalid minRadius for " + effect.Id + " in " + owner);
if (effect.Shape == LogicShapeKind.Sector && (effect.Angle <= 0f || effect.Angle > 360f))
throw new InvalidOperationException("Invalid sector angle for " + effect.Id + " in " + owner);
if (effect.Shape == LogicShapeKind.Line && effect.Width < 0f)
throw new InvalidOperationException("Invalid width for " + effect.Id + " in " + owner);
foreach (LogicEffectOpSpec op in effect.Effects)
{
if (op.Type == LogicEffectOpKind.Buff)
{
if (string.IsNullOrEmpty(op.BuffId))
throw new InvalidOperationException("Missing buffId in " + owner);
if (!_buffs.ContainsKey(op.BuffId))
throw new InvalidOperationException("Missing buff reference " + op.BuffId + " in " + owner);
}
if (op.Type == LogicEffectOpKind.Projectile)
{
if (string.IsNullOrEmpty(op.FlyObjectId))
throw new InvalidOperationException("Missing flyObjectId in " + owner);
if (!_flyObjects.ContainsKey(op.FlyObjectId))
throw new InvalidOperationException("Missing flyObject reference " + op.FlyObjectId + " in " + owner);
}
if (op.Type == LogicEffectOpKind.Attribute && string.IsNullOrEmpty(op.Attribute))
throw new InvalidOperationException("Missing attribute in " + owner);
}
}
}
private static void ValidateDuration(float value, string owner)
{
if (value < 0f) throw new InvalidOperationException("Invalid duration for " + owner);
}
private static void AddUnique<T>(Dictionary<string, T> dict, string id, T value, string kind)
{
if (string.IsNullOrEmpty(id)) throw new InvalidOperationException("Missing " + kind + " id");
if (dict.ContainsKey(id)) throw new InvalidOperationException("Duplicate " + kind + " id: " + id);
dict.Add(id, value);
}
private static void AddUnique(HashSet<string> set, string id, string kind)
{
if (string.IsNullOrEmpty(id)) throw new InvalidOperationException("Missing " + kind + " id");
if (!set.Add(id)) throw new InvalidOperationException("Duplicate " + kind + " id: " + id);
}
private static T ParseEnum<T>(string value) where T : struct
{
if (string.IsNullOrEmpty(value))
throw new InvalidOperationException("Missing enum value for " + typeof(T).Name);
if (Enum.TryParse(value, true, out T parsed))
return parsed;
throw new InvalidOperationException("Unsupported enum value " + value + " for " + typeof(T).Name);
}
private static T ParseEnum<T>(string value, T defaultValue) where T : struct
{
return string.IsNullOrEmpty(value) ? defaultValue : ParseEnum<T>(value);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,82 @@
using System.Collections.Generic;
namespace XWorld.Framework.ActorBehavior
{
public sealed class BehaviorSpec
{
public string Id;
public float Duration;
public bool CanBeInterrupted;
public string Input;
public List<TimelineEntrySpec> Timeline = new List<TimelineEntrySpec>();
public List<LogicEffectSpec> LogicEffects = new List<LogicEffectSpec>();
}
public sealed class FlyObjectSpec
{
public string Id;
public float Duration;
public FlyMovementSpec Movement = new FlyMovementSpec();
public CollisionSpec Collision = new CollisionSpec();
public List<TimelineEntrySpec> Timeline = new List<TimelineEntrySpec>();
public List<LogicEffectSpec> LogicEffects = new List<LogicEffectSpec>();
}
public sealed class BuffSpec
{
public string Id;
public float Duration;
public float TickInterval;
public int RepeatCount;
public BuffStackingKind Stacking;
public List<LogicEffectSpec> LogicEffects = new List<LogicEffectSpec>();
}
public sealed class TimelineEntrySpec
{
public float Time;
public TimelineEntryKind Kind;
public TimelineTriggerKind Trigger;
public float Duration;
public string Animation;
public string Prefab;
public string EffectId;
public string FlyObjectId;
public string BuffId;
}
public sealed class LogicEffectSpec
{
public string Id;
public LogicShapeKind Shape;
public LogicTargetKind Target;
public float Radius;
public float MinRadius;
public float Angle;
public float Width;
public List<LogicEffectOpSpec> Effects = new List<LogicEffectOpSpec>();
}
public sealed class LogicEffectOpSpec
{
public LogicEffectOpKind Type;
public string Attribute;
public float Value;
public string BuffId;
public string FlyObjectId;
}
public sealed class FlyMovementSpec
{
public FlyMovementKind Kind;
public float Speed;
public float Gravity = 9.8f;
}
public sealed class CollisionSpec
{
public CollisionShapeKind Shape;
public float Radius;
public int HitLimit;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@@ -0,0 +1,277 @@
using System;
using System.Collections.Generic;
using System.Globalization;
namespace XWorld.Framework.ActorBehavior
{
internal abstract class JsonValue
{
public virtual JsonObject AsObject() { throw new InvalidOperationException("JSON value is not an object"); }
public virtual JsonArray AsArray() { throw new InvalidOperationException("JSON value is not an array"); }
public virtual string AsString() { throw new InvalidOperationException("JSON value is not a string"); }
public virtual double AsNumber() { throw new InvalidOperationException("JSON value is not a number"); }
public virtual bool AsBool() { throw new InvalidOperationException("JSON value is not a bool"); }
}
internal sealed class JsonObject : JsonValue
{
private readonly Dictionary<string, JsonValue> _values = new Dictionary<string, JsonValue>(StringComparer.Ordinal);
public override JsonObject AsObject() => this;
public void Add(string key, JsonValue value)
{
_values[key] = value;
}
public bool TryGet(string key, out JsonValue value)
{
return _values.TryGetValue(key, out value);
}
public string RequiredString(string key)
{
if (!TryGet(key, out JsonValue value)) throw new InvalidOperationException("Missing JSON field: " + key);
return value.AsString();
}
public string OptionalString(string key)
{
return TryGet(key, out JsonValue value) && !(value is JsonNull) ? value.AsString() : string.Empty;
}
public float OptionalFloat(string key, float defaultValue = 0f)
{
return TryGet(key, out JsonValue value) && !(value is JsonNull) ? (float)value.AsNumber() : defaultValue;
}
public int OptionalInt(string key, int defaultValue = 0)
{
return TryGet(key, out JsonValue value) && !(value is JsonNull) ? (int)value.AsNumber() : defaultValue;
}
public bool OptionalBool(string key, bool defaultValue = false)
{
return TryGet(key, out JsonValue value) && !(value is JsonNull) ? value.AsBool() : defaultValue;
}
public JsonArray OptionalArray(string key)
{
return TryGet(key, out JsonValue value) && !(value is JsonNull) ? value.AsArray() : new JsonArray();
}
public JsonObject OptionalObject(string key)
{
return TryGet(key, out JsonValue value) && !(value is JsonNull) ? value.AsObject() : new JsonObject();
}
}
internal sealed class JsonArray : JsonValue
{
private readonly List<JsonValue> _values = new List<JsonValue>();
public override JsonArray AsArray() => this;
public int Count => _values.Count;
public JsonValue this[int index] => _values[index];
public void Add(JsonValue value) => _values.Add(value);
}
internal sealed class JsonString : JsonValue
{
private readonly string _value;
public JsonString(string value) { _value = value ?? string.Empty; }
public override string AsString() => _value;
}
internal sealed class JsonNumber : JsonValue
{
private readonly double _value;
public JsonNumber(double value) { _value = value; }
public override double AsNumber() => _value;
}
internal sealed class JsonBool : JsonValue
{
private readonly bool _value;
public JsonBool(bool value) { _value = value; }
public override bool AsBool() => _value;
}
internal sealed class JsonNull : JsonValue
{
}
internal static class BehaviorJson
{
public static JsonObject ParseObject(string json)
{
var parser = new Parser(json);
JsonValue value = parser.Parse();
return value.AsObject();
}
private sealed class Parser
{
private readonly string _json;
private int _pos;
public Parser(string json)
{
_json = json ?? string.Empty;
}
public JsonValue Parse()
{
SkipWhite();
JsonValue value = ParseValue();
SkipWhite();
if (_pos != _json.Length) throw Error("Unexpected trailing JSON");
return value;
}
private JsonValue ParseValue()
{
SkipWhite();
if (_pos >= _json.Length) throw Error("Unexpected end of JSON");
char c = _json[_pos];
if (c == '{') return ParseObjectValue();
if (c == '[') return ParseArrayValue();
if (c == '"') return new JsonString(ParseString());
if (c == '-' || char.IsDigit(c)) return ParseNumber();
if (Match("true")) return new JsonBool(true);
if (Match("false")) return new JsonBool(false);
if (Match("null")) return new JsonNull();
throw Error("Unexpected JSON value");
}
private JsonObject ParseObjectValue()
{
Expect('{');
var obj = new JsonObject();
SkipWhite();
if (TryConsume('}')) return obj;
while (true)
{
SkipWhite();
string key = ParseString();
SkipWhite();
Expect(':');
obj.Add(key, ParseValue());
SkipWhite();
if (TryConsume('}')) return obj;
Expect(',');
}
}
private JsonArray ParseArrayValue()
{
Expect('[');
var array = new JsonArray();
SkipWhite();
if (TryConsume(']')) return array;
while (true)
{
array.Add(ParseValue());
SkipWhite();
if (TryConsume(']')) return array;
Expect(',');
}
}
private string ParseString()
{
Expect('"');
var chars = new List<char>();
while (_pos < _json.Length)
{
char c = _json[_pos++];
if (c == '"') return new string(chars.ToArray());
if (c == '\\')
{
if (_pos >= _json.Length) throw Error("Unterminated JSON escape");
char escaped = _json[_pos++];
if (escaped == '"' || escaped == '\\' || escaped == '/') chars.Add(escaped);
else if (escaped == 'b') chars.Add('\b');
else if (escaped == 'f') chars.Add('\f');
else if (escaped == 'n') chars.Add('\n');
else if (escaped == 'r') chars.Add('\r');
else if (escaped == 't') chars.Add('\t');
else if (escaped == 'u') chars.Add(ParseUnicode());
else throw Error("Unsupported JSON escape");
}
else
{
chars.Add(c);
}
}
throw Error("Unterminated JSON string");
}
private char ParseUnicode()
{
if (_pos + 4 > _json.Length) throw Error("Invalid unicode escape");
string hex = _json.Substring(_pos, 4);
_pos += 4;
return (char)int.Parse(hex, NumberStyles.HexNumber, CultureInfo.InvariantCulture);
}
private JsonNumber ParseNumber()
{
int start = _pos;
if (_json[_pos] == '-') _pos++;
while (_pos < _json.Length && char.IsDigit(_json[_pos])) _pos++;
if (_pos < _json.Length && _json[_pos] == '.')
{
_pos++;
while (_pos < _json.Length && char.IsDigit(_json[_pos])) _pos++;
}
if (_pos < _json.Length && (_json[_pos] == 'e' || _json[_pos] == 'E'))
{
_pos++;
if (_pos < _json.Length && (_json[_pos] == '+' || _json[_pos] == '-')) _pos++;
while (_pos < _json.Length && char.IsDigit(_json[_pos])) _pos++;
}
string raw = _json.Substring(start, _pos - start);
return new JsonNumber(double.Parse(raw, CultureInfo.InvariantCulture));
}
private bool Match(string text)
{
if (_pos + text.Length > _json.Length) return false;
for (int i = 0; i < text.Length; i++)
if (_json[_pos + i] != text[i]) return false;
_pos += text.Length;
return true;
}
private void SkipWhite()
{
while (_pos < _json.Length && char.IsWhiteSpace(_json[_pos])) _pos++;
}
private bool TryConsume(char expected)
{
if (_pos < _json.Length && _json[_pos] == expected)
{
_pos++;
return true;
}
return false;
}
private void Expect(char expected)
{
if (_pos >= _json.Length || _json[_pos] != expected)
throw Error("Expected '" + expected + "'");
_pos++;
}
private InvalidOperationException Error(string message)
{
return new InvalidOperationException(message + " at " + _pos);
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,65 @@
using System;
namespace XWorld.Framework.ActorBehavior
{
public struct BehaviorVector2
{
public float X;
public float Y;
public BehaviorVector2(float x, float y)
{
X = x;
Y = y;
}
}
public struct BehaviorVector3
{
public float X;
public float Y;
public float Z;
public BehaviorVector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static BehaviorVector3 Zero => new BehaviorVector3(0f, 0f, 0f);
public static BehaviorVector3 operator +(BehaviorVector3 a, BehaviorVector3 b)
=> new BehaviorVector3(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
public static BehaviorVector3 operator -(BehaviorVector3 a, BehaviorVector3 b)
=> new BehaviorVector3(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
public static BehaviorVector3 operator *(BehaviorVector3 v, float s)
=> new BehaviorVector3(v.X * s, v.Y * s, v.Z * s);
public float MagnitudeXZ()
{
return (float)Math.Sqrt(X * X + Z * Z);
}
public BehaviorVector3 NormalizedXZ()
{
float mag = MagnitudeXZ();
if (mag <= 0.00001f) return new BehaviorVector3(0f, 0f, 1f);
return new BehaviorVector3(X / mag, 0f, Z / mag);
}
public static float DistanceXZ(BehaviorVector3 a, BehaviorVector3 b)
{
float dx = a.X - b.X;
float dz = a.Z - b.Z;
return (float)Math.Sqrt(dx * dx + dz * dz);
}
public static float DotXZ(BehaviorVector3 a, BehaviorVector3 b)
{
return a.X * b.X + a.Z * b.Z;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,179 @@
using System.Collections.Generic;
namespace XWorld.Framework.ActorBehavior
{
public enum BehaviorRunMode
{
ServerLogic = 0,
ClientPresentation = 1,
ClientPredict = 2
}
public enum TimelineEntryKind
{
Animation = 0,
Effect = 1,
LogicEffect = 2,
Projectile = 3,
Buff = 4
}
public enum TimelineTriggerKind
{
Time = 0,
OnCollision = 1
}
public enum LogicShapeKind
{
Sector = 0,
Sphere = 1,
Ring = 2,
Line = 3,
Locked = 4
}
public enum LogicTargetKind
{
Self = 0,
Ally = 1,
Enemy = 2,
All = 3,
Owner = 4,
HitActor = 5
}
public enum LogicEffectOpKind
{
Attribute = 0,
Buff = 1,
Projectile = 2
}
public enum FlyMovementKind
{
Line = 0,
Parabola = 1,
Homing = 2
}
public enum CollisionShapeKind
{
Sphere = 0
}
public enum BuffStackingKind
{
RefreshDuration = 0,
IgnoreIfExists = 1,
StackIndependent = 2
}
public enum BehaviorInputKind
{
None = 0,
Direction = 1,
TargetPosition = 2,
TargetActor = 3
}
public enum BehaviorStopReason
{
Completed = 0,
Stunned = 1,
Knockback = 2,
Death = 3,
ForcedSwitch = 4
}
public enum BehaviorEventKind
{
BehaviorStarted = 0,
BehaviorStopped = 1,
TimelineAnimation = 2,
TimelineEffect = 3,
ProjectileSpawned = 4,
ProjectileMoved = 5,
ProjectileHit = 6,
BuffAdded = 7,
BuffTicked = 8,
BuffRemoved = 9,
LogicEffectApplied = 10,
AttributeEffectRequested = 11
}
public struct BehaviorWorldOptions
{
public BehaviorRunMode Mode;
}
public struct BehaviorInput
{
public BehaviorInputKind Kind;
public BehaviorVector3 Direction;
public BehaviorVector3 TargetPosition;
public int TargetActorId;
public static readonly BehaviorInput None = new BehaviorInput { Kind = BehaviorInputKind.None };
public static BehaviorInput FromDirection(float x, float z)
{
return new BehaviorInput { Kind = BehaviorInputKind.Direction, Direction = new BehaviorVector3(x, 0f, z).NormalizedXZ() };
}
public static BehaviorInput FromTargetPosition(float x, float y, float z)
{
return new BehaviorInput { Kind = BehaviorInputKind.TargetPosition, TargetPosition = new BehaviorVector3(x, y, z) };
}
public static BehaviorInput FromTargetActor(int actorId)
{
return new BehaviorInput { Kind = BehaviorInputKind.TargetActor, TargetActorId = actorId };
}
}
public sealed class BehaviorStartResult
{
public bool Success;
public string Error;
public static BehaviorStartResult Ok()
{
return new BehaviorStartResult { Success = true, Error = string.Empty };
}
public static BehaviorStartResult Fail(string error)
{
return new BehaviorStartResult { Success = false, Error = error ?? string.Empty };
}
}
public sealed class BehaviorActorState
{
public int ActorId;
public string CatalogType;
public int TeamId;
public BehaviorVector3 Position;
public BehaviorVector3 Forward;
public float Radius;
public bool Alive;
}
public sealed class BehaviorEvent
{
public BehaviorEventKind Kind;
public int ActorId;
public int SourceActorId;
public int TargetActorId;
public string BehaviorId;
public string FlyObjectId;
public string BuffId;
public string LogicEffectId;
public string Animation;
public string Prefab;
public string Attribute;
public float Value;
public BehaviorVector3 Position;
public BehaviorStopReason StopReason;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,717 @@
using System;
using System.Collections.Generic;
namespace XWorld.Framework.ActorBehavior
{
public sealed class BehaviorWorld
{
private readonly BehaviorWorldOptions _options;
private readonly Dictionary<string, BehaviorConfigCatalog> _catalogs = new Dictionary<string, BehaviorConfigCatalog>(StringComparer.Ordinal);
private readonly Dictionary<int, BehaviorActorState> _actors = new Dictionary<int, BehaviorActorState>();
private readonly Dictionary<int, ActiveBehavior> _activeBehaviors = new Dictionary<int, ActiveBehavior>();
private readonly List<ActiveProjectile> _projectiles = new List<ActiveProjectile>();
private readonly Dictionary<int, List<ActiveBuff>> _buffs = new Dictionary<int, List<ActiveBuff>>();
private readonly List<BehaviorEvent> _events = new List<BehaviorEvent>();
private int _nextProjectileId = 1;
public BehaviorWorld(BehaviorWorldOptions options)
{
_options = options;
}
public int ActiveProjectileCount => _projectiles.Count;
public void RegisterCatalog(BehaviorConfigCatalog catalog)
{
if (catalog == null) throw new ArgumentNullException(nameof(catalog));
_catalogs[catalog.Type] = catalog;
}
public void AddActor(BehaviorActorState actor)
{
if (actor == null) throw new ArgumentNullException(nameof(actor));
_actors[actor.ActorId] = actor;
}
public bool RemoveActor(int actorId)
{
bool removed = _actors.Remove(actorId);
if (_activeBehaviors.TryGetValue(actorId, out ActiveBehavior active))
{
_activeBehaviors.Remove(actorId);
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.BehaviorStopped,
ActorId = actorId,
BehaviorId = active.Spec.Id,
StopReason = BehaviorStopReason.ForcedSwitch
});
removed = true;
}
if (_buffs.Remove(actorId))
{
removed = true;
}
var buffTargets = new List<int>(_buffs.Keys);
for (int i = 0; i < buffTargets.Count; i++)
{
List<ActiveBuff> activeBuffs = _buffs[buffTargets[i]];
int before = activeBuffs.Count;
activeBuffs.RemoveAll(b => b.SourceActorId == actorId || b.TargetActorId == actorId);
if (activeBuffs.Count != before)
{
removed = true;
}
if (activeBuffs.Count == 0)
{
_buffs.Remove(buffTargets[i]);
}
}
if (_projectiles.RemoveAll(p => p.SourceActorId == actorId || p.TargetActorId == actorId) > 0)
{
removed = true;
}
return removed;
}
public bool SwitchActorCatalog(int actorId, string catalogType)
{
if (!_actors.TryGetValue(actorId, out BehaviorActorState actor)) return false;
if (!_catalogs.ContainsKey(catalogType)) return false;
actor.CatalogType = catalogType;
return true;
}
public BehaviorStartResult TryStartBehavior(int actorId, string behaviorId, BehaviorInput input)
{
if (!_actors.TryGetValue(actorId, out BehaviorActorState actor))
return BehaviorStartResult.Fail("actor not found");
if (!_catalogs.TryGetValue(actor.CatalogType, out BehaviorConfigCatalog catalog))
return BehaviorStartResult.Fail("catalog not found");
if (!catalog.Behaviors.TryGetValue(behaviorId, out BehaviorSpec spec))
return BehaviorStartResult.Fail("behavior not found");
if (_activeBehaviors.ContainsKey(actorId))
return BehaviorStartResult.Fail("actor already has active behavior");
var active = new ActiveBehavior
{
ActorId = actorId,
Catalog = catalog,
Spec = spec,
Input = input,
Elapsed = 0f
};
_activeBehaviors[actorId] = active;
_events.Add(new BehaviorEvent { Kind = BehaviorEventKind.BehaviorStarted, ActorId = actorId, BehaviorId = spec.Id });
FireTimeline(active, -0.00001f, 0f);
return BehaviorStartResult.Ok();
}
public bool StopBehavior(int actorId, BehaviorStopReason reason)
{
if (!_activeBehaviors.TryGetValue(actorId, out ActiveBehavior active)) return false;
if (!active.Spec.CanBeInterrupted && reason != BehaviorStopReason.Death && reason != BehaviorStopReason.Completed) return false;
_activeBehaviors.Remove(actorId);
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.BehaviorStopped,
ActorId = actorId,
BehaviorId = active.Spec.Id,
StopReason = reason
});
return true;
}
public void Tick(float deltaTime)
{
if (deltaTime <= 0f) return;
TickProjectiles(deltaTime);
TickBuffs(deltaTime);
var completed = new List<int>();
foreach (ActiveBehavior active in new List<ActiveBehavior>(_activeBehaviors.Values))
{
float previous = active.Elapsed;
active.Elapsed += deltaTime;
FireTimeline(active, previous, active.Elapsed);
if (active.Elapsed >= active.Spec.Duration)
{
completed.Add(active.ActorId);
}
}
for (int i = 0; i < completed.Count; i++)
{
StopBehavior(completed[i], BehaviorStopReason.Completed);
}
}
public IReadOnlyList<BehaviorEvent> DrainEvents()
{
var drained = _events.ToArray();
_events.Clear();
return drained;
}
public bool HasActiveBehavior(int actorId)
{
return _activeBehaviors.ContainsKey(actorId);
}
public int ActiveBuffCount(int actorId)
{
return _buffs.TryGetValue(actorId, out List<ActiveBuff> buffs) ? buffs.Count : 0;
}
public bool ApplyBuff(int targetActorId, string catalogType, string buffId, int sourceActorId)
{
if (!_actors.ContainsKey(targetActorId)) return false;
if (!_catalogs.TryGetValue(catalogType, out BehaviorConfigCatalog catalog)) return false;
if (!catalog.Buffs.TryGetValue(buffId, out BuffSpec spec)) return false;
if (!_buffs.TryGetValue(targetActorId, out List<ActiveBuff> activeBuffs))
{
activeBuffs = new List<ActiveBuff>();
_buffs[targetActorId] = activeBuffs;
}
ActiveBuff existing = null;
for (int i = 0; i < activeBuffs.Count; i++)
{
if (activeBuffs[i].Spec.Id == buffId)
{
existing = activeBuffs[i];
break;
}
}
if (existing != null && spec.Stacking == BuffStackingKind.IgnoreIfExists)
return true;
if (existing != null && spec.Stacking == BuffStackingKind.RefreshDuration)
{
existing.Elapsed = 0f;
existing.NextTickTime = spec.TickInterval > 0f ? spec.TickInterval : spec.Duration;
existing.TickCount = 0;
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.BuffAdded,
ActorId = sourceActorId,
SourceActorId = sourceActorId,
TargetActorId = targetActorId,
BuffId = spec.Id
});
return true;
}
activeBuffs.Add(new ActiveBuff
{
SourceActorId = sourceActorId,
TargetActorId = targetActorId,
Catalog = catalog,
Spec = spec,
Elapsed = 0f,
NextTickTime = spec.TickInterval > 0f ? spec.TickInterval : spec.Duration,
TickCount = 0
});
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.BuffAdded,
ActorId = sourceActorId,
SourceActorId = sourceActorId,
TargetActorId = targetActorId,
BuffId = spec.Id
});
return true;
}
private void FireTimeline(ActiveBehavior active, float previousElapsed, float currentElapsed)
{
List<TimelineEntrySpec> timeline = active.Spec.Timeline;
for (int i = 0; i < timeline.Count; i++)
{
if (active.FiredTimeline.Contains(i)) continue;
TimelineEntrySpec entry = timeline[i];
if (entry.Trigger != TimelineTriggerKind.Time) continue;
if (entry.Time > currentElapsed || entry.Time <= previousElapsed) continue;
active.FiredTimeline.Add(i);
FireTimelineEntry(active, entry);
}
}
private void FireTimelineEntry(ActiveBehavior active, TimelineEntrySpec entry)
{
if (entry.Kind == TimelineEntryKind.Animation)
{
if (_options.Mode == BehaviorRunMode.ClientPresentation || _options.Mode == BehaviorRunMode.ClientPredict)
{
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.TimelineAnimation,
ActorId = active.ActorId,
BehaviorId = active.Spec.Id,
Animation = entry.Animation
});
}
return;
}
if (entry.Kind == TimelineEntryKind.Effect)
{
if (_options.Mode == BehaviorRunMode.ClientPresentation || _options.Mode == BehaviorRunMode.ClientPredict)
{
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.TimelineEffect,
ActorId = active.ActorId,
BehaviorId = active.Spec.Id,
Prefab = entry.Prefab
});
}
return;
}
if (entry.Kind == TimelineEntryKind.LogicEffect && _options.Mode == BehaviorRunMode.ServerLogic)
{
LogicEffectSpec effect = FindLogicEffect(active.Spec.LogicEffects, entry.EffectId);
if (effect != null) ApplyLogicEffect(active.ActorId, active.Catalog, effect, active.Input, 0);
return;
}
if (entry.Kind == TimelineEntryKind.Buff)
{
int targetActorId = active.Input.Kind == BehaviorInputKind.TargetActor ? active.Input.TargetActorId : active.ActorId;
ApplyBuff(targetActorId, active.Catalog.Type, entry.BuffId, active.ActorId);
return;
}
if (entry.Kind == TimelineEntryKind.Projectile)
{
SpawnProjectile(active.ActorId, active.Catalog, entry.FlyObjectId, active.Input);
}
}
private void ApplyLogicEffect(int sourceActorId, BehaviorConfigCatalog catalog, LogicEffectSpec effect, BehaviorInput input, int hitActorId)
{
ApplyLogicEffect(sourceActorId, sourceActorId, catalog, effect, input, hitActorId);
}
private void ApplyLogicEffect(int eventSourceActorId, int originActorId, BehaviorConfigCatalog catalog, LogicEffectSpec effect, BehaviorInput input, int hitActorId)
{
foreach (int targetActorId in SelectTargets(originActorId, effect, input, hitActorId))
{
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.LogicEffectApplied,
ActorId = eventSourceActorId,
SourceActorId = eventSourceActorId,
TargetActorId = targetActorId,
LogicEffectId = effect.Id
});
for (int i = 0; i < effect.Effects.Count; i++)
{
LogicEffectOpSpec op = effect.Effects[i];
if (op.Type == LogicEffectOpKind.Attribute)
{
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.AttributeEffectRequested,
ActorId = eventSourceActorId,
SourceActorId = eventSourceActorId,
TargetActorId = targetActorId,
LogicEffectId = effect.Id,
Attribute = op.Attribute,
Value = op.Value
});
}
else if (op.Type == LogicEffectOpKind.Projectile)
{
SpawnProjectile(originActorId, catalog, op.FlyObjectId, input);
}
else if (op.Type == LogicEffectOpKind.Buff)
{
ApplyBuff(targetActorId, catalog.Type, op.BuffId, eventSourceActorId);
}
}
}
}
private void TickBuffs(float deltaTime)
{
var actorIds = new List<int>(_buffs.Keys);
for (int actorIndex = 0; actorIndex < actorIds.Count; actorIndex++)
{
int actorId = actorIds[actorIndex];
List<ActiveBuff> activeBuffs = _buffs[actorId];
var expired = new List<ActiveBuff>();
for (int i = 0; i < activeBuffs.Count; i++)
{
ActiveBuff buff = activeBuffs[i];
buff.Elapsed += deltaTime;
while (buff.Spec.TickInterval > 0f
&& buff.Elapsed + 0.00001f >= buff.NextTickTime
&& (buff.Spec.RepeatCount <= 0 || buff.TickCount < buff.Spec.RepeatCount))
{
buff.TickCount++;
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.BuffTicked,
ActorId = buff.SourceActorId,
SourceActorId = buff.SourceActorId,
TargetActorId = buff.TargetActorId,
BuffId = buff.Spec.Id
});
if (_options.Mode == BehaviorRunMode.ServerLogic)
{
for (int e = 0; e < buff.Spec.LogicEffects.Count; e++)
ApplyLogicEffect(buff.SourceActorId, buff.TargetActorId, buff.Catalog, buff.Spec.LogicEffects[e], BehaviorInput.FromTargetActor(buff.TargetActorId), buff.TargetActorId);
}
buff.NextTickTime += buff.Spec.TickInterval;
}
bool repeatReached = buff.Spec.RepeatCount > 0 && buff.TickCount >= buff.Spec.RepeatCount;
bool durationReached = buff.Spec.Duration > 0f && buff.Elapsed >= buff.Spec.Duration;
if (repeatReached || durationReached)
{
expired.Add(buff);
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.BuffRemoved,
ActorId = buff.SourceActorId,
SourceActorId = buff.SourceActorId,
TargetActorId = buff.TargetActorId,
BuffId = buff.Spec.Id
});
}
}
for (int i = 0; i < expired.Count; i++)
activeBuffs.Remove(expired[i]);
if (activeBuffs.Count == 0)
_buffs.Remove(actorId);
}
}
private void SpawnProjectile(int sourceActorId, BehaviorConfigCatalog catalog, string flyObjectId, BehaviorInput input)
{
if (!_actors.TryGetValue(sourceActorId, out BehaviorActorState source)) return;
if (!catalog.FlyObjects.TryGetValue(flyObjectId, out FlyObjectSpec spec)) return;
int targetActorId = input.Kind == BehaviorInputKind.TargetActor ? input.TargetActorId : 0;
BehaviorVector3 direction = ResolveProjectileDirection(source, input, targetActorId);
var projectile = new ActiveProjectile
{
RuntimeId = _nextProjectileId++,
SourceActorId = sourceActorId,
Catalog = catalog,
Spec = spec,
Position = source.Position,
Direction = direction,
TargetActorId = targetActorId,
Age = 0f,
VerticalVelocity = spec.Movement.Speed * 0.5f
};
_projectiles.Add(projectile);
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.ProjectileSpawned,
ActorId = sourceActorId,
SourceActorId = sourceActorId,
FlyObjectId = spec.Id,
Position = projectile.Position
});
FireProjectileTimeline(projectile, -0.00001f, 0f);
}
private BehaviorVector3 ResolveProjectileDirection(BehaviorActorState source, BehaviorInput input, int targetActorId)
{
if (input.Kind == BehaviorInputKind.Direction)
return input.Direction.NormalizedXZ();
if (input.Kind == BehaviorInputKind.TargetPosition)
return (input.TargetPosition - source.Position).NormalizedXZ();
if (targetActorId != 0 && _actors.TryGetValue(targetActorId, out BehaviorActorState target))
return (target.Position - source.Position).NormalizedXZ();
return source.Forward.NormalizedXZ();
}
private void TickProjectiles(float deltaTime)
{
var expired = new HashSet<ActiveProjectile>();
foreach (ActiveProjectile projectile in _projectiles)
{
float previousAge = projectile.Age;
projectile.Age += deltaTime;
MoveProjectile(projectile, deltaTime);
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.ProjectileMoved,
ActorId = projectile.SourceActorId,
SourceActorId = projectile.SourceActorId,
FlyObjectId = projectile.Spec.Id,
Position = projectile.Position
});
FireProjectileTimeline(projectile, previousAge, projectile.Age);
if (_options.Mode == BehaviorRunMode.ServerLogic)
CheckProjectileCollision(projectile, expired);
if (projectile.Age >= projectile.Spec.Duration)
expired.Add(projectile);
}
if (expired.Count == 0) return;
_projectiles.RemoveAll(p => expired.Contains(p));
}
private void MoveProjectile(ActiveProjectile projectile, float deltaTime)
{
FlyMovementSpec movement = projectile.Spec.Movement;
BehaviorVector3 direction = projectile.Direction.NormalizedXZ();
if (movement.Kind == FlyMovementKind.Homing
&& projectile.TargetActorId != 0
&& _actors.TryGetValue(projectile.TargetActorId, out BehaviorActorState target))
{
direction = (target.Position - projectile.Position).NormalizedXZ();
projectile.Direction = direction;
}
projectile.Position += direction * (movement.Speed * deltaTime);
if (movement.Kind == FlyMovementKind.Parabola)
{
projectile.Position = new BehaviorVector3(
projectile.Position.X,
projectile.Position.Y + projectile.VerticalVelocity * deltaTime - 0.5f * movement.Gravity * deltaTime * deltaTime,
projectile.Position.Z);
projectile.VerticalVelocity -= movement.Gravity * deltaTime;
}
}
private void CheckProjectileCollision(ActiveProjectile projectile, HashSet<ActiveProjectile> expired)
{
if (!_actors.TryGetValue(projectile.SourceActorId, out BehaviorActorState source)) return;
foreach (BehaviorActorState actor in _actors.Values)
{
if (!actor.Alive) continue;
if (actor.ActorId == projectile.SourceActorId) continue;
if (actor.TeamId == source.TeamId) continue;
if (projectile.HitActorIds.Contains(actor.ActorId)) continue;
float distance = BehaviorVector3.DistanceXZ(projectile.Position, actor.Position);
if (distance > projectile.Spec.Collision.Radius + actor.Radius) continue;
projectile.HitCount++;
projectile.HitActorIds.Add(actor.ActorId);
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.ProjectileHit,
ActorId = projectile.SourceActorId,
SourceActorId = projectile.SourceActorId,
TargetActorId = actor.ActorId,
FlyObjectId = projectile.Spec.Id,
Position = projectile.Position
});
FireProjectileCollisionLogic(projectile, actor.ActorId);
if (projectile.Spec.Collision.HitLimit > 0 && projectile.HitCount >= projectile.Spec.Collision.HitLimit)
{
expired.Add(projectile);
return;
}
}
}
private void FireProjectileTimeline(ActiveProjectile projectile, float previousElapsed, float currentElapsed)
{
List<TimelineEntrySpec> timeline = projectile.Spec.Timeline;
for (int i = 0; i < timeline.Count; i++)
{
if (projectile.FiredTimeline.Contains(i)) continue;
TimelineEntrySpec entry = timeline[i];
if (entry.Trigger != TimelineTriggerKind.Time) continue;
if (entry.Time > currentElapsed || entry.Time <= previousElapsed) continue;
projectile.FiredTimeline.Add(i);
FireProjectileTimelineEntry(projectile, entry);
}
}
private void FireProjectileTimelineEntry(ActiveProjectile projectile, TimelineEntrySpec entry)
{
if (entry.Kind == TimelineEntryKind.Effect)
{
if (_options.Mode == BehaviorRunMode.ClientPresentation || _options.Mode == BehaviorRunMode.ClientPredict)
{
_events.Add(new BehaviorEvent
{
Kind = BehaviorEventKind.TimelineEffect,
ActorId = projectile.SourceActorId,
SourceActorId = projectile.SourceActorId,
FlyObjectId = projectile.Spec.Id,
Prefab = entry.Prefab,
Position = projectile.Position
});
}
return;
}
if (entry.Kind == TimelineEntryKind.LogicEffect && _options.Mode == BehaviorRunMode.ServerLogic)
{
LogicEffectSpec effect = FindLogicEffect(projectile.Spec.LogicEffects, entry.EffectId);
if (effect != null)
ApplyLogicEffect(projectile.SourceActorId, projectile.Catalog, effect, BehaviorInput.FromTargetActor(projectile.TargetActorId), projectile.TargetActorId);
return;
}
if (entry.Kind == TimelineEntryKind.Buff)
{
int targetActorId = projectile.TargetActorId != 0 ? projectile.TargetActorId : projectile.SourceActorId;
ApplyBuff(targetActorId, projectile.Catalog.Type, entry.BuffId, projectile.SourceActorId);
}
}
private void FireProjectileCollisionLogic(ActiveProjectile projectile, int hitActorId)
{
List<TimelineEntrySpec> timeline = projectile.Spec.Timeline;
for (int i = 0; i < timeline.Count; i++)
{
TimelineEntrySpec entry = timeline[i];
if (entry.Kind != TimelineEntryKind.LogicEffect || entry.Trigger != TimelineTriggerKind.OnCollision)
continue;
LogicEffectSpec effect = FindLogicEffect(projectile.Spec.LogicEffects, entry.EffectId);
if (effect != null)
ApplyLogicEffect(projectile.SourceActorId, projectile.Catalog, effect, BehaviorInput.FromTargetActor(hitActorId), hitActorId);
}
}
private IEnumerable<int> SelectTargets(int sourceActorId, LogicEffectSpec effect, BehaviorInput input, int hitActorId)
{
if (!_actors.TryGetValue(sourceActorId, out BehaviorActorState source))
yield break;
if (effect.Target == LogicTargetKind.HitActor)
{
int targetId = hitActorId != 0 ? hitActorId : input.TargetActorId;
if (targetId != 0 && _actors.ContainsKey(targetId)) yield return targetId;
yield break;
}
foreach (BehaviorActorState actor in _actors.Values)
{
if (!actor.Alive) continue;
if (!PassesTargetFilter(source, actor, effect.Target)) continue;
if (IsInsideShape(source, actor, effect, ResolveEffectDirection(source, input)))
yield return actor.ActorId;
}
}
private static bool PassesTargetFilter(BehaviorActorState source, BehaviorActorState target, LogicTargetKind filter)
{
if (filter == LogicTargetKind.Self || filter == LogicTargetKind.Owner)
return target.ActorId == source.ActorId;
if (filter == LogicTargetKind.Ally)
return target.ActorId != source.ActorId && target.TeamId == source.TeamId;
if (filter == LogicTargetKind.Enemy)
return target.TeamId != source.TeamId;
return true;
}
private BehaviorVector3 ResolveEffectDirection(BehaviorActorState source, BehaviorInput input)
{
if (input.Kind == BehaviorInputKind.Direction)
return input.Direction.NormalizedXZ();
if (input.Kind == BehaviorInputKind.TargetPosition)
return (input.TargetPosition - source.Position).NormalizedXZ();
if (input.Kind == BehaviorInputKind.TargetActor
&& input.TargetActorId != 0
&& _actors.TryGetValue(input.TargetActorId, out BehaviorActorState target))
return (target.Position - source.Position).NormalizedXZ();
return source.Forward.NormalizedXZ();
}
private static bool IsInsideShape(BehaviorActorState source, BehaviorActorState target, LogicEffectSpec effect, BehaviorVector3 direction)
{
float distance = BehaviorVector3.DistanceXZ(source.Position, target.Position);
if (effect.Shape == LogicShapeKind.Sphere)
return distance <= effect.Radius + target.Radius;
if (effect.Shape == LogicShapeKind.Ring)
return distance >= effect.MinRadius && distance <= effect.Radius + target.Radius;
if (effect.Shape == LogicShapeKind.Sector)
{
if (distance > effect.Radius + target.Radius) return false;
BehaviorVector3 toTarget = (target.Position - source.Position).NormalizedXZ();
BehaviorVector3 forward = direction.NormalizedXZ();
float dot = Clamp(BehaviorVector3.DotXZ(forward, toTarget), -1f, 1f);
float angle = (float)(Math.Acos(dot) * 180.0 / Math.PI);
return angle <= effect.Angle * 0.5f;
}
if (effect.Shape == LogicShapeKind.Line)
{
float width = effect.Width > 0f ? effect.Width : target.Radius;
float dist = DistancePointToSegmentXZ(target.Position, source.Position, source.Position + direction.NormalizedXZ() * effect.Radius);
return dist <= width + target.Radius;
}
return target.ActorId == source.ActorId;
}
private static float DistancePointToSegmentXZ(BehaviorVector3 point, BehaviorVector3 start, BehaviorVector3 end)
{
BehaviorVector3 ab = end - start;
BehaviorVector3 ap = point - start;
float abLenSq = ab.X * ab.X + ab.Z * ab.Z;
if (abLenSq <= 0.00001f) return BehaviorVector3.DistanceXZ(point, start);
float t = Clamp((ap.X * ab.X + ap.Z * ab.Z) / abLenSq, 0f, 1f);
BehaviorVector3 nearest = start + ab * t;
return BehaviorVector3.DistanceXZ(point, nearest);
}
private static float Clamp(float value, float min, float max)
{
if (value < min) return min;
return value > max ? max : value;
}
private static LogicEffectSpec FindLogicEffect(List<LogicEffectSpec> effects, string effectId)
{
for (int i = 0; i < effects.Count; i++)
if (effects[i].Id == effectId) return effects[i];
return null;
}
private sealed class ActiveBehavior
{
public int ActorId;
public BehaviorConfigCatalog Catalog;
public BehaviorSpec Spec;
public BehaviorInput Input;
public float Elapsed;
public readonly HashSet<int> FiredTimeline = new HashSet<int>();
}
private sealed class ActiveProjectile
{
public int RuntimeId;
public int SourceActorId;
public BehaviorConfigCatalog Catalog;
public FlyObjectSpec Spec;
public BehaviorVector3 Position;
public BehaviorVector3 Direction;
public int TargetActorId;
public float Age;
public float VerticalVelocity;
public int HitCount;
public readonly HashSet<int> FiredTimeline = new HashSet<int>();
public readonly HashSet<int> HitActorIds = new HashSet<int>();
}
private sealed class ActiveBuff
{
public int SourceActorId;
public int TargetActorId;
public BehaviorConfigCatalog Catalog;
public BuffSpec Spec;
public float Elapsed;
public float NextTickTime;
public int TickCount;
}
}
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parentName: Bone036
position: {x: -0.24446791, y: 0.00000035762787, z: -0.000000834465}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 0.9999996, z: 1.0000001}
- name: Bone038
parentName: Bone037
position: {x: -0.23134394, y: 0.00000023841858, z: 0.00000028312206}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.9999999, y: 1.0000005, z: 0.9999993}
- name: hud
parentName: 30_hurt_d(Clone)
position: {x: -0, y: 2.2, z: 0}
rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068}
scale: {x: 1, y: 1, z: 1}
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName: root
hasTranslationDoF: 1
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 3
humanoidOversampling: 1
avatarSetup: 1
addHumanoidExtraRootOnlyWhenUsingAvatar: 0
importBlendShapeDeformPercent: 0
remapMaterialsIfMaterialImportModeIsNone: 1
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:

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