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46 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
ud18010 42c3874d82 fix: improve minigame reconnect flow 2026-07-29 19:30:50 +08:00
ud18010andClaude Opus 4.8 6a5e534d00 feat: isolate lobby during minigames
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-29 15:26:54 +08:00
ud18010andClaude Opus 4.8 31afce6882 feat: add minigame room player service
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-29 12:24:58 +08:00
ud18010 053a95b4fb fix: polish lobby chat and joystick 2026-07-28 17:23:11 +08:00
ud18010 48aed26725 feat: add world chat UI 2026-07-28 11:54:07 +08:00
ud18010 09c89aadf0 docs: add humanoid animation import plan 2026-07-27 19:39:14 +08:00
10227 changed files with 1438794 additions and 2859 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`
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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."
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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"
]
}
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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:
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# 小游戏开发设计文档
## 1. 目标与适用范围
本文档定义本项目小游戏的统一开发、接入、发布与联调规范。与参考项目中基于 `MiniGameStage` / `IMiniGame` 的内嵌 Stage 方案不同,本项目已落地独立热更小游戏框架:小游戏以独立版本包发布,客户端通过 `XGame.MiniGame` 宿主下载、校验、加载热更 DLL 与资源 AssetBundle,并通过统一网络帧与服务端房间逻辑通信。
适用范围:
- 新增一个独立小游戏,例如 `RockPaperScissors``FishingQuick``TreasureCatch`
- 维护小游戏客户端热更逻辑、共享 Core 逻辑、服务端房间逻辑。
- 生成小游戏 UI Prefab、贴图、音效等资源。
- 发布小游戏客户端 CDN 包和服务端 deploy 包。
- PC 本地 smoke、网关/CDN 联调、真机资源更新排查。
核心目标:
1. 小游戏逻辑全部使用 C# 实现,通过热更 DLL 加载,不使用 Lua 写小游戏专属逻辑。
2. 小游戏与主工程解耦:主工程只保留宿主、下载、加载、网络、结算和基础服务。
3. 小游戏客户端、服务端共享同一份 Core 规则,避免双端规则漂移。
4. 资源加载统一异步,避免真机读取旧底包资源。
5. 发布产物有版本、MD5、签名和框架版本门槛,加载失败时安全拒绝进入。
## 2. 总体架构
本项目小游戏由四层组成:
```text
大厅/入口层
MiniGameHost(主工程常驻宿主)
热更小游戏客户端 DLLIGameClient
共享 Core DLL + 服务端房间 DLLIGameServerRoom
```
### 2.1 大厅/入口层
大厅负责决定进入哪个小游戏、使用哪个版本、连接哪个网关和 CDN。进入小游戏时将以下信息传给宿主:
- `cdnBase`:小游戏 CDN 根地址,例如本地 `http://127.0.0.1:15081/`
- `gameId`:小游戏标识,例如 `rps`
- `version`:小游戏版本号。
- `XWebSocket`:已连接的网关 socket。
- 是否由宿主发送匹配请求。
大厅链路如果已经消费了 `MatchFound`,需要通过 `MiniGameHost.SetMatchInfo(roomId, selfPlayerId)` 把房间信息注入宿主,确保结算弹窗能判断胜负。
### 2.2 宿主层
宿主层在 `Client/Assets/Script/xmain/MiniGame/` 下,主要类如下:
| 类 | 职责 |
|---|---|
| `MiniGameHost` | 小游戏会话宿主,负责下载、加载、创建 `IGameClient`、每帧驱动、结算弹窗和退出清理。 |
| `MiniGameDownloader` | 从 CDN 下载 `game.json``files.txt``files.txt.sig` 和所有清单文件,校验版本、框架版本、签名和 MD5。 |
| `MiniGameManifest` | 客户端 `game.json` 视图,包含 `gameId``version`、DLL 名、入口类型、资源 AB 列表和文件 MD5 清单。 |
| `MiniGameAssemblyLoader` | 从代码 AB 中取出 Core/Client DLL `.bytes`,按 Core → Client 顺序 `Assembly.Load`,反射创建 `IGameClient`。 |
| `MiniGameAssetLoader` | 实现 `IAssetLoader`,从已下载的小游戏资源 AB 中异步回调返回 Unity 对象,退出时统一卸载。 |
| `MiniGameNetChannel` | 负责 socket 收发、帧解码和 Channel 分发;Game 帧给小游戏,Framework 帧给宿主。 |
| `GameClientCtx` | 注入给小游戏客户端的上下文,包含资源、日志、发送 Game 消息、退出请求。 |
宿主只处理通用流程,不写任何具体小游戏玩法逻辑。
### 2.3 热更小游戏层
每个小游戏至少包含:
- `Core`:纯 C# 共享规则、状态、消息编解码、胜负判定,不引用 UnityEngine。
- `Client`:实现 `XWorld.Framework.IGameClient`,负责 UI、输入、表现、客户端状态展示、通过通用玩家服务显示房间用户信息,并向服务端发送 Game 消息。
- `Server`:实现 `XWorld.Framework.IGameServerRoom`,负责权威房间逻辑、AI 兜底、Tick、广播快照和结束房间。
- `res`:Prefab、贴图、音效、动画等资源,打包为资源 AB。
- `publish.json`:发布配置,描述 DLL、入口类型、玩家人数、tickRate 等元信息。
### 2.4 服务端层
服务端加载 `deploy/minigame/{gameId}/{version}/` 下的服务端产物,通过 `GameModuleLoader` 校验 `minFrameworkVersion` 后加载 `IGameServerRoom`。服务端房间只接收并广播 Game 通道消息;匹配、房间开始、房间结束等框架流程由宿主与网关处理。
## 3. 推荐目录规范
### 3.1 客户端小游戏目录
```text
Client/Assets/MiniGames/{GameId}/
├── README.md
├── publish.json
├── scripts~/
│ ├── Core/
│ │ ├── GameTypes.cs
│ │ ├── GameLogic.cs
│ │ └── GameCodec.cs
│ └── Client/
│ └── GameClient.cs
└── res/
├── UI/
│ ├── Prefab/
│ │ └── UI_{GameId}.prefab
│ └── Texture/
│ └── game_icon.png
├── Sound/
└── Effect/
```
说明:
- `Assets/MiniGames/{GameId}/res` 会被发布流水线收集并打进 `res.unity3d`
- `scripts~` 为 Unity 隐藏源码目录,避免直接进入 Unity AssetDatabase;实际编译由对应 csproj 控制。
- 示例可参考 `Client/Assets/MiniGames/RockPaperScissors`
### 3.2 客户端热更工程目录
```text
Client/HotUpdateGames/{GameId}.Client/
└── {GameId}.Client.csproj
```
客户端 csproj 编译出 `{GameId}.Client.dll`。如果 `Core` 使用单源共享,Client 工程应链接同一份 Core 源码或引用发布流程指定的 Core DLL,保证 `publish.json` 中的 `coreDll``clientDll` 能被流水线找到。
### 3.3 服务端小游戏目录
```text
Server/games-src/{GameId}/
├── {GameId}.Core/
│ └── {GameId}.Core.csproj
└── {GameId}.Server/
├── {GameId}.Server.csproj
└── GameServerRoom.cs
```
服务端工程编译出:
- `{GameId}.Core.dll`
- `{GameId}.Server.dll`
服务端薄层应尽量只处理房间上下文、玩家输入、AI、广播和房间结束,玩法规则放在 Core。
### 3.4 发布产物目录
```text
CDN/minigame/{gameId}/{version}/{platform}/
├── game.json
├── files.txt
├── files.txt.sig
├── code_<md5>.unity3d
└── res_<md5>.unity3d
deploy/minigame/{gameId}/{version}/
├── game.json
├── files.txt
├── files.txt.sig
├── {server/core dll md5 命名产物}
└── {server room dll md5 命名产物}
```
客户端只有在 CDN 侧完整产物落位后,服务端版本才应该生效。发布流水线当前按“客户端先落 CDN,最后落 deploy”的顺序处理,避免服务器广播了新版本但 CDN 缺包。
## 4. `publish.json` 规范
每个小游戏根目录必须包含 `publish.json`。示例:
```json
{
"gameId": "rps",
"serverSrcDir": "RPS",
"serverProject": "RPS.Server/RPS.Server.csproj",
"serverAssembly": "RPS.Server.dll",
"serverEntryType": "RPS.Server.RpsServerRoom",
"clientProject": "Client/HotUpdateGames/RPS.Client/RPS.Client.csproj",
"coreDll": "RPS.Core.dll",
"clientDll": "RPS.Client.dll",
"clientEntryType": "RPS.Client.RpsGameClient",
"minFrameworkVersion": 1,
"playerCount": 2,
"tickRateHz": 10
}
```
字段说明:
| 字段 | 说明 |
|---|---|
| `gameId` | 小游戏唯一标识,推荐小写短名,例如 `rps`。 |
| `serverSrcDir` | 服务端源码目录,相对 `Server/games-src/`。 |
| `serverProject` | 服务端 room 工程路径,相对 `Server/games-src/{serverSrcDir}/`。 |
| `serverAssembly` | 服务端房间 DLL 文件名。 |
| `serverEntryType` | 实现 `IGameServerRoom` 的完整类型名。 |
| `clientProject` | 客户端热更工程路径,相对仓库根目录。 |
| `coreDll` | 共享 Core DLL 文件名。 |
| `clientDll` | 客户端 DLL 文件名。 |
| `clientEntryType` | 实现 `IGameClient` 的完整类型名。 |
| `minFrameworkVersion` | 最低框架版本;高于当前 `FrameworkInfo.Version` 时客户端/服务端均拒绝加载。 |
| `playerCount` | 匹配人数。 |
| `tickRateHz` | 服务端房间 Tick 频率,常用 10-20Hz。 |
## 5. 客户端接口与生命周期
### 5.1 `IGameClient`
小游戏客户端入口必须实现 `XWorld.Framework.IGameClient`
```csharp
public interface IGameClient
{
void OnEnter(IGameClientCtx ctx);
void OnNetMessage(NetMessage message);
void OnUpdate(float deltaTime);
void OnExit();
}
```
职责划分:
- `OnEnter`:缓存 `ctx`,读取房间玩家列表,加载 UI/资源,初始化本地状态,绑定按钮事件。此时房间可能尚未 ready,不要依赖 `MatchFound` 已到达。
- `OnNetMessage`:处理服务端 Game 通道消息,例如快照、对手操作、倒计时、结算预告。
- `OnUpdate`:处理客户端表现层更新、倒计时显示、动画过渡和输入冷却。权威胜负不要放在客户端。
- `OnExit`:解绑事件、销毁 UI、停止计时器、清理对象引用。
### 5.2 `IGameClientCtx`
宿主注入的上下文:
```csharp
public interface IGameClientCtx
{
IAssetLoader Assets { get; }
ILogger Logger { get; }
void Send(NetMessage message);
void Exit();
}
```
使用约束:
- 加载资源只能通过 `ctx.Assets.Load(path, onLoaded)`,不要直接同步 `AssetBundle.LoadAsset``Resources.Load`
- 房间玩家列表和玩家展示数据通过 `ctx.Players` 读取或异步请求,不要在小游戏内重复实现玩家信息协议。
- 向服务端发送玩法消息使用 `ctx.Send(new NetMessage(opcode, payload))`
- 玩家主动退出时调用 `ctx.Exit()`,不要直接销毁宿主或 socket。
- 日志使用 `ctx.Logger`,便于按小游戏前缀过滤。
### 5.3 房间玩家与用户数据服务
通用层应向小游戏提供统一的房间玩家列表和玩家展示数据查询能力,避免每个小游戏自行拼协议、缓存昵称或重复请求角色数据。
建议在框架共享层扩展通用数据结构:
```csharp
public sealed class PlayerInfo
{
public int PlayerId;
public string Name;
public bool IsAI;
public int Level;
public int AppearanceType;
public int AvatarId;
}
public interface IRoomPlayerService
{
IReadOnlyList<PlayerInfo> GetRoomPlayers();
bool TryGetRoomPlayer(int playerId, out PlayerInfo player);
void RequestPlayerInfo(int playerId, Action<PlayerInfo> onLoaded);
}
```
客户端建议通过 `IGameClientCtx` 暴露该服务:
```csharp
public interface IGameClientCtx
{
IAssetLoader Assets { get; }
ILogger Logger { get; }
IRoomPlayerService Players { get; }
void Send(NetMessage message);
void Exit();
}
```
语义约定:
- `GetRoomPlayers()` 返回当前房间玩家快照,至少包含 `PlayerId``Name``IsAI`
- `TryGetRoomPlayer()` 用于读取已缓存的玩家数据,不触发网络请求。
- `RequestPlayerInfo()` 用于异步补全昵称、等级、头像、外形类型等展示字段,内部由通用层复用主工程已有玩家信息协议或缓存。
- AI 玩家由框架或小游戏服务端提供稳定的 `PlayerInfo`,例如 `Name = "AI"``IsAI = true`,不再向账号服查询。
- 小游戏只消费 `PlayerInfo`,不要直接依赖主工程角色系统、排行榜面板或具体协议类。
服务端侧 `IGameServerRoom.OnRoomStart(IReadOnlyList<PlayerInfo> players, IRoomCtx ctx)` 已能拿到房间玩家列表;后续可把 `PlayerInfo` 扩展为同一套基础展示字段,让服务端可按等级、外形类型或 AI 标记做玩法初始化。服务端仍然只信任房间上下文传入的玩家数据,不接受客户端上报的名称、等级或外形。
客户端显示玩家信息的推荐流程:
```text
IGameClient.OnEnter(ctx)
ctx.Players.GetRoomPlayers() 显示基础座位和占位信息
对缺失展示字段的真人调用 ctx.Players.RequestPlayerInfo(playerId, callback)
回调中刷新昵称、等级、头像、外形类型
后续 Game 快照只携带 playerId,通过本地玩家缓存映射到展示信息
```
这样小游戏消息只需要传 `playerId`,玩家展示信息由通用层统一维护,减少带宽和重复实现。
### 5.4 客户端进入流程
```text
大厅选择小游戏
MiniGameHost.EnterGame(cdnBase, gameId, version, socket)
MiniGameDownloader.Run
下载 game.json / files.txt / files.txt.sig / AB 文件
校验 gameId、version、minFrameworkVersion、签名、MD5
MiniGameAssemblyLoader.Load
加载 Core DLL,再加载 Client DLL
反射 clientEntryType,创建 IGameClient
创建 MiniGameNetChannel + MiniGameAssetLoader + GameClientCtx
必要时发送 FrameworkOpcode.MatchRequest
IGameClient.OnEnter(ctx)
每帧 Pump 网络 + IGameClient.OnUpdate(deltaTime)
```
### 5.5 客户端退出流程
```text
玩家主动退出 / 房间结束确认 / 宿主异常兜底
MiniGameHost.ExitGame()
销毁结算弹窗
IGameClient.OnExit()
清空网络通道和 ctx
MiniGameAssetLoader.UnloadAll()
OnGameExited 回调大厅
```
小游戏不得绕过 `ctx.Exit()` 或宿主 `ExitGame()` 自行切主流程。
## 6. 服务端接口与生命周期
服务端房间入口必须实现 `XWorld.Framework.IGameServerRoom`
```csharp
public interface IGameServerRoom
{
void OnRoomStart(IReadOnlyList<PlayerInfo> players, IRoomCtx ctx);
void OnMessage(int playerId, NetMessage message);
void OnTick(float deltaTime);
void OnRoomEnd();
}
```
推荐职责:
- `OnRoomStart`:缓存玩家、初始化 Core 状态、发送初始快照、启动倒计时。
- `OnMessage`:校验玩家输入合法性,转换为 Core 操作,不信任客户端结果。
- `OnTick`:以 `tickRateHz` 调用 Core Step,必要时广播快照。
- `OnRoomEnd`:释放房间内临时状态。
`IRoomCtx` 提供权威随机、计时器、存储、日志、单播、广播和结束房间能力。小游戏结束时调用:
```csharp
ctx.EndRoom(new RoomEndResult
{
WinnerPlayerId = winnerId,
ResultBlob = resultBytes
});
```
`ResultBlob` 建议放 UTF-8 文本,客户端宿主会解码并显示在通用结算弹窗中。文本不应超过 4096 字节。
## 7. 网络消息设计
### 7.1 Channel 分工
| Channel | 消费方 | 内容 |
|---|---|---|
| `Framework` | 宿主/框架 | 匹配请求、`MatchFound``RoomEnd`、心跳等通用流程。 |
| `Game` | 小游戏客户端/服务端 | 玩法输入、状态快照、回合事件、表现提示等。 |
小游戏客户端只处理 `IGameClient.OnNetMessage` 收到的 Game 消息;不要解析 Framework 帧。宿主会在 `MiniGameNetChannel` 中把 Framework 帧分给 `MiniGameHost.OnFrameworkFrame`
### 7.2 Opcode 规划
每个小游戏自行维护 Game 通道 opcode。建议:
```text
1-99 客户端 → 服务端输入
100-199 服务端 → 客户端快照/事件
200-299 双向调试/扩展
```
同一小游戏内 opcode 必须稳定,不同小游戏之间可以独立编号。消息编解码放在 Core,客户端和服务端复用,避免协议漂移。
### 7.3 权威性原则
- 客户端只发送意图,例如“选择石头”“点击发射”“移动方向”。
- 服务端校验时序、玩家身份、冷却、距离、分数和胜负。
- 客户端显示可以预测,但最终结果以服务端快照/RoomEnd 为准。
- 随机数使用服务端 `IRoomCtx.Random`,不要客户端自判随机结果。
## 8. UI 与资源规范
### 8.1 UI 制作流程
本项目禁止手写 prefab YAML。小游戏 UI 必须遵循 `Client/Assets/Doc/Rule/UnityProject.md` 的 JSON → Prefab 管线:
1.`Client/Assets/Doc/UIPrefabCreater/` 新建 UI JSON,例如 `UI_RockPaperScissors.json`
2. JSON 中声明 `schemaVersion``prefabName``prefabPath``canvas``assets``nodes``bindings``events`
3. `canvas.referenceResolution` 默认使用 `[2048, 1024]`
4. 文本使用 `TextMeshProUGUI`
5. 需要运行时脚本时声明 `MonoBehaviour` 组件和 `typeName`
6. 切回或重新激活 Unity,让工具自动生成 Prefab。
7. Prefab 生成后移动或直接输出到 `Assets/MiniGames/{GameId}/res/UI/Prefab/`,由发布流水线打入资源 AB。
运行时客户端 C# 通过 `transform.Find`、递归按名查找、`GetComponent<Button/Image/TextMeshProUGUI>` 绑定控件和事件。
### 8.2 资源目录
小游戏专属资源放在小游戏自己的目录,不放入通用 `Assets/Game/Art` 目录:
```text
Client/Assets/MiniGames/{GameId}/res/UI/Prefab/
Client/Assets/MiniGames/{GameId}/res/UI/Texture/
Client/Assets/MiniGames/{GameId}/res/Sound/
Client/Assets/MiniGames/{GameId}/res/Effect/
```
如果需要生成新贴图,按照项目规则使用对应生成工具,输出到小游戏自己的 `res/UI/Texture` 目录。
### 8.3 资源加载红线
本项目 DLL 与资源是两套独立更新机制。真机资源包只有异步加载时才会按需下载;同步加载只读本地,可能读到 APK 底包旧资源。因此:
- 禁止新写 `XResLoader.LoadRes(path, type)` 同步接口。
- 禁止新写 `LoadResAB(path, type)` 同步接口。
- 小游戏热更客户端内使用 `ctx.Assets.Load(path, onLoaded)`
- 主工程宿主加载通用结算弹窗时使用 `XResLoader.coLoadRes`
- 加载完成前不要访问资源对象;需要立即显示时先放占位,再在回调里替换。
示例:
```csharp
_ctx.Assets.Load("Assets/MiniGames/RockPaperScissors/res/UI/Prefab/UI_RockPaperScissors.prefab", obj =>
{
var prefab = obj as GameObject;
if (prefab == null)
{
_ctx.Logger.Error("UI 资源加载失败");
return;
}
_view = UnityEngine.Object.Instantiate(prefab);
BindView(_view.transform);
});
```
## 9. 发布流程
### 9.1 Unity 菜单发布
小游戏发布由编辑器流水线 `MiniGamePublishPipeline` 执行,产物为 CDN 客户端包和 deploy 服务端包。流程:
```text
读取 Assets/MiniGames/{GameId}/publish.json
dotnet build server room 工程
dotnet build client 热更工程
复制 Core/Client DLL 为 .bytes 到 Assets/MiniGameStaging/code
BuildAssetBundles 生成 code.unity3d / res.unity3d
生成 resolved-spec.json
dotnet build PublishTool.Cli
PublishTool.Cli 生成带 MD5 命名的文件、game.json、files.txt、files.txt.sig
先落位 CDN/minigame/{gameId}/{version}/{platform}
最后落位 deploy/minigame/{gameId}/{version}
```
### 9.2 版本号
默认版本号由 `CDN/minigame/{gameId}/` 下已有数字目录取最大值加 1。覆盖重发旧版本时要确认平台包与服务端 DLL 一致;如果只重发部分平台,旧平台 AB 可能与新服务端不兼容,建议全平台重发或使用新版本号。
### 9.3 签名与校验
客户端加载前会校验:
- `game.json` 是否能解析。
- `gameId` / `version` 是否与请求一致。
- `minFrameworkVersion` 是否小于等于当前 `FrameworkInfo.Version`
- `files.txt.sig` 是否存在并能通过签名验证(配置公钥时)。
- 每个文件下载后的 MD5 是否与 `files.txt` 一致。
任一校验失败都必须拒绝加载,不能降级加载旧 DLL 或旧 AB。
## 10. 本地联调与 Smoke
### 10.1 本地网关与 CDN
编辑器本地联调会使用:
- PC MiniGame Gateway:默认 `ws://127.0.0.1:5005/ws?pid=1`
- PC CDN:默认 `http://127.0.0.1:15081/`
- 客户端 CDN 根:`CDN/minigame/`
- 服务端游戏根:`deploy/minigame/`
相关编辑器逻辑在 `Client/Assets/Script/Editor/XWorldUtil.cs`
### 10.2 PC Smoke Launcher
可通过编辑器菜单创建 smoke launcher
- `XWorld/PC Smoke/Create Lobby Flow Launcher`
- `XWorld/PC Smoke/Create MiniGame Smoke Launcher`
`PcMiniGameSmokeLauncher` 默认配置:
- `GatewayUrl = "ws://127.0.0.1:5005/ws?pid=1"`
- `GameId = "rps"`
- `Version = 1`
联调步骤:
1. 发布小游戏版本。
2. 启动本地 Gateway 和 CDN。
3. 创建或选择 Smoke Launcher。
4. 设置 `GameId``Version`
5. Play 进入小游戏。
6. 验证下载、加载、匹配、输入、结算、退出回大厅。
## 11. 新小游戏接入步骤
### 11.1 建立目录
```text
Client/Assets/MiniGames/{GameId}/
Client/HotUpdateGames/{GameId}.Client/
Server/games-src/{GameId}/
```
`GameId` 推荐使用稳定英文标识。目录名可用 PascalCase,`publish.json.gameId` 推荐小写短名,但必须全链路保持一致。
### 11.2 编写 Core
Core 放置:
- 玩法状态结构。
- 消息 opcode 常量。
- 消息编解码。
- 规则判断。
- 纯逻辑 Step。
Core 不引用 UnityEngine,不访问 UI,不访问 socket,不读写 Unity 资源。
### 11.3 编写 Server Room
实现 `IGameServerRoom`
1. `OnRoomStart` 初始化 Core 状态并广播初始快照。
2. `OnMessage` 处理玩家输入并调用 Core。
3. `OnTick` 驱动倒计时、AI、胜负判定和快照广播。
4. 结束时调用 `ctx.EndRoom(result)`
5. `OnRoomEnd` 清理引用。
多人对战小游戏要考虑匹配超时 AI 兜底,AI 逻辑放在具体小游戏服务端薄层,不放进通用框架。
### 11.4 编写 Client
实现 `IGameClient`
1. `OnEnter` 加载 UI Prefab 和贴图资源。
2. 加载完成后实例化 UI,绑定按钮和文本。
3. 玩家输入通过 `ctx.Send` 发送给服务端。
4. `OnNetMessage` 根据服务端快照更新 UI。
5. `OnUpdate` 只做表现层更新。
6. `OnExit` 解绑按钮、销毁 GameObject、清空引用。
### 11.5 制作 UI 与资源
1. 先写 UI JSON。
2. 用 JSON → Prefab 管线生成 Prefab。
3. Prefab 放到 `Assets/MiniGames/{GameId}/res/UI/Prefab/`
4. 贴图放到 `Assets/MiniGames/{GameId}/res/UI/Texture/`
5. 在客户端代码里通过 `ctx.Assets.Load` 加载。
### 11.6 配置 `publish.json`
补齐 `serverProject``serverAssembly``serverEntryType``clientProject``coreDll``clientDll``clientEntryType``playerCount``tickRateHz`
### 11.7 发布和验证
1. 运行发布菜单生成版本。
2. 检查 `CDN/minigame/{gameId}/{version}/{platform}` 是否存在 `game.json/files.txt/files.txt.sig/code/res`
3. 检查 `deploy/minigame/{gameId}/{version}` 是否存在服务端产物。
4. 本地 smoke 进入小游戏。
5. 验证异常路径:CDN 缺文件、版本不存在、资源缺失、服务端断开、重复退出。
## 12. 大厅与小游戏阶段隔离
进入小游戏后,大厅必须暂停并隐藏,直到小游戏退出后再恢复。大厅与小游戏是互斥阶段,不允许大厅 UI、输入、场景单位渲染与小游戏同时处于可操作状态。
隔离由 `MiniGameStageIsolation` 负责,调用方在进入小游戏前调用 `SuspendLobbyForMiniGame()`,在 `MiniGameHost.OnGameExited` 中调用 `ResumeLobbyAfterMiniGame()``MiniGameHost` 只负责小游戏生命周期,不直接依赖大厅对象。
隔离范围包括:
- 大厅操作 UI 根节点:隐藏并在恢复时还原原始 active 状态。
- 大厅场景/单位/特效根节点:隐藏并停止渲染。
- 大厅输入脚本:禁用,避免小游戏期间响应大厅点击、摇杆或快捷键。
- 大厅 Tick/表现脚本:禁用,避免后台继续驱动大厅单位。
- 需要保持 active 的 CanvasGroup:关闭交互和射线阻挡。
进入失败也必须恢复大厅。下载失败、校验失败、DLL 加载失败或热更客户端 `OnEnter` 抛异常时,`MiniGameHost` 会触发 `OnGameExited`,调用方应统一在该回调中恢复大厅。
## 13. 异常处理与兜底
| 场景 | 处理策略 |
|---|---|
| `game.json` 下载失败 | 打印错误并拒绝进入小游戏。 |
| `game.json` 解析失败 | 打印具体字段错误并拒绝进入。 |
| `gameId/version` 不一致 | 拒绝加载,避免串包。 |
| `minFrameworkVersion` 过高 | 提示框架版本不足,拒绝加载。 |
| `files.txt.sig` 缺失或验签失败 | 配置签名时拒绝加载。 |
| 文件 MD5 不一致 | 删除或覆盖重新下载;仍失败则拒绝加载。 |
| 代码 AB 缺失 Core/Client DLL | 拒绝加载并输出 AB 内资产列表。 |
| `clientEntryType` 找不到 | 拒绝加载,检查命名空间和 `publish.json`。 |
| 入口未实现 `IGameClient` | 拒绝加载。 |
| 小游戏 `OnEnter/OnUpdate/OnNetMessage/OnExit` 抛异常 | 宿主 `SafeCall` 捕获并打印,避免主循环崩溃。 |
| 结算 Prefab 缺失或结构不符 | 宿主回退代码构建简易结算窗。 |
| 玩家重复退出/重复结算 | 宿主通过 `_running``_waitingForResultConfirm` 防重入。 |
## 14. 开发红线
1. 小游戏专属逻辑必须使用 C#,不要新增 Lua 小游戏逻辑。
2. 新资源加载必须异步,不要使用同步 `XResLoader.LoadRes` / `LoadResAB`
3. 不要手写 Unity Prefab YAMLUI 走 JSON → Prefab 管线。
4. 小游戏资源不要放进通用 `Assets/Game/Art`,必须放在 `Assets/MiniGames/{GameId}/res`
5. 客户端不要直接判定权威胜负、分数、奖励和随机结果。
6. 小游戏不要直接操作宿主 socket;通过 `ctx.Send` 发 Game 消息。
7. 小游戏不要直接销毁宿主;通过 `ctx.Exit` 请求退出。
8. 不要在 `MiniGameHost` 中写具体小游戏分支逻辑。
9. 发布旧版本时不要只覆盖部分平台,除非明确确认平台与服务端兼容。
10. 签名、MD5、框架版本校验失败时不要降级加载旧包。
## 15. 验收清单
新增小游戏合入前至少验证:
- `publish.json` 字段完整且入口类型正确。
- Core 编译通过,客户端和服务端引用同一套规则/编解码。
- Client 工程 `dotnet build -c Release` 通过。
- Server 工程 `dotnet build -c Release` 通过。
- Unity 发布流水线能生成 CDN/deploy 产物。
- `game.json``gameId/version/clientEntryType/coreDll/clientDll/codeAb/assets/minFrameworkVersion` 正确。
- 首次进入能从 CDN 下载完整包。
- 第二次进入能命中本地 MD5 缓存,不重复下载未变文件。
- UI Prefab 可加载,按钮可点击,文本可更新。
- 真机或模拟真机环境不使用同步资源加载。
- 服务端能匹配、Tick、广播快照、结束房间。
- 客户端能显示结算并退出回大厅。
- CDN 缺文件、入口类型错误、资源缺失等异常不会卡死。
## 16. 建议开发拆分
第一阶段:最小闭环
- 建立目录和 `publish.json`
- 编写 Core 消息和规则。
- 编写 Server Room。
- 编写 Client 入口,先用简单 UI。
- 发布 PC 包并 smoke 跑通进入、输入、结算、退出。
第二阶段:表现完善
- 用 JSON → Prefab 管线制作正式 UI。
- 接入贴图、音效、动画。
- 优化 UI 适配 2048x1024 设计分辨率。
- 增加加载中、等待匹配、断线提示。
第三阶段:联调强化
- 增加 AI 兜底或多人异常处理。
- 验证重复进入、重复退出、服务端异常结束。
- 验证 Android/iOS/WebGL 平台包。
- 验证 CDN 更新、旧缓存、签名失败和 MD5 失败路径。
第四阶段:运营扩展
- 接入大厅入口配置。
- 接入活动、任务、埋点或纯展示排行榜时,必须保持服务端权威和防刷分原则。
- 如需奖励,奖励只能由可信服务端结算链路发放,不能由客户端小游戏结果直接驱动。
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# UI 生成提示词(AI JSON 生成契约)
> 可直接作为系统提示词投喂给 AI。完整流程、排错和维护说明见 `Client/Assets/Doc/Rule/UIGenerationRules.md`。
你是本项目的 Unity UI 原型生成器。你的**唯一产物是一份 JSON**,写入 `Doc/UIPrefabCreater/{界面名}.json`,由 Unity 编辑器自动转换为 UGUI Prefab。不要输出 HTML、C#、Lua、Markdown 说明或浏览器 CSS。JSON 必须符合 `JsonUIPrefabBuilder` 当前支持的字段和组件能力。
## 1. 强制上下文
生成前必须遵守以下项目文档:
- `Client/Assets/Doc/Rule/UnityProject.md`Unity 工程目录、JSON→Prefab 管线、UI 挂载、资源加载和小游戏规则。
- `Doc/design/UI_Design_Principles.md`:休闲卡通糖果风、配色、字体、控件视觉规范。
- `Doc/design/UI_Pic_Set.md`:通用 UI 切图、Sprite 名、九宫格 Border 与用途。
- `Doc/UIPrefabCreater/UI_LobbyJoystick.json``Doc/UIPrefabCreater/UI_MiniGameResult.json`JSON 写法参考。
## 2. 唯一产物
只输出一个 JSON 根对象,必须包含:
- `schemaVersion`:当前使用 `1`
- `prefabName`Prefab 名,必须与根节点 `name` 完全一致。
- `prefabPath`:必须位于 Unity `Assets/` 下。通用 UI 使用 `Assets/Game/Art/UI/Prefab/{prefabName}.prefab`;小游戏专属 UI 使用对应小游戏目录,不要写入通用 `Game` 目录。
- `description`:说明界面用途、挂载层级、运行时绑定方式和特殊适配原因。
- `canvas.canvasScaler.referenceResolution`:必须为 `[2048, 1024]`
- `assets.sprites`:本 JSON 中所有 Image/Button 使用的 Sprite 短名到资源路径的映射。
- `nodes`:所有需要生成 Unity GameObject 的节点。
- `bindings`:业务代码需要按名访问的节点名数组,可为空数组。
- `events`:点击等事件声明数组,可为空数组。
## 3. JSON 骨架
```json
{
"schemaVersion": 1,
"prefabName": "UI_Example",
"prefabPath": "Assets/Game/Art/UI/Prefab/UI_Example.prefab",
"description": "Normal 层普通功能界面。运行时控制器按 bindings/events 绑定节点。",
"canvas": {
"canvasScaler": {
"referenceResolution": [2048, 1024],
"matchWidthOrHeight": 0.5
}
},
"assets": {
"sprites": {
"ui_panel_main": "Assets/Game/Art/UI/Texture/Common/ui_panel_main.png",
"btn_primary_normal": "Assets/Game/Art/UI/Texture/Common/btn_primary_normal.png",
"btn_primary_hover": "Assets/Game/Art/UI/Texture/Common/btn_primary_hover.png",
"btn_primary_pressed": "Assets/Game/Art/UI/Texture/Common/btn_primary_pressed.png",
"btn_primary_disabled": "Assets/Game/Art/UI/Texture/Common/btn_primary_disabled.png"
}
},
"nodes": [],
"bindings": [],
"events": []
}
```
## 4. 节点规则
每个节点必须声明:
- `name`Unity GameObject 名,使用英文,推荐 `UI_``Panel``Img_``Txt_``Btn_``Content``Item_` 等清晰前缀。
- `parent`:父节点名;根节点为 `null`。父节点必须在 `nodes` 数组中先于子节点出现。
- `active`:是否默认激活。
- `rect`RectTransform 参数。
- `components`:组件数组,可为空数组。
`rect` 优先使用:
- 常规固定位置:`anchorMin``anchorMax``pivot``anchoredPosition``sizeDelta`
- 全屏或拉伸区域:`anchorMin``anchorMax``offsetMin``offsetMax`
同一父节点下,`nodes` 数组越靠后的节点显示在越上层。
## 5. 当前转换器支持的组件
`Client/Assets/Script/Editor/JsonUIPrefabBuilder.cs` 当前代码为准,可直接生成的组件包括:
- `Canvas`
- `CanvasScaler`
- `GraphicRaycaster`
- `CanvasGroup`
- `Image`
- `TextMeshProUGUI`
- `Button`
- `Shadow`
- `Outline`
- `ScrollRect`
- `RectMask2D`
- `Mask`
- `TMP_InputField`
- `VerticalLayoutGroup`
- `ContentSizeFitter`
- `LayoutElement`
- `MonoBehaviour`
以下组件在项目规则中允许声明,但当前转换器尚未完整实现或会跳过,生成时不要依赖它们直接可用:
- `Toggle`
- `TMP_Dropdown`
- `Slider`
- `Scrollbar`
- `ScrollView`
如果需求必须使用这些控件,可以先用 `Image``TextMeshProUGUI``Button``ScrollRect` 等生成可视骨架,并在 `description` 说明需要人工或后续转换器补齐。
## 6. 视觉与素材规则
- 风格必须符合休闲、友好、明快的卡通糖果风:大圆角、深色描边、顶部高光、柔和阴影、高饱和按钮。
- 优先复用 `Assets/Game/Art/UI/Texture/Common` 中的通用切图,Sprite 名参考 `Doc/design/UI_Pic_Set.md`
- 所有可拉伸容器、按钮、输入底、列表项、进度底等必须使用 `"imageType": "Sliced"`
- 普通图标、关闭按钮、返回按钮等使用 `"imageType": "Simple"`
- 文字统一使用 `TextMeshProUGUI`,字体遵循项目默认思源黑体。
- 浅色文字在按钮、复杂背景、深色或高饱和背景上必须使用 `Outline``Shadow`,颜色优先 `#102033``#0B1724`,不要默认纯黑。
- 间距使用 8 的倍数,内容区留白通常不小于 24,安全区不小于 24。
- 按钮优先使用 `Image + Button``Button.transition` 使用 `SpriteSwap`,并提供 normal/hover/pressed/disabled 状态图。
- 需要新贴图时,先在 `description` 标明缺图;实际贴图用 gptimage2 按项目风格生成到对应目录。小游戏专属贴图必须生成到小游戏自己的资源目录结构。
## 7. 事件与绑定
- 业务代码需要访问的节点必须加入 `bindings`,例如 `["Txt_Title", "Btn_Start"]`
- 可点击按钮组件中声明 `onClick` 字符串,并在根对象 `events` 中登记:
```json
"events": [
{ "name": "Example.Start", "node": "Btn_Start" }
]
```
`onClick` 只是事件标记,不会在 Prefab 中写死 Unity 回调。运行时 C# 控制器按事件名和节点名绑定。
需要挂载脚本时,在根节点或业务节点上声明:
```json
{
"type": "MonoBehaviour",
"typeName": "XGame.ExampleController"
}
```
## 8. 层级与挂载意图
`description` 中明确界面所属层级:
- `HUD`:常驻战斗/大厅信息,如血条、摇杆、小地图。
- `Normal`:普通功能面板,如背包、设置、商城。
- `Dialog`:模态弹窗、二次确认。
- `Tips`Toast、飘字、轻提示。
Prefab 生成后运行时必须挂到 `UIRoot` 下对应层级,不要直接挂到 `UIRoot`
## 9. 输出前自检
输出 JSON 前逐条检查:
- [ ] 只输出 JSON,不输出解释文本。
- [ ] `prefabName` 与唯一根节点 `name` 一致。
- [ ] 只有一个 `parent: null` 的根节点。
- [ ] `prefabPath``Assets/` 下,且目录符合通用/小游戏资源规则。
- [ ] `referenceResolution``[2048, 1024]`
- [ ] 每个节点有 `name``parent``active``rect``components`
- [ ] 父节点先于子节点出现,所有父节点名真实存在。
- [ ] 所有 `Image``Button` 使用的 Sprite 都已登记到 `assets.sprites`
- [ ] 九宫格控件声明 `"imageType": "Sliced"`
- [ ] 文字使用 `TextMeshProUGUI`,关键浅色字有轻描边或阴影。
- [ ] 事件节点存在于 `nodes`,绑定节点存在于 `nodes`
- [ ] 不依赖当前转换器未实现的组件完成核心功能。
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# UI 生成规则(AI JSON 生成流程 + 人类参考)
> 本文档面向“AI 根据需求生成 JSON → Unity 自动转换为 Prefab → C# 接管业务”的本项目 UI 自动生成流程。
>
> - **Part A**:整体流水线。
> - **Part B**AI 生成契约。
> - **Part C**:生成后接管与排错。
> - **Part D**:后续扩展建议。
>
> 可直接投喂 AI 的精简系统提示词见 `Client/Assets/Doc/Rule/UIGenerationPrompt.md`。
---
## Part A - 整体流水线
本项目采用 JSON-first 流程,不引入参考项目的 HTML 中间层:
```text
需求说明
-> AI 读取项目规则/设计规范/切图清单/现有 JSON 示例
-> 生成 Doc/UIPrefabCreater/{UIName}.json
-> Unity 重新获得焦点或手动菜单触发
-> JsonUIPrefabBuilder 生成 Assets/.../{UIName}.prefab
-> C# MonoBehaviour/业务代码按节点名、bindings、events 接管
```
### A1. 为什么不使用 HTML
参考项目的核心经验是“AI 产物契约 + 自动转换触发 + 自检清单”,不是 HTML 格式本身。本项目已经有 `Doc/UIPrefabCreater/*.json` 到 Prefab 的转换器,直接让 AI 输出 JSON 能减少一层转换误差,并且更贴近 Unity 的 RectTransform、组件、SpriteSwap 和 bindings/events。
### A2. 自动转换入口
转换器相关代码:
- `Client/Assets/Script/Editor/JsonUIPrefabBuilder.cs`
- `Client/Assets/Script/Editor/XWorldUtil.cs`
可用入口:
- Unity 菜单 `Tools/UI/Generate Prefab From JSON...`
- Unity 菜单 `Tools/UI/Generate All Prefabs From JSON`
- Unity 菜单 `XWorld/UI/Convert Changed JSON Prefabs Now`
- Unity 菜单 `XWorld/UI/Auto Convert JSON On Focus`
自动转换开启后,Unity 重新获得焦点时会扫描 `Doc/UIPrefabCreater`,只转换比目标 Prefab 更新的 UI JSON。
### A3. 目录约定
JSON 输入:
- `Doc/UIPrefabCreater/{UIName}.json`
通用 UI 产物:
- `Assets/Game/Art/UI/Prefab/{UIName}.prefab`
- `Assets/Game/Art/UI/Texture/Common/{sprite}.png`
- `Assets/Game/Art/UI/Font/SourceHanSansCN-Regular.otf`
小游戏专属 UI 产物:
-`UnityProject.md` 规则,将通用资源目录中的 `Game` 替换为小游戏名。
- 小游戏专属贴图不要生成到通用 `Assets/Game/...` 目录。
---
## Part B - AI 生成契约
### B1. 输入信息模板
给 AI 生成 UI 时,建议提供以下信息:
```text
界面名:
所属层级:HUD / Normal / Dialog / Tips
使用场景:
目标用户操作:
需要显示的数据:
需要点击/拖拽/输入的控件:
业务绑定节点:
事件名:
是否小游戏专属:
是否需要新贴图:
特殊适配要求:
```
### B2. 必读上下文
AI 生成前必须参考:
- `Client/Assets/Doc/Rule/UnityProject.md`
- `Doc/design/UI_Design_Principles.md`
- `Doc/design/UI_Pic_Set.md`
- `Doc/UIPrefabCreater/UI_LobbyJoystick.json`
- `Doc/UIPrefabCreater/UI_MiniGameResult.json`
- `Client/Assets/Script/Editor/JsonUIPrefabBuilder.cs` 的当前支持能力
### B3. JSON 顶层字段
| 字段 | 要求 |
| --- | --- |
| `schemaVersion` | 当前为 `1` |
| `prefabName` | 与根节点 `name` 完全一致 |
| `prefabPath` | 必须位于 `Assets/` 下 |
| `description` | 描述用途、层级、运行时绑定、特殊适配 |
| `canvas` | 必须包含 `canvasScaler.referenceResolution: [2048,1024]` |
| `assets` | 统一登记 Sprite 短名和路径 |
| `nodes` | 每个 Unity 节点一条记录 |
| `bindings` | C# 需要按名访问的节点 |
| `events` | 事件名与触发节点 |
### B4. 节点命名
节点名必须英文,便于 C# `transform.Find` 或递归查找:
| 类型 | 推荐命名 |
| --- | --- |
| 根节点 | `UI_Xxx` |
| 面板 | `Panel` / `Panel_Main` / `Panel_Content` |
| 图片 | `Img_Mask` / `Img_Bg` / `Img_Icon` |
| 文本 | `Txt_Title` / `Txt_Count` / `Txt_Desc` |
| 按钮 | `Btn_Start` / `Btn_Close` / `Btn_Ok` |
| 列表 | `Scroll_List` / `Viewport` / `Content` / `Item_Template` |
| 业务区域 | `Group_Top` / `Group_Info` / `Group_Actions` |
### B5. 当前可直接生成的组件
`JsonUIPrefabBuilder` 当前可直接创建:
- `Canvas`
- `CanvasScaler`
- `GraphicRaycaster`
- `CanvasGroup`
- `Image`
- `TextMeshProUGUI`
- `Button`
- `Shadow`
- `Outline`
- `ScrollRect`
- `RectMask2D`
- `Mask`
- `TMP_InputField`
- `VerticalLayoutGroup`
- `ContentSizeFitter`
- `LayoutElement`
- `MonoBehaviour`
项目规则文档中出现但当前转换器尚未完整实现的组件,要谨慎使用:
- `Toggle`
- `TMP_Dropdown`
- `Slider`
- `Scrollbar`
- `ScrollView`
其中 `Toggle` 当前会被识别为已知但未实现组件并跳过;`TMP_InputField` 已支持生成与绑定;`ScrollView` 应改用当前代码支持的 `ScrollRect` 结构。
### B6. 常用结构模板
#### 普通面板
- 根节点:可按需要挂 `Canvas``CanvasScaler``GraphicRaycaster`,或作为由外部 Canvas 承载的子树。
- 背景遮罩:Dialog 层使用 `Img_Mask`,全屏拉伸,Sprite `ui_overlay_dim`
- 主面板:`Panel` 使用 `ui_panel_main``ui_panel_popup``imageType: Sliced`
- 标题:`Txt_Title`,字号 36-52,根据界面层级调整。
- 内容区:`ui_panel_content`,留白不小于 24。
- 操作区:按钮组放在底部,主行为用绿色 `btn_primary_*`
#### 按钮
按钮节点通常同时包含 `Image``Button`
```json
{
"type": "Image",
"sprite": "btn_primary_normal",
"imageType": "Sliced",
"raycastTarget": true,
"color": "#FFFFFFFF"
},
{
"type": "Button",
"transition": "SpriteSwap",
"spriteHighlighted": "btn_primary_hover",
"spritePressed": "btn_primary_pressed",
"spriteDisabled": "btn_primary_disabled",
"onClick": "Example.Confirm"
}
```
按钮文字作为按钮子节点,使用 `TextMeshProUGUI`。浅色按钮文字必须加轻量 `Outline``Shadow`
#### 滚动列表
当前使用 `ScrollRect`,推荐结构:
```text
Scroll_List (Image + ScrollRect)
Viewport (Image + RectMask2D)
Content (VerticalLayoutGroup + ContentSizeFitter)
Item_Template (Image + LayoutElement, active=false)
```
`ScrollRect` 组件通过 `viewport``content` 字段引用节点名。
#### HUD
HUD 节点应尽量少用模态遮罩。角落信息使用对应角的锚点;摇杆、血条、状态条等优先使用拉伸或角锚,避免写死只适配一个屏幕比例。
---
## Part C - 生成后接管与排错
### C1. 生成后接管步骤
1. 打开 Unity,确认 JSON 自动转换是否开启,或手动执行 `XWorld/UI/Convert Changed JSON Prefabs Now`
2. 检查 Console 中 `[UIGen]` 日志,确认没有错误,警告均可解释。
3. 打开生成 Prefab,核对层级、RectTransform、Sprite、文字、按钮状态。
4. 根节点或业务节点按需挂 `MonoBehaviour` 控制器,或让 JSON 中的 `MonoBehaviour.typeName` 自动添加。
5. C# 通过 `transform.Find`、递归查找或 `Utility.FindTransform` 获取 `TextMeshProUGUI``Button``Image``RectTransform` 等组件。
6.`bindings``events` 绑定数据刷新与点击回调。
7. 运行时资源加载必须使用异步接口,不要新写同步资源加载。
### C2. 常见问题
| 现象 | 原因 | 处理 |
| --- | --- | --- |
| JSON 不转换 | 自动转换关闭、Unity 未重新获得焦点、JSON 不比 Prefab 新 | 手动执行 `Convert Changed JSON Prefabs Now` |
| `referenceResolution 必须为 [2048, 1024]` | 画布分辨率错误 | 改为 `[2048,1024]`,特殊情况写入 `description` 并同步调整转换器规则 |
| `根节点数量必须为 1` | 多个 `parent:null` | 只保留一个根节点 |
| `prefabName 必须与根节点名一致` | 顶层命名不一致 | 统一 `prefabName` 与根节点 `name` |
| `找不到 Sprite` | `assets.sprites` 短名或路径与真实切图不一致 | 按 `UI_Pic_Set.md` 校正 Sprite 名,确认图片导入为 Sprite |
| 图片存在但非 Sprite | Texture Import 设置错误 | 设置 `Texture Type = Sprite (2D and UI)` |
| Toggle 没生成 | 当前转换器未实现 | 用可视骨架替代,或补转换器 |
| TMP_InputField 文本不显示 | `textComponent` / `placeholderComponent` 指向的节点缺少 `TextMeshProUGUI` 或不在输入框下 | 修正节点名,或省略节点名让转换器自动创建 `Text Area/Text/Placeholder` |
| ScrollView 警告未知 | 当前组件名应为 `ScrollRect` | 改为 `ScrollRect`,并声明 `viewport``content` |
| 文字不可读 | 缺描边/阴影或背景对比不足 | 加 `Outline`/`Shadow`,使用 `#102033``#0B1724` |
### C3. 提交前自检
- [ ] JSON 位于 `Doc/UIPrefabCreater`
- [ ] 顶层字段完整。
- [ ] `prefabName` 与根节点名一致。
- [ ] 只有一个根节点。
- [ ] 节点名英文且不重复。
- [ ] 父节点先于子节点出现。
- [ ] `referenceResolution``[2048,1024]`
- [ ] 所有 Sprite 已登记且路径符合通用/小游戏目录规则。
- [ ] 九宫格图片使用 `Sliced`
- [ ] 文字统一 TMP,关键浅色字有轻描边或阴影。
- [ ] 按钮有 normal/hover/pressed/disabled 状态。
- [ ] `bindings``events` 中的节点真实存在。
- [ ] 不依赖未实现组件完成核心功能。
- [ ] 生成的 Prefab 在 Unity 中打开无明显重叠、越界或丢图。
---
## Part D - 后续扩展建议
### D1. 补齐转换器组件
建议优先补齐以下组件,顺序按 UI 高频程度排列:
1. `Toggle`
2. `Slider`
3. `Scrollbar`
4. `TMP_Dropdown`
每补一个组件,都应同步更新:
- `Client/Assets/Script/Editor/JsonUIPrefabBuilder.cs`
- `Client/Assets/Doc/Rule/UIGenerationPrompt.md`
- `Client/Assets/Doc/Rule/UIGenerationRules.md`
- 对应 EditMode 测试或最小 JSON 样例
### D2. 公共控件识别
参考项目的公共控件自动识别可以作为本项目下一阶段能力,但需要先定义稳定的本项目 canonical Sprite 名和空间约束。可优先考虑:
| 目标 | 识别依据 | 生成结果 |
| --- | --- | --- |
| 通用关闭按钮 | `btn_close` | 替换或规范化为关闭按钮 Prefab |
| 通用返回按钮 | `btn_back` | 替换或规范化为返回按钮 Prefab |
| 标准弹窗 | `ui_overlay_dim` + `ui_panel_popup` + `btn_close` | 标准 Dialog Prefab |
| 资源条 | `ico_coin` / `ico_diamond` + 数值 + `ico_plus` | 标准 Currency 组件 |
| Toast | `toast_bg` + 文本 | 标准 Tips 组件 |
识别器必须保守:缺件、歧义、跨区域时保留原节点并输出 Warning,不要误合并。
### D3. AI 生成质量评审
AI 产出的 UI JSON 应优先检查三件事:
1. **工程可转换**:字段、父子关系、组件名、Sprite 名都能被当前工具处理。
2. **视觉一致**:符合糖果风、配色语义、九宫格、TMP 和可读性规则。
3. **业务可接管**:节点命名稳定,bindings/events 完整,C# 能按名找到控件。
只要这三件事成立,生成的 Prefab 就可以作为程序接管的稳定 UI 骨架。
@@ -0,0 +1,7 @@
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View File
@@ -1,5 +1,11 @@
# Unity 项目规则
## Unity 编辑器环境
- Unity 版本:`2022.3.62f3`(见 `Client/ProjectSettings/ProjectVersion.txt`)。
- 本机 Unity Editor 目录:`D:\Program Files\Unity 2022.3.62f3\Editor`
- Unity 可执行文件:`D:\Program Files\Unity 2022.3.62f3\Editor\Unity.exe`
## 美术资源目录
通用资源目录:
- Shader 目录:`Client\Assets\Game\shader`
@@ -68,7 +74,7 @@ UI 预设统一挂在 `UIRoot` 节点下对应的子节点,按界面类型分
- 标题、按钮文字、状态提示、倒计时等关键 UI 文本可使用轻描边或阴影;普通正文、列表、输入框文本不默认加描边,优先通过背景对比度保证可读性。
- TextMeshProUGUI 描边建议保持轻量,常规 UI 使用较小 Outline Width,避免粗黑边导致界面变脏。
- 按钮节点使用 `Button` 组件,`transition` 优先使用 `SpriteSwap`;需要点击事件时在组件中声明 `onClick`,并在根对象 `events` 中登记事件名和节点名。
- 输入框节点使用 `TMP_InputField`,必须声明 `placeholder``characterLimit``contentType`;密码输入使用 `"contentType": "Password"`
- 输入框节点使用 `TMP_InputField`,必须声明 `placeholder``characterLimit``contentType`可声明 `textComponent``placeholderComponent` 绑定已有 `TextMeshProUGUI` 节点,不声明时转换器自动创建 `Text Area/Text/Placeholder` 标准结构;密码输入使用 `"contentType": "Password"`
- Toggle 节点必须声明 `toggleGroup``isOn`,并分别用子节点声明背景和选中标记。
- 需要业务绑定的控件必须加入根对象 `bindings`,例如 `login.username``register.password`;事件统一加入根对象 `events`,例如 `{ "name": "Auth.Login", "node": "Btn_Login" }`
- 需要挂载运行时脚本时使用 `MonoBehaviour` 组件,并声明 `typeName`,例如 `"typeName": "XGame.MatchWaitingController"`
@@ -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 @@
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -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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defaultReferences: []
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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 @@
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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 @@
fileFormatVersion: 2
guid: 5a659397d44736a4db13aace08826dc5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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 @@
fileFormatVersion: 2
guid: 9ca414369811188498d479712bca0037
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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 @@
fileFormatVersion: 2
guid: 6a2cefcaf1a8e4243988f9e993abb7c6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -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;
}
}
}
@@ -0,0 +1,11 @@
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guid: bac83f2be9dab0b4b8914817dbbea96a
MonoImporter:
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serializedVersion: 2
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@@ -8,6 +8,9 @@ namespace XWorld.Framework
public int PlayerId;
public string Name;
public bool IsAI;
public int Level;
public int AppearanceType;
public int AvatarId;
}
public sealed class RoomConfig
@@ -11,6 +11,7 @@ namespace XWorld.Framework
{
IAssetLoader Assets { get; }
ILogger Logger { get; }
IRoomPlayerService Players { get; }
void Send(NetMessage message); // 发往服务端(Game 通道)
void Exit(); // 请求退出当前小游戏
}
@@ -21,6 +21,9 @@ namespace XWorld.Framework.Protocol
LobbyState = 13,
LobbyMove = 14,
LobbyLeave = 15,
WorldChatSend = 16,
WorldChatMessage = 17,
MatchCancel = 18,
}
public sealed class HeartbeatMsg
@@ -45,19 +48,23 @@ namespace XWorld.Framework.Protocol
{
public string GameId; // null 编码为空字符串
public int Version;
public int RequestId;
public byte[] Encode()
{
var w = new PacketWriter();
w.WriteString(GameId);
w.WriteVarInt(Version);
w.WriteVarInt(RequestId);
return w.ToArray();
}
public static MatchRequestMsg Decode(byte[] data)
{
var r = new PacketReader(data);
return new MatchRequestMsg { GameId = r.ReadString(), Version = r.ReadVarInt() };
var m = new MatchRequestMsg { GameId = r.ReadString(), Version = r.ReadVarInt() };
if (r.HasMore) m.RequestId = r.ReadVarInt();
return m;
}
}
@@ -65,7 +72,9 @@ namespace XWorld.Framework.Protocol
{
public string RoomId; // null 编码为空字符串
public int Version;
public string GameId;
public int SelfPlayerId;
public int RequestId;
public List<PlayerInfo> Players = new List<PlayerInfo>();
public byte[] Encode()
@@ -81,6 +90,16 @@ namespace XWorld.Framework.Protocol
w.WriteString(p.Name);
w.WriteBool(p.IsAI);
}
w.WriteVarUInt((uint)Players.Count);
foreach (var p in Players)
{
w.WriteVarInt(p.PlayerId);
w.WriteVarInt(p.Level);
w.WriteVarInt(p.AppearanceType);
w.WriteVarInt(p.AvatarId);
}
w.WriteVarInt(RequestId);
w.WriteString(GameId);
return w.ToArray();
}
@@ -103,6 +122,32 @@ namespace XWorld.Framework.Protocol
IsAI = r.ReadBool(),
});
}
if (r.HasMore)
{
uint extendedCount = r.ReadVarUInt();
uint count = extendedCount < (uint)m.Players.Count ? extendedCount : (uint)m.Players.Count;
for (uint i = 0; i < extendedCount; i++)
{
int playerId = r.ReadVarInt();
int level = r.ReadVarInt();
int appearanceType = r.ReadVarInt();
int avatarId = r.ReadVarInt();
if (i < count && m.Players[(int)i].PlayerId == playerId)
{
m.Players[(int)i].Level = level;
m.Players[(int)i].AppearanceType = appearanceType;
m.Players[(int)i].AvatarId = avatarId;
}
}
}
if (r.HasMore)
{
m.RequestId = r.ReadVarInt();
}
if (r.HasMore)
{
m.GameId = r.ReadString();
}
return m;
}
}
@@ -116,6 +161,24 @@ namespace XWorld.Framework.Protocol
public int MaxPlayers;
}
public sealed class MatchControlMsg
{
public int RequestId;
public byte[] Encode()
{
var w = new PacketWriter();
w.WriteVarInt(RequestId);
return w.ToArray();
}
public static MatchControlMsg Decode(byte[] data)
{
var r = new PacketReader(data);
return r.HasMore ? new MatchControlMsg { RequestId = r.ReadVarInt() } : new MatchControlMsg();
}
}
public sealed class GameListResponseMsg
{
public List<GameInfoMsg> Games = new List<GameInfoMsg>();
@@ -159,19 +222,23 @@ namespace XWorld.Framework.Protocol
{
public string GameId;
public int Version;
public int RequestId;
public byte[] Encode()
{
var w = new PacketWriter();
w.WriteString(GameId);
w.WriteVarInt(Version);
w.WriteVarInt(RequestId);
return w.ToArray();
}
public static MatchAssignedMsg Decode(byte[] data)
{
var r = new PacketReader(data);
return new MatchAssignedMsg { GameId = r.ReadString(), Version = r.ReadVarInt() };
var m = new MatchAssignedMsg { GameId = r.ReadString(), Version = r.ReadVarInt() };
if (r.HasMore) m.RequestId = r.ReadVarInt();
return m;
}
}
@@ -240,19 +307,23 @@ namespace XWorld.Framework.Protocol
{
public int Code;
public string Message; // null 编码为空字符串
public int RequestId;
public byte[] Encode()
{
var w = new PacketWriter();
w.WriteVarInt(Code);
w.WriteString(Message);
w.WriteVarInt(RequestId);
return w.ToArray();
}
public static ErrorMsg Decode(byte[] data)
{
var r = new PacketReader(data);
return new ErrorMsg { Code = r.ReadVarInt(), Message = r.ReadString() };
var m = new ErrorMsg { Code = r.ReadVarInt(), Message = r.ReadString() };
if (r.HasMore) m.RequestId = r.ReadVarInt();
return m;
}
}
@@ -381,4 +452,52 @@ namespace XWorld.Framework.Protocol
};
}
}
public sealed class WorldChatSendMsg
{
public string Text;
public byte[] Encode()
{
var w = new PacketWriter();
w.WriteString(Text);
return w.ToArray();
}
public static WorldChatSendMsg Decode(byte[] data)
{
var r = new PacketReader(data);
return new WorldChatSendMsg { Text = r.ReadString() };
}
}
public sealed class WorldChatMessageMsg
{
public int PlayerId;
public string PlayerName;
public string Text;
public long ServerTimeMs;
public byte[] Encode()
{
var w = new PacketWriter();
w.WriteVarInt(PlayerId);
w.WriteString(PlayerName);
w.WriteString(Text);
w.WriteVarLong(ServerTimeMs);
return w.ToArray();
}
public static WorldChatMessageMsg Decode(byte[] data)
{
var r = new PacketReader(data);
return new WorldChatMessageMsg
{
PlayerId = r.ReadVarInt(),
PlayerName = r.ReadString(),
Text = r.ReadString(),
ServerTimeMs = r.ReadVarLong(),
};
}
}
}
@@ -0,0 +1,82 @@
using System;
using System.Collections.Generic;
namespace XWorld.Framework
{
public interface IRoomPlayerService
{
IReadOnlyList<PlayerInfo> GetRoomPlayers();
bool TryGetRoomPlayer(int playerId, out PlayerInfo player);
void RequestPlayerInfo(int playerId, Action<PlayerInfo> onLoaded);
}
public sealed class RoomPlayerService : IRoomPlayerService
{
private readonly List<PlayerInfo> _players = new List<PlayerInfo>();
private readonly Dictionary<int, PlayerInfo> _byId = new Dictionary<int, PlayerInfo>();
public void SetRoomPlayers(IEnumerable<PlayerInfo> players)
{
_players.Clear();
_byId.Clear();
if (players == null)
{
return;
}
foreach (PlayerInfo player in players)
{
if (player == null)
{
continue;
}
PlayerInfo copy = Clone(player);
_players.Add(copy);
_byId[copy.PlayerId] = copy;
}
}
public IReadOnlyList<PlayerInfo> GetRoomPlayers()
{
var copy = new List<PlayerInfo>(_players.Count);
for (int i = 0; i < _players.Count; i++)
{
copy.Add(Clone(_players[i]));
}
return copy;
}
public bool TryGetRoomPlayer(int playerId, out PlayerInfo player)
{
if (_byId.TryGetValue(playerId, out PlayerInfo cached))
{
player = Clone(cached);
return true;
}
player = null;
return false;
}
public void RequestPlayerInfo(int playerId, Action<PlayerInfo> onLoaded)
{
TryGetRoomPlayer(playerId, out PlayerInfo player);
onLoaded?.Invoke(player);
}
private static PlayerInfo Clone(PlayerInfo source)
{
return new PlayerInfo
{
PlayerId = source.PlayerId,
Name = source.Name,
IsAI = source.IsAI,
Level = source.Level,
AppearanceType = source.AppearanceType,
AvatarId = source.AvatarId,
};
}
}
}
@@ -0,0 +1,11 @@
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@@ -163,7 +163,7 @@ AnimatorState:
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m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
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m_Motion: {fileID: -203655887218126122, guid: 37502f9ae9598064cac7d8685a2b0fb1, type: 3}
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@@ -211,7 +211,7 @@ AnimatorState:
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m_Tag:
m_SpeedParameter:
m_MirrorParameter:
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position: {x: -0.161336, y: -0.000005, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.000001, y: 1, z: 0.999999}
- name: Bone031
parentName: Bip001 Head
position: {x: -0.213861, y: -0.133575, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone032
parentName: Bone031
position: {x: -0.15217802, y: -0.0000029802322, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 0.99999994}
- name: Bone033
parentName: Bone032
position: {x: -0.15066105, y: -0.0000059604645, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1, z: 1.0000001}
- name: Bone034
parentName: Bone033
position: {x: -0.13930202, y: 0.00000011920929, z: -0.000000059604645}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.9999999, y: 0.99999994, z: 0.99999994}
- name: Bip001 L Clavicle
parentName: Bip001 Neck
position: {x: 0.07129496, y: 0.009098411, z: 0.051913273}
rotation: {x: 0.7071068, y: -0.000000030908623, z: -0.7071068, w: 0.000000030908623}
scale: {x: 1, y: 1, z: 0.99999994}
- name: Bip001 L UpperArm
parentName: Bip001 L Clavicle
position: {x: -0.13292216, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000002, y: 1.0000001, z: 1}
- name: Bip001 L Forearm
parentName: Bip001 L UpperArm
position: {x: -0.26301336, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1.0000001, z: 1.0000001}
- name: Bip001 L Hand
parentName: Bip001 L Forearm
position: {x: -0.24629903, y: 0, z: 0}
rotation: {x: 0.7071068, y: 0, z: 0, w: -0.7071068}
scale: {x: 1, y: 1, z: 1}
- name: Bip001 L Finger0
parentName: Bip001 L Hand
position: {x: -0.04253769, y: 0.024454802, z: -0.042120576}
rotation: {x: 0, y: 0.3826835, z: 0, w: -0.9238795}
scale: {x: 1.0000001, y: 0.9999999, z: 1}
- name: Bip001 L Finger01
parentName: Bip001 L Finger0
position: {x: -0.05011642, y: 0, z: -0.000000014901161}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1.0000001, z: 1.0000001}
- name: Bip001 L Finger1
parentName: Bip001 L Hand
position: {x: -0.102427244, y: -0.00659585, z: -0.00013577938}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bip001 L Finger11
parentName: Bip001 L Finger1
position: {x: -0.04416418, y: 0.000000059604645, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000001, z: 1}
- name: Bone001
parentName: Bip001 L UpperArm
position: {x: -0.214636, y: 0.049093, z: -0.027096}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone002
parentName: Bone001
position: {x: -0.23442495, y: 0.0000039041042, z: -0.0000020861626}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 0.99999934, z: 1.0000006}
- name: Bone003
parentName: Bone002
position: {x: -0.23762697, y: -0.000005096197, z: 0.000002026558}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 0.9999998, z: 1.0000001}
- name: Bone004
parentName: Bone003
position: {x: -0.23827305, y: 0.0000029802322, z: -0.0000010728836}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.000002, y: 0.9999982, z: 1}
- name: Bip001 R Clavicle
parentName: Bip001 Neck
position: {x: 0.07129502, y: 0.009098649, z: -0.051913343}
rotation: {x: 0.7071068, y: -0.000000030908623, z: 0.7071068, w: -0.000000030908623}
scale: {x: 0.9999999, y: 1.0000001, z: 0.9999999}
- name: Bip001 R UpperArm
parentName: Bip001 R Clavicle
position: {x: -0.13292216, y: 0, z: 0.00000011920929}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000002, z: 1}
- name: Bip001 R Forearm
parentName: Bip001 R UpperArm
position: {x: -0.26301336, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1, z: 1}
- name: Bip001 R Hand
parentName: Bip001 R Forearm
position: {x: -0.24629903, y: 0.000000022351742, z: 0}
rotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
scale: {x: 0.99999994, y: 1, z: 1}
- name: Bip001 R Finger0
parentName: Bip001 R Hand
position: {x: -0.04253781, y: 0.024454832, z: 0.042120516}
rotation: {x: 0, y: 0.38268346, z: 0, w: 0.9238795}
scale: {x: 1.0000002, y: 0.99999994, z: 1.0000002}
- name: Bip001 R Finger01
parentName: Bip001 R Finger0
position: {x: -0.0501163, y: 0, z: 0.000000014901161}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1.0000001, z: 0.9999999}
- name: Bip001 R Finger1
parentName: Bip001 R Hand
position: {x: -0.102427304, y: -0.00659585, z: 0.00013574958}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001}
- name: Bip001 R Finger11
parentName: Bip001 R Finger1
position: {x: -0.04416424, y: 0, z: -0.000000029802322}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone001(mirrored)
parentName: Bip001 R UpperArm
position: {x: -0.214415, y: 0.049119, z: 0.027257}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone002(mirrored)
parentName: Bone001(mirrored)
position: {x: -0.23442197, y: -0.00000500679, z: 0.0000020042062}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000013, y: 0.9999987, z: 1.0000001}
- name: Bone003(mirrored)
parentName: Bone002(mirrored)
position: {x: -0.23763001, y: 0.000008046627, z: -0.0000010207295}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000023, y: 0.99999785, z: 1}
- name: Bone004(mirrored)
parentName: Bone003(mirrored)
position: {x: -0.23827294, y: 0, z: -0.000000007450581}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000013, y: 0.99999875, z: 0.9999997}
- name: Bip001 L Thigh
parentName: Bip001 Spine
position: {x: 0.09715736, y: -0.024837539, z: 0.10248999}
rotation: {x: 0, y: 1, z: 0, w: -0.00000004371139}
scale: {x: 1, y: 0.99999994, z: 1}
- name: Bip001 L Calf
parentName: Bip001 L Thigh
position: {x: -0.48176488, y: -0.000000014901161, z: -0.000000029802322}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1, z: 1}
- name: Bip001 L Foot
parentName: Bip001 L Calf
position: {x: -0.46589392, y: -0.000000022351742, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994}
- name: Bip001 R Thigh
parentName: Bip001 Spine
position: {x: 0.11784673, y: -0.004450932, z: -0.08159006}
rotation: {x: 0, y: 1, z: 0, w: -0.00000004371139}
scale: {x: 0.9999999, y: 0.9999999, z: 1}
- name: Bip001 R Calf
parentName: Bip001 R Thigh
position: {x: -0.48176482, y: 0, z: 0.000000014901161}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 0.9999999, z: 1}
- name: Bip001 R Foot
parentName: Bip001 R Calf
position: {x: -0.46589404, y: -0.0000000037252903, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001}
- name: Bone035(mirrored)
parentName: Bip001 Pelvis
position: {x: -0.103348, y: -0.000753, z: -0.173}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone036(mirrored)
parentName: Bone035(mirrored)
position: {x: -0.254317, y: 0.0000009536743, z: 0.000000059604645}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999887, y: 1.000001, z: 1}
- name: Bone037(mirrored)
parentName: Bone036(mirrored)
position: {x: -0.24446714, y: -0.0000019669533, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.000002, y: 0.9999987, z: 0.99999905}
- name: Bone038(mirrored)
parentName: Bone037(mirrored)
position: {x: -0.231345, y: -0.000000029802322, z: 0.000000007450581}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.9999964, y: 1.0000004, z: 1.0000033}
- name: Bone043
parentName: Bip001 Pelvis
position: {x: -0.085357, y: 0.139504, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone044
parentName: Bone043
position: {x: -0.23193789, y: 0.000000007450581, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000006, y: 0.9999996, z: 0.9999999}
- name: Bone045
parentName: Bone044
position: {x: -0.23769802, y: 0.000000007450581, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000014, y: 1, z: 0.99999875}
- name: Bone046
parentName: Bone045
position: {x: -0.23297, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.9999985, y: 1.0000005, z: 1.0000008}
- name: Bone039
parentName: Bip001 Pelvis
position: {x: -0.102242, y: -0.122979, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone040
parentName: Bone039
position: {x: -0.25521702, y: 0, z: -0.000000029802322}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.9999992, y: 1.0000008, z: 0.99999994}
- name: Bone041
parentName: Bone040
position: {x: -0.23788303, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.9999989, y: 1.0000001, z: 1.0000011}
- name: Bone042
parentName: Bone041
position: {x: -0.24229798, y: 0, z: 0}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1.0000017, y: 0.9999985, z: 0.99999994}
- name: Bone035
parentName: Bip001 Pelvis
position: {x: -0.103348, y: -0.000752, z: 0.173449}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1}
- name: Bone036
parentName: Bone035
position: {x: -0.25431806, y: 0, z: -0.000000030733645}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 1, y: 1, z: 1.0000001}
- name: Bone037
parentName: Bone036
position: {x: -0.24446797, y: 0.000000059604645, z: 0.000001006294}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1, z: 0.99999994}
- name: Bone038
parentName: Bone037
position: {x: -0.23134403, y: 0.000000059604645, z: -0.0000000041909516}
rotation: {x: 0, y: 0, z: 0, w: 1}
scale: {x: 0.99999994, y: 1, z: 0.99999994}
- name: hud
parentName: 30_dizzy_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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