This commit is contained in:
PC-20230316NUNE\Administrator
2024-10-18 20:35:04 +08:00
parent 31db916fec
commit 425f2eabea
721 changed files with 77521 additions and 22559 deletions

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using Demo.Scripts.GAS.OngoingAbilityTasks;
using GAS.Editor;
using GAS.Runtime;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Demo.Editor.GAS.Ability.TaskInspector.OngoingAbility
{
public class OngoingAbility_Debug_Inspector : OngoingTaskInspector<OngoingAbility_Debug>
{
[Delayed, LabelText("开始位置"), OnValueChanged("OnStartChanged")]
public Vector3 start;
[Delayed, LabelText("结束位置"), OnValueChanged("OnEndChanged")]
public Vector3 end;
public override void Init(OngoingAbilityTask task)
{
base.Init(task);
start = _task.start;
start = _task.end;
}
/// <summary>
/// 触发概率配置变更监听
/// </summary>
private void OnStartChanged()
{
_task.start = start;
Save();
}
/// <summary>
/// 技能配置ID变更监听
/// </summary>
private void OnEndChanged()
{
_task.end = end;
Save();
}
}
}

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Cost: {fileID: 0}
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CancelAbilityTags: []
BlockAbilityTags: []
ActivationOwnedTags: []
ActivationRequiredTags: []
ActivationBlockedTags: []
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markEvents: []
BuffGameplayEffects:
- trackName: Buff
clipEvents: []
InstantTasks:
- trackName: "\u5373\u65F6Task\u8F68\u9053"
markEvents: []
OngoingTasks:
- trackName: Task Clips
clipEvents:
- startFrame: 27
durationFrame: 20
ongoingTask:
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PassiveGameplayEffects:
- trackName: Passive
clipEvents: []
PassiveTasks:
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using GAS.Runtime;
using JNGame.Sync.Entity;
namespace GASSamples.Scripts
{
public class AbilitySystemSamplesComponent : AbilitySystemComponent
{
public JNEntity Entity { get; protected set; }
public AbilitySystemSamplesComponent(JNEntity entity)
{
Entity = entity;
}
}
}

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using GAS.General;
using GAS.Runtime;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Demo.Scripts.GAS.GameplayCue
{
public class GameplayCueDurational_PlayerDemo01 : GameplayCueDurational
{
[BoxGroup]
[LabelText("开始位置")]
public Vector3 start;
[BoxGroup]
[LabelText("结束位置")]
public Vector3 end;
public override GameplayCueDurationalSpec CreateSpec(GameplayCueParameters parameters)
{
return new GameplayCueDurational_PlayerDemo01_Spec(this,parameters);
}
#if UNITY_EDITOR
public override void OnEditorPreview(GameObject previewObject, int frameIndex, int startFrame, int endFrame)
{
Debug.Log($"GameplayCue_PlayerDemo01 {previewObject} {frameIndex}");
if (frameIndex >= startFrame && frameIndex <= endFrame)
{
previewObject.transform.position = Vector3.Lerp(start, end, (float)(frameIndex - startFrame) / endFrame);
}
}
#endif
}
public class GameplayCueDurational_PlayerDemo01_Spec : GameplayCueDurationalSpec<GameplayCueDurational_PlayerDemo01>
{
private GameplayCueDurational_PlayerDemo01 Cue;
public GameplayCueDurational_PlayerDemo01_Spec(GameplayCueDurational_PlayerDemo01 cue, GameplayCueParameters parameters) : base(cue, parameters)
{
Cue = cue;
}
public override void OnAdd(int frame,int startFrame,int endFrame)
{
Debug.Log("GameplayCueDurational_PlayerDemo01_Spec OnAdd");
}
public override void OnRemove(int frame,int startFrame,int endFrame)
{
Debug.Log("GameplayCueDurational_PlayerDemo01_Spec OnRemove");
}
public override void OnGameplayEffectActivate()
{
Debug.Log("GameplayCueDurational_PlayerDemo01_Spec OnGameplayEffectActivate");
}
public override void OnGameplayEffectDeactivate()
{
Debug.Log("GameplayCueDurational_PlayerDemo01_Spec OnGameplayEffectDeactivate");
}
public override void OnTick(int frame,int startFrame,int endFrame)
{
Debug.Log($"GameplayCueDurational_PlayerDemo01_Spec OnTick {frame}");
}
}
}

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using GAS.Runtime;
using UnityEngine;
namespace Demo.Scripts.GAS.GameplayCue
{
public class GameplayCue_PlayerDemo01 : GameplayCueInstant
{
public override GameplayCueInstantSpec CreateSpec(GameplayCueParameters parameters)
{
Debug.Log($"GameplayCue_PlayerDemo01 CreateSpec");
return new GameplayCue_PlayerDemo01_Spec(this,parameters);
}
#if UNITY_EDITOR
public override void OnEditorPreview(GameObject previewObject, int frame, int startFrame)
{
Debug.Log($"GameplayCue_PlayerDemo01 {previewObject}");
}
#endif
}
public class GameplayCue_PlayerDemo01_Spec : GameplayCueInstantSpec
{
public GameplayCue_PlayerDemo01_Spec(GameplayCueInstant cue, GameplayCueParameters parameters) : base(cue, parameters)
{
}
public override void Trigger()
{
}
}
}

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using GAS.Runtime;
using UnityEngine;
namespace Demo.Scripts.GAS.OngoingAbilityTasks
{
public class OngoingAbility_Debug : OngoingAbilityTask
{
public Vector3 start;
public Vector3 end;
#if UNITY_EDITOR
/// <summary>
/// 编辑器预览用
/// 【注意】 覆写时记得用UNITY_EDITOR宏包裹这是预览表现用的函数不该被编译。
/// </summary>
/// <param name="frame"></param>
/// <param name="startFrame"></param>
/// <param name="endFrame"></param>
public override void OnEditorPreview(int frame, int startFrame, int endFrame)
{
Debug.Log($"OnEditorPreview {Vector3.Lerp(start,end,(float)frame / (float)endFrame)}");
// _spec.Owner.gameObject.transform.position = Vector3.Lerp(start, end, (float)startFrame / endFrame);
}
#endif
public override void OnStart(int startFrame)
{
Debug.Log("OnEnd");
}
public override void OnEnd(int endFrame)
{
Debug.Log("OnEnd");
}
public override void OnTick(int frameIndex, int startFrame, int endFrame)
{
Debug.Log("OnTick");
}
}
}

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///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System;
using System.Linq;
using UnityEngine;
namespace GAS.Runtime
{
public static class AbilitySystemComponentExtension
{
public static Type[] PresetAttributeSetTypes(this AbilitySystemComponent asc)
{
if (asc.Preset == null) return null;
var attrSetTypes = new Type[asc.Preset.AttributeSets.Length];
for (var i = 0; i < asc.Preset.AttributeSets.Length; i++)
attrSetTypes[i] = GAttrSetLib.AttrSetTypeDict[asc.Preset.AttributeSets[i]];
return attrSetTypes;
}
public static GameplayTag[] PresetBaseTags(this AbilitySystemComponent asc)
{
if (asc.Preset == null) return null;
return asc.Preset.BaseTags;
}
public static void InitWithPreset(this AbilitySystemComponent asc, int level, AbilitySystemComponentPreset preset = null)
{
if (preset != null) asc.SetPreset(preset);
if (asc.Preset == null) return;
#if UNITY_EDITOR
if (asc.Preset.BaseAbilities != null && asc.Preset.BaseAbilities.Any(x => x == null))
{
Debug.LogWarning($"BaseAbilities contains null in preset: {asc.Preset.name}");
}
#endif
asc.Init(asc.PresetBaseTags(), asc.PresetAttributeSetTypes(), asc.Preset.BaseAbilities, level);
}
}
}

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///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System;
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GAbilityLib
{
public struct AbilityInfo
{
public string Name;
public string AssetPath;
public Type AbilityClassType;
}
public static AbilityInfo JisolDemo1 = new AbilityInfo { Name = "JisolDemo1", AssetPath = "Assets/Demo/GAS/Config/GameplayAbilityLib/JisolDemo1.asset",AbilityClassType = typeof(GAS.Runtime.TimelineAbility) };
public static Dictionary<string, AbilityInfo> AbilityMap = new Dictionary<string, AbilityInfo>
{
["JisolDemo1"] = JisolDemo1,
};
}
}

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///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GAttrLib
{
// For facilitating the creation of a Value Dropdown in the editor.
public static readonly IReadOnlyList<string> AttributeNames = new List<string>
{
};
}
}

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///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System;
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GAttrSetLib
{
public static readonly IReadOnlyDictionary<string, Type> AttrSetTypeDict = new Dictionary<string, Type>
{
};
public static readonly IReadOnlyDictionary<Type, string> TypeToName = new Dictionary<Type, string>
{
};
public static readonly IReadOnlyList<string> AttributeFullNames = new List<string>
{
};
}
}

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///////////////////////////////////
//// This is a generated file. ////
//// Do not modify it. ////
///////////////////////////////////
using System.Collections.Generic;
namespace GAS.Runtime
{
public static class GTagLib
{
/// <summary>Ability</summary>
public static GameplayTag Ability { get; } = new("Ability");
public static readonly IReadOnlyDictionary<string, GameplayTag> TagMap = new Dictionary<string, GameplayTag>
{
["Ability"] = Ability,
};
}
}

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using UnityEngine;
namespace Demo.Scripts
{
public class Main : MonoBehaviour
{
private void Start()
{
}
}
}

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