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9
JNFrame/Assets/Game/Script/battle/GBaseMode.cs
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9
JNFrame/Assets/Game/Script/battle/GBaseMode.cs
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using Game.Plugins.App.Sync;
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namespace Script.battle
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{
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public abstract class GBaseMode<T> : JNGSyncFrame<T>
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{
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}
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}
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3
JNFrame/Assets/Game/Script/battle/GBaseMode.cs.meta
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3
JNFrame/Assets/Game/Script/battle/GBaseMode.cs.meta
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fileFormatVersion: 2
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guid: 66eaac44e0ad4bf3b54c2806f86280c7
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timeCreated: 1706252585
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103
JNFrame/Assets/Game/Script/battle/GBattleModeManager.cs
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JNFrame/Assets/Game/Script/battle/GBattleModeManager.cs
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using Game.Plugins.App;
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using Plugins.JNGame.Sync.Frame;
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using Plugins.JNGame.Util;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Script.battle
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{
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//各种模式场景
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public enum GBattleMode
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{
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Not = -1,
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Default = 0
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}
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//初始化参数类
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public class GBattleModeInfo
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{
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public List<GameObject> modes;
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public GameObject root;
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}
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//全局战斗模式管理器
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public class GBattleModeManager : SingletonScene<GBattleModeManager>
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{
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private static readonly string[] Worlds = { "WorldSync01", };
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//当前模式
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private GBattleMode _current = GBattleMode.Not;
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//初始化管理器
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public void Init(GBattleModeInfo info)
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{
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// App.Event.AddListener(JNSyncFrameEvent.CREATE,LoadScene);
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// App.Event.AddListener(JNSyncFrameEvent.CLEAR,UnloadScene);
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}
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//打开指定模式
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public async UniTask Open(GBattleMode mode)
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{
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//销毁之前模式
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_current = mode;
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await OnReset();
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//开始同步
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App.Sync.OnStart();
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}
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//重置当前模式
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public async UniTask OnReset()
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{
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await this.UnloadScene();
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await UniTask.NextFrame();
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App.Sync.OnReset();
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await this.LoadScene();
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_current = GBattleMode.Not;
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}
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//获取场景名称
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public string GetWorldName(GBattleMode mode)
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{
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return Worlds[(int)mode];
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}
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//加载场景
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private async UniTask LoadScene()
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{
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GBattleMode mode = this._current;
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if (mode == GBattleMode.Not) return;
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Debug.Log($"[GBattleModeManager] 打开场景{GetWorldName(mode)}");
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await SceneManager.LoadSceneAsync(GetWorldName(mode));
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}
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//销毁所有场景
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private async UniTask UnloadScene()
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{
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Debug.Log($"[GBattleModeManager] 关闭场景");
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await UniTask.NextFrame();
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//
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// for (int i = SceneManager.sceneCount - 1; i >= 0; i--)
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// {
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// try
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// {
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// await SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(i));
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// }
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// catch
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// {
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// // ignored
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// }
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// }
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}
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}
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}
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fileFormatVersion: 2
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guid: 36bc28f3467d4641abb08e83398a8a30
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timeCreated: 1706167381
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3
JNFrame/Assets/Game/Script/battle/mode.meta
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3
JNFrame/Assets/Game/Script/battle/mode.meta
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fileFormatVersion: 2
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guid: 6b22dd710734444690a739bc582997fa
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timeCreated: 1706519323
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39
JNFrame/Assets/Game/Script/battle/mode/GWorldSceneMode.cs
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39
JNFrame/Assets/Game/Script/battle/mode/GWorldSceneMode.cs
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using Plugins.JNGame.BepuPhysics;
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using UnityEngine;
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namespace Script.battle.mode
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{
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public class GWorldSceneModeInput
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{
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}
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public class GWorldSceneMode:GBaseMode<GWorldSceneModeInput>
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{
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public GameObject[] balls = null;
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private JNBepuPhysics Physics;
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public override void OnSyncLoad()
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{
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Physics = new();
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// BufferPool pool = new BufferPool();
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// Simulation.Create(pool, new DemoNarrowPhaseCallbacks(), new DemoPoseIntegratorCallbacks(new System.Numerics.Vector3(0, -10, 0)), new PositionFirstTimestepper());
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}
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public override void OnSyncUpdate(int dt, JNFrameInfo frame, GWorldSceneModeInput input)
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{
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Physics.OnUpdate((float) dt / 1000);
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if (frame.Index > 0)
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{
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var index = GetSync().nRandomInt(0, balls.Length - 1);
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Debug.Log(index);
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var ballNode = Instantiate(balls[index],this.transform);
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var transformPosition = ballNode.transform.position;
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ballNode.transform.position = new Vector3(GetSync().nRandomFloat(-6,6),transformPosition.y,GetSync().nRandomFloat(-6,6));
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e57d6502487241f9826136613eff59a2
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timeCreated: 1706519435
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