临时提交

This commit is contained in:
PC-20230316NUNE\Administrator
2024-10-21 20:02:19 +08:00
parent 930911e7df
commit e9c01842f0
206 changed files with 14468 additions and 21348 deletions

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@@ -0,0 +1,70 @@
#if UNITY_EDITOR
using System.Collections.Generic;
using GAS.Runtime;
using JNGame.Serialization;
namespace GAS.Editor
{
public static class GameplayAbilityAssetConverter
{
/// <summary>
/// 序列化TimelineAbilityAsset
/// </summary>
/// <param name="timelineAbilityAsset"></param>
/// <returns></returns>
public static byte[] ToBytes(this TimelineAbilityAsset timelineAbilityAsset)
{
Serializer serializer = new Serializer();
// 序列化TimlineAbilityAsset的Ability属性配置
serializer.Write(timelineAbilityAsset.Name);
serializer.Write(timelineAbilityAsset.UniqueName);
serializer.Write(timelineAbilityAsset.Cost == null ? "" : timelineAbilityAsset.Cost.Name);
serializer.Write(timelineAbilityAsset.CooldownTime);
// serializer.WriteArray(timelineAbilityAsset.AssetTags);
// serializer.WriteArray(timelineAbilityAsset.CancelAbilityTags);
// serializer.WriteArray(timelineAbilityAsset.BlockAbilityTags);
// serializer.WriteArray(timelineAbilityAsset.ActivationOwnedTags);
// serializer.WriteArray(timelineAbilityAsset.ActivationRequiredTags);
// serializer.WriteArray(timelineAbilityAsset.ActivationBlockedTags);
// Ability的Timeline执行规则部分转化为TimelineInfo
// TimelineInfo timelineInfo = Convert2TimelineInfo(timelineAbilityAsset);
// timelineInfo.SerializeForEditor(serializer);
return serializer.CopyData();
}
}
public static class AbilityAssetTool
{
// /// <summary>
// /// PureTimelineAbilityAsset数据序列化为字节数据的工具函数
// /// </summary>
// /// <param name="info"></param>
// /// <returns></returns>
// public static byte[] Serialize(PureTimelineAbilityAsset abilityAsset)
// {
// var writer = new Serializer();
// abilityAsset.SerializeForEditor(writer);
// return writer.CopyData();
// }
//
// /// <summary>
// /// 字节数据反序列化为PureTimelineAbilityAsset的工具函数
// /// </summary>
// /// <param name="bytes"></param>
// /// <returns></returns>
// public static PureTimelineAbilityAsset Deserialize(byte[] bytes)
// {
// var reader = new Deserializer(bytes);
// var abilityAsset = new PureTimelineAbilityAsset();
// abilityAsset.DeserializeForEditor(reader);
// return abilityAsset;
// }
}
}
#endif

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fileFormatVersion: 2
guid: b8ce146f8ec841b49c7015f978fe03d9
timeCreated: 1729501121

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@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.IO;
using GAS.General;
using Sirenix.OdinInspector;
@@ -30,6 +31,25 @@ namespace GAS.Editor
[OnValueChanged("SaveAsset")]
public string GASConfigAssetPath = "Assets/GAS/Config";
[BoxGroup("A")]
[LabelText("二进制配置文件生成路径")]
[LabelWidth(LABEL_WIDTH)]
[FolderPath]
[OnValueChanged("SaveAsset")]
public string GASBinaryAssetPath = "Assets/GAS/Binary";
[BoxGroup("A")]
[LabelText("业务脚本生成路径")]
[LabelWidth(LABEL_WIDTH)]
[FolderPath]
[OnValueChanged("SaveAsset")]
public string LogicCodeGeneratePath = "Assets/Scripts/Gen";
[BoxGroup("A")]
[LabelText("业务脚本Assembly")]
[LabelWidth(LABEL_WIDTH)]
public List<string> LogicCodeGenerateAssemblies = new List<string>();
public static GASSettingAsset Setting
{
get

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fileFormatVersion: 2
guid: 0c8eb15d90924617af4759059f71843b
timeCreated: 1729496573

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using GAS.Runtime;
using JNGame.Tools.CodeGen;
using UnityEngine;
namespace GAS.Editor
{
/// <summary>
/// AbilityTask枚举和构造工厂方法注册代码生成
/// </summary>
public class CodeGenAbilityTaskInjecter
{
private static readonly string s_CodeTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
namespace ##NAMESPACE
{
/// <summary>
/// 游戏业务逻辑扩展的AbilityTask枚举
/// </summary>
public enum EnumGameAbilityTaskType
{
##CODEREPLACE_0
}
#region AbilityTask构造工厂方法注册
public partial class GASInjector
{
private partial void InternalAbilityTaskInject()
{
##CODEREPLACE_1
}
}
#endregion
#region AbilityTask枚举ID自动生成
##CODEREPLACE_2
#endregion
}";
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t";
var contextTemplates = new List<string>()
{
prefix + prefix + "##TYPE_NAME = ##INDEX,",
prefix + prefix + prefix + "AbilityTaskFactory.Register((ushort)EnumGameAbilityTaskType.##TYPE_NAME, () => new ##FULL_TYPE_NAME());",
prefix + "public partial class ##TYPE_NAME { public override ushort TypeId => (ushort)EnumGameAbilityTaskType.##TYPE_NAME; }"
};
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
var finalStr = s_CodeTemplate.Replace("##NAMESPACE", info.codeGenNameSpace);
for (int i = 0; i < contextTemplates.Count; i++)
{
finalStr = finalStr.Replace("##CODEREPLACE_" + i, GenCodeByTemplate(types, contextTemplates[i]));
}
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GenCodeByTemplate(List<Type> types, string template)
{
StringBuilder sb = new StringBuilder();
int counterInstantTask = 0;
int counterOngoingTask = 0;
int counterPassiveTask = 0;
for (int i = 0; i < types.Count; i++)
{
var type = types[i];
string index;
if (type.IsSubclassOf(typeof(InstantAbilityTask)))
{
index = ((int)EnumAbilityTaskType.InstantTaskStart + (++counterInstantTask)).ToString();
}
else if (type.IsSubclassOf(typeof(OngoingAbilityTask)))
{
index = ((int)EnumAbilityTaskType.OngoingTaskStart + (++counterOngoingTask)).ToString();
}
else if(type.IsSubclassOf(typeof(PassiveAbilityTask)))
{
index = ((int)EnumAbilityTaskType.PassiveTaskStart + (++counterPassiveTask)).ToString();
}
else
{
Debug.LogError($"AbilityTask的类型不是 InstantAbilityTask /OngoingAbilityTask / PassiveAbilityTask 任意一种,{type.FullName}");
continue;
}
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##INDEX", index).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
}
return sb.ToString();
}
}
}

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fileFormatVersion: 2
guid: fdc093094756c434781a2996f811416d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
/// <summary>
/// 行为树节点序列化相关代码生成
/// </summary>
public class CodeGenAbilityTaskSerialization
{
/// <summary>
/// 代码文件头部模板代码
/// </summary>
private static readonly string s_CodeHeaderTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
using JNGame.Serialization;
";
/// <summary>
/// 类模板代码
/// </summary>
private static readonly string s_ClsTemplate = @"
namespace ##NAMESPACE
{
public partial class ##TYPE_NAME
{
public override void Serialize(Serializer writer)
{
base.Serialize(writer);
##CODEREPLACE_0
}
public override void Deserialize(Deserializer reader)
{
base.Deserialize(reader);
##CODEREPLACE_1
}
}
}
";
private static readonly BindingFlags s_BindingFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly;
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t\t\t";
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
StringBuilder sb = new StringBuilder();
foreach (var type in types)
{
var clsStr = GenCodeByTemplate(type, s_ClsTemplate);
var contextTemplates = new List<CodeGenTemplateInfo>()
{
new CodeGenTemplateInfo()
{
Default = prefix + "writer.Write(##NAME);",
Enum = prefix + "writer.Write((int)##NAME);", // TODO deal with array list &dict
Array = prefix + "writer.WriteArray(##NAME);",
},
new CodeGenTemplateInfo()
{
Default = prefix + "##NAME = reader.Read##TYPE_NAME();",
Enum = prefix + "##NAME = (##TYPE_NAME)reader.ReadInt32();",
Array = prefix + "##NAME = reader.ReadArray(new ##ELEMENT_TYPE_NAME());",
},
};
var fields = type.GetFields(s_BindingFlags)
.Select(a => new CodeGenFieldInfo() { name = a.Name, type = a.FieldType }).ToList();
// var properties = type.GetProperties(s_BindingFlags).Where(a => a.CanRead && a.CanWrite)
// .Select(a => new CodeGenFieldInfo() { name = a.Name, type = a.PropertyType }).ToList();
// fields.AddRange(properties);
for (int i = 0; i < contextTemplates.Count; i++)
{
clsStr = clsStr.Replace("##CODEREPLACE_" + i, GetFieldsCode(fields, contextTemplates[i]));
}
if (fields.Count > 0)
{
sb.AppendLine(clsStr);
}
}
var finalStr = s_CodeHeaderTemplate;
finalStr += sb.ToString();
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GetFieldsCode(List<CodeGenFieldInfo> fields, CodeGenTemplateInfo template)
{
StringBuilder sbField = new StringBuilder();
foreach (var field in fields)
{
var templateStr = template.GetTemplateStr(field);
string elementTypeName = "";
if(field.IsArray || field.IsList)
{
elementTypeName = field.type.GetElementType().Name;
}
var str = templateStr.Replace("##NAME", field.name).Replace("##TYPE_NAME", field.TypeName).Replace("##FULL_TYPE_NAME", field.FullTypeName)
.Replace("##ELEMENT_TYPE_NAME", elementTypeName);
sbField.AppendLine(str);
}
return sbField.ToString();
}
private static string GenCodeByTemplate(Type type, string template)
{
StringBuilder sb = new StringBuilder();
var nameSpace = type.Namespace.ToString();
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##NAMESPACE", nameSpace).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
return sb.ToString();
}
}
}

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fileFormatVersion: 2
guid: d06f987f50f2b6947beba00d4c7be0b3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections.Generic;
using System.Text;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
public class CodeGenGELib
{
private static readonly string s_CodeTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
namespace ##NAMESPACE
{
#region GE索引自动导出
public static class GELib
{
##CODEREPLACE_0
}
#endregion
}";
public static void GenCode(List<string> allGEAssetNames, string codeGenNameSpace, string outputPath)
{
string prefix = "\t\t";
var contextTemplates = new List<string>()
{
prefix + "public static readonly string ##FILE_NAME = \"##UNIQUE_KEY\";"
};
var finalStr = s_CodeTemplate.Replace("##NAMESPACE", codeGenNameSpace);
for (int i = 0; i < contextTemplates.Count; i++)
{
finalStr = finalStr.Replace("##CODEREPLACE_" + i, GenCodeByTemplate(allGEAssetNames, contextTemplates[i]));
}
var path = outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GenCodeByTemplate(List<string> allGEAssetNames, string template)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < allGEAssetNames.Count; ++i)
{
var str = template.Replace("##FILE_NAME", allGEAssetNames[i]).Replace("##UNIQUE_KEY", allGEAssetNames[i]);
sb.AppendLine(str);
}
return sb.ToString();
}
}
}

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fileFormatVersion: 2
guid: 43f0c08a89a7fef4da5be7b154a90b57
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using GAS.Runtime;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
/// <summary>
/// MMC枚举和构造工厂方法注册代码生成
/// </summary>
public class CodeGenPureMMCInjecter
{
private static readonly string s_CodeTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
namespace ##NAMESPACE
{
/// <summary>
/// 游戏业务逻辑扩展的MMC枚举
/// </summary>
public enum EnumGameMMCType
{
##CODEREPLACE_0
}
#region MMC构造工厂方法注册
public partial class GASInjector
{
private partial void InternalMMCInject()
{
##CODEREPLACE_1
}
}
#endregion
#region MMC枚举ID自动生成
##CODEREPLACE_2
#endregion
}";
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t";
var contextTemplates = new List<string>()
{
prefix + prefix + "##TYPE_NAME = ##INDEX,",
prefix + prefix + prefix + "MMCFactory.Register((ushort)EnumGameMMCType.##TYPE_NAME, () => new ##FULL_TYPE_NAME());",
prefix + "public partial class ##TYPE_NAME { public override ushort TypeId => (ushort)EnumGameMMCType.##TYPE_NAME; }"
};
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
var finalStr = s_CodeTemplate.Replace("##NAMESPACE", info.codeGenNameSpace);
for (int i = 0; i < contextTemplates.Count; i++)
{
finalStr = finalStr.Replace("##CODEREPLACE_" + i, GenCodeByTemplate(types, contextTemplates[i]));
}
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GenCodeByTemplate(List<Type> types, string template)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < types.Count; i++)
{
var type = types[i];
string index = ((int)EnumMMCType.EnumBuiltinCount + i + 1).ToString();
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##INDEX", index).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
}
return sb.ToString();
}
}
}

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fileFormatVersion: 2
guid: 3f93cd40e5f55ae4bad291b74a82898b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
/// <summary>
/// 行为树节点序列化相关代码生成
/// </summary>
public class CodeGenPureMMCSerialization
{
/// <summary>
/// 代码文件头部模板代码
/// </summary>
private static readonly string s_CodeHeaderTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
using JNGame.Serialization;
";
/// <summary>
/// 类模板代码
/// </summary>
private static readonly string s_ClsTemplate = @"
namespace ##NAMESPACE
{
public partial class ##TYPE_NAME
{
public override void Serialize(Serializer writer)
{
base.Serialize(writer);
##CODEREPLACE_0
}
public override void Deserialize(Deserializer reader)
{
base.Deserialize(reader);
##CODEREPLACE_1
}
}
}
";
private static readonly BindingFlags s_BindingFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly;
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t\t\t";
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
StringBuilder sb = new StringBuilder();
foreach (var type in types)
{
var clsStr = GenCodeByTemplate(type, s_ClsTemplate);
var contextTemplates = new List<CodeGenTemplateInfo>()
{
new CodeGenTemplateInfo()
{
Default = prefix + "writer.Write(##NAME);",
Enum = prefix + "writer.Write((byte)##NAME);", // TODO deal with array list &dict
},
new CodeGenTemplateInfo()
{
Default = prefix + "##NAME = reader.Read##TYPE_NAME();",
Enum = prefix + "##NAME = (##TYPE_NAME)reader.ReadByte();",
},
};
var fields = type.GetFields(s_BindingFlags)
.Select(a => new CodeGenFieldInfo() { name = a.Name, type = a.FieldType }).ToList();
for (int i = 0; i < contextTemplates.Count; i++)
{
clsStr = clsStr.Replace("##CODEREPLACE_" + i, GetFieldsCode(fields, contextTemplates[i]));
}
if (fields.Count > 0)
{
sb.AppendLine(clsStr);
}
}
var finalStr = s_CodeHeaderTemplate;
finalStr += sb.ToString();
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GetFieldsCode(List<CodeGenFieldInfo> fields, CodeGenTemplateInfo template)
{
StringBuilder sbField = new StringBuilder();
foreach (var field in fields)
{
var templateStr = template.GetTemplateStr(field);
string elementTypeName = "";
if(field.IsArray || field.IsList)
{
elementTypeName = field.type.GetElementType().Name;
}
var str = templateStr.Replace("##NAME", field.name).Replace("##TYPE_NAME", field.TypeName).Replace("##FULL_TYPE_NAME", field.FullTypeName)
.Replace("##ELEMENT_TYPE_NAME", elementTypeName);
sbField.AppendLine(str);
}
return sbField.ToString();
}
private static string GenCodeByTemplate(Type type, string template)
{
StringBuilder sb = new StringBuilder();
var nameSpace = type.Namespace.ToString();
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##NAMESPACE", nameSpace).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
return sb.ToString();
}
}
}

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fileFormatVersion: 2
guid: 44b19adf34116394c99dd66de03bebde
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using GAS.Runtime;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
/// <summary>
/// MMC枚举和构造工厂方法注册代码生成
/// </summary>
public class CodeGenScriptableMMCInjecter
{
private static readonly string s_CodeTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
namespace ##NAMESPACE
{
#region MMC枚举ID自动生成
##CODEREPLACE_0
#endregion
}";
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t";
var contextTemplates = new List<string>()
{
prefix + "public partial class ##TYPE_NAME { public override ushort TypeId => (ushort)EnumGameMMCType.Pure##TYPE_NAME; }"
};
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
var finalStr = s_CodeTemplate.Replace("##NAMESPACE", info.codeGenNameSpace);
for (int i = 0; i < contextTemplates.Count; i++)
{
finalStr = finalStr.Replace("##CODEREPLACE_" + i, GenCodeByTemplate(types, contextTemplates[i]));
}
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GenCodeByTemplate(List<Type> types, string template)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < types.Count; i++)
{
var type = types[i];
string index = ((int)EnumMMCType.EnumBuiltinCount + i + 1).ToString();
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##INDEX", index).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
}
return sb.ToString();
}
}
}

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fileFormatVersion: 2
guid: be3b8b5fbf6288d489d2505ffb6c937b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
/// <summary>
/// 行为树节点序列化相关代码生成
/// </summary>
public class CodeGenScriptableMMCSerialization
{
/// <summary>
/// 代码文件头部模板代码
/// </summary>
private static readonly string s_CodeHeaderTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
using JNGame.Serialization;
";
/// <summary>
/// 类模板代码
/// </summary>
private static readonly string s_ClsTemplate = @"
namespace ##NAMESPACE
{
public partial class ##TYPE_NAME
{
public override void Serialize(Serializer writer)
{
base.Serialize(writer);
##CODEREPLACE_0
}
public override void Deserialize(Deserializer reader)
{
base.Deserialize(reader);
##CODEREPLACE_1
}
}
}
";
private static readonly BindingFlags s_BindingFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly;
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t\t\t";
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
StringBuilder sb = new StringBuilder();
foreach (var type in types)
{
var clsStr = GenCodeByTemplate(type, s_ClsTemplate);
var contextTemplates = new List<CodeGenTemplateInfo>()
{
new CodeGenTemplateInfo()
{
Default = prefix + "writer.Write(##NAME);",
Enum = prefix + "writer.Write((byte)##NAME);", // TODO deal with array list &dict
},
new CodeGenTemplateInfo()
{
Default = prefix + "##NAME = reader.Read##TYPE_NAME();",
Enum = prefix + "##NAME = (##TYPE_NAME)reader.ReadByte();",
},
};
var fields = type.GetFields(s_BindingFlags)
.Select(a => new CodeGenFieldInfo() { name = a.Name, type = a.FieldType }).ToList();
for (int i = 0; i < contextTemplates.Count; i++)
{
clsStr = clsStr.Replace("##CODEREPLACE_" + i, GetFieldsCode(fields, contextTemplates[i]));
}
if (fields.Count > 0)
{
sb.AppendLine(clsStr);
}
}
var finalStr = s_CodeHeaderTemplate;
finalStr += sb.ToString();
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GetFieldsCode(List<CodeGenFieldInfo> fields, CodeGenTemplateInfo template)
{
StringBuilder sbField = new StringBuilder();
foreach (var field in fields)
{
var templateStr = template.GetTemplateStr(field);
string elementTypeName = "";
if(field.IsArray || field.IsList)
{
elementTypeName = field.type.GetElementType().Name;
}
var str = templateStr.Replace("##NAME", field.name).Replace("##TYPE_NAME", field.TypeName).Replace("##FULL_TYPE_NAME", field.FullTypeName)
.Replace("##ELEMENT_TYPE_NAME", elementTypeName);
sbField.AppendLine(str);
}
return sbField.ToString();
}
private static string GenCodeByTemplate(Type type, string template)
{
StringBuilder sb = new StringBuilder();
var nameSpace = type.Namespace.ToString();
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##NAMESPACE", nameSpace).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
return sb.ToString();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using GAS.Runtime;
using JNGame.Tools.CodeGen;
namespace GAS.Editor
{
/// <summary>
/// 目标捕获器枚举和构造工厂方法注册代码生成
/// </summary>
public class CodeGenTargetCatcherInjecter
{
private static readonly string s_CodeTemplate = @"
// auto generate by tools, DO NOT Modify it!!!
using GAS.Runtime;
namespace ##NAMESPACE
{
/// <summary>
/// 游戏业务逻辑扩展的TargetCatcher枚举
/// </summary>
public enum EnumGameTargetCatcherType
{
##CODEREPLACE_0
}
#region TargetCatcher构造工厂方法注册
public partial class GASInjector
{
private partial void InternalTargetCatcherInject()
{
##CODEREPLACE_1
}
}
#endregion
#region TargetCatcher枚举ID自动生成
##CODEREPLACE_2
#endregion
}";
public static void GenCode(CodeGenInfo info)
{
string prefix = "\t";
var contextTemplates = new List<string>()
{
prefix + prefix + "##TYPE_NAME = ##INDEX,",
prefix + prefix + prefix + "TargetCatcherFactory.Register((ushort)EnumGameTargetCatcherType.##TYPE_NAME, () => new ##FULL_TYPE_NAME());",
prefix + "public partial class ##TYPE_NAME { public override ushort TypeId => (ushort)EnumGameTargetCatcherType.##TYPE_NAME; }"
};
var types = info.allTypes.ToArray().ToList();
types.Sort((a, b) => a.Name.CompareTo(b.Name));
var finalStr = s_CodeTemplate.Replace("##NAMESPACE", info.codeGenNameSpace);
for (int i = 0; i < contextTemplates.Count; i++)
{
finalStr = finalStr.Replace("##CODEREPLACE_" + i, GenCodeByTemplate(types, contextTemplates[i]));
}
var path = info.outputPath;
FileUtil.SaveFile(path, finalStr);
}
private static string GenCodeByTemplate(List<Type> types, string template)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < types.Count; i++)
{
var type = types[i];
string index = ((int)EnumTargetCatcherType.EnumBuiltinCount + i + 1).ToString();
var typeName = type.Name.ToString();
var fullTypeName = type.FullName.ToString();
var str = template.Replace("##INDEX", index).Replace("##TYPE_NAME", typeName).Replace("##FULL_TYPE_NAME", fullTypeName);
sb.AppendLine(str);
}
return sb.ToString();
}
}
}

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#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GAS.Runtime;
using UnityEngine;
using UnityEditor;
using JNGame.Tools.CodeGen;
using JNGame.Serialization;
using FileUtil = JNGame.Tools.CodeGen.FileUtil;
namespace GAS.Editor
{
/// <summary>
/// 纯净模式GAS的编辑器工具
/// </summary>
public static class PureGASEditorTools
{
/// <summary>
/// GAS纯净模式代码生成入口
/// </summary>
[MenuItem("EX-GAS/PureMode/GenCode/All")]
public static void GenCode()
{
GenCode_AbilityTaskBase();
GenCode_TargetCatcherBase();
GenCode_MMC();
GenCode_GELib();
}
[MenuItem("EX-GAS/PureMode/GenCode/AbilityTask")]
public static void GenCode_AbilityTaskBase()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
GASSettingAsset gasSetting = GASSettingAsset.Setting;
List<Type> subTypeFromAbilityTaskBase = new List<Type>();
for (var i = 0; i < assemblies.Length; ++i)
{
var assembly = assemblies[i];
if (assembly == null) { continue; }
var assName = assembly.GetName().Name;
if (!gasSetting.LogicCodeGenerateAssemblies.Contains(assName)) { continue; }
// 筛选非抽象的AbilityTaskBase派生类
var lst = assembly.GetTypes().Where(
clsType => !clsType.IsAbstract && clsType.IsSubclassOf(typeof(AbilityTaskBase))
);
subTypeFromAbilityTaskBase.AddRange(lst);
}
var dir = gasSetting.LogicCodeGeneratePath;
// 自动生成AbilityTask枚举和工厂注入方法
CodeGenAbilityTaskInjecter.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_AbilityTaskExt.cs"),
allTypes = subTypeFromAbilityTaskBase
});
// 自动生成AbilityTask序列化相关代码
CodeGenAbilityTaskSerialization.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_AbilityTaskExtSerialization.cs"),
allTypes = subTypeFromAbilityTaskBase
});
}
[MenuItem("EX-GAS/PureMode/GenCode/TargetCatcher")]
public static void GenCode_TargetCatcherBase()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
GASSettingAsset gasSetting = GASSettingAsset.Setting;
List<Type> subTypeFromTargetCatcherBase = new List<Type>();
for (var i = 0; i < assemblies.Length; ++i)
{
var assembly = assemblies[i];
if (assembly == null) { continue; }
var assName = assembly.GetName().Name;
if (!gasSetting.LogicCodeGenerateAssemblies.Contains(assName)) { continue; }
// 筛选非抽象的TargetCatcherBase派生类
var lst = assembly.GetTypes().Where(
clsType => !clsType.IsAbstract && clsType.IsSubclassOf(typeof(TargetCatcherBase))
);
subTypeFromTargetCatcherBase.AddRange(lst);
}
// 自动生成TargetCatcher枚举和工厂注入方法
var dir = gasSetting.LogicCodeGeneratePath;
CodeGenTargetCatcherInjecter.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_TaregetCatcherExt.cs"),
allTypes = subTypeFromTargetCatcherBase
});
}
[MenuItem("EX-GAS/PureMode/GenCode/GELib")]
public static void GenCode_GELib()
{
var dir = GASSettingAsset.Setting.LogicCodeGeneratePath;
var guids = AssetDatabase.FindAssets($"t:{nameof(GameplayEffectAsset)}");
List<string> allGENames = new List<string>(guids.Length);
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
// 加载Scriptable配置并且序列化为bytes
var geAsset = AssetDatabase.LoadAssetAtPath<GameplayEffectAsset>(path);
allGENames.Add(geAsset.name);
}
CodeGenGELib.GenCode(allGENames, "JNGame.GAS", Path.Combine(dir, "CodeGen_GELib.cs"));
}
[MenuItem("EX-GAS/PureMode/GenCode/MMC")]
public static void GenCode_MMC()
{
GenCode_PureMMC();
GenCode_ScriptableMMC();
}
public static void GenCode_PureMMC()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
GASSettingAsset gasSetting = GASSettingAsset.Setting;
List<Type> subTypeFromPureMMC = new List<Type>();
List<Type> subTypeFromScriptableMMC = new List<Type>();
List<string> outFilter = new List<string>() {
"AttrBasedWithStackModCalculation",
"AttributeBasedModCalculation",
"ScalableFloatModCalculation",
"StackModCalculation",
};
for (var i = 0; i < assemblies.Length; ++i)
{
var assembly = assemblies[i];
if (assembly == null) { continue; }
var assName = assembly.GetName().Name;
if (!gasSetting.LogicCodeGenerateAssemblies.Contains(assName)) { continue; }
// 筛选非抽象的PureModifierMagnitudeCalculation派生类
var lst = assembly.GetTypes().Where(
clsType => !clsType.IsAbstract && clsType.IsSubclassOf(typeof(PureModifierMagnitudeCalculation)) && outFilter.IndexOf(clsType.Name) < 0
);
subTypeFromPureMMC.AddRange(lst);
}
var dir = gasSetting.LogicCodeGeneratePath;
CodeGenPureMMCInjecter.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_PureMMCExt.cs"),
allTypes = subTypeFromPureMMC
});
CodeGenPureMMCSerialization.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_PureMMCExtSerialization.cs"),
allTypes = subTypeFromPureMMC
});
}
public static void GenCode_ScriptableMMC()
{
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
GASSettingAsset gasSetting = GASSettingAsset.Setting;
List<Type> subTypeFromScriptableMMC = new List<Type>();
List<string> outFilter = new List<string>() {
"AttrBasedWithStackModCalculation",
"AttributeBasedModCalculation",
"ScalableFloatModCalculation",
"StackModCalculation",
};
for (var i = 0; i < assemblies.Length; ++i)
{
var assembly = assemblies[i];
if (assembly == null) { continue; }
var assName = assembly.GetName().Name;
if (!"GAS.UnityExt.Runtime".Equals(assName)) { continue; }
// 筛选非抽象的ModifierMagnitudeCalculation派生类
var lst = assembly.GetTypes().Where(
clsType => !clsType.IsAbstract && clsType.IsSubclassOf(typeof(ModifierMagnitudeCalculation)) && outFilter.IndexOf(clsType.Name) < 0
);
subTypeFromScriptableMMC.AddRange(lst);
}
var dir = "Assets/GameScript/HotFix/GAS.UnityExt/Runtime/CodeGen";// gasSetting.LogicCodeGeneratePath;
CodeGenScriptableMMCInjecter.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_ScriptableMMCExt.cs"),
allTypes = subTypeFromScriptableMMC
});
CodeGenScriptableMMCSerialization.GenCode(new CodeGenInfo()
{
codeGenNameSpace = "JNGame.GAS",
outputPath = Path.Combine(dir, "CodeGen_ScriptableMMCExtSerialization.cs"),
allTypes = subTypeFromScriptableMMC
});
}
/// <summary>
/// GAS纯净模式二进制配置生成入口
/// </summary>
[MenuItem("EX-GAS/PureMode/GenData/All")]
public static void GenData()
{
GenGAData();
GenGEData();
GenASCPresetData();
}
/// <summary>
/// GAS纯净模式 - 二进制Ability配置生成入口
/// </summary>
/// <param name="genPath"></param>
[MenuItem("EX-GAS/PureMode/GenData/AbilityAsset")]
public static void GenGAData()
{
string saveDir = GASSettingAsset.Setting.GASBinaryAssetPath;
var guids = AssetDatabase.FindAssets($"t:{nameof(TimelineAbilityAsset)}");
int exportCount = 0;
int failedCount = 0;
Dictionary<string, byte[]> allGAAssets = new Dictionary<string, byte[]>();
Serializer serializer = new Serializer();
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
exportCount++;
// 加载Scriptable配置并且序列化为bytes
var timelineAsset = AssetDatabase.LoadAssetAtPath<TimelineAbilityAsset>(path);
// var bytes = timelineAsset.ToBytes();
// // 反序列为纯净模式配置,并再次序列化为二进制数据,检查两次序列化数据是否一致
// var newInfo = AbilityAssetTool.Deserialize(bytes);
// var newBytes = AbilityAssetTool.Serialize(newInfo);
// bool isSame = newBytes.EqualsEx(bytes);
// if (!isSame)
// {
// Debug.LogError($"TimelineAsset Serialize Failed {path}");
// ++failedCount;
// continue;
// }
// allGAAssets.Add(timelineAsset.name, bytes);
}
// 整合成一个二进制文件
serializer.Write((ushort)allGAAssets.Count);
foreach (var iter in allGAAssets)
{
serializer.Append(iter.Value);
}
FileUtil.SaveFile(Path.Combine(saveDir, "GA_Database.bytes"), serializer.CopyData());
Debug.Log($"Export Done count= {exportCount}, Failed count = {failedCount}");
}
/// <summary>
/// GAS纯净模式 - 二进制GE配置生成入口
/// </summary>
/// <param name="genPath"></param>
[MenuItem("EX-GAS/PureMode/GenData/GEAsset")]
public static void GenGEData()
{
string saveDir = GASSettingAsset.Setting.GASBinaryAssetPath;
var guids = AssetDatabase.FindAssets($"t:{nameof(GameplayEffectAsset)}");
int exportCount = 0;
int failedCount = 0;
Dictionary<string, byte[]> allGEAssets = new Dictionary<string, byte[]>();
Serializer serializer = new Serializer();
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
exportCount++;
// 加载Scriptable配置并且序列化为bytes
var geAsset = AssetDatabase.LoadAssetAtPath<GameplayEffectAsset>(path);
// var bytes = geAsset.ToBytes();
// // 反序列为纯净模式配置,并再次序列化为二进制数据,检查两次序列化数据是否一致
// var newInfo = GameEffectAssetSerializationTool.Deserialize(bytes);
// var newBytes = GameEffectAssetSerializationTool.Serialize(newInfo);
// bool isSame = newBytes.EqualsEx(bytes);
// if (!isSame)
// {
// Debug.LogError($"TimelineAsset Serialize Failed {path}");
// ++failedCount;
// continue;
// }
// allGEAssets.Add(geAsset.name, bytes);
}
// 整合成一个二进制文件
serializer.Write((ushort)allGEAssets.Count);
foreach (var iter in allGEAssets)
{
serializer.Append(iter.Value);
}
FileUtil.SaveFile(Path.Combine(saveDir, "GE_Database.bytes"), serializer.CopyData());
Debug.Log($"Export Done count= {exportCount}, Failed count = {failedCount}");
}
/// <summary>
/// GAS纯净模式 - 二进制GASPreset配置生成入口
/// </summary>
[MenuItem("EX-GAS/PureMode/GenData/ASCPreset")]
public static void GenASCPresetData()
{
string saveDir = GASSettingAsset.Setting.GASBinaryAssetPath;
var guids = AssetDatabase.FindAssets($"t:{nameof(AbilitySystemComponentPreset)}");
int exportCount = 0;
int failedCount = 0;
Dictionary<string, byte[]> allASCPresets = new Dictionary<string, byte[]>();
Serializer serializer = new Serializer();
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
exportCount++;
// 加载Scriptable配置并且序列化为bytes
var ascPresetAsset = AssetDatabase.LoadAssetAtPath<AbilitySystemComponentPreset>(path);
// var bytes = ascPresetAsset.ToBytes();
// // 反序列为纯净模式配置,并再次序列化为二进制数据,检查两次序列化数据是否一致
// var newInfo = AbilitySystemComponentPresetConverter.Deserialize(bytes);
// var newBytes = AbilitySystemComponentPresetConverter.Serialize(newInfo);
// bool isSame = newBytes.EqualsEx(bytes);
// if (!isSame)
// {
// Debug.LogError($"TimelineAsset Serialize Failed {path}");
// ++failedCount;
// continue;
// }
// allASCPresets.Add(ascPresetAsset.name, bytes);
}
// 整合成一个二进制文件
serializer.Write((ushort)allASCPresets.Count);
foreach (var iter in allASCPresets)
{
serializer.Append(iter.Value);
}
FileUtil.SaveFile(Path.Combine(saveDir, "ASC_Database.bytes"), serializer.CopyData());
Debug.Log($"Export Done count= {exportCount}, Failed count = {failedCount}");
}
}
}
#endif

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