event,ui,resource is finish

pull/1/head
zxl 2024-04-02 18:17:57 +08:00
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257 changed files with 30802 additions and 0 deletions

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title: Mini Simple Characters | Skeleton | Free Demo
sections:
- heading: About
text: Thank you for downloading the Mini Simple Characters | Skeleton | Free Demo asset.This demo base character is intended to you to test and see if it fit your needs before you buy the other characters or packs derived from this basemesh.
linkText:
url:
- heading: ✓ Optimization
text: "This character is extremely light and can be used in both pc and mobile
games. All models share a single texture file, allowing you to customize the colors
according to your needs just by duplicanting materials and adjusting the material offset. \n\n⚠*Many models have primary, secondary, and even tertiary material slots, check the <Materials> option in the [ Inspector > Skinned Mesh Renderer ] to add multiple materials and customize colors to fit your needs."
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- heading: ✓ Textures
text: "Diffuse/Albedo:\n-256px (.png)"
linkText:
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- heading: ✓ Polycount
text: "
- body_arms | 1496 Tris\n
- body_head | 614 Tris\n
- body_legs | 2160 Tris\n
- body_torso | 1552 Tris\n
- shield_wood | 268 Tris\n
- sword_wood | 204 Tris"
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- heading: ✓ Blendshapes
text: "Body_Head:\n- Angry\n- Sad\n\n⚠*Make sure that the <Blend Shape Normals>is set to <Import> in [ Inspector > Import Settings > Model Tab ] to avoid artifacts when using the blendshapes"
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- heading: ✓ Animations
text: "-Idle\n-Walk\n-Run\n-Jump\n-Loose\n\n*All models have Humanoid rigs (Rigged/Skinned and Mecanim ready)\n\n⚠*Remember to adjust <Muscle & Settings> in the model´s [Rig > Configure] to adjust overlapping and clipping depending of your source animations."
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- heading: ✓ Modular Design
text: "This character is designed to be modular, making it easy to create a variety of combinations, allowing you to create unique characters and scenes."
linkText:
url:
- heading:
text: "Each asset has been carefully crafted to add a unique touch to your game project!"
linkText:
url:
- heading: ☎ Contact/Support
text:
linkText: Asset Store Profile
url: https://assetstore.unity.com/publishers/20594
- heading:
text:
linkText: Twitter
url: https://twitter.com/joaobaltieri
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using System;
namespace Game
{
/// <summary>
/// 游戏逻辑事件基类。
/// </summary>
public abstract class GameEventArgs : EventArgs
{
public abstract int Id { get; }
}
}

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namespace Game
{
public class TestEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(TestEventArgs).GetHashCode();
public override int Id => EventId;
public TestEventArgs()
{
}
}
}

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using System;
using System.Collections.Generic;
namespace Game
{
public class EventManager : IEventManager
{
private static EventManager instance;
public static EventManager Instance
{
get
{
if (instance == null)
{
instance = new EventManager();
}
return instance;
}
}
private readonly Dictionary<int, List<EventHandler<GameEventArgs>>> m_EventPool;
private EventHandler<GameEventArgs> m_DefaultHandler;
private Queue<EventInfo> m_EventInfos;
private Queue<EventHandler<GameEventArgs>> _cache;
/// <summary>
/// 初始化事件管理器的新实例。
/// </summary>
public EventManager()
{
m_EventInfos = new Queue<EventInfo>();
_cache = new Queue<EventHandler<GameEventArgs>>();
m_EventPool = new Dictionary<int, List<EventHandler<GameEventArgs>>>();
}
/// <summary>
/// 获取事件处理函数的数量。
/// </summary>
public int EventHandlerCount
{
get { return m_EventPool.Count; }
}
/// <summary>
/// 获取事件数量。
/// </summary>
public int EventCount
{
get { return m_EventPool.Count; }
}
public int Count(int id)
{
if (!m_EventPool.TryGetValue(id, out var list))
{
return 0;
}
return list.Count;
}
/// <summary>
/// 检查是否存在事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要检查的事件处理函数。</param>
/// <returns>是否存在事件处理函数。</returns>
public bool Check(int id, EventHandler<GameEventArgs> handler)
{
if (handler == null)
{
throw new Exception("Event handler is invalid.");
}
if (!m_EventPool.TryGetValue(id, out var list) || list.Count == 0)
{
return false;
}
return list.Contains(handler);
}
/// <summary>
/// 订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要订阅的事件处理函数。</param>
public void Subscribe(int id, EventHandler<GameEventArgs> handler)
{
if (handler == null)
{
throw new Exception("Event handler is invalid.");
}
if (!m_EventPool.TryGetValue(id, out var list))
{
m_EventPool[id] = list = new List<EventHandler<GameEventArgs>>();
}
list.Add(handler);
}
/// <summary>
/// 取消订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要取消订阅的事件处理函数。</param>
public void Unsubscribe(int id, EventHandler<GameEventArgs> handler)
{
if (handler == null)
{
throw new Exception("Event handler is invalid.");
}
if (!m_EventPool.TryGetValue(id, out var list))
{
throw new Exception($"Event '{id}' not exists specified handler.");
}
if (list.Count == 0)
{
throw new Exception($"Event '{id}' not exists specified handler.");
}
var indexOf = list.IndexOf(handler);
if (indexOf == -1)
{
throw new Exception($"Event '{id}' not exists specified handler.");
}
list.RemoveAt(indexOf);
if (list.Count == 0)
{
m_EventPool.Remove(id);
}
}
/// <summary>
/// 设置默认事件处理函数。
/// </summary>
/// <param name="handler">要设置的默认事件处理函数。</param>
public void SetDefaultHandler(EventHandler<GameEventArgs> handler)
{
m_DefaultHandler = handler;
}
struct EventInfo
{
public object sender { get; }
public GameEventArgs args { get; }
public EventInfo(object sender, GameEventArgs args)
{
this.sender = sender;
this.args = args;
}
}
/// <summary>
/// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
public void Fire(object sender, GameEventArgs e)
{
if (e == null)
{
throw new Exception("Event is invalid.");
}
m_EventInfos.Enqueue(new EventInfo(sender, e));
}
/// <summary>
/// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
public void FireNow(object sender, GameEventArgs e)
{
if (e == null)
{
throw new Exception("Event is invalid.");
}
HandleEvent(sender, e);
}
/// <summary>
/// 每帧调用
/// </summary>
public void Update()
{
while (m_EventInfos.Count > 0)
{
var eventInfo = m_EventInfos.Dequeue();
HandleEvent(eventInfo.sender, eventInfo.args);
}
}
/// <summary>
/// 处理事件结点。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
private void HandleEvent(object sender, GameEventArgs e)
{
if (!m_EventPool.TryGetValue(e.Id, out var list) || list.Count == 0)
{
if (m_DefaultHandler != null)
{
m_DefaultHandler(sender, e);
return;
}
else
throw new ArgumentException(string.Format("Event '{0}' not allow no handler.", e.Id));
}
foreach (var eventHandler in list)
{
_cache.Enqueue(eventHandler);
}
while (_cache.Count > 0)
{
var eventHandler = _cache.Dequeue();
eventHandler.Invoke(sender, e);
}
}
}
}

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using System;
namespace Game
{
/// <summary>
/// 事件管理器接口。
/// </summary>
public interface IEventManager
{
/// <summary>
/// 获取事件处理函数的数量。
/// </summary>
int EventHandlerCount
{
get;
}
/// <summary>
/// 获取事件数量。
/// </summary>
int EventCount
{
get;
}
/// <summary>
/// 获取事件处理函数的数量。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <returns>事件处理函数的数量。</returns>
int Count(int id);
/// <summary>
/// 检查是否存在事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要检查的事件处理函数。</param>
/// <returns>是否存在事件处理函数。</returns>
bool Check(int id, EventHandler<GameEventArgs> handler);
/// <summary>
/// 订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要订阅的事件处理函数。</param>
void Subscribe(int id, EventHandler<GameEventArgs> handler);
/// <summary>
/// 取消订阅事件处理函数。
/// </summary>
/// <param name="id">事件类型编号。</param>
/// <param name="handler">要取消订阅的事件处理函数。</param>
void Unsubscribe(int id, EventHandler<GameEventArgs> handler);
/// <summary>
/// 设置默认事件处理函数。
/// </summary>
/// <param name="handler">要设置的默认事件处理函数。</param>
void SetDefaultHandler(EventHandler<GameEventArgs> handler);
/// <summary>
/// 抛出事件,这个操作是线程安全的,即使不在主线程中抛出,也可保证在主线程中回调事件处理函数,但事件会在抛出后的下一帧分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
void Fire(object sender, GameEventArgs e);
/// <summary>
/// 抛出事件立即模式,这个操作不是线程安全的,事件会立刻分发。
/// </summary>
/// <param name="sender">事件源。</param>
/// <param name="e">事件参数。</param>
void FireNow(object sender, GameEventArgs e);
}
}

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