(client) chore:Clean code

This commit is contained in:
2025-08-28 16:20:24 +08:00
parent 909e995e15
commit c3bff1cf88
76 changed files with 5689 additions and 445 deletions

View File

@ -195,6 +195,8 @@ TilemapRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -216,6 +218,7 @@ TilemapRenderer:
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@ -242,37 +245,6 @@ Transform:
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@ -290,7 +262,7 @@ GameObject:
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--- !u!114 &613797068
MonoBehaviour:
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@ -388,7 +360,6 @@ MonoBehaviour:
m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
m_RequiresDepthTexture: 0
m_RequiresColorTexture: 0
m_Version: 2
m_TaaSettings:
m_Quality: 3
m_FrameInfluence: 0.1
@ -396,6 +367,7 @@ MonoBehaviour:
m_MipBias: 0
m_VarianceClampScale: 0.9
m_ContrastAdaptiveSharpening: 0
m_Version: 2
--- !u!81 &1057087088
AudioListener:
m_ObjectHideFlags: 0
@ -546,6 +518,8 @@ TilemapRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -567,6 +541,7 @@ TilemapRenderer:
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m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -593,51 +568,6 @@ Transform:
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@ -655,7 +585,7 @@ GameObject:
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Transform:
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@ -684,8 +614,11 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
isGlobal: 1
entityLevel: {fileID: 309861628}
entityPrefab: {fileID: 3332598847335032684, guid: 6cd8b01a0f57372438dc30c864ae1530, type: 3}
characterPrefab: {fileID: 0}
monsterPrefab: {fileID: 0}
buildingPrefab: {fileID: 0}
bulletPrefab: {fileID: 0}
pickupPrefab: {fileID: 0}
defaultEntityPrefab: {fileID: 7975757421877276383, guid: 89661daa5f100c64783f0ad9cd37a7ff, type: 3}
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@ -751,6 +684,4 @@ SceneRoots:
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- {fileID: 2104915508}
- {fileID: 309861630}
- {fileID: 2036983432}
- {fileID: 1371068282}

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@ -1,9 +1,7 @@
using Data;
using Parsing;
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using Data;
using UnityEngine;
namespace AI
{

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@ -1,10 +1,8 @@
using System;
using AI;
using Data;
using System;
namespace Utils
namespace AI
{
public static class BehaviorTree
{
/// <summary>

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@ -1,9 +1,5 @@
using System.Collections.Generic;
using Base;
using Data;
using Managers;
using Prefab;
using Unity.VisualScripting;
using UnityEngine;
namespace AI

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@ -1,6 +1,6 @@
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Base

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@ -1,8 +1,7 @@
// C#
using Managers; // 确保日志命名空间正确
using System.Collections;
using System.Collections.Generic; // 新增用于List
using Logging;
using Managers; // 确保日志命名空间正确
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -96,7 +95,7 @@ namespace Base
// 在 Awake 中初始化管理器列表并注册,确保在 Start 之前完成
_managersToLoad = new List<ILaunchManager>
{
new Logging.LoggerManagerWrapper(), // UnityLogger的包装器
Logging.UnityLogger.Instance, // UnityLogger的包装器
Managers.DefineManager.Instance,
Managers.PackagesImageManager.Instance,
Managers.TileManager.Instance,

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@ -1,10 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Base
{

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@ -1,13 +1,10 @@
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Networking;
using Formatting = Newtonsoft.Json.Formatting;
namespace Configs

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@ -1,10 +1,3 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml.Linq;
using UnityEngine;
namespace Data
{
public class CharacterDef : EntityDef

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@ -1,7 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Xml.Linq;

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@ -1,3 +1,4 @@
using Configs;
using System;
using System.Collections;
using System.Collections.Generic;
@ -5,9 +6,7 @@ using System.Linq;
using System.Reflection;
using System.Text;
using System.Xml.Linq;
using Configs;
using UnityEngine;
using Object = System.Object;
namespace Data
{

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@ -1,8 +1,3 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Data
{
public class EntityDef : Define

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@ -1,5 +1,3 @@
using Base;
using Data;
using UnityEngine;
namespace Entity

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@ -1,7 +1,5 @@
using System;
using Base;
using Data;
using Prefab;
using UnityEngine;
namespace Entity

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@ -1,10 +1,6 @@
using System;
using System.Linq;
using Data;
using Item;
using Managers;
using UnityEngine;
using Utils;
// 添加 System 命名空间以使用 Action
namespace Entity

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@ -1,13 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AI;
using Base;
using Data;
using Item;
using Managers;
using Prefab;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@ -177,7 +177,7 @@ namespace Entity
public virtual void Init(EntityDef entityDef)
{
attributes = new Attributes(entityDef.attributes);
aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
aiTree = AI.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
affiliation = entityDef.affiliation?.defName;
InitBody(entityDef.drawingOrder);
this.entityDef = entityDef;

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@ -1,6 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Item;
using UnityEngine;
namespace Entity

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@ -1,6 +1,6 @@
using System.Collections.Generic;
using Managers;
using Prefab;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

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@ -1,10 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base;
using Data;
using Item;
using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Entity

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@ -1,5 +1,3 @@
using UnityEngine;
namespace Item
{
public class ItemBase

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@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using Data;
using Managers;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Item

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@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq; // Added for LINQ
using Base;
using Data;
using Entity;
using Prefab;
using System;
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;

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@ -27,8 +27,10 @@ namespace Logging
public static int MaxLogs
{
get => _maxLogs;
set {
lock (_lock) {
set
{
lock (_lock)
{
_maxLogs = Mathf.Max(value, 1); // 最小值为1
TrimExcess();
}

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@ -1,17 +0,0 @@
using Managers;
using UnityEngine;
namespace Logging
{
public class LoggerManagerWrapper : ILaunchManager
{
public string StepDescription => "初始化日志";
public void Init()
{
Logging.UnityLogger.Init();
}
public void Clear()
{
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ffa9f8b447ee49f486398248d438f7ca
timeCreated: 1756128101

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@ -1,55 +1,64 @@
using Managers;
using Serilog;
using UnityEngine;
using Utils;
using SerilogLogger = Serilog.Core.Logger;
namespace Logging
{
public static class UnityLogger
public class UnityLogger : Singleton<UnityLogger>, ILaunchManager
{
private static readonly SerilogLogger Logger = new LoggerConfiguration()
private bool _initialized = false;
private readonly SerilogLogger _logger = new LoggerConfiguration()
.WriteTo.File("Logs/UnityLog.txt")
.CreateLogger();
private static bool _initialized = false;
public static void Init()
public void Init()
{
if(_initialized)
return;
Application.logMessageReceived += OnLogMessageReceived;
if (_initialized) return;
Application.logMessageReceivedThreaded += OnLogMessageReceived;
_initialized = true;
}
private static void OnLogMessageReceived(string logString, string stackTrace, LogType type)
public void Clear()
{
}
public string StepDescription => "初始化日志";
private void OnLogMessageReceived(string logString, string stackTrace, LogType type)
{
switch (type)
{
case LogType.Assert:
{
Logger.Warning("\nContent: {0}", logString);
_logger.Warning("\nContent: {0}", logString);
break;
}
case LogType.Log:
{
Logger.Information("\nContent: {0}", logString);
_logger.Information("\nContent: {0}", logString);
break;
}
case LogType.Warning:
{
Logger.Warning("\nContent: {0}", logString);
_logger.Warning("\nContent: {0}", logString);
break;
}
case LogType.Error:
{
Logger.Error("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]);
_logger.Error("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]);
break;
}
case LogType.Exception:
{
Logger.Fatal("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]);
_logger.Fatal("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]);
break;
}
default:
{
Logger.Information("\nContent: {0}", logString);
_logger.Information("\nContent: {0}", logString);
break;
}
}

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@ -1,7 +1,7 @@
using Data;
using System;
using System.Collections.Generic;
using System.Linq;
using Data;
using UnityEngine;
namespace Managers

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@ -1,9 +1,9 @@
using Data;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Data;
using UnityEngine;
using Utils;

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@ -1,10 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base;
using Data;
using Entity;
using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;

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@ -1,5 +1,5 @@
using System.Collections.Generic;
using Data;
using System.Collections.Generic;
using UnityEngine;
using EventType = Data.EventType;

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@ -1,7 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Data;
using Item;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Managers

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@ -1,8 +1,8 @@
using Data;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Data;
using UnityEngine;
namespace Managers

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@ -1,5 +1,5 @@
using System.Collections.Generic;
using Prefab;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;

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@ -1,5 +1,5 @@
using System.Collections.Generic;
using Data;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using Utils;

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@ -1,5 +1,3 @@
using System;
using Managers;
using UnityEngine;
namespace Map
@ -12,7 +10,8 @@ namespace Map
{
[SerializeField] private bool defaultOpen = false;
[SerializeField] [Tooltip("此维度的唯一标识符。如果为空将使用GameObject的名称。")]
[SerializeField]
[Tooltip("此维度的唯一标识符。如果为空将使用GameObject的名称。")]
private string _dimensionId;
[SerializeField] public MapGenerator mapGenerator;

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@ -1,8 +1,6 @@
using System;
using Managers;
using System.Collections.Generic;
using System.Linq;
using Data;
using Managers;
using UnityEngine;
using UnityEngine.Tilemaps;

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@ -1,6 +1,5 @@
using System;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace Map
{

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@ -1,8 +1,9 @@
using System.Net.Http;
using System.Threading.Tasks;
using Grpc.Net.Client;
using Grpc.Net.Client.Web;
using Protocol;
using System.Net.Http;
using System.Threading.Tasks;
using UnityEngine;
using Utils;
namespace Network
@ -18,21 +19,17 @@ namespace Network
public GrpcClient()
{
var httpHandler = new GrpcWebHandler(GrpcWebMode.GrpcWeb, new HttpClientHandler());
var channelOptions = new GrpcChannelOptions
{
HttpHandler = httpHandler
HttpHandler = new GrpcWebHandler(GrpcWebMode.GrpcWeb, new HttpClientHandler())
};
_channel = GrpcChannel.ForAddress(ServerAddress, channelOptions);
_general = new GeneralService.GeneralServiceClient(_channel);
_game = new GameService.GameServiceClient(_channel);
}
~GrpcClient()
{
_channel.ShutdownAsync().Wait();
Application.quitting += () => _channel.ShutdownAsync().Wait();
}
public async Task<ServerInfo> GetServerInfo()

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ef7f384f3b5dc0049ba97561d579cd03
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -5,7 +5,7 @@ using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
namespace AI
namespace Parsing
{
public static class ConditionDelegateFactory
{

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@ -1,9 +1,4 @@
using System;
using Data;
using Managers;
using UnityEngine;
namespace AI
namespace Parsing
{
public static class ConditionFunctions
{
@ -12,7 +7,6 @@ namespace AI
return entity.attributes.health >= minHealth;
}
public static bool HasEnemyInSight(Entity.Entity entity)
{
return Managers.EntityManage.Instance.ExistsHostile(entity.currentDimensionId, entity.entityPrefab);

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@ -2,7 +2,7 @@ using System;
using System.Linq;
using System.Linq.Expressions;
namespace Utils
namespace Parsing
{
public static class Resolver
{

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@ -1,11 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AI;
using Base;
using Data;
using Entity;
using Unity.VisualScripting;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Prefab

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@ -1,4 +1,3 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

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@ -1,4 +1,3 @@
using Base;
using UnityEngine;
namespace Prefab

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@ -1,4 +1,3 @@
using System;
using Base;
using UnityEngine;

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@ -1,7 +1,7 @@
using Map;
using System;
using System.Collections.Generic;
using System.Linq;
using Map;
using UnityEngine;
using Utils;

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@ -1,7 +1,6 @@
using Base;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
namespace UI
{

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@ -1,6 +1,6 @@
using System.Collections.Generic;
using Base;
using Entity;
using System.Collections.Generic;
using UnityEngine;
// 确保 Character 类在此命名空间下

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@ -1,5 +1,4 @@
using Base;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace UI

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@ -1,5 +1,5 @@
using System;
using Base;
using System;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;

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@ -1,6 +1,6 @@
using Prefab;
using System;
using System.Collections.Generic;
using Prefab;
using TMPro;
using UnityEngine;

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@ -1,5 +1,3 @@
using System;
using TMPro;
using UnityEngine;
namespace UI

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@ -1,5 +1,5 @@
using System.Globalization;
using Base;
using System.Globalization;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

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@ -2,20 +2,18 @@ using System;
namespace Utils
{
public class PerlinNoise : Utils.Singleton<PerlinNoise>
public class PerlinNoise : Singleton<PerlinNoise>
{
private int[] _p; // 混淆表
private const int DefaultSeed = 0; // 默认种子
private readonly int[] _p = new int[512]; // 混淆表
public PerlinNoise()
{
Initialize(DefaultSeed);
Initialize();
}
// 初始化混淆表
private void Initialize(int seed)
private void Initialize(int seed = 0)
{
_p = new int[512]; // 混淆表加倍以方便使用
var permutation = new int[256];
var random = new Random(seed);
@ -26,9 +24,8 @@ namespace Utils
for (var i = 0; i < 256; i++)
{
var swapIndex = random.Next(256);
var temp = permutation[i];
permutation[i] = permutation[swapIndex];
permutation[swapIndex] = temp;
(permutation[i], permutation[swapIndex]) = (permutation[swapIndex], permutation[i]);
}
// 将打乱后的数组复制两次生成512个元素的混淆表

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