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32 changed files with 144 additions and 29 deletions

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@ -319,7 +319,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!4 &912467178
Transform:
m_ObjectHideFlags: 0
@ -616,6 +616,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 1371068282}
- component: {fileID: 1371068283}
m_Layer: 0
m_Name: Loader
m_TagString: Untagged
@ -638,6 +639,18 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1371068283
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1371068281}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 147e91e6929d90a4fb877c0b0a6b608c, type: 3}
m_Name:
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SceneRoots:
m_ObjectHideFlags: 0

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@ -160,27 +160,25 @@ namespace Configs
foreach (var path in paths)
{
// 获取程序所在的目录路径
var appDirectory = AppDomain.CurrentDomain.BaseDirectory;
// 构建目标目录的完整路径
var dataDirectory = Path.Combine(appDirectory, path);
try
{
// 检查目录是否存在
if (Directory.Exists(dataDirectory))
if (!Directory.Exists(path))
{
// 获取目录下的所有子文件夹
var subDirectories = Directory.GetDirectories(dataDirectory);
// 遍历并收集每个子文件夹中的 XML 文件
foreach (var dir in subDirectories)
{
var xmlFiles = Directory.GetFiles(dir, "*.xml", SearchOption.AllDirectories);
xmlFilePaths.AddRange(xmlFiles);
}
continue;
}
// 获取目录下的所有子文件夹
var subDirectories = Directory.GetDirectories(path);
// 遍历并收集每个子文件夹中的 XML 文件
foreach (var dir in subDirectories)
{
var xmlFiles = Directory.GetFiles(dir, "*.xml", SearchOption.AllDirectories);
xmlFilePaths.AddRange(xmlFiles);
}
}
catch (Exception ex)
{

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@ -11,15 +11,15 @@ namespace Data
{
public class PackAbout
{
public string[] after;
public string author;
public string[] before;
public string description;
public string name;
public string description;
public string author;
public string version;
public string packID;
public string[] necessary;
public string packID;
public string version;
public string[] after;
public string[] before;
/// <summary>
/// 使用静态方法从 XML 文档创建 PackAbout 实例。
@ -123,9 +123,9 @@ namespace Data
packID = packAbout.packID;
if (aboutXmls.Count > 1) Debug.LogWarning($"{packAbout.name}包拥有多个配置文件,系统选择了加载序的第一个,请避免这种情况");
var defineXmls = FindDocumentsWithRootName(aboutXmls, "Define");
var defineXmls = FindDocumentsWithRootName(packDatas, "Define");
// Debug.Log($"Define文件数量{defineXmls.Count}");
foreach (var defineXml in defineXmls) LoadDefines(defineXml);
return true;
}
@ -140,12 +140,15 @@ namespace Data
var className = element.Name.ToString();
if (string.IsNullOrEmpty(className))
continue;
// Debug.Log("1");
var def = LoadDefineClass(element);
if (def == null)
continue;
// Debug.Log("2");
if (!defines.ContainsKey(className))
defines.Add(className, new List<Define>());
defines[className].Add(def);
// Debug.Log($"插入{className},{def.defName}");
}
}

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@ -15,12 +15,29 @@ namespace Managers
public void Init()
{
var packFolder = Directory.GetDirectories(dataSetFilePath[0]);
var packFolder = Configs.ConfigProcessor.GetSubFolders(new(dataSetFilePath));
foreach (var folder in packFolder)
{
var pack = new DefinePack();
if (pack.LoadPack(folder)) packs.Add(pack.packID, pack);
}
}
public override string ToString()
{
if (packs == null || packs.Count == 0)
{
return "No packs available"; // 如果集合为空或为 null返回默认信息
}
var result = new System.Text.StringBuilder();
foreach (var definePack in packs)
{
result.AppendLine(definePack.ToString()); // 每个元素占一行
}
return result.ToString();
}
}
}

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@ -5,7 +5,7 @@ namespace Test
{
public class ClockTest : MonoBehaviour
{
private static float timer = 0;
//private static float timer = 0;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void Start()

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@ -0,0 +1,23 @@
using UnityEngine;
namespace Test
{
public class TestDefine : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Managers.DefineManager.Instance.Init();
Debug.Log(Managers.DefineManager.Instance);
}
// Update is called once per frame
void Update()
{
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 147e91e6929d90a4fb877c0b0a6b608c

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<About>
<name>核心</name>
<description>这是游戏的核心模块,除非有完整的代替,否则应该永远作为启动项</description>
<version>0.1</version>
<packID>core</packID>
<sort>
<before></before>
<after></after>
</sort>
</About>

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@ -0,0 +1,37 @@
<?xml version="1.0" encoding="utf-8"?>
<Define><!--表示是游戏数据定义 -->
<Attributes><!--定义一个Attributes类型 -->
<defName>CatGirl</defName><!--此Attributes的引用名应该保持唯一在同一种类型中 -->
<health>100</health><!--C#中定义的同名的Attributes类中含有的变量并对其进行赋值 -->
<speed>1.2</speed>
<strength>5</strength>
</Attributes>
<Character>
<defName>CatGirl</defName>
<label>CatGirl</label>
<description>She is a cat girl with agile movements and sharp senses.</description>
<attributes>CatGirl</attributes>
<drawingOrder_down>CatGirl_down</drawingOrder_down><!--根据defName引用其他的属性识别过程是首先根据C#中定义的此变量的类型,再根据名称查找此类型定义的数据块 -->
<drawingOrder_left>CatGirl_left</drawingOrder_left>
<drawingOrder_right>CatGirl_right</drawingOrder_right>
<drawingOrder_up>CatGirl_up</drawingOrder_up>
</Character>
<DrawingOrder>
<defName>CatGirl_down</defName>
<DrawNode name="body">
<DrawNode name="head">
<DrawNode name="backHair"/>
<DrawNode name="ear"/>
<DrawNode name="face"/>
<DrawNode name="frontHair"/>
<DrawNode name="hat"/>
</DrawNode>
<DrawNode name="clothes"/>
</DrawNode>
</DrawingOrder>
</Define>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Translation>
<Character.CatGirl.label>猫娘</Character.CatGirl.label>
<Character.CatGirl.description>她是一个猫娘,拥有猫的特性和人类的智慧。她的耳朵和尾巴显示了她的猫族血统。</Character.CatGirl.description>
</Translation>

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@ -9,9 +9,14 @@
```
root/
├── Data/
│ ├── About/ # 模块介绍文件
│ ├── Define/ # 数据定义文件
└── Translation/ # 翻译文件
│ ├── Pack1/
│ ├── About/
│ ├── Define/
│ │ └── Translation/
│ └── Pack2/
│ ├── About/
│ ├── Define/
│ └── Translation/
└── Mods/
├── Mod1/
│ ├── About/