(client) feat:添加测试用定义

This commit is contained in:
m0_75251201
2025-07-13 08:56:33 +08:00
committed by TheRedApricot
parent 3df2a3ee2c
commit 21c49ac96b
29 changed files with 104 additions and 8 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

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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。

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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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@ -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>