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一个基于Entity-Component模式的灵活、通用、可扩展的轻量战斗(技能)框架,配置可选使用ScriptableObject或是Excel表格. A flexible, generic, easy to extend, lightweight combat (skills) framework based on Entity-Component pattern. Configuration can choose to use ScriptableObject or Excel tables.
License: MIT License
C# 99.49%
ShaderLab 0.51%
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AttributeComponent作为一个逻辑分块,属于Component类型,然而其中管理的FloatNumeric却是Entity类型并且是挂载在父Entity下的,只在字典中对其保留引用,并没有真正直观合理的树形结构,究其原因就是因为在设计上Component是不支持挂载子节点的。
实际上我能否只抽象出一个支持目前树形结构的BaseEntity类,不做Entity与Compoennt的分化,使得任何已有的Component类也能够挂载子节点,是否会更加合理呢?
希望大佬不吝赐教。
SerializedScriptableObject引用丢失打开编辑器时报空, unity 2019.4.9f1
运行RPGdemo点击道具图标,直接报错
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
EGamePlay.Combat.AttributeComponent.GetNumeric (System.String attributeName) (at Assets/EGamePlay/Combat/Attribute/AttributeComponent.cs:47)
EquipmentComponent.AddItemData (EGamePlay.ItemData itemData) (at Assets/EGPsExamples/RpgExample/Scripts/EquipmentComponent.cs:34)
Hero+<>c__DisplayClass40_0.b__0 () (at Assets/EGPsExamples/RpgExample/MonoScripts/Hero.cs:126)
UnityEngine.Events.InvokableCall.Invoke () (at <9054c48fe492485bb63cc80f3d8fbba1>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <9054c48fe492485bb63cc80f3d8fbba1>:0)
基本是error CS1644: Feature `out variable declaration' cannot be used because it is not part of the C# 6.0 language specification
感觉你这个没有Get到Entity-Component的本质,
RefreshActions,这么频繁的创建、销毁,能行?
如何做到渲染和逻辑的分离,去掉渲染组件或者渲染系统是否可以正常运行