添加了更多的材质函数,部分与引擎新特性重合,这是为了能够脱离引擎在多个版本中更具可移植性。

添加了多种对程序流程控制与保全的脚本,而且现在可以更快速的构建一个具有线性关系的协程了。
  添加了一个支持多种模式的单维梯度控制器,类似unity的颜色梯度类型。
  添加了一个用于看向某个物体的旋转控制器。
  添加了一个加载宏。
  完善了批处理脚本流程。
This commit is contained in:
2023-11-23 11:10:40 +08:00
parent d691f8cde8
commit a658cc424b
70 changed files with 24697 additions and 68 deletions
+157
View File
@@ -0,0 +1,157 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.Type;
namespace XericLibrary
{
/// <summary>
/// 线性处理流程
/// </summary>
public class ProgramFlowLinear : WeaklyObject
{
#region 委托事件
/// <summary>
/// 恢复待执行事件列表
/// </summary>
public event Action RecoveredCoroutineList;
#endregion
#region 字段属性
/// <summary>
/// 设定是否循环处理所有协程
/// </summary>
public bool LoopProgramFlow
{
get => loopProgramFlow;
set
{
if(TargetEvent == null)
loopProgramFlow = value;
else
Debug.LogError("不允许在协程运行中进行处理流程模式的切换");
}
}
/// <summary>
/// 循环处理所有协程
/// </summary>
private bool loopProgramFlow = true;
/// <summary>
/// 最大执行计数
/// </summary>
public int MaxEmbeddedLoopCount = 100;
/// <summary>
/// 当前协程内执行流程计数
/// </summary>
private int embeddedLoopCount = 0;
/// <summary>
/// 等待执行的协程
/// </summary>
private LinkedList<IEnumerator> routines = new LinkedList<IEnumerator>();
/// <summary>
/// 当前执行的协程
/// </summary>
private Coroutine TargetEvent;
/// <summary>
/// 持久担保者
/// </summary>
private MonoBehaviour assure;
/// <summary>
/// 第一次执行
/// </summary>
private bool firstTime = true;
#endregion
/// <summary>
/// 线性协程处理器,将一系列协程进行线性处理;
/// </summary>
/// <param name="recoveredListTodo">将添加协程的过程进行定义</param>
/// <param name="assure">协程处理的担保脚本</param>
/// <param name="executeImmediately">在定义完成后立即执行协程</param>
/// <param name="loopProgram">设定协程循环执行,如果不循环则需要手动调用start方法</param>
public ProgramFlowLinear(Action recoveredListTodo, MonoBehaviour assure, bool executeImmediately = true, bool loopProgram = true)
{
RecoveredCoroutineList = recoveredListTodo;
this.loopProgramFlow = loopProgram;
firstTime = true;
if(executeImmediately)
StartCoroutine();
}
#region 方法
/// <summary>
/// 添加待处理协程
/// </summary>
/// <param name="routine"></param>
public void AddCoroutine(IEnumerator routine)
{
routines.AddLast(routine);
}
/// <summary>
/// 协程!启动!
/// </summary>
public void StartCoroutine()
{
if(TargetEvent == null)
{
if(firstTime && routines.Count <= 0)
RecoveredCoroutineList();
if(routines.Count <= 0)
{
Debug.LogError("协程步骤为空,可能是并非初始,或复位栈为空");
return;
}
TargetEvent = assure.StartCoroutine(routines.First.Value);
routines.RemoveFirst();
firstTime = false;
}
}
/// <summary>
/// 执行下一个协程
/// </summary>
public void NextCoroutine()
{
if(loopProgramFlow && routines.Count <= 0)
RecoveredCoroutineList();
if(TargetEvent != null)
TargetEvent = null;
else
Debug.LogError("执行的协程步骤来自初始?");
StartCoroutine();
}
/// <summary>
/// 尝试增加协程执行计数,当计数超越预设范围后将提示停止协程
/// </summary>
public bool TryPromoteEmbedded()
{
if(++embeddedLoopCount > MaxEmbeddedLoopCount)
{
embeddedLoopCount = 0;
return true;
}
return false;
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a614d165b036beb41ad5f542b02fdf12
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+12 -9
View File
@@ -1,26 +1,29 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using XericLibrary.Runtime.Type;
namespace XericLibrary.Runtime.Security
{
/// <summary>
/// 程序流程保全
/// </summary>
/// <summary>
/// 基本的保全调用方法;
/// 需要手动在委托的前后安置保全标识
/// </summary>
public class ProgramFlowSecurity : WeaklyObject
{
#region 字段属性
{
#region 字段属性
/// <summary>
/// 保护标志位
/// 外部保护标志位
/// </summary>
private int conservativeFlag;
/// <summary>
/// 单步标志位
/// 外部单步标志位
/// </summary>
private int DoOnceFlag;
@@ -36,7 +39,7 @@ namespace XericLibrary.Runtime.Security
#endregion
#region 方法
#region 外部方法
/// <summary>
/// 标志一段程序的开始
@@ -131,4 +134,4 @@ namespace XericLibrary.Runtime.Security
#endregion
}
}
}
+1 -1
View File
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: a7fec265b4bc05249b53e040d279b079
guid: 3aa1a126b33b746438d102310ab9e983
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -0,0 +1,142 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using XericLibrary.Runtime.Type;
namespace XericLibrary.Runtime.Security
{
/// <summary>
/// 程序流程保全
/// </summary>
public class ProgramFlowSecurityExtend : WeaklyObject
{
#region 字段属性
/// <summary>
/// 可扩展事件
/// </summary>
public event Action ExtensibleDelegation
{
add
{
if(!DelegateContains(value))
DelegateAdd(value);
}
remove
{
DelegateRemove(value);
}
}
/// <summary>
/// 事件列表
/// </summary>
private List<DelegateExtensibleFlag> delegateList;
#endregion
#region 类内类
/// <summary>
/// 事件扩展标识
/// </summary>
public class DelegateExtensibleFlag
{
/// <summary>
/// 事件
/// </summary>
public Action Event;
/// <summary>
/// 单步执行
/// </summary>
public bool Doonce;
/// <summary>
/// 调用保护
/// </summary>
public bool Conservate;
public DelegateExtensibleFlag(Action action, bool doonce = false)
{
this.Event = action;
this.Doonce = doonce;
this.Conservate = false;
}
public override bool Equals(object obj)
{
if(obj is DelegateExtensibleFlag def)
return def.Event == this.Event;
return false;
}
public override int GetHashCode()
{
return Event.GetHashCode();
}
}
public DelegateExtensibleFlag DelegateFind(Action action)
{
return delegateList
.Where(a => a.Event == action)
.FirstOrDefault();
}
public bool DelegateContains(Action action)
{
return DelegateFind(action) == null;
}
public void DelegateAdd(Action action, bool doonce = false)
{
delegateList.Add(new DelegateExtensibleFlag(action, doonce));
}
public bool DelegateRemove(Action action)
{
return delegateList.Remove(new DelegateExtensibleFlag(action));
}
#endregion
#region 构造
public ProgramFlowSecurityExtend()
{
}
#endregion
#region 主要流程
/// <summary>
/// 调用所有的已注册扩展事件,注意:这会比使用繁琐的外部方法更慢。
/// </summary>
public void InvokedAllDelegate()
{
for(int i = 0; i < delegateList.Count; i++)
{
if(delegateList[i].Conservate)
continue;
try
{
delegateList[i].Event.Invoke();
}
catch(Exception e)
{
delegateList[i].Conservate = true;
Debug.LogError(e);
}
}
}
#endregion
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a7fec265b4bc05249b53e040d279b079
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.Type;
namespace XericLibrary.Runtime.Security
{
/// <summary>
/// 使用委托名称契约进行调用的保全,
/// 性能上应该比使用try catch更好。
/// </summary>
public class ProgramFlowSecuttyContract : WeaklyObject
{
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d167ce6ade4403e4d8ef2b75925a0ba0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: