PG
2021-02-09 11:35:04 9 举报
pg
作者其他创作
大纲/内容
DeadSystem
IGameSimulator
小游戏
SwitchPlatformNode
AddressablesDownloadManager
AddressablesDownloadTask
PlatformMsgProc
PlatformServer
BuildPlayerNode
LoginBusiness
Avatar
commandQueue
TimelineController
BattleCommandMsgProcReplayProxy
读配置表里的保存到CommandQueue
IBattleCommandMsgProcProxy
帧同步命令消息帧数据客户端分两个List存储.服务器是一个包发送过来.TryStepTIckGetCommandQueue
Input
RoomMsgProc
_gameServer
BuildPipeline
按顺序执行Node
PGWorld
SkillIdCom
BattleMsgProc
CommonResourceInitializeTask
PGUnitySceneManager
切换场景Addressables.LoadSceneAsync
打包
IGameManager
MsgProcMgr
InitializationSystemGroup
Config
...
各种小游戏Simulator
ExecuteMoveInputSystem
PGGameManager
ReplayFile
GameMsgProc
DestroyDestroyedGameSystem
逻辑层 调用Entitas 的Destroy.在ecs最后调用
LoadILRuntimeTask
BattleCommandMsgProcLocalProxy
提交命令后直接转发给CommandQueue
UnityPhysicsService
发生碰撞.给ecs增加组件.
AvatarUtil
BaseGameController
PartInfo
contexts里包括多个功能更相关contexts
BaseMsgProc
接收服务器消息处理类. 保存服务器数据
IGlobalSetting
UnityPhysiceService
LoadingBusiness
ExecuteSkillInputSystem
找出ButtonPress
物理
GameState
死亡的过程
BattleMsgProcRemoteProxy
Main
CreateCheckAppVersionTask
BatchModeHookGlobalSetting
entity
属性
PhysicsUpdateSystem
更新
ExecuteForceMoveInputSystem
ServerBase
GlobalSetting
INetwork
PGLogicModule
这部分是 属于所有小游戏相关模块
TickActorInput
entity 真正属性
BaseGameSimulator
BusinessSet
ServiceContainer
ExecuteButtonInputSystem
与运算出哪个按钮被按下以及按钮次数的
增量属性修改器
SkillSystem
1.输入SkillId 和目标
1.播放动作2.通过类型 创建 entity(法球)
input
ExecuteJumpInputSystem
UnityViewServices
1. UnregisterListeners2. UnlinkEntity
AIFlagCommand
GmMsgProc
ButtonCommand
LobbyScene
IBattleMsgProcProxy
游戏业务消息
ReplayMgr
SequeueTask
ITask
BuffSystem
PhysicsEntityMappingAuthoring
DeadListener
BuildPipelineFactory
输入 IBuildParameters
IGameScene
PGTcpClient
RakNetClient
Team
Game
PhysicsTrigger
PGDownloadManager
BaseWindow
SkeletonHigh
BattleCommandMsgProcRemoteProxy
Debug
BattleMsgProcLocalProxy
BattleMsgProcReplayProxy
InputStateUpdateSystem
InterceptGameSimulator
_serviceContainer.Register
PhysicsSyncSystem
_physicsService.GetData同步物理里面的坐标给ecs
PhysicsForceSystem
输入
玩家skillcast
1.释放条件.2.目标是谁 (可选)
轨迹com
isDeaded = true
entity.isDestroyed = true;1.通知表现层2.通知逻辑层
ButtonInitializeSystem
初始化mapping
陷进
1.触发条件2.目标是谁 (可选)
LoginScene
GameBgmController
SkeletonBase
_skeletonMap
SkillTriggerProcessSystem
UserInfoBasic
玩家信息
PhysicsEntityMappingSystem
把ecs里面的位置同步给物理
Addressables.DownloadDependenciesAsync
CommandFactory
创建命令
ICommand
SkillTriggerLeftSystem
CommandQueue
IBuildPipelineNode
PGSceneManager
LogicComponent
SkillTriggerActiveSystem
StartBattleInfo
战斗基础信息
LoadInjectFixTask
UnityScene
SceneInstance
PhysicsCollision
MainWindow
PGGameScene
非小游戏(login lobby 等)
World
GameServer
JoyStickCommand
WorldFeature
驱动ECS
StartLogicComponentTask
_skeleton(unity的 GameObject)
BattleServer
SkeletonMgr
UIMgr
PGUnityGameManager
InterceptFeature
包含自己小游戏的相关系统
Snapshot
PhysicsInitializeSystem
InitializeInitializeUpdate
ISceneManager
录像文件
IBusiness
SyncAddressableInitializeTask
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