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DESKTOP-UBV38B7\codingworks
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增加框架的入口类
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Assets/Game.meta

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Assets/Game/Prefab.meta

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Assets/Game/Prefab/GameMode.prefab

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Assets/Game/Prefab/GameMode.prefab.meta

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Assets/Game/Scripts.meta

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Assets/Game/Scripts/Base.meta

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Assets/Game/Scripts/Base/GameMode.cs

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//-----------------------------------------------------------------------
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// <copyright>
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// Copyright (c) 2018 Zhang Yang. All rights reserved.
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// </copyright>
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// <describe> #游戏的管理类# </describe>
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// <email> [email protected] </email>
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// <time> #2018年6月25日 12点06分# </time>
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//-----------------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace GameFramework.Taurus
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{
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public class GameMode : MonoBehaviour
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{
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#region 属性
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public static EventManager Event;
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public static GameStateManager State;
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public static NodeManager Node;
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public static ResourceManager Resource;
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public static UIManager UI;
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/// <summary>
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/// 当前程序集
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/// </summary>
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public static System.Reflection.Assembly Assembly { get; private set; }
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#region 资源
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/// <summary>
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/// 资源加载方式 默认为编辑器加载
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/// </summary>
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public bool IsEditorMode = true;
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/// <summary>
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/// 资源加载路径 默认为只读路径
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/// </summary>
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public PathType DefaultPathType = PathType.ReadOnly;
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/// <summary>
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/// ab资源默认包名称
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/// </summary>
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public string AssetBundleName = "AssetBundles/AssetBundles";
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#endregion
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#endregion
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IEnumerator Start()
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{
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#region Module
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Event = GameFrameworkMode.GetModule<EventManager>();
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State = GameFrameworkMode.GetModule<GameStateManager>();
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Node = GameFrameworkMode.GetModule<NodeManager>();
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Resource = GameFrameworkMode.GetModule<ResourceManager>();
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UI = GameFrameworkMode.GetModule<UIManager>();
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#endregion
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#region resource
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#if UNITY_EDITOR
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//设置资源的模式
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if (IsEditorMode)
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Resource.SetResourceHelper(new EditorResourceHelper());
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else
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{
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Resource.SetResourceHelper(new BundleResourceHelper());
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Resource.SetResourcePath(DefaultPathType, AssetBundleName);
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}
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#else
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//非编辑器模式下 -- 只支持AssetBundle资源加载
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IsEditorMode = false;
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Resource.SetResourceHelper(new BundleResourceHelper());
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Resource.SetResourcePath(DefaultPathType, AssetBundleName);
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#endif
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#endregion
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#region state
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//开启整个项目的流程
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Assembly = typeof(GameMode).Assembly;
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State.CreateContext(Assembly);
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yield return new WaitForEndOfFrame();
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State.SetStateStart();
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#endregion
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}
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}
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}

Assets/Game/Scripts/Base/GameMode.cs.meta

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Assets/Game/Scripts/Editor.meta

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