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MyUnityFrameWork

  Unity框架,组件可插拔,可视化编辑,代码自动生成。
  包含资源加载,配置加载,数据加载,UI管理,音频管理,日志管理,动画系统,特效系统等,以及对应编辑器工具
  支持Android、Ios、PC、WEBGL
  项目中的Script/Core目录就是完整框架
  中文维基
  English Wiki

应用

  1.快速配置开发模式和发布模式(开发模式资源直接从Resources文件夹加载,不需要重新打包)
  2.支持快速定位到某一个游戏流程(某游戏场景,结算界面等),方便测试
  3.开发模式支持运行时性能监控和Debug小窗。
  4.提供Jenkins自动化打包接口ProjectBuildService (打包教程 )   

游戏流程管理

  1.游戏逻辑入口从某一个游戏流程开始(创建一个流程继承IGameStatus,然后在ApplicationManager中选择它作为第一个流程)
  2.提供测试接口,可传入测试数据,直接测试某一个流程不需要把游戏从头运行一次
  3.游戏启动时允许呼出开发者控制台,在真机上定位问题更快捷(查看以往日志数据、复盘Bug操作等)

资源加载

  1.可视化依赖包管理工具,打包进度可视,不再干等着了
  2.Resource和AssetsBundle两种加载模式,简单切换开发与发布状态
  3.统一加载接口,上层逻辑无需关心使用哪种方式加载资源
  4.多种资源管理机制,读取效率与内存占用的平衡

热更新管理器

  1.内置热更新流程
  2.一行代码启动热更新,返回热更新进度和更新状态(界面可另行编写)

Lua

  1.集成uLua,并精简了一部分uLua代码
  2.内置Lua设置编辑器
  3.内置Lua库(UIManager,StatusManager,EvnetDispatcher,Timer等)

配置加载

  1.一行代码读取和保存配置,方便快捷
  2.可将类序列化保存到配置中,快速使用
  3.配置可读可写
  4.有对应的配置编辑器
  

数据加载

  1.数据可使用默认值,可以让程序不用等策划,并且修改默认值非常方便
  2.数据键值对方便拓展, 策划不用等程序
  3.数据在运行时只读
  4.支持一键生成对应的数据类对象,不需要手写查数据了
  5.有对应的数据编辑器

持久化数据  

  1.游戏中产生的需要长期存放的数据可以放在这里
  2.提供编辑器查看这些临时数据

游戏数据查看器  

  1.提供编辑器查看游戏中的数据,(适合用来实时查看非Monobehavior面板数据)
  2.被查看的类只显示Public属性

输入管理器

  1.将游戏中接收的所有输入统一管理(包括网络通讯,UI事件,键盘输入,随机数生成,SDK输入等),方便开发和重现BUG

联网系统

  1.支持多种网络协议(目前只支持了TCP),可通过接口拓展
  2.支持多种通讯类型(目前支持Json,protocol)
  3.派发连接事件(成功、失败、断开等)
  4.所有网络事件通过输入管理器管理

UI系统

  1.方便快捷的多语言管理方案
  2.方便快捷的风格管理方案,一套风格,多处公用,一次修改
  3.粒子系统和UI完美嵌套
  4.支持3DUI和2DUI
  5.支持浮动UI(血条,昵称等)
  6.方便好用的事件系统
  7.UI编辑工具
    ·方便地创建UIManager,设定分辨率,EventSystem等
    ·自动生成脚本以及UI
    ·支持编辑和使用UI预设模板,支持批量修改使用了模板的UI
    ·支持使用预设UIStyle,功能相近的UI使用同一套Style,并支持批量修改
  8.多语言支持
  9.方便好用的拓展组件
    ·重用Item的scrollRect,不会一下子加载太多item,节约性能。
    ·内置摇杆。
  10.对新手引导做了内置支持
  11.3D模型投射到UI上的工具

新手引导系统

  1.内置了新手引导系统,并提供了接口支持拓展功能
  2.可通过Tools->新手引导->初始化/创建预设 来初始化新手引导系统
    ·自动创建GuideWindow类
    ·自动创建GuideWIndow预设
    ·自动创建GuideData数据表
    ·自动创建Guide sortingLayer层(新手引导高亮的UI会放在这个层)
    ·(自动增加 sortingLayer 的代码,请看(教程 )
  3.新手引导通过读取GuideData数据表提供功能
 

游戏对象管理器

  1.方便加载游戏对象
  2.内置对象池

反射查看器

  1.可以浏览Unity的私有方法
  2.支持一键生成调用私有方法代码

Unity内置GUIStyle查看器

  1.可以查看Unity内置GUIStyele,编辑器界面开发更方便

Unity内置Icon查看器

  1.可以查看Unity内置图标

SDK管理器

  1.预留登陆,支付,广告,事件上报以及其他事件接口
  2.提供编辑器一键切换不同平台SDK设置以及插件库(现在SDKManager会直接替换Plugins文件夹)
  3.SDK输入也交给InputManager管理

音频管理

  1.总音量,音乐音量,音效音量控制
  2.一行代码播放各种音乐音效
  3.支持2D/3D音乐音效
  

开发者工具

  1.收集关键日志和崩溃日志,发送给开发者,或者在真机下查看(日志在 persistent路径\Log文件夹下)
  2.同时按下5根手指呼出游戏内控制台,监控帧率与内存使用量
  3.框架内置复盘模式,重放Bug出现的所有输入,方便复现Bug,并支持导出操作记录
  

动画系统

  1.支持UGUI动画,使用定位更精确
  2.支持多种动画方式
  3.支持贝塞尔曲线
  4.支持多种插值类型
  5.参照Itween,一行代码播放各种动画
  6.更加方便的动画播放完毕回调
  7.支持多种重复模式YoYo,reset等
  8.支持延时播放动画
  9.支持忽略TimeScale等多种播放方式
  10.支持自定义传参函数

特效系统

  1.提供各种预设特效,开发简单快捷
    ·震屏特效。
    ·屏幕淡入淡出特效。
  2.内置特效LOD管理工具

其他功能

  1.Timer
  2.EventDispatch
  3.HeapObjectPool
  4.自动导入FBX到AnimatorControl
  5.自动生成Protocol文件工具  

myunityframework's People

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myunityframework's Issues

Support for multi scene in unity

Hi!
Our GUI manager works great with single unity scene.
For multi-scene is there any difference in architect?
Would you please support code to change between scene and loading scene effect for that?
Thank so much!

[UI] - Support function CloseUI without parameter will close last window

Hi!
When using with UI system, I think we should keep a list of the open window in a stack so we can push and pop the latest window.
With that support, we can easily implement default back behavior on Android by call CloseLastOpenedUI(), we can easily close the latest open popup ... without knowing the name of the window
What do you think about that?
Thank so much!

How to transfer (communicate, pass) data between UIWindowBase

Hi again!
I want to understand what is common and best way to pass data between UIWindowBase (window)
For example:

  • From window1 we pass some data each time window2 open (by press button on window 1) will get data and draw some UI base on that data.
  • And then when we in window2, we modify some data and close window2, put some data back to window1, window1 will collect data and then update some UI.

Thank so much!

Should we add function to export base code for new game

Hi @GaoKaiHaHa !
I think we can add a menu item on the window to just export what is needed (base code) to a .unitypackage (like plugins)
This will exclude example assets and other things that do not need for the framework to works well
So when we create a new game or update game, we only need to import MyUnityFrameWork unity package.
Thank so much!

Timer

Timer Update 中一次性RemoveAll完结的Timer,避免多次Array.Copy

大佬,2017.03加载有bug啊

UnityEngine.UnassignedReferenceException: The variable m_TipTransfrom of GuideWindow has not been assigned.
You probably need to assign the m_TipTransfrom variable of the GuideWindow script in the inspector.

Error while open 打包设置管理器(Package Settings Manager) on Unity 2017.3.0f3

Hi!
After update to Unity 2017.3 I have error when open 打包设置管理器(Package Settings Manager) window:
(Unity 2017.2 works well) Thank so much!

IndexOutOfRangeException: Array index is out of range.
UnityEditor.MaskFieldGUI.GetMenuOptions (Int32 mask, System.String[] flagNames, System.Int32[] flagValues, System.String& buttonText, System.String[]& optionNames, System.Int32[]& optionMaskValues, System.Int32[]& selectedOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/MaskFieldGUI.cs:157)
UnityEditor.MaskFieldGUI.DoMaskField (Rect position, Int32 controlID, Int32 mask, System.String[] flagNames, System.Int32[] flagValues, UnityEngine.GUIStyle style, System.Int32& changedFlags, System.Boolean& changedToValue) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/MaskFieldGUI.cs:114)
UnityEditor.MaskFieldGUI.DoMaskField (Rect position, Int32 controlID, Int32 mask, System.String[] flagNames, UnityEngine.GUIStyle style, System.Int32& changedFlags, System.Boolean& changedToValue) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/MaskFieldGUI.cs:100)
UnityEditor.MaskFieldGUI.DoMaskField (Rect position, Int32 controlID, Int32 mask, System.String[] flagNames, UnityEngine.GUIStyle style) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/MaskFieldGUI.cs:84)
UnityEditor.EditorGUI.MaskFieldInternal (Rect position, Int32 mask, System.String[] displayedOptions, UnityEngine.GUIStyle style) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:3119)
UnityEditor.EditorGUI.MaskField (Rect position, Int32 mask, System.String[] displayedOptions, UnityEngine.GUIStyle style) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorGUIBindings.gen.cs:782)
UnityEditor.EditorGUILayout.MaskField (Int32 mask, System.String[] displayedOptions, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7196)
BundleConfigEditorWindow.OnGUI () (at Assets/Script/Core/Editor/Package/PackageConfigEditorWindow.cs:81)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:295)
UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:288)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:255)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Please add example about Guide System to existing UI example

Hi @GaoKaiHaHa
The error on Guide system now gone, I follow the wiki to create simple guide system but actually it quite hard for me to start.
Would you please add to GUI example (that have a menu, setting, shop and main game window so far) this tutorial:

  • Force User click Shop for the first time (Maybe with Circle highlight)
  • Click Close Shop
  • Guide user press "START GAME" button

Thank so much for supporting me!

[UI Window] - common usage of OnOpen,OnClose,OnRefresh ..

Hi!
I can see we have a lot of function to write the logic each window UI, it is really awesome! Can you tell more about the lifecycle of those methods and common usage pattern?
OnInit()
OnOpen()
OnClose()
OnHide()
OnShow()
OnRefresh() . -- This usage pattern example? What kind of UI event will active this method?
Why we usually using OnOpen and OnClose but not OnShow and OnHide?

And one more thing I am very confused is why we using AddOnClickListener on OnOpen but do not have to remove it on OnClose (and why don't use it in OnInit ), So maybe we have an issue that duplicated events somewhere?

Thank you so much! I am learning it day by day!

Exception: UICameraList is null !

Hi @GaoKaiHaHa
Recently when update new code we have this error on the demo scene (Scene/main):

Exception: UICameraList is null !
UILayerManager.GetUICameraDataByKey (System.String key) (at Assets/Script/Core/UI/Control/UILayerManager.cs:104)
UILayerManager.SetLayer (.UIWindowBase ui, System.String cameraKey) (at Assets/Script/Core/UI/Control/UILayerManager.cs:56)
UIManager.CreateUIWindow (System.String UIName) (at Assets/Script/Core/UI/Control/UIManager.cs:256)
UIManager.OpenUIWindow (System.String UIName, .UICallBack callback, System.Object[] objs) (at Assets/Script/Core/UI/Control/UIManager.cs:274)
UIManager.OpenUIWindow[testWindow] () (at Assets/Script/Core/UI/Control/UIManager.cs:301)
FirstStatus.OnEnterStatus () (at Assets/Script/GameStatus/FirstStatus.cs:20)
ApplicationStatusManager.EnterStatus (System.String statusName, Boolean isFade) (at Assets/Script/Core/Application/ApplicationStatusManager.cs:99)
ApplicationManager.AppLaunch () (at Assets/Script/Core/Application/ApplicationManager.cs:121)
ApplicationManager.Awake () (at Assets/Script/Core/Application/ApplicationManager.cs:73)

How to organize GameObject (Player, Enemy Sprite) and GameWindow (Canvas, Panel, Button ..)

Hi @GaoKaiHaHa!
I am getting stuck in organize GUI (UIWindow) and Unity Game Object (Transform with Sprite Component,..)
I am using one Unity Scene for all Windows (MainMenu, Setting, MainGame, PauseGame ...),
so should I put the game object into MainGame GUI Prefab or separate it at new Game Object on Hierarchy and enable it when we Open the MainGame Window?
What is the best practice of organizing in-game object if we using One Unity Scene for the game
Thank so much!

Please help me with some tutorial of GUI system

Hi!
I just found this is an awesome framework to start with!
I need a small tutorial or sample to understand how UIWindowBase works.
Would you please quick note how to make a screen with:
Button Setting: Open Popup Setting
Button Shop: Open Popup Shop
Button Start Game - > Open New Game Scene

In Scene Game, it will be great if you can demo the use of
GameUI,
Fixed,
Normal,
TopBar,
PopUp

Big thankyou to you!

Error about LUA when build for ios

Hi @GaoKaiHaHa Do you have any experience with build ios?
For now, I am having this error below.
Could you please take a note how to config LUA to export build for ios?
Thank so much!

Undefined symbols for architecture arm64:
"_tolua_lateupdate", referenced from:
_LuaDLL_tolua_lateupdate_m178229348 in Bulk_Assembly-CSharp_3.o
_LuaStatePtr_LuaLateUpdate_m3971650425 in Bulk_Assembly-CSharp_3.o
(maybe you meant: _LuaDLL_tolua_lateupdate_m178229348)
"_tolua_update", referenced from:
_LuaDLL_tolua_update_m351421198 in Bulk_Assembly-CSharp_3.o
_LuaStatePtr_LuaUpdate_m921402014 in Bulk_Assembly-CSharp_3.o
(maybe you meant: _LuaDLL_tolua_update_m351421198)
"_tolua_pushresult", referenced from:
_LuaDLL_tolua_pushresult_m2778333851 in Bulk_Assembly-CSharp_3.o
(maybe you meant: _LuaDLL_tolua_pushresult_m2778333851)
"_tolua_addstring", referenced from:
_LuaDLL_tolua_addstring_m3017661005 in Bulk_Assembly-CSharp_3.o
(maybe you meant: _LuaDLL_tolua_addstring_m3017661005)
"_tolua_pushcfunction", referenced from:
_LuaDLL_tolua_pushcfunction_m656370259 in Bulk_Assembly-CSharp_3.o
_LuaDLL_tolua_pushcfunction_m3366310567 in Bulk_Assembly-CSharp_3.o
(maybe you meant: _LuaDLL_tolua_pushcfunction_m656370259, _LuaDLL_tolua_pushcfunction_m3366310567 , _LuaDLL_tolua_pushcfunction_m3366310567_MetadataUsageId )
"_tolua_setflag", referenced from:
_LuaDLL_tolua_setflag_m1772645268 in Bulk_Assembly-CSharp_3.o

Best practice for using IApplicationStatus (Game States)

Hi!
In the demo, I see some class extend from IApplicationStatus. How to use it and what does it for?
What is it role in MVC model or it does not belong to MVC model?
Is every UIWindow need an IApplicationStatus?
Thank in advance!

sdk报错

Assets/Script/Core/SDKManager/PayImplements/Android/Weixin/WXPayClass.cs(32,27): error CS0246: The type or namespace name `PrePay2Client' could not be found. Are you missing an assembly reference?

Demo

请问作者有Demo没

Please update more wiki

Hi @GaoKaiHaHa !
Please update quick note and simple about
Beginner's guide
Lua
Game Object Manager
Audio Manager
Animation system
...

Thank so much!

Bug in Beginner's guide

Hi @GaoKaiHaHa
I just follow 2 steps in https://github.com/GaoKaiHaHa/MyUnityFrameWork/wiki/Beginner's-guide

Tools -> 新手引导(Beginner's guide) -> 初始化(initialization)
Tools -> 新手引导(Beginner's guide) -> 创建新手引导预设(Create Beginner's guide Perfab)

But now we have the error when adding RectTransform into the mask and then error when assign value here:

//1

Can't add component 'RectTransform' to mask because such a component is already added to the game object!
UnityEngine.GameObject:AddComponent()
UICreateService:CreateGuideWindow() (at Assets/Script/Core/Editor/UI/UICreateService.cs:330)
GuideSystemEditor:CreateGuideSystemWidnow() (at Assets/Script/Core/Editor/GuideSystem/GuideSystemEditor.cs:53)
///2
NullReferenceException: Object reference not set to an instance of an object
UICreateService.CreateGuideWindow () (at Assets/Script/Core/Editor/UI/UICreateService.cs:331)
GuideSystemEditor.CreateGuideSystemWidnow () (at Assets/Script/Core/Editor/GuideSystem/GuideSystemEditor.cs:53)
screen shot 2018-04-05 at 1 58 26 pm

Thanks!

Compile error in new commit code

Hi @GaoKaiHaHa
This code version has some error like:

  • Assets/Script/SDK/GoogleLogin.cs(14,26): error CS0115: `GoogleLogin.Login()' is marked as an override but no suitable method found to override

  • Assets/Script/UI/ShopWindow/ShopWindow.cs(14,20): error CS1502: The best overloaded method match for `ScrollRectInput.Init(string, int)' has some invalid arguments

  • Duplicate class declares: TableConfigFieldInfo

-- And many more
Could you please check and update the code?
Thank so much!

Please add Networked system to wiki

Hi!
I see in readme we have "Networked system" session!
Please add some info to wiki
What is server we use with our client?
It is awesome if you have a simple demo about server and client!
Thank so much!

Question about what is difference between Data, Configuration, Persistent data

Hi!
After reading wiki and viewing example code, i still have some confuse about Data, Configuration and Persistent data.

  • Persistent data: is this like unity playerprefs, but we use json to store persistent data?
  • Data: can we import data from excel file?
  • What kind of data should we store in Configuration, I still can not understand what configuration for?

Thank so much!

[ios] - Could not open file archive:/CAB-MainMenuWindow/CAB-MainMenuWindow.resS for read

Hi @GaoKaiHaHa
Today when build and run game on ios (Unity 2018), using Asset Bundle system
Everything works fine on Android and Editor

I have this error on iPhone - xCode log

Could not open file archive:/CAB-MainMenuWindow/CAB-MainMenuWindow.resS for read

(Filename: Line: 56)

async texture load: failed to load Btn_Play_1 from archive:/CAB-MainMenuWindow/CAB-MainMenuWindow.resS

After Google, I see it is unity bugs:
https://forum.unity.com/threads/opening-file-failed-opening-file-archive-cab-ca6e2cdc278a53641b19581a975bffc5-cab-ca6e2cdc278a53641.488402/
https://issuetracker.unity3d.com/issues/cancelling-displaydialog-dot-error-is-being-thrown-when-entering-the-play-mode-after-assetbundle-dot-unload-false

Just open this issue to track the bugs
Meanwhile, if you can have a way to workaround, please update
Thanks

unity2018.4.3f报错Multiple precompiled assemblies with the same name CString.dll included for the current platform. Only one assembly with the same name is allowed per platform.

PrecompiledAssemblyException: Multiple precompiled assemblies with the same name CString.dll included for the current platform. Only one assembly with the same name is allowed per platform. Assembly path: {0}
UnityEditor.Scripting.ScriptCompilation.EditorBuildRules.CreateTargetAssemblies (IEnumerable1 customScriptAssemblies, IEnumerable1 precompiledAssemblies) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorBuildRules.cs:249)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.UpdateCustomTargetAssemblies () (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:625)
UnityEditor.Scripting.ScriptCompilation.EditorCompilation.SetAllCustomScriptAssemblyJsons (System.String[] paths) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilation.cs:735)
UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.SetAllCustomScriptAssemblyJsons (System.String[] allAssemblyJsons) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilation/EditorCompilationInterface.cs:217)
第一次打开什么都没改

待办事项

  1. 打包资源管理器,还需要检测依赖包没有添加完全的情况
    2. 打包管理器添加一个全部删除功能
    3. 打包管理器添加一个按照文件夹分类浏览的功能
    4. UI添加一个自动生成UIManager并保存成预制,自动生成UI并保存成预制(添加Canvas、Raycaster,root、BG节点并自动添加引用)的功能。
    5. UIWindowBase把进入动画,退出动画改为协同
    6. UIWindowBase添加一个自动卸载监听的事件注册函数(该监听自动调用refresh方法,并缓存起来并在Destroy时自动卸载)
    ~~2. 游戏状态逻辑管理器继续完善,尽量去掉反射,并便于游戏一开始选择进入那种流程
    ~~3. 动画系统增加 Yoyo /reset 等重复播放功能

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