XSGridEditor
1.0.0
XSGridEditor is a lightweight square grid map system for 2D/3D SRPG games, and comes with a simple and easy-to-use grid editing function. It can be used as a beginning for you to create SRPG games.
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@Author: zhoutao @Date: 2021/5/9 @Description: 常用的战斗方法 More...
Classes | |
class | XSDefine |
战斗的常量定义 More... | |
class | BattleLogic |
战斗管理 继承BattleFSMBase,修改回合状态 More... | |
class | BattleNode |
class | BattleRes |
战斗中加载的动态资源 More... | |
class | BattleUtils |
常用的战斗方法 More... | |
class | BuffBase |
buff基类 More... | |
class | BuffFactory |
用单例实现的抽象工厂模式去创建对象 More... | |
class | BuffTable |
buff列表 More... | |
class | CombatCaculate |
战斗计算 More... | |
interface | ICommonTable |
套娃接口 More... | |
class | CommonTableItem |
带常用功能的skillbase和buffbase基类 More... | |
class | CommonTable |
skilltable和bufftable的基类 More... | |
interface | IReleaseEntity |
TriggerBase对Skillbase对象的引用,因为解耦,所以只定义需要的接口 More... | |
class | PhaseMouseEvent |
鼠标事件监听,并分发给PhaseBase去处理 More... | |
class | OnTriggerDataBase |
触发器触发数据基础类,主动技能判断是否可以使用时用到,因为只要传递src More... | |
class | OnTriggerDataCommon |
带坐标的触发数据,主动技能使用时用到,传递src和点击的坐标,来判断是否CanRelease More... | |
class | OnTriggerData |
触发器触发数据最常用的结构 More... | |
class | OnTriggerDataAttack |
class | ReleaseData |
trigger传递给skill的数据 More... | |
class | SkillUpdateData |
刷新技能buff时传递的参数集合 More... | |
class | WorkItem |
class | XSCamera |
camera movement script More... | |
class | XSAStarPath |
class | XSAStarTile |
class | XSDijkstraPath |
class | XSPriorityQueueItem |
class | PriorityQueue |
class | XSPathFinder |
class | BattleFSMBase |
状态机,管理游戏中各个阶段的转换,从而分解每个阶段的操作 目前基础的流程 More... | |
class | AIChooseAction |
单位打开菜单中 More... | |
class | AIChooseUnit |
计算哪个敌人开始行动 More... | |
class | AITurnBegin |
AI的回合开始,通知AI回合开始,AI做一些回合开始的操作 More... | |
class | AITurnEnd |
AI的回合结束,通知AI回合结束,AI做一些回合结束的操作 然后切换到玩家,并切换到回合开始 More... | |
class | AIUnitAtk |
AI单位攻击中 More... | |
class | AIUnitMove |
选择移动的位置 More... | |
interface | IPhaseBase |
class | PhaseBase |
每个阶段是一个类专门处理,通过调用状态机BattleFSM的Change函数来做阶段切换 目前有OnEnter和OnExit2个接口,分2个是因为卡牌游戏经常有“在XX回合开始时”,“在xx回合结束时”这一类效果的触发 More... | |
class | PhaseChooseAtk |
选择攻击的对象 More... | |
class | PhaseChooseMove |
选择移动的位置 More... | |
class | PhaseChooseMoveBase |
选择移动的位置,基类,ai和玩家通用 More... | |
class | PhaseChooseUnit |
选择行动的单位 More... | |
class | PhaseGameEnd |
这一局游戏结束了,可以做一些显示结算,胜负,记录数据等等操作 More... | |
class | PhaseGameStart |
开始一局新的游戏,通知玩家游戏开始,玩家做一些初始化操作 More... | |
class | PhaseUnitAtk |
玩家单位攻击中 More... | |
class | PhaseUnitAtkBase |
单位攻击中 More... | |
class | PhaseUnitMove |
单位移动中 More... | |
class | PhaseUtils |
phase常用方法 More... | |
class | PhaseTurnBegin |
玩家的回合开始,通知当前玩家回合开始,当前玩家做一些回合开始的操作 More... | |
class | PhaseTurnEnd |
当前玩家的回合结束,通知当前玩家回合结束,当前玩家做一些回合结束的操作 然后切换到AI,并切换到AI回合开始 More... | |
class | PhaseUnitMenu |
单位打开菜单中 More... | |
class | Player |
玩家,好像没什么好存的 More... | |
class | SkillBase |
技能基类 More... | |
class | SkillNull |
默认的技能,给CardBase.MainSkill使用,这样就不用去判断是否为null了 More... | |
class | SkillCombat |
主动技能,攻击/战技 More... | |
class | SkillFactory |
用单例实现的抽象工厂模式去创建对象 More... | |
class | SkillMagic |
主动技能,魔法 More... | |
class | SkillPassive |
被动技能 More... | |
class | SkillTable |
技能列表 More... | |
class | SearchTargetBase |
索敌 More... | |
class | SearchTargetNull |
空的,不进行搜索,返回空的对象列表 More... | |
class | SearchTargetFactory |
用单例实现的抽象工厂模式去创建对象 More... | |
class | SearchTargetFront |
搜索前方敌人 More... | |
class | SearchTargetFrontWide |
搜索前方敌人,宽的范围 More... | |
class | SearchTargetScope |
搜索周围敌人 More... | |
class | AfterAttackCondition |
在攻击后条件判断 More... | |
class | TriggerConditionBase |
触发器触发条件基类 More... | |
class | TriggerConditionNull |
无条件通过检查 More... | |
class | TriggerConditionFactory |
用单例实现的抽象工厂模式去创建对象 More... | |
class | TriggerBase |
主动技能触发器,触发技能释放 先通过CanRelease判断技能能否施放,然后调用Release施放技能 和被动技的区别就是是否注册BattleEmitter,但是还有其他要注意的: 1. More... | |
class | TriggerFactory |
用单例实现的抽象工厂模式去创建对象 More... | |
class | TriggerManual |
被动技能触发器,触发技能释放,或者buff和技能的结束触发 通过BattleEmitter注册触发事件,触发后自动调用Release施放技能 和主动技能的区别就是是否注册BattleEmitter,但是还有其他要注意的: 1. More... | |
class | TriggerNull |
默认的触发器,不注册任何事件,手动调用触发时肯定可以触发,当技能data没有填触发器id时,技能默认用的这个 More... | |
class | TriggerPassive |
被动技能触发器,触发技能释放,或者buff和技能的结束触发 通过BattleEmitter注册触发事件,触发后自动调用Release施放技能 和主动技能的区别就是是否注册BattleEmitter,但是还有其他要注意的: 1. More... | |
class | AIUnit |
电脑控制的战斗单位 More... | |
class | NormalTable |
class | Unit |
战斗单位 More... | |
class | UnitAnimation |
单位动画管理 More... | |
class | UnitBase |
战斗单位基类 More... | |
class | UnitDefine |
unit的常量定义 More... | |
class | UnitFactory |
用单例实现的抽象工厂模式去创建对角色对象 More... | |
class | XSUnitMgr |
class | XSUnitNode |
unit data More... | |
class | XSU |
Common unity methods More... | |
class | Config |
角色升级所需经验值 More... | |
class | DataDecorate |
数据包装 More... | |
class | EnumGenerator |
class | GameConst |
游戏中的常量定义 More... | |
class | AnimatorState |
animator参数规范定义 More... | |
class | BuffData |
class | ClassData |
class | BaseData |
class | StatSingle |
class | SkillEffectStruct |
class | TechniqueLevel |
class | DataManager |
class | TableManager |
interface | XSIListViewData |
class | RoleData |
class | LearnSkillData |
class | SkillData |
class | ConditionStruct |
class | SearchStruct |
class | TriggerData |
class | Item |
物品 More... | |
class | ItemTable |
角色物品管理 More... | |
class | LevelBase |
等级基类 More... | |
class | RoleLevel |
角色等级 More... | |
class | Role |
角色信息 More... | |
class | RoleFactory |
用单例实现的抽象工厂模式去创建对角色对象 More... | |
class | Attr |
class | HP |
class | ProgressbarLabel |
class | BattleEmitter |
各种效果触发条件的管理 More... | |
class | Emitter |
事件分发,给对象之间解耦用的 在一个Emitter里可以为多个事件注册事件回调,每一个事件还可以对应多个回调函数 建议1个Emitter对应同一类的事件类型,防止过于臃肿导致查询耗时 具体用例: More... | |
class | EmitterItem |
1个回调函数的类型结构 More... | |
class | EmitterItems |
1个事件对应的多个回调函数结构 More... | |
class | UIEmitterData |
ui刷新事件的参数类型 More... | |
class | UIEmitter |
ui刷新事件 More... | |
class | UIEmitterFactory |
用单例实现的抽象工厂模式去创建对象 More... | |
class | CountDown |
倒计时,就是技能里常用的cd啦 More... | |
class | CustomSchedulerItem |
CustomScheduler的元素 More... | |
class | CustomScheduler |
不注释了,就是和ccscheduler一样的 More... | |
class | XSResLoadMgr |
load recource More... | |
class | SkillDamageWindow |
class | XSBaseView |
class | XSBaseWindow |
class | XSListView |
class | XSListWindow |
class | XSStatEditorWindow |
class | XSUnitEditorView |
class | XSListViewExtension |
class | XSBattleEventEditorWindow |
class | XSBattleUnitEditorWindow |
class | XSEditorMainWindow |
class | XSPopUpWindow |
class | XSSkillEditorWindow |
class | XSAssetPostprocessor |
class | XSEditorDefine |
编辑器相关的定义 More... | |
class | XSGridEditorMenu |
class | XSGridHelperEditor |
XSGridHelperEditMode editor More... | |
class | XSInitalize |
class | XSUE |
class | XSUEExtension |
class | RoleClass |
角色职业 More... | |
class | SecondStat |
攻击啊防御属性集合 More... | |
class | Stat |
攻击啊防御属性集合 More... | |
class | TechniqueLevelEx |
技能等级类 More... | |
class | MainMenu |
class | MeanOfAttackPanel |
class | RolePanel |
class | RolePanelaAttr |
class | UnitInfoTip |
class | UnitMenu |
class | BattleMouseCuror |
interface | IBottomTip |
class | ReadyPanel |
class | GameScene |
class | UIMgr |
interface | XSIGridMgr |
interface to XSGridMgr More... | |
interface | XSIGridShowRegion |
interface | XSITileNode |
interface | XSITileRoot |
interface | XSIUnitNode |
class | XSGridMgr |
tile management class, responsible for tile coordinate transformation, data and other functions More... | |
class | XSGridShowMgr |
interface | XSINodeMgr |
interface | XSINode |
class | XSNodeMgr |
class | XSPrefabNodeMgr |
class | XSUnitMgrEditMode |
class | XSPrefabRootCpt |
class | XSTileRootCpt |
class | XSUnitRootCpt |
class | XSGridDefine |
read only var More... | |
class | XSGridHelper |
Auxiliary class More... | |
class | XSGridHelperEditMode |
the function to draw tile More... | |
class | XSGridShowRegionCpt |
used with GridMgr, show range More... | |
class | XSPrefabNode |
class | XSTile |
tile struct to caculate path More... | |
class | Accessibility |
class | XSTileNode |
tile data More... | |
class | XSTileNodeEditMode |
Editor Actions for XSTileNode More... | |
class | XSUnitNodeEditMode |
Editor Actions for XSUnitNode More... | |
class | XSGridMain |
class | XSGridMainEditMode |
Typedefs | |
using | PathsDict = Dictionary< Vector3Int, List< Vector3 > > |
using | TileDict = Dictionary< Vector3Int, XSTile > |
using | TileFunc = Func< Vector3Int, bool > |
Enumerations | |
enum class | DirectionType { LeftTop = 0 , LeftBottom = 1 , RightTop = 2 , RightBottom = 3 , Max } |
地图上单位的朝向 More... | |
enum class | GroupType { Self = 0 , Enemy = 1 , NpcFriend = 2 , Npc = 3 , Max } |
势力 More... | |
enum class | UnitStatusType { Actived = 1 << 0 , Dead = 1 << 1 , Attacked = 1 << 2 , Moved = 1 << 3 } |
enum class | ClassLvType { Unique = 0 , Beginner = 1 , Intermediate = 2 , Advanced = 3 , Master = 4 , Max } |
enum class | TechniqueType { Sword = 0 , Lance = 1 , Axe = 2 , Bow = 3 , Brawl = 4 , Reason = 5 , Faith = 6 , Authority = 7 , HvyArmor = 8 , Riding = 9 , Flying = 10 , Max } |
enum class | SkillType { Ability = 0 , CombatArt = 1 , Magic = 2 , Max } |
enum class | TargetConditionType { None = 0 , Src = 1 , Dst = 2 , Search = 3 , Max } |
enum class | TriggerConditionType { None = 0 , SelfCauseDamage = 1 , Max } |
enum class | SearchTargetType { None = 0 , Self = 1 , Friend = 2 , Enemy = 3 , Max } |
enum class | SearchType { None = 0 , Front1 = 1 , Front1x2 = 2 , Front1x3 = 3 , Front3x1 = 4 , Scope1 = 5 , ScopeCross1 = 6 , ScopeCross2 = 7 , ScopeCross3 = 8 , Max } |
enum class | TriggerType { Common = 0 , OnTurnStart = 1 , AfterAttack = 2 , Max } |
enum class | CompareType { None = 0 , Equal = 1 , LessThan = 2 , MoreThan = 3 , Max } |
enum class | SkillEffectType { None = 0 , PhyImmunityFactor = 1 , PhyDamageFactor = 2 , Max } |
enum class | SKillDamageType { PhyDamage = 1 , MagicDamage = 2 , HpRecover = 3 , HpAbsorb = 4 , Max } |
enum class | WeaponType { None = 0 , Sword = 1 , Lance = 2 , Axe = 3 , Bow = 4 , Brawl = 5 , Max } |
enum class | SchedulerStateType { None = 0 , Delay = 1 , Interval = 2 } |
@Author: zhoutao @Date: 2021/5/9 @Description: 常用的战斗方法
@Author: xiaoshi @Date: 2022-08-01 20:40:16 @Description: XSunitNode`s manager
@Author: zhoutaoz'z @Date: 2021/6/6 @Description: 管理界面类
@Author: zhoutao @Date: 2021/5/4 @Description: 角色一级属性
@Author: zhoutao @Date: 2022/10/30 @Description: 角色二级属性
@Author: xiaoshi @Date: 2022-11-09 12:52:54 @Description: 编辑器相关的定义
@Author: zhoutao @Date: 2021/5/30 @Description: 各种效果触发条件的管理
@Author: zhoutao @Date: 2021/5/4 @Description: 属性基类,有值和百分比是因为方便属性做计算,可以直接相加
this file is created by code generator, do not modify it
@Author: zhoutao @Date: 2021/5/4 @Description: 游戏中的常量定义
@Author: zhoutao @Date: 2021/5/19 @Description: 数据包装
@Author: zhoutao @Date: 2021/6/5 @Description: 一个矩阵表格,表示某个GroupTyped的谁可以攻击谁
@Author: zhoutao @Date: 2021/5/4 @Description: 脚本自定义执行顺序,主要管理Awake函数的顺序
技能和buff统一管理的地方
@Author: xiaoshi @Date: 2022-11-08 21:23:14 @Description:
@Author: zhoutao @Date: 2021/5/30 @Description: 触发器触发条件基类
@Author: zhoutao @Date: 2021/5/30 @Description: 在攻击后条件判断
@Author: zhoutao @Date: 2021/6/8 @Description: 工厂模式
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态回合结束
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态回合开始
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态单位移动中
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态游戏开始
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态游戏结束
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态选择行动的单位
@Author: zhoutao @Date: 2021/10/4 @Description: 战斗状态选择移动的位置
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态选择攻击的对象
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态选择移动的位置
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态单位攻击中
@Author: zhoutao @Date: 2021/5/4 @Description: ai战斗状态回合结束
@Author: zhoutao @Date: 2021/5/4 @Description: AI战斗状态回合开始
@Author: zhoutao @Date: 2021/5/4 @Description: 计算哪个敌人开始行动
@Author: zhoutao @Date: 2021/5/4 @Description: 战斗状态单位打开菜单中
@Author: zhoutao @Date: 2021/5/19 @Description: 刷新技能buff时传递的参数集合
@Author: zhoutao @Date: 2021/6/9 @Description: 鼠标事件监听,并分发给PhaseBase去处理
带管理的
@Author: zhoutao @Date: 2021/5/20 @Description: 战斗伤害计算哦哦哦
@Author: zhoutao @Date: 2021/5/19 @Description: buff列表
@Author: zhoutao @Date: 2021/5/19 @Description: buff基类
using XSSLG.PathsDict = typedef Dictionary<Vector3Int, List<Vector3> > |
using XSSLG.TileDict = typedef Dictionary<Vector3Int, XSTile> |
using XSSLG.TileFunc = typedef Func<Vector3Int, bool> |
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