增加A2WToolBox工具集,增加Launch场景核LaunchPanel

This commit is contained in:
Wurui
2025-11-08 11:06:48 +08:00
parent 3e92e5684a
commit 3b43829e85
726 changed files with 87807 additions and 215 deletions

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using MonsterLove.StateMachine;
public class ColorChanger : MonoBehaviour
{
public enum States
{
Blue,
Green,
Red
}
public float interval;
private Camera cam;
private StateMachine<States> fsm;
void Awake()
{
cam = Camera.main;
fsm = StateMachine<States>.Initialize(this);
}
IEnumerator Blue_Enter()
{
cam.backgroundColor = Color.blue * 0.5f;
yield return new WaitForSeconds(interval);
fsm.ChangeState(States.Red);
}
IEnumerator Red_Enter()
{
cam.backgroundColor = Color.red * 0.5f;
yield return new WaitForSeconds(interval);
fsm.ChangeState(States.Green);
}
IEnumerator Green_Enter()
{
cam.backgroundColor = Color.green * 0.5f;
yield return new WaitForSeconds(interval);
fsm.ChangeState(States.Blue);
}
void OnGUI()
{
if(GUI.Button(new Rect(Screen.width - 150, 50, 100, 20), "Disco Time!"))
{
fsm.ChangeState(States.Blue, StateTransition.Overwrite);
}
}
}

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using System.Collections.Generic;
using MonsterLove.StateMachine;
using UnityEngine;
public class ExampleAdvanced : MonoBehaviour
{
public Item prefab;
public float roundTime;
private List<Item> spawnedItems;
private Item targetItem;
private float playStartTime;
private StateMachine<States, Driver> fsm;
private void Awake()
{
//Initialize the state machine
fsm = new StateMachine<States, Driver>(this);
fsm.ChangeState(States.Idle); //Remember to set an initial state!
}
private void Update()
{
fsm.Driver.Update.Invoke(); //Tap the state machine into Unity's update loop. We could choose to call this from anywhere though!
}
void OnGUI()
{
fsm.Driver.OnGUI.Invoke(); //Tap into the OnGUI update loop.
}
void DestroyItem(Item item)
{
item.Triggered -= fsm.Driver.OnItemSelected.Invoke; //Good hygiene, always remove your listeners when you are done!
Destroy(item.gameObject);
}
#region fsm
public enum States
{
Idle,
Play,
GameWin,
GameLose,
}
public class Driver
{
public StateEvent Update;
public StateEvent OnGUI;
public StateEvent<Item> OnItemSelected;
}
void Idle_OnGUI()
{
if (GUI.Button(new Rect(20, 20, 100, 30), "Begin"))
{
fsm.ChangeState(States.Play);
}
}
void Play_Enter()
{
playStartTime = Time.time;
int count = 10;
int targetIndex = Random.Range(0, count);
spawnedItems = new List<Item>(count);
for (int i = 0; i < count; i++)
{
var pos2D = Random.insideUnitCircle * 5;
var item = (Item) Instantiate(prefab, new Vector3(pos2D.x, 0, pos2D.y), Quaternion.identity);
item.isTarget = (i == targetIndex);
item.Triggered += fsm.Driver.OnItemSelected.Invoke; //Pipe external events into the fsm - this is very powerful!
spawnedItems.Add(item);
}
}
void Play_OnGUI()
{
float timeRemaining = roundTime - (Time.time - playStartTime);
GUI.Label(new Rect(20, 20, 300, 30), "Click items to find the target");
GUI.Label(new Rect(20, 50, 300, 30), $"Time Remaining: {timeRemaining:n3}");
}
void Play_Update()
{
if (Time.time - playStartTime >= roundTime)
{
fsm.ChangeState(States.GameLose);
}
}
void Play_OnItemSelected(Item item) //Data driven events guarantee correctness - only the Play state responds to OnItemSelected events
{
if (item.isTarget)
{
targetItem = item;
fsm.ChangeState(States.GameWin);
}
else
{
spawnedItems.Remove(item);
DestroyItem(item);
}
}
void GameWin_Enter()
{
spawnedItems.Remove(targetItem);
for (int i = spawnedItems.Count - 1; i >= 0; i--) //Reverse order as we're modifying the list in place
{
var item = spawnedItems[i];
spawnedItems.Remove(item);
DestroyItem(item);
}
}
void GameWin_OnGUI()
{
GUI.Label(new Rect(20, 20, 300, 30), "Well done, you found it!");
if (GUI.Button(new Rect(20, 50, 100, 30), "Restart"))
{
fsm.ChangeState(States.Idle);
}
}
void GameWin_Exit()
{
DestroyItem(targetItem);
targetItem = null;
}
void GameLose_Enter()
{
for (int i = spawnedItems.Count - 1; i >= 0; i--) //Reverse order as we're modifying the list in place
{
var item = spawnedItems[i];
spawnedItems.Remove(item);
DestroyItem(item);
}
}
void GameLose_OnGUI()
{
GUI.Label(new Rect(20, 20, 300, 30), "Bad luck, you didn't find it in time!");
if (GUI.Button(new Rect(20, 50, 100, 30), "Restart"))
{
fsm.ChangeState(States.Idle);
}
}
#endregion
}

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using UnityEngine;
using System.Collections;
using MonsterLove.StateMachine;
public class ExampleBasic : MonoBehaviour
{
//Declare which states we'd like use
public enum States
{
Init,
Countdown,
Play,
Win,
Lose
}
public float health = 100;
public float damage = 20;
private float startHealth;
private StateMachine<States, StateDriverUnity> fsm;
private void Awake()
{
startHealth = health;
//Initialize State Machine Engine
fsm = new StateMachine<States, StateDriverUnity>(this);
fsm.ChangeState(States.Init);
}
void Update()
{
fsm.Driver.Update.Invoke();
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(50,50,120,40));
fsm.Driver.OnGUI.Invoke();
GUILayout.EndArea();
}
void Init_Enter()
{
Debug.Log("Waiting for start button to be pressed");
}
void Init_OnGUI()
{
if(GUILayout.Button("Start"))
{
fsm.ChangeState(States.Countdown);
}
}
//We can return a coroutine, this is useful animations and the like
IEnumerator Countdown_Enter()
{
health = startHealth;
Debug.Log("Starting in 3...");
yield return new WaitForSeconds(0.5f);
Debug.Log("Starting in 2...");
yield return new WaitForSeconds(0.5f);
Debug.Log("Starting in 1...");
yield return new WaitForSeconds(0.5f);
fsm.ChangeState(States.Play);
}
void Countdown_OnGUI()
{
GUILayout.Label("Look at Console");
}
void Play_Enter()
{
Debug.Log("FIGHT!");
}
void Play_Update()
{
health -= damage * Time.deltaTime;
if(health < 0)
{
fsm.ChangeState(States.Lose);
}
}
void Play_OnGUI()
{
if(GUILayout.Button("Make me win!"))
{
fsm.ChangeState(States.Win);
}
GUILayout.Label("Health: " + Mathf.Round(health).ToString());
}
void Play_Exit()
{
Debug.Log("Game Over");
}
void Lose_Enter()
{
Debug.Log("Lost");
}
void Lose_OnGUI()
{
if(GUILayout.Button("Play Again"))
{
fsm.ChangeState(States.Countdown);
}
}
void Win_Enter()
{
Debug.Log("Won");
}
void Win_OnGUI()
{
if(GUILayout.Button("Play Again"))
{
fsm.ChangeState(States.Countdown);
}
}
}

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using System;
using UnityEngine;
public class Item : MonoBehaviour
{
public event Action<Item> Triggered;
public bool isTarget;
public void OnMouseDown()
{
if (Triggered != null)
{
Triggered(this);
}
}
}

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using System;
using MonsterLove.StateMachine;
using UnityEngine;
using UnityEngine.Profiling;
public class StressTest : MonoBehaviour
{
enum States
{
State0,
State1,
State2,
State3,
State4,
State5,
State6,
State7,
State8,
State9,
State10,
State11,
State12,
State13,
State14,
}
public class Driver
{
public StateEvent Update;
public StateEvent<int> OnChanged;
}
private StateMachine<States, Driver> fsm;
private int value = 0;
public void Awake()
{
fsm = new StateMachine<States, Driver>(this);
fsm.ChangeState(States.State1);
}
private void Update()
{
Profiler.BeginSample("Fsm_Invoke");
for (int i = 0; i < 10000; i++)
{
fsm.Driver.Update.Invoke();
fsm.Driver.OnChanged.Invoke(i);
}
Profiler.EndSample();
Profiler.BeginSample("Fsm_Native");
for (int i = 0; i < 10000; i++)
{
State1_Update();
State1_OnChanged(i);
}
Profiler.EndSample();
}
void State1_Update()
{
value++;
}
void State1_OnChanged(int value)
{
this.value = value;
}
void State2_Update()
{
value++;
}
void State2_OnChanged(int value)
{
this.value = -value;
}
}

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