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starforce's Issues

项目中不存在版本文件,建议在忽略文件中去掉。

StarForce//ProjectSettings/ProjectVersion.txt

本案例是一个教学demo,但是忽略文件中把这个版本文件去掉了,不建议这么做。因为unity版本众多,有时候不同Unity版本打开同一个unity项目会出错,所以建议保留这个文件,这样使用者可以通过这个文件里的内容得知,该unity项目是具体哪个unity版本开发的?

01

ipad真机运行黑屏

@EllanJiang E大,学习您的Demo碰到个pad 和iphone真机运行不了的问题,已经打包资源到StreamingAssets下了,安卓真机可以,iOS不行,xcode提示package list is invalid!还请告知,感谢!

复制了最新的UnityGameFramework也还是报错

Assets/GameMain/Scripts/Editor/StarForceBuildEventHandler.cs(9,25): 
error CS0535: `StarForce.Editor.StarForceBuildEventHandler' does not implement interface member `UnityGameFramework.Editor.AssetBundleTools.IBuildEventHandler.PreProcessBuildAll(string, string, string, string, int, string, UnityEditor.BuildAssetBundleOptions, bool, string, string, string, string, string, string)'

还是有报错啊

How to Change/Load Scene Inside Function?

I wrote a game framework to separate game logic from unity visual. Everything for game is done inside a big function (method). When game should load new scene or level, i use interface to call IInterface.Initialize(new IScene). But GameFramework only change scene inside OnUpdate()?

image

下载无法运行

单独下载这个工程无法运行,缺少很多脚本...怎么解决

Entity 不继承 EntityLogic 类,而是使用 m_EntityLogic 成员之后,旧代码中直接通过 Entity 访问 EntityLogic 中的成员是错误的

比如 Assets\GameMain\Scripts\HPBar\HPBarItem.cs 中

public bool Refresh()
        {
            if (m_CachedCanvasGroup.alpha <= 0f)
            {
                return false;
            }

            if (m_Owner != null && Owner.Available && Owner.Id == m_OwnerId)
            {
                Vector3 worldPosition = m_Owner.CachedTransform.position + Vector3.forward;
                Vector3 screenPosition = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);

                Vector2 position;
                if (RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)m_ParentCanvas.transform, screenPosition,
                    m_ParentCanvas.worldCamera, out position))
                {
                    m_CachedTransform.localPosition = position;
                }
            }

            return true;
        }

Owner.Available 应改为 Owner.Logic.Available
m_Owner.CachedTransform.position 应改为 m_Owner.Logic.CachedTransform.position


Assets\GameMain\Scripts\HPBar\HPBarItem.cs
Assets\GameMain\Scripts\Utility\AIUtility.cs
Assets\GameMain\Scripts\Entity\EntityExtension.cs
Assets\GameMain\Scripts\Sound\SoundExtension.cs
中发现了这个问题,但我没有把所有文件用过一遍,所以不一定全hhh

同时另外一个问题是 不能从 'UnityGameFramework.Runtime.EntityLogic' 类型转换到 'UnityGameFramework.Runtime.Entity'

比如 Assets\GameMain\Scripts\Entity\EntityExtension.cs 中

public static Entity GetGameEntity(this EntityComponent entityComponent, int entityId)
        {
            UnityGameFramework.Runtime.Entity entity = entityComponent.GetEntity(entityId);
            if (entity == null)
            {
                return null;
            }

            return (Entity)entity.Logic;
        }

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