diff --git a/Assets/Art/FengLei/ResLY/bydr/dataresources/effect/shader/addmul_niuqu.shader b/Assets/Art/FengLei/ResLY/bydr/dataresources/effect/shader/addmul_niuqu.shader index 3eb761ded..58b79f3f3 100644 --- a/Assets/Art/FengLei/ResLY/bydr/dataresources/effect/shader/addmul_niuqu.shader +++ b/Assets/Art/FengLei/ResLY/bydr/dataresources/effect/shader/addmul_niuqu.shader @@ -1,85 +1,312 @@ Shader "Boke/Addmul_niuqu" { + // ============================================================================ + // 材质属性(Material Properties) + // 在 Unity Inspector 中看到的可调参数都定义在这里 + // ============================================================================ Properties { + // --- 系统属性(Inspector 中隐藏,由代码控制)--- [HideInInspector] _EmissionColor ("Emission Color", Vector) = (1,1,1,1) [HideInInspector] _AlphaCutoff ("Alpha Cutoff ", Range(0, 1)) = 0.5 - _Color ("Color", Vector) = (1,1,1,1) - _MainTex ("Main Tex", 2D) = "white" {} - _Main_Desaturate ("Main_Desaturate", Range(0, 1)) = 0 - _qd ("qd", Float) = 0 - _opacity ("opacity", Float) = 0 + + // --- 主贴图与颜色 --- + _Color ("Color", Vector) = (1,1,1,1) // 整体色调 + _MainTex ("Main Tex", 2D) = "white" {} // 主纹理 + _Main_Desaturate ("Main_Desaturate", Range(0, 1)) = 0 // 去饱和度 0~1 + + // --- 扭曲参数 --- + _qd ("扭曲强度", Float) = 0 // 扭曲幅度,越大变形越强 + _opacity ("不透明度", Float) = 0 // 整体透明度 + + // --- 主贴图流动速度(UV 滚动)--- _Main_Tex_speed_x ("Main_Tex_speed_x", Float) = 0 _Main_Tex_speed_y ("Main_Tex_speed_y", Float) = 0 - _Noise ("Noise", 2D) = "white" {} - _Noise_qd_y ("Noise_qd_y", Float) = 0 - _Noise_qd_x ("Noise_qd_x", Float) = 0 - _Noise_speed_x ("Noise_speed_x", Float) = 0 - _Noise_speed_y ("Noise_speed_y", Float) = 0 - _Mask ("Mask", 2D) = "white" {} - _Mask_speed_x ("Mask_speed_x", Float) = 0 - _Mask_speed_y ("Mask_speed_y", Float) = 0 - _Mask2 ("Mask2", 2D) = "white" {} - _Mask2_speed_x ("Mask2_speed_x", Float) = 0 - _Mask2_speed_y ("Mask2_speed_y", Float) = 0 + + // --- 噪声贴图(用于 UV 扭曲方向)--- + _Noise ("Noise", 2D) = "white" {} // 噪声图:R通道→X扭曲,G通道→Y扭曲 + _Noise_qd_y ("Noise 密度 Y", Float) = 0 // Y 方向重复次数(越大条纹越密) + _Noise_qd_x ("Noise 密度 X", Float) = 0 // X 方向重复次数(越大条纹越密) + _Noise_speed_x ("Noise 流动速度 X", Float) = 0 // X 方向滚动速度 + _Noise_speed_y ("Noise 流动速度 Y", Float) = 0 // Y 方向滚动速度 + + // --- 遮罩贴图 1(用于控制 RGB 与 Alpha 的区域)--- + _Mask ("Mask", 2D) = "white" {} // 遮罩纹理(读取 R 通道) + _Mask_speed_x ("Mask 流动速度 X", Float) = 0 + _Mask_speed_y ("Mask 流动速度 Y", Float) = 0 + + // --- 遮罩贴图 2(与 Mask 1 相乘,叠加控制)--- + _Mask2 ("Mask2", 2D) = "white" {} // 第二层遮罩(读取 R 通道) + _Mask2_speed_x ("Mask2 流动速度 X", Float) = 0 + _Mask2_speed_y ("Mask2 流动速度 Y", Float) = 0 + + // --- 渲染状态 --- [Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0 [Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] __ZTest ("ZTest(深度测试)", Float) = 4 - _StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("StencilComp(模板测试的比较方法)", Float) = 0 + // --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 --- + _Stencil ("Stencil ID", Float) = 0 + [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + // --- 兼容旧的模板测试命名(保留声明,避免旧材质缺属性)--- + _StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0 } - //DummyShaderTextExporter - SubShader{ - Tags { "RenderType"="Opaque" } - LOD 200 - Pass - { - HLSLPROGRAM - #pragma vertex vert - #pragma fragment frag + // ============================================================================ + // SubShader — URP 渲染管线的 Pass + // ============================================================================ + SubShader + { + // --- 渲染标签 --- + Tags + { + "RenderType" = "Transparent" // 透明渲染类型 + "Queue" = "Transparent" // 透明渲染队列(半透明物体后渲染) + "RenderPipeline" = "UniversalPipeline" // 指定 URP 管线 + "IgnoreProjector" = "True" // 忽略投影器 + } + LOD 200 - float4x4 unity_ObjectToWorld; - float4x4 unity_MatrixVP; - float4 _MainTex_ST; + // ======================================================================== + // Forward Pass — 前向渲染的主 Pass + // ======================================================================== + Pass + { + Name "Forward" + Tags { "LightMode" = "UniversalForward" } - struct Vertex_Stage_Input - { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; + // --- 渲染状态 --- + Cull [__CullMode] // 剔除模式(从材质面板读取) + ZWrite [__ZWrite] // 深度写入(从材质面板读取) + ZTest [__ZTest] // 深度测试(从材质面板读取) - struct Vertex_Stage_Output - { - float2 uv : TEXCOORD0; - float4 pos : SV_POSITION; - }; + // --- 混合模式(Blend)--- + // OneMinusDstColor One = 逐像素:(1 - 背景色) × 前景色 + 背景色 × 1 + // 这是经典的 "AddMul"(叠加乘法)混合,用于发光/流光效果 + // 背景越暗前景越亮,背景纯白时前景不显示 + Blend OneMinusDstColor One + ColorMask [_ColorMask] - Vertex_Stage_Output vert(Vertex_Stage_Input input) - { - Vertex_Stage_Output output; - output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; - output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); - return output; - } + // --- 模板测试(Stencil,改用 uGUI 属性名以支持 UI 遮罩)--- + Stencil + { + Ref [_Stencil] // 参考值 + Comp [_StencilComp] // 比较方式 + Pass [_StencilOp] // 通过时的操作 + ReadMask [_StencilReadMask] // 读取掩码 + WriteMask [_StencilWriteMask] // 写入掩码 + } - Texture2D _MainTex; - SamplerState sampler_MainTex; - float4 _Color; + // ==================================================================== + // HLSL 着色器代码 + // ==================================================================== + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 3.0 - struct Fragment_Stage_Input - { - float2 uv : TEXCOORD0; - }; + // 引入 URP 核心库(提供 TransformObjectToHClip 等函数) + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" - float4 frag(Fragment_Stage_Input input) : SV_TARGET - { - return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; - } + // --- 纹理与采样器声明 --- + TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); + TEXTURE2D(_Noise); SAMPLER(sampler_Noise); + TEXTURE2D(_Mask); SAMPLER(sampler_Mask); + TEXTURE2D(_Mask2); SAMPLER(sampler_Mask2); - ENDHLSL - } - } - Fallback "Hidden/InternalErrorShader" - //CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" -} \ No newline at end of file + // --- 材质参数常量缓冲区(UnityPerMaterial)--- + // 每次材质变化时更新,性能优于单独 uniform + CBUFFER_START(UnityPerMaterial) + float4 _MainTex_ST; // 主贴图 UV 缩放/偏移(Tiling & Offset) + float4 _Color; // 整体颜色 + float _Main_Desaturate; // 去饱和度 0~1 + float _qd; // 扭曲强度 + float _opacity; // 不透明度 + float _Main_Tex_speed_x; // 主贴图 X 方向流动速度 + float _Main_Tex_speed_y; // 主贴图 Y 方向流动速度 + float4 _Noise_ST; // 噪声贴图 Tiling & Offset(来自 Inspector) + float _Noise_qd_x; // 噪声 X 方向密度 + float _Noise_qd_y; // 噪声 Y 方向密度 + float _Noise_speed_x; // 噪声 X 方向滚动速度(双层交叉淡化) + float _Noise_speed_y; // 噪声 Y 方向滚动速度(双层交叉淡化) + float _Mask_speed_x; // 遮罩 1 X 方向流动速度 + float _Mask_speed_y; // 遮罩 1 Y 方向流动速度 + float _Mask2_speed_x; // 遮罩 2 X 方向流动速度 + float _Mask2_speed_y; // 遮罩 2 Y 方向流动速度 + float _AlphaCutoff; // 保留兼容,未使用 + CBUFFER_END + + // ==================================================================== + // 顶点输入结构(Attributes) + // 从 Mesh 读取的数据 + // ==================================================================== + struct Attributes + { + float4 positionOS : POSITION; // 对象空间顶点位置 + float2 uv : TEXCOORD0; // 主 UV 坐标 + float4 color : COLOR; // 顶点颜色(可被材质 Color 叠加) + }; + + // ==================================================================== + // 片元输入结构(Varyings) + // 顶点着色器输出 → 片元着色器输入 + // ==================================================================== + struct Varyings + { + float4 positionCS : SV_POSITION; // 裁剪空间位置(给 GPU 用) + float2 uv : TEXCOORD0; // UV 坐标(插值后的) + float4 color : COLOR; // 顶点颜色(插值后的) + }; + + // ==================================================================== + // 顶点着色器(Vertex Shader) + // 负责:对象空间 → 裁剪空间的坐标变换 + // ==================================================================== + Varyings vert(Attributes IN) + { + Varyings OUT; + // 对象空间 → 裁剪空间(URP 标准函数) + OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz); + OUT.uv = IN.uv; // 传递 UV(无需变换) + OUT.color = IN.color; // 传递顶点颜色 + return OUT; + } + + // ==================================================================== + // 片元着色器(Fragment Shader) + // 负责:逐像素计算最终颜色和透明度 + // ==================================================================== + half4 frag(Varyings IN) : SV_Target + { + // --- 时间系统 --- + // _Time.y 是 Unity 内置的时间变量(单位:秒) + // ⚠️ 必须用 float:时间值持续增长,half(f16) 在大值区精度崩塌, + // 导致 UV 跳跃式步进 → 移动端像素块 + float time = _Time.y; + float flowTime = time * 1.0; + + // ================================================================= + // 第一步:计算主贴图 UV 坐标 + // UV = 原始UV × Tiling + Offset + 滚动偏移 + // ⚠️ float2 保证 UV 精度(大贴图/高 Tiling 下 half 不够) + // ================================================================= + float2 mainUV = IN.uv * _MainTex_ST.xy + _MainTex_ST.zw; + // 加上时间驱动的流动偏移(速度 × 时间) + mainUV += float2(_Main_Tex_speed_x, _Main_Tex_speed_y) * flowTime; + + // ================================================================= + // 第二步:噪声扭曲(UV 偏移) + // 用噪声贴图的 R/G 通道产生一个 2D 偏移向量,加到主贴图 UV 上。 + // 采用"双层反向滚动 + 三角波交叉淡入淡出"技术: + // - A 层正向滚动,B 层反向滚动 + // - 当 A 层到达纹理回绕边界时,正好切换到 B 层 + // - 三角波 0→1→0 循环过渡,完全消除回绕突兀感 + // ================================================================= + if (_qd != 0.0h) + { + // --- 噪声密度计算 --- + // _Noise_qd_x/y 控制噪声在 UV 上的重复次数 + // 1 = 贴满 1 次,2 = 重复 2 次(更密) + // 默认 0 时自动设为 1(避免所有像素采样同一点导致整体同步晃动) + // noiseQD 是简单的 [0, N] 缩放因子,half 足够 + half2 noiseQD = half2( + _Noise_qd_x != 0.0h ? _Noise_qd_x : 1.0h, + _Noise_qd_y != 0.0h ? _Noise_qd_y : 1.0h + ); + + // --- 双层反向滚动(相位错开 0.5) --- + // 层 A:正向滚动,层 B:反向滚动 + 错开半格 + // 这样当 A 到达回绕边界时,B 正好在纹素中间,不会同时回绕 + // ⚠️ scroll/baseUV/noiseUV 用 float:含 time 累加 + UV 缩放 + float2 scroll = float2(_Noise_speed_x, _Noise_speed_y) * flowTime; + float2 baseUV = IN.uv * _Noise_ST.xy * noiseQD + _Noise_ST.zw; + float2 noiseUV_A = baseUV + scroll; + float2 noiseUV_B = baseUV - scroll + 0.5; + + half4 noise_A = SAMPLE_TEXTURE2D(_Noise, sampler_Noise, noiseUV_A); + half4 noise_B = SAMPLE_TEXTURE2D(_Noise, sampler_Noise, noiseUV_B); + + // --- 三角波交叉淡化 --- + // frac(scroll.x) = 0 → 用 B(A 正回绕,B 在中间) + // frac(scroll.x) = 0.5 → 用 A(B 正回绕,A 在中间) + // 确保永远不会同时采样到回绕边界 + // ⚠️ fade 用 float:scroll 是 float,避免 half 截断使渐变不平滑 + float fade = abs(frac(scroll.x) * 2.0 - 1.0); + half4 noise = lerp(noise_A, noise_B, (half)fade); + + // --- 扭曲方向 --- + // noise.r → [-1, 1] → X 方向偏移 + // noise.g → [-1, 1] → Y 方向偏移 + // R/G 独立控制 XY,变化不同步,过渡更自然 + half2 twistDir = noise.rg * 2.0h - 1.0h; + + // --- 应用扭曲 --- + // _qd 控制扭曲强度,乘以扭曲方向加到主贴图 UV 上 + // _qd = 0:无扭曲;_qd = 0.05:微弱扭曲;_qd > 0.2:强烈扭曲 + mainUV += twistDir * _qd; + } + + // ================================================================= + // 第三步:采样主贴图 + // 此时 mainUV 已经包含了基础滚动 + 噪声扭曲偏移 + // ================================================================= + half4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, mainUV); + + // ================================================================= + // 第四步:颜色计算 + // 最终 RGB = 贴图颜色 × 材质颜色 × 顶点颜色 × 贴图Alpha × 不透明度 + // ================================================================= + half3 finalRGB = mainTex.rgb * _Color.rgb * IN.color.rgb * mainTex.a; + finalRGB *= _opacity; + + // ================================================================= + // 第五步:可选的去饱和度 + // ================================================================= + if (_Main_Desaturate != 0.0h) + { + // 用 BT.601 亮度公式将 RGB 转灰度 + half gray = dot(finalRGB, half3(0.299, 0.587, 0.114)); + // _Main_Desaturate = 0 时全彩,= 1 时完全灰度 + finalRGB = lerp(finalRGB, gray, _Main_Desaturate); + } + + // ================================================================= + // 第六步:遮罩计算 + // 两层遮罩相乘,共同控制 RGB 亮度和透明度 + // 遮罩也带时间滚动(可选) + // UV = 原始UV + 滚动偏移(遮罩跟随 mesh UV) + // ⚠️ float2 保证滚动精度,避免 half 步进导致遮罩采样抖动 + // ================================================================= + float2 maskUV = IN.uv + float2(_Mask_speed_x, _Mask_speed_y) * flowTime; + half mask1 = SAMPLE_TEXTURE2D(_Mask, sampler_Mask, maskUV).r; + + float2 mask2UV = IN.uv + float2(_Mask2_speed_x, _Mask2_speed_y) * flowTime; + half mask2 = SAMPLE_TEXTURE2D(_Mask2, sampler_Mask2, mask2UV).r; + + // 两层遮罩相乘,合并为一个遮罩值 + half combinedMask = mask1 * mask2; + + // 应用到 RGB + finalRGB *= combinedMask; + + // ================================================================= + // 第七步:最终透明度 + // Alpha = 不透明度 × 顶点Alpha × 遮罩 + // ================================================================= + half finalAlpha = _opacity * IN.color.a * combinedMask; + + // ================================================================= + // 输出最终颜色 + // 混合模式是 OneMinusDstColor One,颜色会与背景按"加乘"方式混合 + // ================================================================= + return half4(finalRGB, finalAlpha); + } + ENDHLSL + } + } + // --- Fallback(兜底方案)--- + Fallback "Universal Render Pipeline/Unlit" +} diff --git a/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul.shader b/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul.shader index 8d18d22ce..f3fc3f5e6 100644 --- a/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul.shader +++ b/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul.shader @@ -9,8 +9,15 @@ Shader "Boke/Addmul" { [HideInInspector] _texcoord ("", 2D) = "white" {} [Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0 [Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0 - _StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("StencilComp(模板测试的比较方法)", Float) = 0 + // --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 --- + _Stencil ("Stencil ID", Float) = 0 + [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + // --- 兼容旧的模板测试命名(保留声明,避免旧材质缺属性)--- + _StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0 } @@ -26,13 +33,15 @@ Shader "Boke/Addmul" { Cull [__CullMode] ZWrite [__ZWrite] Blend SrcAlpha One + ColorMask [_ColorMask] ZTest LEqual Stencil { - Ref [_StencilRef] + Ref [_Stencil] Comp [_StencilComp] - Pass [_StencilPassOp] - Fail [_StencilFailOp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] } Pass { diff --git a/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul_niuqu.shader b/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul_niuqu.shader index 8017bc2db..d89ce0d31 100644 --- a/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul_niuqu.shader +++ b/Assets/Art/FengLei/ResLY/dataresources/effect/shader/addmul_niuqu.shader @@ -1,4 +1,4 @@ -Shader "Boke/Addmul_niuqu" { +Shader "Boke/Addmul_niuqu" { Properties { [HideInInspector] _EmissionColor ("Emission Color", Vector) = (1,1,1,1) [HideInInspector] _AlphaCutoff ("Alpha Cutoff ", Range(0, 1)) = 0.5 @@ -29,8 +29,15 @@ [Enum(Off,0,Front,1,Back,2)] __CullMode ("CullMode(Back时背面看不见,Off时双面可见)", Float) = 0 [Enum(Off,0,On,1)] __ZWrite ("ZWrite(开启时,会写入深度)", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] __ZTest ("ZTest(深度测试)", Float) = 4 - _StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("StencilComp(模板测试的比较方法)", Float) = 0 + // --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 --- + _Stencil ("Stencil ID", Float) = 0 + [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 + // --- 兼容旧的模板测试命名(保留声明,避免旧材质缺属性)--- + _StencilRef ("StencilRef(模板测试时的参考值)", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("StenciPassOp(模板测试成功时的操作)", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("StenciFailOp(模板测试失败时的操作)", Float) = 0 [Toggle(UNITY_UI_CLIP_RECT)] _UNITY_UI_CLIP_RECT ("启用粒子遮罩", Float) = 0 @@ -55,13 +62,15 @@ ZWrite [__ZWrite] ZTest [__ZTest] Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] Stencil { - Ref [_StencilRef] + Ref [_Stencil] Comp [_StencilComp] - Pass [_StencilPassOp] - Fail [_StencilFailOp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] } HLSLPROGRAM diff --git a/Assets/Art/FengLei/ResLY/games_resource/effect/shader/addmul_pannar.shader b/Assets/Art/FengLei/ResLY/games_resource/effect/shader/addmul_pannar.shader index 2429f689b..ffee26e68 100644 --- a/Assets/Art/FengLei/ResLY/games_resource/effect/shader/addmul_pannar.shader +++ b/Assets/Art/FengLei/ResLY/games_resource/effect/shader/addmul_pannar.shader @@ -9,6 +9,13 @@ Shader "BZC/addmul_pannar" { _v_speed ("v_speed", Float) = 0 _Mask ("Mask", 2D) = "white" {} [HideInInspector] _texcoord ("", 2D) = "white" {} + // --- UI 遮罩:uGUI MaskableGraphic / UIParticle 依赖以下属性名,勿改名 --- + [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _ColorMask ("Color Mask", Float) = 15 } //DummyShaderTextExporter SubShader { @@ -27,6 +34,15 @@ Shader "BZC/addmul_pannar" { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off + ColorMask [_ColorMask] + + Stencil { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } HLSLPROGRAM #pragma vertex vert diff --git a/Assets/Art/FengLei/ResLY/games_resource/main/artist/material/eff_lizi_009.mat b/Assets/Art/FengLei/ResLY/games_resource/main/artist/material/eff_lizi_009.mat index 7de042002..87586b76b 100644 --- a/Assets/Art/FengLei/ResLY/games_resource/main/artist/material/eff_lizi_009.mat +++ b/Assets/Art/FengLei/ResLY/games_resource/main/artist/material/eff_lizi_009.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_lizi_009 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/HybridCLR/Generate/AOTGenericReferences.cs b/Assets/HybridCLR/Generate/AOTGenericReferences.cs index 3cee3c307..2112d5bfc 100644 --- a/Assets/HybridCLR/Generate/AOTGenericReferences.cs +++ b/Assets/HybridCLR/Generate/AOTGenericReferences.cs @@ -731,7 +731,7 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__20>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.d__20&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__21>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.d__21&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__182>(System.Runtime.CompilerServices.TaskAwaiter&,GameMainPanel_FishBase.d__182&) - // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__55>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.d__55&) + // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__45>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.d__45&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__5>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.d__5&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__12>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.d__12&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__13>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.d__13&) @@ -751,7 +751,7 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__20>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.d__20&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__21>(System.Runtime.CompilerServices.TaskAwaiter&,FishResourcesData.d__21&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__182>(System.Runtime.CompilerServices.TaskAwaiter&,GameMainPanel_FishBase.d__182&) - // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__55>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.d__55&) + // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__45>(System.Runtime.CompilerServices.TaskAwaiter&,GameManager.d__45&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__5>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.d__5&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__12>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.d__12&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.AwaitUnsafeOnCompletedd__13>(System.Runtime.CompilerServices.TaskAwaiter&,MonsterMoveLine.d__13&) @@ -778,7 +778,7 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__21>(FishResourcesData.d__21&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__182>(GameMainPanel_FishBase.d__182&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__176>(GameMainPanel_FishBase.d__176&) - // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__55>(GameManager.d__55&) + // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__45>(GameManager.d__45&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__5>(MonsterMoveLine.d__5&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__12>(MonsterMoveLine.d__12&) // System.Void System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Startd__13>(MonsterMoveLine.d__13&) @@ -806,8 +806,8 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.AwaitUnsafeOnCompletedd__172>(System.Runtime.CompilerServices.YieldAwaitable.YieldAwaiter&,GameMainPanel_FishBase.d__172&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__8>(AudioResourcesData.d__8&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__45>(BossAppearTipXJMH.d__45&) - // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__119>(CreateFishManager.d__119&) - // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__95>(CreateFishManager.d__95&) + // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__123>(CreateFishManager.d__123&) + // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__96>(CreateFishManager.d__96&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__14>(FishResourcesData.d__14&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__181>(GameMainPanel_FishBase.d__181&) // System.Void System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Startd__171>(GameMainPanel_FishBase.d__171&) @@ -851,7 +851,6 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour // object[] UnityEngine.GameObject.GetComponents() // object[] UnityEngine.GameObject.GetComponentsInChildren(bool) // bool UnityEngine.GameObject.TryGetComponent(object&) - // object UnityEngine.Object.FindFirstObjectByType() // object[] UnityEngine.Object.FindObjectsOfType() // object UnityEngine.Object.Instantiate(object) // object UnityEngine.Object.Instantiate(object,UnityEngine.Transform) diff --git a/Assets/HybridCLR/Generate/link.xml b/Assets/HybridCLR/Generate/link.xml index 2c726c84d..5ab0886d4 100644 --- a/Assets/HybridCLR/Generate/link.xml +++ b/Assets/HybridCLR/Generate/link.xml @@ -156,7 +156,6 @@ - @@ -181,7 +180,6 @@ - @@ -207,8 +205,6 @@ - - @@ -284,7 +280,6 @@ - @@ -390,13 +385,9 @@ - - - - diff --git a/Assets/Material/eff_room_1007.mat b/Assets/Material/eff_room_1007.mat index 6d2ae4f90..f2c32e354 100644 --- a/Assets/Material/eff_room_1007.mat +++ b/Assets/Material/eff_room_1007.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1007 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1008.mat b/Assets/Material/eff_room_1008.mat index 826a81bbc..b3fc16247 100644 --- a/Assets/Material/eff_room_1008.mat +++ b/Assets/Material/eff_room_1008.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1008 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1041.mat b/Assets/Material/eff_room_1041.mat index 3273b6696..d90574b04 100644 --- a/Assets/Material/eff_room_1041.mat +++ b/Assets/Material/eff_room_1041.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1041 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1044.mat b/Assets/Material/eff_room_1044.mat index fda24a33c..4907bf3b1 100644 --- a/Assets/Material/eff_room_1044.mat +++ b/Assets/Material/eff_room_1044.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1044 - m_Shader: {fileID: 4800000, guid: 7b25da9b97c856c4293367a6248e158a, type: 3} + m_Shader: {fileID: 4800000, guid: f8af742fcc2a7cf4aa30a21a072b7c1b, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1047.mat b/Assets/Material/eff_room_1047.mat index e5069077f..58421433b 100644 --- a/Assets/Material/eff_room_1047.mat +++ b/Assets/Material/eff_room_1047.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1047 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1055.mat b/Assets/Material/eff_room_1055.mat index 4af506fab..eb52e6aa0 100644 --- a/Assets/Material/eff_room_1055.mat +++ b/Assets/Material/eff_room_1055.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1055 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1057.mat b/Assets/Material/eff_room_1057.mat index a4e1064f1..e74886caa 100644 --- a/Assets/Material/eff_room_1057.mat +++ b/Assets/Material/eff_room_1057.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1057 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1059.mat b/Assets/Material/eff_room_1059.mat index 7279bd75a..6c7fbaaef 100644 --- a/Assets/Material/eff_room_1059.mat +++ b/Assets/Material/eff_room_1059.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1059 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1063.mat b/Assets/Material/eff_room_1063.mat index 5c2cec441..8235356b8 100644 --- a/Assets/Material/eff_room_1063.mat +++ b/Assets/Material/eff_room_1063.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1063 - m_Shader: {fileID: 4800000, guid: 2e9eedbf64fb52948a8b56ce5a142b77, type: 3} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1064.mat b/Assets/Material/eff_room_1064.mat index 63dd5b204..625145ee6 100644 --- a/Assets/Material/eff_room_1064.mat +++ b/Assets/Material/eff_room_1064.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1064 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Material/eff_room_1106.mat b/Assets/Material/eff_room_1106.mat index 6f2dd5f1c..bfb4b63c1 100644 --- a/Assets/Material/eff_room_1106.mat +++ b/Assets/Material/eff_room_1106.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: eff_room_1106 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: db6be42076013d94a942c294928920db, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor.meta b/Assets/MyGame/Editor.meta similarity index 77% rename from Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor.meta rename to Assets/MyGame/Editor.meta index b8233d836..39a18123f 100644 --- a/Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor.meta +++ b/Assets/MyGame/Editor.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 6d70e0edfc472a840a18040d83893daf +guid: 9802b1da02f1ed248b3dceabc0a08a24 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Editor/AAFixDependencyMigration.cs b/Assets/MyGame/Editor/AAFixDependencyMigration.cs similarity index 100% rename from Assets/Editor/AAFixDependencyMigration.cs rename to Assets/MyGame/Editor/AAFixDependencyMigration.cs diff --git a/Assets/Editor/AAFixDependencyMigration.cs.meta b/Assets/MyGame/Editor/AAFixDependencyMigration.cs.meta similarity index 100% rename from Assets/Editor/AAFixDependencyMigration.cs.meta rename to Assets/MyGame/Editor/AAFixDependencyMigration.cs.meta diff --git a/Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/BakeLobbySlicesTool.cs b/Assets/MyGame/Editor/BakeLobbySlicesTool.cs similarity index 100% rename from Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/BakeLobbySlicesTool.cs rename to Assets/MyGame/Editor/BakeLobbySlicesTool.cs diff --git a/Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/BakeLobbySlicesTool.cs.meta b/Assets/MyGame/Editor/BakeLobbySlicesTool.cs.meta similarity index 100% rename from Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/BakeLobbySlicesTool.cs.meta rename to Assets/MyGame/Editor/BakeLobbySlicesTool.cs.meta diff --git a/Assets/Editor/BootSceneCreator.cs b/Assets/MyGame/Editor/BootSceneCreator.cs similarity index 100% rename from Assets/Editor/BootSceneCreator.cs rename to Assets/MyGame/Editor/BootSceneCreator.cs diff --git a/Assets/Editor/BootSceneCreator.cs.meta b/Assets/MyGame/Editor/BootSceneCreator.cs.meta similarity index 100% rename from Assets/Editor/BootSceneCreator.cs.meta rename to Assets/MyGame/Editor/BootSceneCreator.cs.meta diff --git a/Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang/Editor/ChouJiangItemBinder.cs b/Assets/MyGame/Editor/ChouJiangItemBinder.cs similarity index 100% rename from Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang/Editor/ChouJiangItemBinder.cs rename to Assets/MyGame/Editor/ChouJiangItemBinder.cs diff --git a/Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang/Editor/ChouJiangItemBinder.cs.meta b/Assets/MyGame/Editor/ChouJiangItemBinder.cs.meta similarity index 100% rename from Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang/Editor/ChouJiangItemBinder.cs.meta rename to Assets/MyGame/Editor/ChouJiangItemBinder.cs.meta diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs b/Assets/MyGame/Editor/FlameStrikeVariantBuilder.cs similarity index 100% rename from Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs rename to Assets/MyGame/Editor/FlameStrikeVariantBuilder.cs diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs.meta b/Assets/MyGame/Editor/FlameStrikeVariantBuilder.cs.meta similarity index 100% rename from Assets/MyGame/aa/Game/XJMH/Boss/LieYanFengBao/Editor/FlameStrikeVariantBuilder.cs.meta rename to Assets/MyGame/Editor/FlameStrikeVariantBuilder.cs.meta diff --git a/Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/Game.Hotfix.Editor.AnimMapBaker.asmdef b/Assets/MyGame/Editor/Game.Hotfix.Editor.Game.asmdef similarity index 89% rename from Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/Game.Hotfix.Editor.AnimMapBaker.asmdef rename to Assets/MyGame/Editor/Game.Hotfix.Editor.Game.asmdef index ee4d57676..3074ebdb4 100644 --- a/Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/Game.Hotfix.Editor.AnimMapBaker.asmdef +++ b/Assets/MyGame/Editor/Game.Hotfix.Editor.Game.asmdef @@ -1,5 +1,5 @@ { - "name": "Game.Hotfix.Editor.AnimMapBaker", + "name": "Game.Hotfix.Editor.Game", "rootNamespace": "", "references": [ "GameFramework", @@ -8,6 +8,7 @@ "spine-unity", "Coffee.UIParticle", "Unity.Addressables", + "Unity.Addressables.Editor", "Unity.ResourceManager", "Unity.TextMeshPro", "UnityEngine.UI", diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/Game.Hotfix.Editor.Animation.asmdef.meta b/Assets/MyGame/Editor/Game.Hotfix.Editor.Game.asmdef.meta similarity index 76% rename from Assets/MyGame/Framework/Tool/Animation/Editor/Game.Hotfix.Editor.Animation.asmdef.meta rename to Assets/MyGame/Editor/Game.Hotfix.Editor.Game.asmdef.meta index 854ffb5dd..305ca836c 100644 --- a/Assets/MyGame/Framework/Tool/Animation/Editor/Game.Hotfix.Editor.Animation.asmdef.meta +++ b/Assets/MyGame/Editor/Game.Hotfix.Editor.Game.asmdef.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 590ad1417b4e4fd449f888bc3f2127a3 +guid: 155e266f83e00c14580ae66df254d09b AssemblyDefinitionImporter: externalObjects: {} userData: diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/Editor/JiXieXieConfigAutoFill.cs b/Assets/MyGame/Editor/JiXieXieConfigAutoFill.cs similarity index 100% rename from Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/Editor/JiXieXieConfigAutoFill.cs rename to Assets/MyGame/Editor/JiXieXieConfigAutoFill.cs diff --git a/Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/Editor/JiXieXieConfigAutoFill.cs.meta b/Assets/MyGame/Editor/JiXieXieConfigAutoFill.cs.meta similarity index 100% rename from Assets/MyGame/aa/Game/XJMH/Boss/JiXieXie/Editor/JiXieXieConfigAutoFill.cs.meta rename to Assets/MyGame/Editor/JiXieXieConfigAutoFill.cs.meta diff --git a/Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/StripVisualPrefabTool.cs b/Assets/MyGame/Editor/StripVisualPrefabTool.cs similarity index 100% rename from Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/StripVisualPrefabTool.cs rename to Assets/MyGame/Editor/StripVisualPrefabTool.cs diff --git a/Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/StripVisualPrefabTool.cs.meta b/Assets/MyGame/Editor/StripVisualPrefabTool.cs.meta similarity index 100% rename from Assets/MyGame/aa/UI/Home/Sub/Activity/ChouJiang_Reference/Editor/StripVisualPrefabTool.cs.meta rename to Assets/MyGame/Editor/StripVisualPrefabTool.cs.meta diff --git a/Assets/Editor/TurretPrefabAALabeler.cs b/Assets/MyGame/Editor/TurretPrefabAALabeler.cs similarity index 100% rename from Assets/Editor/TurretPrefabAALabeler.cs rename to Assets/MyGame/Editor/TurretPrefabAALabeler.cs diff --git a/Assets/Editor/TurretPrefabAALabeler.cs.meta b/Assets/MyGame/Editor/TurretPrefabAALabeler.cs.meta similarity index 100% rename from Assets/Editor/TurretPrefabAALabeler.cs.meta rename to Assets/MyGame/Editor/TurretPrefabAALabeler.cs.meta diff --git a/Assets/Editor/TurretSpriteAALabeler.cs b/Assets/MyGame/Editor/TurretSpriteAALabeler.cs similarity index 100% rename from Assets/Editor/TurretSpriteAALabeler.cs rename to Assets/MyGame/Editor/TurretSpriteAALabeler.cs diff --git a/Assets/Editor/TurretSpriteAALabeler.cs.meta b/Assets/MyGame/Editor/TurretSpriteAALabeler.cs.meta similarity index 100% rename from Assets/Editor/TurretSpriteAALabeler.cs.meta rename to Assets/MyGame/Editor/TurretSpriteAALabeler.cs.meta diff --git a/Assets/MyGame/Framework/StaticTool/Editor.meta b/Assets/MyGame/Framework/Editor.meta similarity index 77% rename from Assets/MyGame/Framework/StaticTool/Editor.meta rename to Assets/MyGame/Framework/Editor.meta index 31b0dbb9d..bb5d59128 100644 --- a/Assets/MyGame/Framework/StaticTool/Editor.meta +++ b/Assets/MyGame/Framework/Editor.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ee414068f48db7e4b9f9b39a5c04ee64 +guid: 4d9a9227cd0b0a94e99bee722cef285d folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBaker.cs b/Assets/MyGame/Framework/Editor/AnimMapBaker.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBaker.cs rename to Assets/MyGame/Framework/Editor/AnimMapBaker.cs diff --git a/Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBaker.cs.meta b/Assets/MyGame/Framework/Editor/AnimMapBaker.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBaker.cs.meta rename to Assets/MyGame/Framework/Editor/AnimMapBaker.cs.meta diff --git a/Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBakerWindow.cs b/Assets/MyGame/Framework/Editor/AnimMapBakerWindow.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBakerWindow.cs rename to Assets/MyGame/Framework/Editor/AnimMapBakerWindow.cs diff --git a/Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBakerWindow.cs.meta b/Assets/MyGame/Framework/Editor/AnimMapBakerWindow.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/AnimMapBaker/Script/Editor/AnimMapBakerWindow.cs.meta rename to Assets/MyGame/Framework/Editor/AnimMapBakerWindow.cs.meta diff --git a/Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor/AnimationClipFrameChecker.cs b/Assets/MyGame/Framework/Editor/AnimationClipFrameChecker.cs similarity index 100% rename from Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor/AnimationClipFrameChecker.cs rename to Assets/MyGame/Framework/Editor/AnimationClipFrameChecker.cs diff --git a/Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor/AnimationClipFrameChecker.cs.meta b/Assets/MyGame/Framework/Editor/AnimationClipFrameChecker.cs.meta similarity index 100% rename from Assets/Art/FengLei/ResLY/dataresources/new_effect/timeline/6004/Editor/AnimationClipFrameChecker.cs.meta rename to Assets/MyGame/Framework/Editor/AnimationClipFrameChecker.cs.meta diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/AnimationClipMismatchChecker.cs b/Assets/MyGame/Framework/Editor/AnimationClipMismatchChecker.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/Animation/Editor/AnimationClipMismatchChecker.cs rename to Assets/MyGame/Framework/Editor/AnimationClipMismatchChecker.cs diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/AnimationClipMismatchChecker.cs.meta b/Assets/MyGame/Framework/Editor/AnimationClipMismatchChecker.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/Animation/Editor/AnimationClipMismatchChecker.cs.meta rename to Assets/MyGame/Framework/Editor/AnimationClipMismatchChecker.cs.meta diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorClipCreate.cs b/Assets/MyGame/Framework/Editor/AnimatorClipCreate.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorClipCreate.cs rename to Assets/MyGame/Framework/Editor/AnimatorClipCreate.cs diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorClipCreate.cs.meta b/Assets/MyGame/Framework/Editor/AnimatorClipCreate.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorClipCreate.cs.meta rename to Assets/MyGame/Framework/Editor/AnimatorClipCreate.cs.meta diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorLinkWindow.cs b/Assets/MyGame/Framework/Editor/AnimatorLinkWindow.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorLinkWindow.cs rename to Assets/MyGame/Framework/Editor/AnimatorLinkWindow.cs diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorLinkWindow.cs.meta b/Assets/MyGame/Framework/Editor/AnimatorLinkWindow.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/Animation/Editor/AnimatorLinkWindow.cs.meta rename to Assets/MyGame/Framework/Editor/AnimatorLinkWindow.cs.meta diff --git a/Assets/Editor/AssetDependencyAnalyzer.cs b/Assets/MyGame/Framework/Editor/AssetDependencyAnalyzer.cs similarity index 100% rename from Assets/Editor/AssetDependencyAnalyzer.cs rename to Assets/MyGame/Framework/Editor/AssetDependencyAnalyzer.cs diff --git a/Assets/Editor/AssetDependencyAnalyzer.cs.meta b/Assets/MyGame/Framework/Editor/AssetDependencyAnalyzer.cs.meta similarity index 100% rename from Assets/Editor/AssetDependencyAnalyzer.cs.meta rename to Assets/MyGame/Framework/Editor/AssetDependencyAnalyzer.cs.meta diff --git a/Assets/MyGame/Framework/Tool/UITool/Editor/AtlasImporter.cs b/Assets/MyGame/Framework/Editor/AtlasImporter.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/UITool/Editor/AtlasImporter.cs rename to Assets/MyGame/Framework/Editor/AtlasImporter.cs diff --git a/Assets/MyGame/Framework/Tool/UITool/Editor/AtlasImporter.cs.meta b/Assets/MyGame/Framework/Editor/AtlasImporter.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/UITool/Editor/AtlasImporter.cs.meta rename to Assets/MyGame/Framework/Editor/AtlasImporter.cs.meta diff --git a/Assets/Editor/AtlasPackingFix.cs b/Assets/MyGame/Framework/Editor/AtlasPackingFix.cs similarity index 100% rename from Assets/Editor/AtlasPackingFix.cs rename to Assets/MyGame/Framework/Editor/AtlasPackingFix.cs diff --git a/Assets/Editor/AtlasPackingFix.cs.meta b/Assets/MyGame/Framework/Editor/AtlasPackingFix.cs.meta similarity index 100% rename from Assets/Editor/AtlasPackingFix.cs.meta rename to Assets/MyGame/Framework/Editor/AtlasPackingFix.cs.meta diff --git a/Assets/MyGame/Framework/Tool/TextMeshPro/Editor/BulkTextTool.cs b/Assets/MyGame/Framework/Editor/BulkTextTool.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/TextMeshPro/Editor/BulkTextTool.cs rename to Assets/MyGame/Framework/Editor/BulkTextTool.cs diff --git a/Assets/MyGame/Framework/Tool/TextMeshPro/Editor/BulkTextTool.cs.meta b/Assets/MyGame/Framework/Editor/BulkTextTool.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/TextMeshPro/Editor/BulkTextTool.cs.meta rename to Assets/MyGame/Framework/Editor/BulkTextTool.cs.meta diff --git a/Assets/MyGame/Framework/Tool/Sprite/Editor/FntSpriteSplitter.cs b/Assets/MyGame/Framework/Editor/FntSpriteSplitter.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/Sprite/Editor/FntSpriteSplitter.cs rename to Assets/MyGame/Framework/Editor/FntSpriteSplitter.cs diff --git a/Assets/MyGame/Framework/Tool/Sprite/Editor/FntSpriteSplitter.cs.meta b/Assets/MyGame/Framework/Editor/FntSpriteSplitter.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/Sprite/Editor/FntSpriteSplitter.cs.meta rename to Assets/MyGame/Framework/Editor/FntSpriteSplitter.cs.meta diff --git a/Assets/MyGame/Framework/Tool/Animation/Editor/Game.Hotfix.Editor.Animation.asmdef b/Assets/MyGame/Framework/Editor/Game.Hotfix.Editor.Framework.asmdef similarity index 88% rename from Assets/MyGame/Framework/Tool/Animation/Editor/Game.Hotfix.Editor.Animation.asmdef rename to Assets/MyGame/Framework/Editor/Game.Hotfix.Editor.Framework.asmdef index fc7745296..f01ff1e55 100644 --- a/Assets/MyGame/Framework/Tool/Animation/Editor/Game.Hotfix.Editor.Animation.asmdef +++ b/Assets/MyGame/Framework/Editor/Game.Hotfix.Editor.Framework.asmdef @@ -1,5 +1,5 @@ { - "name": "Game.Hotfix.Editor.Animation", + "name": "Game.Hotfix.Editor.Framework", "rootNamespace": "", "references": [ "GameFramework", @@ -8,6 +8,7 @@ "spine-unity", "Coffee.UIParticle", "Unity.Addressables", + "Unity.Addressables.Editor", "Unity.ResourceManager", "Unity.TextMeshPro", "UnityEngine.UI", diff --git a/Assets/MyGame/Framework/Tool/MissingScript/Editor/Game.Hotfix.Editor.MissingScript.asmdef.meta b/Assets/MyGame/Framework/Editor/Game.Hotfix.Editor.Framework.asmdef.meta similarity index 76% rename from Assets/MyGame/Framework/Tool/MissingScript/Editor/Game.Hotfix.Editor.MissingScript.asmdef.meta rename to Assets/MyGame/Framework/Editor/Game.Hotfix.Editor.Framework.asmdef.meta index 8a89c6bd2..887af9eca 100644 --- a/Assets/MyGame/Framework/Tool/MissingScript/Editor/Game.Hotfix.Editor.MissingScript.asmdef.meta +++ b/Assets/MyGame/Framework/Editor/Game.Hotfix.Editor.Framework.asmdef.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 4425bf94a69344e4c9d36f8c30a2a6ab +guid: 7fb9fa466ddbd6643b06a618761b15c3 AssemblyDefinitionImporter: externalObjects: {} userData: diff --git a/Assets/MyGame/Framework/StaticTool/Editor/LuaCopyEditor.cs b/Assets/MyGame/Framework/Editor/LuaCopyEditor.cs similarity index 100% rename from Assets/MyGame/Framework/StaticTool/Editor/LuaCopyEditor.cs rename to Assets/MyGame/Framework/Editor/LuaCopyEditor.cs diff --git a/Assets/MyGame/Framework/StaticTool/Editor/LuaCopyEditor.cs.meta b/Assets/MyGame/Framework/Editor/LuaCopyEditor.cs.meta similarity index 100% rename from Assets/MyGame/Framework/StaticTool/Editor/LuaCopyEditor.cs.meta rename to Assets/MyGame/Framework/Editor/LuaCopyEditor.cs.meta diff --git a/Assets/MyGame/Framework/StaticTool/MeshRendererSortingEditor.cs b/Assets/MyGame/Framework/Editor/MeshRendererSortingEditor.cs similarity index 100% rename from Assets/MyGame/Framework/StaticTool/MeshRendererSortingEditor.cs rename to Assets/MyGame/Framework/Editor/MeshRendererSortingEditor.cs diff --git a/Assets/MyGame/Framework/StaticTool/MeshRendererSortingEditor.cs.meta b/Assets/MyGame/Framework/Editor/MeshRendererSortingEditor.cs.meta similarity index 100% rename from Assets/MyGame/Framework/StaticTool/MeshRendererSortingEditor.cs.meta rename to Assets/MyGame/Framework/Editor/MeshRendererSortingEditor.cs.meta diff --git a/Assets/MyGame/Framework/Tool/MissingScript/Editor/MissingScriptRemover.cs b/Assets/MyGame/Framework/Editor/MissingScriptRemover.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/MissingScript/Editor/MissingScriptRemover.cs rename to Assets/MyGame/Framework/Editor/MissingScriptRemover.cs diff --git a/Assets/MyGame/Framework/Tool/MissingScript/Editor/MissingScriptRemover.cs.meta b/Assets/MyGame/Framework/Editor/MissingScriptRemover.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/MissingScript/Editor/MissingScriptRemover.cs.meta rename to Assets/MyGame/Framework/Editor/MissingScriptRemover.cs.meta diff --git a/Assets/MyGame/Framework/Tool/UITool/Editor/PSBToUIConverter.cs b/Assets/MyGame/Framework/Editor/PSBToUIConverter.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/UITool/Editor/PSBToUIConverter.cs rename to Assets/MyGame/Framework/Editor/PSBToUIConverter.cs diff --git a/Assets/MyGame/Framework/Tool/UITool/Editor/PSBToUIConverter.cs.meta b/Assets/MyGame/Framework/Editor/PSBToUIConverter.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/UITool/Editor/PSBToUIConverter.cs.meta rename to Assets/MyGame/Framework/Editor/PSBToUIConverter.cs.meta diff --git a/Assets/Editor/ProfilerDataExporter.cs b/Assets/MyGame/Framework/Editor/ProfilerDataExporter.cs similarity index 100% rename from Assets/Editor/ProfilerDataExporter.cs rename to Assets/MyGame/Framework/Editor/ProfilerDataExporter.cs diff --git a/Assets/Editor/ProfilerDataExporter.cs.meta b/Assets/MyGame/Framework/Editor/ProfilerDataExporter.cs.meta similarity index 100% rename from Assets/Editor/ProfilerDataExporter.cs.meta rename to Assets/MyGame/Framework/Editor/ProfilerDataExporter.cs.meta diff --git a/Assets/MyGame/Framework/Tool/TextMeshPro/Editor/ReadTextString.cs b/Assets/MyGame/Framework/Editor/ReadTextString.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/TextMeshPro/Editor/ReadTextString.cs rename to Assets/MyGame/Framework/Editor/ReadTextString.cs diff --git a/Assets/MyGame/Framework/Tool/TextMeshPro/Editor/ReadTextString.cs.meta b/Assets/MyGame/Framework/Editor/ReadTextString.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/TextMeshPro/Editor/ReadTextString.cs.meta rename to Assets/MyGame/Framework/Editor/ReadTextString.cs.meta diff --git a/Assets/Editor/SpriteAtlasBuilderWindow.cs b/Assets/MyGame/Framework/Editor/SpriteAtlasBuilderWindow.cs similarity index 100% rename from Assets/Editor/SpriteAtlasBuilderWindow.cs rename to Assets/MyGame/Framework/Editor/SpriteAtlasBuilderWindow.cs diff --git a/Assets/Editor/SpriteAtlasBuilderWindow.cs.meta b/Assets/MyGame/Framework/Editor/SpriteAtlasBuilderWindow.cs.meta similarity index 100% rename from Assets/Editor/SpriteAtlasBuilderWindow.cs.meta rename to Assets/MyGame/Framework/Editor/SpriteAtlasBuilderWindow.cs.meta diff --git a/Assets/MyGame/Framework/Tool/Sprite/Editor/SpriteMetaRestorer.cs b/Assets/MyGame/Framework/Editor/SpriteMetaRestorer.cs similarity index 100% rename from Assets/MyGame/Framework/Tool/Sprite/Editor/SpriteMetaRestorer.cs rename to Assets/MyGame/Framework/Editor/SpriteMetaRestorer.cs diff --git a/Assets/MyGame/Framework/Tool/Sprite/Editor/SpriteMetaRestorer.cs.meta b/Assets/MyGame/Framework/Editor/SpriteMetaRestorer.cs.meta similarity index 100% rename from Assets/MyGame/Framework/Tool/Sprite/Editor/SpriteMetaRestorer.cs.meta rename to Assets/MyGame/Framework/Editor/SpriteMetaRestorer.cs.meta diff --git a/Assets/Editor/TextureDimensionChecker.cs b/Assets/MyGame/Framework/Editor/TextureDimensionChecker.cs similarity index 100% rename from Assets/Editor/TextureDimensionChecker.cs rename to Assets/MyGame/Framework/Editor/TextureDimensionChecker.cs diff --git a/Assets/Editor/TextureDimensionChecker.cs.meta b/Assets/MyGame/Framework/Editor/TextureDimensionChecker.cs.meta similarity index 100% rename from Assets/Editor/TextureDimensionChecker.cs.meta rename to Assets/MyGame/Framework/Editor/TextureDimensionChecker.cs.meta diff --git a/Assets/Editor/TextureMaxSizeWindow.cs b/Assets/MyGame/Framework/Editor/TextureMaxSizeWindow.cs similarity index 100% rename from Assets/Editor/TextureMaxSizeWindow.cs rename to Assets/MyGame/Framework/Editor/TextureMaxSizeWindow.cs diff --git a/Assets/Editor/TextureMaxSizeWindow.cs.meta b/Assets/MyGame/Framework/Editor/TextureMaxSizeWindow.cs.meta similarity index 100% rename from Assets/Editor/TextureMaxSizeWindow.cs.meta rename to Assets/MyGame/Framework/Editor/TextureMaxSizeWindow.cs.meta diff --git a/Assets/MyGame/Framework/Event/ConstEventString.cs b/Assets/MyGame/Framework/Event/ConstEventString.cs index c67648365..519af1a1f 100644 --- a/Assets/MyGame/Framework/Event/ConstEventString.cs +++ b/Assets/MyGame/Framework/Event/ConstEventString.cs @@ -29,6 +29,8 @@ public class ConstEventString // ================================================================ /// 服务端出鱼事件(破坏性替代 createFish 帧同步) public const string OnFishSpawn = "OnFishSpawn"; + /// 服务端全量重同步活鱼(重连/挂起恢复):全量替换本地鱼 + public const string OnFishResync = "OnFishResync"; /// 鱼列表刷新 public const string OnFishList = "OnFishList"; /// 冰冻道具生效(40003),鱼存活时间延长 15 秒,客户端写死 15s 倒计时 diff --git a/Assets/MyGame/Framework/StaticTool/Editor/Game.Hotfix.Editor.StaticTool.asmdef b/Assets/MyGame/Framework/StaticTool/Editor/Game.Hotfix.Editor.StaticTool.asmdef deleted file mode 100644 index d97f9beb1..000000000 --- a/Assets/MyGame/Framework/StaticTool/Editor/Game.Hotfix.Editor.StaticTool.asmdef +++ /dev/null @@ -1,28 +0,0 @@ -{ - "name": "Game.Hotfix.Editor.StaticTool", - "rootNamespace": "", - 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a/Assets/MyGame/Framework/Tool/Sprite/Editor.meta b/Assets/MyGame/Framework/Tool/Sprite/Editor.meta deleted file mode 100644 index dad9d3f89..000000000 --- a/Assets/MyGame/Framework/Tool/Sprite/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2c9fe788ba8bf5a42985249734e8a908 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/MyGame/Framework/Tool/Sprite/Editor/Game.Hotfix.Editor.Sprite.asmdef b/Assets/MyGame/Framework/Tool/Sprite/Editor/Game.Hotfix.Editor.Sprite.asmdef deleted file mode 100644 index 8f30a4771..000000000 --- a/Assets/MyGame/Framework/Tool/Sprite/Editor/Game.Hotfix.Editor.Sprite.asmdef +++ /dev/null @@ -1,28 +0,0 @@ -{ - "name": "Game.Hotfix.Editor.Sprite", - "rootNamespace": "", - "references": [ - "GameFramework", - "Game.Hotfix", - "CameraShake", - "spine-unity", - "Coffee.UIParticle", - "Unity.Addressables", - "Unity.ResourceManager", - "Unity.TextMeshPro", - 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type: 3} + propDropPrefab: {fileID: 8222732459988217625, guid: 742f2b00809071748adce9b6c5b9d1f7, + type: 3} fishRoot: {fileID: 1184862095} poolRoot: {fileID: 1663842063} _bjEffectRoot: {fileID: 1810983795} diff --git a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs index 55722de3d..be9d3cea4 100644 --- a/Assets/MyGame/Scripts/Manager/CreateFishManager.cs +++ b/Assets/MyGame/Scripts/Manager/CreateFishManager.cs @@ -332,6 +332,9 @@ public class CreateFishManager : MonoSingleton // ⭐ 鱼创建改由服务端 OnFishSpawn 事件统一下发,客户端不再监听 createFish 帧同步 EventCenter.Instance.AddEventListener( ConstEventString.OnFishSpawn, OnFishSpawn); + // ⭐ 重连/挂起恢复:服务端全量重同步活鱼,客户端全量替换本地鱼 + EventCenter.Instance.AddEventListener( + ConstEventString.OnFishResync, OnFishResync); // ⭐ 注入红包网络发送回调给框架层 LayeredPool(框架层不再反向依赖 CreateFishManager) LayeredPool.OnSendRandomDieFishID = (c, r, p, s) => SyncGameData_SendRendromDieFishID(c, r, p, s); @@ -389,6 +392,8 @@ public class CreateFishManager : MonoSingleton { EventCenter.Instance.RemoveEventListener( ConstEventString.OnFishSpawn, OnFishSpawn); + EventCenter.Instance.RemoveEventListener( + ConstEventString.OnFishResync, OnFishResync); // 释放 NativeArray,避免内存泄漏 DisposeNativeArrays(); @@ -775,6 +780,97 @@ public class CreateFishManager : MonoSingleton NetLog.Log($"[CreateFishManager] OnFishSpawn type={data.type}, count={data.fish.Count}, batched={batchedQueue.Count}"); } + // ================================================================ + // 全量重同步活鱼 OnFishResync(重连 / 挂起恢复) + // ================================================================ + + /// + /// 服务端全量重同步活鱼处理。语义为"全量替换": + /// ① 清空本地残留鱼(只清鱼实例与事件级去重记录,不动 spawnDic/鱼配置) + /// ② 复用 OnFishSpawn 链路重建(type="sync" → spawnTime=createdAt,鱼落在路径正确位置) + /// fish 为空列表同样要走清空(服务端此刻场上确实没鱼,客户端必须把残留清掉)。 + /// ⭐ 三个必须处理的要点(天真实现会踩坑): + /// 1. 加载期(spawnDic==null)不能丢事件:必须先转成 OnFishSpawnData 再入队—— + /// 队列类型是 List<OnFishSpawnData>,直接塞 OnFishResyncData 编译不过; + /// 入队时顺带丢弃队列里更早的出鱼事件,避免"旧事件先建鱼→resync 再清空"的多余抖动 + /// 2. 冰冻中必须整段跳过:OnFishSpawn 开头 isFrozen 直接 return, + /// 若先清空会一条都建不回来 → 空场 + /// 3. 不能指望 OnFishSpawn 的空列表分支来清空:它开头 `fish==null||Count==0 → return`, + /// 空列表压根到不了后面的逻辑,所以清空必须在调用它之前独立完成 + /// ⚠️ 全量替换会销毁并重建所有鱼:正被锁定/正在播受击、爆奖动画的鱼会被打断, + /// 重连瞬间可能闪一下。若要避免,需改成"按 fishId 差集"只销毁服务端列表里没有的鱼。 + /// + public void OnFishResync(OnFishResyncData data) + { + if (data == null) return; + + int fishCount = data.fish != null ? data.fish.Count : 0; + + // ⭐ 加载期:转成出鱼事件入队,EnterRoom 末尾回放 + // (同时清掉队列里更早的事件:重连场景下那些旧房间残留的 init/spawn 不该再回放) + if (spawnDic == null) + { + _pendingFishSpawns = new List { BuildSyncSpawnData(data) }; + Debug.Log($"[CreateFishManager] 生成系统未就绪,重同步事件入队等待回放: count={fishCount}"); + return; + } + + // ⭐ 冰冻中跳过整个流程:清空后建不回来会空场 + if (isFrozen) + { + Debug.Log("[CreateFishManager] 冰冻中,跳过重同步(避免清空后建不回来)"); + return; + } + + // ① 清空本地残留鱼 + int cleared = ClearAllFishes(); + + // ② 复用出鱼链路重建 + var syncData = BuildSyncSpawnData(data); + if (fishCount > 0) OnFishSpawn(syncData); + + Debug.Log($"[CreateFishManager] 重同步完成: 清空{cleared}条, 重建{fishCount}条"); + } + + /// + /// OnFishResyncData → OnFishSpawnData。 + /// type 固定 "sync":让 spawnTime 取 createdAt,鱼落在路径上的正确位置(否则全部回到起点)。 + /// + private static OnFishSpawnData BuildSyncSpawnData(OnFishResyncData data) + { + return new OnFishSpawnData + { + type = "sync", + timestamp = data.timestamp, + fish = data.fish + }; + } + + /// + /// 全量清空场上本地鱼(重同步用)。只清鱼实例与事件级去重记录,不动配置(spawnDic/fishDatas)。 + /// ⭐ 先快照 key 再逐个 Id_DieFish_NotFX:该方法内部会按鱼类型从各分类字典移除并回池, + /// 直接遍历 fishDatas_hashCodekey 会抛 InvalidOperationException。 + /// ⭐ 末尾必须清 _handledFishIds:重同步会用同一批 fishId 重建, + /// 不清会被 15 秒窗口判成"重复出鱼已跳过"→ 一条都建不出来。 + /// + private int ClearAllFishes() + { + int cleared = 0; + if (fishDatas_hashCodekey != null && fishDatas_hashCodekey.Count > 0) + { + var guids = new List(fishDatas_hashCodekey.Keys); + foreach (var guid in guids) + { + if (string.IsNullOrEmpty(guid)) continue; + Id_DieFish_NotFX(guid); + cleared++; + } + } + + _handledFishIds.Clear(); + return cleared; + } + /// 生成系统未就绪期间收到的出鱼事件队列(EnterRoom 完成后回放) private List _pendingFishSpawns; diff --git a/Assets/MyGame/Scripts/Net/WebResponses/SyncGameData.cs b/Assets/MyGame/Scripts/Net/WebResponses/SyncGameData.cs index 646d6762d..734330d8a 100644 --- a/Assets/MyGame/Scripts/Net/WebResponses/SyncGameData.cs +++ b/Assets/MyGame/Scripts/Net/WebResponses/SyncGameData.cs @@ -265,6 +265,26 @@ namespace Assets.MyGame.Scripts.Net.WebResponses public List fish; } + /// + /// 服务端全量重同步活鱼事件 OnFishResync 的数据载体。 + /// 场景:重连 / 挂起恢复(CancelPlayerAfk)。语义为"全量替换"—— + /// 客户端需先清掉本地残留鱼,再按 fish 列表重建。 + /// fish 项结构与 OnFishSpawn 完全同口径,直接复用 OnFishSpawnFishItem。 + /// 注意:fish 为空列表是合法语义(此刻场上确实没鱼),客户端必须把本地残留清空。 + /// + [Serializable] + public class OnFishResyncData + { + /// 房间ID + public string roomId; + /// 服务器当前时间戳(毫秒) + public long timestamp; + /// 本批活鱼数量(冗余字段,实际以 fish.Count 为准) + public int count; + /// 当前场上活鱼列表(可能为空列表) + public List fish; + } + /// /// OnFishSpawn 单条鱼描述。 /// 客户端据此调用 SpawnFishMainThread 生成鱼实例。 diff --git a/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs b/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs index b8429c561..5dcf761c0 100644 --- a/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs +++ b/Assets/MyGame/Scripts/Net/WebSocketManager_Message.cs @@ -719,6 +719,11 @@ namespace Assets.MyGame.Scripts.Net WebSocketReponseList.OnFishSpawn(msg); break; + case "OnFishResync": + // ⭐ 服务端全量重同步活鱼(重连/挂起恢复):全量替换本地鱼 + WebSocketReponseList.OnFishResync(msg); + break; + case "FishFrozen": // ⭐ 冰冻道具(40003)生效:鱼存活时间延长 15 秒,客户端写死 15s 倒计时 WebSocketReponseList.FishFrozen(msg); diff --git a/Assets/MyGame/Scripts/Net/WebSocketReponseList.cs b/Assets/MyGame/Scripts/Net/WebSocketReponseList.cs index 608443c4b..63a54628e 100644 --- a/Assets/MyGame/Scripts/Net/WebSocketReponseList.cs +++ b/Assets/MyGame/Scripts/Net/WebSocketReponseList.cs @@ -497,6 +497,19 @@ namespace Assets.MyGame.Scripts.Net NetLog.Log("出鱼:", msg); } 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guid: 6738f71d6ce61f9458b8be51b9611803, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] diff --git a/Assets/games_resource/main/artist/material/fx_rebuild/rebuild_xingji_04.mat b/Assets/games_resource/main/artist/material/fx_rebuild/rebuild_xingji_04.mat index 1ce71aac7..bf6881294 100644 --- a/Assets/games_resource/main/artist/material/fx_rebuild/rebuild_xingji_04.mat +++ b/Assets/games_resource/main/artist/material/fx_rebuild/rebuild_xingji_04.mat @@ -8,7 +8,7 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: rebuild_xingji_04 - m_Shader: {fileID: 10720, guid: 0000000000000000f000000000000000, type: 0} + m_Shader: {fileID: 4800000, guid: 6738f71d6ce61f9458b8be51b9611803, type: 3} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: []