feat(init): 搭建初始的项目框架

This commit is contained in:
2025-10-14 12:39:53 +08:00
parent 3cf503bfa6
commit eba8d5792d
89 changed files with 2782 additions and 100 deletions

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using System;
namespace Core
{
public class GameManager : MonoSingleton<GameManager>
{
private void Start()
{
ScenesManager.Instance.LoadMainMenu();
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Core
{
public class InputManager : MonoSingleton<InputManager>
{
private PlayerInputActions _input; // 自动生成的输入类
// 当前输入值
public Vector2 Move { get; private set; }
public Vector2 Look { get; private set; }
public bool PausePressed { get; private set; }
private void Awake()
{
_input = new PlayerInputActions();
}
private void OnEnable()
{
_input.Enable();
// 注册事件
_input.Player.Move.performed += ctx => Move = ctx.ReadValue<Vector2>();
_input.Player.Move.canceled += ctx => Move = Vector2.zero;
_input.Player.Look.performed += ctx => Look = ctx.ReadValue<Vector2>();
_input.Player.Look.canceled += ctx => Look = Vector2.zero;
//
// _input.Player.Jump.performed += ctx => JumpPressed = true;
// _input.Player.Jump.canceled += ctx => JumpPressed = false;
//
}
private void OnDisable()
{
_input.Disable();
}
private void Update()
{
// 在此更新一次性触发的输入,例如“按下瞬间触发”
// if (PausePressed)
// {
// Debug.Log("Pause Pressed!");
// PausePressed = false; // 手动清除
// }
}
// 🔧 示例方法:允许外部模块手动启用/禁用输入(比如暂停菜单)
public void SetInputEnabled(bool enabled)
{
if (enabled) _input.Enable();
else _input.Disable();
}
public void SetCursorState(bool visible, CursorLockMode lockMode)
{
Cursor.visible = visible;
Cursor.lockState = lockMode;
}
public void SetInputForLook(bool enabled)
{
if (enabled)
{
_input.Player.Look.Enable();
}
else
{
_input.Player.Look.Disable();
Look = Vector2.zero; // 禁用时清除Look值
}
}
public void SetInputForMove(bool enabled)
{
if (enabled)
{
_input.Player.Move.Enable();
}
else
{
_input.Player.Move.Disable();
Move = Vector2.zero; // 禁用时清除Move值
}
}
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.11.2
// from Assets/Settings/Input/PlayerInputActions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
namespace Core
{
public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerInputActions()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerInputActions"",
""maps"": [
{
""name"": ""Player"",
""id"": ""c76c22e9-2e4a-4535-bf00-ee32c0071ec4"",
""actions"": [
{
""name"": ""Move"",
""type"": ""Button"",
""id"": ""cba876cd-5594-42ac-a4b0-2f2ed0f0e120"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Look"",
""type"": ""Value"",
""id"": ""e288a319-23aa-463c-bd94-e6a00eec4e3b"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""dab4d8f6-9492-4327-8944-76f09907ba54"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d7c34f0b-b18e-4498-8d3e-1bdec4cb355d"",
""path"": ""<Mouse>/position"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Look"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true);
m_Player_Look = m_Player.FindAction("Look", throwIfNotFound: true);
}
~@PlayerInputActions()
{
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, PlayerInputActions.Player.Disable() has not been called.");
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Player
private readonly InputActionMap m_Player;
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
private readonly InputAction m_Player_Move;
private readonly InputAction m_Player_Look;
public struct PlayerActions
{
private @PlayerInputActions m_Wrapper;
public PlayerActions(@PlayerInputActions wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Player_Move;
public InputAction @Look => m_Wrapper.m_Player_Look;
public InputActionMap Get() { return m_Wrapper.m_Player; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
public void AddCallbacks(IPlayerActions instance)
{
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Look.started += instance.OnLook;
@Look.performed += instance.OnLook;
@Look.canceled += instance.OnLook;
}
private void UnregisterCallbacks(IPlayerActions instance)
{
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
@Look.started -= instance.OnLook;
@Look.performed -= instance.OnLook;
@Look.canceled -= instance.OnLook;
}
public void RemoveCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
public void SetCallbacks(IPlayerActions instance)
{
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
public PlayerActions @Player => new PlayerActions(this);
public interface IPlayerActions
{
void OnMove(InputAction.CallbackContext context);
void OnLook(InputAction.CallbackContext context);
}
}
}

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using UnityEngine;
namespace Core
{
/// <summary>
/// MonoBehavior抽象单例基类。确保继承类在场景中只有一个实例并提供全局访问点。
/// </summary>
/// <typeparam name="T">必须是继承自MonoBehaviour的类型。</typeparam>
public class MonoSingleton<T> : MonoBehaviour where T : MonoBehaviour
{
// 存储单例实例
private static T instance;
/// <summary>
/// 静态公共属性,用于获取单例实例(延迟加载)。
/// </summary>
public static T Instance
{
get
{
if (instance == null)
{
// 尝试在场景中查找现有实例
instance = FindObjectOfType<T>();
if (instance == null)
{
// 如果没有,则创建新的游戏对象并附加该组件
GameObject gameObject = new GameObject(typeof(T).Name);
instance = gameObject.AddComponent<T>();
}
}
return instance;
}
}
protected virtual void Awake()
{
// 将当前对象设置为单例实例
if (instance == null)
{
instance = this as T;
return;
}
// 如果场景中已存在其他实例,则销毁当前重复的对象
if (instance != this as T)
{
Destroy(gameObject);
}
}
//清除静态实例,以防止在特定情况下出现“幽灵”实例。
protected virtual void OnDestroy()
{
if (instance == this)
{
instance = null;
}
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
namespace Core
{
public class ScenesManager : MonoSingleton<ScenesManager>
{
public static ScenesManager Instance { get; private set; }
private string currentGameplayScene;
private bool IsLoadGameplayUI = false;
void Awake()
{
if (Instance != null)
{
Destroy(gameObject);
return;
}
Instance = this;
//DontDestroyOnLoad(gameObject);
}
public void LoadMainMenu()
{
if (IsLoadGameplayUI)
{
// 如果已经加载过游戏内UI场景则卸载掉
StartCoroutine(UnloadScene("UIScene"));
IsLoadGameplayUI = false;
}
// 加载主菜单场景需要卸载掉除了Core以外的所有场景
StartCoroutine(SwitchGameplay("StartMenu"));
}
public void LoadGameplay(string sceneName)
{
StartCoroutine(SwitchGameplay(sceneName));
if (!IsLoadGameplayUI)
{
// 只加载一次游戏内UI场景
StartCoroutine(LoadSceneAdditive("UIScene"));
IsLoadGameplayUI = true;
}
}
/// <summary>
/// 切换游戏场景,卸载当前的游戏场景,加载新的游戏场景
/// 适用于在游戏内切换场景
/// </summary>
/// <param name="newScene"></param>
/// <returns></returns>
private IEnumerator SwitchGameplay(string newScene)
{
if (!string.IsNullOrEmpty(currentGameplayScene))
{
yield return UnloadScene(currentGameplayScene);
}
yield return LoadSceneAdditive(newScene);
currentGameplayScene = newScene;
}
private IEnumerator LoadSceneAdditive(string sceneName)
{
var async = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
while (!async.isDone)
{
yield return null;
}
}
private IEnumerator UnloadScene(string sceneName)
{
var async = UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(sceneName);
while (!async.isDone)
{
yield return null;
}
}
}
}

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using System;
using System.Collections.Generic;
namespace Core
{
/// <summary>
/// Locator 基类,支持父级查找机制。
/// </summary>
public abstract class ServiceLocatorBase
{
protected readonly Dictionary<Type, object> _services = new();
/// <summary>父 Locator用于层级查找。</summary>
public ServiceLocatorBase Parent { get; set; }
/// <summary>
/// 注册一个服务实例。
/// </summary>
public virtual void Register<T>(T service)
{
_services[typeof(T)] = service;
OnServiceRegistered?.Invoke(typeof(T), service);
}
/// <summary>
/// 注销一个服务。
/// </summary>
public virtual void Unregister<T>(T service)
{
if (_services.TryGetValue(typeof(T), out var instance) && instance.Equals(service))
_services.Remove(typeof(T));
}
/// <summary>
/// 解析服务(支持向父级递归查找)。
/// </summary>
public virtual T Resolve<T>()
{
if (_services.TryGetValue(typeof(T), out var instance))
return (T)instance;
return Parent != null ? Parent.Resolve<T>() : default;
}
/// <summary>清空所有服务。</summary>
public virtual void Clear() => _services.Clear();
/// <summary>服务注册事件:当某个服务注册时触发。</summary>
public event Action<Type, object> OnServiceRegistered;
/// <summary>
/// 尝试立即获取服务。
/// </summary>
public virtual bool TryGet<T>(out T service)
{
if (_services.TryGetValue(typeof(T), out var instance))
{
service = (T)instance;
return true;
}
else if (Parent != null)
{
return Parent.TryGet(out service);
}
service = default;
return false;
}
/// <summary>
/// 尝试获取服务;若不存在,则等待其注册。
/// </summary>
public virtual bool TryGetWait<T>(Action<T> onGet)
{
if (TryGet<T>(out var service))
{
onGet?.Invoke(service);
return true;
}
void Handler(Type type, object instance)
{
if (type == typeof(T))
{
onGet?.Invoke((T)instance);
OnServiceRegistered -= Handler;
}
}
OnServiceRegistered += Handler;
return false;
}
}
/// <summary>
/// 泛型单例版本的 Locator。
/// </summary>
public abstract class ServiceLocator<T> : ServiceLocatorBase where T : ServiceLocator<T>, new()
{
private static readonly Lazy<T> _instance = new(() => new T());
/// <summary>全局访问入口。</summary>
public static T Instance => _instance.Value;
}
}

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using System;
using UnityEngine;
namespace Core
{
/// <summary>
/// Base class for all UI components.
/// </summary>
public abstract class UIBase : MonoBehaviour
{
public bool IsOpenOnFirstLoad;
/// <summary>
/// Called when the UI is shown.
/// </summary>
public virtual void Show()
{
gameObject.SetActive(true);
}
/// <summary>
/// Called when the UI is hidden.
/// </summary>
public virtual void Hide()
{
gameObject.SetActive(false);
}
/// <summary>
/// Called when the UI is initialized.
/// </summary>
public virtual void Initialize()
{
// Override in derived classes for initialization logic.
}
}
}

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using UnityEngine;
namespace Core
{
[RequireComponent(typeof(Camera))]
public class UICamera : MonoBehaviour
{
public static UICamera Instance { get; private set; }
private Camera uiCamera;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
uiCamera = GetComponent<Camera>();
uiCamera.clearFlags = CameraClearFlags.Depth;
uiCamera.cullingMask = LayerMask.GetMask("UI");
uiCamera.orthographic = true;
uiCamera.depth = 100; // 确保在主相机之后渲染
}
public Camera GetCamera()
{
return uiCamera;
}
}
}

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using UnityEngine;
namespace Core
{
// 挂在 NormalCanvas 上的脚本
public class UILayerRoot : MonoBehaviour
{
public UILayer layer;
void Awake()
{
if (UIManager.Instance != null)
{
UIManager.Instance.RegisterLayer(layer, transform);
}
}
}
}

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using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace Core
{
public enum UILayer
{
Background,
Normal,
Popup,
Top
}
/// <summary>
/// 单例UI管理者控制UI的层级关系UI的开关
/// </summary>
public class UIManager : MonoSingleton<UIManager>
{
public bool IsHasNonBackgroundUIActive
{
get
{ return openedUIs.Values.Any(ui => ui.gameObject.activeSelf && ui.transform.parent != layerRoots[UILayer.Background]); }
}
private Dictionary<UILayer, Transform> layerRoots = new Dictionary<UILayer, Transform>();
private Dictionary<string, UIBase> openedUIs = new Dictionary<string, UIBase>();
public void RegisterLayer(UILayer layer, Transform root)
{
if (!layerRoots.ContainsKey(layer))
{
layerRoots[layer] = root;
// 注册场景中已存在的UI
// 遍历子对象
foreach (Transform child in root)
{
var uiName = child.gameObject.name;
UIBase uiBase = child.GetComponent<UIBase>();
if (uiBase != null && !openedUIs.ContainsKey(uiName))
{
openedUIs[uiName] = uiBase;
uiBase.Hide(); // 默认关闭
if (uiBase.IsOpenOnFirstLoad)
{
uiBase.Show();
}
}
}
}
}
public T OpenUI<T>(UILayer layer = UILayer.Normal) where T : Component
{
string uiName = typeof(T).Name;
if (openedUIs.ContainsKey(uiName))
{
openedUIs[uiName].Show();
UpdateCursorState();
return openedUIs[uiName] as T;
}
// 加载UI预制体
GameObject prefab = Resources.Load<GameObject>("UI/" + uiName); // 从 Resources/UI 文件夹加载UI预制体
if (prefab == null)
{
Debug.LogError("UI Prefab not found: " + uiName);
return null;
}
GameObject uiObj = Instantiate(prefab, layerRoots[layer]); // 实例化并设置父对象
UIBase uiBase = uiObj.GetComponent<UIBase>(); // 获取UIBase组件
openedUIs[uiName] = uiBase; // 注册到字典中
uiBase.Show(); // 显示UI
UpdateCursorState(); // 更新鼠标状态
return uiBase as T;
}
public void CloseUI<T>() where T : Component
{
string uiName = typeof(T).Name;
if (openedUIs.ContainsKey(uiName))
{
openedUIs[uiName].Hide();
UpdateCursorState();
}
}
// 来回切换UI状态按同一个键实现UI的开关
public void SwitchUI<T>(UILayer layer = UILayer.Normal) where T : Component
{
string uiName = typeof(T).Name;
if (openedUIs.ContainsKey(uiName) && openedUIs[uiName].gameObject.activeSelf)
{
CloseUI<T>();
}
else
{
OpenUI<T>(layer);
}
}
public Dictionary<UILayer, List<GameObject>> GetExistingUIsByLayer()
{
var result = new Dictionary<UILayer, List<GameObject>>();
foreach (var kvp in layerRoots)
{
var layer = kvp.Key;
var root = kvp.Value;
var uiList = new List<GameObject>();
foreach (Transform child in root)
{
UIBase uiBase = child.GetComponent<UIBase>();
if (uiBase != null)
uiList.Add(uiBase.gameObject);
}
result[layer] = uiList;
}
return result;
}
private void UpdateCursorState()
{
bool shouldLockCursor = !IsHasNonBackgroundUIActive; //&& !isInMainMenu; // 仅在没有非Background UI且不在主菜单时锁定鼠标
if (shouldLockCursor)
{
InputManager.Instance.SetCursorState(false, CursorLockMode.Locked);
}
else
{
InputManager.Instance.SetCursorState(true, CursorLockMode.None);
}
InputManager.Instance.SetInputForLook(shouldLockCursor);
InputManager.Instance.SetInputForMove(shouldLockCursor);
}
}
}

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using System;
using System.Collections.Generic;
namespace Core
{
/// <summary>
/// 专用于视图控制器层的 Locator。
/// 支持层级父Locator查找例如UI模块Locator → 游戏全局Locator
/// </summary>
public class UIViewerControllerLocator : ServiceLocator<UIViewerControllerLocator>
{
// 这里可以按需添加额外的特化功能。
// 当前已经完整继承 Register、Resolve、TryGetWait 等功能。
}
}

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