备份CatanBuilding瘦身独立工程

This commit is contained in:
JSD\13999
2026-05-26 16:15:54 +08:00
commit 2d0e6a61b7
12001 changed files with 2431925 additions and 0 deletions

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using asap.core.common;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace game
{
public class SplashAnimation : MonoBehaviour, IPoolableObject
{
private IObjectPool pool;
private float m_Timer;
private bool m_IsTiming = false;
private void Update()
{
if (m_IsTiming == false) return;
m_Timer -= Time.deltaTime;
if (m_Timer <= 0)
{
ReturnPool();
m_Timer = 0f;
m_IsTiming = false;
}
}
public void SetTimer(float timer)
{
m_Timer = timer;
}
private void OnEnable()
{
m_IsTiming = true;
}
private void OnDisable()
{
m_IsTiming = false;
}
public void OnDespawn()
{
}
public void OnPoolCreate(IObjectPool objectPool)
{
pool = objectPool;
}
public void OnPoolDestroy()
{
pool = null;
}
public void OnSpawn()
{
}
public void ReturnPool()
{
pool?.DespawnObject(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace game
{
public class SprayAnimation : MonoBehaviour
{
[Tooltip("粒子特效")]
[SerializeField]
private ParticleSystem[] m_ParticleSystems = null;
#region
public void PlayEffect()
{
if (m_ParticleSystems != null)
{
int count = m_ParticleSystems.Length;
for (int i = 0; i < count; i++)
{
m_ParticleSystems[i].gameObject.SetActive(true);
m_ParticleSystems[i].Play();
}
}
}
public void StopEffect()
{
if (m_ParticleSystems != null)
{
int count = m_ParticleSystems.Length;
for (int i = 0; i < count; i++)
{
m_ParticleSystems[i].Stop();
m_ParticleSystems[i].gameObject.SetActive(false);
}
}
}
public void DisableEffect()
{
if (m_ParticleSystems != null)
{
int count = m_ParticleSystems.Length;
for (int i = 0; i < count; i++)
{
m_ParticleSystems[i].gameObject.SetActive(false);
}
}
}
#endregion
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace game
{
public class UpdateOperationSet
{
public UnityAction<float> Update = null; // 更新事件
public Func<bool> IsUpdateOver = null;
public Func<int, bool> Callback = null;
}
}

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