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gameframework-next's Introduction

GameFramework-Next

UnityVersion License License License

GameFramework

YooAsset

UniTask

luban

hybridclr

实现初衷:作为一个商业级成熟的资源框架 YooAsset对资源包的设计和划分会稍微更成熟一些。包括对DLC的支持 以及webgl的支持,资源定位地址的支持等。不管是上steam还是小游戏都更自洽。且GameFramework的资源模块存在一定的设计过度问题。故在此首次把YooAsset接入GF并实现热更新。(HybridCLR热更新流程已经实现)

//程序集划分设计
Assets/GameScripts
├── Editor              // 编辑器程序集
├── HotFix              // 游戏热更程序集目录 [Folder]
|   ├── GameBase        // 游戏基础框架程序集 [Dll]
|   ├── GameProto       // 游戏配置协议程序集 [Dll]  
|   ├── BattleCore      // 游戏核心战斗程序集 [Dll] 
|   └── GameLogic       // 游戏业务逻辑程序集 [Dll]
|           ├── GameApp.cs                  // 热更主入口
|           └── GameApp_RegisterSystem.cs   // 热更主入口注册系统
└── Runtime             // Runtime程序集

PS:pc、android、ios、webgl热更已跑通,旧版GameFramework-at-YooAsset请挪步去classic分支

特别鸣谢

YooAsset - YooAsset是一套商业级经历百万DAU游戏验证的资源管理系统。

GameFramework - Game Framework 是一个基于 Unity 引擎的游戏框架。

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gameframework-next's Issues

存在两套ui框架

好像存在两套ui 框架 ,一套uiwindow 一套ui form 请问推荐使用哪个?

ScriptGenerator生成脚本

strFile.Append("namespace TMPro\n");估计是作者手误,改成strFile.Append("using TMPro\n");就没问题了。脚本第60行

资源问题

UI预制在调用LoadAssetAsync加载资源时,recttransform属性被重置,anchorpreset设置自动缩放,但是加载出来之后成了居中。

希望能有个文档,特别是Luban的使用

感觉和原生Gameframework还是有区别,好不容易把热更的弄清楚了,luban生成的表数据如何在Gameframework调用,又使我无法寸进,希望大大能指导一下

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