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分享内容:
1. 程序生命周期
- 初始化与主循环
- .NET / C语言
- Unity 的主循环
- 永远只有一套生命周期: Awake / Update / ......
- FixedUpdate 错误, 以及物理Tick
- FixedUpdate 处理时间与物理的错误
- 游戏主循环
- Init:
- LoadAssets()
- LoadSaving()
- while:
- ProcessInput()
- DoLogic()
- Draw()
2. 通用架构, 重要的类:
- 后缀命名:用以区分功能(Entity/Repo/Domain)
- 前缀命名:Role/Bullet
- Entity: 实体(模型)定义
- Factory: 生成实体
- Repository: 存储实体
- Controller: 控制实体. for
- Domain: 实体执行逻辑
* FSM
3. 架构概念
- 控制流 / 依赖流
- 分层逻辑: 底层/高层
- 例子:
Human -> Dog, 调用形成控制流和依赖流
- 原则
- SOLID (不适合游戏,因为游戏要频繁修改)
- KISS,Spartan Programmer
* 程序集
* 逻辑表现分离
* 耦合(松耦合)/解耦
4. 工作流
- 内容生产期如何批量生产内容(比如关卡编辑器)
- 运行时 Entity
- 给玩家的
- 模板 TemplateEntity
- 表格
- 编辑时 EditorEntity
- 工具
- 给开发人员的
- ID 设计
- enum EntityType
- EntityID 唯一
- TypeID 类型 ID
- 目录
- Res_Runtime
- Res_Sample
- Res_Editor
- Src_Runtime
- Src_Editor
- Src_Sample
- Src_Tests
- 资源与目录(使用Addressables)
- 按Entity划分一起
- 不按格式划分(比如图片/动画)
注: *表示没讲到的
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