# GameDevelopmentKit **Repository Path**: backwang/GameDevelopmentKit ## Basic Information - **Project Name**: GameDevelopmentKit - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2024-04-15 - **Last Updated**: 2024-04-15 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # GameDevelopmentKit的介绍: 努力提供完善的双端开发工具 服务端以[ET8.1框架](https://github.com/egametang/ET)为基础 客户端以[UnityGameFramework框架(GF)](https://github.com/EllanJiang/UnityGameFramework)为基础,将ET框架子模块化入GF,完善ET的客户端功能 配置工具使用[Luban](https://github.com/focus-creative-games/luban) 使用[HybridCLR](https://github.com/focus-creative-games/hybridclr)热更新 *** ## 交流QQ群:949482664 # 细节 1.以[GFUI](Unity/Assets/Scripts/Game/ET/Loader/UGF/UIForm)为基础的[ETUI](Unity/Assets/Scripts/Game/ET/Code/ModelView/Client/Module/UGF) 2.以[GFEntity](Unity/Assets/Scripts/Game/ET/Loader/UGF/Entity)为基础的[ETEntity](Unity/Assets/Scripts/Game/ET/Code/ModelView/Client/Module/UGF) 3.使用极其灵活方便的[代码绑定工具](https://github.com/XuToWei/CodeBind),解决代码与资源映射的最后一公里,极力推荐! 4.配置灵活易扩展的[状态控制器](https://github.com/XuToWei/StateController),加上宏"STATE_CONTROLLER_CODE_BIND"即可代码绑定时自动生成状态数据的代码,一行代码就能控制繁琐的UI状态,极力推荐与[代码绑定工具](https://github.com/XuToWei/CodeBind)结合使用! 5.[模块切换](Book/Project%E7%BB%93%E6%9E%84.md)方便,ET逻辑或GF逻辑,热更或非热更选择随心所欲,当然也可以只用GF 6.项目全面使用[UniTask](https://github.com/Cysharp/UniTask)异步方案,已替换ETTask,对非ET的部分支持更全面,扩展支持了GF,推荐使用 7.[基于Luban优化过后的导表工具](Book/Luban%E9%85%8D%E7%BD%AE.md),简化Luban使用步骤,可以灵活的修改导出配置,支持多线程导表速度大幅提升 8.完善的[多语言](Book/%E5%A4%9A%E8%AF%AD%E8%A8%80.md)支持,导表自动生成多语言配置,支持编辑器配置和预览 9.完善的[热更新](Book/HybridCLR%E7%83%AD%E6%9B%B4.md)流程和工具支持,基于HybridCLR 10.[Proto生成工具](Book/Proto%E7%94%9F%E6%88%90%E5%B7%A5%E5%85%B7.md),支持ET和GF两种格式的proto代码生成 11.[ET代码生成工具](Book/ET%E4%BB%A3%E7%A0%81%E7%94%9F%E6%88%90%E5%B7%A5%E5%85%B7.md),可以很方便的生成ETUI和GFEntity的代码 12.[自定义Toolbar工具](Book/%E8%87%AA%E5%AE%9A%E4%B9%89Toolbar.md) 13.[ET动态事件](Book/ET%E5%8A%A8%E6%80%81%E4%BA%8B%E4%BB%B6.md) 14.[一键打包](Book/%E4%B8%80%E9%94%AE%E6%89%93%E5%8C%85.md),上传资源服务器,方便开发期间出包测试 *** ### 该项目依赖以下收费插件(请自行购买安装): - [Odin Inspector](https://assetstore.unity.com/packages/tools/utilities/odin-inspector-and-serializer-89041) - [SLATE Cinematic Sequencer](https://assetstore.unity.com/packages/tools/animation/slate-cinematic-sequencer-56558) - [SmartUiSelection](https://assetstore.unity.com/packages/tools/gui/smart-ui-selection-for-unity-124328) - [SRDebugger](https://assetstore.unity.com/packages/tools/gui/srdebugger-console-tools-on-device-27688) - [DOTween Pro](https://assetstore.unity.com/packages/tools/visual-scripting/dotween-pro-32416) - [EnhancedScroller](https://assetstore.unity.com/packages/tools/gui/enhancedscroller-36378) # 运行步骤 ### Unity Editor - 1.安装 [.net8](https://dotnet.microsoft.com/en-us/download/dotnet/8.0),服务器功能需要安装[MongoDB](https://www.mongodb.com/) - 2.打开Unity项目,导入Tools/UnityPlugins/Useful.unitypackage,等待Unity编译完成 - 3.打开Unity的Editor/Preferences菜单栏,按如下设置后(不要勾选'Registry packages'和'Build-in packages'),点击Regenerate project files按钮 ![](Book/png/unity_step1.png) - 4.打开 Kit.sln 编译(导表,资源服务器,代码分析等功能需要用到) - 5.点击Unity编辑器运行按钮旁的Launcher按钮即可运行ET的Demo ### Windows Build - 1.[代码热更处理](Book/HybridCLR%E7%83%AD%E6%9B%B4.md) - 2.[一键打包](Book/%E4%B8%80%E9%94%AE%E6%89%93%E5%8C%85.md),运行程序即可 *** # TODO && Features - [X] Demo *** # 引用库 致谢 [UnityGameFramework](https://github.com/EllanJiang/UnityGameFramework) [ET](https://github.com/egametang/ET)(版本:[8.1](https://github.com/egametang/ET/commit/5ba6eb6ee26a641a82eb09f61ffdcb3ae969674a)) [Luban](https://github.com/focus-creative-games/luban) [UniTask](https://github.com/Cysharp/UniTask) [UGFExtensions](https://github.com/FingerCaster/UGFExtensions) [SocoTools](https://github.com/crossous/SocoTools)