Unity BuffSystem buff系统
- 一、介绍
- 二、buff系统架构
- 三、架构讲解
- 四、框架使用
- buff数据
- Json数据以及工具
- ShowType
- BuffType
- MountType
- BuffOverlap
- BuffShutDownType
- BuffCalculateType
- 时间和层数这里也不过多说明了
- 如何给生物添加buff
- 五、总结
一、介绍
现在基本做游戏都会需要些buff,之前我也在网上找也看到很多别人写的buff系统,并不是很符合我的心理预期,大部分在网上看到的都是面向过程的而不是面向对象的独立开来的buff,这样每改动一个小地方或者写一个buff基本上就要改动整个框架的部分,这对合作开发来说是比较致命的,就一个人来做的话还问题不大,但是人一单多了一人写几个buff最后就全乱了,今天把我之前写的这套框架发出来,经过验证了,原来的一个项目大概有3000多个buff,能够比较完美的支持下来。
这个buff系统架构我放到CSDN资源中,可以进入BGBuffSystem下的SampleScene查看demo。
二、buff系统架构
这里大概做一个的架构,细节后面再说。
三、架构讲解
架构这里我就简单说一下整体的逻辑,大家可以下载使用看核心。
这里我选择的面向对象也是面向组件的方式,这意味着我每一个buff都会创建两个类分别是xxxBuffCtrl操作类、xxxBuffEntity数据实体类,当buff挂载时会将对应的xxxBuffCtrl挂载到对应的对象上,而xxxBuffCtrl是负责控制buff的具体效果并且持有xxxBuffEntity数据实体,他们分别也是继承自BuffCtrlBase、BuffEntityBase。这样上层管理的时候只需要管理BuffEntityBase的初始化数据和BuffCtrlBase对应的上层管理即可。数据用的是json。
Buff层数、buff的移除方式(全部移除还是单独移除),buff多挂载,buff执行次数,buff的类型(叠加,永久,重复添加刷新时间,刷新层数)等我在上层提供了集中常用的类型,如果要想添加可以在BuffCtrlBase中写具体逻辑,在BuffEntityBase的BuffOverlap枚举中添加新类型。
这里我也提供了很多的接口具体的可以在BuffCtrlBase中看。
using System.Collections;
using UnityEngine;
using System;public class BuffCtrlBase : MonoBehaviour, IDisposable
{#region 基础属性/// <summary>/// Buff信息/// </summary>public BuffEntityBase m_buffInfo;/// <summary>/// 人物控制器/// </summary>public RoleAttribute m_Self;/// <summary>/// 敌人控制器/// </summary>public RoleAttribute m_Other;/// <summary>/// 是否触发/// </summary>public bool m_IsEnable = false;#endregion#region 辅助计算使用/// <summary>/// buff Ctrl层的限制时长 根据Entity的m_LimitTime获取/// </summary>public float m_CtrlLimitTime = 0;/// <summary>/// 辅助计算使用/// </summary>private float m_CtrlFrequencyTimer = 0;#endregion#region 进入buff(初始化)/// <summary>/// 进入Buff/// </summary>public virtual void BuffOnEnter(RoleAttribute self, RoleAttribute other, string json){m_Self = self;m_Other = other;m_IsEnable = true;}/// <summary>/// 初始化/// </summary>public virtual void InitAttr(){}#endregion#region 暂停继续buff/// <summary>/// 暂停buff/// </summary>public virtual void PauseBuff(){m_IsEnable = false;}/// <summary>/// 继续buff/// </summary>public virtual void ContinueBuff(){m_IsEnable = false;}#endregion#region 持续buff中/// <summary>/// 持续Buff/// </summary>public virtual void BuffOnStay(){if (m_IsEnable){switch (m_buffInfo.buffOverlap){//计时结束移除 重新复制是将时间叠加case BuffOverlap.OnlyStackedTimeWithLimitTime:m_buffInfo.m_TimingTime += Time.deltaTime;m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}if (m_buffInfo.m_TimingTime >= m_buffInfo.m_LimitTime){m_IsEnable = false;BuffOnExit();}break;//计时结束移除 重新复制是将时间重置case BuffOverlap.OnlyStackedResterTimeWithLimitTime:m_buffInfo.m_TimingTime += Time.deltaTime;m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}if (m_buffInfo.m_TimingTime >= m_buffInfo.m_LimitTime){m_IsEnable = false;BuffOnExit();}break;case BuffOverlap.OnlyStackedLimitLayer:m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}break;case BuffOverlap.OnlyStackedLimitLayerWithResetLimitTime:m_buffInfo.m_TimingTime += Time.deltaTime;m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}if (m_buffInfo.m_TimingTime >= m_buffInfo.m_LimitTime){m_IsEnable = false;BuffOnExit();}break;case BuffOverlap.MoreStackedLimitTime:m_buffInfo.m_TimingTime += Time.deltaTime;m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}if (m_buffInfo.m_TimingTime >= m_buffInfo.m_LimitTime){m_IsEnable = false;BuffOnExit();}break;//永久存在 无需层数叠加 只执行一次case BuffOverlap.OnlyStackedOnePermanent:m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}break;//永久存在 无需层数叠加 每间隔时间执行一次case BuffOverlap.OnlyStackedLoopTimeCallPermanent:m_buffInfo.m_TimingTime += Time.deltaTime;if (m_buffInfo.m_TimingTime >= m_buffInfo.m_LimitTime){m_buffInfo.m_TimingTime = m_buffInfo.m_TimingTime - m_buffInfo.m_LimitTime;InsistCallBack();}break;//倒计时结束消失 无重叠case BuffOverlap.OnlyStackedLimitTime:m_buffInfo.m_TimingTime += Time.deltaTime;m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}if (m_buffInfo.m_TimingTime >= m_buffInfo.m_LimitTime){m_IsEnable = false;BuffOnExit();}break;//永久存在现实层数case BuffOverlap.OnlyStackOnePermanentWithLimitLayer:m_CtrlFrequencyTimer += Time.deltaTime;if (m_buffInfo.m_Frequency != 0 && m_buffInfo.buffCalculateType == BuffCalculateType.Loop){if (m_CtrlFrequencyTimer >= m_buffInfo.m_Frequency){m_CtrlFrequencyTimer = m_CtrlFrequencyTimer - m_buffInfo.m_Frequency;InsistCallBack();}}break;default:break;}}}#endregion#region 持续回调 根据Frequency数据间隔进行调用/// <summary>/// 持续回调 根据Frequency数据间隔进行调用/// </summary>public virtual void InsistCallBack(){}#endregion#region 层数回调 根据当前层数进行回调/// <summary>/// 根据层数进行回调/// </summary>/// <param name="layer"></param>public virtual void LayerCallBack(int layer){}/// <summary>/// 减少层数/// </summary>public virtual void RemoveLayerCallBack(){m_buffInfo.m_TimingLayer--;}#endregion#region 离开buff/// <summary>/// 离开buff/// </summary>public virtual void BuffOnExit(){if (m_Self != null){m_Self.RemoveBuff(this);}Dispose();Destroy(this);}#endregion#region 重复添加buff/// <summary>/// 重复添加/// </summary>public virtual void RepeatAdd(){Debug.LogError("重复添加buff");switch (m_buffInfo.buffOverlap){//计时结束移除 重新复制是将时间叠加case BuffOverlap.OnlyStackedTimeWithLimitTime:m_buffInfo.m_LimitTime += m_CtrlLimitTime;break;case BuffOverlap.OnlyStackedResterTimeWithLimitTime:m_buffInfo.m_TimingTime = 0;break;case BuffOverlap.OnlyStackedLimitLayer:if (m_buffInfo.m_TimingLayer < m_buffInfo.m_LimitLayer){m_buffInfo.m_TimingLayer += 1;LayerCallBack(m_buffInfo.m_TimingLayer);}break;case BuffOverlap.OnlyStackedLimitLayerWithResetLimitTime:m_buffInfo.m_TimingTime = 0;if (m_buffInfo.m_TimingLayer < m_buffInfo.m_LimitLayer){m_buffInfo.m_TimingLayer += 1;LayerCallBack(m_buffInfo.m_TimingLayer);}break;case BuffOverlap.MoreStackedLimitTime:break;case BuffOverlap.OnlyStackedOnePermanent:break;case BuffOverlap.OnlyStackedLoopTimeCallPermanent:break;case BuffOverlap.OnlyStackedLimitTime:break;case BuffOverlap.OnlyStackOnePermanentWithLimitLayer:break;default:break;}}#endregion#region FixedUpdateprivate void FixedUpdate(){BuffOnStay();}#endregion#region 释放/// <summary>/// 释放接口/// </summary>public virtual void Dispose(){m_buffInfo.Dispose();m_Self = null;m_Other = null;m_IsEnable = false;m_CtrlLimitTime = 0;m_CtrlFrequencyTimer = 0;Debug.LogError("移除释放buff");}#endregion
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;/// <summary>
/// 展示类型
/// </summary>
public enum ShowType
{None = 0,/// <summary>/// 需要展示UI/// </summary>Show = 1,/// <summary>/// 无需展示UI/// </summary>Hide = 2,
}/// <summary>
/// buff类型 获取buf名 找buf实体类和控制类
/// </summary>
public enum BuffType
{None = 0,/// <summary>/// 破甲buff/// </summary>PoJiaBuff = 1,/// <summary>/// 流血buff/// </summary>LiuXueBuff = 2,/// <summary>/// 中毒buff/// </summary>ZhongDuBuff = 3,
}/// <summary>
/// 挂载类型
/// </summary>
public enum MountType
{None = 0,/// <summary>/// 单挂载/// </summary>Only = 1,/// <summary>/// 多次挂载/// </summary>More = 2,
}/// <summary>
/// buff叠加类型
/// </summary>
public enum BuffOverlap
{None = 0,/// <summary>/// 同时只能挂载单脚本,计时结束移除 重复挂载时将时间进行叠加, (所需字段 LimitTime(限制时间) TimingTime(计时时间))/// </summary>OnlyStackedTimeWithLimitTime = 1,/// <summary>/// 同时只能挂载单脚本,计时结束移除,重复挂载时将时间进行重置 (所需字段 LimitTime(限制时间) TimingTime(计时时间))/// </summary>OnlyStackedResterTimeWithLimitTime = 2,/// <summary>/// 同时只能挂载单脚本,永久存在,重复挂载时将层数进行叠加(有层数上限) (所需字段 LimitLayer(限制层数) TimingLayer(计算层数))/// </summary>OnlyStackedLimitLayer = 3,/// <summary>/// 同时只能挂载单脚本,计时结束移除,重复挂载时将层数进行叠加并将时间重置(有层数上限)(所需字段 LimitLayer(限制时间) TimingTime(计时时间) LimitLayer(限制层数) TimingLayer(计算层数))/// </summary>OnlyStackedLimitLayerWithResetLimitTime = 4,/// <summary>/// 同时多次挂载同脚本,计时结束移除,可以多次重复挂载(所需字段 LimitTime() TimingTime(计时时间))/// </summary>MoreStackedLimitTime = 5,/// <summary>/// 仅堆叠一次 永久存在 /// </summary>OnlyStackedOnePermanent = 6,/// <summary>/// 仅堆叠一次 永久存在 每间隔时间执行一次 (所需字段 LimitTime(限制时间) TimingTime(计时时间))/// </summary>OnlyStackedLoopTimeCallPermanent = 7,/// <summary>/// 仅堆叠一次 倒计时结束 (所需字段 LimitTime(限制时间) TimingTime(计时时间))/// </summary>OnlyStackedLimitTime = 8,/// <summary>/// 仅堆叠一次永久存在并且需要展示层数 (所需字段 LimitLayer(限制层数) TimingLayer(计算层数))/// </summary>OnlyStackOnePermanentWithLimitLayer = 9,
}/// <summary>
/// 执行次数类型
/// </summary>
public enum BuffCalculateType
{None = 0,/// <summary>/// 一次/// </summary>Once = 1,/// <summary>/// 每次都执行跟随时间间隔走/// </summary>Loop = 2,
}/// <summary>
/// 关闭类型
/// </summary>
public enum BuffShutDownType
{None = 0,/// <summary>/// 关闭所有/// </summary>All = 1,/// <summary>/// 单层关闭/// </summary>Layer = 2,
}/// <summary>
/// Buff基类
/// </summary>
public class BuffEntityBase : IDisposable
{/// <summary>/// buff Id/// </summary>public int buffID;/// <summary>/// buff路径/// </summary>public string buffUrl;/// <summary>/// buff Name/// </summary>public string buffName;/// <summary>/// buff 描述/// </summary>public string buffDesc;/// <summary>/// 此buff是否有UI展示/// </summary>public ShowType showType = ShowType.None;/// <summary>/// buff 类型名 反射string为class使用/// </summary>public BuffType buffType = BuffType.None;/// <summary>/// buff 挂载类型是否可以挂载多个/// </summary>public MountType mountType = MountType.None;/// <summary>/// buff重叠类型/// </summary>public BuffOverlap buffOverlap = BuffOverlap.None;/// <summary>/// 执行次数/// </summary>public BuffCalculateType buffCalculateType = BuffCalculateType.None;/// <summary>/// buff关闭类型/// </summary>public BuffShutDownType buffShutDownType = BuffShutDownType.None;/// <summary>/// 限制时间/// </summary>public float m_LimitTime;/// <summary>/// 计时时间/// </summary>public float m_TimingTime;/// <summary>/// 限制层数/// </summary>public int m_LimitLayer;/// <summary>/// 计算层数/// </summary>public int m_TimingLayer;/// <summary>/// 间隔时间 0代表不跟间隔走/// </summary>public float m_Frequency = 1;/// <summary>/// 执行数值 比如召唤怪物1次 增加攻速5% 攻击力翻倍/// </summary>public float m_NumValue;/// <summary>/// 释放接口/// </summary>public virtual void Dispose(){buffID = 0;buffUrl = null;buffName = null;buffDesc = null;showType = ShowType.None;buffType = BuffType.None;mountType = MountType.None;buffOverlap = BuffOverlap.None;buffCalculateType = BuffCalculateType.None;buffShutDownType = BuffShutDownType.None;m_LimitTime = 0;m_TimingTime = 0;m_LimitLayer = 0;m_TimingLayer = 0;m_Frequency = 0;m_NumValue = 0;}
}
RoleAttribute这个类主要是存放记录当前生物所包含的buff,这样方便来管理。
using System.Collections.Generic;
using UnityEngine;/// <summary>
/// 人物基类
/// </summary>
public class RoleAttribute: MonoBehaviour
{/// <summary>/// buff控制列表/// </summary>public List<BuffCtrlBase> m_buffLst = new List<BuffCtrlBase> ();/// <summary>/// 添加Buff/// </summary>/// <param name="buffCtrlBase"></param>public void AddBuff(BuffCtrlBase buffCtrlBase) {m_buffLst.Add(buffCtrlBase);}/// <summary>/// 移除Buff/// </summary>public void RemoveBuff(BuffCtrlBase buffCtrlBase) {if(m_buffLst.Contains(buffCtrlBase)) m_buffLst.Remove(buffCtrlBase);}/// <summary>/// 是否包含该buff/// </summary>/// <param name="buffCtrlBase"></param>/// <returns></returns>public bool IsContainsBuff(BuffCtrlBase buffCtrlBase) {return m_buffLst.Contains (buffCtrlBase);}/// <summary>/// 是否包含该Id的buff/// </summary>/// <param name="Id"></param>/// <returns></returns>public bool IsContainsBuff(int Id) {for (int i = 0; i < m_buffLst.Count; i++) {if (m_buffLst[i].m_buffInfo.buffID == Id) return true;}return false;}/// <summary>/// 是否包含该类型的buff/// </summary>/// <param name="buffType"></param>/// <returns></returns>public bool IsContainsBuff(BuffType buffType) {for (int i = 0; i < m_buffLst.Count; i++){Debug.LogError(m_buffLst[i].m_buffInfo.buffType.ToString());if (m_buffLst[i].m_buffInfo.buffType == buffType) return true;}return false;}/// <summary>/// 获取buff控制类/// </summary>/// <param name="buffType"></param>/// <returns></returns>public BuffCtrlBase GetBuffCtrl(BuffType buffType) {for (int i = 0; i < m_buffLst.Count; i++){if (m_buffLst[i].m_buffInfo.buffType == buffType) return m_buffLst[i];}return null;}/// <summary>/// 获取buff控制类/// </summary>/// <param name="buffType"></param>/// <returns></returns>public BuffCtrlBase GetBuffCtrl(int Id){for (int i = 0; i < m_buffLst.Count; i++){if (m_buffLst[i].m_buffInfo.buffID == Id) return m_buffLst[i];}return null;}/// <summary>/// 获取buff控制类集合/// </summary>/// <param name="buffType"></param>/// <returns></returns>public List<BuffCtrlBase> GetBuffCtrls(BuffType buffType) {List<BuffCtrlBase> lst = new List<BuffCtrlBase> ();for (int i = 0; i < m_buffLst.Count; i++){if (m_buffLst[i].m_buffInfo.buffType == buffType) lst.Add(m_buffLst[i]);}return lst;}
}
BuffManager这个则是管理具体给谁添加buff和移除buff的管理类。
using LitJson;
using System;
using System.Collections.Generic;
using UnityEngine;/// <summary>
/// Buff管理器
/// </summary>
public class BuffManager : MonoBehaviour
{/// <summary>/// buff组件单例/// </summary>public static BuffManager Instance;// Start is called before the first frame updatevoid Awake(){Instance = this;}#region 添加Buff/// <summary>/// 创建buff/// </summary>public void AddBuff(RoleAttribute self, RoleAttribute other, BuffType buffType){Type t = Type.GetType(buffType.ToString() + "Ctrl");//buff数据string buffData = GetBuffJsonStr(buffType);//如果buff数据为nullif (string.IsNullOrEmpty(buffData)){Debug.LogError("当前buff还未配置无法添加buff");return;}JsonData data = JsonMapper.ToObject(buffData);//挂载类型MountType mount = (MountType)int.Parse(data["mountType"].ToString());//buff控制层脚本BuffCtrlBase bcb = null;//多个挂载if (mount == MountType.More){bcb = self.gameObject.AddComponent(t) as BuffCtrlBase;self.AddBuff(bcb);bcb.BuffOnEnter(self, other, GetBuffJsonStr(buffType));}//单挂载else{bool IsAdd = self.IsContainsBuff(buffType);Debug.LogError("IsAdd = " + IsAdd);//未挂载过if (!IsAdd){bcb = self.gameObject.AddComponent(t) as BuffCtrlBase;self.AddBuff(bcb);bcb.BuffOnEnter(self, other, GetBuffJsonStr(buffType));}//已经挂载过else{bcb = self.GetBuffCtrl(buffType);bcb.RepeatAdd();}}}#endregion#region 移除buf(主角、敌人)/// <summary>/// 移除人物身上的buf/// </summary>/// <param name="role"></param>/// <param name="buffType"></param>public void RemoveBuff(RoleAttribute role, BuffType buffType){role.GetBuffCtrl(buffType)?.BuffOnExit();}/// <summary>/// 移除人物身上的全部该buf/// </summary>/// <param name="role"></param>/// <param name="buffType"></param>public void RemoveAllBuff(RoleAttribute role, BuffType buffType){List<BuffCtrlBase> lst = role.GetBuffCtrls(buffType);lst.ForEach(cb => cb.BuffOnExit());}#endregion#region 获取buff信息/// <summary>/// 根据buff类型 获取buff的json数据/// </summary>public string GetBuffJsonStr(BuffType buffType){TextAsset buffdata = Resources.Load<TextAsset>(string.Format("BuffData/{0}/{0}", buffType.ToString()));if (buffdata == null){Debug.LogErrorFormat("未找到对应的{0}{1} ", buffType.ToString(), " buff数据,检查是否配置buff文件");return null;}return buffdata.text;}/// <summary>/// 根据buff类型 获取buff的JsonData/// </summary>public JsonData GetBuffJsonData(BuffType buffType){TextAsset buffdata = Resources.Load<TextAsset>(string.Format("BuffData/{0}/{0}", buffType.ToString()));if (buffdata == null){Debug.LogErrorFormat("未找到对应的{0}{1} ", buffType.ToString(), " buff数据,检查是否配置buff文件");return null;}return JsonMapper.ToObject(buffdata.text);}/// <summary>/// 根据buff的Id 获取buff的json数据/// </summary>/// <returns></returns>public string GetBuffJsonStr(int Id){if (Id > Enum.GetNames(typeof(BuffType)).Length - 1){Debug.LogError("Id超过buff上限,未配置对应的buff,请先配置");return null;}BuffType bt = (BuffType)Id;return GetBuffJsonStr(bt);}/// <summary>/// 根据buff的Id 获取buff的JsonData/// </summary>/// <returns></returns>public JsonData GetBuffJsonData(int Id){//buff数据string buffData = GetBuffJsonStr(Id);if (string.IsNullOrEmpty(buffData)){return null;}return JsonMapper.ToObject(buffData);}#endregion}
四、框架使用
buff数据
文中我放了三个不同类型的buff,具体的json如下图
Json数据以及工具
json如果太长看不太明白可以用在线解析工具
解析的如下图
这里我只讲几个比较关键的点,至于一眼能看懂的我就不详细说了。
ShowType
这里主要是后面接入UI准备(是否展示接口)
BuffType
这里也不需要多说,如果你要添加新的buff的话需要在这里创建一个新枚举,按照我下面创建的命名方式,创建的json文件放在下面的文件夹下(需要自行创建)
MountType
这个意思是你创建的脚本是否可以在同一个对象上挂载多个,如果你想能挂载无数个则用多挂载,如果想要单挂载跌层数则选择单挂载
BuffOverlap
这里主要是buff的叠加类型这里我创建了几个比较常用的方式,具体的逻辑是在BuffCtrlBase中的RepeatAdd方法和BuffOnStay方法
BuffShutDownType
这个参数也是为后面接入做准备留的接口,因为现在关闭其实都是有的,可以关闭多个也可以关闭一个,所以这里暂时是不需要,具体的方法都在BuffManager中。
BuffCalculateType
这里是关于buff回调执行的问题,如果是持续的buff则可以选择Loop在设置固定时间进行回调,如果只有一次(比如属性提升的buff)则可以选择Once。这里需要配合json的"m_Frequency"来使用,这里如果不为0并且 BuffCalculateType类型为Loop则相当于多少秒执行一次回调如下。
时间和层数这里也不过多说明了
"m_LimitTime": 0,
"m_TimingTime": 0,
"m_LimitLayer": 0,
"m_TimingLayer": 0,
这几个参数大概看下就明白了,具体逻辑也在BuffCtrlBase中
如何给生物添加buff
通过BuffManager来对生物添加移除buff,这里注意:需要挂载的生物是需要集成RoleAttribute的
五、总结
以上是我对网上一些面向过程的buff系统总结写出来的,如果有问题或者不明白的地方可以联系我,同事也感谢大家一直以来的支持。