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README
AFL-3.0

CocosCreator 快速开发轻量级游戏框架

项目说明

本项目基于 cocos creator 2.4.3版本 以Asset Bundle为基础的大厅+子游戏示例 提供一个轻量级的游戏开发框架,让你的开发更加简单

cocos creator 升级

引擎修正插件可直接对 2.4.3 ~ 2.4.6版本,可自行升级 项目中示例工程可自行按自己项目进行裁剪

升级步骤

1,升级后使用一次【引擎修正】插件

2,删除build目录

3,重新构建项目

详细文档

更为详细的文档,请在本项目的doc中查看,由于个人原因,文档会逐步完成中,也同时欢迎进入我们的交流群中讨论,相互学习 同时也希望有更多的人参与,一起让creator的开发更加的简单。

项目框架结构

公共组件

公共组件基类,声音管理组件,事件组件

框架核心

1,适配器

屏幕适配相关

2,资源管理

资源的管理,如加载释放等相关资源管理

2,Bundle入口管理

Bundle入口基类实现及bundle管理

3,事件管理

4,热更新模块

5,多语言模块

6,日志

7,逻辑处理

该模块与模块游戏场景GameView绑定,建立一个MVC的模式

8,网络

该网络部分已经集成了相关的网络,对网络数据的收发等操作,目前支持市面上主流的几种数据流格式, 1,json 数据格式 2,proto 数据格式 3,BinaryStream 数据格式 (即二进制数据流) 内部分集成了网络Handler 及 Sender 可参考网络示例代码

9,对象池

10,本地存储

11,UI管理

该模块为整个框架最为核心部分,所有界面通过预置跟界面UIView绑定,通过UIManager工厂创建及显示视图 并关联界面视图的动态加载资源,通知到资源管理器, 当界面打开时,管理器会拿到绑定预置的预置,加载预置并显示界面 当界面关闭时,会自动清除,释放UIView中动态加载的所有资源,及UIView本身绑定 的预置资源的释放工作

框架扩展

1,对引擎的接口扩展 对cocos引擎 cc.Sprite/cc.Button/cc.Label/cc.ParticleSystem/sp.Skeleton组件添加了loadXX接口,实现动态的加载替换组件相关信息

如需要加载一个网络图片你只需要使用:

//加载远程资源图片
let sprite = imageNode.getComponent(cc.Sprite);

sprite.loadRemoteImage({url :"http://tools.itharbors.com/res/logo.png", view : this});

2,全局扩展函数 如对String的格式化扩展

declare interface StringConstructor {
	/**
	 * @description 格式化字符串
	 * @example
	 * String.format("{0}-->{1}-->{2}","one","two","three") | String.format("{0}-->{1}-->{2}",["one","two","three"])
	 * => "one-->two-->three"
	 * */
	format(...args: any[]): string;
}

数据

数据中心,框架严格来说除各管理器外,禁止使用全局变更及单例,游戏的各种数据都从数据中心中获取

框架类型及常量

1,常用检举 2,常用宏定义

强大的插件

1,热更新插件

项目自己定制了热更新模块,目前还在完善中,并不完美,但基础的热更新逻辑已经实现 可支持热更新地址动态设置,不同Bundle资源分别放置到不同服务器部署

2,引擎修正插件

项目对引擎源码扩展,都放到了这个修正插件上,再你使用本框架时,请务必执行到少一次的热更新插件,如果有新插件版本升级,也需要重新执行插件

3,bundle资源相互引用检测插件

主要只争对A Bundle 引用 B Bundle这种情况下的检测,相互引用的资源会显示在creator 控制台中 主要是检测子游戏的预置体是否引用了其它子游戏的资源,当打包apk/ipa包时,下载子游戏A,但子游戏A中引用了子游戏B的资源,从而导致子游戏A无法运行 当你开发完成子游戏后,要该插件来检测你的资源是否引用正确,如果有错误的引用,请注意查看你的控制台信息,会提示你哪一个资源引用错误

分支说明

2.4.3

2.4.3 分支为 creator 版本在>=2.4.3版本以上使用,为2.4.x的对外分支

3.1.0

3.1.0 分支为 creator 版本在>=3.1.0版本以上使用,为3.x的对外分支

其它分支为开发中的分支,请不要轻易使用

欢迎大家进群讨论

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简介

2.3.3分支以分包方式实现大厅+子游戏,,该分支后续将不再进行维护,此分支未实现真正意义上的子游戏资源代码分离,推荐使用2.4.3分支,2.4.3分支以Asset Bundle方式实现大厅+子游戏,2.4.0分支引擎本身的资源引用计数有问题,会造成资源无法得到正确的释放 展开 收起
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