Changes
New Systems
-
Add day-night time system, developer can create class which inherit from
BaseDayNightTimeUpdater
to implement how to update time of day (can seeDefaultDayNightTimeUpdater
class as example). To apply updated time of day in a scene (to update light color, light direction and so on), developer have to create new component to do it, can seeSampleDayNightTimeApplyer
class as example. -
Add guild war system, its rules is if any guild can occupy guild castle by destroy guild castle's heart other guilds characters will be expelled to respawn point then occupier guild have to defend the castle if occupier can defend the castle witnin a battle time (can changes in
GuildWarMapInfo
) they will win. Winner guilds (guild which can occupy or guild which can defend) will receives rewards, but it does not implements guild war rewards yet (Please wait next version).
Bugs Fixes
- Fix wrong item was dismantled by bulk dismantle.
Improvements
-
Change
BaseCharacterEntity
'sonDead
to beUnityEvent
. -
Change
BaseCharacterEntity
'sonRespawn
to beUnityEvent
. -
Change
BaseCharacterEntity
'sonLevelUp
to beUnityEvent
. -
Add
DamageableEntity
'sonNormalDamageHit
event. -
Add
DamageableEntity
'sonCriticalDamageHit
event. -
Add
DamageableEntity
'sonBlockedDamageHit
event. -
Add
DamageableEntity
'sonDamageMissed
event. -
VehicleEntity
can receives damage, have to setcanBeAttacked
toTRUE
then set its stats. -
Add
BaseGameEntity
'sUpdateEntityComponents(bool)
property which can be overrided to change condition to update entity components. And also use overrided it inBaseMonsterCharacterEntity
to update entity components while it has subscribers only (try to improve performance). - Allow to use same keys for entity activating, item picking up and vehicle exiting.
-
Add
MapNetworkManager
'smapSpawnDuration
it's map spawn request timeout duration, set it to 0 to unlimit. This is for requset from map server to central server. -
Add
CentralNetworkManager
'smapSpawnDuration
it's map spawn request timeout duration, set it to 0 to unlimit. This is for requset from central server to map-spawn server. - *Map-spawm workflow: Client talks to NPC -> Map-Server send map-spawn request to Central-Server -> Central-Server send map-spawn request to Map-spawn Server -> Map-spawn server start new map instance -> Map-spawn response to Central-server -> Central-server response to Map-server -> Character warp to the map.**
Deleted
-
Delete deprecated codes:
CharacterStats
->armor
and relates codes in other classes.
LiteNetLibManager API Changes
-
Move
GameMsgTypes
class out from classLiteNetLibGameManager
, so codes likeLiteNetLibGameManager.GameMsgTypes.Ping
will be changed toGameMsgTypes.Ping
. -
Move
DestroyObjectReasons
class out from classLiteNetLibGameManager
, so codes likeLiteNetLibGameManager.DestroyObjectReasons.RequestedToDestroy
will be changed toDestroyObjectReasons.RequestedToDestroy
. -
Change request/response API, now it's required to enable request/response by
EnableServerRequestResponse
,EnableClientRequestResponse
functions. And also have to register request/response byRegisterServerRequest
,RegisterServerResponse
,RegisterClientRequest
,RegisterClientResponse
functions. If developers going to create request from client to server and do response at client, they have to register server request to read client's request then write response to send to client, and register client response to read server's response. -
Change
LiteNetLibMessageHandler
class name toMessageHandlerData
.