最大亮点是自研 Timeline 动作系统:用 Unity Timeline 当「动作编辑器 + 数据容器」,运行时不跑 PlayableGraph 而是自写轻量解释器(Notify / 区间 / 命中盒 / 相机),客户端与服务器共用同一份动作数据。The highlight is a custom Timeline action system: Unity Timeline as an 'action editor + data container', with a hand-written lightweight runtime interpreter (notifies / ranges / hitboxes / camera) — client and server share the same action data.
PROJECT 03 / 2025 – 2026
ZRC_ARPG · 联机动作 RPG(毕业设计)ZRC_ARPG · Online Action RPG
个人项目 · 毕业设计Solo · Capstone
这个项目,做了什么?What did I build?
仿《绝区零》(ZZZ) 的 3D 联机动作 RPG:3 人队伍切人战斗、技能连招、闪避 / 格挡、角色养成、任务对话与社交系统,支持多人同房间。A Zenless-Zone-Zero-style 3D online action RPG: 3-character swap combat, skill combos, dodge / parry, character progression, quest dialogue and a social system, with multiplayer rooms.
工程化技术栈:YooAsset 资源热更、UniTask 零 GC 异步、XLua 实现 Buff 逻辑热更、Luban 配置表(22 张)、Protobuf + 自研二进制协议(TCP 长连接)。Production-grade stack: YooAsset hot-update, UniTask zero-GC async, XLua for hot-updatable buff logic, Luban config tables (22), Protobuf + a custom binary protocol over persistent TCP.
配套自研权威服务器(C# .NET 8):单逻辑线程 + 固定 Tick(50fps / 20ms)、异步 TCP Socket、Recast/Detour 寻路、MongoDB 持久化、权威战斗判定。Paired with a self-built authoritative server (C# .NET 8): single logic thread + fixed tick (50fps / 20ms), async TCP sockets, Recast/Detour navmesh pathfinding, MongoDB persistence, server-authoritative combat.
