# m969/EGamePlay

一个基于Entity-Component模式的灵活、通用、可扩展的轻量战斗（技能）框架，配置可选使用ScriptableObject或是Excel表格. A flexible, generic, easy to extend, lightweight combat (skills) framework based on Entity-Component pattern. Configuration can choose to use ScriptableObject or Excel tables.

Repository: https://github.com/m969/EGamePlay
Canonical: https://ross.abutalabs.com/products/egameplay
Language: C#
License: MIT
License Family: permissive
Topics: unity, gameplay, skill, buff, status, editor, scriptableobject, skillsystem, rpg, mmorpg, framework, odin-inspector
Last push: 2026-02-12T11:40:57+00:00

## Health v2 (maintenance only)
Score: 62/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 67, release rhythm 35, longevity 100
- inputs: {"age_days": 2167, "days_push": 202, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 2374, forks 544 (observed 2026-08-28T04:06:41.939935+00:00)

## What it is
EGamePlay is a lightweight, flexible combat and skill framework for Unity built on an Entity-Component-System pattern, with status effects, buffs, and numeric attribute systems. Skill configurations can be authored via ScriptableObject or Excel tables, and it includes an RPG demo and skill debugging editor.

## Use cases
- build a skill and combat system for a Unity RPG
- implement buff and status effect systems in Unity
- configure game abilities with Excel tables or ScriptableObjects
- create an action combat framework with entity-component architecture
- prototype RPG gameplay mechanics like damage, healing, and effects
- integrate a battle system into an existing Unity or ET framework project

## When to choose
- you need a ready-made, extensible combat/skill framework for Unity instead of building one from scratch
- you want data-driven ability configuration via Excel or ScriptableObject
- you prefer an ECS-style separation of logic and view code
- you are building an RPG or MMORPG-style game in Unity

## When to avoid
- your project does not use Unity or cannot license the required paid plugins (Odin Inspector, DOTween Pro, Animancer Pro)
- you need a turn-based combat system (the turn-based demo was removed in 3.0)
- you want a fully polished, plug-and-play integration - the README notes porting is not yet seamless
- you need a general-purpose game engine rather than a combat-specific framework

## Facets
- artifact type: framework
- maturity: active
- function: game-engine, plugin-system, editor
- domain: gaming-tools
- platform: game-engine, cpp, cross-platform
- tags: combat-system, skill-system, buff-system, entity-component, scriptableobject, excel-config, rpg, unity-framework, game-development

## Member repositories
- m969/EGamePlay (main) score 62

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:06:41.939935+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T02:35:04.594751+00:00, confidence not recorded.
  - readme: https://github.com/m969/EGamePlay (fetched 2026-08-28T04:06:41.939935+00:00, sha a9773a005bc6)
- Data as of 2026-08-30T08:39:29.467469+00:00.
