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Gen_Hack-and-Slash-Roguelite/Client/Assets/Scripts/Entity/Entity.cs

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using System.Collections.Generic;
using AI;
using Base;
using Data;
using UnityEngine;
using UnityEngine.Serialization;
namespace Entity
{
public abstract class Entity:MonoBehaviour,ITick
{
public AIBase aiTree;
public JobBase currentJob;
public AttributesDef runtimeAttributes;
public Vector3 direction;
public bool canSelect = true;
public bool IsChase { set; get; } = true;
public bool PlayerControlled
{
set
{
if (!value)
{
IsChase = true;
}
_isPlayerControlled = value;
}
get => _isPlayerControlled;
}
private bool _isPlayerControlled = false;
private const int WarningInterval = 5000;
private int _warningTicks = 0;
public void Tick()
{
if (PlayerControlled)
{
UpdatePlayerControls();
}
else
{
AutoBehave();
}
}
public virtual void TryAttck()
{
}
/// <summary>
/// 往对应朝向移动moveSpeed*deltaTime的距离
/// </summary>
public virtual void TryMove()
{
transform.position+=direction * (runtimeAttributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
}
public virtual void OnHit(Entity from)
{
var hit = from.runtimeAttributes.attack - runtimeAttributes.defense;
if (hit < 0)
hit = from.runtimeAttributes.attack / 100;
runtimeAttributes.health -= hit;
currentJob.StopJob();
}
public virtual void SetTarget(Vector3 pos)
{
direction = (pos - transform.position).normalized;
}
public virtual void Kill(float delay = 0)
{
Destroy(gameObject,delay);
}
private void AutoBehave()
{
if (currentJob == null || !currentJob.Running)
{
currentJob = aiTree.GetJob(this);
if (currentJob == null)
{
if (_warningTicks<=0)
{
Debug.LogWarning($"{GetType().Name}类型的{name}没有分配到任何工作,给行为树末尾添加等待行为,避免由于没有工作导致无意义的反复查找工作导致性能问题");
_warningTicks += WarningInterval;
}
_warningTicks--;
return;
}
currentJob.StartJob(this);
}
currentJob.Update();
}
private void UpdatePlayerControls()
{
// 获取当前键盘输入状态
var inputDirection = new Vector3();
// 检测 WASD 输入
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
inputDirection += Vector3.forward; // 向前移动
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
inputDirection += Vector3.back; // 向后移动
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
inputDirection += Vector3.left; // 向左移动
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
inputDirection += Vector3.right; // 向右移动
}
// 如果有输入方向,则设置目标位置并尝试移动
if (inputDirection != Vector3.zero)
{
// 归一化方向向量,确保对角线移动速度一致
inputDirection = inputDirection.normalized;
// 设置目标位置(假设当前位置为 transform.position
Vector3 targetPosition = transform.position + inputDirection;
// 调用 SetTarget 方法设置目标位置
SetTarget(targetPosition);
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
}
}
}
}