143 lines
4.3 KiB
C#
143 lines
4.3 KiB
C#
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using System.Collections.Generic;
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using AI;
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using Base;
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using Data;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Entity
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{
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public abstract class Entity:MonoBehaviour,ITick
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{
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public AIBase aiTree;
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public JobBase currentJob;
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public AttributesDef runtimeAttributes;
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public Vector3 direction;
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public bool canSelect = true;
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public bool IsChase { set; get; } = true;
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public bool PlayerControlled
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{
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set
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{
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if (!value)
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{
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IsChase = true;
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}
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_isPlayerControlled = value;
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}
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get => _isPlayerControlled;
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}
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private bool _isPlayerControlled = false;
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private const int WarningInterval = 5000;
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private int _warningTicks = 0;
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public void Tick()
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{
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if (PlayerControlled)
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{
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UpdatePlayerControls();
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}
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else
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{
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AutoBehave();
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}
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}
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public virtual void TryAttck()
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{
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}
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/// <summary>
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/// 往对应朝向移动moveSpeed*deltaTime的距离
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/// </summary>
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public virtual void TryMove()
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{
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transform.position+=direction * (runtimeAttributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
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}
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public virtual void OnHit(Entity from)
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{
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var hit = from.runtimeAttributes.attack - runtimeAttributes.defense;
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if (hit < 0)
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hit = from.runtimeAttributes.attack / 100;
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runtimeAttributes.health -= hit;
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currentJob.StopJob();
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}
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public virtual void SetTarget(Vector3 pos)
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{
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direction = (pos - transform.position).normalized;
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}
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public virtual void Kill(float delay = 0)
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{
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Destroy(gameObject,delay);
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}
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private void AutoBehave()
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{
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if (currentJob == null || !currentJob.Running)
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{
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currentJob = aiTree.GetJob(this);
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if (currentJob == null)
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{
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if (_warningTicks<=0)
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{
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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");
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_warningTicks += WarningInterval;
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}
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_warningTicks--;
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return;
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}
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currentJob.StartJob(this);
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}
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currentJob.Update();
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}
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private void UpdatePlayerControls()
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{
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// 获取当前键盘输入状态
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var inputDirection = new Vector3();
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// 检测 WASD 输入
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if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
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{
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inputDirection += Vector3.forward; // 向前移动
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}
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if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
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{
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inputDirection += Vector3.back; // 向后移动
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}
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if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
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{
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inputDirection += Vector3.left; // 向左移动
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}
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if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
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{
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inputDirection += Vector3.right; // 向右移动
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}
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// 如果有输入方向,则设置目标位置并尝试移动
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if (inputDirection != Vector3.zero)
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{
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// 归一化方向向量,确保对角线移动速度一致
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inputDirection = inputDirection.normalized;
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// 设置目标位置(假设当前位置为 transform.position)
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Vector3 targetPosition = transform.position + inputDirection;
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// 调用 SetTarget 方法设置目标位置
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SetTarget(targetPosition);
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// 调用 TryMove 方法处理实际移动逻辑
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TryMove();
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}
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}
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}
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}
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