(client) feat:实现掉落物,UI显示,维度
This commit is contained in:
@ -1,10 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using Base;
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using Data;
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using Data; // 确保 Data 命名空间包含 DefBase, CharacterDef, MonsterDef, BuildingDef, ItemDef, EventDef
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace UI
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{
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@ -29,6 +26,7 @@ namespace UI
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InitCharacter();
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InitMonster();
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InitBuilding();
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InitItem();
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}
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private void InitReloadGameButton()
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@ -38,89 +36,101 @@ namespace UI
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button.AddListener(HotReload);
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}
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private void InitEvent()
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/// <summary>
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/// 通用的初始化定义按钮的方法。
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/// </summary>
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/// <typeparam name="TDef">定义的类型,必须继承自 Data.DefBase。</typeparam>
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/// <param name="titleLabel">菜单部分的标题。</param>
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/// <param name="noDefMessage">当没有定义时显示的提示信息。</param>
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/// <param name="buttonTextSelector">用于从 TDef 获取按钮显示文本的函数。</param>
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/// <param name="buttonAction">点击按钮时执行的动作,传入对应的 TDef 对象。</param>
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private void InitDefineButtons<TDef>(string titleLabel, string noDefMessage, System.Func<TDef, string> buttonTextSelector, System.Action<TDef> buttonAction) where TDef : Define
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "事件菜单";
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title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "未定义任何事件";
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title.text.color = Color.red;
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// for (int i = 0; i < 30; i++)
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// {
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// var button= InstantiatePrefab(buttonTemplate, menuContent.transform);
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// button.text.text = i.ToString();
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// }
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title.Label = titleLabel;
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var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<TDef>();
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if (defList == null || defList.Length == 0)
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{
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var noDefTitle = InstantiatePrefab(textTemplate, menuContent.transform);
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noDefTitle.Label = noDefMessage;
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noDefTitle.text.color = Color.red;
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}
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else
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{
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foreach (var def in defList)
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{
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var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
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button.Label = buttonTextSelector(def);
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// 确保 lambda 捕获的是循环当前迭代的 def 变量,而不是循环变量本身
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var currentDef = def;
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button.AddListener(() => buttonAction(currentDef));
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}
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}
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}
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private void InitEvent()
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{
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// 假设存在 Data.EventDef 类型,且它继承自 Data.DefBase,并包含一个可作为标签的字段。
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// 如果事件触发逻辑不同于生成实体,需要在此处定义相应的回调。
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InitDefineButtons<EventDef>(
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"事件菜单",
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"未定义任何事件",
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// 假设 EventDef 也有 label 字段作为按钮文本
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def => def.label,
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eventDef =>
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{
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// TODO: 在这里实现事件触发逻辑
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Debug.Log($"触发事件: {eventDef.label}");
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// 示例: Managers.EventManager.Instance.TriggerEvent(eventDef.id);
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});
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}
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private void InitCharacter()
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "生成人物";
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var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.CharacterDef>();
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if (defList == null || defList.Length == 0)
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{
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title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "未定义任何角色";
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title.text.color = Color.red;
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}
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else
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foreach (var def in defList)
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{
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var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
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button.Label = def.label;
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var pawnDef = def;
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button.AddListener(() => GenerateEntityCallback(pawnDef));
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}
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InitDefineButtons<CharacterDef>(
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"生成人物",
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"未定义任何角色",
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def => def.label,
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GenerateEntityCallback);
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}
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private void InitMonster()
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "生成怪物";
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var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.MonsterDef>();
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if (defList == null || defList.Length == 0)
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{
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title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "未定义任何怪物";
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title.text.color = Color.red;
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}
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else
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foreach (var def in defList)
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{
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var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
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button.Label = def.label;
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var pawnDef = def;
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button.AddListener(() => GenerateEntityCallback(pawnDef));
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}
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InitDefineButtons<MonsterDef>(
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"生成怪物",
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"未定义任何怪物",
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def => def.label,
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GenerateEntityCallback);
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}
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private void InitBuilding()
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "生成建筑";
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var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.BuildingDef>();
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if (defList == null || defList.Length == 0)
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{
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title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "未定义任何建筑";
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title.text.color = Color.red;
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}
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else
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foreach (var def in defList)
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{
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var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
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button.Label = def.label;
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var pawnDef = def;
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button.AddListener(() => GenerateBuildingCallback(pawnDef));
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}
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InitDefineButtons<BuildingDef>(
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"生成建筑",
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"未定义任何建筑",
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def => def.label,
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GenerateBuildingCallback);
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}
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private void InitItem()
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{
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InitDefineButtons<ItemDef>(
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"生成掉落物",
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"未定义任何物品",
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def => def.label,
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GeneratePickupCallback);
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}
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private void InitWeapon()
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{
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InitDefineButtons<WeaponDef>(
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"生成武器",
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"未定义任何武器",
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def => def.label,
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GeneratePickupCallback);
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}
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/// <summary>
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/// 通用的实例化函数,返回实例化的预制件脚本组件。
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/// </summary>
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@ -154,24 +164,33 @@ namespace UI
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{
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entityPlacementUI.currentAction = () =>
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{
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Managers.EntityManage.Instance.GenerateEntity(Program.Instance.focuseDimensionId,entityDef, Utils.MousePosition.GetWorldPosition());
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Managers.EntityManage.Instance.GenerateEntity(Program.Instance.FocusedDimensionId,entityDef, Utils.MousePosition.GetWorldPosition());
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};
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entityPlacementUI.Prompt = $"当前生成器:\n名称:{entityDef.label}\n描述:{entityDef.description}";
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entityPlacementUI.snapEnabled = false;
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Base.UIInputControl.Instance.Show(entityPlacementUI);
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UIInputControl.Instance.Show(entityPlacementUI);
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}
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private void GenerateBuildingCallback(BuildingDef def)
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{
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entityPlacementUI.currentAction = () =>
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{
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Managers.EntityManage.Instance.GenerateBuildingEntity(Program.Instance.focuseDimensionId,def, Utils.MousePosition.GetSnappedWorldPosition());
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Managers.EntityManage.Instance.GenerateBuildingEntity(Program.Instance.FocusedDimensionId,def, Utils.MousePosition.GetSnappedWorldPosition());
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};
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entityPlacementUI.Prompt = $"当前生成器:\n名称:{def.label}\n描述:{def.description}";
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entityPlacementUI.snapEnabled = true;
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Base.UIInputControl.Instance.Show(entityPlacementUI);
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UIInputControl.Instance.Show(entityPlacementUI);
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}
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private void GeneratePickupCallback(ItemDef itemDef)
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{
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entityPlacementUI.currentAction = () =>
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{
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Managers.EntityManage.Instance.GeneratePickupEntity(Program.Instance.FocusedDimensionId,itemDef, Utils.MousePosition.GetWorldPosition());
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};
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entityPlacementUI.Prompt = $"当前生成器:\n名称:{itemDef.label}\n描述:{itemDef.description}";
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entityPlacementUI.snapEnabled = false;
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UIInputControl.Instance.Show(entityPlacementUI);
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}
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private void HotReload()
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{
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UIInputControl.Instance.HideAll();
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@ -179,5 +198,4 @@ namespace UI
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SceneManager.LoadScene(0);
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}
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}
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}
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@ -1,10 +1,171 @@
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using System;
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using System.Collections.Generic;
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using Base;
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using Entity;
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using UnityEngine;
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namespace UI
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{
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public class EquipmentUI:MonoBehaviour
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/// <summary>
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/// 负责管理和显示角色的装备用户界面。
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/// 该组件会监听当前关注实体的变化,并根据所关注角色的库存数据动态更新装备槽位的显示,
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/// 同时采用对象池技术高效管理 ItemUI 实例的创建和复用。
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/// </summary>
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public class EquipmentUI : MonoBehaviour,ITick
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{
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[SerializeField] private GameObject uiParent;
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[SerializeField]
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[Tooltip("所有 ItemUI 实例的父级 GameObject,用于布局。")]
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private GameObject uiParent;
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[SerializeField]
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[Tooltip("用于实例化装备槽位的 ItemUI 预制件。")]
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private ItemUI itemUIPrefab;
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/// <summary>
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/// 当前界面所关联和关注的角色实体。
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/// </summary>
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private Character focusedEntity = null;
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/// <summary>
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/// ItemUI 实例的对象池,用于高效管理和复用 ItemUI。
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/// </summary>
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private List<ItemUI> itemUIPool = new List<ItemUI>();
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/// <summary>
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/// MonoBehaviour 的 Start 生命周期方法。
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/// 在此方法中,注册当游戏主要程序中关注的实体发生变化时,调用 <see cref="UpdateFocusedEntity"/> 方法进行更新。
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/// </summary>
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private void Start()
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{
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Program.Instance.OnFocusedEntityChanged += UpdateFocusedEntity;
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}
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/// <summary>
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/// MonoBehaviour 的 OnDestroy 生命周期方法。
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/// 在此方法中,取消注册所有已订阅的事件监听器,并清理对象池中创建的所有 ItemUI 实例,
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/// 以防止内存泄漏和不必要的引用。
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/// </summary>
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private void OnDestroy()
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{
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Program.Instance.OnFocusedEntityChanged -= UpdateFocusedEntity;
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// 如果当前有关注的角色,取消注册其库存改变事件。
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// 注意:此处需要确保 focusedEntity 不为 null,否则可能抛出 NullReferenceException。
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if (focusedEntity != null)
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{
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focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
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}
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// 销毁对象池中所有 ItemUI 的 GameObject。
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foreach (var itemUI in itemUIPool)
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{
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if (itemUI != null && itemUI.gameObject != null)
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{
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Destroy(itemUI.gameObject);
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}
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}
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itemUIPool.Clear();
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}
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/// <summary>
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/// 当游戏程序中关注的实体发生变化时调用此方法。
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/// 该方法会更新当前 EquipmentUI 所关联的角色,并相应地注册或取消注册库存改变事件。
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/// </summary>
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/// <param name="entity">新的关注实体,可能为 null 或非 Character 类型。</param>
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private void UpdateFocusedEntity(Entity.Entity entity)
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{
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// 如果之前有关注的角色,先取消注册其库存改变事件。
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// 注意:此处需要确保 focusedEntity 不为 null。
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if (focusedEntity != null)
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{
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focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
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}
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// 尝试将新的实体转换为角色类型。
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Character newCharacter = entity as Character;
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if (newCharacter != null)
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{
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focusedEntity = newCharacter;
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}
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// 如果传入的 entity 不是 Character 类型,focusedEntity 将保持其当前值。
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// 如果希望在非 Character 实体被关注时清除 focusedEntity,则需要在此处添加 `else { focusedEntity = null; }`。
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// 如果现在有关注的角色,注册其库存改变事件。
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if (focusedEntity != null)
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{
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focusedEntity.Inventory.OnInventoryChanged += UpdateUI;
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}
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// 立即更新UI以反映新的关注实体(或没有关注实体)的状态。
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UpdateUI();
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}
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/// <summary>
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/// 根据当前关注角色的库存数据更新装备UI的显示。
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/// 该方法通过对象池机制高效地管理 ItemUI 实例的创建、复用和禁用。
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/// </summary>
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private void UpdateUI()
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{
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// 如果没有关注的角色或其库存,则禁用所有 ItemUI。
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// 注意:此处需要先检查 focusedEntity 是否为 null,以避免 NullReferenceException。
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if (focusedEntity == null || focusedEntity.Inventory == null)
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{
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foreach (var itemUI in itemUIPool)
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{
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if (itemUI != null && itemUI.gameObject != null)
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{
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itemUI.gameObject.SetActive(false);
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}
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}
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return;
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}
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// 检查用于创建物品UI的预制件是否已在 Inspector 中赋值。
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if (itemUIPrefab == null)
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{
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Debug.LogError("ItemUIPrefab 未在 EquipmentUI 中指定。无法创建物品用户界面。", this);
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foreach (var itemUI in itemUIPool) itemUI.gameObject.SetActive(false);
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return;
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}
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// 获取当前关注角色库存中的所有物品槽位。
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var slots = focusedEntity.Inventory.GetSlots();
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int requiredUIs = slots.Count; // 需要显示和激活的 ItemUI 数量。
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int currentUIPoolSize = itemUIPool.Count; // 当前对象池中 ItemUI 实例的总数。
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// 遍历所有必要的物品槽位,复用对象池中的 ItemUI,或在不足时创建新的 ItemUI。
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for (int i = 0; i < requiredUIs; i++)
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{
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ItemUI itemUI;
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if (i < currentUIPoolSize)
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{
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itemUI = itemUIPool[i];
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}
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else
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{
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itemUI = Instantiate(itemUIPrefab, uiParent.transform);
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itemUIPool.Add(itemUI);
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currentUIPoolSize++; // 更新池的大小计数。
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}
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// 确保 ItemUI GameObject 处于激活状态,并使用当前物品槽位的数据进行初始化。
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itemUI.gameObject.SetActive(true);
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itemUI.Init(slots[i], i);
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}
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// 如果库存槽位数量减少,禁用对象池中多余的 ItemUI 实例。
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for (int i = requiredUIs; i < currentUIPoolSize; i++)
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{
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if (itemUIPool[i] != null && itemUIPool[i].gameObject != null)
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{
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itemUIPool[i].gameObject.SetActive(false);
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}
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}
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}
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public void Tick()
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{
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}
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}
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}
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}
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|
@ -1,9 +1,91 @@
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using System;
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using Base;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UI
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{
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public class ItemUI:MonoBehaviour
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public class ItemUI:MonoBehaviour,IPointerEnterHandler,IPointerExitHandler,IPointerClickHandler,ITick
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{
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[SerializeField] private Image textureUI;
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[SerializeField] private TMP_Text countUI;
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[SerializeField] private TMP_Text nameUI;
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[SerializeField] private GameObject selectedOutline;
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private Entity.InventorySlot _item;
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private float timer = 0;
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private float switchTime = 0;
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private int texturePtr = 0;
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public event Action OnPlayerSelect;
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public bool Select
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{
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get => selectedOutline.activeSelf;
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set => selectedOutline.SetActive(value);
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}
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public int SlotIndex { get; private set; } = -1;
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public void Init(Entity.InventorySlot item,int index)
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{
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if (item == null)
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{
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switchTime = -1;
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textureUI.gameObject.SetActive(false);
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countUI.text = "";
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nameUI.text = "";
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||||
return;
|
||||
}
|
||||
|
||||
textureUI.gameObject.SetActive(true);
|
||||
_item = item;
|
||||
textureUI.sprite = item.Item.Icon[0];
|
||||
countUI.text = item.Quantity.ToString();
|
||||
nameUI.text = item.Item.Name;
|
||||
nameUI.gameObject.SetActive(false);
|
||||
Select = false;
|
||||
SlotIndex = index;
|
||||
if (item.Item.FPS > 0)
|
||||
{
|
||||
switchTime = 1f / item.Item.FPS;
|
||||
}
|
||||
else
|
||||
{
|
||||
switchTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
nameUI.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
nameUI.gameObject.SetActive(false);
|
||||
}
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
OnPlayerSelect?.Invoke();
|
||||
}
|
||||
public void Tick()
|
||||
{
|
||||
if (switchTime > 0)
|
||||
{
|
||||
timer+=Time.deltaTime;
|
||||
if (timer >= switchTime)
|
||||
{
|
||||
timer-=switchTime;
|
||||
texturePtr++;
|
||||
texturePtr%=_item.Item.Icon.Count;
|
||||
textureUI.sprite=_item.Item.Icon[texturePtr];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -1,3 +1,4 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
@ -7,15 +8,17 @@ namespace UI
|
||||
{
|
||||
[SerializeField] private BarUI focusedEntityHP;
|
||||
[SerializeField] private BarUI lastEntityHP;
|
||||
|
||||
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
var focusedEntity = Program.Instance.focusedEntity;
|
||||
if (focusedEntity)
|
||||
var focusedEntity = Program.Instance.FocusedEntity;
|
||||
if (focusedEntity && focusedEntity.entityDef != null)
|
||||
{
|
||||
focusedEntityHP.Progress = (float)focusedEntity.attributes.health/focusedEntity.entityDef.attributes.health;
|
||||
focusedEntityHP.Progress =
|
||||
(float)focusedEntity.attributes.health / focusedEntity.entityDef.attributes.health;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -11,6 +11,7 @@ namespace UI
|
||||
[SerializeField] private Scrollbar globalVolume;
|
||||
[SerializeField] private Toggle developerMode;
|
||||
[SerializeField] private Toggle friendlyFire;
|
||||
[SerializeField] private Toggle showMiniMap;
|
||||
[SerializeField] private TMP_Dropdown windowMode;
|
||||
[SerializeField] private TMP_Dropdown windowResolution;
|
||||
[SerializeField] private TMP_InputField progressStepDuration;
|
||||
@ -25,6 +26,7 @@ namespace UI
|
||||
globalVolume.value = currentSettings.globalVolume;
|
||||
developerMode.isOn = currentSettings.developerMode;
|
||||
friendlyFire.isOn = currentSettings.friendlyFire;
|
||||
showMiniMap.isOn = currentSettings.showMiniMap;
|
||||
|
||||
progressStepDuration.text = currentSettings.progressStepDuration.ToString(CultureInfo.InvariantCulture);
|
||||
exitAnimationDuration.text = currentSettings.exitAnimationDuration.ToString(CultureInfo.InvariantCulture);
|
||||
@ -59,6 +61,7 @@ namespace UI
|
||||
currentSettings.windowResolution = Base.Setting.CommonResolutions[windowResolution.value];
|
||||
currentSettings.progressStepDuration = float.Parse(progressStepDuration.text, CultureInfo.InvariantCulture);
|
||||
currentSettings.exitAnimationDuration = float.Parse(exitAnimationDuration.text, CultureInfo.InvariantCulture);
|
||||
currentSettings.showMiniMap = showMiniMap.isOn;
|
||||
Base.Setting.Instance.CurrentSettings = currentSettings;
|
||||
Base.Setting.Instance.Apply();
|
||||
}
|
||||
|
Reference in New Issue
Block a user