(client) feat:图像加载失败时加载默认图像,生成实体身体结构

This commit is contained in:
m0_75251201
2025-07-23 22:54:00 +08:00
parent ac278fba46
commit 179123f660
15 changed files with 329 additions and 295 deletions

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@ -28,55 +28,43 @@ namespace Data
public class DrawingOrderDef : Define
{
public List<DrawNodeDef> drawNodes = new();
public DrawNodeDef drawingOrder_down;
public DrawNodeDef drawingOrder_up;
public DrawNodeDef drawingOrder_left;
public DrawNodeDef drawingOrder_right;
public string texturePath;
public override bool Init(XElement xmlDef)
public DrawNodeDef GetDrawingOrder(Orientation orientation)
{
base.Init(xmlDef);
// 定义一个临时变量用于存储结果
DrawNodeDef result = null;
var nodes = xmlDef.Elements("DrawNodeDef");
var xElements = nodes as XElement[] ?? nodes.ToArray();
if (!xElements.Any())
return false;
foreach (var node in xElements)
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
switch (orientation)
{
var drawNode = new DrawNodeDef();
drawNode.Init(node);
drawNodes.Add(drawNode);
}
texturePath= xmlDef.Element("texturePath")?.Value;
return true;;
}
// 重载 == 运算符
public static bool operator ==(DrawingOrderDef a, DrawingOrderDef b)
{
if (ReferenceEquals(a, b)) return true; // 如果是同一个对象,直接返回 true
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) return false; // 如果其中一个为 null返回 false
return AreEqual(a, b);
}
// 重载 != 运算符
public static bool operator !=(DrawingOrderDef a, DrawingOrderDef b)
{
return !(a == b);
}
// 判断两个 DrawingOrderDef 是否相等
private static bool AreEqual(DrawingOrderDef a, DrawingOrderDef b)
{
// 比较 drawNodes 的数量
if (a.drawNodes.Count != b.drawNodes.Count)
return false;
// 递归比较每个 DrawNodeDef
for (int i = 0; i < a.drawNodes.Count; i++)
{
if (!DrawNodeDef.AreEqual(a.drawNodes[i], b.drawNodes[i]))
return false;
case Orientation.Down:
result = drawingOrder_down;
break;
case Orientation.Up:
result = drawingOrder_up;
break;
case Orientation.Left:
result = drawingOrder_left;
break;
case Orientation.Right:
result = drawingOrder_right;
break;
default:
throw new ArgumentException("Invalid orientation value.");
}
return true;
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
if (result == null) result = drawingOrder_down;
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
return result;
}
}
@ -92,7 +80,7 @@ namespace Data
{
base.Init(xmlDef);
nodeName = xmlDef.Attribute("name")?.Value;
nodeName = xmlDef.Attribute("name")?.Value??"noName";
drawNodeType = Enum.TryParse(xmlDef.Attribute("type")?.Value, true, out DrawNodeType typeResult)
? typeResult
: DrawNodeType.Image;

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@ -8,48 +8,12 @@ namespace Data
public class PawnDef : Define
{
public AttributesDef attributes;
public DrawingOrderDef
drawingOrder_down,
drawingOrder_up,
drawingOrder_left,
drawingOrder_right;
public DrawingOrderDef drawingOrder;
public BehaviorTreeDef behaviorTree;
public string affiliation;
public DrawingOrderDef GetDrawingOrder(Orientation orientation)
{
// 定义一个临时变量用于存储结果
DrawingOrderDef result = null;
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
switch (orientation)
{
case Orientation.Down:
result = drawingOrder_down;
break;
case Orientation.Up:
result = drawingOrder_up;
break;
case Orientation.Left:
result = drawingOrder_left;
break;
case Orientation.Right:
result = drawingOrder_right;
break;
default:
throw new ArgumentException("Invalid orientation value.");
}
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
if (result == null) result = drawingOrder_down;
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
return result;
}
}
public class MonsterDef:PawnDef
{

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@ -44,9 +44,61 @@ namespace Entity
attributes = pawnDef.attributes.Clone();
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
affiliation=pawnDef.affiliation;
//定义的tag有限不用这个了
// if(!string.IsNullOrEmpty(affiliation))
// gameObject.CompareTag(affiliation);
InitBody(pawnDef.drawingOrder);
}
public virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 定义方向枚举和对应的 GetDrawingOrder 调用
Orientation[] orientations = { Orientation.Down, Orientation.Up, Orientation.Left, Orientation.Right };
foreach (var orientation in orientations)
{
// 获取当前方向的绘图节点
var drawNode = drawingOrder.GetDrawingOrder(orientation);
if (drawNode == null) continue;
var directionRoot = new GameObject(orientation.ToString());
directionRoot.transform.SetParent(body.transform, false);
InitBodyPart(drawNode, directionRoot);
}
}
// 递归初始化单个绘图节点及其子节点
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent)
{
if(drawNode==null) return;
// 创建新的 GameObject 表示当前节点
var nodeObject = new GameObject(drawNode.nodeName);
// 设置节点的父对象
nodeObject.transform.SetParent(parent.transform, false);
// 设置节点的位置
nodeObject.transform.localPosition = new Vector3(drawNode.position.x, drawNode.position.y, 0);
// 根据节点类型设置其他特性(例如动画或图片)
switch (drawNode.drawNodeType)
{
case DrawNodeType.Image:
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
spriteRenderer.color = Color.white; // 默认颜色
break;
case DrawNodeType.Animation:
var animator = nodeObject.AddComponent<Animator>();
animator.runtimeAnimatorController = null; // 需要手动设置动画控制器
break;
default:
throw new ArgumentOutOfRangeException();
}
// 递归初始化子节点
foreach (var child in drawNode.children)
{
InitBodyPart(child, nodeObject);
}
}
public void Tick()
{

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@ -0,0 +1,151 @@
using UnityEngine;
namespace Entity
{
public class SpriteAnimator : MonoBehaviour
{
// 引用 SpriteRenderer 组件
[SerializeField] private SpriteRenderer spriteRenderer;
// 精灵列表
[SerializeField] private Sprite[] sprites;
// 动画帧率 (Frames Per Second)
[SerializeField] private float fps = 10f;
// 是否暂停动画
[SerializeField] private bool isPaused = false;
// 暂停时显示的静态精灵索引 (-1 表示不显示静态精灵)
[SerializeField] private int staticSpriteIndex = -1;
// 当前帧索引
private int currentFrameIndex = 0;
// 帧间隔时间
private float frameInterval;
// 计时器
private float timer;
private void Start()
{
// 初始化帧间隔时间
frameInterval = 1f / fps;
// 如果指定了静态精灵索引,则直接显示静态精灵
if (staticSpriteIndex >= 0 && staticSpriteIndex < sprites.Length)
{
ShowStaticSprite(staticSpriteIndex);
}
else
{
// 否则从第一个精灵开始
UpdateSprite();
}
}
private void Update()
{
// 如果暂停并且没有设置静态精灵,则不更新
if (isPaused && staticSpriteIndex == -1) return;
// 如果暂停并设置了静态精灵,则直接显示静态精灵
if (isPaused && staticSpriteIndex >= 0)
{
ShowStaticSprite(staticSpriteIndex);
return;
}
// 更新计时器
timer += Time.deltaTime;
// 如果达到下一帧的时间间隔
if (timer >= frameInterval)
{
timer -= frameInterval; // 重置计时器
UpdateSprite(); // 更新精灵
}
}
/// <summary>
/// 更新当前显示的精灵
/// </summary>
private void UpdateSprite()
{
if (sprites.Length == 0) return; // 如果没有精灵,则退出
// 设置当前帧的精灵
spriteRenderer.sprite = sprites[currentFrameIndex];
// 循环播放:更新到下一帧
currentFrameIndex = (currentFrameIndex + 1) % sprites.Length;
}
/// <summary>
/// 显示静态精灵
/// </summary>
/// <param name="index">静态精灵的索引</param>
private void ShowStaticSprite(int index)
{
if (index < 0 || index >= sprites.Length)
{
Debug.LogWarning("静态精灵索引超出范围!");
return;
}
// 显示指定的静态精灵
spriteRenderer.sprite = sprites[index];
}
/// <summary>
/// 开始播放动画
/// </summary>
public void PlayAnimation()
{
isPaused = false; // 取消暂停
staticSpriteIndex = -1; // 清除静态精灵索引
}
/// <summary>
/// 暂停动画并显示静态精灵
/// </summary>
/// <param name="index">静态精灵的索引</param>
public void PauseAnimationWithStaticSprite(int index)
{
if (index < 0 || index >= sprites.Length)
{
Debug.LogWarning("静态精灵索引超出范围!");
return;
}
isPaused = true; // 暂停动画
staticSpriteIndex = index; // 设置静态精灵索引
}
/// <summary>
/// 暂停动画但不显示静态精灵
/// </summary>
public void PauseAnimation()
{
isPaused = true; // 暂停动画
staticSpriteIndex = -1; // 不显示静态精灵
}
/// <summary>
/// 设置帧率
/// </summary>
/// <param name="newFps">新的帧率</param>
public void SetFPS(float newFps)
{
if (newFps <= 0)
{
Debug.LogWarning("帧率必须大于 0");
return;
}
fps = newFps;
frameInterval = 1f / fps; // 更新帧间隔时间
}
}
}

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fileFormatVersion: 2
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@ -7,6 +7,8 @@ namespace Managers
{
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
{
public Sprite defaultSprite;
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
@ -14,7 +16,9 @@ namespace Managers
{
if (packagesImages.Count > 0)
return;
defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
if(defaultSprite)
Debug.Log("加载成功");
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
foreach (var ima in imageDef)
{
@ -113,14 +117,13 @@ namespace Managers
return sprite;
}
}
else
else if (sprites.TryGetValue(packID, out var dict))
{
if (!sprites.TryGetValue(packID, out var dict)) return null;
dict.TryGetValue(name, out var sprite);
return sprite;
if (dict.TryGetValue(name, out var sprite))
return sprite;
}
return null;
return defaultSprite;
}
public Sprite GetSprite(string packID, string name, int index)

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@ -22,7 +22,7 @@
<!-- 2 + (1 * 4) = 6 -->
<Dirt_Dirt_Dirt_Grass value="GrassDirt_13"/>
<!-- 1 + (3 * 4) = 13 -->
<Dirt_Dirt_Grass_Dirt value="GrassDirt_0"/>
<Dirt_Dirt_Grass_Dirt value="GrassDirt_110"/>
<!-- 0 + (0 * 4) = 0 -->
<Dirt_Grass_Dirt_Dirt value="GrassDirt_8"/>
<!-- 0 + (2 * 4) = 8 -->

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@ -13,10 +13,12 @@
<description>用于测试功能的角色</description>
<attributes>TestCharacter</attributes>
<affiliation>player</affiliation>
<drawingOrder_down>
<drawingOrder>
<texturePath>Resources/Character/CatGirl</texturePath>
<DrawNodeDef name="body"/>
</drawingOrder_down>
<drawingOrder_down>
<node name="body"/>
</drawingOrder_down>
</drawingOrder>
<behaviorTree>
<Node className="RandomWander"/>
</behaviorTree>