(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

View File

@ -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()
{