(client) feat:主要实现实体的行为树和工作类 (#40)

Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
2025-07-21 13:58:58 +08:00
committed by TheRedApricot
parent 389376ec47
commit 28ddcda9a0
87 changed files with 9052 additions and 2504 deletions

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using System;
using System.Linq;
using AI;
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : MonoBehaviour
public class Character : Entity
{
public CharacterDef characterDef;
public GameObject body;
private void Start()
{
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
aiTree = new RandomWander();
runtimeAttributes = new AttributesDef();
}
public void Init(CharacterDef def)
public void Init()
{
if (def == null)
if (characterDef == null)
return;
GenerateDrawNode(def.GetDrawingOrder(Orientation.Down));
}
// 生成图片或动画节点
private void GenerateDrawNode(DrawingOrderDef def)
{
// Debug.Log(def);
// 删除现有子节点
DeleteAllChildren();
// 生成根节点下的所有节点
foreach (var nodeDef in def.drawNodes) GenerateNode(nodeDef, transform); // 在当前节点下生成
}
// 递归生成节点
private void GenerateNode(DrawNodeDef nodeDef, Transform parent)
{
// Debug.Log(nodeDef.nodeName);
// 创建新的 GameObject 表示节点
var nodeObject = new GameObject(nodeDef.nodeName);
// 设置父节点
nodeObject.transform.SetParent(parent, false);
// 根据节点类型生成不同的内容
switch (nodeDef.drawNodeType)
{
case DrawNodeType.Image:
CreateImageNode(nodeObject);
break;
case DrawNodeType.Animation:
CreateAnimationNode(nodeObject);
break;
default:
Debug.LogWarning($"Unsupported node type: {nodeDef.drawNodeType}");
break;
}
// 递归生成子节点
if (nodeDef.children != null && nodeDef.children.Count > 0)
foreach (var childNodeDef in nodeDef.children)
GenerateNode(childNodeDef, nodeObject.transform); // 在当前节点下生成子节点
}
// 创建图片节点
private void CreateImageNode(GameObject nodeObject)
{
// 添加 SpriteRenderer 组件表示图片
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
spriteRenderer.sprite = Resources.Load<Sprite>("DefaultImage"); // 加载默认图片
spriteRenderer.color = Color.white; // 设置默认颜色
}
// 创建动画节点
private void CreateAnimationNode(GameObject nodeObject)
{
// 添加 Animator 组件表示动画
var animator = nodeObject.AddComponent<Animator>();
animator.runtimeAnimatorController =
Resources.Load<RuntimeAnimatorController>("DefaultAnimation"); // 加载默认动画控制器
}
private void DeleteAllChildren()
{
// 获取当前对象的 Transform
var parentTransform = transform;
// 删除所有子对象
foreach (Transform child in parentTransform) Destroy(child.gameObject); // 使用 Destroy 方法删除子对象
}
}
}

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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();
}
}
}
}

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fileFormatVersion: 2
guid: fbde354e0bcc4409b3378ee9b698ddc0
timeCreated: 1752932072

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using UnityEngine;
namespace Entity
{
public class Outline:MonoBehaviour
{
public GameObject body;
public SpriteRenderer outlineRenderer;
public CapsuleCollider2D outlineCollider;
public void Init()
{
var size = GetSize();
outlineRenderer.size = size;
outlineCollider.direction = size.x > size.y ? CapsuleDirection2D.Horizontal : CapsuleDirection2D.Vertical;
outlineCollider.size = size;
}
public void Show()
{
outlineRenderer.gameObject.SetActive(true);
}
public void Hide()
{
outlineRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 获取指定对象及其所有子对象组成的图像的大小。
/// </summary>
/// <returns>
/// 返回一个 Vector3 对象,表示对象在世界空间中的总大小(宽度、高度、深度)。
/// 如果没有找到任何渲染器,则返回 (-1, -1, -1) 表示无效大小。
/// </returns>
public Vector3 GetSize()
{
var renderers = body.GetComponentsInChildren<Renderer>();
if (renderers.Length == 0)
{
return new(-1,-1);
}
var totalBounds = renderers[0].bounds;
for (var i = 1; i < renderers.Length; i++)
{
totalBounds.Encapsulate(renderers[i].bounds);
}
var size = totalBounds.size;
return size;
}
}
}

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fileFormatVersion: 2
guid: acf99b9aa18d4ab9b4ce796d513d476b