(client)feat:实现按武器释放技能

This commit is contained in:
m0_75251201
2025-08-27 19:08:27 +08:00
parent 63efa89ac1
commit 5315e29147
25 changed files with 1184 additions and 5106 deletions

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@ -21,6 +21,7 @@ namespace AI
{
entity = target;
}
public bool Update()
{
if (!Running)
@ -29,11 +30,13 @@ namespace AI
timeoutTicks--;
return true;
}
public virtual void StopJob()
{
timeoutTicks = 0;
}
}
public class WanderJob : JobBase
{
public override void StartJob(Entity.Entity target)
@ -57,6 +60,7 @@ namespace AI
}
}
public class IdleJob : JobBase
{
override public void StartJob(Entity.Entity target)
@ -64,10 +68,12 @@ namespace AI
base.StartJob(target);
timeoutTicks = 500;
}
protected override void UpdateJob()
{
}
}
public class MoveJob : JobBase
{
protected override void UpdateJob()
@ -79,19 +85,200 @@ namespace AI
public class AttackJob : JobBase
{
private Entity.Entity attackTarget;
protected override void UpdateJob()
// StartJob 方法:用于初始化任务,寻找初始攻击目标
override public void StartJob(Entity.Entity performerEntityContext) // 参数名更明确,通常是发起任务的实体
{
entity.TryMove();
base.StartJob(performerEntityContext);
// 1. 任务执行者自身有效性检查
if (entity == null)
{
StopJob(); // 调用StopJob来结束任务
return;
}
attackTarget = FindNewHostileTarget();
if (attackTarget == null)
{
StopJob(); // 调用StopJob来结束任务
}
}
override public void StartJob(Entity.Entity target)
protected override void UpdateJob()
{
base.StartJob(target);
attackTarget =
EntityManage.Instance
.FindNearestEntityByRelation(target.currentDimensionId, target.entityPrefab, Relation.Hostile)
?.entity;
// 1. 任务执行者的基本检查
if (entity == null || entity.IsDead)
{
StopJob();
return;
}
if (attackTarget == null || attackTarget.IsDead)
{
attackTarget = FindNewHostileTarget(); // 尝试寻找新的攻击目标
if (attackTarget == null)
{
StopJob();
return;
}
}
var weapon = entity.GetCurrentWeapon();
var attackRange = 0f;
if (weapon != null)
{
attackRange = weapon.Attributes.attackRange;
}
var distanceSq = (entity.Position - attackTarget.Position).sqrMagnitude;
var effectiveAttackRangeSq = attackRange * attackRange; // 将攻击范围也平方
entity.SetTarget(attackTarget.Position);
if (weapon != null && distanceSq <= effectiveAttackRangeSq)
{
entity.TryAttack();
}
else
{
entity.TryMove();
}
}
/// <summary>
/// 查找执行实体最近的敌对目标。
/// </summary>
/// <returns>找到的敌对实体如果没有则返回null。</returns>
private Entity.Entity FindNewHostileTarget()
{
if (!entity) return null;
return EntityManage.Instance.FindNearestEntityByRelation(
entity.currentDimensionId, // 搜索维度ID
entity.entityPrefab, // 执行实体的Prefab ID用于关系判断
Relation.Hostile)?.entity; // 寻找敌对关系的目标
}
}
public class AdvancedAttackJob : JobBase
{
private Entity.Entity attackTarget;
// 常量用于配置远程AI行为的风筝参数
private const float KITING_THRESHOLD_MULTIPLIER = 0.5f; // 当目标距离小于 (攻击范围 * 此乘数) 时,远程单位开始尝试远离
private const float KITING_BUFFER_DISTANCE = 5.0f; // 当远程单位远离时,目标点会是当前位置向反方向偏移此距离
// StartJob 方法:用于初始化任务,寻找初始攻击目标
override public void StartJob(Entity.Entity performerEntityContext)
{
base.StartJob(performerEntityContext);
if (entity == null)
{
StopJob();
return;
}
attackTarget = FindNewHostileTarget();
if (attackTarget == null)
{
StopJob();
}
}
protected override void UpdateJob()
{
// 1. 任务执行者的基本检查
if (entity == null || entity.IsDead)
{
StopJob();
return;
}
// 2. 攻击目标检查
if (attackTarget == null || attackTarget.IsDead)
{
attackTarget = FindNewHostileTarget(); // 尝试寻找新的攻击目标
if (attackTarget == null)
{
StopJob();
return;
}
}
// 获取武器和其属性
var weapon = entity.GetCurrentWeapon();
var attackRange = 0f;
var isRangedWeapon = false; // 标识是否为远程武器
if (weapon != null)
{
if (weapon.Attributes != null)
{
attackRange = weapon.Attributes.attackRange;
}
// 使用 WeaponType 来判断武器类型,更明确
isRangedWeapon = weapon.Type == WeaponType.Ranged;
}
var distanceSq = (entity.Position - attackTarget.Position).sqrMagnitude;
var effectiveAttackRangeSq = attackRange * attackRange; // 将攻击范围平方
// ---- 核心AI行为决策 ( AdvancedAttackJob 的智能之处) ----
if (isRangedWeapon)
{
// 远程单位的风筝Kiting逻辑
var kitingDistance = attackRange * KITING_THRESHOLD_MULTIPLIER;
var kitingThresholdSq = kitingDistance * kitingDistance; // 过近距离的平方
// 1. 如果目标过于接近 (小于风筝阈值),尝试远离
if (distanceSq < kitingThresholdSq)
{
// 计算一个远离目标的点作为移动目标
var directionAway = (entity.Position - attackTarget.Position).normalized;
var fleePosition = entity.Position + directionAway * KITING_BUFFER_DISTANCE;
entity.SetTarget(fleePosition); // 设置远离点为新的移动目标
entity.TryMove(); // 优先执行移动操作以拉开距离
// 在此状态下不进行攻击,专注于 reposition
}
// 2. 如果目标在最佳攻击范围内 (即在风筝阈值和有效攻击范围之间),则停止移动并攻击
else if (distanceSq <= effectiveAttackRangeSq)
{
entity.SetTarget(entity.Position); // 设定目标为当前位置,使其停止移动,专注于攻击
entity.TryAttack();
}
// 3. 如果目标太远 (超出有效攻击范围),则移动靠近目标
else
{
entity.SetTarget(attackTarget.Position); // 设置目标位置为移动目标
entity.TryMove();
}
}
else // 近战单位或没有武器的单位
{
entity.SetTarget(attackTarget.Position);
if (weapon != null && distanceSq <= effectiveAttackRangeSq)
{
entity.TryAttack();
}
else
{
entity.TryMove();
}
}
}
/// <summary>
/// 查找执行实体最近的敌对目标。
/// </summary>
/// <returns>找到的敌对实体如果没有则返回null。</returns>
private Entity.Entity FindNewHostileTarget()
{
if (!entity) return null;
return EntityManage.Instance.FindNearestEntityByRelation(
entity.currentDimensionId,
entity.entityPrefab,
Relation.Hostile)?.entity;
}
}
}

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@ -24,4 +24,18 @@ namespace AI
}
}
public class JobGiver_AttackJob : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return Managers.EntityManage.Instance.ExistsHostile(target.currentDimensionId, target.entityPrefab) ? new AttackJob() : null;
}
}
public class JobGiver_AdvancedAttackJob : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return Managers.EntityManage.Instance.ExistsHostile(target.currentDimensionId, target.entityPrefab) ? new AdvancedAttackJob() : null;
}
}
}

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@ -20,11 +20,12 @@ namespace Data
value = xmlDef.Attribute("value")?.Value;
var nodes = xmlDef.Elements("Node");
if (!nodes.Any())
var xElements = nodes as XElement[] ?? nodes.ToArray();
if (!xElements.Any())
return true; // 没有子节点也是有效的
List<BehaviorTreeDef> children = new();
foreach (var node in nodes)
foreach (var node in xElements)
{
var childNode = new BehaviorTreeDef();
if (!childNode.Init(node))

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@ -262,7 +262,35 @@ namespace Data
return Vector2.zero;
}
/// <summary>
/// 计算动画执行一个周期的总时间(包括子对象)。
/// 如果自身没有纹理自身动画时间为0。
/// 总周期取自身动画时间和所有子动画周期中的最大值。
/// </summary>
/// <returns>动画执行一个周期的总时间(秒)。</returns>
public float GetAnimationCycleDuration()
{
if (FPS < 0.01)
{
return 1;
}
float ownDuration = 0f;
// 计算当前节点自身的动画周期时间
// 由于 Init 方法已经处理了 FPS 的校验FPS 保证大于 0
if (textures.Count > 0)
{
ownDuration = textures.Count / FPS;
}
// 递归计算所有子节点的动画周期,并取其中最长的
float maxChildDuration = 0f;
foreach (var childNode in nodes)
{
float childDuration = childNode.GetAnimationCycleDuration();
maxChildDuration = Math.Max(maxChildDuration, childDuration);
}
// 整个 DrawNodeDef 的动画周期是自身动画周期和所有子动画周期中的最大值
return Math.Max(ownDuration, maxChildDuration);
}
}
}

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@ -7,15 +7,15 @@ namespace Data
{
public class EntityDef : Define
{
public AttributesDef attributes;
public AttributesDef attributes = new();
public DrawingOrderDef drawingOrder;
public BehaviorTreeDef behaviorTree;
public AffiliationDef affiliation;
}

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@ -2,6 +2,6 @@ namespace Data
{
public class MonsterDef:EntityDef
{
public WeaponDef weapon;
}
}

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@ -9,6 +9,9 @@ namespace Data
{
public WeaponType type = WeaponType.Melee;
public AttributesDef attributes;
public BulletDef bullet;
public DrawNodeDef attackAnimation;
public float attackDetectionTime = 0;
public WeaponDef() // 构造函数,用于设置武器的默认属性
{
maxStack = 1; // 武器默认最大堆叠为1

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@ -68,33 +68,33 @@ namespace Entity
return remainingQuantity;
}
public override void TryAttack()
{
if (IsAttacking)
return;
if (!DefineManager.Instance.defines.TryGetValue(nameof(BulletDef), out var def))
return;
// 修正First() 可能会在一个空的 Values 集合上抛出异常。
// 更好的做法是使用 TryGetValue 或 FirstOrDefault 并检查结果。
// 这里假设至少有一个 BulletDef 存在,如果不是,需要更复杂的错误处理。
var bulletDefEntry = def.Values.FirstOrDefault();
if (bulletDefEntry == null)
{
Debug.LogError("No BulletDef found in DefineManager. Cannot attack.");
return;
}
var bulletDef = (BulletDef)bulletDefEntry;
Vector3 dir = MousePosition.GetWorldPosition();
EntityManage.Instance.GenerateBulletEntity(Program.Instance.FocusedDimensionId, bulletDef, Position,
dir - Position, this);
}
// public override void TryAttack()
// {
// if (IsAttacking)
// return;
// if (!DefineManager.Instance.defines.TryGetValue(nameof(BulletDef), out var def))
// return;
// // 修正First() 可能会在一个空的 Values 集合上抛出异常。
// // 更好的做法是使用 TryGetValue 或 FirstOrDefault 并检查结果。
// // 这里假设至少有一个 BulletDef 存在,如果不是,需要更复杂的错误处理。
// var bulletDefEntry = def.Values.FirstOrDefault();
// if (bulletDefEntry == null)
// {
// Debug.LogError("No BulletDef found in DefineManager. Cannot attack.");
// return;
// }
//
// var bulletDef = (BulletDef)bulletDefEntry;
//
// Vector3 dir = MousePosition.GetWorldPosition();
// EntityManage.Instance.GenerateBulletEntity(Program.Instance.FocusedDimensionId, bulletDef, Position,
// dir - Position, this);
// }
public override WeaponResource GetCurrentWeapon()
{
var currentSelectItem = Inventory.GetSlot(CurrentSelected);
return (WeaponResource)currentSelectItem.Item;
return (WeaponResource)currentSelectItem?.Item;
}
}
}

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@ -6,6 +6,7 @@ using AI;
using Base;
using Data;
using Item;
using Managers;
using Prefab;
using UnityEngine;
@ -28,10 +29,10 @@ namespace Entity
public ImagePrefab imagePrefab;
public ProgressBarPrefab healthBarPrefab;
public EntityPrefab entityPrefab;
public EntityDef entityDef;
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
/// </summary>
@ -45,7 +46,8 @@ namespace Entity
/// <summary>
/// 实体的属性定义,包括生命值、攻击力、防御力等。
/// </summary>
public Attributes attributes=new();
public Attributes attributes = new();
/// <summary>
/// 实体当前的移动方向。
/// </summary>
@ -72,8 +74,8 @@ namespace Entity
public bool IsChase { set; get; } = true;
public string currentDimensionId = null;
/// <summary>
/// 表示实体是否由玩家控制。
@ -91,6 +93,7 @@ namespace Entity
{
Program.Instance.FocusedEntity.PlayerControlled = false;
}
Program.Instance.SetFocusedEntity(this);
}
// 逻辑修改:确保只有当自身是焦点实体时才取消焦点,避免不必要的逻辑执行
@ -114,49 +117,49 @@ namespace Entity
/// 表示实体是否已经死亡(生命值小于等于零)。
/// </summary>
public bool IsDead => attributes.health <= 0;
public bool IsShowingHealthBarUI=>_hitBarUIShowTimer > 0;
public bool IsShowingHealthBarUI => _hitBarUIShowTimer > 0;
public bool IsAttacking => _attackCoroutine != null;
/// <summary>
/// 当实体受到伤害时触发的事件。
/// 可以订阅此事件来响应实体的生命值变化例如更新UI或播放受击特效。
/// </summary>
public event Action<EntityHitEventArgs> OnEntityHit;
/// <summary>
/// 当实体死亡时触发的事件。
/// 只在实体首次进入死亡状态时触发一次。
/// </summary>
public event Action<Entity> OnEntityDied;
private bool _warning = false;
/// <summary>
/// 存储不同朝向下的动画节点集合。
/// </summary>
public Dictionary<EntityState, Dictionary<Orientation, ITick[]>> bodyAnimationNode = new();
private ITick[] _currentAnimatorCache;
private GameObject wearponAttackAnimationNodeRoot = null;
private ITick[] wearponAttackAnimationNodeList;
/// <summary>
/// 存储不同朝向下的身体节点对象。
/// </summary>
protected Dictionary<EntityState, Dictionary<Orientation,GameObject>> bodyNodes = new();
protected Dictionary<EntityState, Dictionary<Orientation, GameObject>> bodyNodes = new();
/// <summary>
/// 当前实体的朝向。
/// </summary>
private Orientation _currentOrientation = Orientation.Down;
/// <summary>
/// 当前实体的状态
/// </summary>
private EntityState _currentState = EntityState.Idle;
/// <summary>
/// 攻击动画的持续时间(秒)。
/// </summary>
private const float AttackAnimationDuration = 0.1f;
/// <summary>
/// 抖动的偏移量。
/// </summary>
private const float ShakeOffset = 0.5f;
// 协程引用
private Coroutine _attackCoroutine;
@ -178,7 +181,7 @@ namespace Entity
affiliation = entityDef.affiliation?.defName;
InitBody(entityDef.drawingOrder);
this.entityDef = entityDef;
HideHealthBar();
}
@ -191,7 +194,6 @@ namespace Entity
// 预缓存枚举值(避免每次循环重复调用 Enum.GetValues
var states = Enum.GetValues(typeof(EntityState)).Cast<EntityState>().ToArray();
var orientations = Enum.GetValues(typeof(Orientation)).Cast<Orientation>().ToArray();
// 预初始化字典结构(减少内层循环的字典检查)
foreach (var state in states)
{
@ -204,45 +206,77 @@ namespace Entity
{
var stateBodyNodes = bodyNodes[state];
var stateAnimNodes = bodyAnimationNode[state];
foreach (var orientation in orientations)
{
// 获取节点定义(避免重复调用)
var nodeDef = drawingOrder.GetDrawNodeDef(state, orientation, out var original);
// 处理空节点定义(直接创建空对象)
GameObject targetObj = null;
// --- 修改点一:处理空节点定义(增加默认精灵显示) ---
if (nodeDef == null)
{
var obj = new GameObject { name = $"{state}_Empty" };
obj.transform.SetParent(body.transform, false);
stateBodyNodes[orientation] = obj;
continue; // 跳过后续动画处理
}
// 处理有效节点定义
GameObject targetObj;
if (original.HasValue && stateBodyNodes.TryGetValue(original.Value, out var reusedObj))
{
targetObj = reusedObj; // 复用已有对象
if (imagePrefab != null && Managers.PackagesImageManager.Instance.defaultSprite != null)
{
// 实例化imagePrefab作为默认占位符
targetObj = Instantiate(imagePrefab.gameObject, body.transform);
targetObj.name = $"{state}_{orientation}_Default";
targetObj.transform.localPosition=Vector3.zero;
var imagePrefabCom = targetObj.GetComponent<ImagePrefab>();
if (imagePrefabCom != null)
{
imagePrefabCom.SetSprite(Managers.PackagesImageManager.Instance.defaultSprite);
}
else
{
Debug.LogWarning(
$"InitBody: 默认ImagePrefab中无法获取ImagePrefab组件状态: {state}, 朝向: {orientation}");
// 降级为普通GameObject
targetObj = new GameObject { name = $"{state}_{orientation}_Empty" };
targetObj.transform.SetParent(body.transform, false);
}
}
else
{
// 如果没有imagePrefab或defaultSprite则创建空GameObject
targetObj = new GameObject { name = $"{state}_{orientation}_Empty" };
targetObj.transform.SetParent(body.transform, false);
}
}
else
{
targetObj = InitBodyPart(nodeDef, body); // 创建新对象
// 处理有效节点定义
if (original.HasValue && stateBodyNodes.TryGetValue(original.Value, out var reusedObj))
{
targetObj = reusedObj; // 复用已有对象
}
else
{
targetObj = InitBodyPart(nodeDef, body); // 创建新对象
}
}
stateBodyNodes[orientation] = targetObj;
// 逻辑修改:确保 stateAnimNodes[orientation] 总是被初始化为一个列表
var animatorsForOrientation = new List<ITick>(); // 总是创建一个新的列表
var animators = targetObj.GetComponentsInChildren<SpriteAnimator>();
if (animators.Length > 0)
if (targetObj != null)
{
animatorsForOrientation.AddRange(animators);
stateBodyNodes[orientation] = targetObj;
// 逻辑说明:确保 stateAnimNodes[orientation] 总是被初始化为一个列表
var animatorsForOrientation = new List<ITick>(); // 总是创建一个新的列表
var animators = targetObj.GetComponentsInChildren<SpriteAnimator>();
if (animators.Length > 0)
{
animatorsForOrientation.AddRange(animators);
}
stateAnimNodes[orientation] = animatorsForOrientation.ToArray();
}
else
{
Debug.LogError($"InitBody: 无法为状态 {state}, 朝向 {orientation} 创建或找到有效的GameObject。");
stateBodyNodes[orientation] = new GameObject($"ErrorNode_{state}_{orientation}"); // 提供一个错误占位符
stateBodyNodes[orientation].transform.SetParent(body.transform, false);
stateAnimNodes[orientation] = Array.Empty<ITick>();
}
stateAnimNodes[orientation] = animatorsForOrientation.ToArray();
}
}
// 批量隐藏所有节点(使用字典值集合直接操作)
foreach (var nodeDict in bodyNodes.Values)
{
@ -252,9 +286,8 @@ namespace Entity
}
}
SetBodyTexture(EntityState.Idle,Orientation.Down); // 激活默认朝向
SetBodyTexture(EntityState.Idle, Orientation.Down); // 激活默认朝向
}
/// <summary>
/// 递归初始化单个绘图节点及其子节点,具有更强的健壮性和错误处理。
@ -288,7 +321,6 @@ namespace Entity
nodeObject = new GameObject(drawNode.nodeName);
nodeObject.transform.SetParent(parent.transform, false);
break;
case 1:
// 单纹理节点
if (imagePrefab == null)
@ -299,9 +331,8 @@ namespace Entity
nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
var texture =
Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID,
drawNode.textures[0]);
Managers.PackagesImageManager.Instance.GetSprite(drawNode.packID,
drawNode.textures[0]); // --- 修改点二:移除 ?. ---
if (!texture)
{
Debug.LogWarning(
@ -319,7 +350,6 @@ namespace Entity
}
break;
default:
// 多纹理动画节点
if (!animatorPrefab)
@ -330,7 +360,6 @@ namespace Entity
nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
var animator = nodeObject.GetComponent<SpriteAnimator>();
if (animator == null)
{
Debug.LogWarning($"InitBodyPart: 无法获取SpriteAnimator组件 (节点名: {drawNode.nodeName})");
@ -344,7 +373,8 @@ namespace Entity
try
{
var sprite =
Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID, textureId);
Managers.PackagesImageManager.Instance.GetSprite(drawNode.packID,
textureId); // --- 修改点二:移除 ?. ---
if (sprite != null)
{
animatedSprites.Add(sprite);
@ -361,7 +391,7 @@ namespace Entity
$"InitBodyPart: 加载动画纹理时出错 (节点名: {drawNode.nodeName}, 纹理ID: {textureId}): {ex.Message}");
}
}
if (animatedSprites.Count > 0)
{
animator.SetSprites(animatedSprites.ToArray());
@ -376,10 +406,8 @@ namespace Entity
// 设置节点属性
if (!nodeObject) return nodeObject;
nodeObject.transform.localPosition = drawNode.position;
nodeObject.name = drawNode.nodeName ?? "UnnamedNode";
// 递归初始化子节点
if (drawNode.nodes == null) return nodeObject;
foreach (var child in drawNode.nodes)
@ -393,7 +421,6 @@ namespace Entity
Debug.LogError($"InitBodyPart: 初始化子节点失败 (父节点: {drawNode.nodeName}): {ex.Message}");
}
}
return nodeObject;
}
@ -417,6 +444,7 @@ namespace Entity
SetBodyTexture(EntityState.Idle, _currentOrientation);
}
}
if (PlayerControlled)
{
UpdatePlayerControls();
@ -426,7 +454,7 @@ namespace Entity
AutoBehave();
}
if (_currentAnimatorCache!=null)
if (_currentAnimatorCache != null)
{
foreach (var animator in _currentAnimatorCache)
{
@ -434,6 +462,13 @@ namespace Entity
}
}
if (wearponAttackAnimationNodeList != null)
{
foreach (var tick in wearponAttackAnimationNodeList)
{
tick.Tick();
}
}
if (IsShowingHealthBarUI)
{
@ -448,12 +483,27 @@ namespace Entity
/// <summary>
/// 尝试攻击目标实体。
/// </summary>
public virtual void TryAttack()
public virtual void TryAttack() // 使用override允许子类重写
{
if(!IsAttacking)
_attackCoroutine = StartCoroutine(AttackFlow());
if (IsAttacking || IsDead) return; // 死亡时无法攻击
// 尝试获取当前武器
WeaponResource currentWeapon = GetCurrentWeapon();
// 如果没有武器,可以选择进行徒手攻击或者直接返回
// 暂时设定为:如果没有武器,则不进行攻击
if (currentWeapon == null)
{
// 可以在这里添加一个默认的徒手攻击逻辑,或者播放一个“不能攻击”的提示
Debug.Log($"{name} 没有装备武器,无法攻击。");
return;
}
// 启动基于武器的攻击协程
_attackCoroutine = StartCoroutine(AttackFlow(currentWeapon));
}
public virtual void SetBodyTexture(EntityState state, Orientation orientation)
{
if (bodyNodes.TryGetValue(_currentState, out var stateNode))
@ -474,7 +524,7 @@ namespace Entity
_currentState = state;
_currentOrientation = orientation;
if (bodyAnimationNode.TryGetValue(_currentState, out var animationNode) &&
animationNode.TryGetValue(_currentOrientation, out var value))
{
@ -482,7 +532,7 @@ namespace Entity
}
else
{
_currentAnimatorCache = new ITick[]{}; // 如果没有找到动画,则使用空列表
_currentAnimatorCache = new ITick[] { }; // 如果没有找到动画,则使用空列表
}
}
@ -494,10 +544,10 @@ namespace Entity
if (IsAttacking)
return;
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
SetBodyTexture(EntityState.Walking,_currentOrientation);
SetBodyTexture(EntityState.Walking, _currentOrientation);
_walkingTimer = 2;
}
/// <summary>
/// 处理实体受到攻击的逻辑。
/// </summary>
@ -509,6 +559,7 @@ namespace Entity
{
return;
}
var hit = from.attributes.attack - attributes.defense;
if (hit < 0)
hit = from.attributes.attack / 100;
@ -525,24 +576,24 @@ namespace Entity
// 如果是首次死亡,则触发 OnEntityDied 事件
// MODIFIED: 停止所有活动,包括当前工作
currentJob = null; // 清除当前工作
OnEntityDied?.Invoke(this);
OnEntityDied?.Invoke(this);
}
ShowHealthBar(); // 无论是否死亡都更新血条UI
}
public void ShowHealthBar()
{
if(!healthBarPrefab)
if (!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(true);
healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
_hitBarUIShowTimer=_hitBarUIShowTime;
_hitBarUIShowTimer = _hitBarUIShowTime;
}
public void HideHealthBar()
{
if(!healthBarPrefab)
if (!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(false);
}
@ -556,6 +607,7 @@ namespace Entity
{
return;
}
attributes.health = 0; // 直接设置生命值为0
// MODIFIED: 停止所有活动,包括当前工作
currentJob?.StopJob();
@ -605,14 +657,16 @@ namespace Entity
Debug.LogWarning($"{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");
_warning = true;
}
return;
}
currentJob.StartJob(this);
}
currentJob.Update();
}
/// <summary>
/// 更新玩家控制的逻辑,处理输入和移动。
@ -622,7 +676,7 @@ namespace Entity
// 检测 Shift 键状态
var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false否则 true
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
var inputDirection = Vector2.zero;
// 检测 WASD 或方向键输入
@ -630,22 +684,27 @@ namespace Entity
{
inputDirection += Vector2.up; // 向上移动Y 轴正方向)
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
inputDirection += Vector2.down; // 向下移动Y 轴负方向)
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
inputDirection += Vector2.left; // 向左移动X 轴负方向)
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
inputDirection += Vector2.right; // 向右移动X 轴正方向)
}
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButton(0))
{
TryAttack();
}
// 如果有输入方向,则设置目标位置并尝试移动
if (inputDirection == Vector2.zero) return;
// 归一化方向向量,确保对角线移动速度一致
@ -662,68 +721,166 @@ namespace Entity
}
// 攻击流程协程
IEnumerator AttackFlow()
{
// 播放攻击动画并获取动画持续时间
var animationDuration = PlayAttackAnimation();
// 等待动画执行完毕
yield return new WaitForSeconds(animationDuration);
// 调用检测并攻击敌人的方法
DetectAndAttackEnemies();
// 攻击流程结束,清理协程引用
_attackCoroutine = null;
}
/// <summary>
/// 播放攻击动画。
/// </summary>
/// <returns>开始检测攻击范围内敌人的时间。</returns>
public float PlayAttackAnimation()
{
// 启动协程来执行攻击动画
StartCoroutine(ShakeInDirectionCoroutine());
// 返回检测敌人的起始时间
return AttackAnimationDuration;
}
private IEnumerator ShakeInDirectionCoroutine()
// NEW: ShakeInDirectionCoroutine 签名修改以接收持续时间
private IEnumerator ShakeInDirectionCoroutine(float duration)
{
var originalPosition = transform.position; // 记录原始位置
transform.position += direction * ShakeOffset;
yield return new WaitForSeconds(AttackAnimationDuration);
// 在攻击动画持续时间内进行抖动效果
transform.position += direction * 0.5f;
yield return new WaitForSeconds(duration);
transform.position = originalPosition;
}
public void DetectAndAttackEnemies()
// NEW: AttackFlow 现在接收 WeaponResource 参数
protected IEnumerator AttackFlow(WeaponResource weapon) // 将可见性改为 protected允许子类访问
{
var attackCount = attributes.attackTargetCount;
// 获取攻击范围内的所有碰撞体
// STEP 1: 激活武器动画节点
if (weapon.AttackAnimationDef != null)
{
var animation = weapon.InstantiateAttackAnimation(body.transform);
wearponAttackAnimationNodeRoot = animation.root;
wearponAttackAnimationNodeList = animation.animationComponents;
}
// STEP 4: 等待到攻击判定时间
float elapsedTime = 0f;
while (elapsedTime < weapon.AttackDetectionTime)
{
if (IsDead)
{
/* 如果实体在此期间死亡,立刻中断 */
break;
}
elapsedTime += Time.deltaTime;
yield return null; // 等待一帧
}
// 如果实体在等待期间死亡,清理并退出
if (IsDead)
{
CleanupAttack(weapon);
yield break;
}
ExecuteWeaponAction(weapon);
float remainingAnimationTime = weapon.AttackAnimationTime - elapsedTime;
if (remainingAnimationTime > 0)
{
yield return new WaitForSeconds(remainingAnimationTime);
}
else if (weapon.AttackAnimationTime > 0)
{
yield return new WaitForSeconds(weapon.AttackAnimationTime - elapsedTime);
}
// STEP 7: 清理攻击状态
CleanupAttack(weapon);
}
private void CleanupAttack(WeaponResource weapon)
{
if (wearponAttackAnimationNodeRoot)
{
Destroy(wearponAttackAnimationNodeRoot);
wearponAttackAnimationNodeRoot = null;
}
wearponAttackAnimationNodeList = null;
_attackCoroutine = null;
}
protected virtual void ExecuteWeaponAction(WeaponResource weapon) // 将可见性改为 protected允许子类重写
{
if (weapon == null) return; // 安全检查
switch (weapon.Type)
{
case WeaponType.Melee:
ExecuteMeleeAttack(weapon);
break;
case WeaponType.Ranged:
ExecuteRangedAttack(weapon);
break;
default:
Debug.LogWarning($"未知武器类型: {weapon.Type} for {name}");
break;
}
}
private void ExecuteMeleeAttack(WeaponResource weapon)
{
if (weapon.Attributes == null)
{
Debug.LogWarning($"武器 {weapon.DefName} 没有定义Attributes无法执行近战攻击。");
return;
}
var attackRange = weapon.Attributes.attackRange;
var attackTargetCount = weapon.Attributes.attackTargetCount;
var hits = Physics2D.OverlapCircleAll(
transform.position,
attributes.attackRange,
transform.position,
attackRange,
LayerMask.GetMask("Entity"));
foreach (var hit in hits)
{
if (attackCount <= 0) break;
if (attackTargetCount <= 0) break; // 已达到最大攻击目标数
if (hit.gameObject == gameObject) continue; // 不攻击自己
// 检查是否是自身(额外安全措施)
if (hit.gameObject == this.gameObject) continue;
// 获取Entity组件
var entity = hit.GetComponent<Entity>();
if (!entity) continue;
// 执行攻击
entity.OnHit(this);
attackCount--;
if (entity != null && entity.affiliation != affiliation) // 确保是敌对实体
{
entity.OnHit(this); // 攻击时将自身作为攻击来源
attackTargetCount--;
}
}
}
// NEW: 辅助方法用于执行远程攻击
private void ExecuteRangedAttack(WeaponResource weapon)
{
if (weapon.Bullet == null)
{
Debug.LogWarning($"远程武器 {weapon.DefName} 没有定义Bullet无法发射子弹。");
return;
}
// 获取子弹方向。这里使用实体当前的移动方向作为子弹发射方向
// 更复杂的逻辑可能根据鼠标位置、目标位置等确定
Vector3 bulletDirection = direction; // 实体当前的朝向
if (PlayerControlled && Input.GetMouseButton(0)) // 玩家控制时,如果鼠标按下,尝试朝鼠标方向发射
{
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPos.z = transform.position.z; // 保持Z轴一致
bulletDirection = (mouseWorldPos - transform.position).normalized;
}
// 如果没有明确的方向,给一个默认值以防万一
if (bulletDirection == Vector3.zero) bulletDirection = Vector3.down;
// 假设 EntityManage.Instance.GenerateBulletEntity 方法存在
// (需要一个 EntityManage 单例来实现子弹生成)
if (EntityManage.Instance != null && Program.Instance != null)
{
EntityManage.Instance.GenerateBulletEntity(
Program.Instance.FocusedDimensionId,
weapon.Bullet,
transform.position, // 子弹的生成位置
bulletDirection, // 子弹的初始方向
this); // 子弹的发射者
}
else
{
Debug.LogError("EntityManage.Instance 或 Program.Instance 为空,无法生成子弹。请确保它们已正确初始化。");
}
}
public virtual WeaponResource GetCurrentWeapon()
{
return null;

View File

@ -1,9 +1,26 @@
using Data;
using Item;
using Managers;
namespace Entity
{
public class Monster:Entity
{
private WeaponResource weapon;
public override void Init(EntityDef entityDef)
{
base.Init(entityDef);
var monsterDef = entityDef as MonsterDef;
if (monsterDef != null)
{
weapon = (WeaponResource)ItemResourceManager.Instance.GetItem(monsterDef.weapon.defName);
}
}
public override WeaponResource GetCurrentWeapon()
{
return weapon;
}
}
}

View File

@ -63,7 +63,6 @@ namespace Entity
if (entity == null) return;
if (entity.TryPickupItem(itemResource, 1) <= 0)
{
Debug.Log("Kill");
Kill();
}
}

View File

@ -100,5 +100,19 @@ namespace Item
/// 物品的帧率(如果适用)。
/// </summary>
public float FPS { get; protected set; }
public static ItemResource GetDefault()
{
ItemDef defaultDef = new()
{
defName = "default",
label = "错误物品",
description = "你看到这个物品表示加载出错了",
rarity = ItemRarity.Uncommon,
maxStack = 1,
ssEquippable = false
};
return new ItemResource(defaultDef);
}
}
}

View File

@ -1,14 +1,25 @@
using System;
using System.Collections.Generic;
using System.Linq; // Added for LINQ
using Base;
using Data;
using Entity;
using Prefab;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Item
{
public class WeaponResource : ItemResource
{
public Attributes Attributes { get; private set; }
public BulletDef Bullet { get; private set; }
public WeaponType Type { get; private set; }
public DrawNodeDef AttackAnimationDef { get; private set; }
public float AttackAnimationTime{get; private set;}
public float AttackDetectionTime{get;private set;}
/// <summary>
/// 构造函数:通过 WeaponDef 对象初始化 WeaponResource。
@ -24,10 +35,205 @@ namespace Item
throw new ArgumentNullException(nameof(def), "创建 WeaponResource 时WeaponDef 不能为 null。");
}
Bullet = def.bullet;
// 初始化武器的属性。Attributes 对象通过 WeaponDef 中的属性数据进行构建。
Attributes = new Attributes(def.attributes);
// 初始化武器类型,直接从 WeaponDef 定义中获取。
Type = def.type;
AttackDetectionTime = def.attackDetectionTime;
// 逻辑修改说明 1存储 DrawNodeDef而不是直接创建 GameObject。
AttackAnimationDef = def.attackAnimation;
AttackAnimationTime = AttackAnimationDef?.GetAnimationCycleDuration() ?? 0.1f;
}
/// <summary>
/// 逻辑修改说明 2新增公共方法根据 WeaponResource 的定义创建攻击动画的运行时 GameObject 实例。
/// 这是 WeaponResource 的工厂方法,用于按需创建动画对象。
/// </summary>
/// <param name="parent">动画 GameObject 的父 Transform。</param>
/// <returns>包含动画根 GameObject 和所有 ITick 组件的元组。</returns>
public (GameObject root, ITick[] animationComponents) InstantiateAttackAnimation(Transform parent)
{
if (AttackAnimationDef == null)
{
Debug.LogWarning($"WeaponResource: 尝试实例化攻击动画但 _attackAnimationDef 为 null. 武器类型: {Type}");
return (null, Array.Empty<ITick>());
}
// 逻辑修改说明 4在此处统一加载 ImagePrefab 和 SpriteAnimator避免性能损耗。
var imagePrefab = Resources.Load<ImagePrefab>("Prefab/Image");
var animatorPrefab = Resources.Load<SpriteAnimator>("Prefab/Animation");
if (imagePrefab == null)
{
Debug.LogError("InstantiateAttackAnimation: 无法加载 Prefab/Image.");
return (null, Array.Empty<ITick>());
}
if (animatorPrefab == null)
{
Debug.LogError("InstantiateAttackAnimation: 无法加载 Prefab/Animation.");
return (null, Array.Empty<ITick>());
}
// 逻辑修改说明 2调用修改后的私有辅助方法来创建 GameObject 层次结构。
var animationRoot = _CreateBodyPartGameObject(
AttackAnimationDef,
parent,
imagePrefab,
animatorPrefab);
if (animationRoot == null)
{
Debug.LogWarning($"WeaponResource: 创建攻击动画根节点失败. 武器类型: {Type}");
return (null, Array.Empty<ITick>());
}
// 逻辑修改说明 3收集所有实现了 ITick 接口的组件。
var tickComponents = animationRoot.GetComponentsInChildren<ITick>(true);
// GetComponentsInChildren(true) 会查找包括自身在内的所有子对象上的组件,即使它们是处于非活动状态。
return (animationRoot, tickComponents);
}
// 逻辑修改说明 4修改 InitBodyPart 为 _CreateBodyPartGameObject并设为 private static 方法。
// 它现在接收 ImagePrefab 和 SpriteAnimator 作为参数,不再在内部加载。
private static GameObject _CreateBodyPartGameObject(DrawNodeDef drawNode, Transform parent, ImagePrefab imagePrefab, SpriteAnimator animatorPrefab)
{
try
{
// 参数验证
if (drawNode == null)
{
Debug.LogWarning("CreateBodyPartGameObject: drawNode参数为null");
return null;
}
if (parent == null)
{
// 逻辑修改说明:这里直接返回 null 更合适,因为没有父节点无法创建实例。
Debug.LogWarning($"CreateBodyPartGameObject: 父节点为null (节点名: {drawNode.nodeName ?? "Unnamed DrawNode"})");
return null;
}
GameObject nodeObject = null;
// 根据纹理数量创建不同类型的节点
switch (drawNode.textures?.Count ?? 0)
{
case 0:
// 无纹理节点
nodeObject = new GameObject(drawNode.nodeName);
nodeObject.transform.SetParent(parent.transform, false);
break;
case 1:
// 单纹理节点
// imagePrefab 已作为参数传入,无需再次加载
nodeObject = Object.Instantiate(imagePrefab.gameObject, parent.transform);
nodeObject.name = drawNode.nodeName ?? "UnnamedNode"; // 提前设置名称以在警告中显示
var texture =
Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID,
drawNode.textures[0]);
if (!texture)
{
Debug.LogWarning(
$"CreateBodyPartGameObject: 无法获取纹理 (节点名: {nodeObject.name}, 纹理ID: {drawNode.textures[0]})");
}
var imagePrefabCom = nodeObject.GetComponent<ImagePrefab>();
if (imagePrefabCom != null)
{
imagePrefabCom.SetSprite(texture);
}
else
{
Debug.LogWarning($"CreateBodyPartGameObject: 无法获取ImagePrefab组件 (节点名: {nodeObject.name})");
}
break;
default:
// 多纹理动画节点
// animatorPrefab 已作为参数传入,无需再次加载
nodeObject = Object.Instantiate(animatorPrefab.gameObject, parent.transform);
nodeObject.name = drawNode.nodeName ?? "UnnamedNode"; // 提前设置名称以在警告中显示
var animator = nodeObject.GetComponent<SpriteAnimator>();
if (animator == null)
{
Debug.LogWarning($"CreateBodyPartGameObject: 无法获取SpriteAnimator组件 (节点名: {nodeObject.name})");
break;
}
animator.SetFPS(drawNode.FPS);
var animatedSprites = new List<Sprite>();
foreach (var textureId in drawNode.textures)
{
try
{
var sprite =
Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID, textureId);
if (sprite != null)
{
animatedSprites.Add(sprite);
}
else
{
Debug.LogWarning(
$"CreateBodyPartGameObject: 无法获取动画纹理 (节点名: {nodeObject.name}, 纹理ID: {textureId})");
}
}
catch (Exception ex)
{
Debug.LogError(
$"CreateBodyPartGameObject: 加载动画纹理时出错 (节点名: {nodeObject.name}, 纹理ID: {textureId}): {ex.Message}");
}
}
if (animatedSprites.Count > 0)
{
animator.SetSprites(animatedSprites.ToArray());
}
else
{
Debug.LogWarning($"CreateBodyPartGameObject: 没有有效的动画纹理 (节点名: {nodeObject.name})");
}
break;
}
// 设置节点属性 (对于case 1, default 已经在上面设置了名称,这里可以作为 fallback 或统一处理)
if (nodeObject == null) return null; // 如果nodeObject在上面某些分支没有成功创建提前返回
nodeObject.transform.localPosition = drawNode.position;
// nodeObject.name = drawNode.nodeName ?? "UnnamedNode"; // 不再需要,已在上面处理
// 递归初始化子节点
if (drawNode.nodes == null) return nodeObject;
foreach (var child in drawNode.nodes)
{
try
{
// 逻辑修改说明 4递归调用时传递 prefab 参数。
_CreateBodyPartGameObject(child, nodeObject.transform, imagePrefab, animatorPrefab);
}
catch (Exception ex)
{
Debug.LogError($"CreateBodyPartGameObject: 初始化子节点失败 (父节点: {nodeObject.name ?? drawNode.nodeName ?? "Unnamed Parent"}): {ex.Message}");
}
}
return nodeObject;
}
catch (Exception ex)
{
Debug.LogError($"CreateBodyPartGameObject: 初始化节点时发生未处理的异常 (节点名: {drawNode?.nodeName ?? "Unknown DrawNode"}): {ex}");
return null;
}
}
}
}
}

View File

@ -39,7 +39,7 @@ namespace Managers
/// <summary> 角色实体的预制体。 </summary>
public EntityPrefab characterPrefab;
public EntityPrefab monsterPrefab;
/// <summary> 建筑实体的预制体。 </summary>
public EntityPrefab buildingPrefab;
@ -369,7 +369,30 @@ namespace Managers
);
if (result == null) GenerateDefaultEntity(dimensionId, pos);
}
public void GenerateMonsterEntity(string dimensionId, MonsterDef monsterDef, Vector3 pos)
{
if (!monsterPrefab)
{
Debug.LogError("实体管理器monsterPrefab 为空!请分配一个有效的预制体。");
GenerateDefaultEntity(dimensionId, pos);
return;
}
if (monsterDef == null)
{
Debug.LogError("实体管理器monsterDef 为空!无法生成实体。");
GenerateDefaultEntity(dimensionId, pos);
return;
}
var result = GenerateEntityInternal(
dimensionId,
monsterPrefab.gameObject,
pos,
monsterDef
);
if (result == null) GenerateDefaultEntity(dimensionId, pos);
}
/// <summary>
/// 在指定维度和网格位置生成一个建筑实体。
/// </summary>

View File

@ -8,6 +8,7 @@ namespace Managers
{
public class ItemResourceManager : Utils.Singleton<ItemResourceManager>,ILaunchManager
{
private ItemResource defaultItem;
private readonly Dictionary<string, Item.ItemResource> _items = new();
private readonly Dictionary<string, List<Item.ItemResource>> _itemsByName = new(); // 保持按显示名称查找的字典
@ -15,6 +16,7 @@ namespace Managers
public void Init()
{
defaultItem=ItemResource.GetDefault();
var baseItemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>();
var weaponDefs = Managers.DefineManager.Instance.QueryDefinesByType<WeaponDef>();

View File

@ -1,3 +1,4 @@
using System;
using Base;
using UnityEngine;
@ -101,6 +102,13 @@ namespace Prefab
// 重置帧计时器,以确保从头开始播放
_frameTimer = 0f;
}
public void Restore()
{
_currentFrameIndex = 0;
_renderer.sprite = _sprites[_currentFrameIndex];
}
public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
}

View File

@ -27,6 +27,7 @@ namespace UI
InitMonster();
InitBuilding();
InitItem();
InitWeapon();
}
private void InitReloadGameButton()
@ -101,7 +102,7 @@ namespace UI
"生成怪物",
"未定义任何怪物",
def => def.label,
GenerateEntityCallback);
GenerateMonsterEntityCallback);
}
private void InitBuilding()
@ -170,7 +171,16 @@ namespace UI
entityPlacementUI.snapEnabled = false;
UIInputControl.Instance.Show(entityPlacementUI);
}
private void GenerateMonsterEntityCallback(MonsterDef monsterDef)
{
entityPlacementUI.currentAction = () =>
{
Managers.EntityManage.Instance.GenerateMonsterEntity(Program.Instance.FocusedDimensionId,monsterDef, Utils.MousePosition.GetWorldPosition());
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{monsterDef.label}\n描述{monsterDef.description}";
entityPlacementUI.snapEnabled = false;
UIInputControl.Instance.Show(entityPlacementUI);
}
private void GenerateBuildingCallback(BuildingDef def)
{
entityPlacementUI.currentAction = () =>

View File

@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using Base;
using Entity;
using UnityEngine;
// 确保 Character 类在此命名空间下
namespace UI
{
@ -10,26 +10,27 @@ namespace UI
/// 负责管理和显示角色的装备用户界面。
/// 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,
/// 同时采用对象池技术高效管理 ItemUI 实例的创建和复用。
/// 除了显示,现在还支持通过滚轮选择物品,并同步更新焦点角色的 CurrentSelected 字段。
/// </summary>
public class EquipmentUI : MonoBehaviour,ITick
public class EquipmentUI : MonoBehaviour, ITick
{
[SerializeField]
[Tooltip("所有 ItemUI 实例的父级 GameObject用于布局。")]
[SerializeField]
[Tooltip("所有 ItemUI 实例的父级 GameObject用于布局。")]
private GameObject uiParent;
[SerializeField]
[Tooltip("用于实例化装备槽位的 ItemUI 预制件。")]
[SerializeField]
[Tooltip("用于实例化装备槽位的 ItemUI 预制件。")]
private ItemUI itemUIPrefab;
/// <summary>
/// 当前界面所关联和关注的角色实体。
/// </summary>
private Character focusedEntity = null;
private Character focusedEntity;
/// <summary>
/// ItemUI 实例的对象池,用于高效管理和复用 ItemUI。
/// </summary>
private List<ItemUI> itemUIPool = new List<ItemUI>();
private List<ItemUI> itemUIPool = new();
/// <summary>
/// MonoBehaviour 的 Start 生命周期方法。
@ -49,10 +50,10 @@ namespace UI
private void OnDestroy()
{
Program.Instance.OnFocusedEntityChanged -= UpdateFocusedEntity;
// 如果当前有关注的角色,取消注册其库存改变事件。
// 注意:此处需要确保 focusedEntity 不为 null,否则可能抛出 NullReferenceException
if (focusedEntity != null)
// 确保 focusedEntity 不为 null 且 Inventory 不为 null
if (focusedEntity != null && focusedEntity.Inventory != null)
{
focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
}
@ -60,7 +61,7 @@ namespace UI
// 销毁对象池中所有 ItemUI 的 GameObject。
foreach (var itemUI in itemUIPool)
{
if (itemUI != null && itemUI.gameObject != null)
if (itemUI != null && itemUI.gameObject != null)
{
Destroy(itemUI.gameObject);
}
@ -76,8 +77,8 @@ namespace UI
private void UpdateFocusedEntity(Entity.Entity entity)
{
// 如果之前有关注的角色,先取消注册其库存改变事件。
// 注意:此处需要确保 focusedEntity 不为 null。
if (focusedEntity != null)
// 确保 focusedEntity 不为 null 且 Inventory 不为 null。
if (focusedEntity != null && focusedEntity.Inventory != null)
{
focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
}
@ -88,17 +89,37 @@ namespace UI
{
focusedEntity = newCharacter;
}
// 如果传入的 entity 不是 Character 类型focusedEntity 将保持其当前值。
// 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; }`。
else
{
// 如果传入的 entity 不是 Character 类型,或者为 null则清除当前的 focusedEntity。
focusedEntity = null;
}
// 如果现在有关注的角色,注册其库存改变事件。
if (focusedEntity != null)
if (focusedEntity != null)
{
focusedEntity.Inventory.OnInventoryChanged += UpdateUI;
}
// 立即更新UI以反映新的关注实体或没有关注实体的状态。
UpdateUI();
UpdateUI();
// 在更新UI后确保UI的选中状态与角色当前选中字段同步
// 只有当有焦点角色且库存不为空时才更新选中状态
if (focusedEntity != null && focusedEntity.Inventory != null && focusedEntity.Inventory.Capacity > 0)
{
// 确保 CurrentSelected 在有效范围内否则重置为0
if (focusedEntity.CurrentSelected < 0 || focusedEntity.CurrentSelected >= focusedEntity.Inventory.Capacity)
{
focusedEntity.CurrentSelected = 0;
}
UpdateSelectionUI(focusedEntity.CurrentSelected);
}
else
{
// 如果没有焦点实体或库存为空,则清空所有选中状态
UpdateSelectionUI(-1); // 传入一个无效索引以取消所有选中
}
}
/// <summary>
@ -108,8 +129,7 @@ namespace UI
private void UpdateUI()
{
// 如果没有关注的角色或其库存,则禁用所有 ItemUI。
// 注意:此处需要先检查 focusedEntity 是否为 null以避免 NullReferenceException。
if (focusedEntity == null || focusedEntity.Inventory == null)
if (focusedEntity == null || focusedEntity.Inventory == null)
{
foreach (var itemUI in itemUIPool)
{
@ -127,6 +147,7 @@ namespace UI
{
Debug.LogError("ItemUIPrefab 未在 EquipmentUI 中指定。无法创建物品用户界面。", this);
foreach (var itemUI in itemUIPool) itemUI.gameObject.SetActive(false);
uiParent.SetActive(false); // 确保父级也被禁用
return;
}
@ -143,16 +164,17 @@ namespace UI
}
else
{
var itemObj=Instantiate(itemUIPrefab.gameObject, uiParent.transform);
// 使用 Instantiate(GameObject, Transform) 以确保父级设置正确且避免转换问题。
var itemObj = Instantiate(itemUIPrefab.gameObject, uiParent.transform);
itemUI = itemObj.GetComponent<ItemUI>();
itemUIPool.Add(itemUI);
currentUIPoolSize++; // 更新池的大小计数。
}
// 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。
itemUI.gameObject.SetActive(true);
itemUI.Init(focusedEntity.Inventory.GetSlot(i), i);
itemUI.Select = false;
// 移除此处 itemUI.Select = false; 选中状态将由 UpdateSelectionUI 统一管理
}
// 如果库存槽位数量减少,禁用对象池中多余的 ItemUI 实例。
@ -161,14 +183,93 @@ namespace UI
if (itemUIPool[i] != null && itemUIPool[i].gameObject != null)
{
itemUIPool[i].gameObject.SetActive(false);
itemUIPool[i].Select = false; // 禁用时也确保清除选中状态
}
}
uiParent.SetActive(true);
// 首次更新UI时或者当Inventory改变时需要确保 CurrentSelected 的UI状态是正确的
// 但如果 UpdateFocusedEntity 已经处理了,这里可以省略,或者确保只在必要时调用
// 考虑到 UpdateUI 也会被 Inventory.OnInventoryChanged 调用,这里再次确保同步是合理的。
if (focusedEntity != null && focusedEntity.Inventory != null && focusedEntity.Inventory.Capacity > 0)
{
UpdateSelectionUI(focusedEntity.CurrentSelected);
}
else
{
UpdateSelectionUI(-1);
}
}
/// <summary>
/// 当当前选中物品改变时,更新所有 ItemUI 的选中状态。
/// </summary>
/// <param name="selectedItemIndex">当前选中的物品索引。传入 -1 将取消所有 ItemUI 的选中状态。</param>
private void UpdateSelectionUI(int selectedItemIndex)
{
// 如果对象池为空,则无需更新
if (itemUIPool == null || itemUIPool.Count == 0)
{
return;
}
for (int i = 0; i < itemUIPool.Count; i++)
{
ItemUI itemUI = itemUIPool[i];
if (itemUI != null && itemUI.gameObject != null)
{
// 只有在 ItemUI 激活状态下才设置其选中状态避免对禁用UI的操作
// 或者如果传入-1即使激活也全部设置为false
if (itemUI.gameObject.activeSelf || selectedItemIndex == -1) // 确保当取消所有选中时循环到所有激活的甚至当前禁用的ItemUI
{
itemUI.Select = (i == selectedItemIndex && itemUI.gameObject.activeSelf);
}
}
}
}
/// <summary>
/// 每帧调用的更新方法,用于处理滚轮输入以选择物品。
/// </summary>
public void Tick()
{
// 如果没有焦点实体、没有库存或库存为空,不进行选择操作
if (focusedEntity == null || focusedEntity.Inventory == null || focusedEntity.Inventory.Capacity == 0)
{
return;
}
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
if (scrollInput != 0) // 检测到滚轮输入
{
int currentSelection = focusedEntity.CurrentSelected;
int inventoryCapacity = focusedEntity.Inventory.Capacity;
if (scrollInput > 0) // 滚轮向上,选择前一个
{
currentSelection--;
if (currentSelection < 0)
{
currentSelection = inventoryCapacity - 1; // 循环到最后一个
}
}
else // 滚轮向下,选择后一个
{
currentSelection++;
if (currentSelection >= inventoryCapacity)
{
currentSelection = 0; // 循环到第一个
}
}
// 如果选择发生变化则更新焦点实体和UI
if (focusedEntity.CurrentSelected != currentSelection)
{
focusedEntity.CurrentSelected = currentSelection;
UpdateSelectionUI(currentSelection); // 更新UI选中状态
}
}
}
}
}

File diff suppressed because one or more lines are too long

View File

@ -29,8 +29,10 @@
<label>测试枪</label>
<description>一把测试用的枪</description>
<attributes>TestGun</attributes>
<texture>TestGun</texture>
<itemTexture>TestGunItem</itemTexture>
<type>Ranged</type>
<textures>
<li>TestGunItem</li>
</textures>
<bullet>yellowBullet</bullet>
</WeaponDef>
@ -52,12 +54,27 @@
</textures>
</walk_down>
</drawingOrder>
<behaviorTree>
<Node className="JobGiver_ContinuousMove"/>
</behaviorTree>
</BulletDef>
<BulletDef>
<defName>testGunBullet</defName>
<attributes>
<health>1</health>
<moveSpeed>20</moveSpeed>
</attributes>
<drawingOrder>
<idle_down>
<textures>
<li>TestGun</li>
</textures>
</idle_down>
<walk_down>
<textures>
<li>TestGun</li>
</textures>
</walk_down>
</drawingOrder>
</BulletDef>
@ -73,6 +90,7 @@
<WeaponDef>
<defName>Claw</defName>
<label>爪子</label>
<type>Melee</type>
<description>爪子</description>
<attributes>Claw</attributes>
</WeaponDef>

View File

@ -114,6 +114,10 @@
</rangedAttack_right>
</drawingOrder>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
@ -142,6 +146,10 @@
</idle_down>
</drawingOrder>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
@ -170,7 +178,11 @@
</idle_down>
</drawingOrder>
<behaviorTree>
<Node className="JobGiver_Idel"/>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
@ -198,7 +210,11 @@
</idle_down>
</drawingOrder>
<behaviorTree>
<Node className="JobGiver_Idel"/>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>

View File

@ -3,11 +3,20 @@
<MonsterDef>
<defName>chicken</defName>
<label>测试鸡</label>
<label>不大聪明</label>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>123</health>
</attributes>
<weapon>Claw</weapon>
<drawingOrder>
<idle_down name="Body" FPS="10">
<textures>
@ -24,5 +33,36 @@
</drawingOrder>
</MonsterDef>
<MonsterDef>
<defName>big</defName>
<label>大聪明</label>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>123</health>
</attributes>
<weapon>TestGun</weapon>
<drawingOrder>
<idle_down name="Body" FPS="20">
<textures>
<li>testPawnAnimation_0</li>
<li>testPawnAnimation_1</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_4</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_1</li>
</textures>
</idle_down>
</drawingOrder>
</MonsterDef>
</Define>