(client) feat:实现摄像机跟踪与移动,实现任意位置生成实体,实现更安全的资源加载方式(指定unity内部加载资源) (#42)
Co-authored-by: zzdxxz <2079238449@qq.com> Co-committed-by: zzdxxz <2079238449@qq.com>
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@ -1,4 +1,5 @@
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using System;
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using System.Linq;
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using AI;
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using Base;
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using Data;
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@ -13,11 +14,34 @@ namespace Prefab
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public Entity.Entity entity;
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public Outline outline;
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public Vector3 Position
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{
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get
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{
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return transform.position;
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}
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set
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{
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transform.position = value;
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}
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}
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public void Init(Data.PawnDef pawnDef)
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{
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entity.Init(pawnDef);
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outline.Init();
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outline.Hide();
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}
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public void DefaultInit()
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{
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var animator = GetComponentsInChildren<SpriteAnimator>();
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ITick[] inf = animator;
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entity.bodyAnimationNode.Add(Orientation.Down,inf.ToList());
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entity.bodyAnimationNode.Add(Orientation.Up,inf.ToList());
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entity.bodyAnimationNode.Add(Orientation.Left,inf.ToList());
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entity.bodyAnimationNode.Add(Orientation.Right,inf.ToList());
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outline.Init();
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outline.Hide();
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}
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@ -83,7 +83,24 @@ namespace Prefab
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// 外部控制方法
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public void SetPaused(bool paused) => _isPaused = paused;
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public void SetSprites(Sprite[] newSprites) => _sprites = newSprites;
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public void SetSprites(Sprite[] newSprites)
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{
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_sprites = newSprites;
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// 如果有新的精灵数组,则立即显示第一帧
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if (_sprites != null && _sprites.Length > 0)
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{
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_currentFrameIndex = 0; // 重置当前帧索引为第一帧
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_renderer.sprite = _sprites[_currentFrameIndex]; // 立即显示第一帧
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}
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else
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{
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_renderer.sprite = null; // 如果没有精灵,则清空渲染器
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}
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// 重置帧计时器,以确保从头开始播放
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_frameTimer = 0f;
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}
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public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
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public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
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}
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