(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>
This commit is contained in:
2025-08-07 16:44:43 +08:00
committed by TheRedApricot
parent 82dc89c890
commit 670f778eee
143 changed files with 9706 additions and 8122 deletions

View File

@ -10,23 +10,25 @@ namespace UI
{
public GameObject menuContent;
public EntityPlacementUI entityPlacementUI;
public Prefab.TextPrefab textTemplate;
public Prefab.ButtonPrefab buttonTemplate;
void Start()
private void Start()
{
Init();
}
void Init()
private void Init()
{
InitEvent();
InitCharacter();
InitMonster();
}
void InitEvent()
private void InitEvent()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "事件菜单";
@ -35,10 +37,10 @@ namespace UI
// var button= InstantiatePrefab(buttonTemplate, menuContent.transform);
// button.text.text = i.ToString();
// }
}
void InitCharacter()
private void InitCharacter()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "生成人物";
@ -46,12 +48,28 @@ namespace UI
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.CharacterDef>();
foreach (var def in defList)
{
var button=InstantiatePrefab(buttonTemplate, menuContent.transform);
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = def.label;
var pawnDef = def;
button.AddListener(() => GenerateEntityCallback(pawnDef));
}
}
private void InitMonster()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "生成怪物";
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.MonsterDef>();
foreach (var def in defList)
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = def.label;
var pawnDef = def;
button.AddListener(() => GenerateEntityCallback(pawnDef));
}
}
/// <summary>
/// 通用的实例化函数,返回实例化的预制件脚本组件。
/// </summary>
@ -59,7 +77,7 @@ namespace UI
/// <param name="prefab">要实例化的预制件</param>
/// <param name="parent">实例化对象的父对象</param>
/// <returns>实例化的预制件脚本组件</returns>
T InstantiatePrefab<T>(T prefab, Transform parent) where T : Component
private T InstantiatePrefab<T>(T prefab, Transform parent) where T : Component
{
if (prefab == null || parent == null)
{
@ -68,10 +86,10 @@ namespace UI
}
// 实例化预制件
GameObject instance = Instantiate(prefab.gameObject, parent);
var instance = Instantiate(prefab.gameObject, parent);
// 获取实例化对象的脚本组件
T instantiatedComponent = instance.GetComponent<T>();
var instantiatedComponent = instance.GetComponent<T>();
if (instantiatedComponent == null)
{
@ -81,9 +99,18 @@ namespace UI
return instantiatedComponent;
}
void GenerateEntityCallback(PawnDef pawnDef)
private void GenerateEntityCallback(PawnDef pawnDef)
{
Managers.EntityManage.Instance.GenerateEntity(pawnDef, new(0, 0));
entityPlacementUI.currentAction = () =>
{
// 将鼠标屏幕坐标转换为世界坐标,并确保 Z 值为 0
if (!Camera.main) return;
var worldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
worldPosition.z = 0;
Managers.EntityManage.Instance.GenerateEntity(pawnDef, worldPosition);
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{pawnDef.label}\n描述{pawnDef.description}";
Base.UIInputControl.Instance.Show(entityPlacementUI);
}
}

View File

@ -0,0 +1,36 @@
using Base;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
namespace UI
{
public delegate void NonReturnCallback();
public class EntityPlacementUI:UIBase,ITickUI
{
public TMP_Text promptText;
public NonReturnCallback currentAction;
public string Prompt
{
get => promptText.text;
set => promptText.text = value;
}
public void TickUI()
{
if (!IsVisible)
return;
if (Input.GetKeyDown(KeyCode.Escape))
{
Base.UIInputControl.Instance.Hide(this);
}
if (currentAction!=null&&Input.GetMouseButtonDown(0))
{
currentAction();
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 22c2554b0c0949aab37618f3a80ffe5a
timeCreated: 1753505464

View File

@ -1,10 +1,12 @@
using UnityEngine;
namespace UI
{
public class EscUI:UIBase
{
public void ContinueButton()
{
Base.UIInputControl.Instance.CloseWindow(this);
Base.UIInputControl.Instance.Hide(this);
}
public void ExitButton()

View File

@ -0,0 +1,100 @@
using System;
using System.Collections.Generic;
using Prefab;
using TMPro;
using UnityEngine;
namespace UI
{
public class LogUI : UIBase
{
public Transform contentPanel; // 日志内容容器
public TextPrefab textPrefab; // 文本预制体引用
// 日志类型颜色映射
private static readonly Dictionary<LogType, Color> logColors = new Dictionary<LogType, Color>
{
{ LogType.Log, Color.white },
{ LogType.Warning, Color.yellow },
{ LogType.Error, new Color(1f, 0.4f, 0.4f) },
{ LogType.Exception, new Color(1f, 0.2f, 0.2f) },
{ LogType.Assert, new Color(0.8f, 0.4f, 1f) }
};
private List<Transform> _logItems = new List<Transform>(); // 已创建的日志条目
private int _lastLogCount = 0; // 上次显示的日志数量
private void Start()
{
Logging.LogCapturer.Clear();
}
public override void Show()
{
base.Show();
RefreshLogDisplay();
}
private void RefreshLogDisplay()
{
var logs = Logging.LogCapturer.GetLogs();
// 如果日志数量减少,清理多余的条目
if (logs.Count < _lastLogCount)
{
for (int i = logs.Count; i < _lastLogCount; i++)
{
Destroy(_logItems[i].gameObject);
}
_logItems.RemoveRange(logs.Count, _logItems.Count - logs.Count);
}
// 更新现有条目
for (int i = 0; i < Math.Min(logs.Count, _logItems.Count); i++)
{
UpdateLogEntry(_logItems[i], logs[logs.Count - 1 - i]);
}
// 添加新的条目
if (logs.Count > _lastLogCount)
{
for (int i = _lastLogCount; i < logs.Count; i++)
{
CreateLogEntry(logs[logs.Count - 1 - i]);
}
}
_lastLogCount = logs.Count;
}
private void CreateLogEntry(Logging.LogCapturer.LogEntry entry)
{
// 实例化文本预制体
var logItem = Instantiate(textPrefab, contentPanel);
_logItems.Add(logItem.transform);
UpdateLogEntry(logItem.transform, entry);
}
private void UpdateLogEntry(Transform logItemTransform, Logging.LogCapturer.LogEntry entry)
{
var logItem = logItemTransform.GetComponent<TextPrefab>();
// 设置文本内容
logItem.Label = entry.ToString();
// 设置文本颜色(根据日志类型)
if (logColors.TryGetValue(entry.Type, out Color color))
{
logItem.text.color = color;
}
else
{
logItem.text.color = Color.white; // 默认颜色
}
logItem.text.alignment = TextAlignmentOptions.TopLeft;
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 84d93a37c40b425890e954f2ddb9344c
timeCreated: 1753457075

View File

@ -2,12 +2,24 @@ using UnityEngine;
namespace UI
{
public abstract class UIBase:MonoBehaviour
public abstract class UIBase : MonoBehaviour
{
public bool exclusive = true;
public bool needPause = true;
public bool isInputOccupied = false;
public KeyCode actionButton = KeyCode.None;
// 显示或隐藏窗口
public virtual void Show() { gameObject.SetActive(true); }
public virtual void Hide() { gameObject.SetActive(false); }
public virtual void Show()
{
gameObject.SetActive(true);
}
public virtual void Hide()
{
gameObject.SetActive(false);
}
// 判断是否可见
public bool IsVisible => gameObject.activeInHierarchy;