(client) feat:实现摄像机跟踪,柏林噪声改为单例,角色渲染树支持指定像素密度
chore:将UI的Tick进行了显示时显式添加并作为预制体
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@ -14,6 +14,8 @@ namespace Entity
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public Entity entity;
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private bool _select = false;
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public static Vector3 minimum=new(0.5f,0.5f,0.5f);
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public void Init()
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{
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@ -42,20 +44,32 @@ namespace Entity
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/// </returns>
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public Vector3 GetSize()
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{
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// 获取所有子对象的 Renderer 组件
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var renderers = body.GetComponentsInChildren<Renderer>();
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// 如果没有找到任何 Renderer,返回一个默认值 (-1, -1, -1)
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if (renderers.Length == 0)
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{
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return new(-1, -1);
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return minimum;
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}
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// 初始化 totalBounds 为第一个 Renderer 的 bounds
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var totalBounds = renderers[0].bounds;
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// 遍历剩余的 Renderer,将它们的 bounds 合并到 totalBounds 中
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for (var i = 1; i < renderers.Length; i++)
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{
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totalBounds.Encapsulate(renderers[i].bounds);
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}
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// 获取合并后的包围盒的大小
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var size = totalBounds.size;
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// 确保每个维度的大小都不小于 0.5
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size.x = Mathf.Max(size.x, 0.5f);
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size.y = Mathf.Max(size.y, 0.5f);
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size.z = Mathf.Max(size.z, 0.5f);
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return size;
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}
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@ -87,11 +101,11 @@ namespace Entity
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{
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var result = new List<(string name, UnityAction callback)>();
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if (entity.PlayerControlled)
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result.Add(("结束操控", () => entity.PlayerControlled = false));
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result.Add(("结束操控", EndControl));
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else
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result.Add(("手动操控", () => entity.PlayerControlled = true));
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result.Add(("手动操控", StartControl));
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result.Add(("杀死", () => entity.Kill()));
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result.Add(("变成笨蛋", () => BecomeDefault()));
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result.Add(("变成笨蛋", BecomeDefault));
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return result;
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}
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@ -100,5 +114,17 @@ namespace Entity
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entity.Kill();
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Managers.EntityManage.Instance.GenerateDefaultEntity(entity.Position);
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}
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private void StartControl()
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{
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entity.PlayerControlled = true;
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CameraControl.CameraControl.Instance.focusedEntity=entity;
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}
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private void EndControl()
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{
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entity.PlayerControlled = false;
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CameraControl.CameraControl.Instance.focusedEntity=null;
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}
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}
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}
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