(client) feat:添加游玩时UI相关贴图,添加3d模型场景按钮,添加多级调色进度条,添加SVG图片包,添加事件定义以及管理器,添加音频管理器,定义部分怪物,添加通信协议定义;fix:修复维度切换错误,修复LogUI显示不正确 (#55)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: #55
This commit is contained in:
@ -1,114 +1,36 @@
|
||||
using Base;
|
||||
using UnityEngine;
|
||||
using Base; // 引入Base命名空间以使用BaseAnimator
|
||||
|
||||
namespace Prefab
|
||||
{
|
||||
[RequireComponent(typeof(SpriteRenderer))]
|
||||
public class SpriteAnimator : MonoBehaviour, ITick
|
||||
public class SpriteAnimator : BaseAnimator
|
||||
{
|
||||
// 公开字段(可在编辑器中设置)
|
||||
[SerializeField] private Sprite[] _sprites; // 动画精灵序列
|
||||
[SerializeField] private float _fps = 2; // 每秒帧数
|
||||
[SerializeField] private Sprite _staticSprite; // 暂停时的静态精灵
|
||||
|
||||
private SpriteRenderer _renderer; // 渲染器组件
|
||||
private bool _isPaused; // 暂停状态
|
||||
private float _frameTimer; // 帧计时器
|
||||
private int _currentFrameIndex; // 当前帧索引
|
||||
|
||||
private void Awake()
|
||||
protected override void ValidateComponent()
|
||||
{
|
||||
_renderer = GetComponent<SpriteRenderer>();
|
||||
ValidateStartFrame();
|
||||
}
|
||||
|
||||
// ITick接口实现
|
||||
public void Tick()
|
||||
{
|
||||
var deltaTime = Time.deltaTime;
|
||||
if (_isPaused)
|
||||
if (_renderer == null)
|
||||
{
|
||||
HandlePausedState();
|
||||
return;
|
||||
}
|
||||
|
||||
PlayAnimation(deltaTime);
|
||||
}
|
||||
|
||||
private void ValidateStartFrame()
|
||||
{
|
||||
// 确保有精灵时可显示有效帧
|
||||
if (_sprites != null && _sprites.Length > 0)
|
||||
{
|
||||
_currentFrameIndex = Mathf.Clamp(_currentFrameIndex, 0, _sprites.Length - 1);
|
||||
_renderer.sprite = _sprites[_currentFrameIndex];
|
||||
}
|
||||
else
|
||||
{
|
||||
_renderer.sprite = null;
|
||||
Debug.LogError("SpriteAnimator requires a SpriteRenderer component.", this);
|
||||
enabled = false; // 禁用脚本如果组件缺失
|
||||
}
|
||||
}
|
||||
|
||||
private void HandlePausedState()
|
||||
protected override void SetDisplaySprite(Sprite sprite)
|
||||
{
|
||||
// 优先使用静态精灵,否则保持当前帧
|
||||
if (_staticSprite)
|
||||
if (_renderer != null)
|
||||
{
|
||||
_renderer.sprite = _staticSprite;
|
||||
_renderer.sprite = sprite;
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayAnimation(float deltaTime)
|
||||
{
|
||||
if (_sprites == null || _sprites.Length == 0) return;
|
||||
|
||||
// 更新帧计时器
|
||||
_frameTimer += deltaTime;
|
||||
var frameDuration = 1f / _fps;
|
||||
|
||||
// 检查帧切换条件
|
||||
while (_frameTimer >= frameDuration)
|
||||
{
|
||||
_frameTimer -= frameDuration;
|
||||
NextFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private void NextFrame()
|
||||
{
|
||||
// 循环播放动画
|
||||
_currentFrameIndex = (_currentFrameIndex + 1) % _sprites.Length;
|
||||
_renderer.sprite = _sprites[_currentFrameIndex];
|
||||
}
|
||||
|
||||
// 外部控制方法
|
||||
public void SetPaused(bool paused) => _isPaused = paused;
|
||||
public void SetSprites(Sprite[] newSprites)
|
||||
{
|
||||
_sprites = newSprites;
|
||||
|
||||
// 如果有新的精灵数组,则立即显示第一帧
|
||||
if (_sprites != null && _sprites.Length > 0)
|
||||
{
|
||||
_currentFrameIndex = 0; // 重置当前帧索引为第一帧
|
||||
_renderer.sprite = _sprites[_currentFrameIndex]; // 立即显示第一帧
|
||||
}
|
||||
else
|
||||
{
|
||||
_renderer.sprite = null; // 如果没有精灵,则清空渲染器
|
||||
}
|
||||
|
||||
// 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;
|
||||
// [可选] 如果SpriteAnimator需要任何Awake后特有的初始化逻辑,可以在这里重写
|
||||
// protected override void Awake()
|
||||
// {
|
||||
// base.Awake(); // 确保调用基类的Awake
|
||||
// // 子类特有的初始化
|
||||
// }
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user