(client) feat:实现实体动态创建,实体右键菜单

Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com>
Reviewed-on: #41
This commit is contained in:
2025-07-25 19:16:58 +08:00
parent 28ddcda9a0
commit 82dc89c890
55 changed files with 2964 additions and 747 deletions

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@ -16,63 +16,13 @@ namespace Prefab
public void Init(Data.PawnDef pawnDef)
{
entity.runtimeAttributes = pawnDef.attributes.Clone();
entity.aiTree = ConvertToAIBase(pawnDef.behaviorTree);
entity.Init(pawnDef);
outline.Init();
outline.Hide();
}
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
{
if (behaviorTreeDef == null)
return null;
AIBase aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
}
// 使用反射根据 className 创建具体的 AIBase 子类实例
private static AIBase CreateAIBaseInstance(string className)
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI"};
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

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@ -0,0 +1,44 @@
using Base;
using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class ImagePrefab : MonoBehaviour
{
public Sprite defaultSprite;
private SpriteRenderer spriteRenderer;
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null)
{
Debug.LogError("SpriteRenderer组件未找到请确保预制体包含该组件");
return;
}
if (defaultSprite != null)
{
spriteRenderer.sprite = defaultSprite;
}
}
public void SetSprite(Sprite newSprite)
{
if (spriteRenderer != null && newSprite != null)
{
spriteRenderer.sprite = newSprite;
}
}
public void SetColor(Color newColor)
{
if (spriteRenderer != null)
{
spriteRenderer.color = newColor;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0c360a9f1baf4eaf9afa85617c395b0d
timeCreated: 1753331527

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@ -0,0 +1,89 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace Prefab
{
public class RightMenuPrefab: Utils.MonoSingleton<RightMenuPrefab>,IPointerExitHandler
{
public GameObject menu;
public ButtonPrefab buttonPrefab;
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
public void Init(List<(string name, UnityAction callback)> buttons)
{
if (menu == null || buttonPrefab == null)
{
Debug.LogError("Menu or ButtonPrefab is not assigned!");
return;
}
ClearMenu();
foreach (var (label, callback) in buttons)
{
// 实例化按钮预制体
var instantiatedButton = Instantiate(buttonPrefab.gameObject, menu.transform);
var buttonInstance = instantiatedButton.GetComponent<ButtonPrefab>();
if (buttonInstance != null)
{
// 设置按钮文本
buttonInstance.Label = label;
// 创建一个新的回调函数,包含原始回调和隐藏菜单的操作
UnityAction wrappedCallback = () =>
{
try
{
// 执行原始回调
callback?.Invoke();
}
catch (System.Exception e)
{
Debug.LogError($"Error executing callback for button '{label}': {e.Message}");
}
finally
{
// 隐藏菜单
Hide();
}
};
// 添加包装后的回调
buttonInstance.AddListener(wrappedCallback);
}
else
{
Debug.LogError("Failed to get ButtonPrefab component from instantiated object!");
}
}
}
public void ClearMenu()
{
// 遍历菜单下的所有子对象并销毁它们
foreach (Transform child in menu.transform)
{
Destroy(child.gameObject);
}
}
protected override void OnStart()
{
Hide();
}
public void OnPointerExit(PointerEventData eventData)
{
Hide();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e45cfe2f36eb4f589b6d8f331567974d
timeCreated: 1753196238

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@ -0,0 +1,90 @@
using Base;
using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class SpriteAnimator : MonoBehaviour, ITick
{
// 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()
{
_renderer = GetComponent<SpriteRenderer>();
ValidateStartFrame();
}
// ITick接口实现
public void Tick()
{
var deltaTime=Time.deltaTime;
if (_isPaused)
{
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;
}
}
private void HandlePausedState()
{
// 优先使用静态精灵,否则保持当前帧
if (_staticSprite)
{
_renderer.sprite = _staticSprite;
}
}
private void PlayAnimation(float deltaTime)
{
if (_sprites == null || _sprites.Length == 0) return;
// 更新帧计时器
_frameTimer += deltaTime;
float 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;
public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 713a1742950a45d8b4be258a82321e45
timeCreated: 1753282330