(client) feat:实现热重载,实现多维度,实现武器,实现掉落物,实现状态UI,实现攻击AI (#44)

Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
2025-08-27 19:56:49 +08:00
committed by TheRedApricot
parent d91210a6ff
commit 8456b6c162
132 changed files with 18568 additions and 2534 deletions

View File

@ -1,12 +1,14 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AI;
using Base;
using Data;
using Item;
using Managers;
using Prefab;
using UnityEngine;
using UnityEngine.Serialization;
namespace Entity
@ -27,8 +29,10 @@ namespace Entity
public ImagePrefab imagePrefab;
public ProgressBarPrefab healthBarPrefab;
public EntityPrefab entityPrefab;
public EntityDef entityDef;
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
/// </summary>
@ -42,7 +46,7 @@ namespace Entity
/// <summary>
/// 实体的属性定义,包括生命值、攻击力、防御力等。
/// </summary>
public AttributesDef attributes = new();
public Attributes attributes = new();
/// <summary>
/// 实体当前的移动方向。
@ -68,9 +72,10 @@ namespace Entity
/// 表示实体是否处于追逐状态(影响移动速度)。
/// </summary>
public bool IsChase { set; get; } = true;
public string currentDimensionId = null;
/// <summary>
/// 表示实体是否由玩家控制。
@ -83,12 +88,26 @@ namespace Entity
{
IsChase = true;
currentJob = null;
// 逻辑修改只有当存在一个不同的焦点实体时才将其PlayerControlled设为false
if (Program.Instance.FocusedEntity && Program.Instance.FocusedEntity != this)
{
Program.Instance.FocusedEntity.PlayerControlled = false;
}
Program.Instance.SetFocusedEntity(this);
}
// 逻辑修改:确保只有当自身是焦点实体时才取消焦点,避免不必要的逻辑执行
else if (Program.Instance.FocusedEntity == this)
{
Program.Instance.SetFocusedEntity(null);
}
_isPlayerControlled = value;
}
get => _isPlayerControlled;
get => Program.Instance.FocusedEntity == this;
}
public bool IsWalking => _walkingTimer > 0;
/// <summary>
/// 获取实体当前位置。
/// </summary>
@ -98,47 +117,57 @@ namespace Entity
/// 表示实体是否已经死亡(生命值小于等于零)。
/// </summary>
public bool IsDead => attributes.health <= 0;
public bool IsShowingOfHitBarUI=>hitBarUIShowTimer > 0;
public bool IsAttacking => attackCoroutine != null;
private bool _isPlayerControlled = false;
public bool IsShowingHealthBarUI => _hitBarUIShowTimer > 0;
public bool IsAttacking => _attackCoroutine != null;
/// <summary>
/// 当实体受到伤害时触发的事件。
/// 可以订阅此事件来响应实体的生命值变化例如更新UI或播放受击特效。
/// </summary>
public event Action<EntityHitEventArgs> OnEntityHit;
/// <summary>
/// 当实体死亡时触发的事件。
/// 只在实体首次进入死亡状态时触发一次。
/// </summary>
public event Action<Entity> OnEntityDied;
private bool _warning = false;
/// <summary>
/// 存储不同朝向下的动画节点集合。
/// </summary>
public Dictionary<Orientation, List<ITick>> bodyAnimationNode = new();
public Dictionary<EntityState, Dictionary<Orientation, ITick[]>> bodyAnimationNode = new();
private ITick[] _currentAnimatorCache;
private GameObject wearponAttackAnimationNodeRoot = null;
private ITick[] wearponAttackAnimationNodeList;
/// <summary>
/// 存储不同朝向下的身体节点对象。
/// </summary>
private Dictionary<Orientation, GameObject> bodyNodes = new();
protected Dictionary<EntityState, Dictionary<Orientation, GameObject>> bodyNodes = new();
/// <summary>
/// 当前实体的朝向。
/// </summary>
private Orientation currentOrientation = Orientation.Down;
/// <summary>
/// 攻击动画的持续时间(秒)。
/// </summary>
private const float attackAnimationDuration = 0.1f;
private Orientation _currentOrientation = Orientation.Down;
/// <summary>
/// 抖动的偏移量。
/// 当前实体的状态
/// </summary>
private const float shakeOffset = 0.5f;
private EntityState _currentState = EntityState.Idle;
// 协程引用
private Coroutine attackCoroutine;
protected EntityDef entityDef;
private Coroutine _attackCoroutine;
public float hitBarUIShowTime = 5;
private float hitBarUIShowTimer = 0;
[SerializeField] private float _hitBarUIShowTime = 5;
private float _hitBarUIShowTimer = 0;
private int _walkingTimer = 0;
/// <summary>
@ -147,12 +176,12 @@ namespace Entity
/// <param name="entityDef">实体的定义数据。</param>
public virtual void Init(EntityDef entityDef)
{
attributes = entityDef.attributes.Clone();
attributes = new Attributes(entityDef.attributes);
aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
affiliation = entityDef.affiliation?.defName;
InitBody(entityDef.drawingOrder);
this.entityDef = entityDef;
HideHealthBar();
}
@ -162,83 +191,243 @@ namespace Entity
/// <param name="drawingOrder">绘制顺序定义。</param>
public virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 定义方向枚举和对应的 GetDrawingOrder 调用
Orientation[] orientations = { Orientation.Down, Orientation.Up, Orientation.Left, Orientation.Right };
foreach (var orientation in orientations)
// 预缓存枚举值(避免每次循环重复调用 Enum.GetValues
var states = Enum.GetValues(typeof(EntityState)).Cast<EntityState>().ToArray();
var orientations = Enum.GetValues(typeof(Orientation)).Cast<Orientation>().ToArray();
// 预初始化字典结构(减少内层循环的字典检查)
foreach (var state in states)
{
currentOrientation = orientation;
bodyAnimationNode[orientation] = new();
// 获取当前方向的绘图节点
var drawNode = drawingOrder.GetDrawingOrder(orientation, out var realOrientation);
if (drawNode == null) continue;
var directionRoot = new GameObject(orientation.ToString());
directionRoot.transform.SetParent(body.transform, false);
InitBodyPart(drawNode, directionRoot, drawingOrder.texturePath,realOrientation);
bodyNodes[orientation] = directionRoot;
bodyNodes.TryAdd(state, new Dictionary<Orientation, GameObject>());
bodyAnimationNode.TryAdd(state, new Dictionary<Orientation, ITick[]>());
}
currentOrientation = Orientation.Down;
foreach (var bodyNode in bodyNodes)
// 主初始化逻辑
foreach (var state in states)
{
bodyNode.Value.SetActive(false);
var stateBodyNodes = bodyNodes[state];
var stateAnimNodes = bodyAnimationNode[state];
foreach (var orientation in orientations)
{
// 获取节点定义(避免重复调用)
var nodeDef = drawingOrder.GetDrawNodeDef(state, orientation, out var original);
GameObject targetObj = null;
// --- 修改点一:处理空节点定义(增加默认精灵显示) ---
if (nodeDef == null)
{
if (imagePrefab != null && Managers.PackagesImageManager.Instance.defaultSprite != null)
{
// 实例化imagePrefab作为默认占位符
targetObj = Instantiate(imagePrefab.gameObject, body.transform);
targetObj.name = $"{state}_{orientation}_Default";
targetObj.transform.localPosition=Vector3.zero;
var imagePrefabCom = targetObj.GetComponent<ImagePrefab>();
if (imagePrefabCom != null)
{
imagePrefabCom.SetSprite(Managers.PackagesImageManager.Instance.defaultSprite);
}
else
{
Debug.LogWarning(
$"InitBody: 默认ImagePrefab中无法获取ImagePrefab组件状态: {state}, 朝向: {orientation}");
// 降级为普通GameObject
targetObj = new GameObject { name = $"{state}_{orientation}_Empty" };
targetObj.transform.SetParent(body.transform, false);
}
}
else
{
// 如果没有imagePrefab或defaultSprite则创建空GameObject
targetObj = new GameObject { name = $"{state}_{orientation}_Empty" };
targetObj.transform.SetParent(body.transform, false);
}
}
else
{
// 处理有效节点定义
if (original.HasValue && stateBodyNodes.TryGetValue(original.Value, out var reusedObj))
{
targetObj = reusedObj; // 复用已有对象
}
else
{
targetObj = InitBodyPart(nodeDef, body); // 创建新对象
}
}
if (targetObj != null)
{
stateBodyNodes[orientation] = targetObj;
// 逻辑说明:确保 stateAnimNodes[orientation] 总是被初始化为一个列表
var animatorsForOrientation = new List<ITick>(); // 总是创建一个新的列表
var animators = targetObj.GetComponentsInChildren<SpriteAnimator>();
if (animators.Length > 0)
{
animatorsForOrientation.AddRange(animators);
}
stateAnimNodes[orientation] = animatorsForOrientation.ToArray();
}
else
{
Debug.LogError($"InitBody: 无法为状态 {state}, 朝向 {orientation} 创建或找到有效的GameObject。");
stateBodyNodes[orientation] = new GameObject($"ErrorNode_{state}_{orientation}"); // 提供一个错误占位符
stateBodyNodes[orientation].transform.SetParent(body.transform, false);
stateAnimNodes[orientation] = Array.Empty<ITick>();
}
}
}
SetOrientation(Orientation.Down);
// 批量隐藏所有节点(使用字典值集合直接操作)
foreach (var nodeDict in bodyNodes.Values)
{
foreach (var obj in nodeDict.Values)
{
obj.SetActive(false);
}
}
SetBodyTexture(EntityState.Idle, Orientation.Down); // 激活默认朝向
}
/// <summary>
/// 递归初始化单个绘图节点及其子节点。
/// 递归初始化单个绘图节点及其子节点,具有更强的健壮性和错误处理
/// </summary>
/// <param name="drawNode">绘图节点定义。</param>
/// <param name="parent">父节点对象。</param>
/// <param name="folderPath">纹理资源路径。</param>
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent, string folderPath,Orientation realOrientation)
/// <returns>创建的GameObject如果失败则返回null</returns>
public virtual GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
{
if (drawNode == null) return;
GameObject nodeObject;
if (drawNode.nodeName == "noName")
try
{
nodeObject = new();
nodeObject.transform.SetParent(parent.transform);
}
else
{
switch (drawNode.drawNodeType)
// 参数验证
if (drawNode == null)
{
case DrawNodeType.Image:
Debug.LogWarning("InitBodyPart: drawNode参数为null");
return null;
}
if (parent == null)
{
Debug.LogWarning($"InitBodyPart: 父节点为null (节点名: {drawNode.nodeName})");
return null;
}
GameObject nodeObject = null;
// 根据纹理数量创建不同类型的节点
switch (drawNode.textures?.Count ?? 0)
{
case 0:
// 无纹理节点
nodeObject = new GameObject(drawNode.nodeName);
nodeObject.transform.SetParent(parent.transform, false);
break;
case 1:
// 单纹理节点
if (imagePrefab == null)
{
Debug.LogError($"InitBodyPart: imagePrefab未设置 (节点名: {drawNode.nodeName})");
return null;
}
nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
var texture =
Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID, folderPath,
$"{drawNode.nodeName}_{realOrientation}");
var image = nodeObject.GetComponent<ImagePrefab>();
image.SetSprite(texture.Length > 0
? texture[0]
: Managers.PackagesImageManager.Instance.defaultSprite);
break;
Managers.PackagesImageManager.Instance.GetSprite(drawNode.packID,
drawNode.textures[0]); // --- 修改点二:移除 ?. ---
if (!texture)
{
Debug.LogWarning(
$"InitBodyPart: 无法获取纹理 (节点名: {drawNode.nodeName}, 纹理ID: {drawNode.textures[0]})");
}
var imagePrefabCom = nodeObject.GetComponent<ImagePrefab>();
if (imagePrefabCom != null)
{
imagePrefabCom.SetSprite(texture);
}
else
{
Debug.LogWarning($"InitBodyPart: 无法获取ImagePrefab组件 (节点名: {drawNode.nodeName})");
}
case DrawNodeType.Animation:
nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
ITick tick = nodeObject.GetComponent<SpriteAnimator>();
if (tick != null)
bodyAnimationNode[currentOrientation].Add(tick);
var textures = Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID,
folderPath,
$"{drawNode.nodeName}_{realOrientation}");
var animator = nodeObject.GetComponent<SpriteAnimator>();
animator.SetSprites(textures);
break;
default:
throw new ArgumentOutOfRangeException();
// 多纹理动画节点
if (!animatorPrefab)
{
Debug.LogError($"InitBodyPart: animatorPrefab未设置 (节点名: {drawNode.nodeName})");
return null;
}
nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
var animator = nodeObject.GetComponent<SpriteAnimator>();
if (animator == null)
{
Debug.LogWarning($"InitBodyPart: 无法获取SpriteAnimator组件 (节点名: {drawNode.nodeName})");
break;
}
animator.SetFPS(drawNode.FPS);
var animatedSprites = new List<Sprite>();
foreach (var textureId in drawNode.textures)
{
try
{
var sprite =
Managers.PackagesImageManager.Instance.GetSprite(drawNode.packID,
textureId); // --- 修改点二:移除 ?. ---
if (sprite != null)
{
animatedSprites.Add(sprite);
}
else
{
Debug.LogWarning(
$"InitBodyPart: 无法获取动画纹理 (节点名: {drawNode.nodeName}, 纹理ID: {textureId})");
}
}
catch (Exception ex)
{
Debug.LogError(
$"InitBodyPart: 加载动画纹理时出错 (节点名: {drawNode.nodeName}, 纹理ID: {textureId}): {ex.Message}");
}
}
if (animatedSprites.Count > 0)
{
animator.SetSprites(animatedSprites.ToArray());
}
else
{
Debug.LogWarning($"InitBodyPart: 没有有效的动画纹理 (节点名: {drawNode.nodeName})");
}
break;
}
// 设置节点属性
if (!nodeObject) return nodeObject;
nodeObject.transform.localPosition = drawNode.position;
nodeObject.name = drawNode.nodeName ?? "UnnamedNode";
// 递归初始化子节点
if (drawNode.nodes == null) return nodeObject;
foreach (var child in drawNode.nodes)
{
try
{
InitBodyPart(child, nodeObject);
}
catch (Exception ex)
{
Debug.LogError($"InitBodyPart: 初始化子节点失败 (父节点: {drawNode.nodeName}): {ex.Message}");
}
}
return nodeObject;
}
nodeObject.transform.localPosition = drawNode.position;
nodeObject.name = drawNode.nodeName;
// 递归初始化子节点
foreach (var child in drawNode.children)
catch (Exception ex)
{
InitBodyPart(child, nodeObject, folderPath,realOrientation);
Debug.LogError($"InitBodyPart: 初始化节点时发生未处理的异常 (节点名: {drawNode?.nodeName}): {ex}");
return null;
}
}
@ -247,7 +436,16 @@ namespace Entity
/// </summary>
public void Tick()
{
if (_isPlayerControlled)
if (_walkingTimer > 0)
{
_walkingTimer -= 1;
if (_walkingTimer <= 0)
{
SetBodyTexture(EntityState.Idle, _currentOrientation);
}
}
if (PlayerControlled)
{
UpdatePlayerControls();
}
@ -255,18 +453,27 @@ namespace Entity
{
AutoBehave();
}
if (bodyAnimationNode.TryGetValue(currentOrientation, out var ticks))
if (_currentAnimatorCache != null)
{
foreach (var tick in ticks)
foreach (var animator in _currentAnimatorCache)
{
animator.Tick();
}
}
if (wearponAttackAnimationNodeList != null)
{
foreach (var tick in wearponAttackAnimationNodeList)
{
tick.Tick();
}
}
if (IsShowingOfHitBarUI)
if (IsShowingHealthBarUI)
{
hitBarUIShowTimer -= Time.deltaTime;
if (hitBarUIShowTimer <= 0)
_hitBarUIShowTimer -= Time.deltaTime;
if (_hitBarUIShowTimer <= 0)
{
HideHealthBar();
}
@ -276,29 +483,56 @@ namespace Entity
/// <summary>
/// 尝试攻击目标实体。
/// </summary>
public virtual void TryAttack()
public virtual void TryAttack() // 使用override允许子类重写
{
if(!IsAttacking)
attackCoroutine = StartCoroutine(AttackFlow());
if (IsAttacking || IsDead) return; // 死亡时无法攻击
// 尝试获取当前武器
WeaponResource currentWeapon = GetCurrentWeapon();
// 如果没有武器,可以选择进行徒手攻击或者直接返回
// 暂时设定为:如果没有武器,则不进行攻击
if (currentWeapon == null)
{
// 可以在这里添加一个默认的徒手攻击逻辑,或者播放一个“不能攻击”的提示
Debug.Log($"{name} 没有装备武器,无法攻击。");
return;
}
// 启动基于武器的攻击协程
_attackCoroutine = StartCoroutine(AttackFlow(currentWeapon));
}
/// <summary>
/// 设置实体的朝向。
/// </summary>
/// <param name="orientation">新的朝向。</param>
public virtual void SetOrientation(Orientation orientation)
public virtual void SetBodyTexture(EntityState state, Orientation orientation)
{
// 禁用当前朝向的节点
if (bodyNodes.TryGetValue(currentOrientation, out var currentNode))
if (bodyNodes.TryGetValue(_currentState, out var stateNode))
{
currentNode.SetActive(false);
if (stateNode.TryGetValue(_currentOrientation, out var node))
{
node.SetActive(false);
}
}
// 设置新的朝向
currentOrientation = orientation;
// 激活新朝向的节点
if (bodyNodes.TryGetValue(orientation, out var newNode))
if (bodyNodes.TryGetValue(state, out var showStateNode))
{
newNode.SetActive(true);
if (showStateNode.TryGetValue(orientation, out var showNode))
{
showNode.SetActive(true);
}
}
_currentState = state;
_currentOrientation = orientation;
if (bodyAnimationNode.TryGetValue(_currentState, out var animationNode) &&
animationNode.TryGetValue(_currentOrientation, out var value))
{
_currentAnimatorCache = value;
}
else
{
_currentAnimatorCache = new ITick[] { }; // 如果没有找到动画,则使用空列表
}
}
@ -310,6 +544,8 @@ namespace Entity
if (IsAttacking)
return;
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
SetBodyTexture(EntityState.Walking, _currentOrientation);
_walkingTimer = 2;
}
/// <summary>
@ -318,26 +554,46 @@ namespace Entity
/// <param name="from">攻击来源实体。</param>
public virtual void OnHit(Entity from)
{
// MODIFIED: 收到攻击时触发回调
if (IsDead) // 如果已经死亡,则不再处理伤害 nor 触发事件
{
return;
}
var hit = from.attributes.attack - attributes.defense;
if (hit < 0)
hit = from.attributes.attack / 100;
// 确保伤害不为负最小为0
hit = Mathf.Max(0, hit);
attributes.health -= hit;
var wasFatal = IsDead; // 检查这次攻击是否导致实体死亡
// 触发 OnEntityHit 事件
OnEntityHit?.Invoke(new EntityHitEventArgs(
this, from, hit, attributes.health, entityDef.attributes.health, wasFatal));
currentJob?.StopJob();
ShowHealthBar();
if (wasFatal)
{
// 如果是首次死亡,则触发 OnEntityDied 事件
// MODIFIED: 停止所有活动,包括当前工作
currentJob = null; // 清除当前工作
OnEntityDied?.Invoke(this);
}
ShowHealthBar(); // 无论是否死亡都更新血条UI
}
public void ShowHealthBar()
{
if(!healthBarPrefab)
if (!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(true);
healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
hitBarUIShowTimer=hitBarUIShowTime;
_hitBarUIShowTimer = _hitBarUIShowTime;
}
public void HideHealthBar()
{
if(!healthBarPrefab)
if (!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(false);
}
@ -347,7 +603,18 @@ namespace Entity
/// </summary>
public virtual void Kill()
{
attributes.health = 0;
if (IsDead)
{
return;
}
attributes.health = 0; // 直接设置生命值为0
// MODIFIED: 停止所有活动,包括当前工作
currentJob?.StopJob();
currentJob = null; // 清除当前工作
// 触发 OnEntityDied 事件
OnEntityDied?.Invoke(this);
ShowHealthBar();
}
/// <summary>
@ -369,7 +636,8 @@ namespace Entity
// 水平方向优先
ori = direction.x > 0 ? Orientation.Right : Orientation.Left;
}
SetOrientation(ori);
SetBodyTexture(_currentState, ori);
}
/// <summary>
@ -389,14 +657,16 @@ namespace Entity
Debug.LogWarning($"{GetType().Name}类型的{name}没有分配到任何工作,给行为树末尾添加等待行为,避免由于没有工作导致无意义的反复查找工作导致性能问题");
_warning = true;
}
return;
}
currentJob.StartJob(this);
}
currentJob.Update();
}
/// <summary>
/// 更新玩家控制的逻辑,处理输入和移动。
@ -406,7 +676,7 @@ namespace Entity
// 检测 Shift 键状态
var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false否则 true
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
var inputDirection = Vector2.zero;
// 检测 WASD 或方向键输入
@ -414,22 +684,27 @@ namespace Entity
{
inputDirection += Vector2.up; // 向上移动Y 轴正方向)
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
inputDirection += Vector2.down; // 向下移动Y 轴负方向)
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
inputDirection += Vector2.left; // 向左移动X 轴负方向)
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
inputDirection += Vector2.right; // 向右移动X 轴正方向)
}
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButton(0))
{
TryAttack();
}
// 如果有输入方向,则设置目标位置并尝试移动
if (inputDirection == Vector2.zero) return;
// 归一化方向向量,确保对角线移动速度一致
@ -446,66 +721,169 @@ namespace Entity
}
// 攻击流程协程
IEnumerator AttackFlow()
{
// 播放攻击动画并获取动画持续时间
var animationDuration = PlayAttackAnimation();
// 等待动画执行完毕
yield return new WaitForSeconds(animationDuration);
// 调用检测并攻击敌人的方法
DetectAndAttackEnemies();
// 攻击流程结束,清理协程引用
attackCoroutine = null;
}
/// <summary>
/// 播放攻击动画。
/// </summary>
/// <returns>开始检测攻击范围内敌人的时间。</returns>
public float PlayAttackAnimation()
{
// 启动协程来执行攻击动画
StartCoroutine(ShakeInDirectionCoroutine());
// 返回检测敌人的起始时间
return attackAnimationDuration;
}
private IEnumerator ShakeInDirectionCoroutine()
// NEW: ShakeInDirectionCoroutine 签名修改以接收持续时间
private IEnumerator ShakeInDirectionCoroutine(float duration)
{
var originalPosition = transform.position; // 记录原始位置
transform.position += direction * shakeOffset;
yield return new WaitForSeconds(attackAnimationDuration);
// 在攻击动画持续时间内进行抖动效果
transform.position += direction * 0.5f;
yield return new WaitForSeconds(duration);
transform.position = originalPosition;
}
public void DetectAndAttackEnemies()
// NEW: AttackFlow 现在接收 WeaponResource 参数
protected IEnumerator AttackFlow(WeaponResource weapon) // 将可见性改为 protected允许子类访问
{
var attackCount = attributes.attackTargetCount;
// 获取攻击范围内的所有碰撞体
// STEP 1: 激活武器动画节点
if (weapon.AttackAnimationDef != null)
{
var animation = weapon.InstantiateAttackAnimation(body.transform);
wearponAttackAnimationNodeRoot = animation.root;
wearponAttackAnimationNodeList = animation.animationComponents;
}
// STEP 4: 等待到攻击判定时间
float elapsedTime = 0f;
while (elapsedTime < weapon.AttackDetectionTime)
{
if (IsDead)
{
/* 如果实体在此期间死亡,立刻中断 */
break;
}
elapsedTime += Time.deltaTime;
yield return null; // 等待一帧
}
// 如果实体在等待期间死亡,清理并退出
if (IsDead)
{
CleanupAttack(weapon);
yield break;
}
ExecuteWeaponAction(weapon);
float remainingAnimationTime = weapon.AttackAnimationTime - elapsedTime;
if (remainingAnimationTime > 0)
{
yield return new WaitForSeconds(remainingAnimationTime);
}
else if (weapon.AttackAnimationTime > 0)
{
yield return new WaitForSeconds(weapon.AttackAnimationTime - elapsedTime);
}
// STEP 7: 清理攻击状态
CleanupAttack(weapon);
}
private void CleanupAttack(WeaponResource weapon)
{
if (wearponAttackAnimationNodeRoot)
{
Destroy(wearponAttackAnimationNodeRoot);
wearponAttackAnimationNodeRoot = null;
}
wearponAttackAnimationNodeList = null;
_attackCoroutine = null;
}
protected virtual void ExecuteWeaponAction(WeaponResource weapon) // 将可见性改为 protected允许子类重写
{
if (weapon == null) return; // 安全检查
switch (weapon.Type)
{
case WeaponType.Melee:
ExecuteMeleeAttack(weapon);
break;
case WeaponType.Ranged:
ExecuteRangedAttack(weapon);
break;
default:
Debug.LogWarning($"未知武器类型: {weapon.Type} for {name}");
break;
}
}
private void ExecuteMeleeAttack(WeaponResource weapon)
{
if (weapon.Attributes == null)
{
Debug.LogWarning($"武器 {weapon.DefName} 没有定义Attributes无法执行近战攻击。");
return;
}
var attackRange = weapon.Attributes.attackRange;
var attackTargetCount = weapon.Attributes.attackTargetCount;
var hits = Physics2D.OverlapCircleAll(
transform.position,
attributes.attackRange,
transform.position,
attackRange,
LayerMask.GetMask("Entity"));
foreach (var hit in hits)
{
if (attackCount <= 0) break;
if (attackTargetCount <= 0) break; // 已达到最大攻击目标数
if (hit.gameObject == gameObject) continue; // 不攻击自己
// 检查是否是自身(额外安全措施)
if (hit.gameObject == this.gameObject) continue;
// 获取Entity组件
var entity = hit.GetComponent<Entity>();
if (!entity) continue;
// 执行攻击
entity.OnHit(this);
attackCount--;
if (entity != null && entity.affiliation != affiliation) // 确保是敌对实体
{
entity.OnHit(this); // 攻击时将自身作为攻击来源
attackTargetCount--;
}
}
}
// NEW: 辅助方法用于执行远程攻击
private void ExecuteRangedAttack(WeaponResource weapon)
{
if (weapon.Bullet == null)
{
Debug.LogWarning($"远程武器 {weapon.DefName} 没有定义Bullet无法发射子弹。");
return;
}
// 获取子弹方向。这里使用实体当前的移动方向作为子弹发射方向
// 更复杂的逻辑可能根据鼠标位置、目标位置等确定
Vector3 bulletDirection = direction; // 实体当前的朝向
if (PlayerControlled && Input.GetMouseButton(0)) // 玩家控制时,如果鼠标按下,尝试朝鼠标方向发射
{
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPos.z = transform.position.z; // 保持Z轴一致
bulletDirection = (mouseWorldPos - transform.position).normalized;
}
// 如果没有明确的方向,给一个默认值以防万一
if (bulletDirection == Vector3.zero) bulletDirection = Vector3.down;
// 假设 EntityManage.Instance.GenerateBulletEntity 方法存在
// (需要一个 EntityManage 单例来实现子弹生成)
if (EntityManage.Instance != null && Program.Instance != null)
{
EntityManage.Instance.GenerateBulletEntity(
Program.Instance.FocusedDimensionId,
weapon.Bullet,
transform.position, // 子弹的生成位置
bulletDirection, // 子弹的初始方向
this); // 子弹的发射者
}
else
{
Debug.LogError("EntityManage.Instance 或 Program.Instance 为空,无法生成子弹。请确保它们已正确初始化。");
}
}
public virtual WeaponResource GetCurrentWeapon()
{
return null;
}
}
}