(client)feat:实现动画组件和图片组件预制体
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105
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105
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|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using AI;
|
||||
using Base;
|
||||
using Data;
|
||||
using Prefab;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
@ -10,6 +11,9 @@ namespace Entity
|
||||
{
|
||||
public class Entity:MonoBehaviour,ITick
|
||||
{
|
||||
public SpriteAnimator animatorPrefab;
|
||||
public ImagePrefab imagePrefab;
|
||||
|
||||
public AIBase aiTree;
|
||||
public JobBase currentJob;
|
||||
public AttributesDef attributes;
|
||||
@ -38,6 +42,8 @@ namespace Entity
|
||||
private bool _isPlayerControlled = false;
|
||||
private bool _warning = false;
|
||||
|
||||
private Dictionary<Orientation,List<ITick>> bodyNode=new();
|
||||
private Orientation currentOrientation=Orientation.Down;
|
||||
|
||||
public virtual void Init(PawnDef pawnDef)
|
||||
{
|
||||
@ -54,6 +60,8 @@ namespace Entity
|
||||
|
||||
foreach (var orientation in orientations)
|
||||
{
|
||||
currentOrientation=orientation;
|
||||
bodyNode[orientation]=new();
|
||||
// 获取当前方向的绘图节点
|
||||
var drawNode = drawingOrder.GetDrawingOrder(orientation);
|
||||
|
||||
@ -63,32 +71,26 @@ namespace Entity
|
||||
|
||||
InitBodyPart(drawNode, directionRoot);
|
||||
}
|
||||
currentOrientation=Orientation.Down;
|
||||
}
|
||||
|
||||
// 递归初始化单个绘图节点及其子节点
|
||||
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent)
|
||||
{
|
||||
if(drawNode==null) return;
|
||||
// 创建新的 GameObject 表示当前节点
|
||||
var nodeObject = new GameObject(drawNode.nodeName);
|
||||
|
||||
// 设置节点的父对象
|
||||
nodeObject.transform.SetParent(parent.transform, false);
|
||||
|
||||
// 设置节点的位置
|
||||
nodeObject.transform.localPosition = new Vector3(drawNode.position.x, drawNode.position.y, 0);
|
||||
|
||||
// 根据节点类型设置其他特性(例如动画或图片)
|
||||
GameObject nodeObject;
|
||||
switch (drawNode.drawNodeType)
|
||||
{
|
||||
case DrawNodeType.Image:
|
||||
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
|
||||
spriteRenderer.color = Color.white; // 默认颜色
|
||||
nodeObject = Instantiate(imagePrefab.gameObject);
|
||||
break;
|
||||
|
||||
case DrawNodeType.Animation:
|
||||
var animator = nodeObject.AddComponent<Animator>();
|
||||
animator.runtimeAnimatorController = null; // 需要手动设置动画控制器
|
||||
nodeObject = Instantiate(animatorPrefab.gameObject);
|
||||
ITick tick = nodeObject.GetComponent<SpriteAnimator>();
|
||||
if (tick != null)
|
||||
bodyNode[currentOrientation].Add(tick);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
@ -110,6 +112,14 @@ namespace Entity
|
||||
{
|
||||
AutoBehave();
|
||||
}
|
||||
|
||||
foreach (var bodyPart in bodyNode.Values)
|
||||
{
|
||||
foreach (var tick in bodyPart)
|
||||
{
|
||||
tick.Tick();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void TryAttck()
|
||||
|
@ -1,151 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Entity
|
||||
{
|
||||
public class SpriteAnimator : MonoBehaviour
|
||||
{
|
||||
// 引用 SpriteRenderer 组件
|
||||
[SerializeField] private SpriteRenderer spriteRenderer;
|
||||
|
||||
// 精灵列表
|
||||
[SerializeField] private Sprite[] sprites;
|
||||
|
||||
// 动画帧率 (Frames Per Second)
|
||||
[SerializeField] private float fps = 10f;
|
||||
|
||||
// 是否暂停动画
|
||||
[SerializeField] private bool isPaused = false;
|
||||
|
||||
// 暂停时显示的静态精灵索引 (-1 表示不显示静态精灵)
|
||||
[SerializeField] private int staticSpriteIndex = -1;
|
||||
|
||||
// 当前帧索引
|
||||
private int currentFrameIndex = 0;
|
||||
|
||||
// 帧间隔时间
|
||||
private float frameInterval;
|
||||
|
||||
// 计时器
|
||||
private float timer;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 初始化帧间隔时间
|
||||
frameInterval = 1f / fps;
|
||||
|
||||
// 如果指定了静态精灵索引,则直接显示静态精灵
|
||||
if (staticSpriteIndex >= 0 && staticSpriteIndex < sprites.Length)
|
||||
{
|
||||
ShowStaticSprite(staticSpriteIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 否则从第一个精灵开始
|
||||
UpdateSprite();
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 如果暂停并且没有设置静态精灵,则不更新
|
||||
if (isPaused && staticSpriteIndex == -1) return;
|
||||
|
||||
// 如果暂停并设置了静态精灵,则直接显示静态精灵
|
||||
if (isPaused && staticSpriteIndex >= 0)
|
||||
{
|
||||
ShowStaticSprite(staticSpriteIndex);
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新计时器
|
||||
timer += Time.deltaTime;
|
||||
|
||||
// 如果达到下一帧的时间间隔
|
||||
if (timer >= frameInterval)
|
||||
{
|
||||
timer -= frameInterval; // 重置计时器
|
||||
UpdateSprite(); // 更新精灵
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新当前显示的精灵
|
||||
/// </summary>
|
||||
private void UpdateSprite()
|
||||
{
|
||||
if (sprites.Length == 0) return; // 如果没有精灵,则退出
|
||||
|
||||
// 设置当前帧的精灵
|
||||
spriteRenderer.sprite = sprites[currentFrameIndex];
|
||||
|
||||
// 循环播放:更新到下一帧
|
||||
currentFrameIndex = (currentFrameIndex + 1) % sprites.Length;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 显示静态精灵
|
||||
/// </summary>
|
||||
/// <param name="index">静态精灵的索引</param>
|
||||
private void ShowStaticSprite(int index)
|
||||
{
|
||||
if (index < 0 || index >= sprites.Length)
|
||||
{
|
||||
Debug.LogWarning("静态精灵索引超出范围!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 显示指定的静态精灵
|
||||
spriteRenderer.sprite = sprites[index];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始播放动画
|
||||
/// </summary>
|
||||
public void PlayAnimation()
|
||||
{
|
||||
isPaused = false; // 取消暂停
|
||||
staticSpriteIndex = -1; // 清除静态精灵索引
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停动画并显示静态精灵
|
||||
/// </summary>
|
||||
/// <param name="index">静态精灵的索引</param>
|
||||
public void PauseAnimationWithStaticSprite(int index)
|
||||
{
|
||||
if (index < 0 || index >= sprites.Length)
|
||||
{
|
||||
Debug.LogWarning("静态精灵索引超出范围!");
|
||||
return;
|
||||
}
|
||||
|
||||
isPaused = true; // 暂停动画
|
||||
staticSpriteIndex = index; // 设置静态精灵索引
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停动画但不显示静态精灵
|
||||
/// </summary>
|
||||
public void PauseAnimation()
|
||||
{
|
||||
isPaused = true; // 暂停动画
|
||||
staticSpriteIndex = -1; // 不显示静态精灵
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置帧率
|
||||
/// </summary>
|
||||
/// <param name="newFps">新的帧率</param>
|
||||
public void SetFPS(float newFps)
|
||||
{
|
||||
if (newFps <= 0)
|
||||
{
|
||||
Debug.LogWarning("帧率必须大于 0!");
|
||||
return;
|
||||
}
|
||||
|
||||
fps = newFps;
|
||||
frameInterval = 1f / fps; // 更新帧间隔时间
|
||||
}
|
||||
}
|
||||
}
|
@ -11,7 +11,7 @@ namespace Managers
|
||||
|
||||
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
|
||||
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
|
||||
|
||||
|
||||
public void Init()
|
||||
{
|
||||
if (packagesImages.Count > 0)
|
||||
|
144
Client/Assets/Scripts/Prefab/ImagePrefab.cs
Normal file
144
Client/Assets/Scripts/Prefab/ImagePrefab.cs
Normal file
@ -0,0 +1,144 @@
|
||||
using Base;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Prefab
|
||||
{
|
||||
[RequireComponent(typeof(SpriteRenderer))]
|
||||
public class ImagePrefab : MonoBehaviour
|
||||
{
|
||||
[Header("Display Settings")] [SerializeField]
|
||||
private Sprite _defaultSprite;
|
||||
|
||||
[SerializeField] private Color _tintColor = Color.white;
|
||||
[SerializeField, Range(0, 1)] private float _alpha = 1f;
|
||||
[SerializeField] private bool _preserveAspect = true;
|
||||
|
||||
private SpriteRenderer _renderer;
|
||||
private Vector2 _originalSize;
|
||||
private bool _isInitialized;
|
||||
|
||||
public Sprite DisplayedSprite => _renderer.sprite;
|
||||
public Color CurrentColor => _renderer.color;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
InitializeRenderer();
|
||||
}
|
||||
|
||||
private void InitializeRenderer()
|
||||
{
|
||||
if (_isInitialized) return;
|
||||
|
||||
_renderer = GetComponent<SpriteRenderer>();
|
||||
|
||||
// 初始尺寸记录
|
||||
if (_defaultSprite != null)
|
||||
{
|
||||
_originalSize = new Vector2(
|
||||
_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
|
||||
_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
|
||||
);
|
||||
}
|
||||
|
||||
// 设置初始状态
|
||||
ApplyVisualSettings();
|
||||
_isInitialized = true;
|
||||
}
|
||||
|
||||
private void ApplyVisualSettings()
|
||||
{
|
||||
if (!_isInitialized) InitializeRenderer();
|
||||
|
||||
// 设置精灵和颜色
|
||||
_renderer.sprite = _defaultSprite;
|
||||
_renderer.color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
|
||||
|
||||
// 保持原始纵横比
|
||||
if (_preserveAspect && _defaultSprite != null)
|
||||
{
|
||||
MaintainAspectRatio();
|
||||
}
|
||||
}
|
||||
|
||||
private void MaintainAspectRatio()
|
||||
{
|
||||
Vector2 currentSize = transform.lossyScale;
|
||||
float aspectRatio = _originalSize.x / _originalSize.y;
|
||||
|
||||
if (currentSize.x == 0 || currentSize.y == 0) return;
|
||||
|
||||
float currentAspect = currentSize.x / currentSize.y;
|
||||
|
||||
if (Mathf.Abs(currentAspect - aspectRatio) > 0.01f)
|
||||
{
|
||||
Vector2 newScale = currentSize;
|
||||
if (currentAspect > aspectRatio)
|
||||
{
|
||||
newScale.x = currentSize.y * aspectRatio;
|
||||
}
|
||||
else
|
||||
{
|
||||
newScale.y = currentSize.x / aspectRatio;
|
||||
}
|
||||
|
||||
transform.localScale = newScale;
|
||||
}
|
||||
}
|
||||
|
||||
// 公共控制方法
|
||||
public void SetSprite(Sprite newSprite)
|
||||
{
|
||||
_defaultSprite = newSprite;
|
||||
if (_defaultSprite != null)
|
||||
{
|
||||
_originalSize = new Vector2(
|
||||
_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
|
||||
_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
|
||||
);
|
||||
}
|
||||
|
||||
ApplyVisualSettings();
|
||||
}
|
||||
|
||||
public void SetColor(Color newColor)
|
||||
{
|
||||
_tintColor = newColor;
|
||||
ApplyVisualSettings();
|
||||
}
|
||||
|
||||
public void SetAlpha(float newAlpha)
|
||||
{
|
||||
_alpha = Mathf.Clamp01(newAlpha);
|
||||
ApplyVisualSettings();
|
||||
}
|
||||
|
||||
public void ToggleVisibility(bool isVisible)
|
||||
{
|
||||
if (!_isInitialized) InitializeRenderer();
|
||||
_renderer.enabled = isVisible;
|
||||
}
|
||||
|
||||
public void SetSortingLayer(string layerName, int order)
|
||||
{
|
||||
if (!_isInitialized) InitializeRenderer();
|
||||
_renderer.sortingLayerName = layerName;
|
||||
_renderer.sortingOrder = order;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnValidate()
|
||||
{
|
||||
// 编辑器模式下实时预览变化
|
||||
if (UnityEditor.EditorApplication.isPlaying)
|
||||
{
|
||||
ApplyVisualSettings();
|
||||
}
|
||||
else if (GetComponent<SpriteRenderer>() != null)
|
||||
{
|
||||
GetComponent<SpriteRenderer>().sprite = _defaultSprite;
|
||||
GetComponent<SpriteRenderer>().color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
3
Client/Assets/Scripts/Prefab/ImagePrefab.cs.meta
Normal file
3
Client/Assets/Scripts/Prefab/ImagePrefab.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c360a9f1baf4eaf9afa85617c395b0d
|
||||
timeCreated: 1753331527
|
90
Client/Assets/Scripts/Prefab/SpriteAnimator.cs
Normal file
90
Client/Assets/Scripts/Prefab/SpriteAnimator.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user