(client)feat:实现动画组件和图片组件预制体
This commit is contained in:
@ -3,6 +3,7 @@ using System.Collections.Generic;
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using AI;
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using Base;
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using Data;
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using Prefab;
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using UnityEngine;
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using UnityEngine.Serialization;
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@ -10,6 +11,9 @@ namespace Entity
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{
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public class Entity:MonoBehaviour,ITick
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{
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public SpriteAnimator animatorPrefab;
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public ImagePrefab imagePrefab;
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public AIBase aiTree;
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public JobBase currentJob;
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public AttributesDef attributes;
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@ -38,6 +42,8 @@ namespace Entity
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private bool _isPlayerControlled = false;
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private bool _warning = false;
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private Dictionary<Orientation,List<ITick>> bodyNode=new();
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private Orientation currentOrientation=Orientation.Down;
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public virtual void Init(PawnDef pawnDef)
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{
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@ -54,6 +60,8 @@ namespace Entity
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foreach (var orientation in orientations)
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{
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currentOrientation=orientation;
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bodyNode[orientation]=new();
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// 获取当前方向的绘图节点
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var drawNode = drawingOrder.GetDrawingOrder(orientation);
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@ -63,32 +71,26 @@ namespace Entity
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InitBodyPart(drawNode, directionRoot);
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}
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currentOrientation=Orientation.Down;
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}
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// 递归初始化单个绘图节点及其子节点
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public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent)
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{
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if(drawNode==null) return;
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// 创建新的 GameObject 表示当前节点
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var nodeObject = new GameObject(drawNode.nodeName);
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// 设置节点的父对象
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nodeObject.transform.SetParent(parent.transform, false);
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// 设置节点的位置
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nodeObject.transform.localPosition = new Vector3(drawNode.position.x, drawNode.position.y, 0);
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// 根据节点类型设置其他特性(例如动画或图片)
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GameObject nodeObject;
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switch (drawNode.drawNodeType)
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{
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case DrawNodeType.Image:
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var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
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spriteRenderer.color = Color.white; // 默认颜色
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nodeObject = Instantiate(imagePrefab.gameObject);
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break;
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case DrawNodeType.Animation:
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var animator = nodeObject.AddComponent<Animator>();
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animator.runtimeAnimatorController = null; // 需要手动设置动画控制器
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nodeObject = Instantiate(animatorPrefab.gameObject);
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ITick tick = nodeObject.GetComponent<SpriteAnimator>();
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if (tick != null)
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bodyNode[currentOrientation].Add(tick);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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@ -110,6 +112,14 @@ namespace Entity
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{
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AutoBehave();
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}
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foreach (var bodyPart in bodyNode.Values)
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{
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foreach (var tick in bodyPart)
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{
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tick.Tick();
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}
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}
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}
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public virtual void TryAttck()
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@ -1,151 +0,0 @@
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using UnityEngine;
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namespace Entity
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{
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public class SpriteAnimator : MonoBehaviour
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{
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// 引用 SpriteRenderer 组件
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[SerializeField] private SpriteRenderer spriteRenderer;
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// 精灵列表
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[SerializeField] private Sprite[] sprites;
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// 动画帧率 (Frames Per Second)
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[SerializeField] private float fps = 10f;
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// 是否暂停动画
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[SerializeField] private bool isPaused = false;
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// 暂停时显示的静态精灵索引 (-1 表示不显示静态精灵)
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[SerializeField] private int staticSpriteIndex = -1;
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// 当前帧索引
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private int currentFrameIndex = 0;
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// 帧间隔时间
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private float frameInterval;
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// 计时器
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private float timer;
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private void Start()
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{
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// 初始化帧间隔时间
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frameInterval = 1f / fps;
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// 如果指定了静态精灵索引,则直接显示静态精灵
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if (staticSpriteIndex >= 0 && staticSpriteIndex < sprites.Length)
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{
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ShowStaticSprite(staticSpriteIndex);
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}
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else
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{
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// 否则从第一个精灵开始
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UpdateSprite();
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}
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}
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private void Update()
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{
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// 如果暂停并且没有设置静态精灵,则不更新
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if (isPaused && staticSpriteIndex == -1) return;
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// 如果暂停并设置了静态精灵,则直接显示静态精灵
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if (isPaused && staticSpriteIndex >= 0)
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{
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ShowStaticSprite(staticSpriteIndex);
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return;
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}
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// 更新计时器
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timer += Time.deltaTime;
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// 如果达到下一帧的时间间隔
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if (timer >= frameInterval)
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{
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timer -= frameInterval; // 重置计时器
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UpdateSprite(); // 更新精灵
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}
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}
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/// <summary>
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/// 更新当前显示的精灵
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/// </summary>
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private void UpdateSprite()
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{
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if (sprites.Length == 0) return; // 如果没有精灵,则退出
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// 设置当前帧的精灵
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spriteRenderer.sprite = sprites[currentFrameIndex];
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// 循环播放:更新到下一帧
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currentFrameIndex = (currentFrameIndex + 1) % sprites.Length;
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}
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/// <summary>
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/// 显示静态精灵
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/// </summary>
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/// <param name="index">静态精灵的索引</param>
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private void ShowStaticSprite(int index)
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{
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if (index < 0 || index >= sprites.Length)
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{
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Debug.LogWarning("静态精灵索引超出范围!");
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return;
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}
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// 显示指定的静态精灵
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spriteRenderer.sprite = sprites[index];
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}
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/// <summary>
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/// 开始播放动画
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/// </summary>
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public void PlayAnimation()
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{
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isPaused = false; // 取消暂停
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staticSpriteIndex = -1; // 清除静态精灵索引
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}
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/// <summary>
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/// 暂停动画并显示静态精灵
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/// </summary>
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/// <param name="index">静态精灵的索引</param>
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public void PauseAnimationWithStaticSprite(int index)
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{
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if (index < 0 || index >= sprites.Length)
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{
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Debug.LogWarning("静态精灵索引超出范围!");
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return;
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}
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isPaused = true; // 暂停动画
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staticSpriteIndex = index; // 设置静态精灵索引
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}
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/// <summary>
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/// 暂停动画但不显示静态精灵
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/// </summary>
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public void PauseAnimation()
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{
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isPaused = true; // 暂停动画
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staticSpriteIndex = -1; // 不显示静态精灵
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}
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/// <summary>
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/// 设置帧率
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/// </summary>
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/// <param name="newFps">新的帧率</param>
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public void SetFPS(float newFps)
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{
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if (newFps <= 0)
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{
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Debug.LogWarning("帧率必须大于 0!");
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return;
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}
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fps = newFps;
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frameInterval = 1f / fps; // 更新帧间隔时间
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}
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}
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}
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@ -11,7 +11,7 @@ namespace Managers
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public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
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public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
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public void Init()
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{
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if (packagesImages.Count > 0)
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144
Client/Assets/Scripts/Prefab/ImagePrefab.cs
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144
Client/Assets/Scripts/Prefab/ImagePrefab.cs
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@ -0,0 +1,144 @@
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using Base;
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using UnityEngine;
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namespace Prefab
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{
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[RequireComponent(typeof(SpriteRenderer))]
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public class ImagePrefab : MonoBehaviour
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{
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[Header("Display Settings")] [SerializeField]
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private Sprite _defaultSprite;
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[SerializeField] private Color _tintColor = Color.white;
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[SerializeField, Range(0, 1)] private float _alpha = 1f;
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[SerializeField] private bool _preserveAspect = true;
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private SpriteRenderer _renderer;
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private Vector2 _originalSize;
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private bool _isInitialized;
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public Sprite DisplayedSprite => _renderer.sprite;
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public Color CurrentColor => _renderer.color;
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private void Awake()
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{
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InitializeRenderer();
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}
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private void InitializeRenderer()
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{
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if (_isInitialized) return;
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_renderer = GetComponent<SpriteRenderer>();
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// 初始尺寸记录
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if (_defaultSprite != null)
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{
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_originalSize = new Vector2(
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_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
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_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
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);
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}
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// 设置初始状态
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ApplyVisualSettings();
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_isInitialized = true;
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}
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private void ApplyVisualSettings()
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{
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if (!_isInitialized) InitializeRenderer();
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// 设置精灵和颜色
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_renderer.sprite = _defaultSprite;
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_renderer.color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
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// 保持原始纵横比
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if (_preserveAspect && _defaultSprite != null)
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{
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MaintainAspectRatio();
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}
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}
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private void MaintainAspectRatio()
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{
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Vector2 currentSize = transform.lossyScale;
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float aspectRatio = _originalSize.x / _originalSize.y;
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if (currentSize.x == 0 || currentSize.y == 0) return;
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float currentAspect = currentSize.x / currentSize.y;
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if (Mathf.Abs(currentAspect - aspectRatio) > 0.01f)
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{
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Vector2 newScale = currentSize;
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if (currentAspect > aspectRatio)
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{
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newScale.x = currentSize.y * aspectRatio;
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}
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else
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{
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newScale.y = currentSize.x / aspectRatio;
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}
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transform.localScale = newScale;
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}
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}
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// 公共控制方法
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public void SetSprite(Sprite newSprite)
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{
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_defaultSprite = newSprite;
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if (_defaultSprite != null)
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{
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_originalSize = new Vector2(
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_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
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_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
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);
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}
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ApplyVisualSettings();
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}
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public void SetColor(Color newColor)
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{
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_tintColor = newColor;
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ApplyVisualSettings();
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}
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public void SetAlpha(float newAlpha)
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{
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_alpha = Mathf.Clamp01(newAlpha);
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ApplyVisualSettings();
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}
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public void ToggleVisibility(bool isVisible)
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{
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if (!_isInitialized) InitializeRenderer();
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_renderer.enabled = isVisible;
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}
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public void SetSortingLayer(string layerName, int order)
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{
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if (!_isInitialized) InitializeRenderer();
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_renderer.sortingLayerName = layerName;
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_renderer.sortingOrder = order;
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// 编辑器模式下实时预览变化
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if (UnityEditor.EditorApplication.isPlaying)
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{
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ApplyVisualSettings();
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}
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else if (GetComponent<SpriteRenderer>() != null)
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{
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GetComponent<SpriteRenderer>().sprite = _defaultSprite;
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GetComponent<SpriteRenderer>().color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
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}
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}
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#endif
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}
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}
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3
Client/Assets/Scripts/Prefab/ImagePrefab.cs.meta
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3
Client/Assets/Scripts/Prefab/ImagePrefab.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0c360a9f1baf4eaf9afa85617c395b0d
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timeCreated: 1753331527
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90
Client/Assets/Scripts/Prefab/SpriteAnimator.cs
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90
Client/Assets/Scripts/Prefab/SpriteAnimator.cs
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@ -0,0 +1,90 @@
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using Base;
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using UnityEngine;
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namespace Prefab
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{
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[RequireComponent(typeof(SpriteRenderer))]
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public class SpriteAnimator : MonoBehaviour, ITick
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{
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// 公开字段(可在编辑器中设置)
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[SerializeField] private Sprite[] _sprites; // 动画精灵序列
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[SerializeField] private float _fps = 2; // 每秒帧数
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[SerializeField] private Sprite _staticSprite; // 暂停时的静态精灵
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private SpriteRenderer _renderer; // 渲染器组件
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private bool _isPaused; // 暂停状态
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private float _frameTimer; // 帧计时器
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private int _currentFrameIndex; // 当前帧索引
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private void Awake()
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{
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_renderer = GetComponent<SpriteRenderer>();
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ValidateStartFrame();
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}
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// ITick接口实现
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public void Tick()
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{
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var deltaTime=Time.deltaTime;
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if (_isPaused)
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{
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HandlePausedState();
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return;
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}
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PlayAnimation(deltaTime);
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}
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private void ValidateStartFrame()
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{
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// 确保有精灵时可显示有效帧
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if (_sprites != null && _sprites.Length > 0)
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{
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_currentFrameIndex = Mathf.Clamp(_currentFrameIndex, 0, _sprites.Length - 1);
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_renderer.sprite = _sprites[_currentFrameIndex];
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}
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else
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{
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_renderer.sprite = null;
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}
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}
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private void HandlePausedState()
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{
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// 优先使用静态精灵,否则保持当前帧
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if (_staticSprite)
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{
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_renderer.sprite = _staticSprite;
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}
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}
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private void PlayAnimation(float deltaTime)
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{
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if (_sprites == null || _sprites.Length == 0) return;
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// 更新帧计时器
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_frameTimer += deltaTime;
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float frameDuration = 1f / _fps;
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// 检查帧切换条件
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while (_frameTimer >= frameDuration)
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{
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_frameTimer -= frameDuration;
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NextFrame();
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}
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}
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private void NextFrame()
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{
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// 循环播放动画
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_currentFrameIndex = (_currentFrameIndex + 1) % _sprites.Length;
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_renderer.sprite = _sprites[_currentFrameIndex];
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}
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// 外部控制方法
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public void SetPaused(bool paused) => _isPaused = paused;
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public void SetSprites(Sprite[] newSprites) => _sprites = newSprites;
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public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
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public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
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}
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}
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Reference in New Issue
Block a user