(client)feat:实现动画组件和图片组件预制体

This commit is contained in:
m0_75251201
2025-07-24 13:19:27 +08:00
parent 179123f660
commit 8471f00b64
13 changed files with 605 additions and 313 deletions

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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()

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@ -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
}
}
}

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