(client)feat:实现动画组件和图片组件预制体
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@ -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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