(client) feat:实现健康状态定义,实现事件定义

This commit is contained in:
m0_75251201
2025-08-27 22:39:34 +08:00
parent f4ce4fcf1f
commit 9713ad9129
22 changed files with 313 additions and 32 deletions

View File

@ -25,6 +25,7 @@ namespace Entity
var maxIndex = Inventory != null && Inventory.Capacity > 0 ? Inventory.Capacity - 1 : 0;
var clampedValue = Mathf.Clamp(value, 0, maxIndex);
_currentSelected = clampedValue;
InitWeaponAnimator();
}
}
@ -68,29 +69,6 @@ namespace Entity
return remainingQuantity;
}
// public override void TryAttack()
// {
// if (IsAttacking)
// return;
// if (!DefineManager.Instance.defines.TryGetValue(nameof(BulletDef), out var def))
// return;
// // 修正First() 可能会在一个空的 Values 集合上抛出异常。
// // 更好的做法是使用 TryGetValue 或 FirstOrDefault 并检查结果。
// // 这里假设至少有一个 BulletDef 存在,如果不是,需要更复杂的错误处理。
// var bulletDefEntry = def.Values.FirstOrDefault();
// if (bulletDefEntry == null)
// {
// Debug.LogError("No BulletDef found in DefineManager. Cannot attack.");
// return;
// }
//
// var bulletDef = (BulletDef)bulletDefEntry;
//
// Vector3 dir = MousePosition.GetWorldPosition();
// EntityManage.Instance.GenerateBulletEntity(Program.Instance.FocusedDimensionId, bulletDef, Position,
// dir - Position, this);
// }
public override WeaponResource GetCurrentWeapon()
{
var currentSelectItem = Inventory.GetSlot(CurrentSelected);

View File

@ -32,6 +32,12 @@ namespace Entity
public EntityPrefab entityPrefab;
public EntityDef entityDef;
/// <summary>
/// 手上拿着显示的贴图
/// </summary>
public GameObject weaponAnimator;
public ITick[] weaponAnimatorNodeList;
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
@ -183,13 +189,32 @@ namespace Entity
this.entityDef = entityDef;
HideHealthBar();
InitWeaponAnimator();
}
protected virtual void InitWeaponAnimator()
{
for (var i = 0; i < weaponAnimator.transform.childCount; i++)
{
Destroy(weaponAnimator.transform.GetChild(i).gameObject);
weaponAnimatorNodeList = null;
}
var weapon = GetCurrentWeapon();
if (weapon == null)
{
weaponAnimator.SetActive(false);
return;
}
var weaponAnimation = weapon.InstantiateAttackAnimation(weaponAnimator.transform);
weaponAnimatorNodeList = weaponAnimation.animationComponents;
}
/// <summary>
/// 初始化实体的身体部分,包括不同朝向下的绘图节点。
/// </summary>
/// <param name="drawingOrder">绘制顺序定义。</param>
public virtual void InitBody(DrawingOrderDef drawingOrder)
protected virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 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();
@ -295,7 +320,7 @@ namespace Entity
/// <param name="drawNode">绘图节点定义。</param>
/// <param name="parent">父节点对象。</param>
/// <returns>创建的GameObject如果失败则返回null</returns>
public virtual GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
protected virtual GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
{
try
{
@ -470,6 +495,13 @@ namespace Entity
}
}
if (weaponAnimatorNodeList != null)
{
foreach (var tick in weaponAnimatorNodeList)
{
tick.Tick();
}
}
if (IsShowingHealthBarUI)
{
_hitBarUIShowTimer -= Time.deltaTime;