(client):feat:添加对列表定义读取的支持,ui管理器将对没有键的窗口也进行统一管理

This commit is contained in:
m0_75251201
2025-07-20 15:21:21 +08:00
parent 2e74833a18
commit 9dcc67d710
77 changed files with 2158 additions and 3750 deletions

View File

@ -7,23 +7,17 @@ namespace Base
{
public interface ITick
{
public void Tick()
{
}
public void Tick();
}
public interface ITickPhysics
{
public void TickPhysics()
{
}
public void TickPhysics();
}
public interface ITickUI
{
public void TickUI()
{
}
public void TickUI();
}
public class Clock : MonoSingleton<Clock>

View File

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -7,11 +8,15 @@ using Object = UnityEngine.Object;
namespace Base
{
public class UIInputControl:Utils.MonoSingleton<UIInputControl>
public class UIInputControl : Utils.MonoSingleton<UIInputControl>, ITickUI
{
// 存储窗口及其激活键的字典
public Dictionary<KeyCode, UIBase> UIwindowKeys = new();
private void Update()
// 存储没有激活键的窗口列表
private List<UIBase> noKeyWindows = new();
// 每帧更新逻辑
public void TickUI()
{
foreach (var kvp in UIwindowKeys)
{
@ -22,60 +27,147 @@ namespace Base
}
}
}
private void Init()
{
// 查找所有继承自 UIBase 的实例
UIBase[] uiInstances = Object.FindObjectsByType<UIBase>(FindObjectsSortMode.None);
UIwindowKeys.Clear();
noKeyWindows.Clear();
var uiInstances = Resources.FindObjectsOfTypeAll<UIBase>();
foreach (var uiBase in uiInstances)
{
var key = uiBase.actionButton;
// 忽略 None 按键
if (key == KeyCode.None)
{
noKeyWindows.Add(uiBase);
uiBase.Hide();
continue;
// 检查按键是否重复
}
if (UIwindowKeys.ContainsKey(key))
{
Debug.LogWarning($"Key '{key}' is already assigned to another window. Skipping...");
continue;
}
// 添加到字典
UIwindowKeys[key] = uiBase;
uiBase.Hide();
}
}
private void HandleWindowActivation(UIBase targetWindow)
private void HandleWindowActivation(UIBase targetWindow, bool isFunctionCall = false)
{
// 遍历所有窗口,关闭非目标窗口
foreach (var kvp in UIwindowKeys)
bool wasTargetVisible = targetWindow.IsVisible;
bool anyOtherWindowOpen = false;
// 遍历所有窗口(包括有键和无键窗口)
foreach (var kvp in UIwindowKeys.Concat(noKeyWindows.Select(w => new KeyValuePair<KeyCode, UIBase>(KeyCode.None, w))))
{
if (kvp.Value != targetWindow && kvp.Value.IsVisible)
if (kvp.Value == targetWindow)
{
kvp.Value.Hide();
continue;
}
if (kvp.Value.IsVisible)
{
if (!wasTargetVisible || isFunctionCall) // 只在目标窗口要打开时才关闭其他窗口
{
kvp.Value.Hide();
}
else
{
anyOtherWindowOpen = true; // 记录是否有其他窗口打开
}
}
}
// 切换目标窗口的显示状态
if (targetWindow.IsVisible)
if (wasTargetVisible)
{
targetWindow.Hide(); // 如果已经打开,则关闭
targetWindow.Hide();
}
else
{
targetWindow.Show(); // 如果未打开,则打开
targetWindow.Show();
}
bool currentWindowState = !wasTargetVisible || anyOtherWindowOpen;
if (Base.Clock.Instance.Pause != currentWindowState)
{
Base.Clock.Instance.Pause = currentWindowState;
}
}
/// <summary>
/// 模拟按键输入切换窗口
/// </summary>
/// <param name="keyCode">要模拟的按键</param>
public void SimulateKeyPress(KeyCode keyCode)
{
if (UIwindowKeys.TryGetValue(keyCode, out UIBase targetWindow))
{
HandleWindowActivation(targetWindow); // 调用内部逻辑处理
}
else
{
Debug.LogWarning($"No window is assigned to the key '{keyCode}'.");
}
}
/// <summary>
/// 打开指定的窗口(无论是否有激活键)
/// </summary>
/// <param name="window">要打开的窗口</param>
public void OpenWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot open the specified window as it is not registered.");
return;
}
HandleWindowActivation(window, true); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 关闭指定的窗口(无论是否有激活键)
/// </summary>
/// <param name="window">要关闭的窗口</param>
public void CloseWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot close the specified window as it is not registered.");
return;
}
HandleWindowActivation(window, true); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 切换指定窗口的显示状态(无论是否有激活键)
/// </summary>
/// <param name="window">要切换的窗口</param>
public void ToggleWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot toggle the specified window as it is not registered.");
return;
}
HandleWindowActivation(window, true); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 在对象销毁时清理事件监听
/// </summary>
private void OnDestroy()
{
// 移除事件监听
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// 在对象启动时初始化
/// </summary>
protected override void OnStart()
{
// 注册场景加载事件
@ -84,6 +176,10 @@ namespace Base
// 初始化时调用一次
Init();
}
/// <summary>
/// 场景加载完成后重新初始化
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 场景加载完成后调用 Init 方法

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4f17e95f87b94882a0a6b913f4cd3521
timeCreated: 1752978726

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@ -0,0 +1,13 @@
using UnityEngine;
namespace Camera
{
public class CameraControl:MonoBehaviour,Base.ITick
{
public Entity.Entity focusedEntity=null;
public void Tick()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f749a65b381541fab3f5dd5e487a457b
timeCreated: 1752977849

View File

@ -34,17 +34,49 @@ namespace Data
base.Init(xmlDef);
var nodes = xmlDef.Elements("DrawNodeDef");
if (nodes.Count() == 0)
var xElements = nodes as XElement[] ?? nodes.ToArray();
if (!xElements.Any())
return false;
foreach (var node in nodes)
{
var drawNode = new DrawNodeDef();
drawNode.Init(node);
drawNodes.Add(drawNode);
}
foreach (var node in xElements)
{
var drawNode = new DrawNodeDef();
drawNode.Init(node);
drawNodes.Add(drawNode);
}
return true;;
}
// 重载 == 运算符
public static bool operator ==(DrawingOrderDef a, DrawingOrderDef b)
{
if (ReferenceEquals(a, b)) return true; // 如果是同一个对象,直接返回 true
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) return false; // 如果其中一个为 null返回 false
return AreEqual(a, b);
}
// 重载 != 运算符
public static bool operator !=(DrawingOrderDef a, DrawingOrderDef b)
{
return !(a == b);
}
// 判断两个 DrawingOrderDef 是否相等
private static bool AreEqual(DrawingOrderDef a, DrawingOrderDef b)
{
// 比较 drawNodes 的数量
if (a.drawNodes.Count != b.drawNodes.Count)
return false;
// 递归比较每个 DrawNodeDef
for (int i = 0; i < a.drawNodes.Count; i++)
{
if (!DrawNodeDef.AreEqual(a.drawNodes[i], b.drawNodes[i]))
return false;
}
return true;
}
}
public class DrawNodeDef : Define
@ -77,16 +109,16 @@ namespace Data
public Vector2 StringToVector(string vectorDef)
{
// 去掉可能存在的括号和多余的空格
string cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
var cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
// 使用正则表达式匹配两个浮点数
Match match = Regex.Match(cleanedInput, @"\s*(-?\d+(\.\d*)?)\s*[, ]\s*(-?\d+(\.\d*)?)\s*");
var match = Regex.Match(cleanedInput, @"\s*(-?\d+(\.\d*)?)\s*[, ]\s*(-?\d+(\.\d*)?)\s*");
if (match.Success)
{
// 提取匹配到的两个浮点数
float x = float.Parse(match.Groups[1].Value);
float y = float.Parse(match.Groups[3].Value);
var x = float.Parse(match.Groups[1].Value);
var y = float.Parse(match.Groups[3].Value);
// 返回 Vector2 对象
return new Vector2(x, y);
@ -96,6 +128,30 @@ namespace Data
return Vector2.zero;
}
}
// 判断两个 DrawNodeDef 是否相等
public static bool AreEqual(DrawNodeDef a, DrawNodeDef b)
{
if (ReferenceEquals(a, b)) return true; // 如果是同一个对象,直接返回 true
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) return false; // 如果其中一个为 null返回 false
// 比较基本属性
if (a.drawNodeType != b.drawNodeType ||
a.nodeName != b.nodeName ||
a.position != b.position ||
Math.Abs(a.FPS - b.FPS) > 0.001f) // 浮点数比较需要考虑精度
return false;
// 比较 children 的数量
if (a.children.Count != b.children.Count)
return false;
// 递归比较每个子节点
for (var i = 0; i < a.children.Count; i++)
{
if (!AreEqual(a.children[i], b.children[i]))
return false;
}
return true;
}
}

View File

@ -279,8 +279,14 @@ namespace Data
value = reference;
}
}
else if(field.FieldType.IsArray)
{
value = ProcessArrayField(field, element);
}
else
{
value = Convert.ChangeType(element.Value, field.FieldType);
}
field.SetValue(define, value);
}
catch (Exception ex)
@ -289,7 +295,44 @@ namespace Data
}
}
}
private static object ProcessArrayField(FieldInfo field, XElement element)
{
Type elementType = field.FieldType.GetElementType();
if (elementType == null) return null;
var arrayElements = new List<object>();
foreach (var liElement in element.Elements())
{
if (elementType.IsSubclassOf(typeof(Define)))
{
Define nestedDefine = (Define)Activator.CreateInstance(elementType);
DefaultInitDefine(nestedDefine, liElement, elementType);
arrayElements.Add(nestedDefine);
}
else if (elementType.IsArray) // 嵌套数组处理
{
// 递归处理嵌套数组
var nestedArray = ProcessArrayField(
new { FieldType = elementType }.GetType().GetField("FieldType"),
liElement
);
arrayElements.Add(nestedArray);
}
else
{
// 基本类型处理
arrayElements.Add(Convert.ChangeType(liElement.Value, elementType));
}
}
// 构建结果数组
Array resultArray = Array.CreateInstance(elementType, arrayElements.Count);
for (int i = 0; i < arrayElements.Count; i++)
{
resultArray.SetValue(arrayElements[i], i);
}
return resultArray;
}
/// <summary>
/// 从 List<c>XDocument</c> 中查找指定根元素名称的文档。
/// </summary>

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@ -1,4 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Data
{
@ -11,6 +14,10 @@ namespace Data
drawingOrder_up,
drawingOrder_left,
drawingOrder_right;
public string[] behaviorTree;
public DrawingOrderDef GetDrawingOrder(Orientation orientation)
{
// 定义一个临时变量用于存储结果
@ -48,4 +55,33 @@ namespace Data
{
}
public class BehaviorTreeDef : Define
{
public BehaviorTreeDef[] childTree;
public string className;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
var nodes = xmlDef.Elements("Node");
var xElements = nodes as XElement[] ?? nodes.ToArray();
if (!xElements.Any())
return false;
className = xmlDef.Attribute("className")?.Value;
List<BehaviorTreeDef> children = new();
foreach (var node in xElements)
{
var childNode = new BehaviorTreeDef();
childNode.Init(node);
children.Add(childNode);
}
childTree = children.ToArray();
return true;
}
}
}

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@ -0,0 +1,35 @@
using System.Collections.Generic;
using UnityEngine;
namespace Entity
{
public abstract class AIBase
{
public virtual bool Run(Entity target)
{
foreach (var aiBase in children)
{
if (aiBase.Run(target))
return true;
}
return false;
}
public List<AIBase> children=new();
}
public class ContinuousMove : AIBase
{
override public bool Run(Entity target)
{
target.gameObject.transform.position +=
Time.deltaTime * target.runtimeAttributes.moveSpeed * target.direction;
return true;
}
}
public class TrackPlayer : AIBase
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7dba424df1b6411f91925da8288cb91f
timeCreated: 1752983113

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@ -1,96 +1,25 @@
using System;
using System.Linq;
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : MonoBehaviour
public class Character : Entity,ITick
{
private void Start()
public CharacterDef characterDef;
public GameObject body;
public void Init()
{
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
}
public void Init(CharacterDef def)
{
if (def == null)
if (characterDef == null)
return;
GenerateDrawNode(def.GetDrawingOrder(Orientation.Down));
}
// 生成图片或动画节点
private void GenerateDrawNode(DrawingOrderDef def)
public new void Tick()
{
// Debug.Log(def);
// 删除现有子节点
DeleteAllChildren();
// 生成根节点下的所有节点
foreach (var nodeDef in def.drawNodes) GenerateNode(nodeDef, transform); // 在当前节点下生成
}
// 递归生成节点
private void GenerateNode(DrawNodeDef nodeDef, Transform parent)
{
// Debug.Log(nodeDef.nodeName);
// 创建新的 GameObject 表示节点
var nodeObject = new GameObject(nodeDef.nodeName);
// 设置父节点
nodeObject.transform.SetParent(parent, false);
// 根据节点类型生成不同的内容
switch (nodeDef.drawNodeType)
{
case DrawNodeType.Image:
CreateImageNode(nodeObject);
break;
case DrawNodeType.Animation:
CreateAnimationNode(nodeObject);
break;
default:
Debug.LogWarning($"Unsupported node type: {nodeDef.drawNodeType}");
break;
}
// 递归生成子节点
if (nodeDef.children != null && nodeDef.children.Count > 0)
foreach (var childNodeDef in nodeDef.children)
GenerateNode(childNodeDef, nodeObject.transform); // 在当前节点下生成子节点
}
// 创建图片节点
private void CreateImageNode(GameObject nodeObject)
{
// 添加 SpriteRenderer 组件表示图片
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
spriteRenderer.sprite = Resources.Load<Sprite>("DefaultImage"); // 加载默认图片
spriteRenderer.color = Color.white; // 设置默认颜色
}
// 创建动画节点
private void CreateAnimationNode(GameObject nodeObject)
{
// 添加 Animator 组件表示动画
var animator = nodeObject.AddComponent<Animator>();
animator.runtimeAnimatorController =
Resources.Load<RuntimeAnimatorController>("DefaultAnimation"); // 加载默认动画控制器
}
private void DeleteAllChildren()
{
// 获取当前对象的 Transform
var parentTransform = transform;
// 删除所有子对象
foreach (Transform child in parentTransform) Destroy(child.gameObject); // 使用 Destroy 方法删除子对象
base.Tick();
}
}
}

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@ -0,0 +1,35 @@
using System.Collections.Generic;
using Base;
using UnityEngine;
namespace Entity
{
public abstract class Entity:MonoBehaviour,ITick
{
public bool playerControlled = false;
public List<AIBase> aiTree=new();
public Data.AttributesDef runtimeAttributes;
public Vector3 direction;
public void Tick()
{
foreach (var aiBase in aiTree)
{
if (aiBase.Run(this))
break;
}
}
public virtual void TryAttck()
{
}
public virtual void OnHit(Entity from)
{
var hit = from.runtimeAttributes.attack - runtimeAttributes.defense;
if (hit < 0)
hit = from.runtimeAttributes.attack / 100;
runtimeAttributes.health -= hit;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fbde354e0bcc4409b3378ee9b698ddc0
timeCreated: 1752932072

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@ -0,0 +1,45 @@
using UnityEngine;
namespace Entity
{
public class Outline:MonoBehaviour
{
public GameObject body;
public SpriteRenderer outlineRenderer;
public void Show()
{
var size = GetSize();
outlineRenderer.gameObject.SetActive(true);
outlineRenderer.size = size;
}
public void Hide()
{
outlineRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 获取指定对象及其所有子对象组成的图像的大小。
/// </summary>
/// <returns>
/// 返回一个 Vector3 对象,表示对象在世界空间中的总大小(宽度、高度、深度)。
/// 如果没有找到任何渲染器,则返回 (-1, -1, -1) 表示无效大小。
/// </returns>
public Vector3 GetSize()
{
var renderers = body.GetComponentsInChildren<Renderer>();
if (renderers.Length == 0)
{
return new(-1,-1);
}
var totalBounds = renderers[0].bounds;
for (var i = 1; i < renderers.Length; i++)
{
totalBounds.Encapsulate(renderers[i].bounds);
}
var size = totalBounds.size;
return size;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: acf99b9aa18d4ab9b4ce796d513d476b

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@ -0,0 +1,15 @@
using UnityEngine;
namespace Managers
{
public class Generator:MonoBehaviour
{
public GameObject entityLevel;
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d78f1b5a44344a4a987e308d3b9478cc
timeCreated: 1752937967

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@ -0,0 +1,9 @@
using UnityEngine;
namespace Prefab
{
public class EntityPrefab:MonoBehaviour
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b20b1846b9ef47db83c2ac8c4c4e82cb
timeCreated: 1752975550

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@ -11,11 +11,6 @@ namespace UI
public Prefab.TextPrefab textTemplate;
public Prefab.ButtonPrefab buttonTemplate;
void Awake()
{
actionButton = KeyCode.F1;
}
void Start()
{
@ -27,6 +22,9 @@ namespace UI
InitEvent();
InitCharacter();
}
void InitEvent()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
@ -42,7 +40,7 @@ namespace UI
void InitCharacter()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "点击切换人物";
title.Label = "生成人物";
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.CharacterDef>();
foreach (var def in defList)

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@ -0,0 +1,24 @@
namespace UI
{
public class EscUI:UIBase
{
public void ContinueButton()
{
Base.UIInputControl.Instance.CloseWindow(this);
}
public void ExitButton()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false; // 停止编辑器播放模式
#else
Application.Quit(); // 关闭游戏
#endif
}
public void SettingsButton()
{
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7eac7c56e1474c4ea646c0a408d293a3
timeCreated: 1752932683

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@ -0,0 +1,8 @@
namespace UI
{
public class PauseUI : UIBase
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: bcc7e9d015ee465684be520b65c2e182
timeCreated: 1752932641