(client) feat:完成实体生成函数,修复行为树加载错误,改进Define打印缩进
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88
Client/Assets/Scripts/Managers/EntityManage.cs
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88
Client/Assets/Scripts/Managers/EntityManage.cs
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using System.Collections.Generic;
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using System.Linq;
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using Prefab;
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using UnityEngine;
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namespace Managers
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{
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public class EntityManage:MonoBehaviour
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{
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public Dictionary<string, List<EntityPrefab>> factionEntities = new();
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public GameObject entityLevel;
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public EntityPrefab entityPrefab;
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void Update()
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{
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// 检测鼠标左键是否按下
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if (Input.GetMouseButtonDown(0))
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{
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var ray = Camera.main.ScreenPointToRay(Input.mousePosition); // 获取从相机发出的射线
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if (Physics.Raycast(ray, out var hit)) // 检测射线是否击中物体
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{
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Debug.Log("点击了物体: " + hit.collider.gameObject.name);
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}
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}
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}
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/// <summary>
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/// 根据给定的PawnDef生成一个实体对象。
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/// </summary>
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/// <param name="pawnDef">定义实体属性的PawnDef对象。</param>
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/// <param name="pos">实体生成的位置。</param>
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/// <remarks>
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/// 1. 如果entityPrefab或pawnDef为null,则不会生成实体。
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/// 2. 实体将被创建在entityLevel.transform下。
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/// 3. 使用EntityPrefab组件初始化实体。
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/// </remarks>
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public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
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{
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// 检查entityPrefab是否为空
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if (entityPrefab == null)
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{
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Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
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return;
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}
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// 检查pawnDef是否为空
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if (pawnDef == null)
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{
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Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
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return;
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}
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try
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{
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// 实例化实体对象
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var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
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// 获取EntityPrefab组件
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var entityComponent = entity.GetComponent<EntityPrefab>();
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// 检查EntityPrefab组件是否存在
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if (entityComponent == null)
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{
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Debug.LogError($"Error: EntityPrefab component not found on the instantiated object: {entity.name}");
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return;
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}
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// 初始化实体组件
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entityComponent.Init(pawnDef);
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// 确保派系键存在,并初始化对应的列表
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var factionKey = pawnDef.attributes.label == null ? "default" : pawnDef.attributes.label;
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if (!factionEntities.ContainsKey(factionKey))
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{
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factionEntities[factionKey] = new List<EntityPrefab>();
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}
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factionEntities[factionKey].Add(entityComponent);
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Base.Clock.AddTick(entity.GetComponent<Entity.Entity>());
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}
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catch (System.Exception ex)
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{
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// 捕获并记录任何异常
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Debug.LogError($"An error occurred while generating the entity: {ex.Message}");
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}
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}
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}
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}
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