(client) feat:实现右键菜单

This commit is contained in:
m0_75251201
2025-07-23 18:53:14 +08:00
parent 046ebe3cfe
commit ac278fba46
19 changed files with 1146 additions and 790 deletions

View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using AI;
using Base;
@ -14,6 +15,7 @@ namespace Entity
public AttributesDef attributes;
public Vector3 direction;
public GameObject body;
public string affiliation;
public bool canSelect = true;
public bool IsChase { set; get; } = true;
@ -21,21 +23,34 @@ namespace Entity
{
set
{
if (!value)
if (value)
{
IsChase = true;
currentJob = null;
}
_isPlayerControlled = value;
}
get => _isPlayerControlled;
}
public bool IsDead => attributes.health <= 0;
private bool _isPlayerControlled = false;
private bool _warning = false;
public virtual void Init(PawnDef pawnDef)
{
attributes = pawnDef.attributes.Clone();
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
affiliation=pawnDef.affiliation;
//定义的tag有限不用这个了
// if(!string.IsNullOrEmpty(affiliation))
// gameObject.CompareTag(affiliation);
}
public void Tick()
{
if (PlayerControlled)
if (_isPlayerControlled)
{
UpdatePlayerControls();
}
@ -72,9 +87,9 @@ namespace Entity
direction = (pos - transform.position).normalized;
}
public virtual void Kill(float delay = 0)
public virtual void Kill()
{
Destroy(gameObject,delay);
attributes.health = 0;
}
private void AutoBehave()
@ -99,42 +114,97 @@ namespace Entity
private void UpdatePlayerControls()
{
// 获取当前键盘输入状态
var inputDirection = new Vector3();
// 检测 Shift 键状态
var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false否则 true
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
var inputDirection = Vector2.zero;
// 检测 WASD 输入
// 检测 WASD 或方向键输入
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
inputDirection += Vector3.forward; // 向移动
inputDirection += Vector2.up; // 向移动Y 轴正方向)
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
inputDirection += Vector3.back; // 向移动
inputDirection += Vector2.down; // 向移动Y 轴负方向)
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
inputDirection += Vector3.left; // 向左移动
inputDirection += Vector2.left; // 向左移动X 轴负方向)
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
inputDirection += Vector3.right; // 向右移动
inputDirection += Vector2.right; // 向右移动X 轴正方向)
}
// 如果有输入方向,则设置目标位置并尝试移动
if (inputDirection != Vector3.zero)
if (inputDirection == Vector2.zero) return;
// 归一化方向向量,确保对角线移动速度一致
inputDirection = inputDirection.normalized;
// 设置目标位置2D 移动Z 轴保持不变)
var targetPosition = transform.position + new Vector3(inputDirection.x, inputDirection.y, 0);
// 调用 SetTarget 方法设置目标位置
SetTarget(targetPosition);
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
}
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
{
if (behaviorTreeDef == null)
return null;
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
// 归一化方向向量,确保对角线移动速度一致
inputDirection = inputDirection.normalized;
// 设置目标位置(假设当前位置为 transform.position
Vector3 targetPosition = transform.position + inputDirection;
// 调用 SetTarget 方法设置目标位置
SetTarget(targetPosition);
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
}
// 使用反射根据 className 创建具体的 AIBase 子类实例
private static AIBase CreateAIBaseInstance(string className)
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
{
return (AIBase)Activator.CreateInstance(typeof(AIBase));
}
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI"};
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}