(client) feat:实现身体贴图加载

This commit is contained in:
m0_75251201
2025-07-24 23:19:48 +08:00
parent 8471f00b64
commit c4ddc0d693
20 changed files with 613 additions and 258 deletions

View File

@ -14,9 +14,11 @@ namespace Managers
public class DefineManager : Singleton<DefineManager>
{
private static readonly string[] dataSetFilePath = { "Data", "Mods" };
//类别,定义名,定义
public Dictionary<string, Dictionary<string, Define>> defines = new();
//包id
public Dictionary<string, DefinePack> packs = new();
//类别,定义
public Dictionary<string, List<Define>> anonymousDefines = new();
/// <summary>
/// 初始化定义管理器,加载所有定义包并构建定义字典。
@ -46,12 +48,14 @@ namespace Managers
Dictionary<Type, FieldInfo[]> fieldCache = new();
// 需要链接的定义、需要链接的字段、链接信息
List<Tuple<Define, FieldInfo, Define>> defineCache = new();
string currentPackID = string.Empty;
void ProcessDefine(Define def)
{
if (def == null || def.isReferene)
return;
def.packID = currentPackID;
// 如果字段信息已经缓存,则直接使用缓存
if (!fieldCache.TryGetValue(def.GetType(), out var defineFields))
{
@ -89,11 +93,12 @@ namespace Managers
foreach (var pack in packs)
{
currentPackID = pack.Value.packID;
foreach (var (typeName, defList) in pack.Value.defines)
{
if (!defines.ContainsKey(typeName))
defines[typeName] = new Dictionary<string, Define>();
foreach (var def in defList)
{
defines[typeName][def.defName] = def;

View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base;
@ -12,6 +13,8 @@ namespace Managers
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public EntityPrefab defaultEntityPrefab;
public void Tick()
{
@ -57,6 +60,7 @@ namespace Managers
if (entityPrefab == null)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
@ -64,6 +68,7 @@ namespace Managers
if (pawnDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
GenerateDefaultEntity(pos);
return;
}
@ -79,6 +84,7 @@ namespace Managers
if (entityComponent == null)
{
Debug.LogError($"Error: EntityPrefab component not found on the instantiated object: {entity.name}");
GenerateDefaultEntity(pos);
return;
}
@ -96,12 +102,32 @@ namespace Managers
{
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}");
GenerateDefaultEntity(pos);
}
}
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
var entityComponent = entity.GetComponent<EntityPrefab>();
const string factionKey = "default";
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
}
protected override void OnStart()
{
factionEntities.Clear();
}
private void Start()
{
var pre = Resources.Load<GameObject>("Default/DefaultEntity");
defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
}
}
}

View File

@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using System.IO;
using Data;
using NUnit.Framework;
using UnityEngine;
namespace Managers
@ -8,17 +10,25 @@ namespace Managers
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
{
public Sprite defaultSprite;
//包名,图片名
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
//包名,图片名
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
//包名,文件路径,身体部件名
public Dictionary<string, Dictionary<string, Dictionary<string, List<Sprite>>>> bodyTexture = new();
public void Init()
{
if (packagesImages.Count > 0)
return;
defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
if(defaultSprite)
Debug.Log("加载成功");
InitImageDef();
InitDrawOrder();
packagesImages = null;
}
public void InitImageDef()
{
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
foreach (var ima in imageDef)
{
@ -38,6 +48,44 @@ namespace Managers
SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
}
}
public void InitDrawOrder()
{
var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
if (drawOrderDef == null || drawOrderDef.Length == 0)
{
return;
}
Dictionary<string, string> packRootSite = new();
foreach (var drawOrder in drawOrderDef)
{
if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
continue;
if (!packRootSite.ContainsKey(drawOrder.packID))
packRootSite[drawOrder.packID] = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
var rootPath= packRootSite[drawOrder.packID];
var folderPath=Path.Combine(rootPath, drawOrder.texturePath);
var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
new[]
{
"jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp"
});
foreach (var path in imagePath)
{
var image=Configs.ConfigProcessor.LoadTextureByIO(path);
if (image == null)
continue;
var spr=Sprite.Create(
image,
new Rect(0, 0, image.width, image.height),
new Vector2(0.5f, 0.5f) // 中心点
);
var name=Path.GetFileNameWithoutExtension(path);
InsertBodySprite(drawOrder.packID, drawOrder.texturePath, name, spr);
}
}
}
private void SplitTextureIntoSprites(
@ -131,5 +179,35 @@ namespace Managers
var fullName = $"{name}_{index}";
return GetSprite(packID, fullName);
}
/// <summary>
/// 插入 Sprite 到指定的嵌套字典中。
/// </summary>
/// <param name="packageName">包名。</param>
/// <param name="filePath">文件路径。</param>
/// <param name="bodyPartName">身体部件名。</param>
/// <param name="sprite">要插入的 Sprite 对象。</param>
public void InsertBodySprite(string packageName, string filePath, string bodyPartName, Sprite sprite)
{
// 确保第一层字典(包名)存在
if (!bodyTexture.ContainsKey(packageName))
{
bodyTexture[packageName] = new Dictionary<string, Dictionary<string, List<Sprite>>>();
}
// 确保第二层字典(文件路径)存在
if (!bodyTexture[packageName].ContainsKey(filePath))
{
bodyTexture[packageName][filePath] = new Dictionary<string, List<Sprite>>();
}
// 确保第三层字典(身体部件名)存在
if (!bodyTexture[packageName][filePath].ContainsKey(bodyPartName))
{
bodyTexture[packageName][filePath][bodyPartName] = new List<Sprite>();
}
// 将 Sprite 添加到列表中
bodyTexture[packageName][filePath][bodyPartName].Add(sprite);
}
}
}