(client)feat:实现子弹定义以及生成,实现初始化动画,实现血条 (#43)
Co-authored-by: zzdxxz <2079238449@qq.com> Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
@ -5,30 +5,57 @@ using UnityEngine.Tilemaps;
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namespace Managers
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{
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public class TileManager:Utils.Singleton<TileManager>
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/// <summary>
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/// 瓦片管理器,用于加载、初始化和管理瓦片资源。
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/// </summary>
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public class TileManager : Utils.Singleton<TileManager>
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{
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public Dictionary<string,TileBase> tileBaseMapping = new();
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/// <summary>
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/// 存储瓦片名称与瓦片对象的映射关系。
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/// </summary>
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public Dictionary<string, TileBase> tileBaseMapping = new();
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/// <summary>
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/// 存储瓦片索引与瓦片对象的映射关系。
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/// 索引由四个整数组成,表示瓦片的组合方式。
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/// </summary>
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public Dictionary<(int, int, int, int), TileBase> tileToTileBaseMapping = new();
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/// <summary>
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/// 存储瓦片名称与唯一 ID 的映射关系。
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/// </summary>
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public Dictionary<string, int> tileID = new();
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/// <summary>
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/// 初始化瓦片管理器。
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/// 加载所有瓦片定义、纹理映射表,并生成对应的瓦片对象。
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/// </summary>
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public void Init()
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{
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if (tileToTileBaseMapping.Count > 0)
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return;
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// 初始化图像包管理器
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Managers.PackagesImageManager.Instance.Init();
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var imagePack = Managers.PackagesImageManager.Instance;
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// 获取所有瓦片定义
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var tileType = Managers.DefineManager.Instance.QueryDefinesByType<TileDef>();
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for (var i = 0; i < tileType.Length; i++)
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{
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tileID.Add(tileType[i].name, i);
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}
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var tileTextureMappingDef=Managers.DefineManager.Instance.QueryDefinesByType<TileMappingTableDef>();
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// 处理瓦片纹理映射表定义
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var tileTextureMappingDef = Managers.DefineManager.Instance.QueryDefinesByType<TileMappingTableDef>();
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foreach (var mappingTableDef in tileTextureMappingDef)
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{
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foreach (var keyVal in mappingTableDef.tileDict)
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{
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var key = keyVal.Key;
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var val = keyVal.Value;
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// 检查键值格式是否合法
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var parts = key.Split('_');
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if (parts.Length != 4)
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{
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@ -37,6 +64,7 @@ namespace Managers
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continue;
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}
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// 检查键值中是否存在未定义的瓦片名称
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if (!(tileID.TryGetValue(parts[0], out var k1) &&
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tileID.TryGetValue(parts[1], out var k2) &&
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tileID.TryGetValue(parts[2], out var k3) &&
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@ -47,7 +75,8 @@ namespace Managers
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continue;
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}
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var sprite = imagePack.GetSprite(mappingTableDef.packID,val);
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// 获取对应精灵
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var sprite = imagePack.GetSprite(mappingTableDef.packID, val);
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if (sprite == null)
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{
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var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
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@ -55,6 +84,7 @@ namespace Managers
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continue;
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}
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// 检查是否存在重复索引
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if (tileToTileBaseMapping.ContainsKey((k1, k2, k3, k4)))
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{
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var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
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@ -62,6 +92,7 @@ namespace Managers
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continue;
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}
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// 加载瓦片并存储到映射表中
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var tile = LoadTile(sprite);
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tileToTileBaseMapping[(k1, k2, k3, k4)] = tile;
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tileBaseMapping[val] = tile;
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@ -69,18 +100,28 @@ namespace Managers
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}
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}
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/// <summary>
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/// 重新加载瓦片管理器。
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/// 清空当前的瓦片映射表并重新初始化。
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/// </summary>
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public void Reload()
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{
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tileToTileBaseMapping.Clear();
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Init();
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}
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public TileBase LoadTile(Sprite sprite)
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/// <summary>
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/// 将精灵加载为瓦片对象。
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/// </summary>
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/// <param name="sprite">要加载的精灵。</param>
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/// <param name="colliderType">瓦片的碰撞体类型,默认为 None。</param>
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/// <returns>返回加载成功的瓦片对象。</returns>
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public TileBase LoadTile(Sprite sprite, Tile.ColliderType colliderType = Tile.ColliderType.None)
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{
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var newTile = ScriptableObject.CreateInstance<Tile>();
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newTile.sprite = sprite;
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newTile.color = Color.white;
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newTile.colliderType = Tile.ColliderType.Sprite;
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newTile.color = Color.white;
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newTile.colliderType = colliderType;
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return newTile;
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}
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}
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