(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:
2025-08-19 20:22:10 +08:00
committed by TheRedApricot
parent 670f778eee
commit d91210a6ff
119 changed files with 4797 additions and 2929 deletions

View File

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