(client) feat:窗口新增独占、占用输入属性,添加部分行为树节点和工作类
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@ -12,21 +12,21 @@ namespace UI
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public Prefab.TextPrefab textTemplate;
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public Prefab.ButtonPrefab buttonTemplate;
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void Start()
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private void Start()
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{
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Init();
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}
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void Init()
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private void Init()
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{
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InitEvent();
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InitCharacter();
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InitMonster();
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}
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void InitEvent()
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private void InitEvent()
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "事件菜单";
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@ -38,7 +38,7 @@ namespace UI
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}
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void InitCharacter()
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private void InitCharacter()
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "生成人物";
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@ -52,6 +52,22 @@ namespace UI
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button.AddListener(() => GenerateEntityCallback(pawnDef));
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}
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}
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private void InitMonster()
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{
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var title = InstantiatePrefab(textTemplate, menuContent.transform);
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title.Label = "生成怪物";
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var defList=Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.MonsterDef>();
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foreach (var def in defList)
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{
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var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
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button.Label = def.label;
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var pawnDef = def;
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button.AddListener(() => GenerateEntityCallback(pawnDef));
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}
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}
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/// <summary>
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/// 通用的实例化函数,返回实例化的预制件脚本组件。
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/// </summary>
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@ -59,7 +75,7 @@ namespace UI
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/// <param name="prefab">要实例化的预制件</param>
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/// <param name="parent">实例化对象的父对象</param>
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/// <returns>实例化的预制件脚本组件</returns>
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T InstantiatePrefab<T>(T prefab, Transform parent) where T : Component
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private T InstantiatePrefab<T>(T prefab, Transform parent) where T : Component
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{
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if (prefab == null || parent == null)
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{
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@ -81,7 +97,7 @@ namespace UI
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return instantiatedComponent;
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}
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void GenerateEntityCallback(PawnDef pawnDef)
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private void GenerateEntityCallback(PawnDef pawnDef)
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{
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Managers.EntityManage.Instance.GenerateEntity(pawnDef, new(0, 0));
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}
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