(client) feat:添加事件定义,定义部分怪物
This commit is contained in:
12
Client/Assets/Scripts/EventWorkClass/EventWorkClassBase.cs
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12
Client/Assets/Scripts/EventWorkClass/EventWorkClassBase.cs
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using Base;
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using UnityEngine;
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namespace EventWorkClass
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{
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public abstract class EventWorkClassBase
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{
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public abstract void Init(string value);
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public abstract void Run(string dimensionID);
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 1258c84f5c82460ead132b62741c0be3
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timeCreated: 1756786734
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305
Client/Assets/Scripts/EventWorkClass/Event_EntityGenerater.cs
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305
Client/Assets/Scripts/EventWorkClass/Event_EntityGenerater.cs
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using System;
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using Data;
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using Managers;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace EventWorkClass
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{
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/// <summary>
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/// Event_EntityGenerater 事件的配置数据结构。
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/// </summary>
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[Serializable]
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public class EntityGenerateConfig
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{
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/// <summary>
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/// 要生成的实体定义名 (defName)。
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/// </summary>
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public string EntityDefName;
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/// <summary>
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/// 要生成的实体定义的具体类型名,例如 "CharacterDef" 或 "MonsterDef"。
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/// 用于 DefineManager 的严格类型查找。
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/// </summary>
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public string EntityDefTypeName;
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/// <summary>
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/// 生成位置类型。
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/// </summary>
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public EntitySpawnLocationType LocationType;
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// 以下是各种LocationType可能需要的配置参数
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/// <summary>
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/// 用于 AroundSpecificCoordinates 类型:生成中心坐标。
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/// </summary>
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public Vector3 CenterCoordinates;
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/// <summary>
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/// 用于 AroundSpecificCoordinates 或 AroundTargetEntity 类型:生成半径。
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/// </summary>
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public float Radius = 10f; // 默认半径
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/// <summary>
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/// 用于 InsideSpecificBuildingType 类型:目标建筑的类型ID。
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/// </summary>
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public string BuildingTypeId;
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/// <summary>
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/// 用于 AroundTargetEntity 类型:目标派系的定义名 (factionDefName)。
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/// </summary>
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public string TargetFactionDefName;
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/// <summary>
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/// 用于 AtPredefinedSpawnPoint 类型:预定义生成点的ID。
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/// </summary>
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public string SpawnPointId;
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/// <summary>
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/// 用于 OffMap 类型:距离地图边界的额外偏移量。
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/// </summary>
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public float OffMapOffset = 5f;
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}
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/// <summary>
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/// 定义生成器生成地图实体的可能位置类型。
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/// </summary>
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public enum EntitySpawnLocationType
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{
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/// <summary>
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/// 未指定或无效的生成位置类型。
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/// </summary>
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None = 0,
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/// <summary>
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/// 在地图的可玩区域边界之外生成实体。
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/// 例如:用于在地图边缘或不可见区域生成物体,然后开始移动进入地图。
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/// </summary>
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OffMap,
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/// <summary>
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/// 在指定类型建筑的内部或附近生成实体。
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/// 例如:在 "工厂"、"商店"、"居住区" 等建筑内或其出入口。
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/// 需要一个标识符来指定建筑类型。
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/// </summary>
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InsideSpecificBuildingType,
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/// <summary>
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/// 在指定坐标点的周围区域内生成实体。
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/// 需要额外的坐标参数和半径/范围参数。
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/// </summary>
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AroundSpecificCoordinates,
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/// <summary>
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/// 在特定派系(或其他指定目标实体,例如NPC或特定对象)的周围区域内生成实体。
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/// 需要一个标识符来指定目标派系的定义名,以及一个半径/范围参数。
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/// </summary>
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AroundTargetEntity,
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/// <summary>
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/// 在地图上的随机可生成点生成实体。
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/// </summary>
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RandomlyOnMap,
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/// <summary>
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/// 在预定义的生成点(Spawn Point)生成实体。
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/// 这些点通常由地图设计者放置,并带有唯一的ID或名称。
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/// </summary>
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AtPredefinedSpawnPoint
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}
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public class Event_EntityGenerater : EventWorkClassBase
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{
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private EntityGenerateConfig _config;
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private EntityDef _aimEntity;
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/// <summary>
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/// 初始化实体生成器事件。
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/// </summary>
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/// <param name="value">包含事件配置的JSON字符串。</param>
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public override void Init(string value)
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{
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if (string.IsNullOrEmpty(value))
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{
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Debug.LogError("初始化值为空或null。请提供一个JSON配置字符串。");
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return;
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}
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try
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{
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_config = JsonUtility.FromJson<EntityGenerateConfig>(value);
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if (_config == null)
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{
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Debug.LogError($"无法解析配置JSON: {value}");
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return;
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}
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if (string.IsNullOrEmpty(_config.EntityDefTypeName))
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{
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Debug.LogError($"实体定义类型名为空或null (实体定义名: '{_config.EntityDefName}')。无法查找实体定义。");
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return;
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}
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_aimEntity = (EntityDef)DefineManager.Instance.FindDefine(_config.EntityDefTypeName,_config.EntityDefName);
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if (_aimEntity == null)
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{
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Debug.LogError($"未找到实体定义 (名称: '{_config.EntityDefName}', 类型: '{_config.EntityDefTypeName}')。请检查配置。");
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"解析配置JSON时出错: {value}。异常信息: {ex.Message}");
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}
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}
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/// <summary>
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/// 运行实体生成器事件,在指定维度生成实体。
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/// </summary>
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/// <param name="dimensionID">要生成实体的维度ID。</param>
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public override void Run(string dimensionID)
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{
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if (_config == null)
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{
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Debug.LogError("事件配置(_config)为空。Init()可能失败了。");
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return;
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}
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if (_aimEntity == null)
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{
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Debug.LogError($"目标实体定义为空 (名称: {_config.EntityDefName}, 类型: {_config.EntityDefTypeName})。无法生成实体。");
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return;
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}
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var position = GetPosition(dimensionID);
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// 检查 GetPosition 是否返回了有效的非零位置,除非它是 AroundSpecificCoordinates 且中心点就是 Vector3.zero
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if (position == Vector3.zero && (_config.LocationType != EntitySpawnLocationType.AroundSpecificCoordinates || _config.CenterCoordinates != Vector3.zero))
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{
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Debug.LogWarning($"未能为类型 {_config.LocationType} 获取有效的生成位置。实体可能在原点 (0,0,0) 生成。");
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}
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if (_aimEntity is CharacterDef characterDef)
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{
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EntityManage.Instance.GenerateEntity(dimensionID, characterDef, position);
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Debug.Log($"已在维度 {dimensionID} 的 {position} 位置生成角色 '{characterDef.defName}'。");
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return;
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}
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if (_aimEntity is MonsterDef monsterDef)
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{
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EntityManage.Instance.GenerateMonsterEntity(dimensionID, monsterDef, position);
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Debug.Log($"已在维度 {dimensionID} 的 {position} 位置生成怪物 '{monsterDef.defName}'。");
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return;
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}
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Debug.LogWarning($"目标实体 '{_aimEntity.defName}' (类型: {_aimEntity.GetType().Name}) 既不是 CharacterDef 也不是 MonsterDef。" +
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$"如果你想生成其他类型,EntityManage需要一个通用的生成实体方法。没有生成任何实体。");
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}
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/// <summary>
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/// 根据配置获取实体生成位置。
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/// </summary>
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/// <param name="dimensionID">要获取位置的维度ID。</param>
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/// <returns>计算出的生成位置,如果失败则返回 Vector3.zero。</returns>
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private Vector3 GetPosition(string dimensionID)
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{
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if (_config == null)
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{
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Debug.LogError("获取位置时配置为空。返回 Vector3.zero。");
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return Vector3.zero;
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}
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var dimension = Program.Instance.GetDimension(dimensionID);
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if (dimension == null)
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{
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Debug.LogError($"未找到维度 '{dimensionID}'。无法确定生成位置。");
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return Vector3.zero;
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}
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var mapGenerator = dimension.mapGenerator;
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if (mapGenerator == null)
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{
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Debug.LogError($"维度 '{dimensionID}' 的地图生成器为空。无法确定生成位置。");
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return Vector3.zero;
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}
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switch (_config.LocationType)
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{
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case EntitySpawnLocationType.OffMap:
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{
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var size = mapGenerator.GetSize();
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var dir = Random.Range(0, 4); // 0:上, 1:下, 2:左, 3:右
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Vector2Int gridCoord; // 地图网格坐标
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Vector2Int worldCoord2D; // GetWorldCoordinates 返回的 Vector2Int
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Vector3 worldPos3D; // 最终的 Vector3 世界坐标
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var offset = _config.OffMapOffset;
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switch (dir)
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{
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case 0: // Top border (max Y)
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gridCoord = new Vector2Int(Random.Range(0, size.x), size.y);
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worldCoord2D = mapGenerator.GetWorldCoordinates(gridCoord);
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worldPos3D = new Vector3(worldCoord2D.x, worldCoord2D.y, 0f); // 转换为 Vector3
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worldPos3D.y += offset;
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break;
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case 1: // Bottom border (min Y)
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gridCoord = new Vector2Int(Random.Range(0, size.x), 0);
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worldCoord2D = mapGenerator.GetWorldCoordinates(gridCoord);
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worldPos3D = new Vector3(worldCoord2D.x, worldCoord2D.y, 0f); // 转换为 Vector3
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worldPos3D.y -= offset;
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break;
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case 2: // Left border (min X)
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gridCoord = new Vector2Int(0, Random.Range(0, size.y));
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worldCoord2D = mapGenerator.GetWorldCoordinates(gridCoord);
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worldPos3D = new Vector3(worldCoord2D.x, worldCoord2D.y, 0f); // 转换为 Vector3
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worldPos3D.x -= offset;
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break;
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case 3: // Right border (max X)
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gridCoord = new Vector2Int(size.x, Random.Range(0, size.y));
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worldCoord2D = mapGenerator.GetWorldCoordinates(gridCoord);
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worldPos3D = new Vector3(worldCoord2D.x, worldCoord2D.y, 0f); // 转换为 Vector3
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worldPos3D.x += offset;
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break;
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default:
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Debug.LogError("OffMap 生成方向无效。不应该发生此情况。");
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return Vector3.zero;
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}
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worldPos3D.x += Random.Range(-offset / 2f, offset / 2f);
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worldPos3D.y += Random.Range(-offset / 2f, offset / 2f);
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return worldPos3D;
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}
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case EntitySpawnLocationType.AroundSpecificCoordinates:
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{
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var center = _config.CenterCoordinates;
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var radius = _config.Radius;
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var randomOffset = Random.insideUnitCircle * radius;
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return new Vector3(center.x + randomOffset.x, center.y + randomOffset.y, center.z);
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}
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case EntitySpawnLocationType.AroundTargetEntity:
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{
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if (string.IsNullOrEmpty(_config.TargetFactionDefName))
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{
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Debug.LogWarning($"配置了 'AroundTargetEntity',但 'TargetFactionDefName' 为空或null。无法找到派系实体。将在原点生成。");
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return Vector3.zero;
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}
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var factionEntities = EntityManage.Instance.FindEntitiesByFaction(dimensionID, _config.TargetFactionDefName);
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if (factionEntities == null || factionEntities.Length == 0)
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{
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Debug.LogWarning($"在维度 '{dimensionID}' 中未找到派系 '{_config.TargetFactionDefName}' 的任何实体。将在原点生成。");
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return Vector3.zero;
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}
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var randomIndex = Random.Range(0, factionEntities.Length);
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var targetEntityPrefab = factionEntities[randomIndex];
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if (targetEntityPrefab == null || targetEntityPrefab.transform == null)
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{
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Debug.LogWarning($"从派系 '{_config.TargetFactionDefName}' 中随机选择的实体为空或没有Transform组件。将在原点生成。");
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return Vector3.zero;
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}
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var center = targetEntityPrefab.transform.position;
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var radius = _config.Radius;
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var randomOffset = Random.insideUnitCircle * radius;
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Debug.Log($"围绕派系 '{_config.TargetFactionDefName}' 的实体 (世界坐标: {center}) 生成。生成的偏移量: {randomOffset}。");
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return new Vector3(center.x + randomOffset.x, center.y + randomOffset.y, center.z);
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}
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case EntitySpawnLocationType.RandomlyOnMap:
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{
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var size = mapGenerator.GetSize();
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var randomGridPos = new Vector2Int(Random.Range(0, size.x), Random.Range(0, size.y));
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var worldCoord2D = mapGenerator.GetWorldCoordinates(randomGridPos);
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var worldPos3D = new Vector3(worldCoord2D.x, worldCoord2D.y, 0f);
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Debug.Log($"随机地图生成位置: {worldPos3D} (网格坐标: {randomGridPos})。");
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return worldPos3D;
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}
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case EntitySpawnLocationType.InsideSpecificBuildingType:
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{
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Debug.LogWarning($"类型为 'InsideSpecificBuildingType' ({_config.BuildingTypeId}) 的生成逻辑尚未实现。返回 Vector3.zero。");
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return Vector3.zero;
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}
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case EntitySpawnLocationType.AtPredefinedSpawnPoint:
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{
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Debug.LogWarning($"类型为 'AtPredefinedSpawnPoint' ({_config.SpawnPointId}) 的生成逻辑尚未实现。返回 Vector3.zero。");
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return Vector3.zero;
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}
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case EntitySpawnLocationType.None:
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default:
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Debug.LogWarning($"未知或不支持的生成位置类型: {_config.LocationType}。返回 Vector3.zero。");
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return Vector3.zero;
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||
guid: aea1fb7d2e1c45e4ac62da4ae8f81393
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timeCreated: 1756789875
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273
Client/Assets/Scripts/EventWorkClass/Event_GiveHediff.cs
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273
Client/Assets/Scripts/EventWorkClass/Event_GiveHediff.cs
Normal file
@ -0,0 +1,273 @@
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using System;
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using System.Collections.Generic;
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using Data;
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using Managers;
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using UnityEngine;
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using System.Linq;
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using Entity;
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using Map; // 用于 LINQ
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namespace EventWorkClass
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{
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/// <summary>
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/// Event_GiveHediff 事件的配置数据结构。
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/// </summary>
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[Serializable]
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public class GiveHediffConfig
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{
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/// <summary>
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/// 要添加或移除的 Hediff 的定义名 (defName)。
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/// </summary>
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public string HediffDefName;
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/// <summary>
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/// 要添加或移除的 Hediff 定义的具体类型名,例如 "HediffDef" 或其子类名。
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/// 用于 DefineManager 的严格类型查找。
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/// </summary>
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public string HediffDefTypeName;
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/// <summary>
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/// 要执行的操作类型:添加或移除 Hediff。
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/// </summary>
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public HediffActionType ActionType;
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/// <summary>
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/// 目标实体选择类型。
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/// </summary>
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public TargetEntitySelectionType TargetSelectionType;
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// 以下是各种 TargetSelectionType 可能需要的配置参数
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/// <summary>
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/// 用于 SpecificEntityById 类型:目标实体的唯一ID。
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/// </summary>
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public string TargetEntityId;
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/// <summary>
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/// 用于 AllEntitiesInFaction 或 TargetSpecificFactionLeader 类型:目标派系的定义名 (factionDefName)。
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/// </summary>
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public string TargetFactionDefName;
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/// <summary>
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/// 用于 AroundSpecificCoordinates 类型:生成中心坐标。
|
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/// </summary>
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public Vector3 CenterCoordinates;
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/// <summary>
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/// 用于 AroundSpecificCoordinates 类型:搜索半径。
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/// </summary>
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public float Radius = 10f; // 默认半径
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}
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/// <summary>
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/// 定义针对 Hediff 的操作类型。
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/// </summary>
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public enum HediffActionType
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{
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/// <summary>
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/// 添加 Hediff。
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/// </summary>
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Add,
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/// <summary>
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/// 移除 Hediff。
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/// </summary>
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Remove
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}
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/// <summary>
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||||
/// 定义目标实体选择的类型。
|
||||
/// </summary>
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||||
public enum TargetEntitySelectionType
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||||
{
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||||
/// <summary>
|
||||
/// 未指定或无效的目标选择类型。
|
||||
/// </summary>
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||||
None = 0,
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/// <summary>
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||||
/// 目标是当前玩家(如果存在)。
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/// </summary>
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Player,
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/// <summary>
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||||
/// 目标是指定派系的所有活动实体。
|
||||
/// </summary>
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||||
AllEntitiesInFaction,
|
||||
/// <summary>
|
||||
/// 目标是指定坐标周围半径内的所有生物。
|
||||
/// </summary>
|
||||
AroundSpecificCoordinates
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event_GiveHediff 事件类:用于给予或移除健康状态 (Hediff)。
|
||||
/// </summary>
|
||||
public class Event_GiveHediff : EventWorkClassBase
|
||||
{
|
||||
private GiveHediffConfig _config;
|
||||
private HediffDef _aimHediffDef;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化 Hediff 给予/移除事件。
|
||||
/// </summary>
|
||||
/// <param name="value">包含事件配置的JSON字符串。</param>
|
||||
public override void Init(string value)
|
||||
{
|
||||
if (string.IsNullOrEmpty(value))
|
||||
{
|
||||
Debug.LogError("Event_GiveHediff: 初始化值为空或null。请提供一个JSON配置字符串。");
|
||||
return;
|
||||
}
|
||||
try
|
||||
{
|
||||
_config = JsonUtility.FromJson<GiveHediffConfig>(value);
|
||||
if (_config == null)
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: 无法解析配置JSON: {value}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(_config.HediffDefTypeName) || string.IsNullOrEmpty(_config.HediffDefName))
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: Hediff定义类型名或名称为空或null (名称: '{_config.HediffDefName}', 类型: '{_config.HediffDefTypeName}')。无法查找Hediff定义。");
|
||||
return;
|
||||
}
|
||||
|
||||
_aimHediffDef = (HediffDef)DefineManager.Instance.FindDefine(_config.HediffDefTypeName, _config.HediffDefName);
|
||||
if (_aimHediffDef == null)
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: 未找到Hediff定义 (名称: '{_config.HediffDefName}', 类型: '{_config.HediffDefTypeName}')。请检查配置。");
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: 解析配置JSON时出错: {value}。异常信息: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 运行 Hediff 给予/移除事件。
|
||||
/// </summary>
|
||||
/// <param name="dimensionID">目标实体所在的维度ID。</param>
|
||||
public override void Run(string dimensionID)
|
||||
{
|
||||
if (_config == null)
|
||||
{
|
||||
Debug.LogError("Event_GiveHediff: 事件配置(_config)为空。Init()可能失败了。");
|
||||
return;
|
||||
}
|
||||
if (_aimHediffDef == null)
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: 目标Hediff定义为空 (名称: {_config.HediffDefName}, 类型: {_config.HediffDefTypeName})。无法执行操作。");
|
||||
return;
|
||||
}
|
||||
|
||||
var targetEntities = GetTargetEntities(dimensionID);
|
||||
if (targetEntities == null || targetEntities.Count == 0)
|
||||
{
|
||||
Debug.LogWarning($"Event_GiveHediff: 在维度 '{dimensionID}' 中未找到符合条件的目标实体 (选择类型: {_config.TargetSelectionType})。");
|
||||
return;
|
||||
}
|
||||
|
||||
var successCount = 0;
|
||||
var failedCount = 0;
|
||||
var hediffInstance = new Hediff(_aimHediffDef); // 创建 Hediff 实例
|
||||
|
||||
foreach (var entity in targetEntities)
|
||||
{
|
||||
if (entity is LivingEntity livingEntity)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_config.ActionType == HediffActionType.Add)
|
||||
{
|
||||
livingEntity.AddHediff(hediffInstance);
|
||||
Debug.Log($"Event_GiveHediff: 已向实体 '{livingEntity.name}' 添加 Hediff '{_aimHediffDef.defName}'。");
|
||||
successCount++;
|
||||
}
|
||||
else if (_config.ActionType == HediffActionType.Remove)
|
||||
{
|
||||
livingEntity.RemoveHediff(hediffInstance);
|
||||
Debug.Log($"Event_GiveHediff: 已从实体 '{livingEntity.name}' 移除 Hediff '{_aimHediffDef.defName}'。");
|
||||
successCount++;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: 对实体 '{entity.name}' 执行 Hediff 操作时出错: {ex.Message}");
|
||||
failedCount++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Event_GiveHediff: 实体 '{entity.name}' (类型: {entity.GetType().Name}) 不是 LivingEntity,无法添加/移除 Hediff。");
|
||||
failedCount++;
|
||||
}
|
||||
}
|
||||
Debug.Log($"Event_GiveHediff: 完成操作。成功: {successCount},失败: {failedCount} (Hediff: {_aimHediffDef.defName}, 操作: {_config.ActionType})。");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据配置获取目标实体列表。
|
||||
/// </summary>
|
||||
/// <param name="dimensionID">维度ID。</param>
|
||||
/// <returns>符合条件的目标实体列表。</returns>
|
||||
private List<Entity.Entity> GetTargetEntities(string dimensionID)
|
||||
{
|
||||
var entities = new List<Entity.Entity>();
|
||||
var dimension = Program.Instance.GetDimension(dimensionID);
|
||||
|
||||
if (dimension == null)
|
||||
{
|
||||
Debug.LogError($"Event_GiveHediff: 未找到维度 '{dimensionID}'。无法获取目标实体。");
|
||||
return entities;
|
||||
}
|
||||
|
||||
switch (_config.TargetSelectionType)
|
||||
{
|
||||
case TargetEntitySelectionType.Player:
|
||||
// 假设 PlayerManager.Instance.GetPlayerEntity(dimensionID) 返回 LivingEntity
|
||||
// 或者你的玩家实体本身就是 LivingEntity
|
||||
var player = dimension.focusEntity as LivingEntity; // 假设玩家是维度的一部分且是LivingEntity
|
||||
if (player != null)
|
||||
{
|
||||
entities.Add(player);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Event_GiveHediff: 未能找到维度 '{dimensionID}' 中的玩家实体或玩家不是 LivingEntity。");
|
||||
}
|
||||
break;
|
||||
|
||||
case TargetEntitySelectionType.AllEntitiesInFaction:
|
||||
if (string.IsNullOrEmpty(_config.TargetFactionDefName))
|
||||
{
|
||||
Debug.LogWarning("Event_GiveHediff: 配置了 'AllEntitiesInFaction',但 'TargetFactionDefName' 为空。");
|
||||
return entities;
|
||||
}
|
||||
|
||||
entities.AddRange(EntityManage.Instance
|
||||
.FindEntitiesByFaction(dimensionID, _config.TargetFactionDefName)
|
||||
.Select(item => item.entity));
|
||||
break;
|
||||
|
||||
case TargetEntitySelectionType.AroundSpecificCoordinates:
|
||||
// 假设 EntityManage 提供了根据位置和半径查找实体的方法
|
||||
// 或者可以直接通过场景查询(例如 Physics.OverlapSphere 或者自定义管理系统)
|
||||
// 为了简化,我将假设 EntityManage 提供 FindEntitiesAroundRadius 方法
|
||||
var allEntitiesInDimension = EntityManage.Instance.GetAllEntities(dimensionID)
|
||||
.Select(item => item.entity);
|
||||
var center = _config.CenterCoordinates;
|
||||
var radius = _config.Radius;
|
||||
|
||||
foreach (var ent in allEntitiesInDimension)
|
||||
{
|
||||
// 确保实体有 Transform 且在半径内
|
||||
if (ent != null && ent.transform != null && Vector3.Distance(ent.transform.position, center) <= radius)
|
||||
{
|
||||
entities.Add(ent);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case TargetEntitySelectionType.None:
|
||||
default:
|
||||
Debug.LogWarning($"Event_GiveHediff: 未知或不支持的目标实体选择类型: {_config.TargetSelectionType}。");
|
||||
break;
|
||||
}
|
||||
|
||||
return entities;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e8b013e0825473e9dbba1f7f393e66f
|
||||
timeCreated: 1756860849
|
Reference in New Issue
Block a user