(client)feat:实现子弹定义以及生成,实现初始化动画,实现血条 #43

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TheRedApricot merged 7 commits from zzdxxz/Gen_Hack-and-Slash-Roguelite-zzdxxz:temp811 into main 2025-08-19 20:22:12 +08:00
59 changed files with 2063 additions and 2166 deletions
Showing only changes of commit 35924f3695 - Show all commits

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@ -11,7 +11,7 @@ namespace AI
public abstract JobBase GetJob(Entity.Entity target);
}
public class Selector : AIBase
public class ThinkNode_Selector : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
@ -24,13 +24,13 @@ namespace AI
return null;
}
}
public class ConditionalAI : Selector
public class ThinkNode_Conditional : ThinkNode_Selector
{
// 条件函数,返回 true 表示满足条件
private Func<Entity.Entity, bool> condition;
// 构造函数,传入条件函数
public ConditionalAI(Func<Entity.Entity, bool> conditionFunc)
public ThinkNode_Conditional(Func<Entity.Entity, bool> conditionFunc)
{
condition = conditionFunc;
}
@ -48,7 +48,7 @@ namespace AI
return null;
}
}
public class SequenceAI : AIBase
public class ThinkNode_Sequence : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
@ -61,33 +61,5 @@ namespace AI
return null; // 所有子节点完成时返回 null
}
}
public class ContinuousMove : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new MoveJob();
}
}
public class TrackPlayer : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new TrackPlayerJob();
}
}
public class RandomWander : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new WanderJob();
}
}
public class Idel : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new IdleJob();
}
}
}

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@ -0,0 +1,33 @@
namespace AI
{
public class JobGiver_ContinuousMove : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new MoveJob();
}
}
public class JobGiver_Enemies : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new TrackPlayerJob();
}
}
public class JobGiver_RandomWander : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new WanderJob();
}
}
public class JobGiver_Idel : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new IdleJob();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30648f750dce43e493f5e94cb735988c
timeCreated: 1754974329

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@ -9,6 +9,17 @@ namespace Base
{
public RightMenuPrefab rightMenuPrefab;
public Vector3 Position
{
set
{
rightMenuPrefab.transform.position = value;
}
get
{
return rightMenuPrefab.transform.position;
}
}
public void Show()
{
rightMenuPrefab.Show();

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@ -1,7 +1,18 @@
using System.Collections.Generic;
namespace Data
{
public enum Relation
{
Neutral,
Hostile,
Friendly,
}
public class AffiliationDef : Define
{
public Relation defaultRelation = Relation.Neutral;
public List<string> hostileFactions;
public List<string> neutralFactions;
public List<string> friendlyFactions;
}
}

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@ -7,7 +7,7 @@ namespace Data
public class BehaviorTreeDef : Define
{
public BehaviorTreeDef[] childTree;
public string className="Selector";
public string className= "ThinkNode_Selector";
public string value;

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@ -26,37 +26,63 @@ namespace Data
public DrawNodeDef drawingOrder_left;
public DrawNodeDef drawingOrder_right;
public string texturePath;
public int pixelsPerUnit = 16;
public float pixelsPerUnit = 16;
public DrawNodeDef GetDrawingOrder(Orientation orientation)
public DrawNodeDef GetDrawingOrder(Orientation orientation, out Orientation sourceOrientation)
{
// 定义一个临时变量用于存储结果
DrawNodeDef result = null;
// 初始化 sourceOrientation 为默认值
sourceOrientation = Orientation.Down;
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
switch (orientation)
{
case Orientation.Down:
result = drawingOrder_down;
sourceOrientation = Orientation.Down;
break;
case Orientation.Up:
result = drawingOrder_up;
sourceOrientation = Orientation.Up;
break;
case Orientation.Left:
result = drawingOrder_left;
sourceOrientation = Orientation.Left;
break;
case Orientation.Right:
result = drawingOrder_right;
sourceOrientation = Orientation.Right;
break;
default:
throw new ArgumentException("Invalid orientation value.");
}
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
if (result == null) result = drawingOrder_down;
if (result == null)
{
result = drawingOrder_down;
sourceOrientation = Orientation.Down; // 更新 sourceOrientation
}
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
if (result != null) return result;
if (drawingOrder_up != null)
{
result = drawingOrder_up;
sourceOrientation = Orientation.Up; // 更新 sourceOrientation
}
else if (drawingOrder_left != null)
{
result = drawingOrder_left;
sourceOrientation = Orientation.Left; // 更新 sourceOrientation
}
else if (drawingOrder_right != null)
{
result = drawingOrder_right;
sourceOrientation = Orientation.Right; // 更新 sourceOrientation
}
return result;
}

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@ -1,13 +1,23 @@
namespace Data
{
public enum ItemRarity
{
Common,
Uncommon,
Rare,
Epic,
Legendary
}
public class ItemDef:Define
{
public ImageDef texture;
public AttributesDef attributes;
public ItemRarity rarity = ItemRarity.Common;
public int maxStack = 1; // 最大堆叠数量默认为1
public bool ssEquippable = false; // 是否可装备
}
public class WeaponDef : ItemDef
{
public AttributesDef attributes;
}
}

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@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Xml.Linq;
using UnityEngine.Tilemaps;
namespace Data
{
@ -7,6 +8,7 @@ namespace Data
{
public ImageDef texture;
public string name = "";
public Tile.ColliderType collider = Tile.ColliderType.None;
public override bool Init(XElement xmlDef)
{

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@ -13,7 +13,7 @@ namespace Entity
private void Start()
{
aiTree = new RandomWander();
aiTree = new JobGiver_RandomWander();
attributes = new AttributesDef();
}

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AI;
using Base;
@ -7,23 +8,73 @@ using Prefab;
using UnityEngine;
using UnityEngine.Serialization;
namespace Entity
{
/// <summary>
/// 表示游戏中的实体类,继承自 MonoBehaviour 并实现 ITick 接口。
/// </summary>
public class Entity : MonoBehaviour, ITick
{
/// <summary>
/// 动画预制体,用于管理实体的动画逻辑。
/// </summary>
public SpriteAnimator animatorPrefab;
/// <summary>
/// 图像预制体,用于管理实体的静态图像显示。
/// </summary>
public ImagePrefab imagePrefab;
public ProgressBarPrefab healthBarPrefab;
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
/// </summary>
public AIBase aiTree;
/// <summary>
/// 当前实体正在执行的任务。
/// </summary>
public JobBase currentJob;
/// <summary>
/// 实体的属性定义,包括生命值、攻击力、防御力等。
/// </summary>
public AttributesDef attributes = new();
/// <summary>
/// 实体当前的移动方向。
/// </summary>
public Vector3 direction;
/// <summary>
/// 实体的身体部分,用于挂载动画和图像节点。
/// </summary>
public GameObject body;
/// <summary>
/// 实体所属的阵营或派系。
/// </summary>
public string affiliation;
/// <summary>
/// 表示实体是否可以被选择。
/// </summary>
public bool canSelect = true;
/// <summary>
/// 表示实体是否处于追逐状态(影响移动速度)。
/// </summary>
public bool IsChase { set; get; } = true;
/// <summary>
/// 表示实体是否由玩家控制。
/// </summary>
public bool PlayerControlled
{
set
@ -37,26 +88,76 @@ namespace Entity
}
get => _isPlayerControlled;
}
/// <summary>
/// 获取实体当前位置。
/// </summary>
public Vector3 Position => transform.position;
/// <summary>
/// 表示实体是否已经死亡(生命值小于等于零)。
/// </summary>
public bool IsDead => attributes.health <= 0;
private bool _isPlayerControlled = false;
private bool _warning = false;
/// <summary>
/// 存储不同朝向下的动画节点集合。
/// </summary>
public Dictionary<Orientation, List<ITick>> bodyAnimationNode = new();
/// <summary>
/// 存储不同朝向下的身体节点对象。
/// </summary>
private Dictionary<Orientation, GameObject> bodyNodes = new();
/// <summary>
/// 当前实体的朝向。
/// </summary>
private Orientation currentOrientation = Orientation.Down;
/// <summary>
/// 攻击动画的持续时间(秒)。
/// </summary>
private const float attackAnimationDuration = 0.1f;
/// <summary>
/// 抖动的偏移量。
/// </summary>
private const float shakeOffset = 0.5f;
// 协程引用
private Coroutine attackCoroutine;
protected PawnDef entityDef;
public float hitBarUIShowTime = 5;
private float hitBarUIShowTimer = 0;
public bool isShowingOfHitBarUI=>hitBarUIShowTimer > 0;
/// <summary>
/// 初始化实体的基本属性和行为树。
/// </summary>
/// <param name="pawnDef">实体的定义数据。</param>
public virtual void Init(PawnDef pawnDef)
{
attributes = pawnDef.attributes.Clone();
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
aiTree = Utils.BehaviorTree.ConvertToAIBase(pawnDef.behaviorTree);
affiliation = pawnDef.affiliation;
InitBody(pawnDef.drawingOrder);
entityDef = pawnDef;
HideHealthBar();
}
/// <summary>
/// 初始化实体的身体部分,包括不同朝向下的绘图节点。
/// </summary>
/// <param name="drawingOrder">绘制顺序定义。</param>
public virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 定义方向枚举和对应的 GetDrawingOrder 调用
@ -67,12 +168,12 @@ namespace Entity
currentOrientation = orientation;
bodyAnimationNode[orientation] = new();
// 获取当前方向的绘图节点
var drawNode = drawingOrder.GetDrawingOrder(orientation);
var drawNode = drawingOrder.GetDrawingOrder(orientation, out var realOrientation);
if (drawNode == null) continue;
var directionRoot = new GameObject(orientation.ToString());
directionRoot.transform.SetParent(body.transform, false);
InitBodyPart(drawNode, directionRoot, drawingOrder.texturePath);
InitBodyPart(drawNode, directionRoot, drawingOrder.texturePath,realOrientation);
bodyNodes[orientation] = directionRoot;
}
currentOrientation = Orientation.Down;
@ -84,8 +185,13 @@ namespace Entity
SetOrientation(Orientation.Down);
}
// 递归初始化单个绘图节点及其子节点
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent, string folderPath)
/// <summary>
/// 递归初始化单个绘图节点及其子节点。
/// </summary>
/// <param name="drawNode">绘图节点定义。</param>
/// <param name="parent">父节点对象。</param>
/// <param name="folderPath">纹理资源路径。</param>
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent, string folderPath,Orientation realOrientation)
{
if (drawNode == null) return;
@ -103,12 +209,11 @@ namespace Entity
nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
var texture =
Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID, folderPath,
$"{drawNode.nodeName}_{currentOrientation}");
if (texture.Length > 0)
{
var image = nodeObject.GetComponent<ImagePrefab>();
image.SetSprite(texture[0]);
}
$"{drawNode.nodeName}_{realOrientation}");
var image = nodeObject.GetComponent<ImagePrefab>();
image.SetSprite(texture.Length > 0
? texture[0]
: Managers.PackagesImageManager.Instance.defaultSprite);
break;
case DrawNodeType.Animation:
@ -118,7 +223,7 @@ namespace Entity
bodyAnimationNode[currentOrientation].Add(tick);
var textures = Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID,
folderPath,
$"{drawNode.nodeName}_{currentOrientation}");
$"{drawNode.nodeName}_{realOrientation}");
var animator = nodeObject.GetComponent<SpriteAnimator>();
animator.SetSprites(textures);
break;
@ -131,9 +236,13 @@ namespace Entity
// 递归初始化子节点
foreach (var child in drawNode.children)
{
InitBodyPart(child, nodeObject, folderPath);
InitBodyPart(child, nodeObject, folderPath,realOrientation);
}
}
/// <summary>
/// 更新实体的逻辑,包括玩家控制和自动行为。
/// </summary>
public void Tick()
{
if (_isPlayerControlled)
@ -151,47 +260,104 @@ namespace Entity
tick.Tick();
}
}
if (isShowingOfHitBarUI)
{
hitBarUIShowTimer -= Time.deltaTime;
if (hitBarUIShowTimer <= 0)
{
HideHealthBar();
}
}
}
/// <summary>
/// 尝试攻击目标实体。
/// </summary>
public virtual void TryAttack()
{
if(attackCoroutine == null)
attackCoroutine = StartCoroutine(AttackFlow());
}
/// <summary>
/// 设置实体的朝向。
/// </summary>
/// <param name="orientation">新的朝向。</param>
public virtual void SetOrientation(Orientation orientation)
{
bodyNodes[currentOrientation]?.SetActive(false);
currentOrientation = orientation;
bodyNodes[orientation]?.SetActive(true);
}
/// <summary>
/// 往对应朝向移动moveSpeed*deltaTime的距离
/// 根据方向尝试移动实体。
/// </summary>
public virtual void TryMove()
{
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
}
/// <summary>
/// 处理实体受到攻击的逻辑。
/// </summary>
/// <param name="from">攻击来源实体。</param>
public virtual void OnHit(Entity from)
{
var hit = from.attributes.attack - attributes.defense;
if (hit < 0)
hit = from.attributes.attack / 100;
attributes.health -= hit;
currentJob.StopJob();
currentJob?.StopJob();
ShowHealthBar();
}
public virtual void SetTarget(Vector3 pos)
public void ShowHealthBar()
{
direction = (pos - transform.position).normalized;
healthBarPrefab.gameObject.SetActive(true);
healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
hitBarUIShowTimer=hitBarUIShowTime;
}
public void HideHealthBar()
{
healthBarPrefab.gameObject.SetActive(false);
}
/// <summary>
/// 杀死实体,设置生命值为零。
/// </summary>
public virtual void Kill()
{
attributes.health = 0;
}
/// <summary>
/// 设置实体的目标位置。
/// </summary>
/// <param name="pos">目标位置。</param>
public virtual void SetTarget(Vector3 pos)
{
direction = (pos - transform.position).normalized;
Orientation ori;
// 判断方向向量最接近哪个朝向
if (Mathf.Abs(direction.y) > Mathf.Abs(direction.x))
{
// 垂直方向优先
ori = direction.y > 0 ? Orientation.Up : Orientation.Down;
}
else
{
// 水平方向优先
ori = direction.x > 0 ? Orientation.Right : Orientation.Left;
}
SetOrientation(ori);
}
/// <summary>
/// 自动行为逻辑,根据行为树执行任务。
/// </summary>
private void AutoBehave()
{
if (aiTree == null)
@ -213,13 +379,17 @@ namespace Entity
currentJob.Update();
}
/// <summary>
/// 更新玩家控制的逻辑,处理输入和移动。
/// </summary>
protected virtual void UpdatePlayerControls()
{
// 检测 Shift 键状态
var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false否则 true
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
var inputDirection = Vector2.zero;
// 检测 WASD 或方向键输入
@ -239,7 +409,10 @@ namespace Entity
{
inputDirection += Vector2.right; // 向右移动X 轴正方向)
}
if (Input.GetMouseButtonDown(0))
{
TryAttack();
}
// 如果有输入方向,则设置目标位置并尝试移动
if (inputDirection == Vector2.zero) return;
// 归一化方向向量,确保对角线移动速度一致
@ -253,61 +426,76 @@ namespace Entity
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
}
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
// 攻击流程协程
IEnumerator AttackFlow()
{
if (behaviorTreeDef == null)
return null;
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
// 播放攻击动画并获取动画持续时间
var animationDuration = PlayAttackAnimation();
// 等待动画执行完毕
yield return new WaitForSeconds(animationDuration);
// 调用检测并攻击敌人的方法
DetectAndAttackEnemies();
// 攻击流程结束,清理协程引用
attackCoroutine = null;
}
// 使用反射根据 className 创建具体的 AIBase 子类实例
private static AIBase CreateAIBaseInstance(string className)
/// <summary>
/// 播放攻击动画。
/// </summary>
/// <returns>开始检测攻击范围内敌人的时间。</returns>
public float PlayAttackAnimation()
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
// 启动协程来执行攻击动画
StartCoroutine(ShakeInDirectionCoroutine());
// 返回检测敌人的起始时间
return attackAnimationDuration;
}
private IEnumerator ShakeInDirectionCoroutine()
{
var originalPosition = transform.position; // 记录原始位置
transform.position += direction * shakeOffset;
yield return new WaitForSeconds(attackAnimationDuration);
transform.position = originalPosition;
}
public void DetectAndAttackEnemies()
{
const int attackRange = 3;
var attackCount = 3;
// 获取攻击范围内的所有碰撞体使用LayerMask过滤掉非敌人
var hits = Physics2D.OverlapCircleAll(
transform.position,
attackRange,
LayerMask.GetMask("Entity"));
// 或者使用标签过滤(如果敌人有特定标签)
// Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, attackRange);
Debug.Log($"Found {hits.Length} potential targets in attack range");
foreach (var hit in hits)
{
return (AIBase)Activator.CreateInstance(typeof(AIBase));
if (attackCount <= 0) break;
// 检查是否是自身(额外安全措施)
if (hit.gameObject == this.gameObject) continue;
// 获取Entity组件
var entity = hit.GetComponent<Entity>();
if (!entity) continue;
// 执行攻击
entity.OnHit(this);
attackCount--;
}
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI" };
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

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@ -0,0 +1,70 @@
using System.Collections.Generic;
using Item;
namespace Entity
{
public class Inventory
{
public Entity from; // 物品所属实体
public List<ItemBase> items = new List<ItemBase>(); // 背包中的物品列表
/// <summary>
/// 添加物品到背包
/// </summary>
/// <param name="item">要添加的物品</param>
/// <param name="count">添加的数量</param>
public void AddItem(ItemResource resource, int count)
{
if (count <= 0) return; // 如果数量小于等于0直接返回
// 检查背包中是否已存在相同物品
foreach (var item in items)
{
if (item.resource.Equals(resource))
{
item.count += count; // 增加数量
return;
}
}
// 如果没有找到相同物品,则创建新物品并添加到背包
var newItem = new ItemBase { resource = resource, count = count };
items.Add(newItem);
}
/// <summary>
/// 从背包中取出物品
/// </summary>
/// <param name="itemName">物品名称</param>
/// <param name="count">取出的数量</param>
/// <returns>是否成功取出</returns>
public bool RemoveItem(string itemName, int count)
{
if (count <= 0) return false; // 如果数量小于等于0直接返回失败
foreach (var item in items)
{
if (item.resource.name == itemName)
{
if (item.count >= count)
{
item.count -= count; // 减少数量
if (item.count == 0)
{
items.Remove(item); // 如果数量为0则移除该物品
}
return true; // 成功取出
}
else
{
return false; // 数量不足
}
}
}
return false; // 未找到物品
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3da96d312e8e4c65b9157548281f7826
timeCreated: 1755061766

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@ -1,12 +1,9 @@
namespace Entity
{
public class Monster
public class Monster:Entity
{
public Protocol.MonsterPack ToPack()
{
var pack= new Protocol.MonsterPack();
return pack;
}
}
}

View File

@ -1,5 +1,5 @@
using System;
using System.Collections.Generic;
using Prefab;
using UnityEngine;
using UnityEngine.Events;
@ -10,6 +10,7 @@ namespace Entity
public GameObject body;
public SpriteRenderer outlineRenderer;
public CapsuleCollider2D outlineCollider;
public ProgressBarPrefab progressBarPrefab;
public Entity entity;
@ -23,6 +24,9 @@ namespace Entity
outlineRenderer.size = size;
outlineCollider.direction = size.x > size.y ? CapsuleDirection2D.Horizontal : CapsuleDirection2D.Vertical;
outlineCollider.size = size;
progressBarPrefab.transform.localPosition += new Vector3(0f,size.y * 2 / 3,0f);
progressBarPrefab.transform.localScale = new Vector3(size.x, size.x / 10, 1);
}
public void Show()
@ -76,23 +80,23 @@ namespace Entity
private void OnMouseEnter()
{
Show();
_select = true;
}
private void OnMouseExit()
{
Hide();
_select = false;
}
private void OnMouseOver()
{
if (!entity.canSelect)
return;
// 检测是否按下的是鼠标右键
if (Input.GetMouseButtonDown(1)) // 鼠标右键对应的是按钮索引 1
{
var rightMenu = Base.RightMenu.Instance;
rightMenu.Init(GetMenu());
rightMenu.transform.position = Input.mousePosition;
rightMenu.Position = Input.mousePosition;
rightMenu.Show();
}
}
@ -104,6 +108,14 @@ namespace Entity
result.Add(("结束操控", EndControl));
else
result.Add(("手动操控", StartControl));
if (CameraControl.CameraControl.Instance.focusedEntity == entity)
{
result.Add(("取消跟随", ()=>CameraControl.CameraControl.Instance.focusedEntity=null));
}
else
{
result.Add(("视角跟随", ()=>CameraControl.CameraControl.Instance.focusedEntity=entity));
}
result.Add(("杀死", () => entity.Kill()));
result.Add(("变成笨蛋", BecomeDefault));
return result;

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 89870f1a36ce43558b90c49513f55f10
timeCreated: 1755061695

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@ -0,0 +1,12 @@
using UnityEngine;
namespace Item
{
public class ItemBase
{
public ItemResource resource;
public int count=0;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 01a2843d5856483fa5b6967e2e01db62
timeCreated: 1755061705

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@ -0,0 +1,12 @@
using UnityEngine;
namespace Item
{
public class ItemResource
{
public string name;
public string description;
public Sprite icon;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e85c1b3671d1471e85a7ec96eadfabe2
timeCreated: 1755061828

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@ -98,7 +98,7 @@ namespace Managers
// 初始化实体组件
entityComponent.Init(pawnDef);
// 确保派系键存在,并初始化对应的列表
var factionKey = pawnDef.attributes.label ?? "default"; // 使用 null 合并运算符简化代码
if (!factionEntities.ContainsKey(factionKey))

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@ -0,0 +1,45 @@
using System.Collections.Generic;
using System.Linq;
using Data;
using Item;
namespace Managers
{
public class ItemResourceManager:Utils.Singleton<ItemResourceManager>
{
//定义名,物品
public Dictionary<string,Item.ItemResource> items;
public void Init()
{
var itemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>();
foreach (var itemDef in itemDefs)
{
var item=new Item.ItemResource();
item.name = itemDef.label;
item.description = itemDef.description;
item.icon = Managers.PackagesImageManager.Instance.GetSprite(itemDef.texture);
}
}
public ItemResource GetItem(string defName)
{
return items.GetValueOrDefault(defName,null);
}
// <summary>
/// 按物品名称查找物品
/// </summary>
/// <param name="itemName">要查找的物品名称</param>
/// <returns>找到的物品对象,如果未找到则返回 null</returns>
public ItemResource FindItemByName(string itemName)
{
if (string.IsNullOrEmpty(itemName))
{
return null;
}
return items.Values.FirstOrDefault(item => item.name == itemName);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: eafd50f3a0594a6e845ecf87b04744ce
timeCreated: 1755062360

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@ -90,16 +90,16 @@ namespace Managers
}
// 判断是否为 Unity 资源路径
bool isUnityResource = drawOrder.texturePath.StartsWith("res:", StringComparison.OrdinalIgnoreCase);
string rootPath = packRootSite[drawOrder.packID];
var isUnityResource = drawOrder.texturePath.StartsWith("res:", StringComparison.OrdinalIgnoreCase);
var rootPath = packRootSite[drawOrder.packID];
if (isUnityResource)
{
// 移除 "res:" 前缀并适配 Unity 资源路径规则
string resourceFolder = drawOrder.texturePath.Substring(4).TrimStart('/').Replace('\\', '/');
var resourceFolder = drawOrder.texturePath.Substring(4).TrimStart('/').Replace('\\', '/');
// 加载文件夹下的所有纹理资源
Texture2D[] textures = Resources.LoadAll<Texture2D>(resourceFolder);
var textures = Resources.LoadAll<Texture2D>(resourceFolder);
if (textures == null || textures.Length == 0)
{
Debug.LogWarning($"No textures found in Unity resource folder: {resourceFolder}");
@ -124,7 +124,6 @@ namespace Managers
new Vector2(0.5f, 0.5f), // 中心点
drawOrder.pixelsPerUnit
);
var name = image.name;
// 插入纹理
@ -269,7 +268,11 @@ namespace Managers
sprites.Clear();
Init();
}
public Sprite GetSprite(ImageDef ima)
{
return GetSprite(ima.packID,ima.name);
}
public Sprite GetSprite(string packID, string name)
{
if (string.IsNullOrEmpty(packID))

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@ -0,0 +1,18 @@
using UnityEngine;
namespace Prefab
{
public class ProgressBarPrefab:MonoBehaviour
{
public GameObject _progress;
public float Progress
{
get => _progress.transform.localScale.x;
set
{
var x=Mathf.Clamp01(value);
_progress.transform.localScale = new Vector3(x, _progress.transform.localScale.y, _progress.transform.localScale.z);
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 605f185650fe46d89a6e0d60fb8fb11c
timeCreated: 1755091112

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@ -0,0 +1,75 @@
using System;
using AI;
using Data;
namespace Utils
{
public static class BehaviorTree
{
/// <summary>
/// 将行为树定义转换为 AIBase 类型。
/// </summary>
/// <param name="behaviorTreeDef">行为树定义。</param>
/// <returns>转换后的 AIBase 实例。</returns>
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
{
if (behaviorTreeDef == null)
return null;
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
}
/// <summary>
/// 使用反射根据类名创建 AIBase 的具体子类实例。
/// </summary>
/// <param name="className">类名。</param>
/// <returns>创建的 AIBase 子类实例。</returns>
private static AIBase CreateAIBaseInstance(string className)
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
{
return (AIBase)Activator.CreateInstance(typeof(AIBase));
}
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI" };
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6b711456a12f4bf6a29b0de14a2d7d8f
timeCreated: 1754982046

View File

@ -16,7 +16,7 @@
</drawingOrder_down>
</drawingOrder>
<behaviorTree>
<Node className="RandomWander"/>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
@ -36,7 +36,7 @@
</drawingOrder_down>
</drawingOrder>
<behaviorTree>
<Node className="RandomWander"/>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
@ -51,13 +51,13 @@
<affiliation>player</affiliation>
<drawingOrder>
<texturePath>res:Character\HighSpeed</texturePath>
<pixelsPerUnit>100</pixelsPerUnit>
<pixelsPerUnit>200</pixelsPerUnit>
<drawingOrder_down>
<node name="Body"/>
</drawingOrder_down>
</drawingOrder>
<behaviorTree>
<Node className="Idel"/>
<Node className="JobGiver_Idel"/>
</behaviorTree>
</CharacterDef>
@ -72,13 +72,13 @@
<affiliation>player</affiliation>
<drawingOrder>
<texturePath>res:Character\HighSpeed</texturePath>
<pixelsPerUnit>200</pixelsPerUnit>
<drawingOrder_down>
<node name="Body" />
</drawingOrder_down>
</drawingOrder>
<behaviorTree>
<Node className="Idel"/>
<Node className="JobGiver_Idel"/>
</behaviorTree>
</CharacterDef>

View File

@ -6,20 +6,6 @@
<label>测试鸡</label>
<aiController>embrace</aiController>
<!-- <weapon>Claw</weapon> -->
<behaviorTree>
<!-- 如果名字叫做cxk -->
<Node className="ConditionalAI" value="entity.name=='cxk'">
<!-- 顺序执行 -->
<Node className="SequentialAI">
<!-- 追踪玩家 -->
<Node className="TrackPlayer"/>
<!-- 随机闲逛 -->
<Node className="RandomWander"/>
</Node>
</Node>
<!-- 随机闲逛 -->
<Node className="RandomWander"/>
</behaviorTree>
</MonsterDef>

View File

@ -2,7 +2,7 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!78 &1
TagManager:
serializedVersion: 2
serializedVersion: 3
tags: []
layers:
- Default
@ -11,7 +11,7 @@ TagManager:
-
- Water
- UI
-
- Entity
-
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@ -50,27 +50,3 @@ TagManager:
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- Light Layer 6
- Light Layer 7
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