(client)feat:实现子弹定义以及生成,实现初始化动画,实现血条 #43
@ -20,6 +20,9 @@ namespace Managers
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public EntityPrefab defaultEntityPrefab;
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private List<Tuple<string,EntityPrefab>> pendingAdditions;
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public LinkedList<EntityPrefab> FindEntitiesByFaction(string factionKey)
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{
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if (factionEntities.TryGetValue(factionKey, out var entities))
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@ -56,6 +59,20 @@ namespace Managers
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Destroy(entityToRemove.gameObject);
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}
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}
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if (pendingAdditions.Any())
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{
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foreach (var entity in pendingAdditions)
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{
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if (!factionEntities.ContainsKey(entity.Item1))
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{
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factionEntities[entity.Item1] = new LinkedList<EntityPrefab>();
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}
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factionEntities[entity.Item1].AddLast(entity.Item2);
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}
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pendingAdditions.Clear();
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}
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}
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/// <summary>
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@ -96,12 +113,14 @@ namespace Managers
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// 管理派系列表
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var factionKey = def.attributes.label ?? "default";
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if (!factionEntities.ContainsKey(factionKey))
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{
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factionEntities[factionKey] = new LinkedList<EntityPrefab>();
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}
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pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
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factionEntities[factionKey].AddLast(entityComponent);
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// if (!factionEntities.ContainsKey(factionKey))
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// {
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// factionEntities[factionKey] = new LinkedList<EntityPrefab>();
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// }
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// factionEntities[factionKey].AddLast(entityComponent);
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return entityComponent;
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}
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@ -219,13 +238,14 @@ namespace Managers
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var entityComponent = entity.GetComponent<EntityPrefab>();
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const string factionKey = "default";
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if (!factionEntities.ContainsKey(factionKey))
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{
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factionEntities[factionKey] = new LinkedList<EntityPrefab>();
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}
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pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
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// if (!factionEntities.ContainsKey(factionKey))
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// {
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// factionEntities[factionKey] = new LinkedList<EntityPrefab>();
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// }
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entityComponent.DefaultInit();
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factionEntities[factionKey].AddLast(entityComponent);
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// entityComponent.DefaultInit();
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// factionEntities[factionKey].AddLast(entityComponent);
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}
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protected override void OnStart()
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