(client) feat:实现热重载,实现多维度,实现武器,实现掉落物,实现状态UI,实现攻击AI #44
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m_RayTracingMode: 0
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m_RayTraceProcedural: 0
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m_RayTracingAccelStructBuildFlagsOverride: 0
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@ -1821,29 +1467,108 @@ TilemapRenderer:
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_ChunkSize: {x: 32, y: 32, z: 32}
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m_ChunkCullingBounds: {x: 0, y: 0, z: 0}
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m_MaxChunkCount: 16
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m_MaxFrameAge: 16
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m_SortOrder: 0
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m_Mode: 0
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m_DetectChunkCullingBounds: 0
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m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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m_Size: {x: 1, y: 1}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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--- !u!4 &1796154651
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m_SpriteSortPoint: 0
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1796154647}
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m_GameObject: {fileID: 1722482483}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.81, y: 0.19, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1301925670}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1866986815}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1236970686}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -100, y: -100}
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m_SizeDelta: {x: 160, y: 160}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1866986817
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1866986815}
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m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_FillAmount: 1
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m_FillClockwise: 1
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1866986815}
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m_CullTransparentMesh: 1
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RectTransform:
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m_CorrespondingSourceObject: {fileID: 4227482396833377269, guid: 72cde32427f7d914692a7b0d22fb791d, type: 3}
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@ -3114,7 +2839,7 @@ SceneRoots:
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- {fileID: 1236970686}
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- {fileID: 323725409}
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- {fileID: 741561707}
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- {fileID: 1257136739}
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- {fileID: 111982858}
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- {fileID: 164739122}
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- {fileID: 719498457}
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- {fileID: 1722482485}
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|
@ -1,5 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Text.RegularExpressions;
|
||||
using Data;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AI
|
||||
@ -9,6 +12,10 @@ namespace AI
|
||||
public List<AIBase> children = new();
|
||||
|
||||
public abstract JobBase GetJob(Entity.Entity target);
|
||||
|
||||
public virtual void Init(BehaviorTreeDef def)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class ThinkNode_Selector : AIBase
|
||||
@ -28,13 +35,7 @@ namespace AI
|
||||
{
|
||||
// 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 ThinkNode_Conditional(Func<Entity.Entity, bool> conditionFunc)
|
||||
{
|
||||
condition = conditionFunc;
|
||||
}
|
||||
|
||||
|
||||
public override JobBase GetJob(Entity.Entity target)
|
||||
{
|
||||
// 检查条件是否满足
|
||||
@ -47,19 +48,32 @@ namespace AI
|
||||
// 条件不满足,直接返回 null
|
||||
return null;
|
||||
}
|
||||
}
|
||||
public class ThinkNode_Sequence : AIBase
|
||||
{
|
||||
public override JobBase GetJob(Entity.Entity target)
|
||||
|
||||
public override void Init(BehaviorTreeDef def)
|
||||
{
|
||||
foreach (var aiBase in children)
|
||||
base.Init(def); // 调用基类的Init方法
|
||||
|
||||
if (!string.IsNullOrEmpty(def.value))
|
||||
{
|
||||
var job = aiBase.GetJob(target);
|
||||
if (job == null)
|
||||
return null; // 如果某个子节点返回 null,则整个序列失败
|
||||
try
|
||||
{
|
||||
// 使用 ConditionDelegateFactory 来解析 def.value 并创建条件委托
|
||||
this.condition = ConditionDelegateFactory.CreateConditionDelegate(
|
||||
def.value,
|
||||
typeof(Entity.Entity),
|
||||
typeof(ConditionFunctions) // 指定查找条件函数的类
|
||||
);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.condition = (e) => false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this.condition = (e) => false; // 如果没有指定条件,则条件始终不满足
|
||||
}
|
||||
return null; // 所有子节点完成时返回 null
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
309
Client/Assets/Scripts/AI/ConditionDelegateFactory.cs
Normal file
309
Client/Assets/Scripts/AI/ConditionDelegateFactory.cs
Normal file
@ -0,0 +1,309 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace AI
|
||||
{
|
||||
public static class ConditionDelegateFactory
|
||||
{
|
||||
// 正则表达式用于解析函数名和参数
|
||||
private static readonly Regex _methodCallRegex = new Regex(
|
||||
@"^(?<methodName>[a-zA-Z_][a-zA-Z0-9_]*)(?:\((?<args>.*)\))?$",
|
||||
RegexOptions.Compiled
|
||||
);
|
||||
|
||||
/// <summary>
|
||||
/// 解析条件字符串并创建 Func<Entity.Entity, bool> 委托。
|
||||
/// </summary>
|
||||
/// <param name="conditionString">条件字符串,如 "EntityHealth(20)" 或 "IsTargetAlive"。</param>
|
||||
/// <param name="entityType">实体类型,通常是 typeof(Entity.Entity)。</param>
|
||||
/// <param name="conditionClassType">包含条件静态方法的类类型,如 typeof(ConditionFunctions)。</param>
|
||||
/// <returns>一个 Func<Entity.Entity, bool> 委托。</returns>
|
||||
/// <exception cref="ArgumentException">当条件字符串格式不正确时抛出。</exception>
|
||||
/// <exception cref="MissingMethodException">当找不到匹配的条件方法时抛出。</exception>
|
||||
public static Func<Entity.Entity, bool> CreateConditionDelegate(
|
||||
string conditionString,
|
||||
Type entityType,
|
||||
Type conditionClassType)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(conditionString))
|
||||
throw new ArgumentException("条件字符串不能为空。", nameof(conditionString));
|
||||
if (entityType == null)
|
||||
throw new ArgumentNullException(nameof(entityType));
|
||||
if (conditionClassType == null)
|
||||
throw new ArgumentNullException(nameof(conditionClassType));
|
||||
|
||||
var match = _methodCallRegex.Match(conditionString);
|
||||
if (!match.Success)
|
||||
{
|
||||
throw new ArgumentException(
|
||||
$"条件字符串 '{conditionString}' 格式不正确。期望格式: MethodName 或 MethodName(arg1, arg2)。");
|
||||
}
|
||||
|
||||
var methodName = match.Groups["methodName"].Value;
|
||||
var argsString = match.Groups["args"].Success ? match.Groups["args"].Value : null;
|
||||
|
||||
// 逻辑修改:支持多参数解析
|
||||
var parsedArgValues = new List<object>(); // 存储解析后的参数值
|
||||
var parsedArgTypes = new List<Type>(); // 存储解析后的参数类型
|
||||
|
||||
// 第一个参数始终是实体类型
|
||||
parsedArgTypes.Add(entityType);
|
||||
|
||||
if (!string.IsNullOrEmpty(argsString))
|
||||
{
|
||||
// 使用辅助方法拆分参数字符串
|
||||
var argStrings = SplitArguments(argsString); // <-- 新增辅助方法调用
|
||||
foreach (var argStr in argStrings)
|
||||
{
|
||||
var arg = ParseLiteral(argStr.Trim());
|
||||
parsedArgValues.Add(arg.value);
|
||||
parsedArgTypes.Add(arg.type);
|
||||
}
|
||||
}
|
||||
|
||||
// 逻辑修改:更健壮的方法查找和参数类型匹配
|
||||
MethodInfo bestMatchMethod = null;
|
||||
object[] finalInvokeArgs = null; // 存储最终用于 Invoke 的参数值(已转换类型)
|
||||
|
||||
// 获取所有静态、公共或非公共的同名方法,并过滤返回类型为 bool 的
|
||||
var methods = conditionClassType
|
||||
.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic)
|
||||
.Where(m => m.Name == methodName && m.ReturnType == typeof(bool))
|
||||
.ToList();
|
||||
|
||||
foreach (var method in methods)
|
||||
{
|
||||
var parameters = method.GetParameters();
|
||||
|
||||
// 检查参数数量是否匹配
|
||||
if (parameters.Length != parsedArgTypes.Count)
|
||||
continue;
|
||||
|
||||
var paramsMatch = true;
|
||||
var currentInvokeArgs = new object[parameters.Length]; // 临时存储当前方法的参数值
|
||||
|
||||
// 检查第一个参数(实体类型)
|
||||
if (!parameters[0].ParameterType.IsAssignableFrom(entityType))
|
||||
{
|
||||
paramsMatch = false;
|
||||
continue;
|
||||
}
|
||||
// 注意:currentInvokeArgs[0] 在这里不赋值,它将在委托执行时由传入的 entity 填充。
|
||||
|
||||
// 检查后续参数(解析出的额外参数)
|
||||
for (var i = 1; i < parameters.Length; i++)
|
||||
{
|
||||
var methodParamType = parameters[i].ParameterType;
|
||||
var parsedValueType = parsedArgTypes[i];
|
||||
var parsedValue = parsedArgValues[i - 1]; // parsedArgValues 从索引0开始对应第一个额外参数
|
||||
|
||||
// 尝试直接赋值
|
||||
if (methodParamType.IsInstanceOfType(parsedValue))
|
||||
{
|
||||
currentInvokeArgs[i] = parsedValue;
|
||||
}
|
||||
// 尝试类型转换(例如 int 到 long,float 到 double)
|
||||
else if (CanConvert(parsedValue, methodParamType)) // <-- 新增辅助方法调用
|
||||
{
|
||||
try
|
||||
{
|
||||
currentInvokeArgs[i] = Convert.ChangeType(parsedValue, methodParamType);
|
||||
}
|
||||
catch (Exception) // 捕获所有转换异常
|
||||
{
|
||||
paramsMatch = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
paramsMatch = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (paramsMatch)
|
||||
{
|
||||
bestMatchMethod = method;
|
||||
finalInvokeArgs = currentInvokeArgs; // 存储已转换的参数值
|
||||
break; // 找到第一个匹配项即停止,如果需要更复杂的匹配规则(如最具体匹配),则需要进一步处理
|
||||
}
|
||||
}
|
||||
|
||||
if (bestMatchMethod == null)
|
||||
{
|
||||
// 如果没有找到匹配的方法,抛出异常
|
||||
var expectedSignature = $"{methodName}({string.Join(", ", parsedArgTypes.Select(t => t.Name))})";
|
||||
throw new MissingMethodException(
|
||||
$"在类 '{conditionClassType.FullName}' 中未找到名为 '{methodName}' 的静态方法," +
|
||||
$"其签名与期望的 '{expectedSignature}' 且返回类型为 'bool' 不兼容。"
|
||||
);
|
||||
}
|
||||
|
||||
// 如果没有额外参数,直接创建委托以获得最佳性能
|
||||
if (parsedArgValues.Count == 0)
|
||||
{
|
||||
return (Func<Entity.Entity, bool>)Delegate.CreateDelegate(typeof(Func<Entity.Entity, bool>),
|
||||
bestMatchMethod);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 创建一个闭包来绑定解析后的参数
|
||||
// 闭包捕获 finalInvokeArgs,并在运行时填充第一个参数 (entity)
|
||||
return (entity) =>
|
||||
{
|
||||
// 复制一份 finalInvokeArgs,因为 Invoke 会修改数组内容(如果参数是 ref/out)
|
||||
// 并且需要将 entity 放入第一个位置
|
||||
var invokeArgs = new object[finalInvokeArgs.Length];
|
||||
invokeArgs[0] = entity;
|
||||
for (var i = 1; i < finalInvokeArgs.Length; i++)
|
||||
{
|
||||
invokeArgs[i] = finalInvokeArgs[i];
|
||||
}
|
||||
|
||||
return (bool)bestMatchMethod.Invoke(null, invokeArgs);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 辅助方法:拆分参数字符串。
|
||||
/// 这是一个更健壮的实现,能够正确处理包含逗号的带引号字符串和嵌套括号。
|
||||
/// </summary>
|
||||
/// <param name="argsString">待拆分的参数字符串。</param>
|
||||
/// <returns>拆分后的参数列表。</returns>
|
||||
private static IEnumerable<string> SplitArguments(string argsString)
|
||||
{
|
||||
if (string.IsNullOrEmpty(argsString))
|
||||
{
|
||||
return Enumerable.Empty<string>();
|
||||
}
|
||||
|
||||
var arguments = new List<string>();
|
||||
var currentArgument = new StringBuilder();
|
||||
var inQuote = false; // 跟踪是否在双引号内部
|
||||
var parenLevel = 0; // 跟踪括号的嵌套层级
|
||||
|
||||
for (var i = 0; i < argsString.Length; i++)
|
||||
{
|
||||
var c = argsString[i];
|
||||
|
||||
if (c == '"')
|
||||
{
|
||||
inQuote = !inQuote; // 切换引号状态
|
||||
currentArgument.Append(c); // 将引号字符保留在参数中
|
||||
}
|
||||
else if (c == '(')
|
||||
{
|
||||
parenLevel++; // 增加括号层级
|
||||
currentArgument.Append(c);
|
||||
}
|
||||
else if (c == ')')
|
||||
{
|
||||
parenLevel--; // 减少括号层级
|
||||
currentArgument.Append(c);
|
||||
}
|
||||
else if (c == ',' && !inQuote && parenLevel == 0)
|
||||
{
|
||||
// 发现一个顶级的逗号分隔符:不在引号内,也不在任何括号内
|
||||
var arg = currentArgument.ToString().Trim();
|
||||
if (!string.IsNullOrEmpty(arg))
|
||||
{
|
||||
arguments.Add(arg);
|
||||
}
|
||||
currentArgument.Clear(); // 重置,开始收集下一个参数
|
||||
}
|
||||
else
|
||||
{
|
||||
// 其他字符,直接添加到当前参数
|
||||
currentArgument.Append(c);
|
||||
}
|
||||
}
|
||||
|
||||
// 循环结束后,添加最后一个参数(如果有的话)
|
||||
var lastArg = currentArgument.ToString().Trim();
|
||||
if (!string.IsNullOrEmpty(lastArg))
|
||||
{
|
||||
arguments.Add(lastArg);
|
||||
}
|
||||
|
||||
return arguments;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 辅助方法:检查一个值是否可以转换为目标类型。
|
||||
/// </summary>
|
||||
private static bool CanConvert(object value, Type targetType)
|
||||
{
|
||||
// 逻辑修改:新增辅助方法,用于检查类型转换可行性
|
||||
if (value == null) return !targetType.IsValueType || (Nullable.GetUnderlyingType(targetType) != null);
|
||||
if (targetType.IsInstanceOfType(value)) return true;
|
||||
|
||||
try
|
||||
{
|
||||
// 尝试转换,如果成功则表示可转换
|
||||
Convert.ChangeType(value, targetType);
|
||||
return true;
|
||||
}
|
||||
catch (Exception) // 捕获所有可能的转换异常
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 解析字符串字面量为对应的对象和类型。
|
||||
/// 支持 int, long, float, double, bool, string。
|
||||
/// </summary>
|
||||
/// <param name="literalString">要解析的字面量字符串。</param>
|
||||
/// <returns>包含解析后的值和类型的元组。</returns>
|
||||
private static (object value, Type type) ParseLiteral(string literalString)
|
||||
{
|
||||
// 逻辑修改:增强 ParseLiteral,增加对 long 和 double 的支持
|
||||
// 顺序很重要:先尝试更窄的类型,再尝试更宽的类型,以避免不必要的类型提升。
|
||||
|
||||
// 尝试解析为 int
|
||||
if (int.TryParse(literalString, out var intValue))
|
||||
{
|
||||
return (intValue, typeof(int));
|
||||
}
|
||||
|
||||
// 尝试解析为 long
|
||||
if (long.TryParse(literalString, out var longValue))
|
||||
{
|
||||
return (longValue, typeof(long));
|
||||
}
|
||||
|
||||
// 尝试解析为 float
|
||||
if (float.TryParse(literalString, out var floatValue))
|
||||
{
|
||||
return (floatValue, typeof(float));
|
||||
}
|
||||
|
||||
// 尝试解析为 double
|
||||
if (double.TryParse(literalString, out var doubleValue))
|
||||
{
|
||||
return (doubleValue, typeof(double));
|
||||
}
|
||||
|
||||
// 尝试解析为 bool
|
||||
if (bool.TryParse(literalString, out var boolValue))
|
||||
{
|
||||
return (boolValue, typeof(bool));
|
||||
}
|
||||
|
||||
// 尝试解析为 string (如果被双引号包围)
|
||||
if (literalString.StartsWith("\"") && literalString.EndsWith("\"") && literalString.Length > 1)
|
||||
{
|
||||
return (literalString.Substring(1, literalString.Length - 2), typeof(string));
|
||||
}
|
||||
|
||||
// 默认作为字符串处理
|
||||
return (literalString, typeof(string));
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 57f4a853e270411f89c13a3b385ab47d
|
||||
timeCreated: 1756024020
|
19
Client/Assets/Scripts/AI/ConditionFunctions.cs
Normal file
19
Client/Assets/Scripts/AI/ConditionFunctions.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AI
|
||||
{
|
||||
public static class ConditionFunctions
|
||||
{
|
||||
public static bool EntityHealth(Entity.Entity entity, int minHealth)
|
||||
{
|
||||
return entity.attributes.health >= minHealth;
|
||||
}
|
||||
|
||||
|
||||
public static bool IsPlayer(Entity.Entity entity)
|
||||
{
|
||||
return entity.PlayerControlled;
|
||||
}
|
||||
}
|
||||
}
|
3
Client/Assets/Scripts/AI/ConditionFunctions.cs.meta
Normal file
3
Client/Assets/Scripts/AI/ConditionFunctions.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c81bab8c57104b6ba1fddfee22bc6c7c
|
||||
timeCreated: 1756023349
|
@ -11,8 +11,8 @@ namespace Base
|
||||
[System.Serializable]
|
||||
public class GameSettings
|
||||
{
|
||||
public float progressStepDuration = 1f;
|
||||
public float exitAnimationDuration = 2f;
|
||||
public float progressStepDuration = 0.5f;
|
||||
public float exitAnimationDuration = 1f;
|
||||
public bool developerMode = false;
|
||||
public bool friendlyFire = false;
|
||||
public float globalVolume = 1.0f;
|
||||
|
@ -11,17 +11,31 @@ using Object = System.Object;
|
||||
|
||||
namespace Data
|
||||
{
|
||||
/// <summary>
|
||||
/// 表示模组包的基本信息
|
||||
/// </summary>
|
||||
public class PackAbout
|
||||
{
|
||||
public string name;
|
||||
public string description;
|
||||
public string author;
|
||||
public string version;
|
||||
public string packID;
|
||||
public string Name { get; private set; }
|
||||
public string Description { get; private set; }
|
||||
public string Author { get; private set; }
|
||||
public string Version { get; private set; }
|
||||
public string PackID { get; private set; }
|
||||
|
||||
public string[] necessary;
|
||||
public string[] after;
|
||||
public string[] before;
|
||||
public string[] Necessary { get; private set; }
|
||||
public string[] After { get; private set; }
|
||||
public string[] Before { get; private set; }
|
||||
|
||||
private const string RootElementName = "About";
|
||||
private const string ElementName_Name = "name";
|
||||
private const string ElementName_Description = "description";
|
||||
private const string ElementName_Author = "author";
|
||||
private const string ElementName_Version = "version";
|
||||
private const string ElementName_PackID = "packID";
|
||||
private const string ElementName_Sort = "sort";
|
||||
private const string ElementName_Before = "before";
|
||||
private const string ElementName_After = "after";
|
||||
private const string ElementName_Necessary = "necessary";
|
||||
|
||||
/// <summary>
|
||||
/// 使用静态方法从 XML 文档创建 PackAbout 实例。
|
||||
@ -30,28 +44,28 @@ namespace Data
|
||||
/// <returns>初始化的 PackAbout 实例。</returns>
|
||||
public static PackAbout FromXDocument(XDocument doc)
|
||||
{
|
||||
var aboutElement = doc.Element("About");
|
||||
if (aboutElement == null) throw new ArgumentException("XML 文档无效,根节点为空或不是 'About'。");
|
||||
var aboutElement = doc.Element(RootElementName);
|
||||
if (aboutElement == null) throw new ArgumentException($"XML 文档无效,根节点为空或不是 '{RootElementName}'。");
|
||||
PackAbout result = new();
|
||||
|
||||
result.name = aboutElement.Element("name")?.Value ?? "Unknown";
|
||||
result.description = aboutElement.Element("description")?.Value ?? "Unknown";
|
||||
result.author = aboutElement.Element("author")?.Value ?? "Unknown";
|
||||
result.version = aboutElement.Element("version")?.Value ?? "Unknown";
|
||||
result.packID = aboutElement.Element("packID")?.Value ?? "Unknown";
|
||||
result.Name = aboutElement.Element(ElementName_Name)?.Value ?? "Unknown";
|
||||
result.Description = aboutElement.Element(ElementName_Description)?.Value ?? "Unknown";
|
||||
result.Author = aboutElement.Element(ElementName_Author)?.Value ?? "Unknown";
|
||||
result.Version = aboutElement.Element(ElementName_Version)?.Value ?? "Unknown";
|
||||
result.PackID = aboutElement.Element(ElementName_PackID)?.Value ?? "Unknown";
|
||||
|
||||
var sortElement = aboutElement.Element("sort");
|
||||
var sortElement = aboutElement.Element(ElementName_Sort);
|
||||
if (sortElement != null)
|
||||
{
|
||||
result.before = GetElementValues(sortElement.Element("before"));
|
||||
result.after = GetElementValues(sortElement.Element("after"));
|
||||
result.necessary = GetElementValues(sortElement.Element("necessary"));
|
||||
result.Before = GetElementValues(sortElement.Element(ElementName_Before));
|
||||
result.After = GetElementValues(sortElement.Element(ElementName_After));
|
||||
result.Necessary = GetElementValues(sortElement.Element(ElementName_Necessary));
|
||||
}
|
||||
else
|
||||
{
|
||||
result.before = Array.Empty<string>();
|
||||
result.after = Array.Empty<string>();
|
||||
result.necessary = Array.Empty<string>();
|
||||
result.Before = Array.Empty<string>();
|
||||
result.After = Array.Empty<string>();
|
||||
result.Necessary = Array.Empty<string>();
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -81,30 +95,56 @@ namespace Data
|
||||
var sb = new StringBuilder();
|
||||
|
||||
// 基础字段(单行)
|
||||
sb.AppendLine($"{"Name:",labelWidth}{name,valueWidth}");
|
||||
sb.AppendLine($"{"Description:",labelWidth}{description,valueWidth}");
|
||||
sb.AppendLine($"{"Author:",labelWidth}{author,valueWidth}");
|
||||
sb.AppendLine($"{"Version:",labelWidth}{version,valueWidth}");
|
||||
sb.AppendLine($"{"PackID:",labelWidth}{packID,valueWidth}");
|
||||
sb.AppendLine($"{"Name:",labelWidth}{Name,valueWidth}");
|
||||
sb.AppendLine($"{"Description:",labelWidth}{Description,valueWidth}");
|
||||
sb.AppendLine($"{"Author:",labelWidth}{Author,valueWidth}");
|
||||
sb.AppendLine($"{"Version:",labelWidth}{Version,valueWidth}");
|
||||
sb.AppendLine($"{"PackID:",labelWidth}{PackID,valueWidth}");
|
||||
|
||||
// 数组字段(多行,每项缩进)
|
||||
sb.AppendLine(
|
||||
$"{"Necessary:",labelWidth}{string.Join(", ", necessary ?? Array.Empty<string>()),valueWidth}");
|
||||
sb.AppendLine($"{"After:",labelWidth}{string.Join(", ", after ?? Array.Empty<string>()),valueWidth}");
|
||||
sb.AppendLine($"{"Before:",labelWidth}{string.Join(", ", before ?? Array.Empty<string>()),valueWidth}");
|
||||
$"{"Necessary:",labelWidth}{string.Join(", ", Necessary ?? Array.Empty<string>()),valueWidth}");
|
||||
sb.AppendLine($"{"After:",labelWidth}{string.Join(", ", After ?? Array.Empty<string>()),valueWidth}");
|
||||
sb.AppendLine($"{"Before:",labelWidth}{string.Join(", ", Before ?? Array.Empty<string>()),valueWidth}");
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 表示一个模组包的定义集合
|
||||
/// </summary>
|
||||
public class DefinePack
|
||||
{
|
||||
private const string CoreNamespace = "Data.";
|
||||
// 优化点7:将魔法字符串转换为常量
|
||||
private const string RootElementName_About = "About";
|
||||
private const string RootElementName_Define = "Define";
|
||||
|
||||
// 优化点1和2:反射缓存和改进的类型查找
|
||||
private static readonly Dictionary<string, Type> _typeCache = new();
|
||||
private static readonly Dictionary<Type, ConstructorInfo> _constructorCache = new();
|
||||
private static readonly Dictionary<Type, FieldInfo[]> _fieldCache = new();
|
||||
private static readonly List<Assembly> _assembliesToSearch = new(); // 缓存要搜索的程序集
|
||||
|
||||
static DefinePack()
|
||||
{
|
||||
// 优化点2:一次性初始化要搜索的程序集。
|
||||
// 为简单起见,我们将扫描所有当前加载的程序集。
|
||||
// 在实际游戏中,您可能希望显式添加特定的程序集
|
||||
// 如 Assembly.Load("YourGameLogicAssembly") 或按名称过滤。
|
||||
_assembliesToSearch.AddRange(AppDomain.CurrentDomain.GetAssemblies());
|
||||
// 可选:过滤或添加特定程序集:
|
||||
// _assembliesToSearch.Add(Assembly.GetExecutingAssembly()); // 添加当前程序集
|
||||
// _assembliesToSearch.Add(Assembly.Load("AnotherAssemblyContainingDefines"));
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// define类别及其定义
|
||||
/// </summary>
|
||||
public Dictionary<string, List<Define>> defines=new();
|
||||
public Dictionary<string, List<Define>> defines = new();
|
||||
|
||||
public PackAbout packAbout;
|
||||
public string packID;
|
||||
@ -114,15 +154,17 @@ namespace Data
|
||||
{
|
||||
get
|
||||
{
|
||||
return packAbout.name;
|
||||
// 优化点5:Name属性的空值安全性
|
||||
return packAbout?.Name ?? "Unnamed Pack"; // 使用 PackAbout.Name 属性
|
||||
}
|
||||
}
|
||||
|
||||
public bool LoadPack(string packPath)
|
||||
{
|
||||
packRootPath=System.IO.Path.GetFullPath(packPath);;
|
||||
packRootPath = System.IO.Path.GetFullPath(packPath);
|
||||
var packDatas = ConfigProcessor.LoadXmlFromPath(packPath);
|
||||
var aboutXmls = FindDocumentsWithRootName(packDatas, "About");
|
||||
// 优化点7:使用常量
|
||||
var aboutXmls = FindDocumentsWithRootName(packDatas, RootElementName_About);
|
||||
if (aboutXmls == null || aboutXmls.Count < 1)
|
||||
{
|
||||
Debug.LogError("包缺少配置文件,加载跳过");
|
||||
@ -131,10 +173,13 @@ namespace Data
|
||||
|
||||
var aboutXml = aboutXmls[0];
|
||||
packAbout = PackAbout.FromXDocument(aboutXml);
|
||||
packID = packAbout.packID;
|
||||
if (aboutXmls.Count > 1) Debug.LogWarning($"{packAbout.name}包拥有多个配置文件,系统选择了加载序的第一个,请避免这种情况");
|
||||
// 优化点3:使用 PackAbout.PackID 属性
|
||||
packID = packAbout.PackID;
|
||||
// 优化点3:使用 PackAbout.Name 属性
|
||||
if (aboutXmls.Count > 1) Debug.LogWarning($"{packAbout.Name}包拥有多个配置文件,系统选择了加载序的第一个,请避免这种情况");
|
||||
|
||||
var defineXmls = FindDocumentsWithRootName(packDatas, "Define");
|
||||
// 优化点7:使用常量
|
||||
var defineXmls = FindDocumentsWithRootName(packDatas, RootElementName_Define);
|
||||
// Debug.Log($"Define文件数量{defineXmls.Count}");
|
||||
foreach (var defineXml in defineXmls) LoadDefines(defineXml);
|
||||
return true;
|
||||
@ -143,7 +188,8 @@ namespace Data
|
||||
private void LoadDefines(XDocument defineDoc)
|
||||
{
|
||||
var rootElement = defineDoc.Root;
|
||||
if (rootElement == null || rootElement.Name != "Define")
|
||||
// 优化点7:使用常量
|
||||
if (rootElement == null || rootElement.Name != RootElementName_Define)
|
||||
return;
|
||||
|
||||
foreach (var element in rootElement.Elements())
|
||||
@ -151,7 +197,7 @@ namespace Data
|
||||
var className = element.Name.ToString();
|
||||
if (string.IsNullOrEmpty(className))
|
||||
continue;
|
||||
var def = LoadDefineClass(element,element.Name.ToString());
|
||||
var def = LoadDefineClass(element, className);
|
||||
if (def == null)
|
||||
continue;
|
||||
def.packID = packID;
|
||||
@ -160,6 +206,7 @@ namespace Data
|
||||
defines[className].Add(def);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据指定的 XML 元素 (<paramref name="defineDoc"/>) 和类名 (<paramref name="className"/>),
|
||||
/// 动态加载并初始化一个继承自 <see cref="Define"/> 的类实例。
|
||||
@ -178,44 +225,47 @@ namespace Data
|
||||
/// 如果类存在且满足条件,则尝试调用其 <see cref="Define.Init(XElement)"/> 方法进行初始化。
|
||||
/// 如果初始化失败,则使用默认初始化方法 (<see cref="DefaultInitDefine(Define, XElement, Type)"/>)。
|
||||
/// </remarks>
|
||||
public static Define LoadDefineClass(XElement defineDoc,string className)
|
||||
public static Define LoadDefineClass(XElement defineDoc, string className)
|
||||
{
|
||||
var assembly = Assembly.GetExecutingAssembly();
|
||||
|
||||
Type type;
|
||||
if (!className.Contains('.'))
|
||||
// 优化点1和2:反射缓存和改进的类型查找
|
||||
if (!_typeCache.TryGetValue(className, out Type type))
|
||||
{
|
||||
// 尝试拼接默认命名空间
|
||||
// 首先尝试使用 CoreNamespace
|
||||
var fullClassName = CoreNamespace + className;
|
||||
type = assembly.GetType(fullClassName);
|
||||
type = _assembliesToSearch.Select(a => a.GetType(fullClassName)).FirstOrDefault(t => t != null);
|
||||
|
||||
// 如果拼接命名空间后仍找不到,尝试直接查找(可能是全局命名空间下的类)
|
||||
if (type == null) type = assembly.GetType(className);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 直接查找
|
||||
type = assembly.GetType(className);
|
||||
// 如果未找到,尝试不使用 CoreNamespace(可能在全局命名空间中或已经是完全限定名)
|
||||
if (type == null)
|
||||
{
|
||||
type = _assembliesToSearch.Select(a => a.GetType(className)).FirstOrDefault(t => t != null);
|
||||
}
|
||||
|
||||
if (type == null)
|
||||
{
|
||||
Debug.LogError($"未定义的类型: {className}");
|
||||
return null;
|
||||
}
|
||||
_typeCache[className] = type;
|
||||
}
|
||||
|
||||
if (type == null)
|
||||
// 优化点1:构造函数缓存
|
||||
if (!_constructorCache.TryGetValue(type, out ConstructorInfo constructor))
|
||||
{
|
||||
Debug.LogError($"未定义的类型: {className}");
|
||||
return null;
|
||||
constructor = type.GetConstructor(Type.EmptyTypes);
|
||||
if (constructor == null)
|
||||
{
|
||||
Debug.LogError($"{className} 必须包含无参构造函数");
|
||||
return null;
|
||||
}
|
||||
_constructorCache[type] = constructor;
|
||||
}
|
||||
|
||||
var constructor = type.GetConstructor(Type.EmptyTypes);
|
||||
if (constructor == null)
|
||||
{
|
||||
Debug.LogError($"{className} 必须包含无参构造函数");
|
||||
return null;
|
||||
}
|
||||
|
||||
// 3. 创建实例
|
||||
object instance;
|
||||
try
|
||||
{
|
||||
instance = Activator.CreateInstance(type);
|
||||
instance = constructor.Invoke(null); // 使用缓存的构造函数
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@ -231,10 +281,11 @@ namespace Data
|
||||
}
|
||||
|
||||
if (define.Init(defineDoc)) return define;
|
||||
DefaultInitDefine(define,defineDoc, type);
|
||||
DefaultInitDefine(define, defineDoc, type);
|
||||
|
||||
return define;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化指定的 <paramref name="define"/> 对象,根据 <paramref name="defineDoc"/> 中的 XML 元素内容,
|
||||
/// 将对应的字段值赋给 <paramref name="define"/> 对象。
|
||||
@ -251,9 +302,14 @@ namespace Data
|
||||
/// 如果找到匹配的子元素,则将其值转换为字段的类型并赋值给字段。
|
||||
/// 如果字段类型继承自 <see cref="Define"/>,则递归调用 <see cref="LoadDefineClass(XElement, string)"/> 方法进行加载。
|
||||
/// </remarks>
|
||||
public static void DefaultInitDefine(Define define,XElement defineDoc,Type defineType)
|
||||
public static void DefaultInitDefine(Define define, XElement defineDoc, Type defineType)
|
||||
{
|
||||
var fields = defineType.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
// 优化点1:FieldInfo 缓存
|
||||
if (!_fieldCache.TryGetValue(defineType, out FieldInfo[] fields))
|
||||
{
|
||||
fields = defineType.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
_fieldCache[defineType] = fields;
|
||||
}
|
||||
|
||||
// 遍历字段并尝试从 XElement 中赋值
|
||||
foreach (var field in fields)
|
||||
@ -263,115 +319,98 @@ namespace Data
|
||||
if (element != null)
|
||||
try
|
||||
{
|
||||
Object value;
|
||||
if (IsFieldTypeInheritedFrom(field, typeof(Define)))
|
||||
{
|
||||
if (element.HasElements)
|
||||
{
|
||||
value = LoadDefineClass(element, field.FieldType.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
var reference = (Define)Activator.CreateInstance(field.FieldType);
|
||||
reference.isReferene = true;
|
||||
reference.description=field.FieldType.Name;
|
||||
reference.label = field.Name;
|
||||
reference.defName = element.Value;
|
||||
value = reference;
|
||||
}
|
||||
}
|
||||
else if(field.FieldType.IsArray||typeof(IList).IsAssignableFrom(field.FieldType))
|
||||
{
|
||||
value = ProcessArrayField(field, element);
|
||||
}
|
||||
else if (field.FieldType.IsEnum)
|
||||
{
|
||||
value = Enum.Parse(field.FieldType, element.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
value = Convert.ChangeType(element.Value, field.FieldType);
|
||||
}
|
||||
// 优化点4:重构 ProcessArrayField 并引入通用转换辅助方法
|
||||
object value = ConvertXElementValueToType(element, field.FieldType);
|
||||
field.SetValue(define, value);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"Error setting field ,field name:{field.Name}; value: {element.Value}; error: {ex.Message}");
|
||||
Debug.LogWarning($"设置字段时出错,字段名:{field.Name}; 值: {element.Value}; 错误: {ex.Message}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static object ProcessArrayField(FieldInfo field, XElement element)
|
||||
// 优化点4:新的辅助方法,用于将 XElement 值转换为特定类型
|
||||
private static object ConvertXElementValueToType(XElement element, Type targetType)
|
||||
{
|
||||
// 获取集合元素的类型
|
||||
Type elementType = field.FieldType.IsArray
|
||||
? field.FieldType.GetElementType()
|
||||
: field.FieldType.GetGenericArguments()[0];
|
||||
|
||||
if (elementType == null) return null;
|
||||
|
||||
var arrayElements = new List<object>();
|
||||
|
||||
// 遍历 XML 元素中的子元素
|
||||
foreach (var liElement in element.Elements())
|
||||
if (IsTypeInheritedFrom(targetType, typeof(Define)))
|
||||
{
|
||||
if (elementType.IsSubclassOf(typeof(Define)))
|
||||
if (element.HasElements)
|
||||
{
|
||||
// 如果是 Define 类型或其子类
|
||||
var nestedDefine = (Define)Activator.CreateInstance(elementType);
|
||||
DefaultInitDefine(nestedDefine, liElement, elementType);
|
||||
arrayElements.Add(nestedDefine);
|
||||
}
|
||||
else if (elementType.IsArray || typeof(IList).IsAssignableFrom(elementType))
|
||||
{
|
||||
// 嵌套数组处理(递归调用)
|
||||
var pseudoField = new { FieldType = elementType };
|
||||
var nestedArray = ProcessArrayField(
|
||||
pseudoField.GetType().GetField("FieldType"),
|
||||
liElement
|
||||
);
|
||||
arrayElements.Add(nestedArray);
|
||||
}
|
||||
else if (elementType.IsEnum)
|
||||
{
|
||||
// 枚举类型处理
|
||||
arrayElements.Add(Enum.Parse(elementType, liElement.Value));
|
||||
return LoadDefineClass(element, targetType.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 基本类型处理
|
||||
arrayElements.Add(Convert.ChangeType(liElement.Value, elementType));
|
||||
// 引用另一个 Define
|
||||
var reference = (Define)Activator.CreateInstance(targetType);
|
||||
reference.isReferene = true;
|
||||
reference.description = targetType.Name;
|
||||
reference.label = element.Name.LocalName; // 使用元素的名称作为标签
|
||||
reference.defName = element.Value;
|
||||
return reference;
|
||||
}
|
||||
}
|
||||
|
||||
// 根据目标字段的类型构建结果
|
||||
if (field.FieldType.IsArray)
|
||||
else if (targetType.IsArray || typeof(IList).IsAssignableFrom(targetType))
|
||||
{
|
||||
return ProcessArrayField(targetType, element);
|
||||
}
|
||||
else if (targetType.IsEnum)
|
||||
{
|
||||
return Enum.Parse(targetType, element.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Convert.ChangeType(element.Value, targetType);
|
||||
}
|
||||
}
|
||||
|
||||
// 优化点4:修改 ProcessArrayField 以直接接受 Type
|
||||
private static object ProcessArrayField(Type fieldType, XElement element)
|
||||
{
|
||||
// 获取集合的元素类型
|
||||
Type elementType = fieldType.IsArray
|
||||
? fieldType.GetElementType()
|
||||
: fieldType.GetGenericArguments().FirstOrDefault(); // 使用 FirstOrDefault 以确保安全
|
||||
|
||||
if (elementType == null)
|
||||
{
|
||||
Debug.LogWarning($"无法确定类型为 {fieldType.Name} 的集合字段的元素类型");
|
||||
return null;
|
||||
}
|
||||
|
||||
var arrayElements = new List<object>();
|
||||
|
||||
// 遍历 XML 子元素
|
||||
foreach (var liElement in element.Elements())
|
||||
{
|
||||
// 对每个项目使用新的辅助方法
|
||||
arrayElements.Add(ConvertXElementValueToType(liElement, elementType));
|
||||
}
|
||||
|
||||
// 根据目标字段的类型构造结果
|
||||
if (fieldType.IsArray)
|
||||
{
|
||||
// 如果目标字段是数组类型
|
||||
var resultArray = Array.CreateInstance(elementType, arrayElements.Count);
|
||||
for (var i = 0; i < arrayElements.Count; i++)
|
||||
{
|
||||
resultArray.SetValue(arrayElements[i], i);
|
||||
}
|
||||
|
||||
return resultArray;
|
||||
}
|
||||
else if (typeof(IList).IsAssignableFrom(field.FieldType))
|
||||
else if (typeof(IList).IsAssignableFrom(fieldType))
|
||||
{
|
||||
// 如果目标字段是泛型集合类型(如 List<T>)
|
||||
var listType = typeof(List<>).MakeGenericType(elementType);
|
||||
var resultList = (IList)Activator.CreateInstance(listType);
|
||||
foreach (var item in arrayElements)
|
||||
{
|
||||
resultList.Add(item);
|
||||
}
|
||||
|
||||
return resultList;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 从 List<c>XDocument</c> 中查找指定根元素名称的文档。
|
||||
@ -381,7 +420,7 @@ namespace Data
|
||||
/// <returns>符合条件的 XML 文档列表。</returns>
|
||||
public static List<XDocument> FindDocumentsWithRootName(List<XDocument> xmlDocuments, string rootName)
|
||||
{
|
||||
// Using LINQ to Objects for a more concise solution
|
||||
// 使用 LINQ to Objects 实现更简洁的解决方案
|
||||
var result = xmlDocuments
|
||||
.Where(doc => doc.Root != null && doc.Root.Name.LocalName == rootName)
|
||||
.ToList();
|
||||
@ -403,7 +442,8 @@ namespace Data
|
||||
|
||||
// PackAbout 对象
|
||||
sb.AppendLine("=== PackAbout ===");
|
||||
sb.AppendLine(packAbout?.ToString() ?? "N/A"); // 调用 PackAbout 的 ToString()
|
||||
// 优化点3:使用 PackAbout.ToString()
|
||||
sb.AppendLine(packAbout?.ToString() ?? "N/A");
|
||||
sb.AppendLine();
|
||||
|
||||
// 字典字段(defines)
|
||||
@ -417,28 +457,38 @@ namespace Data
|
||||
sb.AppendLine(); // 每个类别后空一行
|
||||
}
|
||||
else
|
||||
sb.AppendLine("No defines found.");
|
||||
sb.AppendLine("未找到定义。");
|
||||
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 检查字段的类型是否继承自指定的类
|
||||
/// 检查字段的类型是否继承自指定的类 (严格派生,不包括基类本身)
|
||||
/// </summary>
|
||||
/// <param name="field">字段信息</param>
|
||||
/// <param name="baseType">要检查的基类类型</param>
|
||||
/// <returns>如果字段的类型是基类或其派生类,则返回 true</returns>
|
||||
/// <returns>如果字段的类型是基类的严格派生类,则返回 true</returns>
|
||||
// 优化点6:为 IsFieldTypeInheritedFrom 进行语义澄清
|
||||
public static bool IsFieldTypeInheritedFrom(FieldInfo field, Type baseType)
|
||||
{
|
||||
// 获取字段的类型
|
||||
var fieldType = field.FieldType;
|
||||
// 如果字段的类型为 null 或不是基类的派生类,则返回 false
|
||||
if (!baseType.IsAssignableFrom(fieldType))
|
||||
return false;
|
||||
|
||||
// 如果字段的类型直接是基类或其派生类,则返回 true
|
||||
return fieldType != baseType && baseType.IsAssignableFrom(fieldType);
|
||||
// 严格派生:不包括基类本身
|
||||
return fieldType != null && fieldType != baseType && baseType.IsAssignableFrom(fieldType);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查一个类型是否继承自指定的基类 (严格派生,不包括基类本身)
|
||||
/// </summary>
|
||||
/// <param name="type">要检查的类型</param>
|
||||
/// <param name="baseType">要检查的基类类型</param>
|
||||
/// <returns>如果类型是基类的严格派生类,则返回 true</returns>
|
||||
// 在 ConvertXElementValueToType 中使用的新类型检查辅助方法
|
||||
public static bool IsTypeInheritedFrom(Type type, Type baseType)
|
||||
{
|
||||
return type != null && type != baseType && baseType.IsAssignableFrom(type);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -84,11 +84,15 @@ namespace Entity
|
||||
{
|
||||
IsChase = true;
|
||||
currentJob = null;
|
||||
if(Program.Instance.focusedEntity)
|
||||
// 逻辑修改:只有当存在一个不同的焦点实体时,才将其PlayerControlled设为false
|
||||
if (Program.Instance.focusedEntity && Program.Instance.focusedEntity != this)
|
||||
{
|
||||
Program.Instance.focusedEntity.PlayerControlled = false;
|
||||
}
|
||||
Program.Instance.focusedEntity = this;
|
||||
}
|
||||
else if (PlayerControlled)
|
||||
// 逻辑修改:确保只有当自身是焦点实体时才取消焦点,避免不必要的逻辑执行
|
||||
else if (Program.Instance.focusedEntity == this)
|
||||
{
|
||||
Program.Instance.focusedEntity = null;
|
||||
}
|
||||
@ -96,6 +100,7 @@ namespace Entity
|
||||
get => Program.Instance.focusedEntity == this;
|
||||
}
|
||||
|
||||
|
||||
public bool IsWalking => _walkingTimer > 0;
|
||||
|
||||
/// <summary>
|
||||
|
9
Client/Assets/Scripts/Map/Dimension.cs
Normal file
9
Client/Assets/Scripts/Map/Dimension.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Map
|
||||
{
|
||||
public class Dimension:MonoBehaviour
|
||||
{
|
||||
|
||||
}
|
||||
}
|
3
Client/Assets/Scripts/Map/Dimension.cs.meta
Normal file
3
Client/Assets/Scripts/Map/Dimension.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1cf2b22a0f934c5b852b5cdd588d82fa
|
||||
timeCreated: 1756014704
|
@ -10,13 +10,17 @@ namespace Map
|
||||
{
|
||||
public class DoubleMap : MonoBehaviour
|
||||
{
|
||||
public List<List<int>> mapData = new();
|
||||
private List<List<int>> mapData = new();
|
||||
public Tilemap textureLevel;
|
||||
public Vector2Int dataOffset = Vector2Int.zero; // 数据起始点偏移变量
|
||||
// public Vector2Int dataOffset = Vector2Int.zero; // 数据起始点偏移变量 - 已删除
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Managers.DefineManager.Instance.Init();
|
||||
Managers.PackagesImageManager.Instance.Init();
|
||||
Managers.TileManager.Instance.Init();
|
||||
|
||||
var size = 100;
|
||||
InitializeData(size, size);
|
||||
for (var i = 0; i < size; i++)
|
||||
@ -44,9 +48,11 @@ namespace Map
|
||||
{
|
||||
column.Add(defaultValue);
|
||||
}
|
||||
|
||||
mapData.Add(column);
|
||||
}
|
||||
}
|
||||
|
||||
// 设置指定数据坐标的瓦片值并刷新相关瓦片
|
||||
public void SetTile(int dataX, int dataY, int value)
|
||||
{
|
||||
@ -100,8 +106,8 @@ namespace Map
|
||||
if (mapData.Count == 0 || mapData[0].Count == 0) return;
|
||||
|
||||
// 计算瓦片地图的有效范围(考虑偏移)
|
||||
var startX = dataOffset.x;
|
||||
var startY = dataOffset.y;
|
||||
var startX = 0; // dataOffset.x 已删除
|
||||
var startY = 0; // dataOffset.y 已删除
|
||||
var endX = startX + mapData.Count - 1;
|
||||
var endY = startY + mapData[0].Count - 1;
|
||||
|
||||
@ -119,8 +125,8 @@ namespace Map
|
||||
private void UpdateTileAtTilemapPosition(int tileX, int tileY)
|
||||
{
|
||||
// 计算对应的数据坐标(考虑偏移)
|
||||
var dataX = tileX - dataOffset.x;
|
||||
var dataY = tileY - dataOffset.y;
|
||||
var dataX = tileX; // - dataOffset.x 已删除
|
||||
var dataY = tileY; // - dataOffset.y 已删除
|
||||
|
||||
// 获取四个角的数据坐标
|
||||
var topLeftX = dataX;
|
||||
@ -181,4 +187,5 @@ namespace Map
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -6,24 +6,6 @@ namespace Map
|
||||
{
|
||||
public class MapGenerator:MonoBehaviour
|
||||
{
|
||||
public DoubleMap baseLevel;
|
||||
public Tilemap buildLevel;
|
||||
public Tilemap plantLevel;
|
||||
|
||||
|
||||
public bool CanPassThrough(int x, int y)
|
||||
{
|
||||
return GetTilePassCost(x, y) < 1;
|
||||
}
|
||||
public float GetTilePassCost(int x, int y)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public float GetTileBulletCover(int x, int y)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -17,6 +17,7 @@ namespace Utils
|
||||
if (behaviorTreeDef == null)
|
||||
return null;
|
||||
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
|
||||
aiBase.Init(behaviorTreeDef);
|
||||
if (behaviorTreeDef.childTree != null)
|
||||
{
|
||||
foreach (var child in behaviorTreeDef.childTree)
|
||||
|
Reference in New Issue
Block a user