889 lines
33 KiB
C#
889 lines
33 KiB
C#
using AI;
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using Base;
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using Data;
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using Item;
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using Managers;
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using Prefab;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Entity
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{
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/// <summary>
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/// 表示游戏中的实体类,继承自 MonoBehaviour 并实现 ITick 接口。
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/// </summary>
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public class Entity : MonoBehaviour, ITick
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{
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/// <summary>
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/// 动画预制体,用于管理实体的动画逻辑。
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/// </summary>
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public SpriteAnimator animatorPrefab;
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/// <summary>
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/// 图像预制体,用于管理实体的静态图像显示。
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/// </summary>
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public ImagePrefab imagePrefab;
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public ProgressBarPrefab healthBarPrefab;
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public EntityPrefab entityPrefab;
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public EntityDef entityDef;
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/// <summary>
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/// 人工智能行为树,定义实体的行为逻辑。
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/// </summary>
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public AIBase aiTree;
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/// <summary>
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/// 当前实体正在执行的任务。
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/// </summary>
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public JobBase currentJob;
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/// <summary>
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/// 实体的属性定义,包括生命值、攻击力、防御力等。
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/// </summary>
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public Attributes attributes = new();
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/// <summary>
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/// 实体当前的移动方向。
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/// </summary>
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public Vector3 direction;
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/// <summary>
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/// 实体的身体部分,用于挂载动画和图像节点。
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/// </summary>
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public GameObject body;
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/// <summary>
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/// 实体所属的阵营或派系。
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/// </summary>
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public string affiliation;
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/// <summary>
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/// 表示实体是否可以被选择。
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/// </summary>
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public bool canSelect = true;
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/// <summary>
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/// 表示实体是否处于追逐状态(影响移动速度)。
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/// </summary>
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public bool IsChase { set; get; } = true;
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public string currentDimensionId = null;
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/// <summary>
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/// 表示实体是否由玩家控制。
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/// </summary>
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public bool PlayerControlled
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{
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set
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{
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if (value)
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{
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IsChase = true;
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currentJob = null;
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// 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
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if (Program.Instance.FocusedEntity && Program.Instance.FocusedEntity != this)
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{
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Program.Instance.FocusedEntity.PlayerControlled = false;
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}
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Program.Instance.SetFocusedEntity(this);
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}
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// 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
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else if (Program.Instance.FocusedEntity == this)
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{
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Program.Instance.SetFocusedEntity(null);
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}
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}
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get => Program.Instance.FocusedEntity == this;
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}
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public bool IsWalking => _walkingTimer > 0;
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/// <summary>
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/// 获取实体当前位置。
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/// </summary>
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public Vector3 Position => transform.position;
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/// <summary>
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/// 表示实体是否已经死亡(生命值小于等于零)。
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/// </summary>
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public bool IsDead => attributes.health <= 0;
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public bool IsShowingHealthBarUI => _hitBarUIShowTimer > 0;
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public bool IsAttacking => _attackCoroutine != null;
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/// <summary>
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/// 当实体受到伤害时触发的事件。
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/// 可以订阅此事件来响应实体的生命值变化,例如更新UI或播放受击特效。
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/// </summary>
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public event Action<EntityHitEventArgs> OnEntityHit;
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/// <summary>
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/// 当实体死亡时触发的事件。
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/// 只在实体首次进入死亡状态时触发一次。
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/// </summary>
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public event Action<Entity> OnEntityDied;
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private bool _warning = false;
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/// <summary>
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/// 存储不同朝向下的动画节点集合。
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/// </summary>
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public Dictionary<EntityState, Dictionary<Orientation, ITick[]>> bodyAnimationNode = new();
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private ITick[] _currentAnimatorCache;
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private GameObject wearponAttackAnimationNodeRoot = null;
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private ITick[] wearponAttackAnimationNodeList;
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/// <summary>
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/// 存储不同朝向下的身体节点对象。
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/// </summary>
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protected Dictionary<EntityState, Dictionary<Orientation, GameObject>> bodyNodes = new();
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/// <summary>
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/// 当前实体的朝向。
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/// </summary>
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private Orientation _currentOrientation = Orientation.Down;
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/// <summary>
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/// 当前实体的状态
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/// </summary>
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private EntityState _currentState = EntityState.Idle;
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// 协程引用
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private Coroutine _attackCoroutine;
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[SerializeField] private float _hitBarUIShowTime = 5;
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private float _hitBarUIShowTimer = 0;
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private int _walkingTimer = 0;
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/// <summary>
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/// 初始化实体的基本属性和行为树。
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/// </summary>
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/// <param name="entityDef">实体的定义数据。</param>
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public virtual void Init(EntityDef entityDef)
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{
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attributes = new Attributes(entityDef.attributes);
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aiTree = AI.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
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affiliation = entityDef.affiliation?.defName;
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InitBody(entityDef.drawingOrder);
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this.entityDef = entityDef;
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HideHealthBar();
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}
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/// <summary>
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/// 初始化实体的身体部分,包括不同朝向下的绘图节点。
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/// </summary>
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/// <param name="drawingOrder">绘制顺序定义。</param>
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public virtual void InitBody(DrawingOrderDef drawingOrder)
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{
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// 预缓存枚举值(避免每次循环重复调用 Enum.GetValues)
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var states = Enum.GetValues(typeof(EntityState)).Cast<EntityState>().ToArray();
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var orientations = Enum.GetValues(typeof(Orientation)).Cast<Orientation>().ToArray();
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// 预初始化字典结构(减少内层循环的字典检查)
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foreach (var state in states)
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{
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bodyNodes.TryAdd(state, new Dictionary<Orientation, GameObject>());
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bodyAnimationNode.TryAdd(state, new Dictionary<Orientation, ITick[]>());
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}
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// 主初始化逻辑
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foreach (var state in states)
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{
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var stateBodyNodes = bodyNodes[state];
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var stateAnimNodes = bodyAnimationNode[state];
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foreach (var orientation in orientations)
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{
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// 获取节点定义(避免重复调用)
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var nodeDef = drawingOrder.GetDrawNodeDef(state, orientation, out var original);
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GameObject targetObj = null;
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// --- 修改点一:处理空节点定义(增加默认精灵显示) ---
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if (nodeDef == null)
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{
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if (imagePrefab != null && Managers.PackagesImageManager.Instance.defaultSprite != null)
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{
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// 实例化imagePrefab作为默认占位符
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targetObj = Instantiate(imagePrefab.gameObject, body.transform);
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targetObj.name = $"{state}_{orientation}_Default";
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targetObj.transform.localPosition = Vector3.zero;
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var imagePrefabCom = targetObj.GetComponent<ImagePrefab>();
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if (imagePrefabCom != null)
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{
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imagePrefabCom.SetSprite(Managers.PackagesImageManager.Instance.defaultSprite);
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}
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else
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{
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Debug.LogWarning(
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$"InitBody: 默认ImagePrefab中无法获取ImagePrefab组件!状态: {state}, 朝向: {orientation}");
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// 降级为普通GameObject
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targetObj = new GameObject { name = $"{state}_{orientation}_Empty" };
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targetObj.transform.SetParent(body.transform, false);
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}
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}
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else
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{
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// 如果没有imagePrefab或defaultSprite,则创建空GameObject
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targetObj = new GameObject { name = $"{state}_{orientation}_Empty" };
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targetObj.transform.SetParent(body.transform, false);
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}
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}
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else
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{
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// 处理有效节点定义
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if (original.HasValue && stateBodyNodes.TryGetValue(original.Value, out var reusedObj))
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{
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targetObj = reusedObj; // 复用已有对象
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}
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else
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{
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targetObj = InitBodyPart(nodeDef, body); // 创建新对象
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}
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}
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if (targetObj != null)
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{
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stateBodyNodes[orientation] = targetObj;
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// 逻辑说明:确保 stateAnimNodes[orientation] 总是被初始化为一个列表
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var animatorsForOrientation = new List<ITick>(); // 总是创建一个新的列表
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var animators = targetObj.GetComponentsInChildren<SpriteAnimator>();
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if (animators.Length > 0)
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{
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animatorsForOrientation.AddRange(animators);
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}
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stateAnimNodes[orientation] = animatorsForOrientation.ToArray();
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}
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else
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{
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Debug.LogError($"InitBody: 无法为状态 {state}, 朝向 {orientation} 创建或找到有效的GameObject。");
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stateBodyNodes[orientation] = new GameObject($"ErrorNode_{state}_{orientation}"); // 提供一个错误占位符
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stateBodyNodes[orientation].transform.SetParent(body.transform, false);
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stateAnimNodes[orientation] = Array.Empty<ITick>();
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}
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}
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}
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// 批量隐藏所有节点(使用字典值集合直接操作)
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foreach (var nodeDict in bodyNodes.Values)
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{
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foreach (var obj in nodeDict.Values)
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{
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obj.SetActive(false);
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}
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}
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SetBodyTexture(EntityState.Idle, Orientation.Down); // 激活默认朝向
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}
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/// <summary>
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/// 递归初始化单个绘图节点及其子节点,具有更强的健壮性和错误处理。
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/// </summary>
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/// <param name="drawNode">绘图节点定义。</param>
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/// <param name="parent">父节点对象。</param>
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/// <returns>创建的GameObject,如果失败则返回null</returns>
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public virtual GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
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{
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try
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{
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// 参数验证
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if (drawNode == null)
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{
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Debug.LogWarning("InitBodyPart: drawNode参数为null");
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return null;
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}
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if (parent == null)
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{
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Debug.LogWarning($"InitBodyPart: 父节点为null (节点名: {drawNode.nodeName})");
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return null;
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}
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GameObject nodeObject = null;
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// 根据纹理数量创建不同类型的节点
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switch (drawNode.textures?.Count ?? 0)
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{
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case 0:
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// 无纹理节点
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nodeObject = new GameObject(drawNode.nodeName);
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nodeObject.transform.SetParent(parent.transform, false);
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break;
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case 1:
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// 单纹理节点
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if (imagePrefab == null)
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{
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Debug.LogError($"InitBodyPart: imagePrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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}
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nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
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var texture =
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Managers.PackagesImageManager.Instance.GetSprite(drawNode.packID,
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drawNode.textures[0]); // --- 修改点二:移除 ?. ---
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if (!texture)
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{
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Debug.LogWarning(
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$"InitBodyPart: 无法获取纹理 (节点名: {drawNode.nodeName}, 纹理ID: {drawNode.textures[0]})");
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}
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var imagePrefabCom = nodeObject.GetComponent<ImagePrefab>();
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if (imagePrefabCom != null)
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{
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imagePrefabCom.SetSprite(texture);
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}
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else
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{
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Debug.LogWarning($"InitBodyPart: 无法获取ImagePrefab组件 (节点名: {drawNode.nodeName})");
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}
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break;
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default:
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// 多纹理动画节点
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if (!animatorPrefab)
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{
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Debug.LogError($"InitBodyPart: animatorPrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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}
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nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
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var animator = nodeObject.GetComponent<SpriteAnimator>();
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if (animator == null)
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{
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Debug.LogWarning($"InitBodyPart: 无法获取SpriteAnimator组件 (节点名: {drawNode.nodeName})");
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break;
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}
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animator.SetFPS(drawNode.FPS);
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var animatedSprites = new List<Sprite>();
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foreach (var textureId in drawNode.textures)
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{
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try
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{
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var sprite =
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Managers.PackagesImageManager.Instance.GetSprite(drawNode.packID,
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textureId); // --- 修改点二:移除 ?. ---
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if (sprite != null)
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{
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animatedSprites.Add(sprite);
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}
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else
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{
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Debug.LogWarning(
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$"InitBodyPart: 无法获取动画纹理 (节点名: {drawNode.nodeName}, 纹理ID: {textureId})");
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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(
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$"InitBodyPart: 加载动画纹理时出错 (节点名: {drawNode.nodeName}, 纹理ID: {textureId}): {ex.Message}");
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}
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}
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if (animatedSprites.Count > 0)
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{
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animator.SetSprites(animatedSprites.ToArray());
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}
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else
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{
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Debug.LogWarning($"InitBodyPart: 没有有效的动画纹理 (节点名: {drawNode.nodeName})");
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}
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break;
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}
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// 设置节点属性
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if (!nodeObject) return nodeObject;
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nodeObject.transform.localPosition = drawNode.position;
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nodeObject.name = drawNode.nodeName ?? "UnnamedNode";
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// 递归初始化子节点
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if (drawNode.nodes == null) return nodeObject;
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foreach (var child in drawNode.nodes)
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{
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try
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{
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InitBodyPart(child, nodeObject);
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}
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catch (Exception ex)
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{
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Debug.LogError($"InitBodyPart: 初始化子节点失败 (父节点: {drawNode.nodeName}): {ex.Message}");
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}
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}
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return nodeObject;
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}
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catch (Exception ex)
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{
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Debug.LogError($"InitBodyPart: 初始化节点时发生未处理的异常 (节点名: {drawNode?.nodeName}): {ex}");
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return null;
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}
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}
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/// <summary>
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/// 更新实体的逻辑,包括玩家控制和自动行为。
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/// </summary>
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public void Tick()
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{
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if (_walkingTimer > 0)
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{
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_walkingTimer -= 1;
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if (_walkingTimer <= 0)
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{
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SetBodyTexture(EntityState.Idle, _currentOrientation);
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}
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}
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if (PlayerControlled)
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{
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UpdatePlayerControls();
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}
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else
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{
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AutoBehave();
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}
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if (_currentAnimatorCache != null)
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{
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foreach (var animator in _currentAnimatorCache)
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{
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animator.Tick();
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}
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}
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if (wearponAttackAnimationNodeList != null)
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{
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foreach (var tick in wearponAttackAnimationNodeList)
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{
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tick.Tick();
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}
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}
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if (IsShowingHealthBarUI)
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{
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_hitBarUIShowTimer -= Time.deltaTime;
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if (_hitBarUIShowTimer <= 0)
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{
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HideHealthBar();
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}
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}
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}
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/// <summary>
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/// 尝试攻击目标实体。
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/// </summary>
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public virtual void TryAttack() // 使用override允许子类重写
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{
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if (IsAttacking || IsDead) return; // 死亡时无法攻击
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// 尝试获取当前武器
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WeaponResource currentWeapon = GetCurrentWeapon();
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// 如果没有武器,可以选择进行徒手攻击或者直接返回
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// 暂时设定为:如果没有武器,则不进行攻击
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if (currentWeapon == null)
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{
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// 可以在这里添加一个默认的徒手攻击逻辑,或者播放一个“不能攻击”的提示
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Debug.Log($"{name} 没有装备武器,无法攻击。");
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return;
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}
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// 启动基于武器的攻击协程
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_attackCoroutine = StartCoroutine(AttackFlow(currentWeapon));
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}
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public virtual void SetBodyTexture(EntityState state, Orientation orientation)
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{
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if (bodyNodes.TryGetValue(_currentState, out var stateNode))
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{
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if (stateNode.TryGetValue(_currentOrientation, out var node))
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{
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node.SetActive(false);
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}
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}
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if (bodyNodes.TryGetValue(state, out var showStateNode))
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{
|
||
if (showStateNode.TryGetValue(orientation, out var showNode))
|
||
{
|
||
showNode.SetActive(true);
|
||
}
|
||
}
|
||
|
||
_currentState = state;
|
||
_currentOrientation = orientation;
|
||
|
||
if (bodyAnimationNode.TryGetValue(_currentState, out var animationNode) &&
|
||
animationNode.TryGetValue(_currentOrientation, out var value))
|
||
{
|
||
_currentAnimatorCache = value;
|
||
}
|
||
else
|
||
{
|
||
_currentAnimatorCache = new ITick[] { }; // 如果没有找到动画,则使用空列表
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据方向尝试移动实体。
|
||
/// </summary>
|
||
public virtual void TryMove()
|
||
{
|
||
if (IsAttacking)
|
||
return;
|
||
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
|
||
SetBodyTexture(EntityState.Walking, _currentOrientation);
|
||
_walkingTimer = 2;
|
||
}
|
||
|
||
/// <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)
|
||
{
|
||
// MODIFIED: 收到攻击时触发回调
|
||
if (IsDead) // 如果已经死亡,则不再处理伤害 nor 触发事件
|
||
{
|
||
return;
|
||
}
|
||
|
||
var hit = from.attributes.attack - attributes.defense;
|
||
if (hit < 0)
|
||
hit = from.attributes.attack / 100;
|
||
// 确保伤害不为负,最小为0
|
||
hit = Mathf.Max(0, hit);
|
||
attributes.health -= hit;
|
||
var wasFatal = IsDead; // 检查这次攻击是否导致实体死亡
|
||
// 触发 OnEntityHit 事件
|
||
OnEntityHit?.Invoke(new EntityHitEventArgs(
|
||
this, from, hit, attributes.health, entityDef.attributes.health, wasFatal));
|
||
currentJob?.StopJob();
|
||
if (wasFatal)
|
||
{
|
||
// 如果是首次死亡,则触发 OnEntityDied 事件
|
||
// MODIFIED: 停止所有活动,包括当前工作
|
||
currentJob = null; // 清除当前工作
|
||
OnEntityDied?.Invoke(this);
|
||
}
|
||
|
||
ShowHealthBar(); // 无论是否死亡,都更新血条UI
|
||
}
|
||
|
||
public void ShowHealthBar()
|
||
{
|
||
if (!healthBarPrefab)
|
||
return;
|
||
healthBarPrefab.gameObject.SetActive(true);
|
||
healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
|
||
_hitBarUIShowTimer = _hitBarUIShowTime;
|
||
}
|
||
|
||
public void HideHealthBar()
|
||
{
|
||
if (!healthBarPrefab)
|
||
return;
|
||
healthBarPrefab.gameObject.SetActive(false);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 杀死实体,设置生命值为零。
|
||
/// </summary>
|
||
public virtual void Kill()
|
||
{
|
||
if (IsDead)
|
||
{
|
||
return;
|
||
}
|
||
|
||
attributes.health = 0; // 直接设置生命值为0
|
||
// MODIFIED: 停止所有活动,包括当前工作
|
||
currentJob?.StopJob();
|
||
currentJob = null; // 清除当前工作
|
||
// 触发 OnEntityDied 事件
|
||
OnEntityDied?.Invoke(this);
|
||
ShowHealthBar();
|
||
}
|
||
|
||
/// <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;
|
||
}
|
||
|
||
SetBodyTexture(_currentState, ori);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 自动行为逻辑,根据行为树执行任务。
|
||
/// </summary>
|
||
protected virtual void AutoBehave()
|
||
{
|
||
if (aiTree == null)
|
||
return;
|
||
if (currentJob == null || !currentJob.Running)
|
||
{
|
||
currentJob = aiTree.GetJob(this);
|
||
if (currentJob == null)
|
||
{
|
||
if (!_warning)
|
||
{
|
||
Debug.LogWarning($"{GetType().Name}类型的{name}没有分配到任何工作,给行为树末尾添加等待行为,避免由于没有工作导致无意义的反复查找工作导致性能问题");
|
||
_warning = true;
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
currentJob.StartJob(this);
|
||
}
|
||
|
||
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)
|
||
var inputDirection = Vector2.zero;
|
||
|
||
// 检测 WASD 或方向键输入
|
||
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
|
||
{
|
||
inputDirection += Vector2.up; // 向上移动(Y 轴正方向)
|
||
}
|
||
|
||
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
|
||
{
|
||
inputDirection += Vector2.down; // 向下移动(Y 轴负方向)
|
||
}
|
||
|
||
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
|
||
{
|
||
inputDirection += Vector2.left; // 向左移动(X 轴负方向)
|
||
}
|
||
|
||
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
|
||
{
|
||
inputDirection += Vector2.right; // 向右移动(X 轴正方向)
|
||
}
|
||
|
||
if (Input.GetMouseButton(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
|
||
inputDirection = inputDirection.normalized;
|
||
|
||
// 设置目标位置(2D 移动,Z 轴保持不变)
|
||
var targetPosition = transform.position + new Vector3(inputDirection.x, inputDirection.y, 0);
|
||
|
||
// 调用 SetTarget 方法设置目标位置
|
||
SetTarget(targetPosition);
|
||
|
||
// 调用 TryMove 方法处理实际移动逻辑
|
||
TryMove();
|
||
|
||
|
||
}
|
||
|
||
// NEW: ShakeInDirectionCoroutine 签名修改以接收持续时间
|
||
private IEnumerator ShakeInDirectionCoroutine(float duration)
|
||
{
|
||
var originalPosition = transform.position; // 记录原始位置
|
||
// 在攻击动画持续时间内进行抖动效果
|
||
transform.position += direction * 0.5f;
|
||
yield return new WaitForSeconds(duration);
|
||
transform.position = originalPosition;
|
||
}
|
||
|
||
// NEW: AttackFlow 现在接收 WeaponResource 参数
|
||
protected IEnumerator AttackFlow(WeaponResource weapon) // 将可见性改为 protected,允许子类访问
|
||
{
|
||
// STEP 1: 激活武器动画节点
|
||
if (weapon.AttackAnimationDef != null)
|
||
{
|
||
var animation = weapon.InstantiateAttackAnimation(body.transform);
|
||
wearponAttackAnimationNodeRoot = animation.root;
|
||
wearponAttackAnimationNodeList = animation.animationComponents;
|
||
}
|
||
|
||
// STEP 4: 等待到攻击判定时间
|
||
float elapsedTime = 0f;
|
||
while (elapsedTime < weapon.AttackDetectionTime)
|
||
{
|
||
if (IsDead)
|
||
{
|
||
/* 如果实体在此期间死亡,立刻中断 */
|
||
break;
|
||
}
|
||
|
||
elapsedTime += Time.deltaTime;
|
||
yield return null; // 等待一帧
|
||
}
|
||
|
||
// 如果实体在等待期间死亡,清理并退出
|
||
if (IsDead)
|
||
{
|
||
CleanupAttack(weapon);
|
||
yield break;
|
||
}
|
||
|
||
ExecuteWeaponAction(weapon);
|
||
|
||
float remainingAnimationTime = weapon.AttackAnimationTime - elapsedTime;
|
||
if (remainingAnimationTime > 0)
|
||
{
|
||
yield return new WaitForSeconds(remainingAnimationTime);
|
||
}
|
||
else if (weapon.AttackAnimationTime > 0)
|
||
{
|
||
yield return new WaitForSeconds(weapon.AttackAnimationTime - elapsedTime);
|
||
}
|
||
|
||
// STEP 7: 清理攻击状态
|
||
CleanupAttack(weapon);
|
||
}
|
||
|
||
private void CleanupAttack(WeaponResource weapon)
|
||
{
|
||
if (wearponAttackAnimationNodeRoot)
|
||
{
|
||
Destroy(wearponAttackAnimationNodeRoot);
|
||
wearponAttackAnimationNodeRoot = null;
|
||
}
|
||
|
||
wearponAttackAnimationNodeList = null;
|
||
_attackCoroutine = null;
|
||
}
|
||
|
||
protected virtual void ExecuteWeaponAction(WeaponResource weapon) // 将可见性改为 protected,允许子类重写
|
||
{
|
||
if (weapon == null) return; // 安全检查
|
||
|
||
switch (weapon.Type)
|
||
{
|
||
case WeaponType.Melee:
|
||
ExecuteMeleeAttack(weapon);
|
||
break;
|
||
case WeaponType.Ranged:
|
||
ExecuteRangedAttack(weapon);
|
||
break;
|
||
default:
|
||
Debug.LogWarning($"未知武器类型: {weapon.Type} for {name}");
|
||
break;
|
||
}
|
||
}
|
||
|
||
private void ExecuteMeleeAttack(WeaponResource weapon)
|
||
{
|
||
if (weapon.Attributes == null)
|
||
{
|
||
Debug.LogWarning($"武器 {weapon.DefName} 没有定义Attributes,无法执行近战攻击。");
|
||
return;
|
||
}
|
||
|
||
var attackRange = weapon.Attributes.attackRange;
|
||
var attackTargetCount = weapon.Attributes.attackTargetCount;
|
||
|
||
var hits = Physics2D.OverlapCircleAll(
|
||
transform.position,
|
||
attackRange,
|
||
LayerMask.GetMask("Entity"));
|
||
|
||
foreach (var hit in hits)
|
||
{
|
||
if (attackTargetCount <= 0) break; // 已达到最大攻击目标数
|
||
if (hit.gameObject == gameObject) continue; // 不攻击自己
|
||
|
||
var entity = hit.GetComponent<Entity>();
|
||
if (entity != null && entity.affiliation != affiliation) // 确保是敌对实体
|
||
{
|
||
entity.OnHit(this); // 攻击时将自身作为攻击来源
|
||
attackTargetCount--;
|
||
}
|
||
}
|
||
}
|
||
|
||
// NEW: 辅助方法用于执行远程攻击
|
||
private void ExecuteRangedAttack(WeaponResource weapon)
|
||
{
|
||
if (weapon.Bullet == null)
|
||
{
|
||
Debug.LogWarning($"远程武器 {weapon.DefName} 没有定义Bullet,无法发射子弹。");
|
||
return;
|
||
}
|
||
|
||
// 获取子弹方向。这里使用实体当前的移动方向作为子弹发射方向
|
||
// 更复杂的逻辑可能根据鼠标位置、目标位置等确定
|
||
Vector3 bulletDirection = direction; // 实体当前的朝向
|
||
if (PlayerControlled && Input.GetMouseButton(0)) // 玩家控制时,如果鼠标按下,尝试朝鼠标方向发射
|
||
{
|
||
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||
mouseWorldPos.z = transform.position.z; // 保持Z轴一致
|
||
bulletDirection = (mouseWorldPos - transform.position).normalized;
|
||
}
|
||
|
||
// 如果没有明确的方向,给一个默认值以防万一
|
||
if (bulletDirection == Vector3.zero) bulletDirection = Vector3.down;
|
||
|
||
|
||
// 假设 EntityManage.Instance.GenerateBulletEntity 方法存在
|
||
// (需要一个 EntityManage 单例来实现子弹生成)
|
||
if (EntityManage.Instance != null && Program.Instance != null)
|
||
{
|
||
EntityManage.Instance.GenerateBulletEntity(
|
||
Program.Instance.FocusedDimensionId,
|
||
weapon.Bullet,
|
||
transform.position, // 子弹的生成位置
|
||
bulletDirection, // 子弹的初始方向
|
||
this); // 子弹的发射者
|
||
}
|
||
else
|
||
{
|
||
Debug.LogError("EntityManage.Instance 或 Program.Instance 为空,无法生成子弹。请确保它们已正确初始化。");
|
||
}
|
||
}
|
||
|
||
|
||
public virtual WeaponResource GetCurrentWeapon()
|
||
{
|
||
return null;
|
||
}
|
||
}
|
||
} |