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Gen_Hack-and-Slash-Roguelite/Client/Assets/Scripts/Entity/Pickup.cs

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using Base;
using Data;
using Item;
using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Entity
{
public class Pickup : Entity
{
public ItemResource itemResource;
protected override void AutoBehave()
{
}
public override void SetTarget(Vector3 pos)
{
}
public void Init(ItemDef itemDef)
{
itemResource = Managers.ItemResourceManager.Instance.GetItem(itemDef.defName);
// 预缓存枚举值(避免每次循环重复调用 Enum.GetValues
var states = Enum.GetValues(typeof(EntityState)).Cast<EntityState>().ToArray();
// 预初始化字典结构(减少内层循环的字典检查)
foreach (var state in states)
{
bodyNodes.TryAdd(state, new Dictionary<Orientation, GameObject>());
bodyAnimationNode.TryAdd(state, new Dictionary<Orientation, ITick[]>());
}
var texture = itemResource.Icon;
if (texture.Count == 1)
{
var imageObj = Instantiate(imagePrefab.gameObject, body.transform);
imageObj.transform.localPosition = Vector3.zero;
bodyNodes[EntityState.Idle][Orientation.Down] = imageObj;
var image = imageObj.GetComponent<ImagePrefab>();
image.SetSprite(texture[0]);
}
else if (texture.Count > 1)
{
var animatorObj = Instantiate(animatorPrefab.gameObject, body.transform);
animatorObj.transform.localPosition = Vector3.zero;
bodyNodes[EntityState.Idle][Orientation.Down] = animatorObj;
var animator = animatorObj.GetComponent<SpriteAnimator>();
animator.SetSprites(texture.ToArray());
ITick[] ticks = { animator };
bodyAnimationNode[EntityState.Idle][Orientation.Down] = ticks;
}
SetBodyTexture(EntityState.Idle, Orientation.Down);
}
private void OnTriggerEnter2D(Collider2D other)
{
var entity = other.GetComponent<Character>();
if (entity == null) return;
if (entity.TryPickupItem(itemResource, 1) <= 0)
{
Kill();
}
}
}
}