680 lines
24 KiB
C#
680 lines
24 KiB
C#
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 AI;
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using Base;
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using Data;
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using Prefab;
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using UnityEngine;
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using UnityEngine.Serialization;
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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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/// <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 AttributesDef 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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/// <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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if(Program.Instance.focusedEntity)
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Program.Instance.focusedEntity.PlayerControlled = false;
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Program.Instance.focusedEntity = this;
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}
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else if (PlayerControlled)
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{
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Program.Instance.focusedEntity = 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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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, List<ITick>>> bodyAnimationNode = new();
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private List<ITick> _currentAnimatorCache=new ();
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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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private 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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/// <summary>
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/// 攻击动画的持续时间(秒)。
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/// </summary>
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private const float AttackAnimationDuration = 0.1f;
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/// <summary>
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/// 抖动的偏移量。
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/// </summary>
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private const float ShakeOffset = 0.5f;
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// 协程引用
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private Coroutine _attackCoroutine;
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protected EntityDef entityDef;
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[SerializeField] private float _hitBarUIShowTime = 5;
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private float _hitBarUIShowTimer = 0;
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private int _walkingTimer = 1;
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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 = entityDef.attributes.Clone();
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aiTree = Utils.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, List<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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// 处理空节点定义(直接创建空对象)
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if (nodeDef == null)
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{
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var obj = new GameObject { name = $"{state}_Empty" };
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obj.transform.SetParent(body.transform, false);
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stateBodyNodes[orientation] = obj;
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continue; // 跳过后续动画处理
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}
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// 处理有效节点定义
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GameObject targetObj;
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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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stateBodyNodes[orientation] = targetObj;
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// 提取动画组件(安全处理空组件情况)
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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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stateAnimNodes[orientation] = animators.Cast<ITick>().ToList();
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}
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// 无动画组件时保持 stateAnimNodes[orientation] 为 null(符合原始逻辑)
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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($"InitBodyPart: imagePrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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}
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nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
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var texture =
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Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID,
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drawNode.textures[0]);
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if (!texture)
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{
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Debug.LogWarning(
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$"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($"InitBodyPart: 无法获取SpriteAnimator组件 (节点名: {drawNode.nodeName})");
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break;
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}
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animator.SetFPS(drawNode.FPS);
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var animatedSprites = new List<Sprite>();
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foreach (var textureId in drawNode.textures)
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{
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try
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{
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var sprite =
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Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID, textureId);
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if (sprite != null)
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{
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animatedSprites.Add(sprite);
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}
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else
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{
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Debug.LogWarning(
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$"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 (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()
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{
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if(!IsAttacking)
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_attackCoroutine = StartCoroutine(AttackFlow());
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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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{
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if (showStateNode.TryGetValue(orientation, out var showNode))
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{
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showNode.SetActive(true);
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}
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}
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_currentState = state;
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_currentOrientation = orientation;
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if (bodyAnimationNode.TryGetValue(_currentState, out var animationNode))
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{
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if (animationNode.TryGetValue(_currentOrientation, out var value))
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{
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_currentAnimatorCache=value;
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}
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}
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}
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/// <summary>
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/// 根据方向尝试移动实体。
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/// </summary>
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public virtual void TryMove()
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{
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if (IsAttacking)
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return;
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transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
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SetBodyTexture(EntityState.Walking,_currentOrientation);
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_walkingTimer = 2;
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}
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/// <summary>
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/// 处理实体受到攻击的逻辑。
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/// </summary>
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/// <param name="from">攻击来源实体。</param>
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public virtual void OnHit(Entity from)
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{
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var hit = from.attributes.attack - attributes.defense;
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if (hit < 0)
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hit = from.attributes.attack / 100;
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attributes.health -= hit;
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currentJob?.StopJob();
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ShowHealthBar();
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}
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public void ShowHealthBar()
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{
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if(!healthBarPrefab)
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return;
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healthBarPrefab.gameObject.SetActive(true);
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healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
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_hitBarUIShowTimer=_hitBarUIShowTime;
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}
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public void HideHealthBar()
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{
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if(!healthBarPrefab)
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return;
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healthBarPrefab.gameObject.SetActive(false);
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}
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/// <summary>
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/// 杀死实体,设置生命值为零。
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/// </summary>
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public virtual void Kill()
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{
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attributes.health = 0;
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}
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/// <summary>
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/// 设置实体的目标位置。
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/// </summary>
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/// <param name="pos">目标位置。</param>
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public virtual void SetTarget(Vector3 pos)
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{
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direction = (pos - transform.position).normalized;
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Orientation ori;
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// 判断方向向量最接近哪个朝向
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if (Mathf.Abs(direction.y) > Mathf.Abs(direction.x))
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{
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// 垂直方向优先
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ori = direction.y > 0 ? Orientation.Up : Orientation.Down;
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}
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else
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{
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// 水平方向优先
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ori = direction.x > 0 ? Orientation.Right : Orientation.Left;
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}
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SetBodyTexture(_currentState, ori);
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}
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/// <summary>
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/// 自动行为逻辑,根据行为树执行任务。
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/// </summary>
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protected virtual void AutoBehave()
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{
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if (aiTree == null)
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return;
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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.GetMouseButtonDown(0))
|
||
{
|
||
TryAttack();
|
||
}
|
||
// 如果有输入方向,则设置目标位置并尝试移动
|
||
if (inputDirection == Vector2.zero) return;
|
||
// 归一化方向向量,确保对角线移动速度一致
|
||
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();
|
||
|
||
|
||
}
|
||
// 攻击流程协程
|
||
IEnumerator AttackFlow()
|
||
{
|
||
// 播放攻击动画并获取动画持续时间
|
||
var animationDuration = PlayAttackAnimation();
|
||
// 等待动画执行完毕
|
||
yield return new WaitForSeconds(animationDuration);
|
||
// 调用检测并攻击敌人的方法
|
||
DetectAndAttackEnemies();
|
||
// 攻击流程结束,清理协程引用
|
||
_attackCoroutine = null;
|
||
}
|
||
|
||
|
||
|
||
/// <summary>
|
||
/// 播放攻击动画。
|
||
/// </summary>
|
||
/// <returns>开始检测攻击范围内敌人的时间。</returns>
|
||
public float PlayAttackAnimation()
|
||
{
|
||
// 启动协程来执行攻击动画
|
||
StartCoroutine(ShakeInDirectionCoroutine());
|
||
|
||
// 返回检测敌人的起始时间
|
||
return AttackAnimationDuration;
|
||
}
|
||
|
||
private IEnumerator ShakeInDirectionCoroutine()
|
||
{
|
||
var originalPosition = transform.position; // 记录原始位置
|
||
transform.position += direction * ShakeOffset;
|
||
yield return new WaitForSeconds(AttackAnimationDuration);
|
||
transform.position = originalPosition;
|
||
}
|
||
|
||
public void DetectAndAttackEnemies()
|
||
{
|
||
var attackCount = attributes.attackTargetCount;
|
||
// 获取攻击范围内的所有碰撞体
|
||
var hits = Physics2D.OverlapCircleAll(
|
||
transform.position,
|
||
attributes.attackRange,
|
||
LayerMask.GetMask("Entity"));
|
||
|
||
foreach (var hit in hits)
|
||
{
|
||
if (attackCount <= 0) break;
|
||
|
||
// 检查是否是自身(额外安全措施)
|
||
if (hit.gameObject == this.gameObject) continue;
|
||
|
||
// 获取Entity组件
|
||
var entity = hit.GetComponent<Entity>();
|
||
if (!entity) continue;
|
||
|
||
// 执行攻击
|
||
entity.OnHit(this);
|
||
attackCount--;
|
||
}
|
||
}
|
||
}
|
||
} |