511 lines
17 KiB
C#
511 lines
17 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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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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}
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_isPlayerControlled = value;
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}
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get => _isPlayerControlled;
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}
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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 IsShowingOfHitBarUI=>hitBarUIShowTimer > 0;
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public bool IsAttacking => attackCoroutine != null;
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private bool _isPlayerControlled = false;
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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<Orientation, List<ITick>> bodyAnimationNode = 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<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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/// 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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public float hitBarUIShowTime = 5;
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private float hitBarUIShowTimer = 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 = entityDef.attributes.Clone();
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aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
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affiliation = entityDef.affiliation;
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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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// 定义方向枚举和对应的 GetDrawingOrder 调用
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Orientation[] orientations = { Orientation.Down, Orientation.Up, Orientation.Left, Orientation.Right };
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foreach (var orientation in orientations)
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{
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currentOrientation = orientation;
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bodyAnimationNode[orientation] = new();
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// 获取当前方向的绘图节点
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var drawNode = drawingOrder.GetDrawingOrder(orientation, out var realOrientation);
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if (drawNode == null) continue;
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var directionRoot = new GameObject(orientation.ToString());
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directionRoot.transform.SetParent(body.transform, false);
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InitBodyPart(drawNode, directionRoot, drawingOrder.texturePath,realOrientation);
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bodyNodes[orientation] = directionRoot;
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}
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currentOrientation = Orientation.Down;
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foreach (var bodyNode in bodyNodes)
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{
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bodyNode.Value.SetActive(false);
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}
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SetOrientation(Orientation.Down);
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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。
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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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/// <param name="folderPath">纹理资源路径。</param>
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public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent, string folderPath,Orientation realOrientation)
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{
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if (drawNode == null) return;
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GameObject nodeObject;
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if (drawNode.nodeName == "noName")
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{
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nodeObject = new();
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nodeObject.transform.SetParent(parent.transform);
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}
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else
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{
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switch (drawNode.drawNodeType)
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{
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case DrawNodeType.Image:
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nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
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var texture =
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Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID, folderPath,
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$"{drawNode.nodeName}_{realOrientation}");
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var image = nodeObject.GetComponent<ImagePrefab>();
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image.SetSprite(texture.Length > 0
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? texture[0]
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: Managers.PackagesImageManager.Instance.defaultSprite);
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break;
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case DrawNodeType.Animation:
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nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
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ITick tick = nodeObject.GetComponent<SpriteAnimator>();
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if (tick != null)
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bodyAnimationNode[currentOrientation].Add(tick);
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var textures = Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID,
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folderPath,
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$"{drawNode.nodeName}_{realOrientation}");
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var animator = nodeObject.GetComponent<SpriteAnimator>();
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animator.SetSprites(textures);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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nodeObject.transform.localPosition = drawNode.position;
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nodeObject.name = drawNode.nodeName;
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// 递归初始化子节点
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foreach (var child in drawNode.children)
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{
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InitBodyPart(child, nodeObject, folderPath,realOrientation);
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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 (_isPlayerControlled)
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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 (bodyAnimationNode.TryGetValue(currentOrientation, out var ticks))
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{
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foreach (var tick in ticks)
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{
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tick.Tick();
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}
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}
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if (IsShowingOfHitBarUI)
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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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/// <summary>
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/// 设置实体的朝向。
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/// </summary>
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/// <param name="orientation">新的朝向。</param>
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public virtual void SetOrientation(Orientation orientation)
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{
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// 禁用当前朝向的节点
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if (bodyNodes.TryGetValue(currentOrientation, out var currentNode))
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{
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currentNode.SetActive(false);
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}
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// 设置新的朝向
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currentOrientation = orientation;
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// 激活新朝向的节点
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if (bodyNodes.TryGetValue(orientation, out var newNode))
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{
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newNode.SetActive(true);
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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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}
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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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SetOrientation(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)
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{
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currentJob = aiTree.GetJob(this);
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if (currentJob == null)
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{
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if (!_warning)
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{
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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");
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_warning = true;
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}
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return;
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}
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currentJob.StartJob(this);
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}
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currentJob.Update();
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}
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/// <summary>
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/// 更新玩家控制的逻辑,处理输入和移动。
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/// </summary>
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protected virtual void UpdatePlayerControls()
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{
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// 检测 Shift 键状态
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var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
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IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false,否则 true
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// 获取当前键盘输入状态(2D 移动,只使用 X 和 Y 轴)
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var inputDirection = Vector2.zero;
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// 检测 WASD 或方向键输入
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if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
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{
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inputDirection += Vector2.up; // 向上移动(Y 轴正方向)
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}
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if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
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{
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inputDirection += Vector2.down; // 向下移动(Y 轴负方向)
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}
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if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
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{
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inputDirection += Vector2.left; // 向左移动(X 轴负方向)
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}
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if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
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{
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inputDirection += Vector2.right; // 向右移动(X 轴正方向)
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}
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if (Input.GetMouseButtonDown(0))
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{
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TryAttack();
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}
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// 如果有输入方向,则设置目标位置并尝试移动
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if (inputDirection == Vector2.zero) return;
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// 归一化方向向量,确保对角线移动速度一致
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inputDirection = inputDirection.normalized;
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// 设置目标位置(2D 移动,Z 轴保持不变)
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var targetPosition = transform.position + new Vector3(inputDirection.x, inputDirection.y, 0);
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// 调用 SetTarget 方法设置目标位置
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SetTarget(targetPosition);
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// 调用 TryMove 方法处理实际移动逻辑
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TryMove();
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}
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// 攻击流程协程
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IEnumerator AttackFlow()
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{
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// 播放攻击动画并获取动画持续时间
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var animationDuration = PlayAttackAnimation();
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// 等待动画执行完毕
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yield return new WaitForSeconds(animationDuration);
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// 调用检测并攻击敌人的方法
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DetectAndAttackEnemies();
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// 攻击流程结束,清理协程引用
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attackCoroutine = null;
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}
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/// <summary>
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/// 播放攻击动画。
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/// </summary>
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/// <returns>开始检测攻击范围内敌人的时间。</returns>
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public float PlayAttackAnimation()
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{
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// 启动协程来执行攻击动画
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StartCoroutine(ShakeInDirectionCoroutine());
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// 返回检测敌人的起始时间
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return attackAnimationDuration;
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}
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private IEnumerator ShakeInDirectionCoroutine()
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{
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var originalPosition = transform.position; // 记录原始位置
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transform.position += direction * shakeOffset;
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yield return new WaitForSeconds(attackAnimationDuration);
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transform.position = originalPosition;
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}
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public void DetectAndAttackEnemies()
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{
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var attackCount = attributes.attackTargetCount;
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// 获取攻击范围内的所有碰撞体
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var hits = Physics2D.OverlapCircleAll(
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transform.position,
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attributes.attackRange,
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LayerMask.GetMask("Entity"));
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foreach (var hit in hits)
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{
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if (attackCount <= 0) break;
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// 检查是否是自身(额外安全措施)
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if (hit.gameObject == this.gameObject) continue;
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// 获取Entity组件
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var entity = hit.GetComponent<Entity>();
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if (!entity) continue;
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// 执行攻击
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entity.OnHit(this);
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attackCount--;
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}
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}
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}
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} |