(client) chore:Clean code

This commit is contained in:
2025-08-28 16:20:24 +08:00
parent 909e995e15
commit c3bff1cf88
76 changed files with 5689 additions and 445 deletions

View File

@ -195,6 +195,8 @@ TilemapRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1 m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1 m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1 m_RenderingLayerMask: 1
m_RendererPriority: 0 m_RendererPriority: 0
m_Materials: m_Materials:
@ -216,6 +218,7 @@ TilemapRenderer:
m_AutoUVMaxDistance: 0.5 m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89 m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0} m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0 m_SortingLayerID: 0
m_SortingLayer: 0 m_SortingLayer: 0
m_SortingOrder: 0 m_SortingOrder: 0
@ -242,37 +245,6 @@ Transform:
m_Children: [] m_Children: []
m_Father: {fileID: 613797070} m_Father: {fileID: 613797070}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
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m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
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Transform:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 309861628}
serializedVersion: 2
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m_LocalPosition: {x: 0.17242, y: 0.05575, z: 1}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &613797067 --- !u!1 &613797067
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -290,7 +262,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!114 &613797068 --- !u!114 &613797068
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -388,7 +360,6 @@ MonoBehaviour:
m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0} m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
m_RequiresDepthTexture: 0 m_RequiresDepthTexture: 0
m_RequiresColorTexture: 0 m_RequiresColorTexture: 0
m_Version: 2
m_TaaSettings: m_TaaSettings:
m_Quality: 3 m_Quality: 3
m_FrameInfluence: 0.1 m_FrameInfluence: 0.1
@ -396,6 +367,7 @@ MonoBehaviour:
m_MipBias: 0 m_MipBias: 0
m_VarianceClampScale: 0.9 m_VarianceClampScale: 0.9
m_ContrastAdaptiveSharpening: 0 m_ContrastAdaptiveSharpening: 0
m_Version: 2
--- !u!81 &1057087088 --- !u!81 &1057087088
AudioListener: AudioListener:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -546,6 +518,8 @@ TilemapRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1 m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1 m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1 m_RenderingLayerMask: 1
m_RendererPriority: 0 m_RendererPriority: 0
m_Materials: m_Materials:
@ -567,6 +541,7 @@ TilemapRenderer:
m_AutoUVMaxDistance: 0.5 m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89 m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0} m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0 m_SortingLayerID: 0
m_SortingLayer: 0 m_SortingLayer: 0
m_SortingOrder: 0 m_SortingOrder: 0
@ -593,51 +568,6 @@ Transform:
m_Children: [] m_Children: []
m_Father: {fileID: 613797070} m_Father: {fileID: 613797070}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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GameObject:
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
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- component: {fileID: 1371068283}
m_Layer: 0
m_Name: Loader
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
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Transform:
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1371068281}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1371068283
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1371068281}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 147e91e6929d90a4fb877c0b0a6b608c, type: 3}
m_Name:
m_EditorClassIdentifier:
entityManager: {fileID: 2036983433}
--- !u!1 &2036983430 --- !u!1 &2036983430
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -655,7 +585,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 1 m_IsActive: 0
--- !u!4 &2036983432 --- !u!4 &2036983432
Transform: Transform:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -684,8 +614,11 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
isGlobal: 1 isGlobal: 1
entityLevel: {fileID: 309861628} characterPrefab: {fileID: 0}
entityPrefab: {fileID: 3332598847335032684, guid: 6cd8b01a0f57372438dc30c864ae1530, type: 3} monsterPrefab: {fileID: 0}
buildingPrefab: {fileID: 0}
bulletPrefab: {fileID: 0}
pickupPrefab: {fileID: 0}
defaultEntityPrefab: {fileID: 7975757421877276383, guid: 89661daa5f100c64783f0ad9cd37a7ff, type: 3} defaultEntityPrefab: {fileID: 7975757421877276383, guid: 89661daa5f100c64783f0ad9cd37a7ff, type: 3}
--- !u!114 &2036983434 --- !u!114 &2036983434
MonoBehaviour: MonoBehaviour:
@ -716,7 +649,7 @@ GameObject:
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0
m_IsActive: 0 m_IsActive: 1
--- !u!114 &2104915507 --- !u!114 &2104915507
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -751,6 +684,4 @@ SceneRoots:
- {fileID: 1057087090} - {fileID: 1057087090}
- {fileID: 613797070} - {fileID: 613797070}
- {fileID: 2104915508} - {fileID: 2104915508}
- {fileID: 309861630}
- {fileID: 2036983432} - {fileID: 2036983432}
- {fileID: 1371068282}

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@ -1,9 +1,7 @@
using Data;
using Parsing;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection;
using System.Text.RegularExpressions;
using Data;
using UnityEngine;
namespace AI namespace AI
{ {

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@ -1,10 +1,8 @@
using System;
using AI;
using Data; using Data;
using System;
namespace Utils namespace AI
{ {
public static class BehaviorTree public static class BehaviorTree
{ {
/// <summary> /// <summary>

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@ -1,9 +1,5 @@
using System.Collections.Generic;
using Base;
using Data; using Data;
using Managers; using Managers;
using Prefab;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
namespace AI namespace AI

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@ -1,6 +1,6 @@
using System; using System;
using UnityEngine;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
namespace Base namespace Base

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@ -1,8 +1,7 @@
// C# // C#
using Managers; // 确保日志命名空间正确
using System.Collections; using System.Collections;
using System.Collections.Generic; // 新增用于List using System.Collections.Generic; // 新增用于List
using Logging;
using Managers; // 确保日志命名空间正确
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@ -18,7 +17,7 @@ namespace Base
public GameObject loadingUI; public GameObject loadingUI;
// 假设 CustomProgressBar 是一个自定义组件,其 API 与原代码使用方式一致 // 假设 CustomProgressBar 是一个自定义组件,其 API 与原代码使用方式一致
// 如果这里是 UnityEngine.UI.Image需要完全改变 Progress 和 Opacity 的实现 // 如果这里是 UnityEngine.UI.Image需要完全改变 Progress 和 Opacity 的实现
public Gradient progressBar; // 自定义进度条组件 public Gradient progressBar; // 自定义进度条组件
public TMP_Text describeText; // 描述文本 public TMP_Text describeText; // 描述文本
public float duration = 0.5f; // 每个步骤的过渡时间 public float duration = 0.5f; // 每个步骤的过渡时间
@ -96,7 +95,7 @@ namespace Base
// 在 Awake 中初始化管理器列表并注册,确保在 Start 之前完成 // 在 Awake 中初始化管理器列表并注册,确保在 Start 之前完成
_managersToLoad = new List<ILaunchManager> _managersToLoad = new List<ILaunchManager>
{ {
new Logging.LoggerManagerWrapper(), // UnityLogger的包装器 Logging.UnityLogger.Instance, // UnityLogger的包装器
Managers.DefineManager.Instance, Managers.DefineManager.Instance,
Managers.PackagesImageManager.Instance, Managers.PackagesImageManager.Instance,
Managers.TileManager.Instance, Managers.TileManager.Instance,

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@ -1,10 +1,8 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using UI; using UI;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Base namespace Base
{ {
@ -72,7 +70,7 @@ namespace Base
needUpdate = false; needUpdate = false;
return; return;
} }
if(_visibleWindows.Any(window => window.isInputOccupied)) if (_visibleWindows.Any(window => window.isInputOccupied))
return; return;
foreach (var window in _allWindows) foreach (var window in _allWindows)
{ {
@ -114,7 +112,7 @@ namespace Base
// 显示目标窗口并更新缓存与暂停状态 // 显示目标窗口并更新缓存与暂停状态
windowToShow.Show(); windowToShow.Show();
var itick=windowToShow as ITickUI; var itick = windowToShow as ITickUI;
if (itick != null) if (itick != null)
Base.Clock.AddTickUI(itick); Base.Clock.AddTickUI(itick);

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@ -1,13 +1,10 @@
using Newtonsoft.Json;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq; using System.Xml.Linq;
using Newtonsoft.Json;
using UnityEngine; using UnityEngine;
using UnityEngine.Networking;
using Formatting = Newtonsoft.Json.Formatting; using Formatting = Newtonsoft.Json.Formatting;
namespace Configs namespace Configs

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@ -7,7 +7,7 @@ namespace Data
public class BehaviorTreeDef : Define public class BehaviorTreeDef : Define
{ {
public BehaviorTreeDef[] childTree; public BehaviorTreeDef[] childTree;
public string className= "ThinkNode_Selector"; public string className = "ThinkNode_Selector";
public string value; public string value;

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@ -1,6 +1,6 @@
namespace Data namespace Data
{ {
public class BulletDef:EntityDef public class BulletDef : EntityDef
{ {
public string className; public string className;
public string value; public string value;

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@ -1,10 +1,3 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using System.Xml.Linq;
using UnityEngine;
namespace Data namespace Data
{ {
public class CharacterDef : EntityDef public class CharacterDef : EntityDef

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@ -1,7 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection; using System.Reflection;
using System.Text; using System.Text;
using System.Xml.Linq; using System.Xml.Linq;

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@ -1,3 +1,4 @@
using Configs;
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@ -5,9 +6,7 @@ using System.Linq;
using System.Reflection; using System.Reflection;
using System.Text; using System.Text;
using System.Xml.Linq; using System.Xml.Linq;
using Configs;
using UnityEngine; using UnityEngine;
using Object = System.Object;
namespace Data namespace Data
{ {

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@ -237,7 +237,7 @@ namespace Data
{ {
base.Init(xmlDef); base.Init(xmlDef);
nodeName = xmlDef.Attribute("name")?.Value??"noName"; nodeName = xmlDef.Attribute("name")?.Value ?? "noName";
position = StringToVector(xmlDef.Attribute("position")?.Value ?? "(0 0)"); position = StringToVector(xmlDef.Attribute("position")?.Value ?? "(0 0)");
FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out var result) ? result : 1.0f; FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out var result) ? result : 1.0f;
return false; return false;

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@ -1,8 +1,3 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Data namespace Data
{ {
public class EntityDef : Define public class EntityDef : Define

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@ -1,6 +1,6 @@
namespace Data namespace Data
{ {
public class MonsterDef:EntityDef public class MonsterDef : EntityDef
{ {
public WeaponDef weapon; public WeaponDef weapon;
} }

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@ -22,6 +22,6 @@ namespace Entity
attackTargetCount = def.attackTargetCount; attackTargetCount = def.attackTargetCount;
} }
public Attributes() public Attributes()
{} { }
} }
} }

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@ -1,10 +1,8 @@
using Base;
using Data;
using UnityEngine; using UnityEngine;
namespace Entity namespace Entity
{ {
public class Building:Entity public class Building : Entity
{ {
public override void SetTarget(Vector3 pos) public override void SetTarget(Vector3 pos)
{ {

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@ -2,7 +2,7 @@ using UnityEngine;
namespace Entity namespace Entity
{ {
public class BuildingOutline:Outline public class BuildingOutline : Outline
{ {
public BoxCollider2D boxCollider; public BoxCollider2D boxCollider;
override public void Init() override public void Init()

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@ -1,7 +1,5 @@
using System;
using Base; using Base;
using Data; using Data;
using Prefab;
using UnityEngine; using UnityEngine;
namespace Entity namespace Entity
@ -20,7 +18,7 @@ namespace Entity
protected override void AutoBehave() protected override void AutoBehave()
{ {
TryMove(); TryMove();
lifeTime-=Time.deltaTime; lifeTime -= Time.deltaTime;
if (lifeTime <= 0) if (lifeTime <= 0)
{ {
Kill(); Kill();

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@ -1,10 +1,6 @@
using System;
using System.Linq;
using Data; using Data;
using Item; using Item;
using Managers;
using UnityEngine; using UnityEngine;
using Utils;
// 添加 System 命名空间以使用 Action // 添加 System 命名空间以使用 Action
namespace Entity namespace Entity

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@ -1,13 +1,13 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AI; using AI;
using Base; using Base;
using Data; using Data;
using Item; using Item;
using Managers; using Managers;
using Prefab; using Prefab;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
@ -177,7 +177,7 @@ namespace Entity
public virtual void Init(EntityDef entityDef) public virtual void Init(EntityDef entityDef)
{ {
attributes = new Attributes(entityDef.attributes); attributes = new Attributes(entityDef.attributes);
aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree); aiTree = AI.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
affiliation = entityDef.affiliation?.defName; affiliation = entityDef.affiliation?.defName;
InitBody(entityDef.drawingOrder); InitBody(entityDef.drawingOrder);
this.entityDef = entityDef; this.entityDef = entityDef;
@ -219,7 +219,7 @@ namespace Entity
// 实例化imagePrefab作为默认占位符 // 实例化imagePrefab作为默认占位符
targetObj = Instantiate(imagePrefab.gameObject, body.transform); targetObj = Instantiate(imagePrefab.gameObject, body.transform);
targetObj.name = $"{state}_{orientation}_Default"; targetObj.name = $"{state}_{orientation}_Default";
targetObj.transform.localPosition=Vector3.zero; targetObj.transform.localPosition = Vector3.zero;
var imagePrefabCom = targetObj.GetComponent<ImagePrefab>(); var imagePrefabCom = targetObj.GetComponent<ImagePrefab>();
if (imagePrefabCom != null) if (imagePrefabCom != null)
{ {

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@ -1,6 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Item;
using UnityEngine; using UnityEngine;
namespace Entity namespace Entity

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@ -4,7 +4,7 @@ using Managers;
namespace Entity namespace Entity
{ {
public class Monster:Entity public class Monster : Entity
{ {
private WeaponResource weapon; private WeaponResource weapon;
public override void Init(EntityDef entityDef) public override void Init(EntityDef entityDef)

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@ -1,6 +1,6 @@
using System.Collections.Generic;
using Managers; using Managers;
using Prefab; using Prefab;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
@ -17,7 +17,7 @@ namespace Entity
public Entity entity; public Entity entity;
public static Vector3 minimum=new(0.5f,0.5f,0.5f); public static Vector3 minimum = new(0.5f, 0.5f, 0.5f);
public virtual void Init() public virtual void Init()
{ {
@ -116,7 +116,7 @@ namespace Entity
private void BecomeDefault() private void BecomeDefault()
{ {
entity.Kill(); entity.Kill();
EntityManage.Instance.GenerateDefaultEntity(Program.Instance.FocusedDimensionId,entity.Position); EntityManage.Instance.GenerateDefaultEntity(Program.Instance.FocusedDimensionId, entity.Position);
} }
private void StartControl() private void StartControl()

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@ -1,15 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base; using Base;
using Data; using Data;
using Item; using Item;
using Prefab; using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
namespace Entity namespace Entity
{ {
public class Pickup:Entity public class Pickup : Entity
{ {
public ItemResource itemResource; public ItemResource itemResource;
protected override void AutoBehave() protected override void AutoBehave()

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@ -1,12 +1,10 @@
using UnityEngine;
namespace Item namespace Item
{ {
public class ItemBase public class ItemBase
{ {
public ItemResource resource; public ItemResource resource;
public int count=0; public int count = 0;
} }
} }

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@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using Data; using Data;
using Managers; using Managers;
using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Item namespace Item

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@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq; // Added for LINQ
using Base; using Base;
using Data; using Data;
using Entity; using Entity;
using Prefab; using Prefab;
using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Object = UnityEngine.Object; using Object = UnityEngine.Object;
@ -17,9 +16,9 @@ namespace Item
public WeaponType Type { get; private set; } public WeaponType Type { get; private set; }
public DrawNodeDef AttackAnimationDef { get; private set; } public DrawNodeDef AttackAnimationDef { get; private set; }
public float AttackAnimationTime{get; private set;} public float AttackAnimationTime { get; private set; }
public float AttackDetectionTime{get;private set;} public float AttackDetectionTime { get; private set; }
/// <summary> /// <summary>
/// 构造函数:通过 WeaponDef 对象初始化 WeaponResource。 /// 构造函数:通过 WeaponDef 对象初始化 WeaponResource。
@ -112,7 +111,7 @@ namespace Item
if (parent == null) if (parent == null)
{ {
// 逻辑修改说明:这里直接返回 null 更合适,因为没有父节点无法创建实例。 // 逻辑修改说明:这里直接返回 null 更合适,因为没有父节点无法创建实例。
Debug.LogWarning($"CreateBodyPartGameObject: 父节点为null (节点名: {drawNode.nodeName ?? "Unnamed DrawNode"})"); Debug.LogWarning($"CreateBodyPartGameObject: 父节点为null (节点名: {drawNode.nodeName ?? "Unnamed DrawNode"})");
return null; return null;
} }

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@ -27,8 +27,10 @@ namespace Logging
public static int MaxLogs public static int MaxLogs
{ {
get => _maxLogs; get => _maxLogs;
set { set
lock (_lock) { {
lock (_lock)
{
_maxLogs = Mathf.Max(value, 1); // 最小值为1 _maxLogs = Mathf.Max(value, 1); // 最小值为1
TrimExcess(); TrimExcess();
} }

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@ -1,17 +0,0 @@
using Managers;
using UnityEngine;
namespace Logging
{
public class LoggerManagerWrapper : ILaunchManager
{
public string StepDescription => "初始化日志";
public void Init()
{
Logging.UnityLogger.Init();
}
public void Clear()
{
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ffa9f8b447ee49f486398248d438f7ca
timeCreated: 1756128101

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@ -1,57 +1,66 @@
using Managers;
using Serilog; using Serilog;
using UnityEngine; using UnityEngine;
using Utils;
using SerilogLogger = Serilog.Core.Logger; using SerilogLogger = Serilog.Core.Logger;
namespace Logging namespace Logging
{ {
public static class UnityLogger public class UnityLogger : Singleton<UnityLogger>, ILaunchManager
{ {
private static readonly SerilogLogger Logger = new LoggerConfiguration() private bool _initialized = false;
private readonly SerilogLogger _logger = new LoggerConfiguration()
.WriteTo.File("Logs/UnityLog.txt") .WriteTo.File("Logs/UnityLog.txt")
.CreateLogger(); .CreateLogger();
private static bool _initialized = false;
public static void Init() public void Init()
{ {
if(_initialized) if (_initialized) return;
return;
Application.logMessageReceived += OnLogMessageReceived; Application.logMessageReceivedThreaded += OnLogMessageReceived;
_initialized = true; _initialized = true;
} }
private static void OnLogMessageReceived(string logString, string stackTrace, LogType type) public void Clear()
{
}
public string StepDescription => "初始化日志";
private void OnLogMessageReceived(string logString, string stackTrace, LogType type)
{ {
switch (type) switch (type)
{ {
case LogType.Assert: case LogType.Assert:
{ {
Logger.Warning("\nContent: {0}", logString); _logger.Warning("\nContent: {0}", logString);
break; break;
} }
case LogType.Log: case LogType.Log:
{ {
Logger.Information("\nContent: {0}", logString); _logger.Information("\nContent: {0}", logString);
break; break;
} }
case LogType.Warning: case LogType.Warning:
{ {
Logger.Warning("\nContent: {0}", logString); _logger.Warning("\nContent: {0}", logString);
break; break;
} }
case LogType.Error: case LogType.Error:
{ {
Logger.Error("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]); _logger.Error("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]);
break; break;
} }
case LogType.Exception: case LogType.Exception:
{ {
Logger.Fatal("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]); _logger.Fatal("\nContent: {0}\nStackTrace:\n{1}", logString, stackTrace[..^1]);
break; break;
} }
default: default:
{ {
Logger.Information("\nContent: {0}", logString); _logger.Information("\nContent: {0}", logString);
break; break;
} }
} }
} }
} }

View File

@ -1,7 +1,7 @@
using Data;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Data;
using UnityEngine; using UnityEngine;
namespace Managers namespace Managers
@ -10,7 +10,7 @@ namespace Managers
/// 阵营管理器,负责管理游戏中的所有阵营定义及其相互关系。 /// 阵营管理器,负责管理游戏中的所有阵营定义及其相互关系。
/// 继承自 <see cref="Utils.Singleton{T}"/> ,确保全局只有一个实例。 /// 继承自 <see cref="Utils.Singleton{T}"/> ,确保全局只有一个实例。
/// </summary> /// </summary>
public class AffiliationManager:Utils.Singleton<AffiliationManager>,ILaunchManager public class AffiliationManager : Utils.Singleton<AffiliationManager>, ILaunchManager
{ {
/// <summary> /// <summary>
/// 存储所有已加载的阵营定义,键为阵营的唯一名称,值为对应的 <see cref="AffiliationDef"/> 对象。 /// 存储所有已加载的阵营定义,键为阵营的唯一名称,值为对应的 <see cref="AffiliationDef"/> 对象。

View File

@ -1,9 +1,9 @@
using Data;
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Reflection; using System.Reflection;
using Data;
using UnityEngine; using UnityEngine;
using Utils; using Utils;
@ -16,7 +16,7 @@ namespace Managers
/// 该管理器是一个单例,用于在应用程序中集中管理各种游戏或系统定义, /// 该管理器是一个单例,用于在应用程序中集中管理各种游戏或系统定义,
/// 包括从不同数据包Mods加载定义处理定义之间的引用以及提供多种查询方法。 /// 包括从不同数据包Mods加载定义处理定义之间的引用以及提供多种查询方法。
/// </remarks> /// </remarks>
public class DefineManager : Singleton<DefineManager>,ILaunchManager public class DefineManager : Singleton<DefineManager>, ILaunchManager
{ {
/// <summary> /// <summary>
/// 数据集文件路径数组,用于指定定义包的根目录。 /// 数据集文件路径数组,用于指定定义包的根目录。

View File

@ -1,10 +1,10 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base; using Base;
using Data; using Data;
using Entity; using Entity;
using Prefab; using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@ -269,7 +269,7 @@ namespace Managers
throw new InvalidOperationException( throw new InvalidOperationException(
$"在 '{instantiatedEntity.name}' 上缺少 EntityPrefab 组件,无法完成实体初始化。"); $"在 '{instantiatedEntity.name}' 上缺少 EntityPrefab 组件,无法完成实体初始化。");
} }
entityComponent.entity.currentDimensionId=dimensionId; entityComponent.entity.currentDimensionId = dimensionId;
entityComponent.Init(def); entityComponent.Init(def);
extraInit?.Invoke(entityComponent); extraInit?.Invoke(entityComponent);
@ -505,7 +505,7 @@ namespace Managers
return; return;
} }
var result=Instantiate(pickupPrefab, pos, Quaternion.identity); var result = Instantiate(pickupPrefab, pos, Quaternion.identity);
var pickup = result.GetComponent<Pickup>(); var pickup = result.GetComponent<Pickup>();
result.transform.SetParent(parentLayer); result.transform.SetParent(parentLayer);
pickup.Init(itemDef); pickup.Init(itemDef);

View File

@ -1,5 +1,5 @@
using System.Collections.Generic;
using Data; using Data;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using EventType = Data.EventType; using EventType = Data.EventType;

View File

@ -1,12 +1,12 @@
using System.Collections.Generic;
using System.Linq;
using Data; using Data;
using Item; using Item;
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
namespace Managers namespace Managers
{ {
public class ItemResourceManager : Utils.Singleton<ItemResourceManager>,ILaunchManager public class ItemResourceManager : Utils.Singleton<ItemResourceManager>, ILaunchManager
{ {
private ItemResource defaultItem; private ItemResource defaultItem;
private readonly Dictionary<string, Item.ItemResource> _items = new(); private readonly Dictionary<string, Item.ItemResource> _items = new();
@ -16,7 +16,7 @@ namespace Managers
public void Init() public void Init()
{ {
defaultItem=ItemResource.GetDefault(); defaultItem = ItemResource.GetDefault();
var baseItemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>(); var baseItemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>();
var weaponDefs = Managers.DefineManager.Instance.QueryDefinesByType<WeaponDef>(); var weaponDefs = Managers.DefineManager.Instance.QueryDefinesByType<WeaponDef>();

View File

@ -1,8 +1,8 @@
using Data;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using Data;
using UnityEngine; using UnityEngine;
namespace Managers namespace Managers

View File

@ -1,11 +1,11 @@
using System.Collections.Generic;
using Prefab; using Prefab;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
namespace Managers namespace Managers
{ {
public class RightMenuManager:Utils.MonoSingleton<RightMenuManager> public class RightMenuManager : Utils.MonoSingleton<RightMenuManager>
{ {
[SerializeField] [SerializeField]
private GameObject _canvas; private GameObject _canvas;
@ -45,11 +45,11 @@ namespace Managers
} }
} }
public static void GenerateRightMenu(List<(string name, UnityAction callback)> buttons,Vector3 position) public static void GenerateRightMenu(List<(string name, UnityAction callback)> buttons, Vector3 position)
{ {
var rightMenuObj = Instantiate(RightMenuManager.Instance.RightMenuPrefab.gameObject, var rightMenuObj = Instantiate(RightMenuManager.Instance.RightMenuPrefab.gameObject,
RightMenuManager.Instance.Canvas.transform); RightMenuManager.Instance.Canvas.transform);
var rightMenu=rightMenuObj.GetComponent<RightMenuPrefab>(); var rightMenu = rightMenuObj.GetComponent<RightMenuPrefab>();
rightMenu.Init(buttons); rightMenu.Init(buttons);
rightMenu.transform.position = position; rightMenu.transform.position = position;
rightMenu.Show(); rightMenu.Show();

View File

@ -1,5 +1,5 @@
using System.Collections.Generic;
using Data; using Data;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps; using UnityEngine.Tilemaps;
using Utils; using Utils;

View File

@ -1,5 +1,3 @@
using System;
using Managers;
using UnityEngine; using UnityEngine;
namespace Map namespace Map
@ -12,7 +10,8 @@ namespace Map
{ {
[SerializeField] private bool defaultOpen = false; [SerializeField] private bool defaultOpen = false;
[SerializeField] [Tooltip("此维度的唯一标识符。如果为空将使用GameObject的名称。")] [SerializeField]
[Tooltip("此维度的唯一标识符。如果为空将使用GameObject的名称。")]
private string _dimensionId; private string _dimensionId;
[SerializeField] public MapGenerator mapGenerator; [SerializeField] public MapGenerator mapGenerator;
@ -74,7 +73,7 @@ namespace Map
private void Start() private void Start()
{ {
var size = mapGenerator.baseMap.GetSize(); var size = mapGenerator.baseMap.GetSize();
cameraPosition = new Vector3(size.x / 2f, size.y / 2f, -10)+transform.position; cameraPosition = new Vector3(size.x / 2f, size.y / 2f, -10) + transform.position;
} }
private void OnDestroy() private void OnDestroy()

View File

@ -1,8 +1,6 @@
using System; using Managers;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Data;
using Managers;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps; using UnityEngine.Tilemaps;

View File

@ -1,10 +1,9 @@
using System; using System;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps;
namespace Map namespace Map
{ {
public class MapGenerator:MonoBehaviour public class MapGenerator : MonoBehaviour
{ {
public DoubleMap baseMap; public DoubleMap baseMap;

View File

@ -4,7 +4,7 @@ using UnityEngine.UI;
namespace Map namespace Map
{ {
public class MiniMap : MonoBehaviour,ITickUI public class MiniMap : MonoBehaviour, ITickUI
{ {
public Image background; public Image background;
public RawImage texture; public RawImage texture;

View File

@ -1,8 +1,9 @@
using System.Net.Http;
using System.Threading.Tasks;
using Grpc.Net.Client; using Grpc.Net.Client;
using Grpc.Net.Client.Web; using Grpc.Net.Client.Web;
using Protocol; using Protocol;
using System.Net.Http;
using System.Threading.Tasks;
using UnityEngine;
using Utils; using Utils;
namespace Network namespace Network
@ -18,21 +19,17 @@ namespace Network
public GrpcClient() public GrpcClient()
{ {
var httpHandler = new GrpcWebHandler(GrpcWebMode.GrpcWeb, new HttpClientHandler());
var channelOptions = new GrpcChannelOptions var channelOptions = new GrpcChannelOptions
{ {
HttpHandler = httpHandler HttpHandler = new GrpcWebHandler(GrpcWebMode.GrpcWeb, new HttpClientHandler())
}; };
_channel = GrpcChannel.ForAddress(ServerAddress, channelOptions); _channel = GrpcChannel.ForAddress(ServerAddress, channelOptions);
_general = new GeneralService.GeneralServiceClient(_channel); _general = new GeneralService.GeneralServiceClient(_channel);
_game = new GameService.GameServiceClient(_channel); _game = new GameService.GameServiceClient(_channel);
}
~GrpcClient() Application.quitting += () => _channel.ShutdownAsync().Wait();
{
_channel.ShutdownAsync().Wait();
} }
public async Task<ServerInfo> GetServerInfo() public async Task<ServerInfo> GetServerInfo()

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ef7f384f3b5dc0049ba97561d579cd03
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -5,7 +5,7 @@ using System.Reflection;
using System.Text; using System.Text;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
namespace AI namespace Parsing
{ {
public static class ConditionDelegateFactory public static class ConditionDelegateFactory
{ {

View File

@ -1,9 +1,4 @@
using System; namespace Parsing
using Data;
using Managers;
using UnityEngine;
namespace AI
{ {
public static class ConditionFunctions public static class ConditionFunctions
{ {
@ -12,10 +7,9 @@ namespace AI
return entity.attributes.health >= minHealth; return entity.attributes.health >= minHealth;
} }
public static bool HasEnemyInSight(Entity.Entity entity) public static bool HasEnemyInSight(Entity.Entity entity)
{ {
return Managers.EntityManage.Instance.ExistsHostile(entity.currentDimensionId,entity.entityPrefab); return Managers.EntityManage.Instance.ExistsHostile(entity.currentDimensionId, entity.entityPrefab);
} }
} }
} }

View File

@ -2,7 +2,7 @@ using System;
using System.Linq; using System.Linq;
using System.Linq.Expressions; using System.Linq.Expressions;
namespace Utils namespace Parsing
{ {
public static class Resolver public static class Resolver
{ {

View File

@ -5,15 +5,15 @@ using UnityEngine.UI;
namespace Prefab namespace Prefab
{ {
public class ButtonPrefab:MonoBehaviour public class ButtonPrefab : MonoBehaviour
{ {
public Button button; public Button button;
public TMP_Text text; public TMP_Text text;
public string Label public string Label
{ {
get{return text.text;} get { return text.text; }
set{text.text = value;} set { text.text = value; }
} }
public void AddListener(UnityAction callback) public void AddListener(UnityAction callback)

View File

@ -1,11 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AI;
using Base; using Base;
using Data; using Data;
using Entity; using Entity;
using Unity.VisualScripting; using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
namespace Prefab namespace Prefab

View File

@ -1,4 +1,3 @@
using System;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -6,7 +5,7 @@ using UnityEngine.UI;
namespace Prefab namespace Prefab
{ {
// [RequireComponent(typeof(CircleCollider2D))] // [RequireComponent(typeof(CircleCollider2D))]
public class HoverButtonPrefab:MonoBehaviour public class HoverButtonPrefab : MonoBehaviour
{ {
public TMP_Text text; public TMP_Text text;
public Button button; public Button button;
@ -23,7 +22,7 @@ namespace Prefab
public void OnMouseOver() public void OnMouseOver()
{ {
var dir= (Input.mousePosition - transform.position).magnitude; var dir = (Input.mousePosition - transform.position).magnitude;
var color = button.image.color; var color = button.image.color;
color.a = Mathf.Min((startRadius - dir) / (startRadius - endRadius), 1); color.a = Mathf.Min((startRadius - dir) / (startRadius - endRadius), 1);

View File

@ -1,4 +1,3 @@
using Base;
using UnityEngine; using UnityEngine;
namespace Prefab namespace Prefab

View File

@ -2,7 +2,7 @@ using UnityEngine;
namespace Prefab namespace Prefab
{ {
public class ProgressBarPrefab:MonoBehaviour public class ProgressBarPrefab : MonoBehaviour
{ {
public GameObject _progress; public GameObject _progress;
public float Progress public float Progress
@ -10,7 +10,7 @@ namespace Prefab
get => _progress.transform.localScale.x; get => _progress.transform.localScale.x;
set set
{ {
var x=Mathf.Clamp01(value); var x = Mathf.Clamp01(value);
_progress.transform.localScale = new Vector3(x, _progress.transform.localScale.y, _progress.transform.localScale.z); _progress.transform.localScale = new Vector3(x, _progress.transform.localScale.y, _progress.transform.localScale.z);
} }
} }

View File

@ -5,7 +5,7 @@ using UnityEngine.EventSystems;
namespace Prefab namespace Prefab
{ {
public class RightMenuPrefab: MonoBehaviour,IPointerExitHandler public class RightMenuPrefab : MonoBehaviour, IPointerExitHandler
{ {
public GameObject menu; public GameObject menu;
public ButtonPrefab buttonPrefab; public ButtonPrefab buttonPrefab;

View File

@ -1,4 +1,3 @@
using System;
using Base; using Base;
using UnityEngine; using UnityEngine;
@ -26,7 +25,7 @@ namespace Prefab
// ITick接口实现 // ITick接口实现
public void Tick() public void Tick()
{ {
var deltaTime=Time.deltaTime; var deltaTime = Time.deltaTime;
if (_isPaused) if (_isPaused)
{ {
HandlePausedState(); HandlePausedState();

View File

@ -9,8 +9,8 @@ namespace Prefab
public string Label public string Label
{ {
get{return text.text;} get { return text.text; }
set{text.text = value;} set { text.text = value; }
} }
} }

View File

@ -1,7 +1,7 @@
using Map;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Map;
using UnityEngine; using UnityEngine;
using Utils; using Utils;

View File

@ -3,7 +3,7 @@ using UnityEngine.UI;
namespace UI namespace UI
{ {
public class BarUI:MonoBehaviour public class BarUI : MonoBehaviour
{ {
[SerializeField] private Image image; [SerializeField] private Image image;

View File

@ -165,7 +165,7 @@ namespace UI
{ {
entityPlacementUI.currentAction = () => entityPlacementUI.currentAction = () =>
{ {
Managers.EntityManage.Instance.GenerateEntity(Program.Instance.FocusedDimensionId,entityDef, Utils.MousePosition.GetWorldPosition()); Managers.EntityManage.Instance.GenerateEntity(Program.Instance.FocusedDimensionId, entityDef, Utils.MousePosition.GetWorldPosition());
}; };
entityPlacementUI.Prompt = $"当前生成器:\n名称{entityDef.label}\n描述{entityDef.description}"; entityPlacementUI.Prompt = $"当前生成器:\n名称{entityDef.label}\n描述{entityDef.description}";
entityPlacementUI.snapEnabled = false; entityPlacementUI.snapEnabled = false;
@ -175,7 +175,7 @@ namespace UI
{ {
entityPlacementUI.currentAction = () => entityPlacementUI.currentAction = () =>
{ {
Managers.EntityManage.Instance.GenerateMonsterEntity(Program.Instance.FocusedDimensionId,monsterDef, Utils.MousePosition.GetWorldPosition()); Managers.EntityManage.Instance.GenerateMonsterEntity(Program.Instance.FocusedDimensionId, monsterDef, Utils.MousePosition.GetWorldPosition());
}; };
entityPlacementUI.Prompt = $"当前生成器:\n名称{monsterDef.label}\n描述{monsterDef.description}"; entityPlacementUI.Prompt = $"当前生成器:\n名称{monsterDef.label}\n描述{monsterDef.description}";
entityPlacementUI.snapEnabled = false; entityPlacementUI.snapEnabled = false;
@ -185,7 +185,7 @@ namespace UI
{ {
entityPlacementUI.currentAction = () => entityPlacementUI.currentAction = () =>
{ {
Managers.EntityManage.Instance.GenerateBuildingEntity(Program.Instance.FocusedDimensionId,def, Utils.MousePosition.GetSnappedWorldPosition()); Managers.EntityManage.Instance.GenerateBuildingEntity(Program.Instance.FocusedDimensionId, def, Utils.MousePosition.GetSnappedWorldPosition());
}; };
entityPlacementUI.Prompt = $"当前生成器:\n名称{def.label}\n描述{def.description}"; entityPlacementUI.Prompt = $"当前生成器:\n名称{def.label}\n描述{def.description}";
entityPlacementUI.snapEnabled = true; entityPlacementUI.snapEnabled = true;
@ -195,7 +195,7 @@ namespace UI
{ {
entityPlacementUI.currentAction = () => entityPlacementUI.currentAction = () =>
{ {
Managers.EntityManage.Instance.GeneratePickupEntity(Program.Instance.FocusedDimensionId,itemDef, Utils.MousePosition.GetWorldPosition()); Managers.EntityManage.Instance.GeneratePickupEntity(Program.Instance.FocusedDimensionId, itemDef, Utils.MousePosition.GetWorldPosition());
}; };
entityPlacementUI.Prompt = $"当前生成器:\n名称{itemDef.label}\n描述{itemDef.description}"; entityPlacementUI.Prompt = $"当前生成器:\n名称{itemDef.label}\n描述{itemDef.description}";
entityPlacementUI.snapEnabled = false; entityPlacementUI.snapEnabled = false;

View File

@ -1,13 +1,12 @@
using Base; using Base;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
namespace UI namespace UI
{ {
public delegate void NonReturnCallback(); public delegate void NonReturnCallback();
public class EntityPlacementUI:UIBase,ITickUI public class EntityPlacementUI : UIBase, ITickUI
{ {
public TMP_Text promptText; public TMP_Text promptText;
@ -29,7 +28,7 @@ namespace UI
{ {
Base.UIInputControl.Instance.Hide(this); Base.UIInputControl.Instance.Hide(this);
} }
if (currentAction!=null&&Input.GetMouseButtonDown(0)) if (currentAction != null && Input.GetMouseButtonDown(0))
{ {
currentAction(); currentAction();
} }

View File

@ -1,6 +1,6 @@
using System.Collections.Generic;
using Base; using Base;
using Entity; using Entity;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
// 确保 Character 类在此命名空间下 // 确保 Character 类在此命名空间下

View File

@ -1,10 +1,9 @@
using Base; using Base;
using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace UI namespace UI
{ {
public class EscUI:UIBase public class EscUI : UIBase
{ {
public void ContinueButton() public void ContinueButton()
{ {

View File

@ -1,5 +1,5 @@
using System;
using Base; using Base;
using System;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
@ -7,7 +7,7 @@ using UnityEngine.UI;
namespace UI namespace UI
{ {
public class ItemUI:MonoBehaviour,IPointerEnterHandler,IPointerExitHandler,IPointerClickHandler,ITick public class ItemUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, ITick
{ {
[SerializeField] private Image textureUI; [SerializeField] private Image textureUI;
[SerializeField] private TMP_Text countUI; [SerializeField] private TMP_Text countUI;
@ -29,7 +29,7 @@ namespace UI
public int SlotIndex { get; private set; } = -1; public int SlotIndex { get; private set; } = -1;
public void Init(Entity.InventorySlot item,int index) public void Init(Entity.InventorySlot item, int index)
{ {
if (item == null) if (item == null)
{ {
@ -75,13 +75,13 @@ namespace UI
{ {
if (switchTime > 0) if (switchTime > 0)
{ {
timer+=Time.deltaTime; timer += Time.deltaTime;
if (timer >= switchTime) if (timer >= switchTime)
{ {
timer-=switchTime; timer -= switchTime;
texturePtr++; texturePtr++;
texturePtr%=_item.Item.Icon.Count; texturePtr %= _item.Item.Icon.Count;
textureUI.sprite=_item.Item.Icon[texturePtr]; textureUI.sprite = _item.Item.Icon[texturePtr];
} }
} }
} }

View File

@ -1,6 +1,6 @@
using Prefab;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Prefab;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;

View File

@ -1,10 +1,8 @@
using System;
using TMPro;
using UnityEngine; using UnityEngine;
namespace UI namespace UI
{ {
public class PlayerStateUI:MonoBehaviour,Base.ITick public class PlayerStateUI : MonoBehaviour, Base.ITick
{ {
[SerializeField] private BarUI focusedEntityHP; [SerializeField] private BarUI focusedEntityHP;
[SerializeField] private BarUI lastEntityHP; [SerializeField] private BarUI lastEntityHP;

View File

@ -1,5 +1,5 @@
using System.Globalization;
using Base; using Base;
using System.Globalization;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;

View File

@ -2,20 +2,18 @@ using System;
namespace Utils namespace Utils
{ {
public class PerlinNoise : Utils.Singleton<PerlinNoise> public class PerlinNoise : Singleton<PerlinNoise>
{ {
private int[] _p; // 混淆表 private readonly int[] _p = new int[512]; // 混淆表
private const int DefaultSeed = 0; // 默认种子
public PerlinNoise() public PerlinNoise()
{ {
Initialize(DefaultSeed); Initialize();
} }
// 初始化混淆表 // 初始化混淆表
private void Initialize(int seed) private void Initialize(int seed = 0)
{ {
_p = new int[512]; // 混淆表加倍以方便使用
var permutation = new int[256]; var permutation = new int[256];
var random = new Random(seed); var random = new Random(seed);
@ -26,9 +24,8 @@ namespace Utils
for (var i = 0; i < 256; i++) for (var i = 0; i < 256; i++)
{ {
var swapIndex = random.Next(256); var swapIndex = random.Next(256);
var temp = permutation[i];
permutation[i] = permutation[swapIndex]; (permutation[i], permutation[swapIndex]) = (permutation[swapIndex], permutation[i]);
permutation[swapIndex] = temp;
} }
// 将打乱后的数组复制两次生成512个元素的混淆表 // 将打乱后的数组复制两次生成512个元素的混淆表
@ -86,7 +83,7 @@ namespace Utils
/// 为给定的(x, y, z)坐标生成3D Perlin噪声。 /// 为给定的(x, y, z)坐标生成3D Perlin噪声。
/// 输出值通常在-1到1之间。 /// 输出值通常在-1到1之间。
/// </summary> /// </summary>
public double Noise(double x, double y=0, double z = 0) public double Noise(double x, double y = 0, double z = 0)
{ {
var X = (int)Math.Floor(x) & 255; var X = (int)Math.Floor(x) & 255;
var Y = (int)Math.Floor(y) & 255; var Y = (int)Math.Floor(y) & 255;

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