(client)feat:实现子弹定义以及生成,实现初始化动画,实现血条 (#43)

Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
2025-08-19 20:22:10 +08:00
committed by TheRedApricot
parent 670f778eee
commit d91210a6ff
119 changed files with 4797 additions and 2929 deletions

View File

@ -11,7 +11,7 @@ namespace AI
public abstract JobBase GetJob(Entity.Entity target);
}
public class Selector : AIBase
public class ThinkNode_Selector : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
@ -24,13 +24,13 @@ namespace AI
return null;
}
}
public class ConditionalAI : Selector
public class ThinkNode_Conditional : ThinkNode_Selector
{
// 条件函数,返回 true 表示满足条件
private Func<Entity.Entity, bool> condition;
// 构造函数,传入条件函数
public ConditionalAI(Func<Entity.Entity, bool> conditionFunc)
public ThinkNode_Conditional(Func<Entity.Entity, bool> conditionFunc)
{
condition = conditionFunc;
}
@ -48,7 +48,7 @@ namespace AI
return null;
}
}
public class SequenceAI : AIBase
public class ThinkNode_Sequence : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
@ -61,33 +61,5 @@ namespace AI
return null; // 所有子节点完成时返回 null
}
}
public class ContinuousMove : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new MoveJob();
}
}
public class TrackPlayer : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new TrackPlayerJob();
}
}
public class RandomWander : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new WanderJob();
}
}
public class Idel : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new IdleJob();
}
}
}

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@ -77,7 +77,7 @@ namespace AI
public class TrackPlayerJob : JobBase
{
private EntityPrefab currentTarget; // 当前追踪的目标玩家
private List<EntityPrefab> players; // 玩家实体列表
private LinkedList<EntityPrefab> players; // 玩家实体列表
public override void StartJob(Entity.Entity target)
{
@ -87,13 +87,13 @@ namespace AI
protected override void UpdateJob()
{
if (currentTarget == null || currentTarget.entity.IsDead)
if (!currentTarget || currentTarget.entity.IsDead)
{
// 如果当前目标无效,则重新查找最近的玩家
UpdateTarget();
}
if (currentTarget != null)
if (currentTarget)
{
var targetPosition = new Vector3(currentTarget.Position.x, currentTarget.Position.y, 0);
entity.SetTarget(targetPosition);
@ -114,7 +114,7 @@ namespace AI
currentTarget = GetNearestPlayer(players);
}
private EntityPrefab GetNearestPlayer(List<EntityPrefab> players)
private EntityPrefab GetNearestPlayer(LinkedList<EntityPrefab> players)
{
EntityPrefab nearestPlayer = null;
float minDistance = float.MaxValue;
@ -144,7 +144,7 @@ namespace AI
protected override void UpdateJob()
{
if (player == null || !IsPlayerInRange())
if (!player || !IsPlayerInRange())
{
StopJob(); // 如果玩家不在范围内,停止攻击工作
return;
@ -167,11 +167,11 @@ namespace AI
base.StartJob(target);
// 查找最近的玩家作为目标
List<EntityPrefab> players = Managers.EntityManage.Instance.FindEntitiesByFaction("Player");
LinkedList<EntityPrefab> players = Managers.EntityManage.Instance.FindEntitiesByFaction("Player");
player = GetNearestPlayer(players);
}
private EntityPrefab GetNearestPlayer(List<EntityPrefab> players)
private EntityPrefab GetNearestPlayer(LinkedList<EntityPrefab> players)
{
EntityPrefab nearestPlayer = null;
float minDistance = float.MaxValue;
@ -197,7 +197,7 @@ namespace AI
private bool IsPlayerValid(EntityPrefab player)
{
return player != null && !player.entity.IsDead;
return player && !player.entity.IsDead;
}
}
public class RangedAttackJob : JobBase
@ -206,7 +206,7 @@ namespace AI
protected override void UpdateJob()
{
if (player == null || !IsPlayerValid(player))
if (!player || !IsPlayerValid(player))
{
StopJob(); // 如果当前目标无效,停止工作
return;
@ -256,11 +256,11 @@ namespace AI
base.StartJob(target);
// 查找最近的玩家作为目标
List<EntityPrefab> players = Managers.EntityManage.Instance.FindEntitiesByFaction("Player");
var players = Managers.EntityManage.Instance.FindEntitiesByFaction("Player");
player = GetNearestPlayer(players);
}
private EntityPrefab GetNearestPlayer(List<EntityPrefab> players)
private EntityPrefab GetNearestPlayer(LinkedList<EntityPrefab> players)
{
EntityPrefab nearestPlayer = null;
float minDistance = float.MaxValue;
@ -286,7 +286,7 @@ namespace AI
private bool IsPlayerValid(EntityPrefab player)
{
return player != null && !player.entity.IsDead;
return player && !player.entity.IsDead;
}
private const float MaxTrackDistance = 20f; // 最大追踪距离

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@ -0,0 +1,33 @@
namespace AI
{
public class JobGiver_ContinuousMove : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new MoveJob();
}
}
public class JobGiver_Enemies : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new TrackPlayerJob();
}
}
public class JobGiver_RandomWander : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new WanderJob();
}
}
public class JobGiver_Idel : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new IdleJob();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 30648f750dce43e493f5e94cb735988c
timeCreated: 1754974329

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@ -0,0 +1,151 @@
using System;
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
namespace Base
{
// 定义渐变方向枚举
[AddComponentMenu("UI/Effects/Gradient")]
public enum Dir
{
Horizontal, // 水平方向
Vertical, // 垂直方向
}
// 自定义梯度效果类继承自BaseMeshEffect
public class Gradient : BaseMeshEffect
{
[SerializeField] // 序列化字段可在Inspector中编辑
private Dir dir = Dir.Vertical; // 渐变方向,默认垂直
[SerializeField]
public Color32 color1 = Color.white; // 渐变起始颜色,默认白色
[SerializeField]
public Color32 color2 = Color.white; // 渐变结束颜色,默认白色
[SerializeField]
private float range = 0f; // 渐变范围,控制颜色的过渡区域,默认无范围(完全渐变)
[SerializeField]
private bool isFlip = false; // 是否翻转渐变方向,默认不翻转
public void Refresh()
{
graphic.SetVerticesDirty();
}
// 重写ModifyMesh方法用于修改UI元素的网格
public override void ModifyMesh(VertexHelper vh)
{
if (!IsActive()) // 如果组件未激活,则不执行后续操作
{
return;
}
var count = vh.currentVertCount; // 获取当前顶点数量
if (count > 0) // 如果有顶点,则进行处理
{
var vertices = new List<UIVertex>(); // 创建顶点列表
// 遍历所有顶点并添加到列表中
for (var i = 0; i < count; i++)
{
var uIVertex = new UIVertex();
vh.PopulateUIVertex(ref uIVertex, i); // 填充顶点信息
vertices.Add(uIVertex);
}
// 根据渐变方向调用相应的绘制方法
switch (dir)
{
case Dir.Horizontal:
DrawHorizontal(vh, vertices, count);
break;
case Dir.Vertical:
DrawVertical(vh, vertices, count);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
// 绘制垂直方向的渐变
private void DrawVertical(VertexHelper vh, List<UIVertex> vertices, int count)
{
// 初始化顶部和底部Y坐标
var topY = vertices[0].position.y;
var bottomY = vertices[0].position.y;
// 遍历所有顶点找到最高和最低的Y坐标
for (var i = 0; i < count; i++)
{
var y = vertices[i].position.y;
if (y > topY) topY = y;
else if (y < bottomY) bottomY = y;
}
var height = topY - bottomY; // 计算高度差
// 遍历所有顶点,设置颜色渐变
for (var i = 0; i < count; i++)
{
var vertex = vertices[i];
Color32 color = Color.white;
// 根据是否翻转,计算当前顶点的颜色
if (isFlip)
{
color = Color32.Lerp(color2, color1, 1 - (vertex.position.y - bottomY) / height * (1f - range));
}
else
{
color = Color32.Lerp(color2, color1, (vertex.position.y - bottomY) / height * (1f - range));
}
vertex.color = color; // 设置顶点颜色
vh.SetUIVertex(vertex, i); // 更新网格中的顶点
}
}
// 绘制水平方向的渐变
private void DrawHorizontal(VertexHelper vh, List<UIVertex> vertices, int count)
{
// 注意这里应该是找到最左和最右的X坐标注释中存在笔误
var leftX = vertices[0].position.x;
var rightX = vertices[0].position.x;
// 遍历所有顶点找到最左和最右的X坐标
for (var i = 0; i < count; i++)
{
var x = vertices[i].position.x;
if (x > rightX) rightX = x;
else if (x < leftX) leftX = x;
}
var width = rightX - leftX; // 计算宽度差
// 遍历所有顶点,设置颜色渐变
for (var i = 0; i < count; i++)
{
var vertex = vertices[i];
Color32 color = Color.white;
// 根据是否翻转,计算当前顶点的颜色
if (isFlip)
{
color = Color32.Lerp(color2, color1, 1 - (vertex.position.x - leftX) / width * (1f - range));
}
else
{
color = Color32.Lerp(color2, color1, (vertex.position.x - leftX) / width * (1f - range));
}
vertex.color = color; // 设置顶点颜色
vh.SetUIVertex(vertex, i); // 更新网格中的顶点
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8df3d16a358d74644b86e92ca5177fa1

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@ -0,0 +1,150 @@
using System.Collections;
using Logging;
using TMPro;
using UnityEngine;
namespace Base
{
public class Launcher : MonoBehaviour
{
public GameObject loadingUI;
public Gradient progressBar; // 渐变色条
public TMP_Text describeText; // 描述文本
public float duration = 0.5f; // 过渡时间
public float fadeDuration = 2f; // 不透明度渐隐的时间
private float _currentProgress = 0f; // 当前进度
private Color textColor;
private readonly string[] _loadingSteps =
{
"初始化日志", "正在载入定义", "正在加载图片资源", "正在切割瓦片", "正在加载区分派系",
"正在加载物品"
};
public float Progress
{
set
{
_currentProgress = value;
if (value < 0.5f)
{
progressBar.color2 = Color.Lerp(Color.black, Color.white, value * 2);
}
else
{
progressBar.color2 = Color.white;
progressBar.color1 = Color.Lerp(Color.black, Color.white, (value - 0.5f) * 2);
}
progressBar.Refresh();
}
}
public float Opacity
{
set
{
var alpha = (byte)(value * 255);
progressBar.color1.a = alpha;
progressBar.color2.a = alpha;
describeText.color = value > 0.5f ? Color.Lerp(new Color(1, 1, 1, 0), textColor, (value - 0.5f) * 2) : new Color(1, 1, 1, 0);
progressBar.Refresh();
}
}
private void Start()
{
Base.Setting.Instance.Init();
#if !DEBUG
duration = Base.Setting.Instance.progressStepDuration;
fadeDuration = Base.Setting.Instance.exitAnimationDuration;
#endif
loadingUI.SetActive(true);
textColor = describeText.color;
StartCoroutine(LoadAllManagers());
}
private IEnumerator LoadAllManagers()
{
for (var i = 0; i < _loadingSteps.Length; i++)
{
// 更新描述文本
describeText.text = _loadingSteps[i];
// 获取当前阶段的目标进度
var targetProgress = (float)(i + 1) / _loadingSteps.Length;
// 平滑过渡到下一个阶段
yield return SmoothTransitionTo(targetProgress);
// 初始化对应的管理器
switch (i)
{
case 0:
UnityLogger.Init();
break;
case 1:
Managers.DefineManager.Instance.Init();
break;
case 2:
Managers.PackagesImageManager.Instance.Init();
break;
case 3:
Managers.TileManager.Instance.Init();
break;
case 4:
Managers.AffiliationManager.Instance.Init();
break;
case 5:
Managers.ItemResourceManager.Instance.Init();
break;
}
}
// 加载完成后的处理
describeText.text = "加载完成!";
Progress = 1f;
// 开始渐隐效果
yield return FadeOutProgressBar();
}
private IEnumerator SmoothTransitionTo(float targetProgress)
{
var startProgress = _currentProgress;
var elapsedTime = 0f;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
var t = Mathf.SmoothStep(0f, 1f, elapsedTime / duration); // 使用 SmoothStep 实现平滑过渡
Progress = Mathf.Lerp(startProgress, targetProgress, t);
yield return null;
}
// 确保最终进度达到目标值
Progress = targetProgress;
}
private IEnumerator FadeOutProgressBar()
{
var elapsedTime = 0f;
while (elapsedTime < fadeDuration)
{
elapsedTime += Time.deltaTime;
var t = Mathf.SmoothStep(0f, 1f, elapsedTime / fadeDuration); // 使用 SmoothStep 实现平滑渐隐
Opacity = 1f - t; // 不透明度从 1 到 0
yield return null;
}
// 确保最终不透明度为 0
Opacity = 0f;
loadingUI.SetActive(false);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1966ff90f1854aee9ca89d700abef90d
timeCreated: 1755438497

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@ -0,0 +1,90 @@
using Newtonsoft.Json;
using UnityEngine;
namespace Base
{
public class Setting : Utils.Singleton<Setting>
{
// 游戏设置数据类(用于序列化)
[System.Serializable]
public class GameSettings
{
public float progressStepDuration = 1f;
public float exitAnimationDuration = 2f;
public bool developerMode = false;
public bool friendlyFire = false;
public float globalVolume = 1.0f;
public WindowMode currentWindowMode = WindowMode.Fullscreen;
public Vector2Int windowResolution = new(1920, 1080);
}
// 当前游戏设置
public GameSettings CurrentSettings = new();
// 窗口模式枚举
public enum WindowMode { Fullscreen, Windowed, Borderless }
// 常用分辨率选项
public static readonly Vector2Int[] CommonResolutions = new Vector2Int[]
{
new(800, 600),
new(1024, 768),
new(1280, 720),
new(1366, 768),
new(1600, 900),
new(1920, 1080),
new(2560, 1440),
new(3840, 2160)
};
// 初始化加载设置
public void Init()
{
LoadSettings();
}
public void SaveSettings()
{
string json = JsonConvert.SerializeObject(CurrentSettings);
PlayerPrefs.SetString("GameSettings", json);
PlayerPrefs.Save();
}
public void LoadSettings()
{
if (PlayerPrefs.HasKey("GameSettings"))
{
string json = PlayerPrefs.GetString("GameSettings");
CurrentSettings = JsonConvert.DeserializeObject<GameSettings>(json);
}
// 应用加载的设置
ApplyAudioSettings();
ApplyWindowSettings();
}
// 应用音频设置
private void ApplyAudioSettings()
{
AudioListener.volume = Mathf.Clamp01(CurrentSettings.globalVolume);
}
// 应用窗口设置
private void ApplyWindowSettings()
{
switch (CurrentSettings.currentWindowMode)
{
case WindowMode.Fullscreen:
Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.FullScreenWindow);
break;
case WindowMode.Windowed:
Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.Windowed);
break;
case WindowMode.Borderless:
Screen.SetResolution(CurrentSettings.windowResolution.x, CurrentSettings.windowResolution.y, FullScreenMode.MaximizedWindow);
break;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9eb8b1554550478c85cc87558920ec6b
timeCreated: 1755524879

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@ -1,7 +1,19 @@
using System.Collections.Generic;
namespace Data
{
public enum Relation
{
Neutral,
Hostile,
Friendly,
}
public class AffiliationDef : Define
{
public Relation defaultRelation = Relation.Neutral;
public List<string> hostileFactions = new();
public List<string> neutralFactions = new();
public List<string> friendlyFactions = new();
}
}

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

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@ -1,7 +1,7 @@
namespace Data
{
public class BuildingDef:PawnDef
public class BuildingDef : EntityDef
{
public bool IsBlocked = true;
public float slowDown = 0f;
}
}

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@ -0,0 +1,8 @@
namespace Data
{
public class BulletDef:EntityDef
{
public string className;
public string value;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3f32fe058231409aaef631564bc51317
timeCreated: 1755173999

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@ -7,7 +7,7 @@ using UnityEngine;
namespace Data
{
public class CharacterDef : PawnDef
public class CharacterDef : EntityDef
{
}

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
@ -279,10 +280,14 @@ namespace Data
value = reference;
}
}
else if(field.FieldType.IsArray)
else if(field.FieldType.IsArray||typeof(IList).IsAssignableFrom(field.FieldType))
{
value = ProcessArrayField(field, element);
}
else if (field.FieldType.IsEnum)
{
value = Enum.Parse(field.FieldType, element.Value);
}
else
{
value = Convert.ChangeType(element.Value, field.FieldType);
@ -291,13 +296,14 @@ namespace Data
}
catch (Exception ex)
{
Debug.LogWarning($"Error setting field {field.Name}: {ex.Message}");
Debug.LogWarning($"Error setting field ,field name:{field.Name}; value: {element.Value}; error: {ex.Message}");
}
}
}
private static object ProcessArrayField(FieldInfo field, XElement element)
{
Type elementType = field.FieldType.GetElementType();
var elementType = field.FieldType.GetElementType();
if (elementType == null) return null;
var arrayElements = new List<object>();
@ -305,7 +311,7 @@ namespace Data
{
if (elementType.IsSubclassOf(typeof(Define)))
{
Define nestedDefine = (Define)Activator.CreateInstance(elementType);
var nestedDefine = (Define)Activator.CreateInstance(elementType);
DefaultInitDefine(nestedDefine, liElement, elementType);
arrayElements.Add(nestedDefine);
}
@ -326,8 +332,8 @@ namespace Data
}
// 构建结果数组
Array resultArray = Array.CreateInstance(elementType, arrayElements.Count);
for (int i = 0; i < arrayElements.Count; i++)
var resultArray = Array.CreateInstance(elementType, arrayElements.Count);
for (var i = 0; i < arrayElements.Count; i++)
{
resultArray.SetValue(arrayElements[i], i);
}

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@ -26,37 +26,63 @@ namespace Data
public DrawNodeDef drawingOrder_left;
public DrawNodeDef drawingOrder_right;
public string texturePath;
public int pixelsPerUnit = 16;
public float pixelsPerUnit = 16;
public DrawNodeDef GetDrawingOrder(Orientation orientation)
public DrawNodeDef GetDrawingOrder(Orientation orientation, out Orientation sourceOrientation)
{
// 定义一个临时变量用于存储结果
DrawNodeDef result = null;
// 初始化 sourceOrientation 为默认值
sourceOrientation = Orientation.Down;
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
switch (orientation)
{
case Orientation.Down:
result = drawingOrder_down;
sourceOrientation = Orientation.Down;
break;
case Orientation.Up:
result = drawingOrder_up;
sourceOrientation = Orientation.Up;
break;
case Orientation.Left:
result = drawingOrder_left;
sourceOrientation = Orientation.Left;
break;
case Orientation.Right:
result = drawingOrder_right;
sourceOrientation = Orientation.Right;
break;
default:
throw new ArgumentException("Invalid orientation value.");
}
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
if (result == null) result = drawingOrder_down;
if (result == null)
{
result = drawingOrder_down;
sourceOrientation = Orientation.Down; // 更新 sourceOrientation
}
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
if (result != null) return result;
if (drawingOrder_up != null)
{
result = drawingOrder_up;
sourceOrientation = Orientation.Up; // 更新 sourceOrientation
}
else if (drawingOrder_left != null)
{
result = drawingOrder_left;
sourceOrientation = Orientation.Left; // 更新 sourceOrientation
}
else if (drawingOrder_right != null)
{
result = drawingOrder_right;
sourceOrientation = Orientation.Right; // 更新 sourceOrientation
}
return result;
}

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@ -5,13 +5,13 @@ using System.Xml.Linq;
namespace Data
{
public class PawnDef : Define
public class EntityDef : Define
{
public AttributesDef attributes;
public DrawingOrderDef drawingOrder;
public BehaviorTreeDef behaviorTree;
public string affiliation;
public AffiliationDef affiliation;
}

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@ -1,13 +1,23 @@
namespace Data
{
public enum ItemRarity
{
Common,
Uncommon,
Rare,
Epic,
Legendary
}
public class ItemDef:Define
{
public ImageDef texture;
public AttributesDef attributes;
public ItemRarity rarity = ItemRarity.Common;
public int maxStack = 1; // 最大堆叠数量默认为1
public bool ssEquippable = false; // 是否可装备
}
public class WeaponDef : ItemDef
{
public AttributesDef attributes;
}
}

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@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Xml.Linq;
using UnityEngine.Tilemaps;
namespace Data
{
@ -7,6 +8,7 @@ namespace Data
{
public ImageDef texture;
public string name = "";
public Tile.ColliderType collider = Tile.ColliderType.None;
public override bool Init(XElement xmlDef)
{

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@ -1,6 +1,6 @@
namespace Data
{
public class MonsterDef:PawnDef
public class MonsterDef:EntityDef
{
}

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@ -0,0 +1,40 @@
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public class Building:Entity
{
public override void SetTarget(Vector3 pos)
{
}
public override void TryMove()
{
}
protected override void UpdatePlayerControls()
{
if (Input.GetKeyDown(KeyCode.W))
{
transform.position += Vector3.up;
}
if (Input.GetKeyDown(KeyCode.A))
{
transform.position += Vector3.left;
}
if (Input.GetKeyDown(KeyCode.S))
{
transform.position += Vector3.down;
}
if (Input.GetKeyDown(KeyCode.D))
{
transform.position += Vector3.right;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2ea66d65f9414d18988cbdc1a322e334
timeCreated: 1754650409

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@ -1,10 +0,0 @@
namespace Entity
{
public class BuildingBase:Entity
{
public override void TryMove()
{
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: eb881a08fe004eb4ab0a6fa9d5d86d33
timeCreated: 1753100586

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@ -1,12 +0,0 @@
using Data;
namespace Entity
{
public class BuildingEntity:Entity
{
void Init(BuildingDef def)
{
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 703125e2813a463d9b714841a3f9995f
timeCreated: 1753702932

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@ -0,0 +1,20 @@
using UnityEngine;
namespace Entity
{
public class BuildingOutline:Outline
{
public BoxCollider2D boxCollider;
override public void Init()
{
var size = GetSize();
outlineRenderer.size = size;
boxCollider.size = size;
if (progressBarPrefab)
{
progressBarPrefab.transform.localPosition += new Vector3(0f, size.y * 2 / 3, 0f);
progressBarPrefab.transform.localScale = new Vector3(size.x, 1f / 10f, 1);
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ba93dffd1aec4bd5b1ef57df2597ba56

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@ -0,0 +1,66 @@
using System;
using Base;
using Data;
using Prefab;
using UnityEngine;
namespace Entity
{
public class Bullet : Entity
{
public Entity bulletSource;
public float lifeTime = 10;
public override void SetTarget(Vector3 pos)
{
base.SetTarget(pos);
RotateTransformToDirection(transform, direction);
}
protected override void AutoBehave()
{
TryMove();
lifeTime-=Time.deltaTime;
if (lifeTime <= 0)
{
Kill();
}
}
private void OnTriggerEnter2D(Collider2D other)
{
var entity = other.GetComponent<Entity>();
if (!entity || entity == bulletSource) return;
if (Managers.AffiliationManager.Instance.GetRelation(bulletSource.affiliation, entity.affiliation) != Relation.Friendly)
{
entity.OnHit(this);
}
else if (Setting.Instance.CurrentSettings.friendlyFire)
{
entity.OnHit(this);
}
else
{
return; // 如果是友好关系且不允许友军伤害,则不处理
}
attributes.health -= 1;
}
// 旋转对象到指定方向
public static void RotateTransformToDirection(Transform transform, Vector3 targetDirection)
{
// 确保目标方向不是零向量
if (targetDirection == Vector3.zero)
return;
// 计算当前向上方向与目标方向之间的角度
float angle = Mathf.Atan2(targetDirection.y, targetDirection.x) * Mathf.Rad2Deg;
// 调整角度因为默认贴图向上是0度而Atan2计算的是相对于x轴的角度
angle -= 90f;
// 应用旋转
transform.rotation = Quaternion.Euler(0f, 0f, angle);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3ccb9e42ac9e4492bff031709d2d2e92
timeCreated: 1755146614

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@ -10,10 +10,10 @@ namespace Entity
public class Character : Entity
{
public CharacterDef characterDef;
private void Start()
{
aiTree = new RandomWander();
aiTree = new JobGiver_RandomWander();
attributes = new AttributesDef();
}
@ -22,6 +22,17 @@ namespace Entity
if (characterDef == null)
return;
}
public override void TryAttack()
{
if (IsAttacking)
return;
if (!Managers.DefineManager.Instance.defines.TryGetValue(nameof(BulletDef), out var def))
return;
var buttonDef = def.Values.First();
Vector3 dir = Utils.MousePosition.GetWorldPosition();
Managers.EntityManage.Instance.GenerateBulletEntity((BulletDef)buttonDef, Position,
dir - Position, this);
}
}
}

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using AI;
using Base;
@ -7,23 +8,73 @@ using Prefab;
using UnityEngine;
using UnityEngine.Serialization;
namespace Entity
{
/// <summary>
/// 表示游戏中的实体类,继承自 MonoBehaviour 并实现 ITick 接口。
/// </summary>
public class Entity : MonoBehaviour, ITick
{
/// <summary>
/// 动画预制体,用于管理实体的动画逻辑。
/// </summary>
public SpriteAnimator animatorPrefab;
/// <summary>
/// 图像预制体,用于管理实体的静态图像显示。
/// </summary>
public ImagePrefab imagePrefab;
public ProgressBarPrefab healthBarPrefab;
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
/// </summary>
public AIBase aiTree;
/// <summary>
/// 当前实体正在执行的任务。
/// </summary>
public JobBase currentJob;
/// <summary>
/// 实体的属性定义,包括生命值、攻击力、防御力等。
/// </summary>
public AttributesDef attributes = new();
/// <summary>
/// 实体当前的移动方向。
/// </summary>
public Vector3 direction;
/// <summary>
/// 实体的身体部分,用于挂载动画和图像节点。
/// </summary>
public GameObject body;
/// <summary>
/// 实体所属的阵营或派系。
/// </summary>
public string affiliation;
/// <summary>
/// 表示实体是否可以被选择。
/// </summary>
public bool canSelect = true;
/// <summary>
/// 表示实体是否处于追逐状态(影响移动速度)。
/// </summary>
public bool IsChase { set; get; } = true;
/// <summary>
/// 表示实体是否由玩家控制。
/// </summary>
public bool PlayerControlled
{
set
@ -37,26 +88,78 @@ namespace Entity
}
get => _isPlayerControlled;
}
/// <summary>
/// 获取实体当前位置。
/// </summary>
public Vector3 Position => transform.position;
/// <summary>
/// 表示实体是否已经死亡(生命值小于等于零)。
/// </summary>
public bool IsDead => attributes.health <= 0;
public bool IsShowingOfHitBarUI=>hitBarUIShowTimer > 0;
public bool IsAttacking => attackCoroutine != null;
private bool _isPlayerControlled = false;
private bool _warning = false;
/// <summary>
/// 存储不同朝向下的动画节点集合。
/// </summary>
public Dictionary<Orientation, List<ITick>> bodyAnimationNode = new();
/// <summary>
/// 存储不同朝向下的身体节点对象。
/// </summary>
private Dictionary<Orientation, GameObject> bodyNodes = new();
/// <summary>
/// 当前实体的朝向。
/// </summary>
private Orientation currentOrientation = Orientation.Down;
/// <summary>
/// 攻击动画的持续时间(秒)。
/// </summary>
private const float attackAnimationDuration = 0.1f;
public virtual void Init(PawnDef pawnDef)
/// <summary>
/// 抖动的偏移量。
/// </summary>
private const float shakeOffset = 0.5f;
// 协程引用
private Coroutine attackCoroutine;
protected EntityDef entityDef;
public float hitBarUIShowTime = 5;
private float hitBarUIShowTimer = 0;
/// <summary>
/// 初始化实体的基本属性和行为树。
/// </summary>
/// <param name="entityDef">实体的定义数据。</param>
public virtual void Init(EntityDef entityDef)
{
attributes = pawnDef.attributes.Clone();
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
affiliation = pawnDef.affiliation;
InitBody(pawnDef.drawingOrder);
attributes = entityDef.attributes.Clone();
aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
affiliation = entityDef.affiliation?.defName;
InitBody(entityDef.drawingOrder);
this.entityDef = entityDef;
HideHealthBar();
}
/// <summary>
/// 初始化实体的身体部分,包括不同朝向下的绘图节点。
/// </summary>
/// <param name="drawingOrder">绘制顺序定义。</param>
public virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 定义方向枚举和对应的 GetDrawingOrder 调用
@ -67,12 +170,12 @@ namespace Entity
currentOrientation = orientation;
bodyAnimationNode[orientation] = new();
// 获取当前方向的绘图节点
var drawNode = drawingOrder.GetDrawingOrder(orientation);
var drawNode = drawingOrder.GetDrawingOrder(orientation, out var realOrientation);
if (drawNode == null) continue;
var directionRoot = new GameObject(orientation.ToString());
directionRoot.transform.SetParent(body.transform, false);
InitBodyPart(drawNode, directionRoot, drawingOrder.texturePath);
InitBodyPart(drawNode, directionRoot, drawingOrder.texturePath,realOrientation);
bodyNodes[orientation] = directionRoot;
}
currentOrientation = Orientation.Down;
@ -84,8 +187,13 @@ namespace Entity
SetOrientation(Orientation.Down);
}
// 递归初始化单个绘图节点及其子节点
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent, string folderPath)
/// <summary>
/// 递归初始化单个绘图节点及其子节点。
/// </summary>
/// <param name="drawNode">绘图节点定义。</param>
/// <param name="parent">父节点对象。</param>
/// <param name="folderPath">纹理资源路径。</param>
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent, string folderPath,Orientation realOrientation)
{
if (drawNode == null) return;
@ -103,12 +211,11 @@ namespace Entity
nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
var texture =
Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID, folderPath,
$"{drawNode.nodeName}_{currentOrientation}");
if (texture.Length > 0)
{
var image = nodeObject.GetComponent<ImagePrefab>();
image.SetSprite(texture[0]);
}
$"{drawNode.nodeName}_{realOrientation}");
var image = nodeObject.GetComponent<ImagePrefab>();
image.SetSprite(texture.Length > 0
? texture[0]
: Managers.PackagesImageManager.Instance.defaultSprite);
break;
case DrawNodeType.Animation:
@ -118,7 +225,7 @@ namespace Entity
bodyAnimationNode[currentOrientation].Add(tick);
var textures = Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID,
folderPath,
$"{drawNode.nodeName}_{currentOrientation}");
$"{drawNode.nodeName}_{realOrientation}");
var animator = nodeObject.GetComponent<SpriteAnimator>();
animator.SetSprites(textures);
break;
@ -131,9 +238,13 @@ namespace Entity
// 递归初始化子节点
foreach (var child in drawNode.children)
{
InitBodyPart(child, nodeObject, folderPath);
InitBodyPart(child, nodeObject, folderPath,realOrientation);
}
}
/// <summary>
/// 更新实体的逻辑,包括玩家控制和自动行为。
/// </summary>
public void Tick()
{
if (_isPlayerControlled)
@ -151,48 +262,120 @@ namespace Entity
tick.Tick();
}
}
if (IsShowingOfHitBarUI)
{
hitBarUIShowTimer -= Time.deltaTime;
if (hitBarUIShowTimer <= 0)
{
HideHealthBar();
}
}
}
/// <summary>
/// 尝试攻击目标实体。
/// </summary>
public virtual void TryAttack()
{
if(!IsAttacking)
attackCoroutine = StartCoroutine(AttackFlow());
}
/// <summary>
/// 设置实体的朝向。
/// </summary>
/// <param name="orientation">新的朝向。</param>
public virtual void SetOrientation(Orientation orientation)
{
bodyNodes[currentOrientation]?.SetActive(false);
// 禁用当前朝向的节点
if (bodyNodes.TryGetValue(currentOrientation, out var currentNode))
{
currentNode.SetActive(false);
}
// 设置新的朝向
currentOrientation = orientation;
bodyNodes[orientation]?.SetActive(true);
// 激活新朝向的节点
if (bodyNodes.TryGetValue(orientation, out var newNode))
{
newNode.SetActive(true);
}
}
/// <summary>
/// 往对应朝向移动moveSpeed*deltaTime的距离
/// 根据方向尝试移动实体。
/// </summary>
public virtual void TryMove()
{
if (IsAttacking)
return;
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
}
/// <summary>
/// 处理实体受到攻击的逻辑。
/// </summary>
/// <param name="from">攻击来源实体。</param>
public virtual void OnHit(Entity from)
{
var hit = from.attributes.attack - attributes.defense;
if (hit < 0)
hit = from.attributes.attack / 100;
attributes.health -= hit;
currentJob.StopJob();
currentJob?.StopJob();
ShowHealthBar();
}
public virtual void SetTarget(Vector3 pos)
public void ShowHealthBar()
{
direction = (pos - transform.position).normalized;
if(!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(true);
healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
hitBarUIShowTimer=hitBarUIShowTime;
}
public void HideHealthBar()
{
if(!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(false);
}
/// <summary>
/// 杀死实体,设置生命值为零。
/// </summary>
public virtual void Kill()
{
attributes.health = 0;
}
private void AutoBehave()
/// <summary>
/// 设置实体的目标位置。
/// </summary>
/// <param name="pos">目标位置。</param>
public virtual void SetTarget(Vector3 pos)
{
direction = (pos - transform.position).normalized;
Orientation ori;
// 判断方向向量最接近哪个朝向
if (Mathf.Abs(direction.y) > Mathf.Abs(direction.x))
{
// 垂直方向优先
ori = direction.y > 0 ? Orientation.Up : Orientation.Down;
}
else
{
// 水平方向优先
ori = direction.x > 0 ? Orientation.Right : Orientation.Left;
}
SetOrientation(ori);
}
/// <summary>
/// 自动行为逻辑,根据行为树执行任务。
/// </summary>
protected virtual void AutoBehave()
{
if (aiTree == null)
return;
@ -213,13 +396,17 @@ namespace Entity
currentJob.Update();
}
private void UpdatePlayerControls()
/// <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)
// 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
@ -239,7 +426,10 @@ namespace Entity
{
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
@ -253,61 +443,69 @@ namespace Entity
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
}
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
// 攻击流程协程
IEnumerator AttackFlow()
{
if (behaviorTreeDef == null)
return null;
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
// 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;
}
// 使用反射根据 className 创建具体的 AIBase 子类实例
private static AIBase CreateAIBaseInstance(string className)
/// <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()
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
// 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)
{
return (AIBase)Activator.CreateInstance(typeof(AIBase));
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--;
}
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI" };
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

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@ -0,0 +1,70 @@
using System.Collections.Generic;
using Item;
namespace Entity
{
public class Inventory
{
public Entity from; // 物品所属实体
public List<ItemBase> items = new List<ItemBase>(); // 背包中的物品列表
/// <summary>
/// 添加物品到背包
/// </summary>
/// <param name="item">要添加的物品</param>
/// <param name="count">添加的数量</param>
public void AddItem(ItemResource resource, int count)
{
if (count <= 0) return; // 如果数量小于等于0直接返回
// 检查背包中是否已存在相同物品
foreach (var item in items)
{
if (item.resource.Equals(resource))
{
item.count += count; // 增加数量
return;
}
}
// 如果没有找到相同物品,则创建新物品并添加到背包
var newItem = new ItemBase { resource = resource, count = count };
items.Add(newItem);
}
/// <summary>
/// 从背包中取出物品
/// </summary>
/// <param name="itemName">物品名称</param>
/// <param name="count">取出的数量</param>
/// <returns>是否成功取出</returns>
public bool RemoveItem(string itemName, int count)
{
if (count <= 0) return false; // 如果数量小于等于0直接返回失败
foreach (var item in items)
{
if (item.resource.name == itemName)
{
if (item.count >= count)
{
item.count -= count; // 减少数量
if (item.count == 0)
{
items.Remove(item); // 如果数量为0则移除该物品
}
return true; // 成功取出
}
else
{
return false; // 数量不足
}
}
}
return false; // 未找到物品
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3da96d312e8e4c65b9157548281f7826
timeCreated: 1755061766

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@ -1,12 +1,9 @@
namespace Entity
{
public class Monster
public class Monster:Entity
{
public Protocol.MonsterPack ToPack()
{
var pack= new Protocol.MonsterPack();
return pack;
}
}
}

View File

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Managers;
using Prefab;
using UnityEngine;
using UnityEngine.Events;
@ -7,9 +8,12 @@ namespace Entity
{
public class Outline : MonoBehaviour
{
public RightMenuPrefab rightMenuPrefab;
public GameObject body;
public SpriteRenderer outlineRenderer;
public CapsuleCollider2D outlineCollider;
public ProgressBarPrefab progressBarPrefab;
public Entity entity;
@ -17,12 +21,17 @@ namespace Entity
public static Vector3 minimum=new(0.5f,0.5f,0.5f);
public void Init()
public virtual void Init()
{
var size = GetSize();
outlineRenderer.size = size;
outlineCollider.direction = size.x > size.y ? CapsuleDirection2D.Horizontal : CapsuleDirection2D.Vertical;
outlineCollider.size = size;
if (progressBarPrefab)
{
progressBarPrefab.transform.localPosition += new Vector3(0f, size.y * 2 / 3, 0f);
progressBarPrefab.transform.localScale = new Vector3(size.x, 1f / 10f, 1);
}
}
public void Show()
@ -76,24 +85,21 @@ namespace Entity
private void OnMouseEnter()
{
Show();
_select = true;
}
private void OnMouseExit()
{
Hide();
_select = false;
}
private void OnMouseOver()
{
if (!entity.canSelect)
return;
// 检测是否按下的是鼠标右键
if (Input.GetMouseButtonDown(1)) // 鼠标右键对应的是按钮索引 1
{
var rightMenu = Prefab.RightMenuPrefab.Instance;
rightMenu.Init(GetMenu());
rightMenu.transform.position = Input.mousePosition;
rightMenu.Show();
RightMenuManager.GenerateRightMenu(GetMenu(), Input.mousePosition);
}
}
@ -104,6 +110,14 @@ namespace Entity
result.Add(("结束操控", EndControl));
else
result.Add(("手动操控", StartControl));
if (CameraControl.CameraControl.Instance.focusedEntity == entity)
{
result.Add(("取消跟随", ()=>CameraControl.CameraControl.Instance.focusedEntity=null));
}
else
{
result.Add(("视角跟随", ()=>CameraControl.CameraControl.Instance.focusedEntity=entity));
}
result.Add(("杀死", () => entity.Kill()));
result.Add(("变成笨蛋", BecomeDefault));
return result;

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 89870f1a36ce43558b90c49513f55f10
timeCreated: 1755061695

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

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 01a2843d5856483fa5b6967e2e01db62
timeCreated: 1755061705

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@ -0,0 +1,12 @@
using UnityEngine;
namespace Item
{
public class ItemResource
{
public string name;
public string description;
public Sprite icon;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e85c1b3671d1471e85a7ec96eadfabe2
timeCreated: 1755061828

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@ -0,0 +1,164 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Data;
namespace Managers
{
public class AffiliationManager:Utils.Singleton<AffiliationManager>
{
//定义名,阵营定义
private readonly Dictionary<string, AffiliationDef> _affiliations = new();
public void Init()
{
var affiliationList = Managers.DefineManager.Instance.QueryDefinesByType<AffiliationDef>();
if (affiliationList == null ||affiliationList.Length==0)
return;
foreach (var affiliation in affiliationList)
{
_affiliations.Add(affiliation.defName, affiliation);
}
ValidateAndFixRelationships();
}
public string GetAffiliationName(string defName)
{
return _affiliations[defName].defName;
}
public Relation GetRelation(AffiliationDef affiliation1, AffiliationDef affiliation2)
{
if (affiliation1 == null || affiliation2 == null)
{
return Relation.Neutral; // 如果任一阵营不存在,返回中立关系
}
return GetRelation(affiliation1.defName, affiliation2.defName);
}
public Relation GetRelation(string factionName1, string factionName2)
{
// 如果查询的是同一个派系,默认是友好关系
if (factionName1 == factionName2)
{
return Relation.Friendly;
}
// 尝试获取两个派系的定义
if (!_affiliations.TryGetValue(factionName1, out var faction1) ||
!_affiliations.TryGetValue(factionName2, out _))
{
if (faction1 != null) return faction1.defaultRelation;
return Relation.Neutral;
}
// 检查faction1是否明确将faction2列为敌对
if (faction1.hostileFactions != null && faction1.hostileFactions.Contains(factionName2))
{
return Relation.Hostile;
}
// 检查faction1是否明确将faction2列为友好
if (faction1.friendlyFactions != null && faction1.friendlyFactions.Contains(factionName2))
{
return Relation.Friendly;
}
// 检查faction1是否明确将faction2列为中立
if (faction1.neutralFactions != null && faction1.neutralFactions.Contains(factionName2))
{
return Relation.Neutral;
}
// 如果faction1没有明确设置与faction2的关系则使用faction1的默认关系
return faction1.defaultRelation;
}
/// <summary>
/// 设置两个阵营之间的关系
/// </summary>
/// <param name="factionName1">第一个阵营名称</param>
/// <param name="factionName2">第二个阵营名称</param>
/// <param name="relation">要设置的关系</param>
public void SetRelation(string factionName1, string factionName2, Relation relation)
{
// 不能设置自己与自己的关系
if (factionName1 == factionName2)
{
throw new ArgumentException("Cannot set relation between the same faction");
}
// 确保两个阵营都存在
if (!_affiliations.TryGetValue(factionName1, out var faction1) ||
!_affiliations.TryGetValue(factionName2, out _))
{
throw new ArgumentException("One or both factions do not exist");
}
// 确保关系列表已初始化
faction1.hostileFactions ??= new List<string>();
faction1.friendlyFactions ??= new List<string>();
faction1.neutralFactions ??= new List<string>();
// 先移除所有现有关系
faction1.hostileFactions.Remove(factionName2);
faction1.friendlyFactions.Remove(factionName2);
faction1.neutralFactions.Remove(factionName2);
// 添加新关系
switch (relation)
{
case Relation.Hostile:
faction1.hostileFactions.Add(factionName2);
break;
case Relation.Friendly:
faction1.friendlyFactions.Add(factionName2);
break;
case Relation.Neutral:
faction1.neutralFactions.Add(factionName2);
break;
default:
throw new ArgumentOutOfRangeException(nameof(relation), relation, null);
}
}
/// <summary>
/// 检查并修复派系关系,确保没有冲突(按友好 > 敌对 > 中立 的优先级)
/// </summary>
private void ValidateAndFixRelationships()
{
foreach (var faction in _affiliations.Values)
{
// 确保所有关系列表已初始化
faction.hostileFactions ??= new List<string>();
faction.friendlyFactions ??= new List<string>();
faction.neutralFactions ??= new List<string>();
// 检查所有敌对派系
foreach (var hostileFaction in faction.hostileFactions.ToList())
{
// 如果敌对派系同时存在于友好列表中,移除敌对关系(友好优先)
if (faction.friendlyFactions.Contains(hostileFaction))
{
faction.hostileFactions.Remove(hostileFaction);
continue;
}
// 如果敌对派系同时存在于中立列表中,移除中立关系(敌对优先)
if (faction.neutralFactions.Contains(hostileFaction))
{
faction.neutralFactions.Remove(hostileFaction);
}
}
// 检查所有中立派系
foreach (var neutralFaction in faction.neutralFactions.ToList())
{
// 如果中立派系同时存在于友好列表中,移除中立关系(友好优先)
if (faction.friendlyFactions.Contains(neutralFaction))
{
faction.neutralFactions.Remove(neutralFaction);
}
}
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 31017ce35a6b441fb36e085dd3fd7c27
timeCreated: 1755407963

View File

@ -158,20 +158,20 @@ namespace Managers
{
if (defRef.Item1 == null)
{
Debug.LogError("defRef.Item1 为 null");
Debug.LogError("被引用定义为 null");
continue;
}
if (defRef.Item2 == null)
{
Debug.LogError("defRef.Item2 为 null");
Debug.LogError("被引用定义的字段引用为 null");
continue;
}
var value = FindDefine(defRef.Item3.description, defRef.Item3.defName);
if (value == null)
{
Debug.LogError($"FindDefine 返回 null: description={defRef.Item3.description}, defName={defRef.Item3.defName}");
Debug.LogError($"未找到引用,出错的定义:定义类型:{defRef.Item1.GetType().Name}, 定义名:{defRef.Item1.defName} ; 类型:{defRef.Item3.description}, 定义名:{defRef.Item3.defName}");
continue;
}

View File

@ -2,27 +2,36 @@ using System;
using System.Collections.Generic;
using System.Linq;
using Base;
using Entity;
using Prefab;
using UnityEngine;
using UnityEngine.Serialization;
namespace Managers
{
public class EntityManage:Utils.MonoSingleton<EntityManage>,ITick
public class EntityManage : Utils.MonoSingleton<EntityManage>, ITick
{
public Dictionary<string, List<EntityPrefab>> factionEntities = new();
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public Dictionary<string, LinkedList<EntityPrefab>> factionEntities = new();
public EntityPrefab characterPrefab;
public EntityPrefab buildingPrefab;
public EntityPrefab bulletPrefab;
public EntityPrefab defaultEntityPrefab;
public List<EntityPrefab> FindEntitiesByFaction(string factionKey)
private Dictionary<string, Transform> layerCache = new Dictionary<string, Transform>();
private List<Tuple<string, EntityPrefab>> pendingAdditions = new();
public LinkedList<EntityPrefab> FindEntitiesByFaction(string factionKey)
{
if (factionEntities.TryGetValue(factionKey, out var entities))
{
return entities; // 如果找到,返回对应的实体列表
}
return new List<EntityPrefab>(); // 如果未找到,返回一个空列表
return new(); // 如果未找到,返回一个空列表
}
public void Tick()
{
foreach (var faction in factionEntities)
@ -41,6 +50,7 @@ namespace Managers
itike.Tick();
}
}
// 删除所有标记为死亡的实体
foreach (var entityToRemove in entitiesToRemove)
{
@ -48,102 +58,240 @@ namespace Managers
Destroy(entityToRemove.gameObject);
}
}
if (pendingAdditions.Any())
{
foreach (var entity in pendingAdditions)
{
if (!factionEntities.ContainsKey(entity.Item1))
{
factionEntities[entity.Item1] = new LinkedList<EntityPrefab>();
}
factionEntities[entity.Item1].AddLast(entity.Item2);
}
pendingAdditions.Clear();
}
}
/// <summary>
/// 根据给定的PawnDef生成一个实体对象。
/// 根据给定的Def生成实体对象(内部通用方法)
/// </summary>
/// <param name="pawnDef">定义实体属性的PawnDef对象。</param>
/// <param name="pos">实体生成的位置。</param>
/// <remarks>
/// 1. 如果entityPrefab或pawnDef为null则不会生成实体。
/// 2. 实体将被创建在entityLevel.transform下。
/// 3. 使用EntityPrefab组件初始化实体。
/// </remarks>
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
/// <param name="prefab">要实例化的预制体</param>
/// <param name="parent">生成的父级Transform</param>
/// <param name="pos">生成位置</param>
/// <param name="def">实体定义对象</param>
/// <param name="extraInit">额外的初始化操作(如子弹方向设置)</param>
/// <returns>成功时返回EntityPrefab组件失败时返回null</returns>
private EntityPrefab GenerateEntityInternal(
GameObject prefab,
Transform parent,
Vector3 pos,
Data.EntityDef def, // 所有Def类型需继承自BaseDef
Action<EntityPrefab> extraInit = null)
{
// 检查 entityPrefab 是否为空
if (entityPrefab == null)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
// 检查 pawnDef 是否为空
if (pawnDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
GenerateDefaultEntity(pos);
return;
}
GameObject instantiatedEntity = null; // 用于跟踪已实例化的对象
GameObject instantiatedEntity = null;
try
{
// 实例化实体对象
instantiatedEntity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
// 实例化实体
instantiatedEntity = Instantiate(prefab, pos, Quaternion.identity, parent);
// 获取 EntityPrefab 组件
// 获取并验证EntityPrefab组件
var entityComponent = instantiatedEntity.GetComponent<EntityPrefab>();
// 检查 EntityPrefab 组件是否存在
if (entityComponent == null)
if (!entityComponent)
{
throw new InvalidOperationException($"Error: EntityPrefab component not found on the instantiated object: {instantiatedEntity.name}");
throw new InvalidOperationException(
$"EntityPrefab component missing on: {instantiatedEntity.name}");
}
// 初始化实体组件
entityComponent.Init(pawnDef);
// 初始化核心数据
entityComponent.Init(def);
// 确保派系键存在,并初始化对应的列表
var factionKey = pawnDef.attributes.label ?? "default"; // 使用 null 合并运算符简化代码
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
// 执行类型特有的额外初始化
extraInit?.Invoke(entityComponent);
// 管理派系列表
var factionKey = def.attributes.defName ?? "default";
pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
return entityComponent;
}
catch (System.Exception ex)
{
// 如果有已实例化的对象,则销毁它
if (instantiatedEntity != null)
{
Destroy(instantiatedEntity); // 删除已创建的对象
}
// 清理失败实例
if (instantiatedEntity) Destroy(instantiatedEntity);
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}\nStack Trace: {ex.StackTrace}");
// 调用默认生成方法
GenerateDefaultEntity(pos);
Debug.LogError($"Entity generation failed: {ex.Message}\n{ex.StackTrace}");
return null;
}
}
/// <summary>
/// 动态创建层(如果层不存在)
/// </summary>
private Transform EnsureLayerExists(string layerName)
{
// 先从缓存中查找
if (layerCache.TryGetValue(layerName, out var layerTransform))
{
return layerTransform;
}
// 如果缓存中没有,尝试通过 transform.Find 查找
layerTransform = transform.Find(layerName);
if (!layerTransform)
{
// 如果层不存在,动态创建
var layerObject = new GameObject(layerName);
layerTransform = layerObject.transform;
layerTransform.SetParent(transform, false); // 将层附加到当前管理器下
}
// 将新创建的层加入缓存
layerCache[layerName] = layerTransform;
return layerTransform;
}
/// <summary>
/// 根据PawnDef生成普通实体
/// </summary>
public void GenerateEntity(Data.EntityDef entityDef, Vector3 pos)
{
// 验证关键参数
if (!characterPrefab)
{
Debug.LogError("entityPrefab is null! Assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
if (entityDef == null)
{
Debug.LogError("EntityDef is null! Cannot generate entity.");
GenerateDefaultEntity(pos);
return;
}
// 确保层存在
var entityLevelTransform = EnsureLayerExists("EntityLevel");
// 调用通用生成逻辑
var result = GenerateEntityInternal(
characterPrefab.gameObject,
entityLevelTransform,
pos,
entityDef
);
if (!result) GenerateDefaultEntity(pos);
}
/// <summary>
/// 生成建筑实体位置使用Vector3Int
/// </summary>
public void GenerateBuildingEntity(Data.BuildingDef buildingDef, Vector3Int pos)
{
// 修正:检查正确的预制体 (buildingPrefab)
if (!buildingPrefab)
{
Debug.LogError("buildingPrefab is null! Assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
if (buildingDef == null)
{
Debug.LogError("BuildingDef is null! Cannot generate building.");
GenerateDefaultEntity(pos);
return;
}
var worldPos = new Vector3(pos.x, pos.y, pos.z);
// 确保层存在
var buildingLevelTransform = EnsureLayerExists("BuildingLevel");
var result = GenerateEntityInternal(
buildingPrefab.gameObject,
buildingLevelTransform,
worldPos,
buildingDef
);
if (!result) GenerateDefaultEntity(worldPos);
}
/// <summary>
/// 生成子弹实体(含方向设置)
/// </summary>
public void GenerateBulletEntity(Data.BulletDef bulletDef, Vector3 pos, Vector3 dir,
Entity.Entity source = null)
{
// 修正:检查正确的预制体 (bulletPrefab)
if (!bulletPrefab)
{
Debug.LogError("bulletPrefab is null! Assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
if (bulletDef == null)
{
Debug.LogError("BulletDef is null! Cannot generate bullet.");
GenerateDefaultEntity(pos);
return;
}
// 确保层存在
var bulletLevelTransform = EnsureLayerExists("BulletLevel");
var result = GenerateEntityInternal(
bulletPrefab.gameObject,
bulletLevelTransform,
pos,
bulletDef,
// 子弹特有的方向设置
entityComponent => entityComponent.entity.SetTarget(pos + dir)
);
if (result.entity is Bullet bullet)
{
bullet.bulletSource = source;
if (source) bullet.affiliation = source.affiliation;
}
if (!result) GenerateDefaultEntity(pos);
}
/// <summary>
/// 生成默认实体(错误回退)
/// </summary>
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(defaultEntityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
// 确保层存在
var entityLevelTransform = EnsureLayerExists("EntityLevel");
var entity = Instantiate(defaultEntityPrefab, pos, Quaternion.identity, entityLevelTransform);
var entityComponent = entity.GetComponent<EntityPrefab>();
const string factionKey = "default";
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
entityComponent.DefaultInit();
factionEntities[factionKey].Add(entityComponent);
}
protected override void OnStart()
{
factionEntities.Clear();
}
private void Start()
{
var pre = Resources.Load<GameObject>("Default/DefaultEntity");
defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
layerCache.Clear();
}
}
}

View File

@ -0,0 +1,47 @@
using System.Collections.Generic;
using System.Linq;
using Data;
using Item;
namespace Managers
{
public class ItemResourceManager:Utils.Singleton<ItemResourceManager>
{
//定义名,物品
public Dictionary<string,Item.ItemResource> items;
public void Init()
{
var itemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>();
if(itemDefs==null||itemDefs.Length==0)
return;
foreach (var itemDef in itemDefs)
{
var item=new Item.ItemResource();
item.name = itemDef.label;
item.description = itemDef.description;
item.icon = Managers.PackagesImageManager.Instance.GetSprite(itemDef.texture);
}
}
public ItemResource GetItem(string defName)
{
return items.GetValueOrDefault(defName,null);
}
// <summary>
/// 按物品名称查找物品
/// </summary>
/// <param name="itemName">要查找的物品名称</param>
/// <returns>找到的物品对象,如果未找到则返回 null</returns>
public ItemResource FindItemByName(string itemName)
{
if (string.IsNullOrEmpty(itemName))
{
return null;
}
return items.Values.FirstOrDefault(item => item.name == itemName);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: eafd50f3a0594a6e845ecf87b04744ce
timeCreated: 1755062360

View File

@ -90,16 +90,16 @@ namespace Managers
}
// 判断是否为 Unity 资源路径
bool isUnityResource = drawOrder.texturePath.StartsWith("res:", StringComparison.OrdinalIgnoreCase);
string rootPath = packRootSite[drawOrder.packID];
var isUnityResource = drawOrder.texturePath.StartsWith("res:", StringComparison.OrdinalIgnoreCase);
var rootPath = packRootSite[drawOrder.packID];
if (isUnityResource)
{
// 移除 "res:" 前缀并适配 Unity 资源路径规则
string resourceFolder = drawOrder.texturePath.Substring(4).TrimStart('/').Replace('\\', '/');
var resourceFolder = drawOrder.texturePath.Substring(4).TrimStart('/').Replace('\\', '/');
// 加载文件夹下的所有纹理资源
Texture2D[] textures = Resources.LoadAll<Texture2D>(resourceFolder);
var textures = Resources.LoadAll<Texture2D>(resourceFolder);
if (textures == null || textures.Length == 0)
{
Debug.LogWarning($"No textures found in Unity resource folder: {resourceFolder}");
@ -124,7 +124,6 @@ namespace Managers
new Vector2(0.5f, 0.5f), // 中心点
drawOrder.pixelsPerUnit
);
var name = image.name;
// 插入纹理
@ -269,7 +268,11 @@ namespace Managers
sprites.Clear();
Init();
}
public Sprite GetSprite(ImageDef ima)
{
return GetSprite(ima.packID,ima.name);
}
public Sprite GetSprite(string packID, string name)
{
if (string.IsNullOrEmpty(packID))
@ -343,14 +346,14 @@ namespace Managers
if (!bodyTexture.TryGetValue(packageName, out var packageDict))
{
Debug.LogWarning($"Package '{packageName}' not found.");
return Array.Empty<Sprite>();
return new[] { defaultSprite };
}
// 检查文件路径是否存在
if (!packageDict.TryGetValue(filePath, out var pathDict))
{
Debug.LogWarning($"File path '{filePath}' not found in package '{packageName}'.");
return Array.Empty<Sprite>();
return new[] { defaultSprite };
}
// 收集所有匹配的Sprite
@ -374,7 +377,7 @@ namespace Managers
// 尝试解析编号
if (int.TryParse(suffix, out var number))
{
sprites.Add((number, Value: value));
sprites.Add((number, value));
}
}
}

View File

@ -0,0 +1,63 @@
using System.Collections.Generic;
using Prefab;
using UnityEngine;
using UnityEngine.Events;
namespace Managers
{
public class RightMenuManager:Utils.MonoSingleton<RightMenuManager>
{
[SerializeField]
private GameObject _canvas;
[SerializeField]
private RightMenuPrefab _rightMenuPrefab;
public GameObject Canvas
{
get
{
if (_canvas == null)
{
_canvas = GameObject.Find("Canvas"); // 根据你的实际场景修改查找条件
if (_canvas == null)
{
Debug.LogError("RightMenu Canvas not found in scene!");
}
}
return _canvas;
}
}
public RightMenuPrefab RightMenuPrefab
{
get
{
if (_rightMenuPrefab == null)
{
_rightMenuPrefab = Resources.Load<RightMenuPrefab>("Prefab/RightMenu");
if (_rightMenuPrefab == null)
{
Debug.LogError("RightMenuPrefab not found in Resources!");
}
}
return _rightMenuPrefab;
}
}
public static void GenerateRightMenu(List<(string name, UnityAction callback)> buttons,Vector3 position)
{
var rightMenuObj = Instantiate(RightMenuManager.Instance.RightMenuPrefab.gameObject,
RightMenuManager.Instance.Canvas.transform);
var rightMenu=rightMenuObj.GetComponent<RightMenuPrefab>();
rightMenu.Init(buttons);
rightMenu.transform.position = position;
rightMenu.Show();
}
protected override void OnStart()
{
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 409b8017bbd6443eb2dde17ea6fd5e29
timeCreated: 1755526878

View File

@ -5,30 +5,57 @@ using UnityEngine.Tilemaps;
namespace Managers
{
public class TileManager:Utils.Singleton<TileManager>
/// <summary>
/// 瓦片管理器,用于加载、初始化和管理瓦片资源。
/// </summary>
public class TileManager : Utils.Singleton<TileManager>
{
public Dictionary<string,TileBase> tileBaseMapping = new();
/// <summary>
/// 存储瓦片名称与瓦片对象的映射关系。
/// </summary>
public Dictionary<string, TileBase> tileBaseMapping = new();
/// <summary>
/// 存储瓦片索引与瓦片对象的映射关系。
/// 索引由四个整数组成,表示瓦片的组合方式。
/// </summary>
public Dictionary<(int, int, int, int), TileBase> tileToTileBaseMapping = new();
/// <summary>
/// 存储瓦片名称与唯一 ID 的映射关系。
/// </summary>
public Dictionary<string, int> tileID = new();
/// <summary>
/// 初始化瓦片管理器。
/// 加载所有瓦片定义、纹理映射表,并生成对应的瓦片对象。
/// </summary>
public void Init()
{
if (tileToTileBaseMapping.Count > 0)
return;
// 初始化图像包管理器
Managers.PackagesImageManager.Instance.Init();
var imagePack = Managers.PackagesImageManager.Instance;
// 获取所有瓦片定义
var tileType = Managers.DefineManager.Instance.QueryDefinesByType<TileDef>();
for (var i = 0; i < tileType.Length; i++)
{
tileID.Add(tileType[i].name, i);
}
var tileTextureMappingDef=Managers.DefineManager.Instance.QueryDefinesByType<TileMappingTableDef>();
// 处理瓦片纹理映射表定义
var tileTextureMappingDef = Managers.DefineManager.Instance.QueryDefinesByType<TileMappingTableDef>();
foreach (var mappingTableDef in tileTextureMappingDef)
{
foreach (var keyVal in mappingTableDef.tileDict)
{
var key = keyVal.Key;
var val = keyVal.Value;
// 检查键值格式是否合法
var parts = key.Split('_');
if (parts.Length != 4)
{
@ -37,6 +64,7 @@ namespace Managers
continue;
}
// 检查键值中是否存在未定义的瓦片名称
if (!(tileID.TryGetValue(parts[0], out var k1) &&
tileID.TryGetValue(parts[1], out var k2) &&
tileID.TryGetValue(parts[2], out var k3) &&
@ -47,7 +75,8 @@ namespace Managers
continue;
}
var sprite = imagePack.GetSprite(mappingTableDef.packID,val);
// 获取对应精灵
var sprite = imagePack.GetSprite(mappingTableDef.packID, val);
if (sprite == null)
{
var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
@ -55,6 +84,7 @@ namespace Managers
continue;
}
// 检查是否存在重复索引
if (tileToTileBaseMapping.ContainsKey((k1, k2, k3, k4)))
{
var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
@ -62,6 +92,7 @@ namespace Managers
continue;
}
// 加载瓦片并存储到映射表中
var tile = LoadTile(sprite);
tileToTileBaseMapping[(k1, k2, k3, k4)] = tile;
tileBaseMapping[val] = tile;
@ -69,18 +100,28 @@ namespace Managers
}
}
/// <summary>
/// 重新加载瓦片管理器。
/// 清空当前的瓦片映射表并重新初始化。
/// </summary>
public void Reload()
{
tileToTileBaseMapping.Clear();
Init();
}
public TileBase LoadTile(Sprite sprite)
/// <summary>
/// 将精灵加载为瓦片对象。
/// </summary>
/// <param name="sprite">要加载的精灵。</param>
/// <param name="colliderType">瓦片的碰撞体类型,默认为 None。</param>
/// <returns>返回加载成功的瓦片对象。</returns>
public TileBase LoadTile(Sprite sprite, Tile.ColliderType colliderType = Tile.ColliderType.None)
{
var newTile = ScriptableObject.CreateInstance<Tile>();
newTile.sprite = sprite;
newTile.color = Color.white;
newTile.colliderType = Tile.ColliderType.Sprite;
newTile.color = Color.white;
newTile.colliderType = colliderType;
return newTile;
}
}

View File

@ -9,103 +9,155 @@ namespace Map
{
public class DoubleMap : MonoBehaviour
{
public List<List<int>> mapData = new();
public List<List<int>> mapData = new List<List<int>>();
public Tilemap textureLevel;
public Dictionary<string, TileBase> tileDict = new();
private int offsetX = 0; // 地图数据的 X 偏移量
private int offsetY = 0; // 地图数据的 Y 偏移量
void Start()
public Vector2Int dataOffset = Vector2Int.zero; // 数据起始点偏移变量
// 初始化地图数据大小
public void InitializeData(int width, int height, int defaultValue = 0)
{
mapData.Clear();
for (int x = 0; x < width; x++)
{
List<int> column = new List<int>();
for (int y = 0; y < height; y++)
{
column.Add(defaultValue);
}
mapData.Add(column);
}
}
// 设置指定数据坐标的瓦片值并刷新相关瓦片
public void SetTile(int dataX, int dataY, int value)
{
// 检查坐标是否有效
if (dataX < 0 || dataY < 0 || dataX >= mapData.Count || dataY >= mapData[0].Count)
{
Debug.LogError($"SetTile: 坐标({dataX},{dataY})超出范围");
return;
}
// 更新数据
mapData[dataX][dataY] = value;
UpdateTexture();
// 刷新受影响的瓦片(当前点作为四个角影响的瓦片)
RefreshTile(dataX, dataY);
}
public void UpdateTexture()
// 获取指定数据坐标的瓦片值
public int GetTile(int dataX, int dataY)
{
for (int i = 0; i < mapData.Count; i++)
if (dataX < 0 || dataY < 0 || dataX >= mapData.Count || dataY >= mapData[0].Count)
{
for (int j = 0; j < mapData[i].Count; j++)
Debug.LogError($"GetTile: 坐标({dataX},{dataY})超出范围");
return -1;
}
return mapData[dataX][dataY];
}
// 刷新指定数据点影响的瓦片
public void RefreshTile(int dataX, int dataY)
{
// 计算该数据点影响的四个瓦片位置(该点作为四个角)
Vector2Int[] affectedTiles = new Vector2Int[]
{
new Vector2Int(dataX - 1, dataY - 1), // 作为右下角
new Vector2Int(dataX - 1, dataY), // 作为右上角
new Vector2Int(dataX, dataY - 1), // 作为左下角
new Vector2Int(dataX, dataY) // 作为左上角
};
foreach (var tilePos in affectedTiles)
{
UpdateTileAtTilemapPosition(tilePos.x, tilePos.y);
}
}
// 刷新整个瓦片地图
public void RefreshAllTiles()
{
if (mapData.Count == 0 || mapData[0].Count == 0) return;
// 计算瓦片地图的有效范围(考虑偏移)
int startX = dataOffset.x;
int startY = dataOffset.y;
int endX = startX + mapData.Count - 1;
int endY = startY + mapData[0].Count - 1;
// 遍历所有瓦片位置
for (int x = startX; x <= endX; x++)
{
for (int y = startY; y <= endY; y++)
{
UpdateTexture(i, j);
UpdateTileAtTilemapPosition(x, y);
}
}
}
public int GetTile(int x, int y)
// 更新指定瓦片位置的显示
private void UpdateTileAtTilemapPosition(int tileX, int tileY)
{
// 转换为相对于 mapData 的索引
int relativeX = x - offsetX;
int relativeY = y - offsetY;
// 计算对应的数据坐标(考虑偏移)
int dataX = tileX - dataOffset.x;
int dataY = tileY - dataOffset.y;
if (relativeX < 0 || relativeX >= mapData.Count)
{
return 0;
}
// 获取四个角的数据坐标
int topLeftX = dataX;
int topLeftY = dataY;
int topRightX = dataX + 1;
int topRightY = dataY;
int bottomLeftX = dataX;
int bottomLeftY = dataY + 1;
int bottomRightX = dataX + 1;
int bottomRightY = dataY + 1;
var col = mapData[relativeX];
if (relativeY < 0 || relativeY >= mapData.Count)
{
return 0;
}
// 检查边界并获取值
int topLeft = GetDataValue(topLeftX, topLeftY);
int topRight = GetDataValue(topRightX, topRightY);
int bottomLeft = GetDataValue(bottomLeftX, bottomLeftY);
int bottomRight = GetDataValue(bottomRightX, bottomRightY);
return col[relativeY];
// 获取对应的瓦片
TileBase tile = GetTileFromManager(topLeft, topRight, bottomLeft, bottomRight);
// 设置到瓦片地图
Vector3Int position = new Vector3Int(tileX, tileY, 0);
textureLevel.SetTile(position, tile);
}
public void SetTile(int x, int y, string tileName)
// 安全获取数据值(处理边界)
private int GetDataValue(int dataX, int dataY)
{
SetTile(x, y, TileManager.Instance.tileID.GetValueOrDefault(tileName));
if (dataX < 0 || dataY < 0 || dataX >= mapData.Count || dataY >= mapData[0].Count)
return 0; // 边界外返回默认值
return mapData[dataX][dataY];
}
public void SetTile(int x, int y, int id)
// 从TileManager获取对应瓦片
private TileBase GetTileFromManager(int topLeft, int topRight, int bottomLeft, int bottomRight)
{
// 转换为相对于 mapData 的索引
int relativeX = x - offsetX;
int relativeY = y - offsetY;
if (relativeX >= 0 && relativeX < mapData.Count &&
relativeY >= 0 && relativeY < mapData[relativeX].Count)
TileManager manager = TileManager.Instance;
if (manager == null)
{
mapData[relativeX][relativeY] = id;
UpdateTexture(x, y);
UpdateTexture(x, y - 1);
UpdateTexture(x - 1, y);
UpdateTexture(x - 1, y - 1);
}
}
/// <summary>
/// 更新对应坐标的贴图
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
public void UpdateTexture(int x, int y)
{
// 转换为相对于 mapData 的索引
int relativeX = x - offsetX;
int relativeY = y - offsetY;
if (relativeX < 0 || relativeX >= mapData.Count ||
relativeY < 0 || relativeY >= mapData[relativeX].Count)
{
return; // 如果超出范围,直接返回
Debug.LogError("TileManager实例未找到");
return null;
}
var lt = GetTile(x, y + 1);
var rt = GetTile(x + 1, y + 1);
var lb = GetTile(x, y);
var rb = GetTile(x + 1, y);
if (TileManager.Instance.tileToTileBaseMapping.ContainsKey((lt, rt, lb, rb)))
// 尝试获取组合键对应的瓦片
var key = (topLeft, topRight, bottomLeft, bottomRight);
if (manager.tileToTileBaseMapping.TryGetValue(key, out TileBase tile))
{
textureLevel.SetTile(new Vector3Int(x, y, 0),
TileManager.Instance.tileToTileBaseMapping[(lt, rt, lb, rb)]);
return tile;
}
// 备用方案:尝试获取默认瓦片
if (manager.tileBaseMapping.TryGetValue("Default", out TileBase defaultTile))
{
return defaultTile;
}
Debug.LogError($"未找到对应瓦片: {key}");
return null;
}
}
}

View File

@ -4,7 +4,7 @@ using UnityEngine.Tilemaps;
namespace Map
{
public class MapGenerator:MonoBehaviour
public class MapGenerator:Utils.MonoSingleton<MapGenerator>
{
public DoubleMap baseLevel;
public Tilemap buildLevel;
@ -14,17 +14,27 @@ namespace Map
{
var perline= Utils.PerlinNoise.Instance;
int size = 100;
for (int i = -size; i <= size; i++)
{
for (int j = -size; j <= size; j++)
{
var val = perline.Noise(i, j);
if (val < 0)
{
}
}
}
baseLevel.InitializeData(size, size);
baseLevel.RefreshAllTiles();
}
public bool CanPassThrough(int x, int y)
{
return GetTilePassCost(x, y) < 1;
}
public float GetTilePassCost(int x, int y)
{
return 0;
}
public float GetTileBulletCover(int x, int y)
{
return 0;
}
protected override void OnStart()
{
}
}
}

View File

@ -26,9 +26,9 @@ namespace Prefab
}
}
public void Init(Data.PawnDef pawnDef)
public void Init(Data.EntityDef entityDef)
{
entity.Init(pawnDef);
entity.Init(entityDef);
outline.Init();
outline.Hide();

View File

@ -0,0 +1,18 @@
using UnityEngine;
namespace Prefab
{
public class ProgressBarPrefab:MonoBehaviour
{
public GameObject _progress;
public float Progress
{
get => _progress.transform.localScale.x;
set
{
var x=Mathf.Clamp01(value);
_progress.transform.localScale = new Vector3(x, _progress.transform.localScale.y, _progress.transform.localScale.z);
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 605f185650fe46d89a6e0d60fb8fb11c
timeCreated: 1755091112

View File

@ -5,7 +5,7 @@ using UnityEngine.EventSystems;
namespace Prefab
{
public class RightMenuPrefab: Utils.MonoSingleton<RightMenuPrefab>,IPointerExitHandler
public class RightMenuPrefab: MonoBehaviour,IPointerExitHandler
{
public GameObject menu;
public ButtonPrefab buttonPrefab;
@ -17,7 +17,7 @@ namespace Prefab
public void Hide()
{
gameObject.SetActive(false);
Destroy(this.gameObject);
}
public void Init(List<(string name, UnityAction callback)> buttons)
@ -27,8 +27,6 @@ namespace Prefab
Debug.LogError("Menu or ButtonPrefab is not assigned!");
return;
}
ClearMenu();
foreach (var (label, callback) in buttons)
{
// 实例化按钮预制体
@ -68,19 +66,6 @@ namespace Prefab
}
}
}
public void ClearMenu()
{
// 遍历菜单下的所有子对象并销毁它们
foreach (Transform child in menu.transform)
{
Destroy(child.gameObject);
}
}
protected override void OnStart()
{
Hide();
}
public void OnPointerExit(PointerEventData eventData)
{
Hide();

View File

@ -8,6 +8,7 @@ public class Program : MonoBehaviour
UnityLogger.Init();
Managers.DefineManager.Instance.Init();
Managers.PackagesImageManager.Instance.Init();
Managers.TileManager.Instance.Init();
}
private void Start()

View File

@ -25,6 +25,7 @@ namespace UI
InitEvent();
InitCharacter();
InitMonster();
InitBuilding();
}
@ -32,6 +33,10 @@ namespace UI
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "事件菜单";
title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "未定义任何事件";
title.text.color = Color.red;
// for (int i = 0; i < 30; i++)
// {
// var button= InstantiatePrefab(buttonTemplate, menuContent.transform);
@ -46,6 +51,36 @@ namespace UI
title.Label = "生成人物";
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.CharacterDef>();
if (defList == null || defList.Length == 0)
{
title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "未定义任何角色";
title.text.color = Color.red;
}
else
foreach (var def in defList)
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = def.label;
var pawnDef = def;
button.AddListener(() => GenerateEntityCallback(pawnDef));
}
}
private void InitMonster()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "生成怪物";
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.MonsterDef>();
if (defList == null || defList.Length == 0)
{
title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "未定义任何怪物";
title.text.color = Color.red;
}
else
foreach (var def in defList)
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
@ -55,19 +90,26 @@ namespace UI
}
}
private void InitMonster()
private void InitBuilding()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "生成怪物";
title.Label = "生成建筑";
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.MonsterDef>();
foreach (var def in defList)
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.BuildingDef>();
if (defList == null || defList.Length == 0)
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = def.label;
var pawnDef = def;
button.AddListener(() => GenerateEntityCallback(pawnDef));
title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "未定义任何建筑";
title.text.color = Color.red;
}
else
foreach (var def in defList)
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = def.label;
var pawnDef = def;
button.AddListener(() => GenerateBuildingCallback(pawnDef));
}
}
/// <summary>
@ -99,17 +141,25 @@ namespace UI
return instantiatedComponent;
}
private void GenerateEntityCallback(PawnDef pawnDef)
private void GenerateEntityCallback(EntityDef entityDef)
{
entityPlacementUI.currentAction = () =>
{
// 将鼠标屏幕坐标转换为世界坐标,并确保 Z 值为 0
if (!Camera.main) return;
var worldPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
worldPosition.z = 0;
Managers.EntityManage.Instance.GenerateEntity(pawnDef, worldPosition);
Managers.EntityManage.Instance.GenerateEntity(entityDef, Utils.MousePosition.GetWorldPosition());
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{pawnDef.label}\n描述{pawnDef.description}";
entityPlacementUI.Prompt = $"当前生成器:\n名称{entityDef.label}\n描述{entityDef.description}";
entityPlacementUI.snapEnabled = false;
Base.UIInputControl.Instance.Show(entityPlacementUI);
}
private void GenerateBuildingCallback(BuildingDef def)
{
entityPlacementUI.currentAction = () =>
{
Managers.EntityManage.Instance.GenerateBuildingEntity(def, Utils.MousePosition.GetSnappedWorldPosition());
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{def.label}\n描述{def.description}";
entityPlacementUI.snapEnabled = true;
Base.UIInputControl.Instance.Show(entityPlacementUI);
}
}

View File

@ -13,6 +13,9 @@ namespace UI
public NonReturnCallback currentAction;
public GameObject focusBox;
public bool snapEnabled = false;
public string Prompt
{
get => promptText.text;
@ -30,7 +33,28 @@ namespace UI
{
currentAction();
}
if (snapEnabled)
{
focusBox.transform.position = Utils.MousePosition.GetSnappedWorldPosition();
}
else
{
focusBox.transform.position = Utils.MousePosition.GetWorldPosition();
}
}
public override void Show()
{
base.Show();
focusBox.SetActive(true);
}
override public void Hide()
{
base.Hide();
focusBox.SetActive(false);
}
}
}

View File

@ -0,0 +1,75 @@
using System;
using AI;
using Data;
namespace Utils
{
public static class BehaviorTree
{
/// <summary>
/// 将行为树定义转换为 AIBase 类型。
/// </summary>
/// <param name="behaviorTreeDef">行为树定义。</param>
/// <returns>转换后的 AIBase 实例。</returns>
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
{
if (behaviorTreeDef == null)
return null;
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
}
/// <summary>
/// 使用反射根据类名创建 AIBase 的具体子类实例。
/// </summary>
/// <param name="className">类名。</param>
/// <returns>创建的 AIBase 子类实例。</returns>
private static AIBase CreateAIBaseInstance(string className)
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
{
return (AIBase)Activator.CreateInstance(typeof(AIBase));
}
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI" };
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6b711456a12f4bf6a29b0de14a2d7d8f
timeCreated: 1754982046

View File

@ -0,0 +1,53 @@
using UnityEngine;
namespace Utils
{
public static class MousePosition
{
/// <summary>
/// 获取鼠标的屏幕位置(以像素为单位)。
/// </summary>
/// <returns>鼠标的屏幕位置 (Vector2)。</returns>
public static Vector2 GetScreenPosition()
{
return Input.mousePosition;
}
/// <summary>
/// 获取鼠标的二维世界位置(基于主摄像机的屏幕到世界转换)。
/// </summary>
/// <param name="camera">用于计算的摄像机,默认为主摄像机。</param>
/// <returns>鼠标的二维世界位置 (Vector2)。</returns>
public static Vector2 GetWorldPosition(Camera camera = null)
{
// 如果未指定摄像机,则使用主摄像机
if (!camera)
{
camera = Camera.main;
}
// 获取鼠标屏幕位置
var mouseScreenPosition = Input.mousePosition;
// 将屏幕坐标转换为世界坐标
var worldPosition = camera.ScreenToWorldPoint(mouseScreenPosition);
// 返回二维坐标 (忽略 z 轴)
return new Vector2(worldPosition.x, worldPosition.y);
}
/// <summary>
/// 获取鼠标的二维世界位置并进行整数吸附(基于主摄像机的屏幕到世界转换)。
/// </summary>
/// <param name="camera">用于计算的摄像机,默认为主摄像机。</param>
/// <returns>吸附后的二维世界位置 (Vector2Int)。</returns>
public static Vector3Int GetSnappedWorldPosition(Camera camera = null)
{
// 获取世界位置
var worldPosition = GetWorldPosition(camera);
// 对世界位置进行整数吸附
return Vector3Int.RoundToInt(worldPosition);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1b85631dc1524743aa492d8f9b4bb7e1
timeCreated: 1754840873

View File

@ -0,0 +1,183 @@
using System.Collections.Generic;
using UnityEngine;
namespace Utils
{
public static class Pathfinder
{
public static List<Vector2> FindPath(Entity.Entity entity, Vector2 target, float maxDistance)
{
Vector2 start = entity.Position;
// 计算起点和终点所在的瓦片坐标
var startTile = GetTileCoord(start);
var endTile = GetTileCoord(target);
// 如果超出最大距离,直接返回直线路径或空路径
if (Vector2.Distance(start, target) > maxDistance)
{
return new List<Vector2> { start, target };
}
// A*算法数据结构
var cameFrom = new Dictionary<Vector2Int, Vector2Int>();
var gScore = new Dictionary<Vector2Int, float>();
var fScore = new Dictionary<Vector2Int, float>();
var openSet = new List<Vector2Int>();
// 初始化
gScore[startTile] = 0;
fScore[startTile] = Heuristic(startTile, endTile);
openSet.Add(startTile);
var closestNode = startTile;
var closestDist = Vector2.Distance(start, target);
while (openSet.Count > 0)
{
// 获取fScore最小的节点
var current = openSet[0];
foreach (var node in openSet)
{
if (fScore.GetValueOrDefault(node, float.MaxValue) <
fScore.GetValueOrDefault(current, float.MaxValue))
{
current = node;
}
}
// 检查是否到达目标
if (current == endTile)
{
return ReconstructPath(cameFrom, current, start, target);
}
openSet.Remove(current);
// 检查最大距离限制
var currentDist = Vector2.Distance(
new Vector2(current.x, current.y),
target);
if (currentDist < closestDist)
{
closestDist = currentDist;
closestNode = current;
}
if (gScore[current] > maxDistance)
{
return ReconstructPath(cameFrom, closestNode, start, target);
}
// 遍历邻居8方向
for (var dx = -1; dx <= 1; dx++)
{
for (var dy = -1; dy <= 1; dy++)
{
if (dx == 0 && dy == 0) continue;
var neighbor = new Vector2Int(current.x + dx, current.y + dy);
// 跳过不可通行区域
if (!Map.MapGenerator.Instance.CanPassThrough(neighbor.x, neighbor.y))
{
continue;
}
// 计算移动成本
var moveCost = GetMovementCost(current, neighbor);
var tentativeGScore = gScore[current] + moveCost;
// 跳过超出最大距离的路径
if (tentativeGScore > maxDistance)
{
continue;
}
// 发现新节点或找到更好路径
if (tentativeGScore < gScore.GetValueOrDefault(neighbor, float.MaxValue))
{
cameFrom[neighbor] = current;
gScore[neighbor] = tentativeGScore;
fScore[neighbor] = tentativeGScore + Heuristic(neighbor, endTile);
if (!openSet.Contains(neighbor))
{
openSet.Add(neighbor);
}
}
}
}
}
// 无法找到完整路径时返回局部最优解
return ReconstructPath(cameFrom, closestNode, start, target);
}
// 获取瓦片坐标每个瓦片覆盖±0.5范围)
private static Vector2Int GetTileCoord(Vector2 position)
{
return new Vector2Int(
Mathf.RoundToInt(position.x),
Mathf.RoundToInt(position.y)
);
}
// 计算启发式估值(欧几里得距离)
private static float Heuristic(Vector2Int a, Vector2Int b)
{
return Vector2.Distance(
new Vector2(a.x, a.y),
new Vector2(b.x, b.y)
);
}
// 获取移动成本
private static float GetMovementCost(Vector2Int from, Vector2Int to)
{
// 计算基础距离(正交=1对角=√2
var distance = (from.x == to.x || from.y == to.y) ? 1f : 1.4142f;
// 应用目标瓦片的速度削减率
var costModifier = Map.MapGenerator.Instance.GetTilePassCost(to.x, to.y);
// 成本 = 距离 × (1 + 速度削减率)
return distance * (1 + costModifier);
}
// 重建路径
private static List<Vector2> ReconstructPath(
Dictionary<Vector2Int, Vector2Int> cameFrom,
Vector2Int current,
Vector2 start,
Vector2 end)
{
// 构建瓦片路径
var tilePath = new List<Vector2Int>();
tilePath.Add(current);
while (cameFrom.ContainsKey(current))
{
current = cameFrom[current];
tilePath.Add(current);
}
tilePath.Reverse();
// 转换为实际坐标路径
var path = new List<Vector2>();
path.Add(start); // 添加精确起点
// 添加路径点(瓦片中心)
foreach (var tile in tilePath)
{
path.Add(new Vector2(tile.x, tile.y));
}
path.Add(end); // 添加精确终点
return path;
}
}
}

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