90 lines
3.1 KiB
C#
90 lines
3.1 KiB
C#
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using System;
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using Managers;
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using UnityEngine;
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namespace Map
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{
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/// <summary>
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/// 表示游戏中的一个维度或场景区域。
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/// 实体管理器将根据此维度来组织和管理实体。
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/// </summary>
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public class Dimension : MonoBehaviour
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{
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[SerializeField] private bool defaultOpen = false;
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[SerializeField] [Tooltip("此维度的唯一标识符。如果为空,将使用GameObject的名称。")]
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private string _dimensionId;
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[SerializeField] public MapGenerator mapGenerator;
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public Vector3 cameraPosition;
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/// <summary>
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/// 获取此维度的唯一标识符。
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/// </summary>
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public string DimensionId
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{
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get
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{
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if (string.IsNullOrEmpty(_dimensionId))
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{
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_dimensionId = gameObject.name; // 如果未设置,默认使用GameObject名称
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}
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return _dimensionId;
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}
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// 内部设置器,允许在Awake中初始化或编辑器中赋值
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private set => _dimensionId = value;
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}
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/// <summary>
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/// 此维度下所有实体的根Transform。用于组织场景层级。
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/// </summary>
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public Transform DimensionRoot { get; private set; }
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private void Awake()
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{
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// 1. 确保 DimensionId 已初始化,这会触发 DimensionId 属性的 getter 逻辑
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var id = DimensionId;
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// 2. 创建一个用于存放此维度下所有实体的根GameObject,方便管理
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var rootObj = new GameObject($"_Entities_{id}");
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rootObj.transform.SetParent(this.transform); // 将其作为Dimension对象的子对象
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DimensionRoot = rootObj.transform;
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// 3. 注册此维度到 Program
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if (Program.Instance != null) // 检查单例是否仍然存在
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{
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Program.Instance.RegisterDimension(this);
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}
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else
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{
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Debug.LogError(
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"[Dimension] Program.Instance is null during Dimension Awake. Cannot register dimension.", this);
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}
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// 5. 处理 defaultOpen 逻辑,设置Program的焦点维度
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// 确保在自身注册到 Program 之后再设置焦点,这样 Program 内部才能找到它
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if (defaultOpen && Program.Instance != null)
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{
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Program.Instance.SetFocusedDimension(_dimensionId);
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}
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}
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private void Start()
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{
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var size = mapGenerator.baseMap.GetSize();
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cameraPosition = new Vector3(size.x / 2f, size.y / 2f, -10)+transform.position;
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}
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private void OnDestroy()
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{
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// 当 Dimension 对象被销毁时(例如,场景卸载),从 Program 和 EntityManage 注销
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if (Program.Instance != null) // 检查单例是否仍然存在
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{
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Program.Instance.UnregisterDimension(this);
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}
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}
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}
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}
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