(client) feat:实现掉落物,UI显示,维度
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@ -1,6 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Base;
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using Data;
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using Item;
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using Prefab;
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using UnityEngine;
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namespace Entity
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@ -11,6 +15,48 @@ namespace Entity
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protected override void AutoBehave()
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{
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}
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public override void SetTarget(Vector3 pos)
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{
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}
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public void Init(ItemDef itemDef)
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{
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itemResource = Managers.ItemResourceManager.Instance.GetItem(itemDef.defName);
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// 预缓存枚举值(避免每次循环重复调用 Enum.GetValues)
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var states = Enum.GetValues(typeof(EntityState)).Cast<EntityState>().ToArray();
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// 预初始化字典结构(减少内层循环的字典检查)
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foreach (var state in states)
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{
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bodyNodes.TryAdd(state, new Dictionary<Orientation, GameObject>());
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bodyAnimationNode.TryAdd(state, new Dictionary<Orientation, ITick[]>());
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}
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var texture = itemResource.Icon;
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if (texture.Count == 1)
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{
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var imageObj = Instantiate(imagePrefab.gameObject, body.transform);
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imageObj.transform.localPosition = Vector3.zero;
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bodyNodes[EntityState.Idle][Orientation.Down] = imageObj;
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var image = imageObj.GetComponent<ImagePrefab>();
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image.SetSprite(texture[0]);
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}
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else if (texture.Count > 1)
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{
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var animatorObj = Instantiate(animatorPrefab.gameObject, body.transform);
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animatorObj.transform.localPosition = Vector3.zero;
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bodyNodes[EntityState.Idle][Orientation.Down] = animatorObj;
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var animator = animatorObj.GetComponent<SpriteAnimator>();
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animator.SetSprites(texture.ToArray());
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ITick[] ticks = { animator };
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bodyAnimationNode[EntityState.Idle][Orientation.Down] = ticks;
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}
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SetBodyTexture(EntityState.Idle, Orientation.Down);
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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var entity = other.GetComponent<Character>();
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