(client) feat:实现掉落物,UI显示,维度

This commit is contained in:
m0_75251201
2025-08-27 13:56:22 +08:00
parent f04c89046b
commit 0c99e2beee
46 changed files with 6150 additions and 1809 deletions

View File

@ -4,7 +4,6 @@ using System.Linq;
using Base;
using Data;
using Entity;
using Map;
using Prefab;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -46,11 +45,12 @@ namespace Managers
/// <summary> 子弹实体的预制体。 </summary>
public EntityPrefab bulletPrefab;
public EntityPrefab pickupPrefab;
/// <summary> 默认实体的预制体,用于生成失败时的回退。 </summary>
public EntityPrefab defaultEntityPrefab;
// 已移除RegisterDimension 和 UnregisterDimension 方法的相关注释,因为这些方法已不存在且与逻辑无关。
/// <summary>
/// 在指定维度中,根据派系键查找所有实体。
@ -238,7 +238,7 @@ namespace Managers
string dimensionId,
GameObject prefab,
Vector3 pos,
Data.EntityDef def,
EntityDef def,
Action<EntityPrefab> extraInit = null)
{
// 验证维度是否活跃 (通过 Program)。
@ -277,7 +277,7 @@ namespace Managers
_pendingAdditions.Add(Tuple.Create(dimensionId, factionKey, entityComponent));
return entityComponent;
}
catch (System.Exception ex)
catch (Exception ex)
{
if (instantiatedEntity) Destroy(instantiatedEntity);
Debug.LogError($"实体管理器:在维度 '{dimensionId}' 中生成实体失败:{ex.Message}\n{ex.StackTrace}");
@ -345,7 +345,7 @@ namespace Managers
/// <param name="dimensionId">实体所属的维度ID。</param>
/// <param name="entityDef">实体定义对象。</param>
/// <param name="pos">生成位置。</param>
public void GenerateEntity(string dimensionId, Data.EntityDef entityDef, Vector3 pos)
public void GenerateEntity(string dimensionId, EntityDef entityDef, Vector3 pos)
{
if (!characterPrefab)
{
@ -376,7 +376,7 @@ namespace Managers
/// <param name="dimensionId">实体所属的维度ID。</param>
/// <param name="buildingDef">建筑定义对象。</param>
/// <param name="pos">网格位置。</param>
public void GenerateBuildingEntity(string dimensionId, Data.BuildingDef buildingDef, Vector3Int pos)
public void GenerateBuildingEntity(string dimensionId, BuildingDef buildingDef, Vector3Int pos)
{
if (!buildingPrefab)
{
@ -410,7 +410,7 @@ namespace Managers
/// <param name="pos">生成位置。</param>
/// <param name="dir">子弹的初始方向。</param>
/// <param name="source">发射子弹的源实体。</param>
public void GenerateBulletEntity(string dimensionId, Data.BulletDef bulletDef, Vector3 pos, Vector3 dir,
public void GenerateBulletEntity(string dimensionId, BulletDef bulletDef, Vector3 pos, Vector3 dir,
Entity.Entity source = null)
{
if (!bulletPrefab)
@ -453,7 +453,27 @@ namespace Managers
if (result == null) GenerateDefaultEntity(dimensionId, pos);
}
public void GeneratePickupEntity(string dimensionId, ItemDef itemDef, Vector3 pos)
{
if (!pickupPrefab)
{
Debug.LogError("实体管理器pickupPrefab 为空!请分配一个有效的预制体。");
GenerateDefaultEntity(dimensionId, pos);
return;
}
if (itemDef == null)
{
Debug.LogError("实体管理器itemDef 为空!无法生成子弹。");
GenerateDefaultEntity(dimensionId, pos);
return;
}
var result=Instantiate(pickupPrefab, pos, Quaternion.identity);
var pickup = result.GetComponent<Pickup>();
pickup.Init(itemDef);
if (result == null) GenerateDefaultEntity(dimensionId, pos);
}
/// <summary>
/// 在指定维度和位置生成一个默认实体(通常作为回退选项)。
/// </summary>
@ -616,7 +636,7 @@ namespace Managers
// 关系判断:判断当前实体与源实体是否为“敌对”关系。
if (affiliationManager.GetRelation(sourceEntityPrefab.entity, currentEntityPrefab.entity) ==
Data.Relation.Hostile)
Relation.Hostile)
{
return true; // 找到第一个敌对实体即返回 true提高效率。
}
@ -682,7 +702,7 @@ namespace Managers
// 关系判断:判断当前实体与源实体是否为“敌对”关系。
if (affiliationManager.GetRelation(sourceEntityPrefab.entity, currentEntityPrefab.entity) ==
Data.Relation.Hostile)
Relation.Hostile)
{
// 距离判断:如果关系敌对,进一步判断其是否在视野范围内。
var distanceSqr = Vector3.SqrMagnitude(currentEntityPrefab.transform.position - sourcePos);

View File

@ -0,0 +1,181 @@
using System.Collections.Generic;
using Data;
using UnityEngine;
using EventType = Data.EventType;
namespace Managers
{
// 新增私有结构体,用于在事件队列中存储事件定义及其运行时上下文
public struct EventPayload // Make it public if EventManager exposes it directly
{
public string DimensionId;
public EventDef EventDefinition;
public Vector3 Position; // 适用于 Character, Bullet, Pickup, DefaultEntity
public Vector3 Direction; // 仅适用于 Bullet
public Entity.Entity SourceEntity; // 仅适用于 Bullet (发射源)
public Vector3Int GridPosition; // 仅适用于 Building
}
public class EventManager : Utils.MonoSingleton<EventManager>
{
private Queue<EventPayload> _eventQueue = new Queue<EventPayload>();
private EventManager()
{
/* Private constructor for singleton */
}
// ===================================
// 公共入队方法
// ===================================
public void EnqueueCharacterSpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos)
{
if (eventDef == null || eventDef.eventType != EventType.SpawnCharacter ||
eventDef.entityDef_Character == null)
{
Debug.LogError(
$"EnqueueCharacterSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing characterDef for event '{eventDef?.defName ?? "Unknown"}'.");
return;
}
_eventQueue.Enqueue(new EventPayload
{
DimensionId = dimensionId,
EventDefinition = eventDef,
Position = pos,
});
Debug.Log($"Event '{eventDef.defName}' (SpawnCharacter) enqueued for dimension {dimensionId} at {pos}.");
}
public void EnqueueBuildingSpawnEvent(string dimensionId, EventDef eventDef, Vector3Int gridPos)
{
if (eventDef == null || eventDef.eventType != EventType.SpawnBuilding ||
eventDef.entityDef_Building == null)
{
Debug.LogError(
$"EnqueueBuildingSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing buildingDef for event '{eventDef?.defName ?? "Unknown"}'.");
return;
}
_eventQueue.Enqueue(new EventPayload
{
DimensionId = dimensionId,
EventDefinition = eventDef,
GridPosition = gridPos,
});
Debug.Log($"Event '{eventDef.defName}' (SpawnBuilding) enqueued for dimension {dimensionId} at grid {gridPos}.");
}
public void EnqueueBulletSpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos, Vector3 dir,
Entity.Entity source = null)
{
if (eventDef == null || eventDef.eventType != EventType.SpawnBullet || eventDef.entityDef_Bullet == null)
{
Debug.LogError(
$"EnqueueBulletSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing bulletDef for event '{eventDef?.defName ?? "Unknown"}'.");
return;
}
_eventQueue.Enqueue(new EventPayload
{
DimensionId = dimensionId,
EventDefinition = eventDef,
Position = pos,
Direction = dir,
SourceEntity = source,
});
Debug.Log($"Event '{eventDef.defName}' (SpawnBullet) enqueued for dimension {dimensionId} at {pos}, dir {dir}.");
}
public void EnqueuePickupSpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos)
{
if (eventDef == null || eventDef.eventType != EventType.SpawnPickup || eventDef.entityDef_Pickup == null)
{
Debug.LogError(
$"EnqueuePickupSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing itemDef for event '{eventDef?.defName ?? "Unknown"}'.");
return;
}
_eventQueue.Enqueue(new EventPayload
{
DimensionId = dimensionId,
EventDefinition = eventDef,
Position = pos,
});
Debug.Log($"Event '{eventDef.defName}' (SpawnPickup) enqueued for dimension {dimensionId} at {pos}.");
}
public void EnqueueDefaultEntitySpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos)
{
if (eventDef == null || eventDef.eventType != EventType.SpawnDefaultEntity)
{
Debug.LogError(
$"EnqueueDefaultEntitySpawnEvent: Invalid EventDef or mismatched EventType ({eventDef?.eventType}) for event '{eventDef?.defName ?? "Unknown"}'.");
return;
}
_eventQueue.Enqueue(new EventPayload
{
DimensionId = dimensionId,
EventDefinition = eventDef,
Position = pos,
});
Debug.Log($"Event '{eventDef.defName}' (SpawnDefaultEntity) enqueued for dimension {dimensionId} at {pos}.");
}
// ===================================
// 事件处理方法
// ===================================
/// <summary>
/// 处理所有在队列中的待处理事件。
/// </summary>
public void ProcessEvents()
{
while (_eventQueue.Count > 0)
{
EventPayload eventData = _eventQueue.Dequeue();
if (!Program.Instance.GetDimension(eventData.DimensionId))
{
Debug.LogWarning(
$"Event '{eventData.EventDefinition.defName}' for dimension {eventData.DimensionId} dropped as dimension is no longer active.");
continue;
}
// 核心:调用 EntityManage.Instance 的现有公共方法
switch (eventData.EventDefinition.eventType)
{
case EventType.SpawnCharacter:
EntityManage.Instance.GenerateEntity(eventData.DimensionId,
eventData.EventDefinition.entityDef_Character, eventData.Position);
break;
case EventType.SpawnBuilding:
EntityManage.Instance.GenerateBuildingEntity(eventData.DimensionId,
eventData.EventDefinition.entityDef_Building, eventData.GridPosition);
break;
case EventType.SpawnBullet:
EntityManage.Instance.GenerateBulletEntity(eventData.DimensionId,
eventData.EventDefinition.entityDef_Bullet, eventData.Position, eventData.Direction,
eventData.SourceEntity);
break;
case EventType.SpawnPickup:
EntityManage.Instance.GeneratePickupEntity(eventData.DimensionId,
eventData.EventDefinition.entityDef_Pickup, eventData.Position);
break;
case EventType.SpawnDefaultEntity:
EntityManage.Instance.GenerateDefaultEntity(eventData.DimensionId, eventData.Position);
break;
case EventType.None:
default:
Debug.LogWarning(
$"EventManager: Unhandled or invalid event type: {eventData.EventDefinition.eventType} for event '{eventData.EventDefinition.defName}'.");
break;
}
}
}
protected override void OnStart()
{
throw new System.NotImplementedException();
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fe7c735088384400a50b418f85252c70
timeCreated: 1756268066