(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

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@ -1,10 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using Base;
using Data;
using Data; // 确保 Data 命名空间包含 DefBase, CharacterDef, MonsterDef, BuildingDef, ItemDef, EventDef
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace UI
{
@ -29,6 +26,7 @@ namespace UI
InitCharacter();
InitMonster();
InitBuilding();
InitItem();
}
private void InitReloadGameButton()
@ -38,89 +36,101 @@ namespace UI
button.AddListener(HotReload);
}
private void InitEvent()
/// <summary>
/// 通用的初始化定义按钮的方法。
/// </summary>
/// <typeparam name="TDef">定义的类型,必须继承自 Data.DefBase。</typeparam>
/// <param name="titleLabel">菜单部分的标题。</param>
/// <param name="noDefMessage">当没有定义时显示的提示信息。</param>
/// <param name="buttonTextSelector">用于从 TDef 获取按钮显示文本的函数。</param>
/// <param name="buttonAction">点击按钮时执行的动作,传入对应的 TDef 对象。</param>
private void InitDefineButtons<TDef>(string titleLabel, string noDefMessage, System.Func<TDef, string> buttonTextSelector, System.Action<TDef> buttonAction) where TDef : Define
{
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);
// button.text.text = i.ToString();
// }
title.Label = titleLabel;
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<TDef>();
if (defList == null || defList.Length == 0)
{
var noDefTitle = InstantiatePrefab(textTemplate, menuContent.transform);
noDefTitle.Label = noDefMessage;
noDefTitle.text.color = Color.red;
}
else
{
foreach (var def in defList)
{
var button = InstantiatePrefab(buttonTemplate, menuContent.transform);
button.Label = buttonTextSelector(def);
// 确保 lambda 捕获的是循环当前迭代的 def 变量,而不是循环变量本身
var currentDef = def;
button.AddListener(() => buttonAction(currentDef));
}
}
}
private void InitEvent()
{
// 假设存在 Data.EventDef 类型,且它继承自 Data.DefBase并包含一个可作为标签的字段。
// 如果事件触发逻辑不同于生成实体,需要在此处定义相应的回调。
InitDefineButtons<EventDef>(
"事件菜单",
"未定义任何事件",
// 假设 EventDef 也有 label 字段作为按钮文本
def => def.label,
eventDef =>
{
// TODO: 在这里实现事件触发逻辑
Debug.Log($"触发事件: {eventDef.label}");
// 示例: Managers.EventManager.Instance.TriggerEvent(eventDef.id);
});
}
private void InitCharacter()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
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));
}
InitDefineButtons<CharacterDef>(
"生成人物",
"未定义任何角色",
def => def.label,
GenerateEntityCallback);
}
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);
button.Label = def.label;
var pawnDef = def;
button.AddListener(() => GenerateEntityCallback(pawnDef));
}
InitDefineButtons<MonsterDef>(
"生成怪物",
"未定义任何怪物",
def => def.label,
GenerateEntityCallback);
}
private void InitBuilding()
{
var title = InstantiatePrefab(textTemplate, menuContent.transform);
title.Label = "生成建筑";
var defList = Managers.DefineManager.Instance.QueryNamedDefinesByType<Data.BuildingDef>();
if (defList == null || defList.Length == 0)
{
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));
}
InitDefineButtons<BuildingDef>(
"生成建筑",
"未定义任何建筑",
def => def.label,
GenerateBuildingCallback);
}
private void InitItem()
{
InitDefineButtons<ItemDef>(
"生成掉落物",
"未定义任何物品",
def => def.label,
GeneratePickupCallback);
}
private void InitWeapon()
{
InitDefineButtons<WeaponDef>(
"生成武器",
"未定义任何武器",
def => def.label,
GeneratePickupCallback);
}
/// <summary>
/// 通用的实例化函数,返回实例化的预制件脚本组件。
/// </summary>
@ -154,24 +164,33 @@ namespace UI
{
entityPlacementUI.currentAction = () =>
{
Managers.EntityManage.Instance.GenerateEntity(Program.Instance.focuseDimensionId,entityDef, Utils.MousePosition.GetWorldPosition());
Managers.EntityManage.Instance.GenerateEntity(Program.Instance.FocusedDimensionId,entityDef, Utils.MousePosition.GetWorldPosition());
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{entityDef.label}\n描述{entityDef.description}";
entityPlacementUI.snapEnabled = false;
Base.UIInputControl.Instance.Show(entityPlacementUI);
UIInputControl.Instance.Show(entityPlacementUI);
}
private void GenerateBuildingCallback(BuildingDef def)
{
entityPlacementUI.currentAction = () =>
{
Managers.EntityManage.Instance.GenerateBuildingEntity(Program.Instance.focuseDimensionId,def, Utils.MousePosition.GetSnappedWorldPosition());
Managers.EntityManage.Instance.GenerateBuildingEntity(Program.Instance.FocusedDimensionId,def, Utils.MousePosition.GetSnappedWorldPosition());
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{def.label}\n描述{def.description}";
entityPlacementUI.snapEnabled = true;
Base.UIInputControl.Instance.Show(entityPlacementUI);
UIInputControl.Instance.Show(entityPlacementUI);
}
private void GeneratePickupCallback(ItemDef itemDef)
{
entityPlacementUI.currentAction = () =>
{
Managers.EntityManage.Instance.GeneratePickupEntity(Program.Instance.FocusedDimensionId,itemDef, Utils.MousePosition.GetWorldPosition());
};
entityPlacementUI.Prompt = $"当前生成器:\n名称{itemDef.label}\n描述{itemDef.description}";
entityPlacementUI.snapEnabled = false;
UIInputControl.Instance.Show(entityPlacementUI);
}
private void HotReload()
{
UIInputControl.Instance.HideAll();
@ -179,5 +198,4 @@ namespace UI
SceneManager.LoadScene(0);
}
}
}

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@ -1,10 +1,171 @@
using System;
using System.Collections.Generic;
using Base;
using Entity;
using UnityEngine;
namespace UI
{
public class EquipmentUI:MonoBehaviour
/// <summary>
/// 负责管理和显示角色的装备用户界面。
/// 该组件会监听当前关注实体的变化,并根据所关注角色的库存数据动态更新装备槽位的显示,
/// 同时采用对象池技术高效管理 ItemUI 实例的创建和复用。
/// </summary>
public class EquipmentUI : MonoBehaviour,ITick
{
[SerializeField] private GameObject uiParent;
[SerializeField]
[Tooltip("所有 ItemUI 实例的父级 GameObject用于布局。")]
private GameObject uiParent;
[SerializeField]
[Tooltip("用于实例化装备槽位的 ItemUI 预制件。")]
private ItemUI itemUIPrefab;
/// <summary>
/// 当前界面所关联和关注的角色实体。
/// </summary>
private Character focusedEntity = null;
/// <summary>
/// ItemUI 实例的对象池,用于高效管理和复用 ItemUI。
/// </summary>
private List<ItemUI> itemUIPool = new List<ItemUI>();
/// <summary>
/// MonoBehaviour 的 Start 生命周期方法。
/// 在此方法中,注册当游戏主要程序中关注的实体发生变化时,调用 <see cref="UpdateFocusedEntity"/> 方法进行更新。
/// </summary>
private void Start()
{
Program.Instance.OnFocusedEntityChanged += UpdateFocusedEntity;
}
/// <summary>
/// MonoBehaviour 的 OnDestroy 生命周期方法。
/// 在此方法中,取消注册所有已订阅的事件监听器,并清理对象池中创建的所有 ItemUI 实例,
/// 以防止内存泄漏和不必要的引用。
/// </summary>
private void OnDestroy()
{
Program.Instance.OnFocusedEntityChanged -= UpdateFocusedEntity;
// 如果当前有关注的角色,取消注册其库存改变事件。
// 注意:此处需要确保 focusedEntity 不为 null否则可能抛出 NullReferenceException。
if (focusedEntity != null)
{
focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
}
// 销毁对象池中所有 ItemUI 的 GameObject。
foreach (var itemUI in itemUIPool)
{
if (itemUI != null && itemUI.gameObject != null)
{
Destroy(itemUI.gameObject);
}
}
itemUIPool.Clear();
}
/// <summary>
/// 当游戏程序中关注的实体发生变化时调用此方法。
/// 该方法会更新当前 EquipmentUI 所关联的角色,并相应地注册或取消注册库存改变事件。
/// </summary>
/// <param name="entity">新的关注实体,可能为 null 或非 Character 类型。</param>
private void UpdateFocusedEntity(Entity.Entity entity)
{
// 如果之前有关注的角色,先取消注册其库存改变事件。
// 注意:此处需要确保 focusedEntity 不为 null。
if (focusedEntity != null)
{
focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
}
// 尝试将新的实体转换为角色类型。
Character newCharacter = entity as Character;
if (newCharacter != null)
{
focusedEntity = newCharacter;
}
// 如果传入的 entity 不是 Character 类型focusedEntity 将保持其当前值。
// 如果希望在非 Character 实体被关注时清除 focusedEntity则需要在此处添加 `else { focusedEntity = null; }`。
// 如果现在有关注的角色,注册其库存改变事件。
if (focusedEntity != null)
{
focusedEntity.Inventory.OnInventoryChanged += UpdateUI;
}
// 立即更新UI以反映新的关注实体或没有关注实体的状态。
UpdateUI();
}
/// <summary>
/// 根据当前关注角色的库存数据更新装备UI的显示。
/// 该方法通过对象池机制高效地管理 ItemUI 实例的创建、复用和禁用。
/// </summary>
private void UpdateUI()
{
// 如果没有关注的角色或其库存,则禁用所有 ItemUI。
// 注意:此处需要先检查 focusedEntity 是否为 null以避免 NullReferenceException。
if (focusedEntity == null || focusedEntity.Inventory == null)
{
foreach (var itemUI in itemUIPool)
{
if (itemUI != null && itemUI.gameObject != null)
{
itemUI.gameObject.SetActive(false);
}
}
return;
}
// 检查用于创建物品UI的预制件是否已在 Inspector 中赋值。
if (itemUIPrefab == null)
{
Debug.LogError("ItemUIPrefab 未在 EquipmentUI 中指定。无法创建物品用户界面。", this);
foreach (var itemUI in itemUIPool) itemUI.gameObject.SetActive(false);
return;
}
// 获取当前关注角色库存中的所有物品槽位。
var slots = focusedEntity.Inventory.GetSlots();
int requiredUIs = slots.Count; // 需要显示和激活的 ItemUI 数量。
int currentUIPoolSize = itemUIPool.Count; // 当前对象池中 ItemUI 实例的总数。
// 遍历所有必要的物品槽位,复用对象池中的 ItemUI或在不足时创建新的 ItemUI。
for (int i = 0; i < requiredUIs; i++)
{
ItemUI itemUI;
if (i < currentUIPoolSize)
{
itemUI = itemUIPool[i];
}
else
{
itemUI = Instantiate(itemUIPrefab, uiParent.transform);
itemUIPool.Add(itemUI);
currentUIPoolSize++; // 更新池的大小计数。
}
// 确保 ItemUI GameObject 处于激活状态,并使用当前物品槽位的数据进行初始化。
itemUI.gameObject.SetActive(true);
itemUI.Init(slots[i], i);
}
// 如果库存槽位数量减少,禁用对象池中多余的 ItemUI 实例。
for (int i = requiredUIs; i < currentUIPoolSize; i++)
{
if (itemUIPool[i] != null && itemUIPool[i].gameObject != null)
{
itemUIPool[i].gameObject.SetActive(false);
}
}
}
public void Tick()
{
}
}
}
}

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@ -1,9 +1,91 @@
using System;
using Base;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UI
{
public class ItemUI:MonoBehaviour
public class ItemUI:MonoBehaviour,IPointerEnterHandler,IPointerExitHandler,IPointerClickHandler,ITick
{
[SerializeField] private Image textureUI;
[SerializeField] private TMP_Text countUI;
[SerializeField] private TMP_Text nameUI;
[SerializeField] private GameObject selectedOutline;
private Entity.InventorySlot _item;
private float timer = 0;
private float switchTime = 0;
private int texturePtr = 0;
public event Action OnPlayerSelect;
public bool Select
{
get => selectedOutline.activeSelf;
set => selectedOutline.SetActive(value);
}
public int SlotIndex { get; private set; } = -1;
public void Init(Entity.InventorySlot item,int index)
{
if (item == null)
{
switchTime = -1;
textureUI.gameObject.SetActive(false);
countUI.text = "";
nameUI.text = "";
return;
}
textureUI.gameObject.SetActive(true);
_item = item;
textureUI.sprite = item.Item.Icon[0];
countUI.text = item.Quantity.ToString();
nameUI.text = item.Item.Name;
nameUI.gameObject.SetActive(false);
Select = false;
SlotIndex = index;
if (item.Item.FPS > 0)
{
switchTime = 1f / item.Item.FPS;
}
else
{
switchTime = 0;
}
}
public void OnPointerEnter(PointerEventData eventData)
{
nameUI.gameObject.SetActive(true);
}
public void OnPointerExit(PointerEventData eventData)
{
nameUI.gameObject.SetActive(false);
}
public void OnPointerClick(PointerEventData eventData)
{
OnPlayerSelect?.Invoke();
}
public void Tick()
{
if (switchTime > 0)
{
timer+=Time.deltaTime;
if (timer >= switchTime)
{
timer-=switchTime;
texturePtr++;
texturePtr%=_item.Item.Icon.Count;
textureUI.sprite=_item.Item.Icon[texturePtr];
}
}
}
}
}

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@ -1,3 +1,4 @@
using System;
using TMPro;
using UnityEngine;
@ -7,15 +8,17 @@ namespace UI
{
[SerializeField] private BarUI focusedEntityHP;
[SerializeField] private BarUI lastEntityHP;
public void Tick()
{
var focusedEntity = Program.Instance.focusedEntity;
if (focusedEntity)
var focusedEntity = Program.Instance.FocusedEntity;
if (focusedEntity && focusedEntity.entityDef != null)
{
focusedEntityHP.Progress = (float)focusedEntity.attributes.health/focusedEntity.entityDef.attributes.health;
focusedEntityHP.Progress =
(float)focusedEntity.attributes.health / focusedEntity.entityDef.attributes.health;
}
}
}
}

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@ -11,6 +11,7 @@ namespace UI
[SerializeField] private Scrollbar globalVolume;
[SerializeField] private Toggle developerMode;
[SerializeField] private Toggle friendlyFire;
[SerializeField] private Toggle showMiniMap;
[SerializeField] private TMP_Dropdown windowMode;
[SerializeField] private TMP_Dropdown windowResolution;
[SerializeField] private TMP_InputField progressStepDuration;
@ -25,6 +26,7 @@ namespace UI
globalVolume.value = currentSettings.globalVolume;
developerMode.isOn = currentSettings.developerMode;
friendlyFire.isOn = currentSettings.friendlyFire;
showMiniMap.isOn = currentSettings.showMiniMap;
progressStepDuration.text = currentSettings.progressStepDuration.ToString(CultureInfo.InvariantCulture);
exitAnimationDuration.text = currentSettings.exitAnimationDuration.ToString(CultureInfo.InvariantCulture);
@ -59,6 +61,7 @@ namespace UI
currentSettings.windowResolution = Base.Setting.CommonResolutions[windowResolution.value];
currentSettings.progressStepDuration = float.Parse(progressStepDuration.text, CultureInfo.InvariantCulture);
currentSettings.exitAnimationDuration = float.Parse(exitAnimationDuration.text, CultureInfo.InvariantCulture);
currentSettings.showMiniMap = showMiniMap.isOn;
Base.Setting.Instance.CurrentSettings = currentSettings;
Base.Setting.Instance.Apply();
}