(client) feat:添加临时动画组件,添加逃跑逻辑
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@ -227,8 +227,8 @@ namespace Data
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public class DrawNodeDef : Define
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{
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public List<string> textures = new();
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public List<DrawNodeDef> nodes = new();
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public string[] textures;
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public DrawNodeDef[] nodes;
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public string nodeName;
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public Vector2 position = new(0, 0);
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public float FPS = 1f;
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@ -262,35 +262,6 @@ namespace Data
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return Vector2.zero;
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}
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/// <summary>
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/// 计算动画执行一个周期的总时间(包括子对象)。
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/// 如果自身没有纹理,自身动画时间为0。
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/// 总周期取自身动画时间和所有子动画周期中的最大值。
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/// </summary>
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/// <returns>动画执行一个周期的总时间(秒)。</returns>
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public float GetAnimationCycleDuration()
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{
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if (FPS < 0.01)
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{
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return 1;
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}
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float ownDuration = 0f;
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// 计算当前节点自身的动画周期时间
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// 由于 Init 方法已经处理了 FPS 的校验,FPS 保证大于 0
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if (textures.Count > 0)
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{
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ownDuration = textures.Count / FPS;
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}
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// 递归计算所有子节点的动画周期,并取其中最长的
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float maxChildDuration = 0f;
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foreach (var childNode in nodes)
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{
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float childDuration = childNode.GetAnimationCycleDuration();
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maxChildDuration = Math.Max(maxChildDuration, childDuration);
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}
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// 整个 DrawNodeDef 的动画周期是自身动画周期和所有子动画周期中的最大值
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return Math.Max(ownDuration, maxChildDuration);
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}
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}
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}
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@ -3,15 +3,9 @@ using System.Xml.Linq;
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namespace Data
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{
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public class HediffCompDef:Define
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public class HediffCompDef : Define
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{
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public Type compClass;
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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var name = xmlDef.Attribute("class")?.Value??"";
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compClass=Type.GetType(name);
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return true;
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}
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public string compClass;
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public string properties;
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}
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}
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@ -8,6 +8,8 @@ namespace Data
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public int wCount;
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public int hCount;
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public int pixelsPerUnit = 16;
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public bool flipX = false;
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public bool flipY = false;
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public override bool Init(XElement xmlDef)
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{
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@ -6,14 +6,13 @@ namespace Data
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{
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public class TileDef : Define
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{
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public ImageDef texture;
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public string name = "";
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public string name = null;
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public Tile.ColliderType collider = Tile.ColliderType.None;
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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name = defName;
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name ??= defName;
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return false;
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}
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}
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@ -10,7 +10,7 @@ namespace Data
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public WeaponType type = WeaponType.Melee;
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public AttributesDef attributes;
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public BulletDef bullet;
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public DrawNodeDef attackAnimation;
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public string[] attackAnimation;
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public float attackDetectionTime = 0;
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public WeaponDef() // 构造函数,用于设置武器的默认属性
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{
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