(client) feat:图像加载失败时加载默认图像,生成实体身体结构
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public class DrawingOrderDef : Define
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public class DrawingOrderDef : Define
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||||||
{
|
{
|
||||||
public List<DrawNodeDef> drawNodes = new();
|
public DrawNodeDef drawingOrder_down;
|
||||||
|
public DrawNodeDef drawingOrder_up;
|
||||||
|
public DrawNodeDef drawingOrder_left;
|
||||||
|
public DrawNodeDef drawingOrder_right;
|
||||||
public string texturePath;
|
public string texturePath;
|
||||||
public override bool Init(XElement xmlDef)
|
|
||||||
|
public DrawNodeDef GetDrawingOrder(Orientation orientation)
|
||||||
{
|
{
|
||||||
base.Init(xmlDef);
|
// 定义一个临时变量用于存储结果
|
||||||
|
DrawNodeDef result = null;
|
||||||
|
|
||||||
var nodes = xmlDef.Elements("DrawNodeDef");
|
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
|
||||||
var xElements = nodes as XElement[] ?? nodes.ToArray();
|
switch (orientation)
|
||||||
if (!xElements.Any())
|
|
||||||
return false;
|
|
||||||
foreach (var node in xElements)
|
|
||||||
{
|
{
|
||||||
var drawNode = new DrawNodeDef();
|
case Orientation.Down:
|
||||||
drawNode.Init(node);
|
result = drawingOrder_down;
|
||||||
drawNodes.Add(drawNode);
|
break;
|
||||||
}
|
case Orientation.Up:
|
||||||
texturePath= xmlDef.Element("texturePath")?.Value;
|
result = drawingOrder_up;
|
||||||
return true;;
|
break;
|
||||||
}
|
case Orientation.Left:
|
||||||
// 重载 == 运算符
|
result = drawingOrder_left;
|
||||||
public static bool operator ==(DrawingOrderDef a, DrawingOrderDef b)
|
break;
|
||||||
{
|
case Orientation.Right:
|
||||||
if (ReferenceEquals(a, b)) return true; // 如果是同一个对象,直接返回 true
|
result = drawingOrder_right;
|
||||||
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) return false; // 如果其中一个为 null,返回 false
|
break;
|
||||||
|
default:
|
||||||
return AreEqual(a, b);
|
throw new ArgumentException("Invalid orientation value.");
|
||||||
}
|
|
||||||
|
|
||||||
// 重载 != 运算符
|
|
||||||
public static bool operator !=(DrawingOrderDef a, DrawingOrderDef b)
|
|
||||||
{
|
|
||||||
return !(a == b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 判断两个 DrawingOrderDef 是否相等
|
|
||||||
private static bool AreEqual(DrawingOrderDef a, DrawingOrderDef b)
|
|
||||||
{
|
|
||||||
// 比较 drawNodes 的数量
|
|
||||||
if (a.drawNodes.Count != b.drawNodes.Count)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
// 递归比较每个 DrawNodeDef
|
|
||||||
for (int i = 0; i < a.drawNodes.Count; i++)
|
|
||||||
{
|
|
||||||
if (!DrawNodeDef.AreEqual(a.drawNodes[i], b.drawNodes[i]))
|
|
||||||
return false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
|
||||||
|
if (result == null) result = drawingOrder_down;
|
||||||
|
|
||||||
|
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
|
||||||
|
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -92,7 +80,7 @@ namespace Data
|
|||||||
{
|
{
|
||||||
base.Init(xmlDef);
|
base.Init(xmlDef);
|
||||||
|
|
||||||
nodeName = xmlDef.Attribute("name")?.Value;
|
nodeName = xmlDef.Attribute("name")?.Value??"noName";
|
||||||
drawNodeType = Enum.TryParse(xmlDef.Attribute("type")?.Value, true, out DrawNodeType typeResult)
|
drawNodeType = Enum.TryParse(xmlDef.Attribute("type")?.Value, true, out DrawNodeType typeResult)
|
||||||
? typeResult
|
? typeResult
|
||||||
: DrawNodeType.Image;
|
: DrawNodeType.Image;
|
||||||
|
@ -8,48 +8,12 @@ namespace Data
|
|||||||
public class PawnDef : Define
|
public class PawnDef : Define
|
||||||
{
|
{
|
||||||
public AttributesDef attributes;
|
public AttributesDef attributes;
|
||||||
public DrawingOrderDef
|
public DrawingOrderDef drawingOrder;
|
||||||
drawingOrder_down,
|
|
||||||
drawingOrder_up,
|
|
||||||
drawingOrder_left,
|
|
||||||
drawingOrder_right;
|
|
||||||
|
|
||||||
public BehaviorTreeDef behaviorTree;
|
public BehaviorTreeDef behaviorTree;
|
||||||
public string affiliation;
|
public string affiliation;
|
||||||
|
|
||||||
|
|
||||||
public DrawingOrderDef GetDrawingOrder(Orientation orientation)
|
|
||||||
{
|
|
||||||
// 定义一个临时变量用于存储结果
|
|
||||||
DrawingOrderDef result = null;
|
|
||||||
|
|
||||||
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
|
|
||||||
switch (orientation)
|
|
||||||
{
|
|
||||||
case Orientation.Down:
|
|
||||||
result = drawingOrder_down;
|
|
||||||
break;
|
|
||||||
case Orientation.Up:
|
|
||||||
result = drawingOrder_up;
|
|
||||||
break;
|
|
||||||
case Orientation.Left:
|
|
||||||
result = drawingOrder_left;
|
|
||||||
break;
|
|
||||||
case Orientation.Right:
|
|
||||||
result = drawingOrder_right;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
throw new ArgumentException("Invalid orientation value.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
|
|
||||||
if (result == null) result = drawingOrder_down;
|
|
||||||
|
|
||||||
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
|
|
||||||
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
public class MonsterDef:PawnDef
|
public class MonsterDef:PawnDef
|
||||||
{
|
{
|
||||||
|
@ -44,9 +44,61 @@ namespace Entity
|
|||||||
attributes = pawnDef.attributes.Clone();
|
attributes = pawnDef.attributes.Clone();
|
||||||
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
|
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
|
||||||
affiliation=pawnDef.affiliation;
|
affiliation=pawnDef.affiliation;
|
||||||
//定义的tag有限,不用这个了
|
InitBody(pawnDef.drawingOrder);
|
||||||
// if(!string.IsNullOrEmpty(affiliation))
|
}
|
||||||
// gameObject.CompareTag(affiliation);
|
|
||||||
|
public virtual void InitBody(DrawingOrderDef drawingOrder)
|
||||||
|
{
|
||||||
|
// 定义方向枚举和对应的 GetDrawingOrder 调用
|
||||||
|
Orientation[] orientations = { Orientation.Down, Orientation.Up, Orientation.Left, Orientation.Right };
|
||||||
|
|
||||||
|
foreach (var orientation in orientations)
|
||||||
|
{
|
||||||
|
// 获取当前方向的绘图节点
|
||||||
|
var drawNode = drawingOrder.GetDrawingOrder(orientation);
|
||||||
|
|
||||||
|
if (drawNode == null) continue;
|
||||||
|
var directionRoot = new GameObject(orientation.ToString());
|
||||||
|
directionRoot.transform.SetParent(body.transform, false);
|
||||||
|
|
||||||
|
InitBodyPart(drawNode, directionRoot);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 递归初始化单个绘图节点及其子节点
|
||||||
|
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent)
|
||||||
|
{
|
||||||
|
if(drawNode==null) return;
|
||||||
|
// 创建新的 GameObject 表示当前节点
|
||||||
|
var nodeObject = new GameObject(drawNode.nodeName);
|
||||||
|
|
||||||
|
// 设置节点的父对象
|
||||||
|
nodeObject.transform.SetParent(parent.transform, false);
|
||||||
|
|
||||||
|
// 设置节点的位置
|
||||||
|
nodeObject.transform.localPosition = new Vector3(drawNode.position.x, drawNode.position.y, 0);
|
||||||
|
|
||||||
|
// 根据节点类型设置其他特性(例如动画或图片)
|
||||||
|
switch (drawNode.drawNodeType)
|
||||||
|
{
|
||||||
|
case DrawNodeType.Image:
|
||||||
|
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
|
||||||
|
spriteRenderer.color = Color.white; // 默认颜色
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DrawNodeType.Animation:
|
||||||
|
var animator = nodeObject.AddComponent<Animator>();
|
||||||
|
animator.runtimeAnimatorController = null; // 需要手动设置动画控制器
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 递归初始化子节点
|
||||||
|
foreach (var child in drawNode.children)
|
||||||
|
{
|
||||||
|
InitBodyPart(child, nodeObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
public void Tick()
|
public void Tick()
|
||||||
{
|
{
|
||||||
|
151
Client/Assets/Scripts/Entity/SpriteAnimator.cs
Normal file
151
Client/Assets/Scripts/Entity/SpriteAnimator.cs
Normal file
@ -0,0 +1,151 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Entity
|
||||||
|
{
|
||||||
|
public class SpriteAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 引用 SpriteRenderer 组件
|
||||||
|
[SerializeField] private SpriteRenderer spriteRenderer;
|
||||||
|
|
||||||
|
// 精灵列表
|
||||||
|
[SerializeField] private Sprite[] sprites;
|
||||||
|
|
||||||
|
// 动画帧率 (Frames Per Second)
|
||||||
|
[SerializeField] private float fps = 10f;
|
||||||
|
|
||||||
|
// 是否暂停动画
|
||||||
|
[SerializeField] private bool isPaused = false;
|
||||||
|
|
||||||
|
// 暂停时显示的静态精灵索引 (-1 表示不显示静态精灵)
|
||||||
|
[SerializeField] private int staticSpriteIndex = -1;
|
||||||
|
|
||||||
|
// 当前帧索引
|
||||||
|
private int currentFrameIndex = 0;
|
||||||
|
|
||||||
|
// 帧间隔时间
|
||||||
|
private float frameInterval;
|
||||||
|
|
||||||
|
// 计时器
|
||||||
|
private float timer;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
// 初始化帧间隔时间
|
||||||
|
frameInterval = 1f / fps;
|
||||||
|
|
||||||
|
// 如果指定了静态精灵索引,则直接显示静态精灵
|
||||||
|
if (staticSpriteIndex >= 0 && staticSpriteIndex < sprites.Length)
|
||||||
|
{
|
||||||
|
ShowStaticSprite(staticSpriteIndex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 否则从第一个精灵开始
|
||||||
|
UpdateSprite();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
// 如果暂停并且没有设置静态精灵,则不更新
|
||||||
|
if (isPaused && staticSpriteIndex == -1) return;
|
||||||
|
|
||||||
|
// 如果暂停并设置了静态精灵,则直接显示静态精灵
|
||||||
|
if (isPaused && staticSpriteIndex >= 0)
|
||||||
|
{
|
||||||
|
ShowStaticSprite(staticSpriteIndex);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 更新计时器
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
|
||||||
|
// 如果达到下一帧的时间间隔
|
||||||
|
if (timer >= frameInterval)
|
||||||
|
{
|
||||||
|
timer -= frameInterval; // 重置计时器
|
||||||
|
UpdateSprite(); // 更新精灵
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 更新当前显示的精灵
|
||||||
|
/// </summary>
|
||||||
|
private void UpdateSprite()
|
||||||
|
{
|
||||||
|
if (sprites.Length == 0) return; // 如果没有精灵,则退出
|
||||||
|
|
||||||
|
// 设置当前帧的精灵
|
||||||
|
spriteRenderer.sprite = sprites[currentFrameIndex];
|
||||||
|
|
||||||
|
// 循环播放:更新到下一帧
|
||||||
|
currentFrameIndex = (currentFrameIndex + 1) % sprites.Length;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 显示静态精灵
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="index">静态精灵的索引</param>
|
||||||
|
private void ShowStaticSprite(int index)
|
||||||
|
{
|
||||||
|
if (index < 0 || index >= sprites.Length)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("静态精灵索引超出范围!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 显示指定的静态精灵
|
||||||
|
spriteRenderer.sprite = sprites[index];
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 开始播放动画
|
||||||
|
/// </summary>
|
||||||
|
public void PlayAnimation()
|
||||||
|
{
|
||||||
|
isPaused = false; // 取消暂停
|
||||||
|
staticSpriteIndex = -1; // 清除静态精灵索引
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 暂停动画并显示静态精灵
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="index">静态精灵的索引</param>
|
||||||
|
public void PauseAnimationWithStaticSprite(int index)
|
||||||
|
{
|
||||||
|
if (index < 0 || index >= sprites.Length)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("静态精灵索引超出范围!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
isPaused = true; // 暂停动画
|
||||||
|
staticSpriteIndex = index; // 设置静态精灵索引
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 暂停动画但不显示静态精灵
|
||||||
|
/// </summary>
|
||||||
|
public void PauseAnimation()
|
||||||
|
{
|
||||||
|
isPaused = true; // 暂停动画
|
||||||
|
staticSpriteIndex = -1; // 不显示静态精灵
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 设置帧率
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="newFps">新的帧率</param>
|
||||||
|
public void SetFPS(float newFps)
|
||||||
|
{
|
||||||
|
if (newFps <= 0)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("帧率必须大于 0!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
fps = newFps;
|
||||||
|
frameInterval = 1f / fps; // 更新帧间隔时间
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
3
Client/Assets/Scripts/Entity/SpriteAnimator.cs.meta
Normal file
3
Client/Assets/Scripts/Entity/SpriteAnimator.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 713a1742950a45d8b4be258a82321e45
|
||||||
|
timeCreated: 1753282330
|
@ -7,6 +7,8 @@ namespace Managers
|
|||||||
{
|
{
|
||||||
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
|
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
|
||||||
{
|
{
|
||||||
|
public Sprite defaultSprite;
|
||||||
|
|
||||||
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
|
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
|
||||||
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
|
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
|
||||||
|
|
||||||
@ -14,7 +16,9 @@ namespace Managers
|
|||||||
{
|
{
|
||||||
if (packagesImages.Count > 0)
|
if (packagesImages.Count > 0)
|
||||||
return;
|
return;
|
||||||
|
defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
|
||||||
|
if(defaultSprite)
|
||||||
|
Debug.Log("加载成功");
|
||||||
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
|
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
|
||||||
foreach (var ima in imageDef)
|
foreach (var ima in imageDef)
|
||||||
{
|
{
|
||||||
@ -113,14 +117,13 @@ namespace Managers
|
|||||||
return sprite;
|
return sprite;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else if (sprites.TryGetValue(packID, out var dict))
|
||||||
{
|
{
|
||||||
if (!sprites.TryGetValue(packID, out var dict)) return null;
|
if (dict.TryGetValue(name, out var sprite))
|
||||||
dict.TryGetValue(name, out var sprite);
|
return sprite;
|
||||||
return sprite;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return null;
|
return defaultSprite;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Sprite GetSprite(string packID, string name, int index)
|
public Sprite GetSprite(string packID, string name, int index)
|
||||||
|
@ -22,7 +22,7 @@
|
|||||||
<!-- 2 + (1 * 4) = 6 -->
|
<!-- 2 + (1 * 4) = 6 -->
|
||||||
<Dirt_Dirt_Dirt_Grass value="GrassDirt_13"/>
|
<Dirt_Dirt_Dirt_Grass value="GrassDirt_13"/>
|
||||||
<!-- 1 + (3 * 4) = 13 -->
|
<!-- 1 + (3 * 4) = 13 -->
|
||||||
<Dirt_Dirt_Grass_Dirt value="GrassDirt_0"/>
|
<Dirt_Dirt_Grass_Dirt value="GrassDirt_110"/>
|
||||||
<!-- 0 + (0 * 4) = 0 -->
|
<!-- 0 + (0 * 4) = 0 -->
|
||||||
<Dirt_Grass_Dirt_Dirt value="GrassDirt_8"/>
|
<Dirt_Grass_Dirt_Dirt value="GrassDirt_8"/>
|
||||||
<!-- 0 + (2 * 4) = 8 -->
|
<!-- 0 + (2 * 4) = 8 -->
|
||||||
|
@ -13,10 +13,12 @@
|
|||||||
<description>用于测试功能的角色</description>
|
<description>用于测试功能的角色</description>
|
||||||
<attributes>TestCharacter</attributes>
|
<attributes>TestCharacter</attributes>
|
||||||
<affiliation>player</affiliation>
|
<affiliation>player</affiliation>
|
||||||
<drawingOrder_down>
|
<drawingOrder>
|
||||||
<texturePath>Resources/Character/CatGirl</texturePath>
|
<texturePath>Resources/Character/CatGirl</texturePath>
|
||||||
<DrawNodeDef name="body"/>
|
<drawingOrder_down>
|
||||||
</drawingOrder_down>
|
<node name="body"/>
|
||||||
|
</drawingOrder_down>
|
||||||
|
</drawingOrder>
|
||||||
<behaviorTree>
|
<behaviorTree>
|
||||||
<Node className="RandomWander"/>
|
<Node className="RandomWander"/>
|
||||||
</behaviorTree>
|
</behaviorTree>
|
||||||
|
Reference in New Issue
Block a user