(client) feat:添加消息定义,添加故事定义及其运算,武器动画可用,装备UI可用以及切换武器 fix:修复快速攻击导致协程释放出错卡死,重构为计时器,修复类型转换错误导致报错

This commit is contained in:
m0_75251201
2025-09-08 00:13:12 +08:00
parent 15cdd2b244
commit 379ed07773
39 changed files with 8353 additions and 937 deletions

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@ -16,9 +16,11 @@ namespace Item
public BulletDef Bullet { get; private set; }
public WeaponType Type { get; private set; }
public IReadOnlyList<Sprite> AttackAnimationDef { get; private set; }
public IReadOnlyList<Sprite> AttackAnimation { get; private set; }
public float AttackAnimationTime { get; private set; }
public float AttackCooldown => 1f/Attributes.attackSpeed;
public float AttackCooldown => 1f / Attributes.attackSpeed;
public float AttackDetectionTime { get; private set; }
public bool UseEntityAttackAnimation { get; private set; }
/// <summary>
/// 构造函数:通过 WeaponDef 对象初始化 WeaponResource。
@ -40,9 +42,10 @@ namespace Item
// 初始化武器类型,直接从 WeaponDef 定义中获取。
Type = def.type;
AttackAnimationDef = PackagesImageManager.Instance.GetSprites(def.attackAnimation);
AttackAnimationTime = AttackAnimationDef.Count / FPS;
AttackAnimation = PackagesImageManager.Instance.GetSprites(def.attackAnimation);
AttackAnimationTime = AttackAnimation.Count / FPS;
AttackDetectionTime = def.attackDetectionTime;
UseEntityAttackAnimation = def.useEntityAttackAnimation;
}
}
}