(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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@ -22,7 +22,7 @@ namespace Prefab
private void Start()
{
_originalPosition = transform.position; // 初始位置只需在组件生命周期中获取一次
_originalPosition = transform.localPosition; // 初始位置只需在组件生命周期中获取一次
}
private void OnEnable()
@ -51,7 +51,7 @@ namespace Prefab
var yOffset = GetYPosition?.Invoke(currentAnimationTime) ?? 0f;
// 应用偏移量到物体位置保持原始Z轴不变
transform.position = _originalPosition + new Vector3(xOffset, yOffset, 0);
transform.localPosition = _originalPosition + new Vector3(xOffset, yOffset, 0);
// 如果达到销毁条件,在完成最后一帧动画更新后销毁物体
if (shouldDestroy)

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@ -6,7 +6,8 @@ namespace Prefab
public class TemporaryAnimatorImageUI:TemporaryAnimator
{
public UIImageAnimator imageAnimator;
public RectTransform rectTransform;
public void Init(Sprite[] sprite,float fps=3)
{
if (imageAnimator == null)

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@ -10,11 +10,12 @@ namespace Prefab
public void Init(Sprite[] textures,float fps=3)
{
if(spriteAnimator == null)
if(!spriteAnimator)
spriteAnimator = GetComponentInChildren<SpriteAnimator>();
if (!spriteAnimator) return;
spriteAnimator.SetSprites(textures);
spriteAnimator.SetFPS(fps);
spriteAnimator.gameObject.SetActive(true);
}
}
}

View File

@ -17,6 +17,8 @@ namespace Prefab
/// </summary>
[SerializeField] public TMP_Text text;
public RectTransform rectTransform;
/// <summary>
/// 当前播放的动画帧索引。
/// </summary>