(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
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@ -23,6 +23,7 @@ namespace UI
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{
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InitReloadGameButton();
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InitEvent();
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InitStory();
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InitCharacter();
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InitMonster();
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InitBuilding();
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@ -72,17 +73,22 @@ namespace UI
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private void InitEvent()
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{
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// 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。
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// 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。
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InitDefineButtons<EventDef>(
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"事件菜单",
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"未定义任何事件",
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def => def.label,
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def => string.IsNullOrEmpty(def.label) ? def.defName : def.label,
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eventDef => { Managers.EventManager.Instance.Action(eventDef.defName); });
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}
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private void InitStory()
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{
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InitDefineButtons<StoryDef>(
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"据泵菜单",
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"未定义任何剧本",
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def => string.IsNullOrEmpty(def.label) ? def.defName : def.label,
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eventDef =>
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{
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// TODO: 在这里实现事件触发逻辑
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Debug.Log($"触发事件: {eventDef.label}");
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// 示例: Managers.EventManager.Instance.TriggerEvent(eventDef.id);
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Managers.EventManager.Instance.PlayStory(eventDef.defName);
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});
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}
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