(client)feat:实现按武器释放技能
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@ -100,5 +100,19 @@ namespace Item
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/// 物品的帧率(如果适用)。
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/// </summary>
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public float FPS { get; protected set; }
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public static ItemResource GetDefault()
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{
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ItemDef defaultDef = new()
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{
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defName = "default",
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label = "错误物品",
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description = "你看到这个物品表示加载出错了",
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rarity = ItemRarity.Uncommon,
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maxStack = 1,
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ssEquippable = false
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};
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return new ItemResource(defaultDef);
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}
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}
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}
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@ -1,14 +1,25 @@
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using System;
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using System.Collections.Generic;
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using System.Linq; // Added for LINQ
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using Base;
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using Data;
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using Entity;
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using Prefab;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Item
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{
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public class WeaponResource : ItemResource
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{
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public Attributes Attributes { get; private set; }
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public BulletDef Bullet { get; private set; }
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public WeaponType Type { get; private set; }
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public DrawNodeDef AttackAnimationDef { get; private set; }
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public float AttackAnimationTime{get; private set;}
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public float AttackDetectionTime{get;private set;}
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/// <summary>
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/// 构造函数:通过 WeaponDef 对象初始化 WeaponResource。
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@ -24,10 +35,205 @@ namespace Item
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throw new ArgumentNullException(nameof(def), "创建 WeaponResource 时,WeaponDef 不能为 null。");
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}
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Bullet = def.bullet;
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// 初始化武器的属性。Attributes 对象通过 WeaponDef 中的属性数据进行构建。
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Attributes = new Attributes(def.attributes);
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// 初始化武器类型,直接从 WeaponDef 定义中获取。
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Type = def.type;
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AttackDetectionTime = def.attackDetectionTime;
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// 逻辑修改说明 1:存储 DrawNodeDef,而不是直接创建 GameObject。
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AttackAnimationDef = def.attackAnimation;
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AttackAnimationTime = AttackAnimationDef?.GetAnimationCycleDuration() ?? 0.1f;
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}
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/// <summary>
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/// 逻辑修改说明 2:新增公共方法:根据 WeaponResource 的定义创建攻击动画的运行时 GameObject 实例。
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/// 这是 WeaponResource 的工厂方法,用于按需创建动画对象。
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/// </summary>
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/// <param name="parent">动画 GameObject 的父 Transform。</param>
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/// <returns>包含动画根 GameObject 和所有 ITick 组件的元组。</returns>
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public (GameObject root, ITick[] animationComponents) InstantiateAttackAnimation(Transform parent)
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{
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if (AttackAnimationDef == null)
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{
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Debug.LogWarning($"WeaponResource: 尝试实例化攻击动画但 _attackAnimationDef 为 null. 武器类型: {Type}");
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return (null, Array.Empty<ITick>());
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}
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// 逻辑修改说明 4:在此处统一加载 ImagePrefab 和 SpriteAnimator,避免性能损耗。
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var imagePrefab = Resources.Load<ImagePrefab>("Prefab/Image");
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var animatorPrefab = Resources.Load<SpriteAnimator>("Prefab/Animation");
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if (imagePrefab == null)
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{
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Debug.LogError("InstantiateAttackAnimation: 无法加载 Prefab/Image.");
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return (null, Array.Empty<ITick>());
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}
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if (animatorPrefab == null)
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{
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Debug.LogError("InstantiateAttackAnimation: 无法加载 Prefab/Animation.");
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return (null, Array.Empty<ITick>());
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}
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// 逻辑修改说明 2:调用修改后的私有辅助方法来创建 GameObject 层次结构。
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var animationRoot = _CreateBodyPartGameObject(
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AttackAnimationDef,
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parent,
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imagePrefab,
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animatorPrefab);
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if (animationRoot == null)
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{
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Debug.LogWarning($"WeaponResource: 创建攻击动画根节点失败. 武器类型: {Type}");
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return (null, Array.Empty<ITick>());
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}
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// 逻辑修改说明 3:收集所有实现了 ITick 接口的组件。
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var tickComponents = animationRoot.GetComponentsInChildren<ITick>(true);
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// GetComponentsInChildren(true) 会查找包括自身在内的所有子对象上的组件,即使它们是处于非活动状态。
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return (animationRoot, tickComponents);
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}
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// 逻辑修改说明 4:修改 InitBodyPart 为 _CreateBodyPartGameObject,并设为 private static 方法。
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// 它现在接收 ImagePrefab 和 SpriteAnimator 作为参数,不再在内部加载。
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private static GameObject _CreateBodyPartGameObject(DrawNodeDef drawNode, Transform parent, ImagePrefab imagePrefab, SpriteAnimator animatorPrefab)
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{
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try
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{
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// 参数验证
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if (drawNode == null)
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{
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Debug.LogWarning("CreateBodyPartGameObject: drawNode参数为null");
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return null;
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}
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if (parent == null)
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{
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// 逻辑修改说明:这里直接返回 null 更合适,因为没有父节点无法创建实例。
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Debug.LogWarning($"CreateBodyPartGameObject: 父节点为null (节点名: {drawNode.nodeName ?? "Unnamed DrawNode"})");
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return null;
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}
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GameObject nodeObject = null;
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// 根据纹理数量创建不同类型的节点
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switch (drawNode.textures?.Count ?? 0)
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{
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case 0:
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// 无纹理节点
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nodeObject = new GameObject(drawNode.nodeName);
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nodeObject.transform.SetParent(parent.transform, false);
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break;
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case 1:
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// 单纹理节点
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// imagePrefab 已作为参数传入,无需再次加载
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nodeObject = Object.Instantiate(imagePrefab.gameObject, parent.transform);
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nodeObject.name = drawNode.nodeName ?? "UnnamedNode"; // 提前设置名称以在警告中显示
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var texture =
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Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID,
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drawNode.textures[0]);
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if (!texture)
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{
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Debug.LogWarning(
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$"CreateBodyPartGameObject: 无法获取纹理 (节点名: {nodeObject.name}, 纹理ID: {drawNode.textures[0]})");
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}
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var imagePrefabCom = nodeObject.GetComponent<ImagePrefab>();
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if (imagePrefabCom != null)
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{
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imagePrefabCom.SetSprite(texture);
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}
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else
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{
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Debug.LogWarning($"CreateBodyPartGameObject: 无法获取ImagePrefab组件 (节点名: {nodeObject.name})");
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}
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break;
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default:
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// 多纹理动画节点
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// animatorPrefab 已作为参数传入,无需再次加载
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nodeObject = Object.Instantiate(animatorPrefab.gameObject, parent.transform);
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nodeObject.name = drawNode.nodeName ?? "UnnamedNode"; // 提前设置名称以在警告中显示
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var animator = nodeObject.GetComponent<SpriteAnimator>();
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if (animator == null)
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{
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Debug.LogWarning($"CreateBodyPartGameObject: 无法获取SpriteAnimator组件 (节点名: {nodeObject.name})");
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break;
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}
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animator.SetFPS(drawNode.FPS);
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var animatedSprites = new List<Sprite>();
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foreach (var textureId in drawNode.textures)
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{
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try
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{
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var sprite =
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Managers.PackagesImageManager.Instance?.GetSprite(drawNode.packID, textureId);
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if (sprite != null)
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{
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animatedSprites.Add(sprite);
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}
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else
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{
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Debug.LogWarning(
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$"CreateBodyPartGameObject: 无法获取动画纹理 (节点名: {nodeObject.name}, 纹理ID: {textureId})");
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}
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}
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catch (Exception ex)
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{
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Debug.LogError(
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$"CreateBodyPartGameObject: 加载动画纹理时出错 (节点名: {nodeObject.name}, 纹理ID: {textureId}): {ex.Message}");
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}
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}
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if (animatedSprites.Count > 0)
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{
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animator.SetSprites(animatedSprites.ToArray());
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}
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else
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{
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Debug.LogWarning($"CreateBodyPartGameObject: 没有有效的动画纹理 (节点名: {nodeObject.name})");
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}
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break;
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}
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// 设置节点属性 (对于case 1, default 已经在上面设置了名称,这里可以作为 fallback 或统一处理)
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if (nodeObject == null) return null; // 如果nodeObject在上面某些分支没有成功创建,提前返回
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nodeObject.transform.localPosition = drawNode.position;
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// nodeObject.name = drawNode.nodeName ?? "UnnamedNode"; // 不再需要,已在上面处理
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// 递归初始化子节点
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if (drawNode.nodes == null) return nodeObject;
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foreach (var child in drawNode.nodes)
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{
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try
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{
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// 逻辑修改说明 4:递归调用时,传递 prefab 参数。
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_CreateBodyPartGameObject(child, nodeObject.transform, imagePrefab, animatorPrefab);
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}
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catch (Exception ex)
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{
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Debug.LogError($"CreateBodyPartGameObject: 初始化子节点失败 (父节点: {nodeObject.name ?? drawNode.nodeName ?? "Unnamed Parent"}): {ex.Message}");
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}
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}
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return nodeObject;
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}
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catch (Exception ex)
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{
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Debug.LogError($"CreateBodyPartGameObject: 初始化节点时发生未处理的异常 (节点名: {drawNode?.nodeName ?? "Unknown DrawNode"}): {ex}");
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return null;
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}
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}
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}
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}
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}
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Block a user