(clienr) feat:事件定义
This commit is contained in:
@ -1,181 +1,75 @@
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using System;
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using System.Collections.Generic;
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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 EventType = Data.EventType;
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using Utils;
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using Random = System.Random;
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namespace Managers
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{
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// 新增私有结构体,用于在事件队列中存储事件定义及其运行时上下文
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public struct EventPayload // Make it public if EventManager exposes it directly
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class EventManager:Singleton<EventManager>,ILaunchManager
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{
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public string DimensionId;
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public EventDef EventDefinition;
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public Vector3 Position; // 适用于 Character, Bullet, Pickup, DefaultEntity
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public Vector3 Direction; // 仅适用于 Bullet
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public Entity.Entity SourceEntity; // 仅适用于 Bullet (发射源)
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public Vector3Int GridPosition; // 仅适用于 Building
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}
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private static Random _random = new();
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public EventDef[] EventDefs { get; private set; }
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public string StepDescription => "正在载入事件";
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public class EventManager : Utils.MonoSingleton<EventManager>
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{
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private Queue<EventPayload> _eventQueue = new Queue<EventPayload>();
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private EventManager()
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public void Init()
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{
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/* Private constructor for singleton */
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}
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// ===================================
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// 公共入队方法
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// ===================================
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public void EnqueueCharacterSpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos)
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{
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if (eventDef == null || eventDef.eventType != EventType.SpawnCharacter ||
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eventDef.entityDef_Character == null)
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{
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Debug.LogError(
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$"EnqueueCharacterSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing characterDef for event '{eventDef?.defName ?? "Unknown"}'.");
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if(EventDefs!=null)
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return;
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}
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_eventQueue.Enqueue(new EventPayload
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{
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DimensionId = dimensionId,
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EventDefinition = eventDef,
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Position = pos,
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});
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Debug.Log($"Event '{eventDef.defName}' (SpawnCharacter) enqueued for dimension {dimensionId} at {pos}.");
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EventDefs = DefineManager.Instance.QueryDefinesByType<EventDef>();
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}
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public void EnqueueBuildingSpawnEvent(string dimensionId, EventDef eventDef, Vector3Int gridPos)
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public void Clear()
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{
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if (eventDef == null || eventDef.eventType != EventType.SpawnBuilding ||
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eventDef.entityDef_Building == null)
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{
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Debug.LogError(
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$"EnqueueBuildingSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing buildingDef for event '{eventDef?.defName ?? "Unknown"}'.");
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EventDefs = null;
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}
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public static void ExecuteEvent(EventDef eventDef)
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{
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if(eventDef == null)
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return;
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}
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_eventQueue.Enqueue(new EventPayload
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if (eventDef.hediffEvent != null)
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{
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DimensionId = dimensionId,
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EventDefinition = eventDef,
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GridPosition = gridPos,
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});
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Debug.Log($"Event '{eventDef.defName}' (SpawnBuilding) enqueued for dimension {dimensionId} at grid {gridPos}.");
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}
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public void EnqueueBulletSpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos, Vector3 dir,
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Entity.Entity source = null)
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{
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if (eventDef == null || eventDef.eventType != EventType.SpawnBullet || eventDef.entityDef_Bullet == null)
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{
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Debug.LogError(
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$"EnqueueBulletSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing bulletDef for event '{eventDef?.defName ?? "Unknown"}'.");
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return;
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}
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_eventQueue.Enqueue(new EventPayload
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{
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DimensionId = dimensionId,
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EventDefinition = eventDef,
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Position = pos,
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Direction = dir,
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SourceEntity = source,
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});
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Debug.Log($"Event '{eventDef.defName}' (SpawnBullet) enqueued for dimension {dimensionId} at {pos}, dir {dir}.");
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}
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public void EnqueuePickupSpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos)
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{
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if (eventDef == null || eventDef.eventType != EventType.SpawnPickup || eventDef.entityDef_Pickup == null)
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{
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Debug.LogError(
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$"EnqueuePickupSpawnEvent: Invalid EventDef, mismatched EventType ({eventDef?.eventType}), or missing itemDef for event '{eventDef?.defName ?? "Unknown"}'.");
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return;
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}
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_eventQueue.Enqueue(new EventPayload
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{
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DimensionId = dimensionId,
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EventDefinition = eventDef,
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Position = pos,
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});
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Debug.Log($"Event '{eventDef.defName}' (SpawnPickup) enqueued for dimension {dimensionId} at {pos}.");
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}
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public void EnqueueDefaultEntitySpawnEvent(string dimensionId, EventDef eventDef, Vector3 pos)
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{
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if (eventDef == null || eventDef.eventType != EventType.SpawnDefaultEntity)
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{
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Debug.LogError(
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$"EnqueueDefaultEntitySpawnEvent: Invalid EventDef or mismatched EventType ({eventDef?.eventType}) for event '{eventDef?.defName ?? "Unknown"}'.");
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return;
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}
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_eventQueue.Enqueue(new EventPayload
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{
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DimensionId = dimensionId,
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EventDefinition = eventDef,
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Position = pos,
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});
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Debug.Log($"Event '{eventDef.defName}' (SpawnDefaultEntity) enqueued for dimension {dimensionId} at {pos}.");
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}
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// ===================================
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// 事件处理方法
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// ===================================
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/// <summary>
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/// 处理所有在队列中的待处理事件。
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/// </summary>
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public void ProcessEvents()
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{
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while (_eventQueue.Count > 0)
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{
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EventPayload eventData = _eventQueue.Dequeue();
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if (!Program.Instance.GetDimension(eventData.DimensionId))
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var entityList = EntityManage.Instance.FindEntitiesByFaction(Program.Instance.FocusedDimensionId,
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eventDef.hediffEvent.affiliation.defName);
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List<Entity.Entity> filteredEntitiesTraditional = new();
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foreach (var prefab in entityList)
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{
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Debug.LogWarning(
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$"Event '{eventData.EventDefinition.defName}' for dimension {eventData.DimensionId} dropped as dimension is no longer active.");
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continue;
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var entity = prefab.entity;
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if (entity is Character || entity is Monster)
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{
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filteredEntitiesTraditional.Add(entity);
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}
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}
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// 核心:调用 EntityManage.Instance 的现有公共方法
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switch (eventData.EventDefinition.eventType)
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var selectedElements = SelectRandomElements_FisherYates(filteredEntitiesTraditional, eventDef.hediffEvent.specificPawnCount);
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foreach (var selectedElement in selectedElements)
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{
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case EventType.SpawnCharacter:
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EntityManage.Instance.GenerateEntity(eventData.DimensionId,
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eventData.EventDefinition.entityDef_Character, eventData.Position);
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break;
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case EventType.SpawnBuilding:
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EntityManage.Instance.GenerateBuildingEntity(eventData.DimensionId,
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eventData.EventDefinition.entityDef_Building, eventData.GridPosition);
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break;
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case EventType.SpawnBullet:
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EntityManage.Instance.GenerateBulletEntity(eventData.DimensionId,
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eventData.EventDefinition.entityDef_Bullet, eventData.Position, eventData.Direction,
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eventData.SourceEntity);
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break;
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case EventType.SpawnPickup:
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EntityManage.Instance.GeneratePickupEntity(eventData.DimensionId,
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eventData.EventDefinition.entityDef_Pickup, eventData.Position);
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break;
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case EventType.SpawnDefaultEntity:
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EntityManage.Instance.GenerateDefaultEntity(eventData.DimensionId, eventData.Position);
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break;
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case EventType.None:
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default:
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Debug.LogWarning(
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$"EventManager: Unhandled or invalid event type: {eventData.EventDefinition.eventType} for event '{eventData.EventDefinition.defName}'.");
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break;
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}
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}
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}
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protected override void OnStart()
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public static List<T> SelectRandomElements_FisherYates<T>(List<T> sourceList, int count)
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{
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throw new System.NotImplementedException();
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if (sourceList == null) throw new ArgumentNullException(nameof(sourceList));
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if (count < 0) throw new ArgumentOutOfRangeException(nameof(count), "Count cannot be negative.");
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if (count == 0) return new List<T>();
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if (count >= sourceList.Count) return new List<T>(sourceList); // 如果n大于等于列表大小,则返回所有元素副本
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List<T> result = new List<T>(count); // 预分配容量
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List<T> temp = new List<T>(sourceList); // 创建一个副本以避免修改原始列表
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int n = temp.Count;
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for (int i = 0; i < count; i++)
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{
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int k = _random.Next(i, n);
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result.Add(temp[k]);
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(temp[k], temp[i]) = (temp[i], temp[k]);
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}
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return result;
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}
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}
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}
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@ -22,20 +22,14 @@ namespace Managers
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public Sprite defaultSprite;
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/// <summary>
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/// 存储所有已加载的纹理,按包ID和图像名称索引。
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/// 存储所有已加载的纹理,按图像名称(全局唯一的DefName)索引。
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/// </summary>
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/// <remarks>
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/// 外层字典键是包ID,内层字典键是图像名称。
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/// </remarks>
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public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
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public Dictionary<string, Texture2D> packagesImages = new();
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/// <summary>
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/// 存储所有已创建的精灵,按包ID和精灵名称索引。
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/// 存储所有已创建的精灵,按精灵名称(全局唯一的DefName或其带索引后缀)索引。
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/// </summary>
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/// <remarks>
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/// 外层字典键是包ID,内层字典键是精灵名称(如果纹理被分割,会包含索引后缀)。
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/// </remarks>
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public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
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public Dictionary<string, Sprite> sprites = new();
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/// <summary>
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/// 获取当前启动步骤的描述。
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@ -49,21 +43,15 @@ namespace Managers
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{
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if (packagesImages.Count > 0)
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{
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// 如果已经加载过,直接返回。
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StepDescription = "包图像管理器已初始化。";
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// 如果已经有数据,则跳过初始化,防止重复加载。
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return;
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}
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StepDescription = "正在加载默认精灵..."; // 更新加载步骤描述
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defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
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if (defaultSprite == null)
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{
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Debug.LogWarning("无法加载默认精灵 'Resources/Default/DefaultImage'。请确保文件存在。");
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}
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StepDescription = "正在处理图像定义并创建精灵..."; // 更新加载步骤描述
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InitImageDef();
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StepDescription = "包图像管理器初始化完成。"; // 完成加载
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}
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/// <summary>
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@ -76,7 +64,7 @@ namespace Managers
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if (imageDef == null || !imageDef.Any())
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{
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Debug.Log($"在 DefineManager 中未找到任何 ImageDef 定义。({typeof(ImageDef).Name})");
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Debug.Log($"在定义管理器中未找到任何图像定义。({nameof(ImageDef)})");
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return;
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}
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@ -84,7 +72,7 @@ namespace Managers
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{
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if (string.IsNullOrEmpty(ima.path) || string.IsNullOrEmpty(ima.packID))
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{
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Debug.LogWarning($"跳过图像定义 '{ima?.name ?? "未知"}',因为它包含空路径或包ID。(路径: '{ima?.path ?? ""}', 包ID: '{ima?.packID ?? ""}')");
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Debug.LogWarning($"跳过图像定义 '{ima?.defName ?? "未知"}',因为它包含空路径或包ID。(路径: '{ima?.path ?? ""}', 包ID: '{ima?.packID ?? ""}')");
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continue;
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}
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@ -119,7 +107,7 @@ namespace Managers
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var packageRoot = Managers.DefineManager.Instance.GetPackagePath(packageID);
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if (string.IsNullOrEmpty(packageRoot))
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{
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Debug.LogWarning($"图像定义 '{ima.name}' (包ID: {ima.packID}): 引用的包ID '{packageID}' 未找到或没有根路径。跳过图像加载。");
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Debug.LogWarning($"图像定义 '{ima.defName}' (包ID: {ima.packID}): 引用的包ID '{packageID}' 未找到或没有根路径。跳过图像加载。");
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continue;
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}
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@ -140,7 +128,7 @@ namespace Managers
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var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
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if (pack == null)
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{
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Debug.LogError($"图像定义 '{ima.name}' (包ID: {ima.packID}): 源图像未找到对应的定义包。无法确定 '{ima.path}' 的完整路径。跳过。");
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Debug.LogError($"图像定义 '{ima.defName}' (包ID: {ima.packID}): 源图像未找到对应的定义包。无法确定 '{ima.path}' 的完整路径。跳过。");
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continue;
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}
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var fullPath = Path.Combine(pack.packRootPath, ima.path).Replace('\\', '/');
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@ -158,31 +146,20 @@ namespace Managers
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// 资源加载失败
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if (!texture)
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{
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Debug.LogError($"未能加载图像定义所在的纹理: '{ima.name}' (路径: '{ima.path}', 包ID: '{ima.packID}')。请验证路径和文件是否存在。");
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Debug.LogError($"未能加载图像定义关联的纹理: '{ima.defName}' (路径: '{ima.path}', 包ID: '{ima.packID}')。请验证路径和文件是否存在。");
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continue;
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}
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// 存储到包纹理字典(使用定义自身的 packID)
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var packId = ima.packID;
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if (!packagesImages.ContainsKey(packId))
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packagesImages[packId] = new Dictionary<string, Texture2D>();
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// 警告:如果图片名重复,则覆盖
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if (packagesImages[packId].ContainsKey(ima.name))
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{
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Debug.LogWarning($"包 '{packId}' 中名为 '{ima.name}' 的图像被多次定义。将覆盖之前的纹理引用。这可能表示配置错误。");
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}
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packagesImages[packId][ima.name] = texture; // 覆盖或添加
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packagesImages[ima.defName] = texture;
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// 切分精灵
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SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
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SplitTextureIntoSprites(ima.defName, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
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}
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catch (Exception ex)
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{
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// 捕获异常并打印详细错误信息
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Debug.LogError(
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$"处理图像定义时出错: '{ima.name}' (路径: '{ima.path}', 包ID: '{ima.packID}')。异常: {ex.GetType().Name}: {ex.Message}\n堆栈跟踪: {ex.StackTrace}");
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$"处理图像定义时出错: '{ima.defName}' (路径: '{ima.path}', 包ID: '{ima.packID}')。异常: {ex.GetType().Name}: {ex.Message}\n堆栈跟踪: {ex.StackTrace}");
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}
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}
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}
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@ -190,14 +167,12 @@ namespace Managers
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/// <summary>
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/// 将纹理按指定行数和列数分割成多个精灵,并存储起来。
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/// </summary>
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/// <param name="packId">精灵所属的包ID。</param>
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/// <param name="baseName">精灵的基础名称。</param>
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/// <param name="baseName">精灵的基础名称(全局唯一的DefName)。</param>
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/// <param name="texture">要分割的 <see cref="Texture2D"/> 对象。</param>
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/// <param name="rows">水平分割的行数。</param>
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/// <param name="cols">垂直分割的列数。</param>
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/// <param name="pixelsPerUnit">每个单元的像素数,用于Sprite.Create。</param>
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private void SplitTextureIntoSprites(
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string packId,
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string baseName,
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Texture2D texture,
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int rows,
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@ -206,7 +181,7 @@ namespace Managers
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{
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if (!texture)
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{
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Debug.LogError($"SplitTextureIntoSprites: 包 '{packId}' 中 '{baseName}' 提供的纹理为空。无法分割。");
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Debug.LogError($"SplitTextureIntoSprites: '{baseName}' 提供的纹理为空。无法分割。");
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return;
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}
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@ -217,19 +192,11 @@ namespace Managers
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var textureWidth = texture.width;
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var textureHeight = texture.height;
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if (!sprites.ContainsKey(packId))
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sprites[packId] = new Dictionary<string, Sprite>();
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// 创建未分割的完整精灵,使用原始名称
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// 创建未分割的完整精灵,使用原始名称 (baseName,即 ImageDef.name)
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var fullSpriteRect = new Rect(0, 0, textureWidth, textureHeight);
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// 警告:如果精灵名重复,则覆盖
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if (sprites[packId].ContainsKey(baseName))
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{
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Debug.LogWarning($"包 '{packId}' 中名为 '{baseName}' 的精灵已存在。将覆盖之前的完整精灵定义。");
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}
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var fullSprite = Sprite.Create(texture, fullSpriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
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fullSprite.name = baseName; // 确保 Sprite.name 被设置
|
||||
sprites[packId][baseName] = fullSprite;
|
||||
sprites[baseName] = fullSprite;
|
||||
|
||||
// 如果不分割(rows和cols都为1),提前返回
|
||||
if (rows == 1 && cols == 1)
|
||||
@ -240,7 +207,7 @@ namespace Managers
|
||||
// 检查纹理尺寸是否可被分割数整除
|
||||
if (textureWidth % cols != 0 || textureHeight % rows != 0)
|
||||
{
|
||||
Debug.LogError($"包 '{packId}' 中 '{baseName}' 的纹理尺寸 ({textureWidth}x{textureHeight}) 不能被指定的行数 ({rows}) 和列数 ({cols}) 完美整除。子精灵将不会生成或可能不正确。仅显示完整精灵。");
|
||||
Debug.LogError($"'{baseName}' 的纹理尺寸 ({textureWidth}x{textureHeight}) 不能被指定的行数 ({rows}) 和列数 ({cols}) 完美整除。子精灵将不会生成或可能不正确。仅显示完整精灵。");
|
||||
return; // 终止子精灵分割,只保留完整的精灵
|
||||
}
|
||||
|
||||
@ -253,18 +220,11 @@ namespace Managers
|
||||
{
|
||||
Rect spriteRect = new(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
|
||||
var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
|
||||
|
||||
// 精灵索引计算方式
|
||||
var index = (rows - row - 1) * cols + col;
|
||||
var spriteName = $"{baseName}_{index}";
|
||||
sprite.name = spriteName;
|
||||
|
||||
// 警告:如果子精灵名重复,则覆盖
|
||||
if (sprites[packId].ContainsKey(spriteName))
|
||||
{
|
||||
Debug.LogWarning($"包 '{packId}' 中名为 '{spriteName}' 的精灵已存在。将覆盖之前的子精灵定义。这可能表示配置错误。");
|
||||
}
|
||||
sprites[packId][spriteName] = sprite;
|
||||
sprites[spriteName] = sprite;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -299,36 +259,24 @@ namespace Managers
|
||||
/// <summary>
|
||||
/// 根据 <see cref="ImageDef"/> 对象获取对应的精灵。
|
||||
/// </summary>
|
||||
/// <param name="ima">包含精灵包ID和名称的 <see cref="ImageDef"/> 对象。</param>
|
||||
/// <param name="ima">包含精灵名称的 <see cref="ImageDef"/> 对象。</param>
|
||||
/// <returns>如果找到对应的精灵,则返回该精灵;否则返回 <see cref="defaultSprite"/>。</returns>
|
||||
public Sprite GetSprite(ImageDef ima)
|
||||
{
|
||||
if (ima == null) return defaultSprite;
|
||||
return GetSprite(ima.packID, ima.name);
|
||||
return GetSprite(ima.packID, ima.defName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据包ID和精灵名称获取对应的精灵。
|
||||
/// </summary>
|
||||
/// <param name="packID">精灵所属的包ID。如果为空,则会遍历所有包查找。</param>
|
||||
/// <param name="name">精灵的名称。</param>
|
||||
/// <param name="packID">精灵所属的包ID。此参数在此版本中已不再用于字典查找,但为保持兼容性而保留。</param>
|
||||
/// <param name="name">精灵的名称(全局唯一的DefName)。</param>
|
||||
/// <returns>如果找到对应的精灵,则返回该精灵;否则返回 <see cref="defaultSprite"/>。</returns>
|
||||
public Sprite GetSprite(string packID, string name)
|
||||
{
|
||||
if (string.IsNullOrEmpty(packID))
|
||||
{
|
||||
// 如果packID为空,遍历所有包以name查找
|
||||
foreach (var kvp in sprites)
|
||||
{
|
||||
if (kvp.Value.TryGetValue(name, out var sprite))
|
||||
return sprite;
|
||||
}
|
||||
}
|
||||
else if (sprites.TryGetValue(packID, out var dict))
|
||||
{
|
||||
if (dict.TryGetValue(name, out var sprite))
|
||||
return sprite;
|
||||
}
|
||||
if (sprites.TryGetValue(name, out var sprite))
|
||||
return sprite;
|
||||
|
||||
// 如果未找到,返回默认精灵
|
||||
return defaultSprite;
|
||||
@ -337,14 +285,40 @@ namespace Managers
|
||||
/// <summary>
|
||||
/// 根据包ID、基础名称和索引获取被分割的子精灵。
|
||||
/// </summary>
|
||||
/// <param name="packID">精灵所属的包ID。</param>
|
||||
/// <param name="name">精灵的基础名称。</param>
|
||||
/// <param name="packID">精灵所属的包ID。此参数在此版本中已不再用于字典查找,但为保持兼容性而保留。</param>
|
||||
/// <param name="name">精灵的基础名称(全局唯一的DefName)。</param>
|
||||
/// <param name="index">子精灵的索引。</param>
|
||||
/// <returns>如果找到对应的子精灵,则返回该精灵;否则返回 <see cref="defaultSprite"/>。</returns>
|
||||
public Sprite GetSprite(string packID, string name, int index)
|
||||
{
|
||||
var fullName = $"{name}_{index}";
|
||||
return GetSprite(packID, fullName);
|
||||
return GetSprite(packID, fullName);
|
||||
}
|
||||
|
||||
// ---------- 新增的查询接口 ----------
|
||||
|
||||
/// <summary>
|
||||
/// 根据精灵名称(全局唯一的DefName)获取对应的精灵。
|
||||
/// </summary>
|
||||
/// <param name="name">精灵的名称。</param>
|
||||
/// <returns>如果找到对应的精灵,则返回该精灵;否则返回 <see cref="defaultSprite"/>。</returns>
|
||||
public Sprite GetSprite(string name)
|
||||
{
|
||||
if (sprites.TryGetValue(name, out var sprite))
|
||||
return sprite;
|
||||
return defaultSprite;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据基础名称(全局唯一的DefName)和索引获取被分割的子精灵。
|
||||
/// </summary>
|
||||
/// <param name="name">精灵的基础名称。</param>
|
||||
/// <param name="index">子精灵的索引。</param>
|
||||
/// <returns>如果找到对应的子精灵,则返回该精灵;否则返回 <see cref="defaultSprite"/>。</returns>
|
||||
public Sprite GetSprite(string name, int index)
|
||||
{
|
||||
var fullName = $"{name}_{index}";
|
||||
return GetSprite(fullName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user