(client) feat:实现摄像机跟踪与移动,实现任意位置生成实体,实现更安全的资源加载方式(指定unity内部加载资源) (#42)

Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
2025-08-07 16:44:43 +08:00
committed by TheRedApricot
parent 82dc89c890
commit 670f778eee
143 changed files with 9706 additions and 8122 deletions

View File

@ -15,12 +15,19 @@ namespace Managers
public EntityPrefab entityPrefab;
public EntityPrefab defaultEntityPrefab;
public List<EntityPrefab> FindEntitiesByFaction(string factionKey)
{
if (factionEntities.TryGetValue(factionKey, out var entities))
{
return entities; // 如果找到,返回对应的实体列表
}
return new List<EntityPrefab>(); // 如果未找到,返回一个空列表
}
public void Tick()
{
foreach (var faction in factionEntities)
{
List<EntityPrefab> entitiesToRemove = new List<EntityPrefab>();
var entitiesToRemove = new List<EntityPrefab>();
foreach (var entityPrefab in faction.Value)
{
@ -34,7 +41,6 @@ namespace Managers
itike.Tick();
}
}
// 删除所有标记为死亡的实体
foreach (var entityToRemove in entitiesToRemove)
{
@ -56,7 +62,7 @@ namespace Managers
/// </remarks>
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
{
// 检查entityPrefab是否为空
// 检查 entityPrefab 是否为空
if (entityPrefab == null)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
@ -64,7 +70,7 @@ namespace Managers
return;
}
// 检查pawnDef是否为空
// 检查 pawnDef 是否为空
if (pawnDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
@ -72,26 +78,27 @@ namespace Managers
return;
}
GameObject instantiatedEntity = null; // 用于跟踪已实例化的对象
try
{
// 实例化实体对象
var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
instantiatedEntity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
// 获取EntityPrefab组件
var entityComponent = entity.GetComponent<EntityPrefab>();
// 获取 EntityPrefab 组件
var entityComponent = instantiatedEntity.GetComponent<EntityPrefab>();
// 检查EntityPrefab组件是否存在
// 检查 EntityPrefab 组件是否存在
if (entityComponent == null)
{
Debug.LogError($"Error: EntityPrefab component not found on the instantiated object: {entity.name}");
GenerateDefaultEntity(pos);
return;
throw new InvalidOperationException($"Error: EntityPrefab component not found on the instantiated object: {instantiatedEntity.name}");
}
// 初始化实体组件
entityComponent.Init(pawnDef);
// 确保派系键存在,并初始化对应的列表
var factionKey = pawnDef.attributes.label == null ? "default" : pawnDef.attributes.label;
var factionKey = pawnDef.attributes.label ?? "default"; // 使用 null 合并运算符简化代码
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
@ -100,21 +107,30 @@ namespace Managers
}
catch (System.Exception ex)
{
// 如果有已实例化的对象,则销毁它
if (instantiatedEntity != null)
{
Destroy(instantiatedEntity); // 删除已创建的对象
}
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}\nStack Trace: {ex.StackTrace}");
// 调用默认生成方法
GenerateDefaultEntity(pos);
}
}
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
var entity = Instantiate(defaultEntityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
var entityComponent = entity.GetComponent<EntityPrefab>();
const string factionKey = "default";
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
entityComponent.DefaultInit();
factionEntities[factionKey].Add(entityComponent);
}
protected override void OnStart()