(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

@ -1,4 +1,5 @@
using System;
using System.Linq;
using AI;
using Base;
using Data;
@ -13,11 +14,34 @@ namespace Prefab
public Entity.Entity entity;
public Outline outline;
public Vector3 Position
{
get
{
return transform.position;
}
set
{
transform.position = value;
}
}
public void Init(Data.PawnDef pawnDef)
{
entity.Init(pawnDef);
outline.Init();
outline.Hide();
}
public void DefaultInit()
{
var animator = GetComponentsInChildren<SpriteAnimator>();
ITick[] inf = animator;
entity.bodyAnimationNode.Add(Orientation.Down,inf.ToList());
entity.bodyAnimationNode.Add(Orientation.Up,inf.ToList());
entity.bodyAnimationNode.Add(Orientation.Left,inf.ToList());
entity.bodyAnimationNode.Add(Orientation.Right,inf.ToList());
outline.Init();
outline.Hide();
}

View File

@ -83,7 +83,24 @@ namespace Prefab
// 外部控制方法
public void SetPaused(bool paused) => _isPaused = paused;
public void SetSprites(Sprite[] newSprites) => _sprites = newSprites;
public void SetSprites(Sprite[] newSprites)
{
_sprites = newSprites;
// 如果有新的精灵数组,则立即显示第一帧
if (_sprites != null && _sprites.Length > 0)
{
_currentFrameIndex = 0; // 重置当前帧索引为第一帧
_renderer.sprite = _sprites[_currentFrameIndex]; // 立即显示第一帧
}
else
{
_renderer.sprite = null; // 如果没有精灵,则清空渲染器
}
// 重置帧计时器,以确保从头开始播放
_frameTimer = 0f;
}
public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
}