Merge branch 'temp827'

This commit is contained in:
m0_75251201
2025-09-03 19:57:08 +08:00
208 changed files with 16296 additions and 2228 deletions

View File

@ -32,6 +32,12 @@ namespace Entity
public EntityPrefab entityPrefab;
public EntityDef entityDef;
/// <summary>
/// 手上拿着显示的贴图
/// </summary>
public GameObject weaponAnimator;
public ITick[] weaponAnimatorNodeList;
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
@ -46,7 +52,13 @@ namespace Entity
/// <summary>
/// 实体的属性定义,包括生命值、攻击力、防御力等。
/// </summary>
public Attributes attributes = new();
public virtual Attributes attributes { get; protected set; }
private Attributes _baseAttributes;
public virtual Attributes baseAttributes
{
get { return _baseAttributes ??= new Attributes(entityDef.attributes); }
}
/// <summary>
/// 实体当前的移动方向。
@ -164,7 +176,6 @@ namespace Entity
private Coroutine _attackCoroutine;
[SerializeField] private float _hitBarUIShowTime = 5;
private float _hitBarUIShowTimer = 0;
private int _walkingTimer = 0;
@ -183,13 +194,34 @@ namespace Entity
this.entityDef = entityDef;
HideHealthBar();
InitWeaponAnimator();
}
protected virtual void InitWeaponAnimator()
{
if (!weaponAnimator)
return;
for (var i = 0; i < weaponAnimator.transform.childCount; i++)
{
Destroy(weaponAnimator.transform.GetChild(i).gameObject);
weaponAnimatorNodeList = null;
}
var weapon = GetCurrentWeapon();
if (weapon == null)
{
weaponAnimator.SetActive(false);
return;
}
var weaponAnimation = weapon.InstantiateAttackAnimation(weaponAnimator.transform);
weaponAnimatorNodeList = weaponAnimation.animationComponents;
}
/// <summary>
/// 初始化实体的身体部分,包括不同朝向下的绘图节点。
/// </summary>
/// <param name="drawingOrder">绘制顺序定义。</param>
public virtual void InitBody(DrawingOrderDef drawingOrder)
protected virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 预缓存枚举值(避免每次循环重复调用 Enum.GetValues
var states = Enum.GetValues(typeof(EntityState)).Cast<EntityState>().ToArray();
@ -295,7 +327,7 @@ namespace Entity
/// <param name="drawNode">绘图节点定义。</param>
/// <param name="parent">父节点对象。</param>
/// <returns>创建的GameObject如果失败则返回null</returns>
public virtual GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
protected virtual GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
{
try
{
@ -434,7 +466,7 @@ namespace Entity
/// <summary>
/// 更新实体的逻辑,包括玩家控制和自动行为。
/// </summary>
public void Tick()
public virtual void Tick()
{
if (_walkingTimer > 0)
{
@ -470,6 +502,13 @@ namespace Entity
}
}
if (weaponAnimatorNodeList != null)
{
foreach (var tick in weaponAnimatorNodeList)
{
tick.Tick();
}
}
if (IsShowingHealthBarUI)
{
_hitBarUIShowTimer -= Time.deltaTime;
@ -488,14 +527,12 @@ namespace Entity
if (IsAttacking || IsDead) return; // 死亡时无法攻击
// 尝试获取当前武器
WeaponResource currentWeapon = GetCurrentWeapon();
var currentWeapon = GetCurrentWeapon();
// 如果没有武器,可以选择进行徒手攻击或者直接返回
// 暂时设定为:如果没有武器,则不进行攻击
if (currentWeapon == null)
{
// 可以在这里添加一个默认的徒手攻击逻辑,或者播放一个“不能攻击”的提示
Debug.Log($"{name} 没有装备武器,无法攻击。");
return;
}
@ -744,7 +781,7 @@ namespace Entity
}
// STEP 4: 等待到攻击判定时间
float elapsedTime = 0f;
var elapsedTime = 0f;
while (elapsedTime < weapon.AttackDetectionTime)
{
if (IsDead)
@ -766,7 +803,7 @@ namespace Entity
ExecuteWeaponAction(weapon);
float remainingAnimationTime = weapon.AttackAnimationTime - elapsedTime;
var remainingAnimationTime = weapon.AttackAnimationTime - elapsedTime;
if (remainingAnimationTime > 0)
{
yield return new WaitForSeconds(remainingAnimationTime);
@ -851,10 +888,10 @@ namespace Entity
// 获取子弹方向。这里使用实体当前的移动方向作为子弹发射方向
// 更复杂的逻辑可能根据鼠标位置、目标位置等确定
Vector3 bulletDirection = direction; // 实体当前的朝向
var bulletDirection = direction; // 实体当前的朝向
if (PlayerControlled && Input.GetMouseButton(0)) // 玩家控制时,如果鼠标按下,尝试朝鼠标方向发射
{
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
var mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mouseWorldPos.z = transform.position.z; // 保持Z轴一致
bulletDirection = (mouseWorldPos - transform.position).normalized;
}