(client) feat:添加定义加载相关函数
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@ -1,48 +1,134 @@
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using System.Xml.Linq;
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using UnityEngine;
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namespace Data
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{
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public enum Orientation
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{
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Down,
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Left,
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Right,
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Up
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}
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public enum DrawNodeType
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{
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Image,
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Animation
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}
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public class CharacterDef : Define
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{
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public string texturePath = null;
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public DrawingOrderDef
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drawingOrder_down,
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drawingOrder_up,
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drawingOrder_left,
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drawingOrder_right;
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public DrawingOrderDef GetDrawingOrder(Orientation orientation)
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{
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// 定义一个临时变量用于存储结果
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DrawingOrderDef result = null;
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// 根据传入的 Orientation 获取对应的 DrawingOrderDef
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switch (orientation)
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{
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case Orientation.Down:
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result = drawingOrder_down;
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break;
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case Orientation.Up:
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result = drawingOrder_up;
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break;
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case Orientation.Left:
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result = drawingOrder_left;
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break;
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case Orientation.Right:
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result = drawingOrder_right;
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break;
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default:
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throw new ArgumentException("Invalid orientation value.");
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}
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// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
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if (result == null) result = drawingOrder_down;
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// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
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if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
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return result;
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}
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}
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public class DrawingOrderDef : Define
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{
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public List<DrawNodeDef> DrawNodes { get; set; } = new List<DrawNodeDef>();
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public List<DrawNodeDef> drawNodes = new();
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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foreach (var node in xmlDef.Elements("DrawNodes"))
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foreach (var node in xmlDef.Elements("DrawNodeDef"))
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{
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DrawNodeDef drawNode = new DrawNodeDef();
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var drawNode = new DrawNodeDef();
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drawNode.Init(node);
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DrawNodes.Add(drawNode);
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drawNodes.Add(drawNode);
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}
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return true;
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}
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}
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public partial class DrawNodeDef : Define
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public class DrawNodeDef : Define
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{
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public string NodeName { get; set; }
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public List<DrawNodeDef> Children { get; set; } = new();
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public List<DrawNodeDef> children = new();
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public DrawNodeType drawNodeType = DrawNodeType.Image;
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public string nodeName;
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public Vector2 position = new(0, 0);
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public float FPS = 1;
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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NodeName = xmlDef.Attribute("name")?.Value;
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foreach (var childNode in xmlDef.Elements("DrawNode"))
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nodeName = xmlDef.Attribute("name")?.Value;
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drawNodeType = Enum.TryParse(xmlDef.Attribute("type")?.Value, true, out DrawNodeType typeResult)
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? typeResult
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: DrawNodeType.Image;
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position = StringToVector(xmlDef.Attribute("position")?.Value ?? "(0 0)");
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FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out float result) ? result : 1.0f;
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foreach (var childNode in xmlDef.Elements("DrawNodeDef"))
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{
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DrawNodeDef child = new DrawNodeDef();
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var child = new DrawNodeDef();
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child.Init(childNode);
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Children.Add(child);
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children.Add(child);
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}
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return true;
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}
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public Vector2 StringToVector(string vectorDef)
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{
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// 去掉可能存在的括号和多余的空格
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string cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
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// 使用正则表达式匹配两个浮点数
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Match match = Regex.Match(cleanedInput, @"\s*(-?\d+(\.\d*)?)\s*[, ]\s*(-?\d+(\.\d*)?)\s*");
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if (match.Success)
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{
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// 提取匹配到的两个浮点数
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float x = float.Parse(match.Groups[1].Value);
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float y = float.Parse(match.Groups[3].Value);
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// 返回 Vector2 对象
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return new Vector2(x, y);
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}
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else
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{
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return Vector2.zero;
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}
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}
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}
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}
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