(client) feat:实现实体动态创建,实体右键菜单
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite#41
This commit is contained in:
@ -1,68 +1,151 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Data;
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using NUnit.Framework;
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using UnityEngine;
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namespace Managers
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{
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public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
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{
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public Dictionary<string, Texture2D> packagesImages = new();
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public Dictionary<string, Sprite> sprites = new();
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public Sprite defaultSprite;
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//包名,图片名
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public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
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//包名,图片名
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public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
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//包名,文件路径,身体部件名
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public Dictionary<string, Dictionary<string, Dictionary<string, Sprite>>> bodyTexture = new();
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public void Init()
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{
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if (packagesImages.Count > 0)
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return;
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defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
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InitImageDef();
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InitDrawOrder();
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packagesImages = null;
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}
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public void InitImageDef()
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{
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var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
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foreach (var ima in imageDef)
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{
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if (ima.path == null)
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if (ima.path == null || ima.packID == null)
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continue;
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var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
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var path = Path.Combine(pack.packRootPath, ima.path);
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var texture = Configs.ConfigProcessor.LoadTextureByIO(path);
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if (texture == null)
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continue;
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packagesImages.Add(ima.name, texture);
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SplitTextureIntoSprites(ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
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continue;
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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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packagesImages[packId].Add(ima.name, texture);
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SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
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}
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}
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public void InitDrawOrder()
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{
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var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
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if (drawOrderDef == null || drawOrderDef.Length == 0)
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{
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return;
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}
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Dictionary<string, string> packRootSite = new();
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foreach (var drawOrder in drawOrderDef)
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{
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if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
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continue;
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if (!packRootSite.ContainsKey(drawOrder.packID))
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packRootSite[drawOrder.packID] = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
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var rootPath= packRootSite[drawOrder.packID];
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var folderPath=Path.Combine(rootPath, drawOrder.texturePath);
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var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
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new[]
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{
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"jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp"
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});
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foreach (var path in imagePath)
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{
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var image=Configs.ConfigProcessor.LoadTextureByIO(path);
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if (image == null)
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continue;
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var spr=Sprite.Create(
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image,
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new Rect(0, 0, image.width, image.height),
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new Vector2(0.5f, 0.5f) // 中心点
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);
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var name=Path.GetFileNameWithoutExtension(path);
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InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
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}
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}
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}
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void SplitTextureIntoSprites(string name, Texture2D texture, int rows, int cols, int pixelsPerUnit)
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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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int cols,
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int pixelsPerUnit)
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{
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if (texture == null || rows <= 0 || cols <= 0)
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if (texture == null)
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{
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Debug.LogError("Invalid parameters for splitting texture.");
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Debug.LogError("Texture is null.");
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return;
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}
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// 如果行数或列数小于1,则设为1(不分割)
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rows = Mathf.Max(1, rows);
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cols = Mathf.Max(1, cols);
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var textureWidth = texture.width;
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var textureHeight = texture.height;
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// 如果不分割(rows和cols都为1),直接创建单个Sprite
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if (rows == 1 && cols == 1)
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{
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if (!sprites.ContainsKey(packId))
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sprites[packId] = new Dictionary<string, Sprite>();
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var spriteRect = new Rect(0, 0, textureWidth, textureHeight);
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var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
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sprites[packId][baseName] = sprite;
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return;
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}
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var tileWidth = textureWidth / cols;
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var tileHeight = textureHeight / rows;
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// 确保纹理可以被整除
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if (tileWidth * cols != textureWidth || tileHeight * rows != textureHeight)
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{
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Debug.LogError("Texture dimensions are not divisible by the specified rows and columns.");
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return;
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}
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if (!sprites.ContainsKey(packId))
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sprites[packId] = new Dictionary<string, Sprite>();
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// 遍历每一行和每一列
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for (var row = 0; row < rows; row++)
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{
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for (var col = 0; col < cols; col++)
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{
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// 计算当前小块的矩形区域
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var spriteRect = new Rect(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
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// 创建Sprite
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var sprite = Sprite.Create(texture, (Rect)spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
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Rect spriteRect = new(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
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var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
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var index = (rows - row - 1) * cols + col;
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sprites[name + $"_{index}"] = sprite;
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var spriteName = $"{baseName}_{index}";
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sprites[packId][spriteName] = sprite;
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}
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}
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}
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@ -70,18 +153,124 @@ namespace Managers
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public void Reload()
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{
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packagesImages.Clear();
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sprites.Clear();
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Init();
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}
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public Sprite GetSprite(string name)
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public Sprite GetSprite(string packID, string name)
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{
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return sprites.GetValueOrDefault(name, null);
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if (string.IsNullOrEmpty(packID))
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{
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foreach (var kvp in sprites)
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{
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if (kvp.Value.TryGetValue(name, out var sprite))
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return sprite;
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}
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}
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else if (sprites.TryGetValue(packID, out var dict))
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{
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if (dict.TryGetValue(name, out var sprite))
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return sprite;
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}
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return defaultSprite;
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}
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public Sprite GetSprite(string name, int index)
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public Sprite GetSprite(string packID, string name, int index)
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{
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name += $"_{index}";
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return GetSprite(name);
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var fullName = $"{name}_{index}";
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return GetSprite(packID, fullName);
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}
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/// <summary>
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/// 向 bodyTexture 插入一张 Sprite。
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/// 如果包名、路径或部件名原本不存在,会自动建立对应的 Dictionary。
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/// </summary>
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/// <param name="packageName">包名</param>
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/// <param name="filePath">文件路径</param>
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/// <param name="bodyPartName">身体部件名</param>
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/// <param name="sprite">要插入的 Sprite</param>
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public void InsertBodyTexture(string packageName,
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string filePath,
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string bodyPartName,
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Sprite sprite)
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{
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if (sprite == null)
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{
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Debug.LogWarning("InsertBodyTexture: sprite 为 null,已忽略。");
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return;
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}
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// 1) 处理包名层级
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if (!bodyTexture.TryGetValue(packageName, out var pathDict))
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{
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pathDict = new Dictionary<string, Dictionary<string, Sprite>>();
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bodyTexture[packageName] = pathDict;
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}
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// 2) 处理文件路径层级
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if (!pathDict.TryGetValue(filePath, out var partDict))
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{
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partDict = new Dictionary<string, Sprite>();
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pathDict[filePath] = partDict;
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}
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// 3) 插入或覆盖部件名
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partDict[bodyPartName] = sprite;
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}
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/// <summary>
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/// 查找身体部件的所有Sprite变体(支持带编号的图片)
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/// </summary>
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/// <param name="packageName">包名</param>
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/// <param name="filePath">文件路径</param>
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/// <param name="bodyPartName">身体部件名</param>
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/// <returns>按编号排序的Sprite数组,未找到时返回空数组</returns>
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public Sprite[] FindBodyTextures(string packageName, string filePath, string bodyPartName)
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{
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// 检查包名是否存在
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if (!bodyTexture.TryGetValue(packageName, out var packageDict))
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{
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Debug.LogWarning($"Package '{packageName}' not found.");
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return Array.Empty<Sprite>();
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}
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// 检查文件路径是否存在
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if (!packageDict.TryGetValue(filePath, out var pathDict))
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{
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Debug.LogWarning($"File path '{filePath}' not found in package '{packageName}'.");
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return Array.Empty<Sprite>();
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}
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// 收集所有匹配的Sprite
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var sprites = new List<(int order, Sprite sprite)>();
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// 查找完全匹配的项(无编号)
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if (pathDict.TryGetValue(bodyPartName, out var baseSprite))
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{
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sprites.Add((0, baseSprite));
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}
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// 查找带编号的变体
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var prefix = bodyPartName + "_";
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foreach (var (key, value) in pathDict)
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{
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// 检查是否以部件名+下划线开头
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if (key.StartsWith(prefix) && key.Length > prefix.Length)
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{
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var suffix = key.Substring(prefix.Length);
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// 尝试解析编号
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if (int.TryParse(suffix, out var number))
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{
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sprites.Add((number, Value: value));
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}
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}
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}
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// 按编号排序(无编号视为0)
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return sprites
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.OrderBy(x => x.order)
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.Select(x => x.sprite)
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.ToArray();
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}
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}
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}
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