(client) feat:实现热重载,实现多维度,实现武器,实现掉落物,实现状态UI,实现攻击AI (#44)

Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
This commit is contained in:
2025-08-27 19:56:49 +08:00
committed by TheRedApricot
parent d91210a6ff
commit 8456b6c162
132 changed files with 18568 additions and 2534 deletions

View File

@ -16,8 +16,6 @@ namespace Entity
public ProgressBarPrefab progressBarPrefab;
public Entity entity;
private bool _select = false;
public static Vector3 minimum=new(0.5f,0.5f,0.5f);
@ -110,14 +108,6 @@ namespace Entity
result.Add(("结束操控", EndControl));
else
result.Add(("手动操控", StartControl));
if (CameraControl.CameraControl.Instance.focusedEntity == entity)
{
result.Add(("取消跟随", ()=>CameraControl.CameraControl.Instance.focusedEntity=null));
}
else
{
result.Add(("视角跟随", ()=>CameraControl.CameraControl.Instance.focusedEntity=entity));
}
result.Add(("杀死", () => entity.Kill()));
result.Add(("变成笨蛋", BecomeDefault));
return result;
@ -126,19 +116,17 @@ namespace Entity
private void BecomeDefault()
{
entity.Kill();
Managers.EntityManage.Instance.GenerateDefaultEntity(entity.Position);
EntityManage.Instance.GenerateDefaultEntity(Program.Instance.FocusedDimensionId,entity.Position);
}
private void StartControl()
{
entity.PlayerControlled = true;
CameraControl.CameraControl.Instance.focusedEntity=entity;
}
private void EndControl()
{
entity.PlayerControlled = false;
CameraControl.CameraControl.Instance.focusedEntity=null;
}
}
}