(client) feat:右键菜单全局与UI分离,Building生成支持,双层地图重写

This commit is contained in:
m0_75251201
2025-08-11 12:45:52 +08:00
parent 670f778eee
commit 9922f06990
30 changed files with 1060 additions and 1986 deletions

View File

@ -13,6 +13,8 @@ namespace Managers
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public GameObject buildingLevel;
public EntityPrefab buildingPrefab;
public EntityPrefab defaultEntityPrefab;
public List<EntityPrefab> FindEntitiesByFaction(string factionKey)
@ -63,7 +65,7 @@ namespace Managers
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
{
// 检查 entityPrefab 是否为空
if (entityPrefab == null)
if (!entityPrefab)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
@ -89,7 +91,7 @@ namespace Managers
var entityComponent = instantiatedEntity.GetComponent<EntityPrefab>();
// 检查 EntityPrefab 组件是否存在
if (entityComponent == null)
if (!entityComponent)
{
throw new InvalidOperationException($"Error: EntityPrefab component not found on the instantiated object: {instantiatedEntity.name}");
}
@ -108,7 +110,7 @@ namespace Managers
catch (System.Exception ex)
{
// 如果有已实例化的对象,则销毁它
if (instantiatedEntity != null)
if (instantiatedEntity)
{
Destroy(instantiatedEntity); // 删除已创建的对象
}
@ -121,6 +123,67 @@ namespace Managers
}
}
public void GenerateBuildingEntity(Data.BuildingDef buildingDef, Vector3Int pos)
{
// 检查 entityPrefab 是否为空
if (!entityPrefab)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
// 检查 pawnDef 是否为空
if (buildingDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
GenerateDefaultEntity(pos);
return;
}
GameObject instantiatedEntity = null; // 用于跟踪已实例化的对象
try
{
// 实例化实体对象
instantiatedEntity = Instantiate(buildingPrefab.gameObject, pos, Quaternion.identity, buildingLevel.transform);
// 获取 EntityPrefab 组件
var entityComponent = instantiatedEntity.GetComponent<EntityPrefab>();
// 检查 EntityPrefab 组件是否存在
if (!entityComponent)
{
throw new InvalidOperationException($"Error: EntityPrefab component not found on the instantiated object: {instantiatedEntity.name}");
}
// 初始化实体组件
entityComponent.Init(buildingDef);
// 确保派系键存在,并初始化对应的列表
var factionKey = buildingDef.attributes.label ?? "default"; // 使用 null 合并运算符简化代码
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
}
catch (System.Exception ex)
{
// 如果有已实例化的对象,则销毁它
if (instantiatedEntity)
{
Destroy(instantiatedEntity); // 删除已创建的对象
}
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}\nStack Trace: {ex.StackTrace}");
// 调用默认生成方法
GenerateDefaultEntity(pos);
}
}
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(defaultEntityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);

View File

@ -5,30 +5,57 @@ using UnityEngine.Tilemaps;
namespace Managers
{
public class TileManager:Utils.Singleton<TileManager>
/// <summary>
/// 瓦片管理器,用于加载、初始化和管理瓦片资源。
/// </summary>
public class TileManager : Utils.Singleton<TileManager>
{
public Dictionary<string,TileBase> tileBaseMapping = new();
/// <summary>
/// 存储瓦片名称与瓦片对象的映射关系。
/// </summary>
public Dictionary<string, TileBase> tileBaseMapping = new();
/// <summary>
/// 存储瓦片索引与瓦片对象的映射关系。
/// 索引由四个整数组成,表示瓦片的组合方式。
/// </summary>
public Dictionary<(int, int, int, int), TileBase> tileToTileBaseMapping = new();
/// <summary>
/// 存储瓦片名称与唯一 ID 的映射关系。
/// </summary>
public Dictionary<string, int> tileID = new();
/// <summary>
/// 初始化瓦片管理器。
/// 加载所有瓦片定义、纹理映射表,并生成对应的瓦片对象。
/// </summary>
public void Init()
{
if (tileToTileBaseMapping.Count > 0)
return;
// 初始化图像包管理器
Managers.PackagesImageManager.Instance.Init();
var imagePack = Managers.PackagesImageManager.Instance;
// 获取所有瓦片定义
var tileType = Managers.DefineManager.Instance.QueryDefinesByType<TileDef>();
for (var i = 0; i < tileType.Length; i++)
{
tileID.Add(tileType[i].name, i);
}
var tileTextureMappingDef=Managers.DefineManager.Instance.QueryDefinesByType<TileMappingTableDef>();
// 处理瓦片纹理映射表定义
var tileTextureMappingDef = Managers.DefineManager.Instance.QueryDefinesByType<TileMappingTableDef>();
foreach (var mappingTableDef in tileTextureMappingDef)
{
foreach (var keyVal in mappingTableDef.tileDict)
{
var key = keyVal.Key;
var val = keyVal.Value;
// 检查键值格式是否合法
var parts = key.Split('_');
if (parts.Length != 4)
{
@ -37,6 +64,7 @@ namespace Managers
continue;
}
// 检查键值中是否存在未定义的瓦片名称
if (!(tileID.TryGetValue(parts[0], out var k1) &&
tileID.TryGetValue(parts[1], out var k2) &&
tileID.TryGetValue(parts[2], out var k3) &&
@ -47,7 +75,8 @@ namespace Managers
continue;
}
var sprite = imagePack.GetSprite(mappingTableDef.packID,val);
// 获取对应精灵
var sprite = imagePack.GetSprite(mappingTableDef.packID, val);
if (sprite == null)
{
var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
@ -55,6 +84,7 @@ namespace Managers
continue;
}
// 检查是否存在重复索引
if (tileToTileBaseMapping.ContainsKey((k1, k2, k3, k4)))
{
var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
@ -62,6 +92,7 @@ namespace Managers
continue;
}
// 加载瓦片并存储到映射表中
var tile = LoadTile(sprite);
tileToTileBaseMapping[(k1, k2, k3, k4)] = tile;
tileBaseMapping[val] = tile;
@ -69,18 +100,28 @@ namespace Managers
}
}
/// <summary>
/// 重新加载瓦片管理器。
/// 清空当前的瓦片映射表并重新初始化。
/// </summary>
public void Reload()
{
tileToTileBaseMapping.Clear();
Init();
}
public TileBase LoadTile(Sprite sprite)
/// <summary>
/// 将精灵加载为瓦片对象。
/// </summary>
/// <param name="sprite">要加载的精灵。</param>
/// <param name="colliderType">瓦片的碰撞体类型,默认为 None。</param>
/// <returns>返回加载成功的瓦片对象。</returns>
public TileBase LoadTile(Sprite sprite, Tile.ColliderType colliderType = Tile.ColliderType.None)
{
var newTile = ScriptableObject.CreateInstance<Tile>();
newTile.sprite = sprite;
newTile.color = Color.white;
newTile.colliderType = Tile.ColliderType.Sprite;
newTile.color = Color.white;
newTile.colliderType = colliderType;
return newTile;
}
}