(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);