(client):feat:添加对列表定义读取的支持,ui管理器将对没有键的窗口也进行统一管理

This commit is contained in:
m0_75251201
2025-07-20 15:21:21 +08:00
parent 2e74833a18
commit 9dcc67d710
77 changed files with 2158 additions and 3750 deletions

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using System.Collections.Generic;
using UnityEngine;
namespace Entity
{
public abstract class AIBase
{
public virtual bool Run(Entity target)
{
foreach (var aiBase in children)
{
if (aiBase.Run(target))
return true;
}
return false;
}
public List<AIBase> children=new();
}
public class ContinuousMove : AIBase
{
override public bool Run(Entity target)
{
target.gameObject.transform.position +=
Time.deltaTime * target.runtimeAttributes.moveSpeed * target.direction;
return true;
}
}
public class TrackPlayer : AIBase
{
}
}

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fileFormatVersion: 2
guid: 7dba424df1b6411f91925da8288cb91f
timeCreated: 1752983113

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using System;
using System.Linq;
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : MonoBehaviour
public class Character : Entity,ITick
{
private void Start()
public CharacterDef characterDef;
public GameObject body;
public void Init()
{
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
}
public void Init(CharacterDef def)
{
if (def == null)
if (characterDef == null)
return;
GenerateDrawNode(def.GetDrawingOrder(Orientation.Down));
}
// 生成图片或动画节点
private void GenerateDrawNode(DrawingOrderDef def)
public new void Tick()
{
// Debug.Log(def);
// 删除现有子节点
DeleteAllChildren();
// 生成根节点下的所有节点
foreach (var nodeDef in def.drawNodes) GenerateNode(nodeDef, transform); // 在当前节点下生成
}
// 递归生成节点
private void GenerateNode(DrawNodeDef nodeDef, Transform parent)
{
// Debug.Log(nodeDef.nodeName);
// 创建新的 GameObject 表示节点
var nodeObject = new GameObject(nodeDef.nodeName);
// 设置父节点
nodeObject.transform.SetParent(parent, false);
// 根据节点类型生成不同的内容
switch (nodeDef.drawNodeType)
{
case DrawNodeType.Image:
CreateImageNode(nodeObject);
break;
case DrawNodeType.Animation:
CreateAnimationNode(nodeObject);
break;
default:
Debug.LogWarning($"Unsupported node type: {nodeDef.drawNodeType}");
break;
}
// 递归生成子节点
if (nodeDef.children != null && nodeDef.children.Count > 0)
foreach (var childNodeDef in nodeDef.children)
GenerateNode(childNodeDef, nodeObject.transform); // 在当前节点下生成子节点
}
// 创建图片节点
private void CreateImageNode(GameObject nodeObject)
{
// 添加 SpriteRenderer 组件表示图片
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
spriteRenderer.sprite = Resources.Load<Sprite>("DefaultImage"); // 加载默认图片
spriteRenderer.color = Color.white; // 设置默认颜色
}
// 创建动画节点
private void CreateAnimationNode(GameObject nodeObject)
{
// 添加 Animator 组件表示动画
var animator = nodeObject.AddComponent<Animator>();
animator.runtimeAnimatorController =
Resources.Load<RuntimeAnimatorController>("DefaultAnimation"); // 加载默认动画控制器
}
private void DeleteAllChildren()
{
// 获取当前对象的 Transform
var parentTransform = transform;
// 删除所有子对象
foreach (Transform child in parentTransform) Destroy(child.gameObject); // 使用 Destroy 方法删除子对象
base.Tick();
}
}
}

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using System.Collections.Generic;
using Base;
using UnityEngine;
namespace Entity
{
public abstract class Entity:MonoBehaviour,ITick
{
public bool playerControlled = false;
public List<AIBase> aiTree=new();
public Data.AttributesDef runtimeAttributes;
public Vector3 direction;
public void Tick()
{
foreach (var aiBase in aiTree)
{
if (aiBase.Run(this))
break;
}
}
public virtual void TryAttck()
{
}
public virtual void OnHit(Entity from)
{
var hit = from.runtimeAttributes.attack - runtimeAttributes.defense;
if (hit < 0)
hit = from.runtimeAttributes.attack / 100;
runtimeAttributes.health -= hit;
}
}
}

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fileFormatVersion: 2
guid: fbde354e0bcc4409b3378ee9b698ddc0
timeCreated: 1752932072

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using UnityEngine;
namespace Entity
{
public class Outline:MonoBehaviour
{
public GameObject body;
public SpriteRenderer outlineRenderer;
public void Show()
{
var size = GetSize();
outlineRenderer.gameObject.SetActive(true);
outlineRenderer.size = size;
}
public void Hide()
{
outlineRenderer.gameObject.SetActive(false);
}
/// <summary>
/// 获取指定对象及其所有子对象组成的图像的大小。
/// </summary>
/// <returns>
/// 返回一个 Vector3 对象,表示对象在世界空间中的总大小(宽度、高度、深度)。
/// 如果没有找到任何渲染器,则返回 (-1, -1, -1) 表示无效大小。
/// </returns>
public Vector3 GetSize()
{
var renderers = body.GetComponentsInChildren<Renderer>();
if (renderers.Length == 0)
{
return new(-1,-1);
}
var totalBounds = renderers[0].bounds;
for (var i = 1; i < renderers.Length; i++)
{
totalBounds.Encapsulate(renderers[i].bounds);
}
var size = totalBounds.size;
return size;
}
}
}

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fileFormatVersion: 2
guid: acf99b9aa18d4ab9b4ce796d513d476b