(client) feat:实现角色生成渲染树

This commit is contained in:
m0_75251201
2025-07-14 11:42:02 +08:00
parent 5aaf13e169
commit a07c4a2bc1
4 changed files with 115 additions and 2 deletions

View File

@ -479,6 +479,7 @@ Transform:
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -660,8 +661,9 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 1485465861}
- component: {fileID: 1485465862}
m_Layer: 0
m_Name: CatGirl
m_Name: Character
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -682,6 +684,18 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1485465862
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1485465860}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 757576bb4354ac54da09868e1be02eec, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
@ -691,3 +705,4 @@ SceneRoots:
- {fileID: 613797070}
- {fileID: 912467178}
- {fileID: 1485465861}
- {fileID: 1485465861}

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@ -0,0 +1,96 @@
using System;
using System.Linq;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : MonoBehaviour
{
private void Start()
{
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
}
public void Init(CharacterDef def)
{
if (def == null)
return;
GenerateDrawNode(def.GetDrawingOrder(Orientation.Down));
}
// 生成图片或动画节点
private void GenerateDrawNode(DrawingOrderDef def)
{
// 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
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 757576bb4354ac54da09868e1be02eec

View File

@ -7,7 +7,7 @@ namespace Test
public class TestDefine : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
void Awake()
{
Managers.DefineManager.Instance.Init();
Debug.Log(Managers.DefineManager.Instance);