(client) feat:实现角色生成渲染树
This commit is contained in:
@ -479,6 +479,7 @@ Transform:
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serializedVersion: 2
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children: []
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@ -660,8 +661,9 @@ GameObject:
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serializedVersion: 6
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serializedVersion: 6
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m_Component:
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m_Component:
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- component: {fileID: 1485465861}
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- component: {fileID: 1485465861}
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- component: {fileID: 1485465862}
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m_Layer: 0
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m_Layer: 0
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m_Name: CatGirl
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m_Name: Character
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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@ -682,6 +684,18 @@ Transform:
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1485465862
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1485465860}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 757576bb4354ac54da09868e1be02eec, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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SceneRoots:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -691,3 +705,4 @@ SceneRoots:
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- {fileID: 613797070}
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- {fileID: 613797070}
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- {fileID: 912467178}
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- {fileID: 912467178}
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- {fileID: 1485465861}
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- {fileID: 1485465861}
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- {fileID: 1485465861}
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96
Client/Assets/Scripts/Entity/Character.cs
Normal file
96
Client/Assets/Scripts/Entity/Character.cs
Normal file
@ -0,0 +1,96 @@
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using System;
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using System.Linq;
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using Data;
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using UnityEngine;
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namespace Entity
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{
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public class Character : MonoBehaviour
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{
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private void Start()
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{
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if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
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{
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GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
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}
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}
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public void Init(CharacterDef def)
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{
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if (def == null)
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return;
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GenerateDrawNode(def.GetDrawingOrder(Orientation.Down));
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}
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// 生成图片或动画节点
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private void GenerateDrawNode(DrawingOrderDef def)
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{
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// Debug.Log(def);
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// 删除现有子节点
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DeleteAllChildren();
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// 生成根节点下的所有节点
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foreach (var nodeDef in def.drawNodes) GenerateNode(nodeDef, transform); // 在当前节点下生成
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}
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// 递归生成节点
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private void GenerateNode(DrawNodeDef nodeDef, Transform parent)
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{
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// Debug.Log(nodeDef.nodeName);
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// 创建新的 GameObject 表示节点
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var nodeObject = new GameObject(nodeDef.nodeName);
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// 设置父节点
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nodeObject.transform.SetParent(parent, false);
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// 根据节点类型生成不同的内容
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switch (nodeDef.drawNodeType)
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{
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case DrawNodeType.Image:
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CreateImageNode(nodeObject);
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break;
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case DrawNodeType.Animation:
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CreateAnimationNode(nodeObject);
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break;
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default:
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Debug.LogWarning($"Unsupported node type: {nodeDef.drawNodeType}");
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break;
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}
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// 递归生成子节点
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if (nodeDef.children != null && nodeDef.children.Count > 0)
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foreach (var childNodeDef in nodeDef.children)
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GenerateNode(childNodeDef, nodeObject.transform); // 在当前节点下生成子节点
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}
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// 创建图片节点
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private void CreateImageNode(GameObject nodeObject)
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{
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// 添加 SpriteRenderer 组件表示图片
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var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
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spriteRenderer.sprite = Resources.Load<Sprite>("DefaultImage"); // 加载默认图片
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spriteRenderer.color = Color.white; // 设置默认颜色
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}
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// 创建动画节点
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private void CreateAnimationNode(GameObject nodeObject)
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{
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// 添加 Animator 组件表示动画
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var animator = nodeObject.AddComponent<Animator>();
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animator.runtimeAnimatorController =
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Resources.Load<RuntimeAnimatorController>("DefaultAnimation"); // 加载默认动画控制器
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}
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private void DeleteAllChildren()
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{
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// 获取当前对象的 Transform
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var parentTransform = transform;
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// 删除所有子对象
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foreach (Transform child in parentTransform) Destroy(child.gameObject); // 使用 Destroy 方法删除子对象
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}
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}
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}
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2
Client/Assets/Scripts/Entity/Character.cs.meta
Normal file
2
Client/Assets/Scripts/Entity/Character.cs.meta
Normal file
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 757576bb4354ac54da09868e1be02eec
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@ -7,7 +7,7 @@ namespace Test
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public class TestDefine : MonoBehaviour
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public class TestDefine : MonoBehaviour
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{
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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void Awake()
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{
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{
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Managers.DefineManager.Instance.Init();
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Managers.DefineManager.Instance.Init();
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Debug.Log(Managers.DefineManager.Instance);
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Debug.Log(Managers.DefineManager.Instance);
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