(client) feat:实现右键菜单

This commit is contained in:
m0_75251201
2025-07-23 18:53:14 +08:00
parent 046ebe3cfe
commit ac278fba46
19 changed files with 1146 additions and 790 deletions

View File

@ -1,30 +1,46 @@
using System.Collections.Generic;
using System.Linq;
using Base;
using Prefab;
using UnityEngine;
namespace Managers
{
public class EntityManage:Utils.MonoSingleton<EntityManage>
public class EntityManage:Utils.MonoSingleton<EntityManage>,ITick
{
public Dictionary<string, List<EntityPrefab>> factionEntities = new();
public GameObject entityLevel;
public EntityPrefab entityPrefab;
void Update()
{
// 检测鼠标左键是否按下
if (Input.GetMouseButtonDown(0))
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition); // 获取从相机发出的射线
if (Physics.Raycast(ray, out var hit)) // 检测射线是否击中物体
public void Tick()
{
foreach (var faction in factionEntities)
{
List<EntityPrefab> entitiesToRemove = new List<EntityPrefab>();
foreach (var entityPrefab in faction.Value)
{
Debug.Log("点击了物体: " + hit.collider.gameObject.name);
if (entityPrefab.entity.IsDead)
{
entitiesToRemove.Add(entityPrefab);
}
else
{
ITick itike = entityPrefab.entity;
itike.Tick();
}
}
// 删除所有标记为死亡的实体
foreach (var entityToRemove in entitiesToRemove)
{
faction.Value.Remove(entityToRemove);
Destroy(entityToRemove.gameObject);
}
}
}
/// <summary>
/// 根据给定的PawnDef生成一个实体对象。
/// </summary>
@ -75,8 +91,6 @@ namespace Managers
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
Base.Clock.AddTick(entity.GetComponent<Entity.Entity>());
}
catch (System.Exception ex)
{