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BaseMeshEffect - { - [SerializeField] // 序列化字段,可在Inspector中编辑 - private Dir dir = Dir.Vertical; // 渐变方向,默认垂直 - - [SerializeField] - public Color32 color1 = Color.white; // 渐变起始颜色,默认白色 - - [SerializeField] - public Color32 color2 = Color.white; // 渐变结束颜色,默认白色 - - [SerializeField] - private float range = 0f; // 渐变范围,控制颜色的过渡区域,默认无范围(完全渐变) - - [SerializeField] - private bool isFlip = false; // 是否翻转渐变方向,默认不翻转 - - - public void Refresh() - { - graphic.SetVerticesDirty(); - } - - // 重写ModifyMesh方法,用于修改UI元素的网格 - public override void ModifyMesh(VertexHelper vh) - { - if (!IsActive()) // 如果组件未激活,则不执行后续操作 - { - return; - } - var count = vh.currentVertCount; // 获取当前顶点数量 - if (count > 0) // 如果有顶点,则进行处理 - { - var vertices = new List(); // 创建顶点列表 - - // 遍历所有顶点并添加到列表中 - for (var i = 0; i < count; i++) - { - var uIVertex = new UIVertex(); - vh.PopulateUIVertex(ref uIVertex, i); // 填充顶点信息 - vertices.Add(uIVertex); - } - - // 根据渐变方向调用相应的绘制方法 - switch (dir) - { - case Dir.Horizontal: - DrawHorizontal(vh, vertices, count); - break; - case Dir.Vertical: - DrawVertical(vh, vertices, count); - break; - default: - throw new ArgumentOutOfRangeException(); - } - } - } - - // 绘制垂直方向的渐变 - private void DrawVertical(VertexHelper vh, List vertices, int count) - { - // 初始化顶部和底部Y坐标 - var topY = vertices[0].position.y; - var bottomY = vertices[0].position.y; - - // 遍历所有顶点,找到最高和最低的Y坐标 - for (var i = 0; i < count; i++) - { - var y = vertices[i].position.y; - if (y > topY) topY = y; - else if (y < bottomY) bottomY = y; - } - - var height = topY - bottomY; // 计算高度差 - - // 遍历所有顶点,设置颜色渐变 - for (var i = 0; i < count; i++) - { - var vertex = vertices[i]; - Color32 color = Color.white; - - // 根据是否翻转,计算当前顶点的颜色 - if (isFlip) - { - color = Color32.Lerp(color2, color1, 1 - (vertex.position.y - bottomY) / height * (1f - range)); - } - else - { - color = Color32.Lerp(color2, color1, (vertex.position.y - bottomY) / height * (1f - range)); - } - - vertex.color = color; // 设置顶点颜色 - vh.SetUIVertex(vertex, i); // 更新网格中的顶点 - } - } - - // 绘制水平方向的渐变 - private void DrawHorizontal(VertexHelper vh, List vertices, int count) - { - // 注意:这里应该是找到最左和最右的X坐标,注释中存在笔误 - var leftX = vertices[0].position.x; - var rightX = vertices[0].position.x; - - // 遍历所有顶点,找到最左和最右的X坐标 - for (var i = 0; i < count; i++) - { - var x = vertices[i].position.x; - if (x > rightX) rightX = x; - else if (x < leftX) leftX = x; - } - - var width = rightX - leftX; // 计算宽度差 - - // 遍历所有顶点,设置颜色渐变 - for (var i = 0; i < count; i++) - { - var vertex = vertices[i]; - Color32 color = Color.white; - - // 根据是否翻转,计算当前顶点的颜色 - if (isFlip) - { - color = Color32.Lerp(color2, color1, 1 - (vertex.position.x - leftX) / width * (1f - range)); - } - else - { - color = Color32.Lerp(color2, color1, (vertex.position.x - leftX) / width * (1f - range)); - } - - vertex.color = color; // 设置顶点颜色 - vh.SetUIVertex(vertex, i); // 更新网格中的顶点 - } - } - } -} diff --git a/Client/Assets/Scripts/Base/Launcher.cs b/Client/Assets/Scripts/Base/Launcher.cs index dea63b0..1dcc374 100644 --- a/Client/Assets/Scripts/Base/Launcher.cs +++ b/Client/Assets/Scripts/Base/Launcher.cs @@ -2,7 +2,8 @@ using System.Collections; using System.Collections.Generic; // 提供List等通用集合类型 using Logging; // 提供日志记录功能 using Managers; // 提供管理器接口和实现 -using TMPro; // TextMeshPro文本组件命名空间 +using TMPro; +using UI; // TextMeshPro文本组件命名空间 using UnityEngine; // Unity引擎核心命名空间 using UnityEngine.SceneManagement; // 场景管理命名空间 diff --git a/Client/Assets/Scripts/Entity/Bullet.cs b/Client/Assets/Scripts/Entity/Bullet.cs index 9531ab2..6398e5e 100644 --- a/Client/Assets/Scripts/Entity/Bullet.cs +++ b/Client/Assets/Scripts/Entity/Bullet.cs @@ -15,6 +15,11 @@ namespace Entity { bulletSource = source; attributes.attack = source.attributes.attack; + var weapon = source.GetCurrentWeapon(); + if (weapon != null) + { + lifeTime = weapon.Attributes.attackRange / attributes.moveSpeed; + } } public override void SetTarget(Vector3 pos) diff --git a/Client/Assets/Scripts/UI/ColorBar.cs b/Client/Assets/Scripts/UI/ColorBar.cs new file mode 100644 index 0000000..0fefea8 --- /dev/null +++ b/Client/Assets/Scripts/UI/ColorBar.cs @@ -0,0 +1,166 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace UI +{ + // 自定义梯度效果类,继承自BaseMeshEffect + public class ColorBar : BaseMeshEffect + { + [SerializeField, Range(0f, 360f)] // 使用Range特性,让角度在Inspector中更直观 + private float angle = 0f; // 渐变角度 (0-360度),0度为水平向右,90度为水平向上 + + [SerializeField] + public Color32 color1 = Color.white; // 渐变起始颜色,默认白色 + + [SerializeField] + public Color32 color2 = Color.white; // 渐变结束颜色,默认白色 + + [SerializeField, Range(0f, 1f)] // 限制范围在0到1之间,0表示全渐变,1表示无渐变(所有颜色为color2) + private float range = 0f; // 渐变范围。此值用于缩短渐变覆盖的距离,0表示渐变覆盖所有范围,1表示所有像素都显示color2。 + + [SerializeField] + private bool isFlip = false; // 是否翻转渐变方向,默认不翻转,影响color1和color2的分布 + + // 缓存Graphic组件引用,避免GetComponent频繁调用 + private Graphic m_Graphic; + public Graphic graphic + { + get + { + if (m_Graphic == null) + { + m_Graphic = GetComponent(); + } + return m_Graphic; + } + } + + // 当在Inspector中修改参数时,刷新UI + protected override void OnValidate() + { + base.OnValidate(); + Refresh(); // 刷新网格 + } + + public void Refresh() + { + if (graphic != null) + { + graphic.SetVerticesDirty(); + } + } + + // 重写ModifyMesh方法,用于修改UI元素的网格 + public override void ModifyMesh(VertexHelper vh) + { + if (!IsActive() || vh.currentVertCount == 0) // 如果组件未激活 或 没有顶点,则不执行后续操作 + { + return; + } + + var vertices = new List(); // 创建顶点列表 + // 遍历所有顶点并添加到列表中 + for (var i = 0; i < vh.currentVertCount; i++) + { + var uIVertex = new UIVertex(); + vh.PopulateUIVertex(ref uIVertex, i); // 填充顶点信息 + vertices.Add(uIVertex); + } + + // 计算渐变方向向量 + Vector2 gradientDir = AngleToVector2(angle); + + // 计算所有顶点在此方向上的最小和最大投影值 + float minProjection = float.MaxValue; + float maxProjection = float.MinValue; + + for (var i = 0; i < vh.currentVertCount; i++) + { + // 注意:UIVertex.position 是 Vector3,但对于UI渐变通常只关心在Canvas 2D平面上的投影 + // 这里我们使用x,y分量进行点积,以获得在渐变方向上的相对“深度”或“进度” + Vector2 vertexPos2D = vertices[i].position; + float projection = Vector2.Dot(vertexPos2D, gradientDir); + + if (projection < minProjection) minProjection = projection; + if (projection > maxProjection) maxProjection = projection; + } + + // 如果所有顶点投影相同(例如,只有一个点,或所有点在这个渐变方向上是平齐的),则没有渐变范围 + if (Mathf.Approximately(maxProjection, minProjection)) + { + // 在这种情况下,所有顶点颜色应相同。为了与range=1时的行为一致,设置为color2。 + for (var i = 0; i < vh.currentVertCount; i++) + { + var vertex = vertices[i]; + vertex.color = color2; + vh.SetUIVertex(vertex, i); + } + return; + } + + // 计算渐变范围的实际有效长度。 + // 原始代码中的 (1f - range) 乘法意味着 range=0 时渐变覆盖100%,range=1 时覆盖0%。 + // 它的效果是“压缩”渐变区域,使得渐变在UI元素的一端更早地达到color1。 + // 例如,如果 range = 0.5,那么渐变只覆盖了总长度的一半。 + float totalProjectionRange = maxProjection - minProjection; + float effectiveGradientLength = totalProjectionRange * (1f - range); + + for (var i = 0; i < vh.currentVertCount; i++) + { + var vertex = vertices[i]; + Vector2 vertexPos2D = vertex.position; + float projection = Vector2.Dot(vertexPos2D, gradientDir); + + float t; // 归一化的插值因子 [0, 1] + + // 计算归一化的插值因子 + // 如果 effectiveGradientLength 为0 (即 range=1),t 将是0,表示始终取 color2。 + if (Mathf.Approximately(effectiveGradientLength, 0f)) + { + t = 0f; // 渐变长度为0,所有顶点颜色都将是 color2 (在Lerp前) + } + else + { + // 将顶点投影值映射到 [0, 1] 范围,考虑到有效渐变长度 + // 此时 t 可能超出 [0,1],例如,当 projection - minProjection > effectiveGradientLength 时, + // 这通常发生在 range > 0 的情况下,超出的部分会被钳制,使其颜色保持在 color1。 + t = (projection - minProjection) / effectiveGradientLength; + t = Mathf.Clamp01(t); // 钳制以确保插值因子在有效范围内 + } + + // 根据 isFlip 调整插值因子 + // 如果 isFlip 为 true,则 color1 变为渐变起点,color2 变为渐变终点 + // 例如,t=0变为t=1,t=1变为t=0。 + if (isFlip) + { + t = 1f - t; + } + + // 使用Lerp进行颜色插值 + // Color32.Lerp(a, b, t) 表示当 t=0 时取 a,t=1 时取 b。 + // 此时,t=0 对应 minProjection 处,t=1 对应 maxProjection 处 (考虑effectiveGradientLength和isFlip)。 + vertex.color = Color32.Lerp(color2, color1, t); + vh.SetUIVertex(vertex, i); // 更新网格中的顶点 + } + } + + /// + /// 将角度转换为归一化的Vector2方向。 + /// 0度:(1, 0) - 右 + /// 90度:(0, 1) - 上 + /// 180度:(-1, 0) - 左 + /// 270度:(0, -1) - 下 + /// + /// 角度,单位为度。 + /// 归一化的Vector2方向。 + private Vector2 AngleToVector2(float angleDegrees) + { + // 将角度转换为弧度 + float angleRadians = angleDegrees * Mathf.Deg2Rad; + // 计算X和Y分量 + return new Vector2(Mathf.Cos(angleRadians), Mathf.Sin(angleRadians)); + } + } +} diff --git a/Client/Assets/Scripts/Base/GradientColor.cs.meta b/Client/Assets/Scripts/UI/ColorBar.cs.meta similarity index 100% rename from Client/Assets/Scripts/Base/GradientColor.cs.meta rename to Client/Assets/Scripts/UI/ColorBar.cs.meta diff --git a/Client/Assets/Scripts/UI/SkillNodeEnterLineUI.cs b/Client/Assets/Scripts/UI/SkillNodeEnterLineUI.cs new file mode 100644 index 0000000..66239b4 --- /dev/null +++ b/Client/Assets/Scripts/UI/SkillNodeEnterLineUI.cs @@ -0,0 +1,111 @@ +using UnityEngine; + +namespace UI +{ + public class SkillNodeEnterLineUI : MonoBehaviour + { + [SerializeField] private SkillNodeLinkLineUI skillNodeLinkLineUIPrefab; + + private const float MIN_VERTICAL_SPACING = 12.9447f; // 每条连接线的最小垂直间距 + private const float UPWARD_OFFSET_FROM_BASE = 0f; // 整体结束点相对于参照点的向上偏移量 + + /// + /// 初始化连接线。根据传入的起始点数组创建多条连接线, + /// 这些线的结束点将围绕 transform.position - new Vector3(6,0) 并在其基础上向上偏移5, + /// 纵向均匀排列,至少间距12。 + /// 在每次调用前,会清空所有旧的连接线以避免累积。 + /// + /// 要连接的线起始点数组。 + /// 所有连接线的结束点所占据的最小总高度。 + public float Init(Vector2[] startPoints) + { + // 清空所有旧的连接线,避免重复调用时线累积。 + // 从后往前遍历子对象,因为销毁子对象会改变子对象列表的索引。 + for (var i = transform.childCount - 1; i >= 0; i--) + { + // 获取当前子对象。 + var child = transform.GetChild(i); + // 仅销毁SkillNodeLinkLineUI类型的子对象实例,避免意外删除其他非连接线的子对象。 + if (child != null && child.GetComponent() != null) + { + Destroy(child.gameObject); + } + } + + // 预制体加载检查:确保在执行任何操作之前,预制体已经加载。 + // 优先使用Inspector赋值,如果 skillNodeLinkLineUIPrefab 为 null,则尝试从 Resources 文件夹加载作为备用方案。 + if (skillNodeLinkLineUIPrefab == null) + { + // 从Resources加载预制体。 + skillNodeLinkLineUIPrefab = Resources.Load("Prefab/SkillTree/linkLine"); + if (skillNodeLinkLineUIPrefab == null) + { + // 打印错误日志(已本地化为中文)。 + Debug.LogError( + "初始化失败:SkillNodeLinkLineUI 预制体未在 Prefab/SkillTree/linkLine 路径找到。请检查路径,确保预制体存在,或直接在 Inspector 中赋值。"); + return 0f; // 预制体缺失,返回0高度。 + } + } + + // 获取起始点的数量。 + var numLines = startPoints.Length; + if (numLines == 0) + { + // 没有起始点,不需要绘制连接线,返回0高度。 + // 此时,清理旧连接线的逻辑已经执行,确保了没有残留的线。 + return 0f; + } + + // 计算所有连接线共享的基准结束点X坐标。 + // 这是所有连接线结束点集合的垂直居中轴线。 + var commonEndPointX = transform.position.x - 6f; + // 计算所有连接线结束点集合的实际垂直中心Y坐标。 + // 根据需求 "有多个点时向上偏移5",这个偏移量应用于整个结束点集合的中心。 + var effectiveCenterY = transform.position.y + UPWARD_OFFSET_FROM_BASE; + // 初始化所有线结束点所占据的总垂直跨度。 + var requiredHeight = 0f; + + if (numLines == 1) + { + // 只有一个起始点时,其结束点直接放在计算出的有效中心Y坐标上。 + var endPoint = new Vector2(commonEndPointX, effectiveCenterY); + + // 实例化连接线预制体并设置为当前对象的子对象。 + var line = Instantiate(skillNodeLinkLineUIPrefab, transform); + // 设置连接线的起始点和结束点。 + line.SetConnectionPoints(startPoints[0], endPoint); + + // 只有一个点时,垂直高度可以认为是0,因为它不形成一个跨越多个点的“总高度”。 + // 这里返回0f符合“所有连接线的结束点所占据的最小总高度”的定义语义。 + requiredHeight = 0f; + } + else // numLines > 1 + { + // 计算所有连接线结束点所占据的总垂直跨度(从最顶端到最底端)。 + // 这是从最上面一条线的结束点Y到最下面一条线的结束点Y的距离。 + requiredHeight = (numLines - 1) * MIN_VERTICAL_SPACING; + // 计算最上面一条线的结束点Y坐标。 + // effectiveCenterY 是所有线的垂直中心,从这个中心向上偏移 requiredHeight / 2 即可得到最顶端的Y。 + var currentEndPointY = effectiveCenterY + (requiredHeight / 2f); + + // 遍历起始点数组,创建并设置每条连接线。 + for (var i = 0; i < numLines; i++) + { + // 为当前连接线确定结束点坐标。 + var endPoint = new Vector2(commonEndPointX, currentEndPointY); + + // 实例化连接线预制体。 + var line = Instantiate(skillNodeLinkLineUIPrefab, transform); + // 设置连接线的起始点和结束点。 + line.SetConnectionPoints(startPoints[i], endPoint); + + // 为下一条线计算其结束点Y坐标(向下移动一个最小间距)。 + currentEndPointY -= MIN_VERTICAL_SPACING; + } + } + + // 返回所有连接线的结束点所占据的最小总高度。 + return requiredHeight; + } + } +} diff --git a/Client/Assets/Scripts/UI/SkillNodeEnterLineUI.cs.meta b/Client/Assets/Scripts/UI/SkillNodeEnterLineUI.cs.meta new file mode 100644 index 0000000..f36fb4e --- /dev/null +++ b/Client/Assets/Scripts/UI/SkillNodeEnterLineUI.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4d15100cc2164e78bfaaef16efd7825a +timeCreated: 1757469894 \ No newline at end of file diff --git a/Client/Assets/Scripts/UI/SkillNodeLinkLineUI.cs b/Client/Assets/Scripts/UI/SkillNodeLinkLineUI.cs new file mode 100644 index 0000000..8e50589 --- /dev/null +++ b/Client/Assets/Scripts/UI/SkillNodeLinkLineUI.cs @@ -0,0 +1,121 @@ +using UnityEngine; + +namespace UI +{ + /// + /// 技能节点连接线UI组件。 + /// 该组件用于管理贝塞尔曲线的生成和显示,连接两个技能节点或其他UI元素。 + /// 它通过控制贝塞尔曲线生成器的参数,实现UI元素之间的视觉连接。 + /// + // 确保当前GameObject拥有RectTransform组件,因为这是一个UI组件,其布局和定位依赖于它。 + [RequireComponent(typeof(RectTransform))] + public class SkillNodeLinkLineUI : MonoBehaviour + { + // 引用UILineRenderer组件,用于实际绘制曲线。 + public UILineRenderer line; + // 引用UIBezierCurveGenerator组件,负责根据控制点计算贝塞尔曲线的几何点。 + public UIBezierCurveGenerator curveGenerator; + // 曲线起始点关联的UI元素,例如:箭头的头部或起始连接点标识。 + public GameObject lineHead; + // 曲线结束点关联的UI元素,例如:箭头的尾部或结束连接点标识。 + public GameObject lineTail; + + // 当前GameObject的RectTransform组件,方便在代码中直接访问和操作。 + // [HideInInspector] 确保该字段在Inspector面板中不可见,通常因为它会被自动赋值。 + [HideInInspector] public RectTransform rectTransform; + + /// + /// 当脚本实例被启用时,或者首次加载时调用。 + /// 用于初始化和检查必要的组件。 + /// + private void Awake() + { + // 获取当前GameObject的RectTransform组件。 + rectTransform = GetComponent(); + + // 检查贝塞尔曲线生成器是否已赋值。 + if (curveGenerator == null) + { + Debug.LogError("UIBezierCurveGenerator未赋值给SkillNodeLinkLineUI!", this); + } + // 检查UILineRenderer是否已赋值。 + // 注意:UILineRenderer通常由UIBezierCurveGenerator管理,但此处也进行一个警告检查。 + if (line == null) + { + Debug.LogWarning("UILineRenderer未赋值给SkillNodeLinkLineUI。它可能由UIBezierCurveGenerator自动处理,或需要手动赋值。", this); + } + } + + /// + /// 设置曲线的起始点和结束点,并更新贝塞尔曲线的生成以及线头线尾UI元素的位置。 + /// + /// 曲线起始点的世界坐标。 + /// 曲线结束点的世界坐标。 + public void SetConnectionPoints(Vector2 startWorldPos, Vector2 endWorldPos) + { + // 如果贝塞尔曲线生成器未赋值,则无法设置连接点。 + if (curveGenerator == null) + { + Debug.LogError("无法设置连接点:UIBezierCurveGenerator未赋值。", this); + return; + } + + // 1. 将世界坐标转换为 UIBezierCurveGenerator 的局部坐标。 + // 贝塞尔曲线生成器的控制点是相对于其自身RectTransform的局部坐标。 + // 因此,我们需要先获取curveGenerator所在GameObject的RectTransform,并进行坐标转换。 + var curveGeneratorRectTransform = curveGenerator.GetComponent(); + if (curveGeneratorRectTransform == null) + { + Debug.LogError("UIBezierCurveGenerator所在的GameObject没有RectTransform组件。", this); + return; + } + + // 将世界坐标转换为curveGeneratorRectTransform的局部坐标。 + Vector2 localStartPos = curveGeneratorRectTransform.InverseTransformPoint(startWorldPos); + Vector2 localEndPos = curveGeneratorRectTransform.InverseTransformPoint(endWorldPos); + + // 2. 计算贝塞尔曲线的水平偏移量,用于控制曲线的弯曲程度。 + var horizontalOffset = 100f; // 默认水平偏移量。 + + // 根据起始点和结束点X坐标的绝对差值来调整偏移量,使曲线在近距离时更平滑。 + var xDiff = Mathf.Abs(startWorldPos.x - endWorldPos.x); // 使用世界坐标计算X轴差值更直观。 + if (xDiff < 200f) + { + horizontalOffset = xDiff / 2f + 10f; // 在X轴差值较小时,减小偏移量。 + } + + // 3. 计算贝塞尔曲线的四个控制点 (P0, P1, P2, P3)。 + var p0 = localStartPos; // 贝塞尔曲线的起始点。 + var p3 = localEndPos; // 贝塞尔曲线的终止点。 + Vector2 p1, p2; // 贝塞尔曲线的两个控制点。 + + // 根据起始点和结束点X坐标的相对位置,确定控制点P1和P2的水平偏移方向، + // 以保证曲线的自然走向。 + if (localStartPos.x <= localEndPos.x) + { + // 如果曲线从左向右(或垂直),P1在P0右侧,P2在P3左侧。 + p1 = new Vector2(localStartPos.x + horizontalOffset, localStartPos.y); + p2 = new Vector2(localEndPos.x - horizontalOffset, localEndPos.y); + } + else + { + // 如果曲线从右向左,P1在P0左侧,P2在P3右侧。 + p1 = new Vector2(localStartPos.x - horizontalOffset, localStartPos.y); + p2 = new Vector2(localEndPos.x + horizontalOffset, localEndPos.y); + } + + // 4. 将计算出的控制点设置给 UIBezierCurveGenerator,使其生成新的曲线。 + curveGenerator.SetControlPoints(p0, p1, p2, p3); + + // 5. 将线头和线尾UI元素移动到对应的世界坐标位置,使其与曲线的起始和结束对齐。 + if (lineHead != null) + { + lineHead.transform.position = startWorldPos; // 将线头UI元素移动到起始点的世界坐标。 + } + if (lineTail != null) + { + lineTail.transform.position = endWorldPos; // 将线尾UI元素移动到结束点的世界坐标。 + } + } + } +} diff --git a/Client/Assets/Scripts/UI/SkillNodeLinkLineUI.cs.meta b/Client/Assets/Scripts/UI/SkillNodeLinkLineUI.cs.meta new file mode 100644 index 0000000..4e7e42d --- /dev/null +++ b/Client/Assets/Scripts/UI/SkillNodeLinkLineUI.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 04b3f5cbad874b31893c0d7e1de082b9 +timeCreated: 1757470314 \ No newline at end of file diff --git a/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs b/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs new file mode 100644 index 0000000..7853428 --- /dev/null +++ b/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs @@ -0,0 +1,196 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; // 引入 UnityEditor 命名空间 + +namespace UI +{ + [ExecuteInEditMode] // 允许脚本在编辑器模式下运行 + public class SkillTreeNodeUI : MonoBehaviour + { + public SkillNodeEnterLineUI skillNodeEnterLineUI; + + [Header("Editor Test Settings")] + public bool testModeActive = true; // 是否在编辑器模式下激活测试线的绘制 + [Range(0, 20)] // 限制线条数量在0到20之间,防止意外生成过多 + public int numberOfLinesToTest = 5; // 要生成多少条测试线 + public Vector2 initialStartPointOffset = new Vector2(-300, 100); // 初始点的偏移 + public Vector2 perLineOffset = new Vector2(0, -30); // 每条线之间的相对偏移 + + [Header("UI Node Settings")] + public float minNodeHeight = 70f; // UI节点的最小高度,即使没有线条也应保持此高度 + + private RectTransform _rectTransform; // 缓存自身的 RectTransform 组件 + + private void Awake() + { + _rectTransform = GetComponent(); + if (_rectTransform == null) + { + Debug.LogError("SkillTreeNodeUI requires a RectTransform component on this GameObject.", this); + } + } + + private void Start() + { + // 确保 _rectTransform 在 Play Mode 中也可用 + if (_rectTransform == null) + { + _rectTransform = GetComponent(); + } + + // 在Play Mode启动时执行初始化。对于运行时,testModeActive(作为一个“编辑器测试设置”)通常不应阻止线条绘制。 + // 因此,isEditorCall 参数传递 false。 + InitializeLines(false); + } + + // 当Inspector中的值发生改变或脚本被加载时调用 + private void OnValidate() + { + // 确保只在编辑器模式且非运行时执行 + if (!Application.isEditor || Application.isPlaying) + return; + + // 调用初始化方法。对于编辑器调用,isEditorCall 参数传递 true,这将使 testModeActive 生效。 + InitializeLines(true); + } + + /// + /// 根据当前设置初始化线条绘制。 + /// 可以从外部调用以刷新线条。 + /// + /// 如果为 true,表示是从编辑器上下文(如 OnValidate)调用,将尊重 testModeActive 设置。 + public void InitializeLines(bool isEditorCall) + { + if (_rectTransform == null) + { + _rectTransform = GetComponent(); + if (_rectTransform == null) + { + Debug.LogError("SkillTreeNodeUI requires a RectTransform component for initialization.", this); + ClearExistingLines(); // 即使缺少 RectTransform,也尝试清理避免残留 + SetRectTransformHeight(0f); // 尝试重置高度 + return; + } + } + + if (skillNodeEnterLineUI == null) + { + Debug.LogWarning("SkillNodeEnterLineUI reference is not set for initialization on " + gameObject.name + ". Cannot draw lines.", this); + ClearExistingLines(); + SetRectTransformHeight(0f); + return; + } + + ClearExistingLines(); // 始终在绘制新线前清理旧线 + + // 如果是编辑器调用且测试模式未激活,或者要绘制的线数为0,则不绘制新线并设置最小高度。 + // 当 isEditorCall 为 false (运行时调用) 时,会忽略 testModeActive 的状态。 + if ((isEditorCall && !testModeActive) || numberOfLinesToTest <= 0) + { + SetRectTransformHeight(0f); + return; + } + + // 根据 Inspector 中的参数生成 startPoints + var startPoints = new List(); + // 注意:transform.position 是世界坐标。对于UI,通常建议使用 RectTransform.anchoredPosition + // 或转换为 RectTransformUtility.ScreenPointToLocalPointInRectangle 的方式获取相对 Canvas 的本地坐标。 + // 但为保持与原有逻辑一致性,且假设 skillNodeEnterLineUI 内部能正确处理世界坐标,暂不修改。 + var currentPoint = (Vector2)transform.position + initialStartPointOffset; + startPoints.Add(currentPoint); + + for (var i = 1; i < numberOfLinesToTest; i++) + { + currentPoint += perLineOffset; // 使用相对偏移 + startPoints.Add(currentPoint); + } + + // 调用 Init 来创建线并获取所需的高度 + var requiredLineHeight = skillNodeEnterLineUI.Init(startPoints.ToArray()); + + // 立即设置 RectTransform 高度 + SetRectTransformHeight(requiredLineHeight); + } + + /// + /// 根据所需行高设置自身的RectTransform高度。 + /// 高度为 Max(requiredLineHeight + 40, minNodeHeight)。 + /// + /// SkillNodeEnterLineUI.Init方法返回的作为线终点区域的高度。 + private void SetRectTransformHeight(float requiredLineHeight) + { + if (_rectTransform == null) + { + Debug.LogWarning("RectTransform is null, cannot set height for " + transform.name + ".", this); + return; + } + + var currentWidth = _rectTransform.sizeDelta.x; // 保持宽度不变 + var currentHeight = _rectTransform.sizeDelta.y; + + // 计算线条所需的最小高度,加上40的额外填充 + var minNeededHeightWithPadding = requiredLineHeight + 40f; + + // 目标高度为:线条所需的最小高度与 RectTransform 当前高度中的较大值,同时不小于 minNodeHeight。 + // 这确保了RectTransform的高度只在需要时增加,且不会低于其当前的尺寸或设定的最小高度。 + var targetHeight = Mathf.Max(minNeededHeightWithPadding, minNodeHeight); + + // 只有当计算出的目标高度与当前高度存在显著差异时才进行更新,以避免不必要的UI刷新和场景脏化。 + // 使用一个小小的epsilon值进行浮点数比较,以应对精度问题。 + if (Mathf.Abs(currentHeight - targetHeight) > 0.1f) + { + _rectTransform.sizeDelta = new Vector2(currentWidth, targetHeight); + + // 在编辑器模式下,标记RectTransform为脏(dirty),确保修改被保存到场景中。 + // 仅当非Play Mode才需要SetDirty,且只对改变的组件。 + if (!Application.isPlaying) + { + EditorUtility.SetDirty(_rectTransform); + } + } + } + + /// + /// 清除 skillNodeEnterLineUI 下所有已存在的子对象(连接线)。 + /// 在编辑器模式下使用 EditorApplication.delayCall 延迟销毁,避免 OnValidate 的限制。 + /// 在Play Mode下使用 Destroy。 + /// + private void ClearExistingLines() + { + if (skillNodeEnterLineUI == null) return; + + var childrenToDestroy = new List(); + for (var i = skillNodeEnterLineUI.transform.childCount - 1; i >= 0; i--) + { + childrenToDestroy.Add(skillNodeEnterLineUI.transform.GetChild(i).gameObject); + } + + if (Application.isPlaying) + { + foreach (var child in childrenToDestroy) + { + Destroy(child); + } + } + else // 在编辑器模式下 + { + EditorApplication.delayCall += () => { + bool childrenWereDestroyed = false; // 增加一个标志,判断是否有子对象被实际销毁 + foreach (var child in childrenToDestroy) + { + if (child != null) + { + DestroyImmediate(child); + childrenWereDestroyed = true; + } + } + // 如果有子对象被销毁且 skillNodeEnterLineUI 仍然存在,则标记其为脏 + if (childrenWereDestroyed && skillNodeEnterLineUI != null) + { + EditorUtility.SetDirty(skillNodeEnterLineUI); // 标记 skillNodeEnterLineUI 组件为脏 + } + }; + } + } + } +} diff --git a/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs.meta b/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs.meta new file mode 100644 index 0000000..9ac00b0 --- /dev/null +++ b/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a0bd6744a131480d872dc07f318b561d +timeCreated: 1757469859 \ No newline at end of file diff --git a/Client/Assets/Scripts/UI/UIBezierCurveGenerator.cs b/Client/Assets/Scripts/UI/UIBezierCurveGenerator.cs index eb7d70b..bfb6bf7 100644 --- a/Client/Assets/Scripts/UI/UIBezierCurveGenerator.cs +++ b/Client/Assets/Scripts/UI/UIBezierCurveGenerator.cs @@ -2,147 +2,174 @@ using UnityEngine; namespace UI { - // 需要引用 UILineRenderer 组件 + /// + /// UI贝塞尔曲线生成器。 + /// 此组件用于生成和显示三次贝塞尔曲线,并将其点数据传递给UILineRenderer进行绘制。 + /// + // 确保当前GameObject上存在UILineRenderer组件,如果不存在则会自动添加。 [RequireComponent(typeof(UILineRenderer))] - // 允许在编辑器模式下实时更新,便于调试 + // 允许在编辑器模式下,当参数修改时实时更新曲线,便于调试和预览。 [ExecuteAlways] public class UIBezierCurveGenerator : MonoBehaviour { - // UILineRenderer 组件的引用 + // 对UILineRenderer组件的引用,用于绘制生成的贝塞尔曲线。 [SerializeField] public UILineRenderer lineRenderer; - // 控制点 - [Header("Bezier Control Points")] public Vector2 P0; // 起点 - public Vector2 P1; // 第一个控制点 - public Vector2 P2; // 第二个控制点 - public Vector2 P3; // 终点 + // 贝塞尔曲线的四个控制点。 + [Header("贝塞尔控制点")] + public Vector2 P0; // 曲线的起始点。 + public Vector2 P1; // 曲线的第一个控制点,影响曲线从P0开始的方向和曲率。 + public Vector2 P2; // 曲线的第二个控制点,影响曲线在接近P3时的方向和曲率。 + public Vector2 P3; // 曲线的终止点。 - [Header("Curve Settings")] [Range(5, 200)] // 限制段数范围,防止过低导致不平滑,过高导致性能问题 - public int segmentCount = 50; // 曲线的平滑度,即采样的线段数量 + // 曲线的设置参数。 + [Header("曲线设置")] + [Range(5, 200)] // 限制曲线段数的范围,确保曲线平滑度和性能之间的平衡。 + public int segmentCount = 50; // 用于近似曲线的线段数量,值越大曲线越平滑。 + /// + /// 当脚本实例被启用时,或者首次加载时调用。 + /// void Awake() { + // 初始化组件,获取UILineRenderer的引用。 Initialize(); } + /// + /// 当在编辑器中修改脚本的属性时调用。 + /// void OnValidate() { + // 初始化组件,获取UILineRenderer的引用。 Initialize(); + // 如果UILineRenderer组件有效,则在编辑器中实时重新生成曲线。 if (lineRenderer != null) { - GenerateCurvePoints(); // 在编辑器中修改参数时实时更新曲线 + GenerateCurvePoints(); } } /// - /// 初始化组件,获取 UILineRenderer 引用 + /// 初始化组件,获取 UILineRenderer 引用。 /// private void Initialize() { + // 如果UILineRenderer引用为空,则尝试获取组件。 if (lineRenderer == null) { lineRenderer = GetComponent(); + // 如果仍然无法获取UILineRenderer组件,则报错并禁用此组件。 if (lineRenderer == null) { - Debug.LogError("UILineRenderer component not found on this GameObject. Please add one.", this); - enabled = false; // 禁用此组件,防止空引用错误 + Debug.LogError("UILineRenderer组件未在此GameObject上找到,请添加一个。", this); + enabled = false; // 禁用此组件实例,以防止后续空引用错误。 } } } /// - /// 计算三次贝塞尔曲线上的点 - /// B(t) = (1-t)^3 * P0 + 3 * (1-t)^2 * t * P1 + 3 * (1-t) * t^2 * P2 + t^3 * P3 + /// 计算三次贝塞尔曲线上的特定点。 + /// 贝塞尔曲线公式: B(t) = (1-t)^3 * P0 + 3 * (1-t)^2 * t * P1 + 3 * (1-t) * t^2 * P2 + t^3 * P3 /// - /// 参数,范围 [0, 1] - /// 起点 - /// 第一个控制点 - /// 第二个控制点 - /// 终点 - /// 在参数 t 处的贝塞尔曲线上点 + /// 参数,表示曲线上的位置,范围 [0, 1]。 + /// 曲线的起始点。 + /// 曲线的第一个控制点。 + /// 曲线的第二个控制点。 + /// 曲线的终止点。 + /// 在参数 t 处的贝塞尔曲线上点的二维坐标。 private Vector2 CalculateBezierPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) { - float u = 1 - t; - float tt = t * t; - float uu = u * u; - float uuu = uu * u; - float ttt = tt * t; + var u = 1 - t; // 计算 (1-t) + var tt = t * t; // 计算 t的平方 + var uu = u * u; // 计算 (1-t)的平方 + var uuu = uu * u; // 计算 (1-t)的立方 + var ttt = tt * t; // 计算 t的立方 - Vector2 p = uuu * p0; // (1-t)^3 * P0 - p += 3 * uu * t * p1; // 3 * (1-t)^2 * t * P1 - p += 3 * u * tt * p2; // 3 * (1-t) * t^2 * P2 - p += ttt * p3; // t^3 * P3 + var p = uuu * p0; // 计算 (1-t)^3 * P0 + p += 3 * uu * t * p1; // 计算 3 * (1-t)^2 * t * P1 + p += 3 * u * tt * p2; // 计算 3 * (1-t) * t^2 * P2 + p += ttt * p3; // 计算 t^3 * P3 - return p; + return p; // 返回计算出的贝塞尔曲线上点。 } /// - /// 生成贝塞尔曲线的点并更新 UILineRenderer + /// 根据当前的控制点和段数生成贝塞尔曲线上的所有点,并更新 UILineRenderer 进行绘制。 /// public void GenerateCurvePoints() { - if (lineRenderer == null || segmentCount <= 0) + // 如果UILineRenderer组件无效,则无法生成曲线。 + if (!lineRenderer) { - Debug.LogWarning("UILineRenderer is null or segmentCount is invalid. Cannot generate curve.", this); + Debug.LogWarning("UILineRenderer组件为空,无法生成曲线。", this); return; } - // 清空 UILineRenderer 的点列表,以便重新填充 + // 清空 UILineRenderer 当前的点列表,为填充新的曲线点做准备。 lineRenderer.points.Clear(); - for (int i = 0; i <= segmentCount; i++) + // 遍历并计算曲线上的所有采样点。 + for (var i = 0; i <= segmentCount; i++) { - float t = i / (float)segmentCount; - Vector2 point = CalculateBezierPoint(t, P0, P1, P2, P3); - lineRenderer.points.Add(point); + var t = i / (float)segmentCount; // 计算当前点的归一化参数 [0, 1]。 + var point = CalculateBezierPoint(t, P0, P1, P2, P3); // 根据参数 t 计算贝塞尔曲线上点坐标。 + lineRenderer.points.Add(point); // 将计算出的点添加到UILineRenderer的点列表中。 } - // 通知 UILineRenderer 需要重新绘制其几何体 + // 通知 UILineRenderer 需要重新绘制其几何体,以显示更新后的曲线。 lineRenderer.SetAllDirty(); } /// - /// 提供了通过代码设置控制点并刷新曲线的方法 + /// 提供了通过代码设置贝塞尔曲线控制点的方法,并立即刷新曲线。 /// + /// 新的起始点。 + /// 新的第一个控制点。 + /// 新的第二个控制点。 + /// 新的终止点。 public void SetControlPoints(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3) { - this.P0 = p0; - this.P1 = p1; - this.P2 = p2; - this.P3 = p3; - GenerateCurvePoints(); + this.P0 = p0; // 设置起始点。 + this.P1 = p1; // 设置第一个控制点。 + this.P2 = p2; // 设置第二个控制点。 + this.P3 = p3; // 设置终止点。 + GenerateCurvePoints(); // 更新曲线。 } /// - /// 提供了通过代码设置曲线段数并刷新曲线的方法 + /// 提供了通过代码设置贝塞尔曲线段数的方法,并立即刷新曲线。 /// + /// 新的曲线段数。 public void SetSegmentCount(int count) { - segmentCount = Mathf.Max(5, count); // 至少保留5段,保证一定平滑度 - GenerateCurvePoints(); + segmentCount = Mathf.Max(5, count); // 设置曲线段数,确保至少为5段以保持一定平滑度。 + GenerateCurvePoints(); // 更新曲线。 } - // 当组件首次添加或重置时调用 - void Reset() + /// + /// 当组件首次添加到GameObject或在编辑器中选择“Reset”时调用。 + /// 用于设置组件的默认值。 + /// + private void Reset() { - Initialize(); // 确保 lineRenderer 已初始化 + Initialize(); // 确保UILineRenderer引用已初始化。 - // 根据 RectTransform 的大小设置默认点,确保在可见范围内 - RectTransform rt = GetComponent(); - float halfWidth = rt.rect.width / 2f; - float halfHeight = rt.rect.height / 2f; + // 获取当前GameObject的RectTransform,以便根据其尺寸设置默认控制点。 + var rt = GetComponent(); + var halfWidth = rt.rect.width / 2f; // 获取RectTransform宽度的一半。 + var halfHeight = rt.rect.height / 2f; // 获取RectTransform高度的一半。 - // 设置一些默认的控制点,让曲线在UI区域内可见 - // 这些是相对于 RectTransform 的局部坐标 - P0 = new Vector2(-halfWidth * 0.8f, -halfHeight * 0.5f); // 左下 - P1 = new Vector2(-halfWidth * 0.4f, halfHeight * 0.8f); // 左上控制点 - P2 = new Vector2(halfWidth * 0.4f, halfHeight * 0.8f); // 右上控制点 - P3 = new Vector2(halfWidth * 0.8f, -halfHeight * 0.5f); // 右下 + // 设置一组默认的控制点,使得曲线在UI区域内可见且具有S形或拱形。 + // 这些点是相对于RectTransform的局部坐标。 + P0 = new Vector2(-halfWidth * 0.8f, -halfHeight * 0.5f); // 默认起始点,位于左下。 + P1 = new Vector2(-halfWidth * 0.4f, halfHeight * 0.8f); // 默认第一个控制点,位于左上。 + P2 = new Vector2(halfWidth * 0.4f, halfHeight * 0.8f); // 默认第二个控制点,位于右上。 + P3 = new Vector2(halfWidth * 0.8f, -halfHeight * 0.5f); // 默认终止点,位于右下。 - segmentCount = 50; + segmentCount = 50; // 设置默认的曲线段数。 - GenerateCurvePoints(); // 立即生成曲线 + GenerateCurvePoints(); // 立即根据默认设置生成并显示曲线。 } } - -} \ No newline at end of file +}