(client) feat:实现身体贴图加载

This commit is contained in:
m0_75251201
2025-07-24 23:19:48 +08:00
parent 8471f00b64
commit c4ddc0d693
20 changed files with 613 additions and 258 deletions

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq;
@ -339,5 +340,53 @@ namespace Configs
return null;
}
}
/// <summary>
/// 获取指定目录下所有匹配后缀名的文件路径(可递归)
/// </summary>
/// <param name="directoryPath">目标文件夹路径</param>
/// <param name="extensions">后缀名列表(如 ["txt", "jpg"]</param>
/// <param name="searchOption">是否包含子文件夹</param>
/// <returns>匹配的文件路径列表</returns>
public static List<string> GetFilesByExtensions(
string directoryPath,
string[] extensions,
SearchOption searchOption = SearchOption.AllDirectories)
{
if (string.IsNullOrWhiteSpace(directoryPath))
throw new ArgumentException("目录路径不能为空", nameof(directoryPath));
if (!Directory.Exists(directoryPath))
throw new DirectoryNotFoundException($"目录不存在: {directoryPath}");
if (extensions == null || extensions.Length == 0)
throw new ArgumentException("后缀名列表不能为空", nameof(extensions));
// 标准化后缀名(去掉点,转小写)
var normalizedExtensions = new HashSet<string>(
extensions.Select(ext => ext.TrimStart('.').ToLower())
);
var result = new List<string>();
try
{
var files = Directory.GetFiles(directoryPath, "*", searchOption);
foreach (var file in files)
{
var ext = Path.GetExtension(file).TrimStart('.').ToLower();
if (normalizedExtensions.Contains(ext))
{
result.Add(file);
}
}
}
catch (UnauthorizedAccessException ex)
{
// 可选:记录日志或忽略无权限目录
Console.WriteLine($"访问被拒绝: {ex.Message}");
}
return result;
}
}
}

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@ -16,7 +16,7 @@ namespace Entity
public AIBase aiTree;
public JobBase currentJob;
public AttributesDef attributes;
public AttributesDef attributes=new();
public Vector3 direction;
public GameObject body;
public string affiliation;
@ -42,15 +42,18 @@ namespace Entity
private bool _isPlayerControlled = false;
private bool _warning = false;
private Dictionary<Orientation,List<ITick>> bodyNode=new();
private Orientation currentOrientation=Orientation.Down;
private Dictionary<Orientation,List<ITick>> bodyAnimationNode=new();
private Dictionary<Orientation, GameObject> bodyNodes = new();
private Orientation currentOrientation = Orientation.Down;
public virtual void Init(PawnDef pawnDef)
{
attributes = pawnDef.attributes.Clone();
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
affiliation=pawnDef.affiliation;
affiliation = pawnDef.affiliation;
InitBody(pawnDef.drawingOrder);
}
public virtual void InitBody(DrawingOrderDef drawingOrder)
@ -60,8 +63,8 @@ namespace Entity
foreach (var orientation in orientations)
{
currentOrientation=orientation;
bodyNode[orientation]=new();
currentOrientation = orientation;
bodyAnimationNode[orientation] = new();
// 获取当前方向的绘图节点
var drawNode = drawingOrder.GetDrawingOrder(orientation);
@ -70,8 +73,15 @@ namespace Entity
directionRoot.transform.SetParent(body.transform, false);
InitBodyPart(drawNode, directionRoot);
bodyNodes[orientation] = directionRoot;
}
currentOrientation=Orientation.Down;
currentOrientation = Orientation.Down;
foreach (var bodyNode in bodyNodes)
{
bodyNode.Value.SetActive(false);
}
SetOrientation(Orientation.Down);
}
// 递归初始化单个绘图节点及其子节点
@ -83,19 +93,19 @@ namespace Entity
switch (drawNode.drawNodeType)
{
case DrawNodeType.Image:
nodeObject = Instantiate(imagePrefab.gameObject);
nodeObject = Instantiate(imagePrefab.gameObject,parent.transform);
break;
case DrawNodeType.Animation:
nodeObject = Instantiate(animatorPrefab.gameObject);
nodeObject = Instantiate(animatorPrefab.gameObject,parent.transform);
ITick tick = nodeObject.GetComponent<SpriteAnimator>();
if (tick != null)
bodyNode[currentOrientation].Add(tick);
bodyAnimationNode[currentOrientation].Add(tick);
break;
default:
throw new ArgumentOutOfRangeException();
}
nodeObject.transform.localPosition = drawNode.position;
// 递归初始化子节点
foreach (var child in drawNode.children)
{
@ -113,9 +123,9 @@ namespace Entity
AutoBehave();
}
foreach (var bodyPart in bodyNode.Values)
if (bodyAnimationNode.TryGetValue(currentOrientation, out var ticks))
{
foreach (var tick in bodyPart)
foreach (var tick in ticks)
{
tick.Tick();
}
@ -126,12 +136,19 @@ namespace Entity
{
}
public virtual void SetOrientation(Orientation orientation)
{
bodyNodes[currentOrientation]?.SetActive(false);
currentOrientation = orientation;
bodyNodes[orientation]?.SetActive(true);
}
/// <summary>
/// 往对应朝向移动moveSpeed*deltaTime的距离
/// </summary>
public virtual void TryMove()
{
transform.position+=direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
}
public virtual void OnHit(Entity from)
@ -156,6 +173,8 @@ namespace Entity
private void AutoBehave()
{
if(aiTree == null)
return;
if (currentJob == null || !currentJob.Running)
{
currentJob = aiTree.GetJob(this);

View File

@ -14,9 +14,11 @@ namespace Managers
public class DefineManager : Singleton<DefineManager>
{
private static readonly string[] dataSetFilePath = { "Data", "Mods" };
//类别,定义名,定义
public Dictionary<string, Dictionary<string, Define>> defines = new();
//包id
public Dictionary<string, DefinePack> packs = new();
//类别,定义
public Dictionary<string, List<Define>> anonymousDefines = new();
/// <summary>
/// 初始化定义管理器,加载所有定义包并构建定义字典。
@ -46,12 +48,14 @@ namespace Managers
Dictionary<Type, FieldInfo[]> fieldCache = new();
// 需要链接的定义、需要链接的字段、链接信息
List<Tuple<Define, FieldInfo, Define>> defineCache = new();
string currentPackID = string.Empty;
void ProcessDefine(Define def)
{
if (def == null || def.isReferene)
return;
def.packID = currentPackID;
// 如果字段信息已经缓存,则直接使用缓存
if (!fieldCache.TryGetValue(def.GetType(), out var defineFields))
{
@ -89,11 +93,12 @@ namespace Managers
foreach (var pack in packs)
{
currentPackID = pack.Value.packID;
foreach (var (typeName, defList) in pack.Value.defines)
{
if (!defines.ContainsKey(typeName))
defines[typeName] = new Dictionary<string, Define>();
foreach (var def in defList)
{
defines[typeName][def.defName] = def;

View File

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base;
@ -12,6 +13,8 @@ namespace Managers
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public EntityPrefab defaultEntityPrefab;
public void Tick()
{
@ -57,6 +60,7 @@ namespace Managers
if (entityPrefab == null)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
@ -64,6 +68,7 @@ namespace Managers
if (pawnDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
GenerateDefaultEntity(pos);
return;
}
@ -79,6 +84,7 @@ namespace Managers
if (entityComponent == null)
{
Debug.LogError($"Error: EntityPrefab component not found on the instantiated object: {entity.name}");
GenerateDefaultEntity(pos);
return;
}
@ -96,12 +102,32 @@ namespace Managers
{
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}");
GenerateDefaultEntity(pos);
}
}
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
var entityComponent = entity.GetComponent<EntityPrefab>();
const string factionKey = "default";
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
}
protected override void OnStart()
{
factionEntities.Clear();
}
private void Start()
{
var pre = Resources.Load<GameObject>("Default/DefaultEntity");
defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
}
}
}

View File

@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using System.IO;
using Data;
using NUnit.Framework;
using UnityEngine;
namespace Managers
@ -8,17 +10,25 @@ namespace Managers
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
{
public Sprite defaultSprite;
//包名,图片名
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
//包名,图片名
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
//包名,文件路径,身体部件名
public Dictionary<string, Dictionary<string, Dictionary<string, List<Sprite>>>> bodyTexture = new();
public void Init()
{
if (packagesImages.Count > 0)
return;
defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
if(defaultSprite)
Debug.Log("加载成功");
InitImageDef();
InitDrawOrder();
packagesImages = null;
}
public void InitImageDef()
{
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
foreach (var ima in imageDef)
{
@ -38,6 +48,44 @@ namespace Managers
SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
}
}
public void InitDrawOrder()
{
var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
if (drawOrderDef == null || drawOrderDef.Length == 0)
{
return;
}
Dictionary<string, string> packRootSite = new();
foreach (var drawOrder in drawOrderDef)
{
if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
continue;
if (!packRootSite.ContainsKey(drawOrder.packID))
packRootSite[drawOrder.packID] = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
var rootPath= packRootSite[drawOrder.packID];
var folderPath=Path.Combine(rootPath, drawOrder.texturePath);
var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
new[]
{
"jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp"
});
foreach (var path in imagePath)
{
var image=Configs.ConfigProcessor.LoadTextureByIO(path);
if (image == null)
continue;
var spr=Sprite.Create(
image,
new Rect(0, 0, image.width, image.height),
new Vector2(0.5f, 0.5f) // 中心点
);
var name=Path.GetFileNameWithoutExtension(path);
InsertBodySprite(drawOrder.packID, drawOrder.texturePath, name, spr);
}
}
}
private void SplitTextureIntoSprites(
@ -131,5 +179,35 @@ namespace Managers
var fullName = $"{name}_{index}";
return GetSprite(packID, fullName);
}
/// <summary>
/// 插入 Sprite 到指定的嵌套字典中。
/// </summary>
/// <param name="packageName">包名。</param>
/// <param name="filePath">文件路径。</param>
/// <param name="bodyPartName">身体部件名。</param>
/// <param name="sprite">要插入的 Sprite 对象。</param>
public void InsertBodySprite(string packageName, string filePath, string bodyPartName, Sprite sprite)
{
// 确保第一层字典(包名)存在
if (!bodyTexture.ContainsKey(packageName))
{
bodyTexture[packageName] = new Dictionary<string, Dictionary<string, List<Sprite>>>();
}
// 确保第二层字典(文件路径)存在
if (!bodyTexture[packageName].ContainsKey(filePath))
{
bodyTexture[packageName][filePath] = new Dictionary<string, List<Sprite>>();
}
// 确保第三层字典(身体部件名)存在
if (!bodyTexture[packageName][filePath].ContainsKey(bodyPartName))
{
bodyTexture[packageName][filePath][bodyPartName] = new List<Sprite>();
}
// 将 Sprite 添加到列表中
bodyTexture[packageName][filePath][bodyPartName].Add(sprite);
}
}
}

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@ -3,142 +3,42 @@ using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
[RequireComponent(typeof(SpriteRenderer))]
public class ImagePrefab : MonoBehaviour
{
[Header("Display Settings")] [SerializeField]
private Sprite _defaultSprite;
public Sprite defaultSprite;
[SerializeField] private Color _tintColor = Color.white;
[SerializeField, Range(0, 1)] private float _alpha = 1f;
[SerializeField] private bool _preserveAspect = true;
private SpriteRenderer _renderer;
private Vector2 _originalSize;
private bool _isInitialized;
public Sprite DisplayedSprite => _renderer.sprite;
public Color CurrentColor => _renderer.color;
private SpriteRenderer spriteRenderer;
private void Awake()
{
InitializeRenderer();
}
private void InitializeRenderer()
{
if (_isInitialized) return;
_renderer = GetComponent<SpriteRenderer>();
// 初始尺寸记录
if (_defaultSprite != null)
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null)
{
_originalSize = new Vector2(
_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
);
Debug.LogError("SpriteRenderer组件未找到请确保预制体包含该组件");
return;
}
// 设置初始状态
ApplyVisualSettings();
_isInitialized = true;
}
private void ApplyVisualSettings()
{
if (!_isInitialized) InitializeRenderer();
// 设置精灵和颜色
_renderer.sprite = _defaultSprite;
_renderer.color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
// 保持原始纵横比
if (_preserveAspect && _defaultSprite != null)
if (defaultSprite != null)
{
MaintainAspectRatio();
spriteRenderer.sprite = defaultSprite;
}
}
private void MaintainAspectRatio()
{
Vector2 currentSize = transform.lossyScale;
float aspectRatio = _originalSize.x / _originalSize.y;
if (currentSize.x == 0 || currentSize.y == 0) return;
float currentAspect = currentSize.x / currentSize.y;
if (Mathf.Abs(currentAspect - aspectRatio) > 0.01f)
{
Vector2 newScale = currentSize;
if (currentAspect > aspectRatio)
{
newScale.x = currentSize.y * aspectRatio;
}
else
{
newScale.y = currentSize.x / aspectRatio;
}
transform.localScale = newScale;
}
}
// 公共控制方法
public void SetSprite(Sprite newSprite)
{
_defaultSprite = newSprite;
if (_defaultSprite != null)
if (spriteRenderer != null && newSprite != null)
{
_originalSize = new Vector2(
_defaultSprite.rect.width / _defaultSprite.pixelsPerUnit,
_defaultSprite.rect.height / _defaultSprite.pixelsPerUnit
);
spriteRenderer.sprite = newSprite;
}
ApplyVisualSettings();
}
public void SetColor(Color newColor)
{
_tintColor = newColor;
ApplyVisualSettings();
}
public void SetAlpha(float newAlpha)
{
_alpha = Mathf.Clamp01(newAlpha);
ApplyVisualSettings();
}
public void ToggleVisibility(bool isVisible)
{
if (!_isInitialized) InitializeRenderer();
_renderer.enabled = isVisible;
}
public void SetSortingLayer(string layerName, int order)
{
if (!_isInitialized) InitializeRenderer();
_renderer.sortingLayerName = layerName;
_renderer.sortingOrder = order;
}
#if UNITY_EDITOR
private void OnValidate()
{
// 编辑器模式下实时预览变化
if (UnityEditor.EditorApplication.isPlaying)
if (spriteRenderer != null)
{
ApplyVisualSettings();
}
else if (GetComponent<SpriteRenderer>() != null)
{
GetComponent<SpriteRenderer>().sprite = _defaultSprite;
GetComponent<SpriteRenderer>().color = new Color(_tintColor.r, _tintColor.g, _tintColor.b, _alpha);
spriteRenderer.color = newColor;
}
}
#endif
}
}

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@ -13,12 +13,14 @@ namespace Test
void Awake()
{
Managers.DefineManager.Instance.Init();
}
private void Start()
{
var chicken = Managers.DefineManager.Instance.FindDefine<CharacterDef>("testPawn");
entityManager.GenerateEntity(chicken,Vector3.zero);
entityManager.GenerateDefaultEntity(Vector3.down);
Debug.Log(chicken);
}

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@ -22,7 +22,7 @@
<!-- 2 + (1 * 4) = 6 -->
<Dirt_Dirt_Dirt_Grass value="GrassDirt_13"/>
<!-- 1 + (3 * 4) = 13 -->
<Dirt_Dirt_Grass_Dirt value="GrassDirt_110"/>
<Dirt_Dirt_Grass_Dirt value="GrassDirt_0"/>
<!-- 0 + (0 * 4) = 0 -->
<Dirt_Grass_Dirt_Dirt value="GrassDirt_8"/>
<!-- 0 + (2 * 4) = 8 -->

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