(client) chore:修改定义名称,添加后缀以区分运行时
This commit is contained in:
@ -478,7 +478,7 @@ Transform:
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m_GameObject: {fileID: 1057087086}
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@ -651,6 +651,37 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 147e91e6929d90a4fb877c0b0a6b608c, type: 3}
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m_Name:
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m_Name:
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- component: {fileID: 1485465861}
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m_Name: CatGirl
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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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@ -659,3 +690,4 @@ SceneRoots:
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- {fileID: 1057087090}
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- {fileID: 1057087090}
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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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@ -3,42 +3,42 @@ using System.Xml.Linq;
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namespace Data
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namespace Data
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{
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{
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public class Character : Define
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public class CharacterDef : Define
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{
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{
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public DrawingOrder
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public DrawingOrderDef
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drawingOrder_down,
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drawingOrder_down,
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drawingOrder_up,
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drawingOrder_up,
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drawingOrder_left,
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drawingOrder_left,
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drawingOrder_right;
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drawingOrder_right;
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}
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}
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public class DrawingOrder : Define
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public class DrawingOrderDef : Define
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{
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{
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public List<DrawNode> DrawNodes { get; set; } = new List<DrawNode>();
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public List<DrawNodeDef> DrawNodes { get; set; } = new List<DrawNodeDef>();
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public override bool Init(XElement xmlDef)
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public override bool Init(XElement xmlDef)
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{
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{
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base.Init(xmlDef);
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base.Init(xmlDef);
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foreach (var node in xmlDef.Elements("DrawNodes"))
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foreach (var node in xmlDef.Elements("DrawNodes"))
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{
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{
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DrawNode drawNode = new DrawNode();
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DrawNodeDef drawNode = new DrawNodeDef();
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drawNode.Init(node);
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drawNode.Init(node);
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DrawNodes.Add(drawNode);
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DrawNodes.Add(drawNode);
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}
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}
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return true;
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return true;
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}
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}
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}
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}
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public partial class DrawNode : Define
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public partial class DrawNodeDef : Define
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{
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{
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public string NodeName { get; set; }
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public string NodeName { get; set; }
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public List<DrawNode> Children { get; set; } = new();
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public List<DrawNodeDef> Children { get; set; } = new();
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public override bool Init(XElement xmlDef)
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public override bool Init(XElement xmlDef)
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{
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{
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base.Init(xmlDef);
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base.Init(xmlDef);
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NodeName = xmlDef.Attribute("name")?.Value;
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NodeName = xmlDef.Attribute("name")?.Value;
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foreach (var childNode in xmlDef.Elements("DrawNode"))
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foreach (var childNode in xmlDef.Elements("DrawNode"))
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{
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{
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DrawNode child = new DrawNode();
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DrawNodeDef child = new DrawNodeDef();
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child.Init(childNode);
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child.Init(childNode);
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Children.Add(child);
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Children.Add(child);
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}
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}
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8
Client/Assets/Scripts/Entity.meta
Normal file
8
Client/Assets/Scripts/Entity.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: d6df36c59fc95694f93c95b131bc940f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,37 +1,35 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Define>
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<Define><!--表示是游戏数据定义 -->
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<AttributesDef>
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<Attributes><!--定义一个Attributes类型 -->
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<defName>CatGirl</defName>
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<defName>CatGirl</defName><!--此Attributes的引用名,应该保持唯一(在同一种类型中) -->
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<health>100</health>
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<health>100</health><!--C#中定义的同名的Attributes类中含有的变量,并对其进行赋值 -->
|
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<speed>1.2</speed>
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<speed>1.2</speed>
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<strength>5</strength>
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<strength>5</strength>
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</Attributes>
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</AttributesDef>
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|
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<Character>
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<CharacterDef>
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<defName>CatGirl</defName>
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<defName>CatGirl</defName>
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<label>CatGirl</label>
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<label>CatGirl</label>
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<description>She is a cat girl with agile movements and sharp senses.</description>
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<description>She is a cat girl with agile movements and sharp senses.</description>
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<attributes>CatGirl</attributes>
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<attributes>CatGirl</attributes> <!-- 引用 AttributesDef 类型的数据块 -->
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|
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<drawingOrder_down>CatGirl_down</drawingOrder_down><!--根据defName引用其他的属性,识别过程是首先根据C#中定义的此变量的类型,再根据名称查找此类型定义的数据块 -->
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<drawingOrder_down>CatGirl_down</drawingOrder_down> <!-- 引用 DrawingOrderDef 类型的数据块 -->
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<drawingOrder_left>CatGirl_left</drawingOrder_left>
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<drawingOrder_left>CatGirl_left</drawingOrder_left>
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<drawingOrder_right>CatGirl_right</drawingOrder_right>
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<drawingOrder_right>CatGirl_right</drawingOrder_right>
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<drawingOrder_up>CatGirl_up</drawingOrder_up>
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<drawingOrder_up>CatGirl_up</drawingOrder_up>
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</Character>
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</CharacterDef>
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|
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<DrawingOrderDef>
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<DrawingOrder>
|
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<defName>CatGirl_down</defName>
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<defName>CatGirl_down</defName>
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<DrawNode name="body">
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<DrawNodeDef name="body">
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<DrawNode name="head">
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<DrawNodeDef name="head">
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<DrawNode name="backHair"/>
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<DrawNodeDef name="backHair"/>
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<DrawNode name="ear"/>
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<DrawNodeDef name="ear"/>
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<DrawNode name="face"/>
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<DrawNodeDef name="face"/>
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<DrawNode name="frontHair"/>
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<DrawNodeDef name="frontHair"/>
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<DrawNode name="hat"/>
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<DrawNodeDef name="hat"/>
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</DrawNode>
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</DrawNodeDef>
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<DrawNode name="clothes"/>
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<DrawNodeDef name="clothes"/>
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</DrawNode>
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</DrawNodeDef>
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</DrawingOrder>
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</DrawingOrderDef>
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</Define>
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</Define>
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90
Docs/DefineType/DrawingOrderDef.md
Normal file
90
Docs/DefineType/DrawingOrderDef.md
Normal file
@ -0,0 +1,90 @@
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# DrawingOrderDef使用文档
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---
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## 1. 基本概念
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### 1.1 DrawingOrderDef
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`DrawingOrderDef` 是用于定义游戏对象树形结构的根节点。它表示整个渲染层级的入口点。
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### 1.2 defName
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`defName` 是 `DrawingOrderDef` 的子节点,用于指定当前渲染层级结构的唯一引用名称。这个名称可以在其他地方(如脚本或配置文件)中被引用。
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### 1.3 DrawNodeDef
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`DrawNodeDef` 是定义渲染层级中的节点元素。每个 `DrawNodeDef` 可以包含子节点,形成树形结构。其属性包括:
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- **name**:节点的名称,用于标识该节点。
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- **type**:可选属性,用于指定节点的类型。目前支持的类型有:
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- `image`:表示一个静态图像。
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- `animation`:表示一个动画序列。
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---
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## 2. 示例解析
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以下是一个完整的 XML 示例及其解析:
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```xml
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<DrawingOrderDef>
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<defName>CatGirl</defName>
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<DrawNodeDef name="body">
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<DrawNodeDef name="head">
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<DrawNodeDef name="backHair"/>
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<DrawNodeDef name="ear"/>
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<DrawNodeDef name="face"/>
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<DrawNodeDef name="frontHair"/>
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<DrawNodeDef name="hat"/>
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</DrawNodeDef>
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<DrawNodeDef name="clothes"/>
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</DrawNodeDef>
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</DrawingOrderDef>
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```
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### 2.1 结构说明
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1. **根节点**:`DrawingOrderDef` 表示此角色的渲染树
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2. **唯一标识**:`defName` 节点指定了当前渲染层级结构的名称为 `CatGirl`。
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3. **渲染层级**:
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- `body` 是顶层节点,表示角色的身体部分。
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- `head` 是 `body` 的子节点,表示头部。
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- `backHair`、`ear`、`face`、`frontHair` 和 `hat` 是 `head` 的子节点,分别表示后发、耳朵、脸部、前发和帽子。
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- `clothes` 是 `body` 的另一个子节点,表示角色的衣服。
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### 2.2 渲染顺序
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在渲染时,系统会按照 XML 中定义的树形结构依次绘制每个节点。例如,在上述例子中,渲染顺序为:
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1. `body`
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- `head`
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- `backHair`
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- `ear`
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- `face`
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- `frontHair`
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- `hat`
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- `clothes`
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这种顺序确保了层次分明的渲染效果,例如,头发和帽子会覆盖在脸部之上,衣服则位于身体外部。
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---
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## 3. 扩展功能
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### 3.1 指定节点类型
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可以通过 `type` 属性为节点指定具体的类型。例如:
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```xml
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<DrawNodeDef name="background" type="image"/>
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<DrawNodeDef name="walk" type="animation"/>
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```
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- 如果 `type="image"`,则表示该节点是一个静态图像。
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- 如果 `type="animation"`,则表示该节点是一个动画序列。
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默认为image
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### 3.2 动态引用
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通过 `defName`,可以将定义好的渲染层级结构动态引用到其他地方。例如,如果某个脚本需要加载 `CatGirl` 的渲染结构,可以直接通过 `defName` 引用。
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---
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## 4. 注意事项
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1. **节点命名唯一性**:在同一层级中,节点的 `name` 属性应保持唯一,以避免冲突。
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2. **类型匹配**:如果指定了 `type` 属性,确保实际内容与类型一致(如 `image` 对应静态图片资源,`animation` 对应动画资源)。
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3. **嵌套深度**:虽然理论上可以无限嵌套,但建议控制嵌套深度,以提高性能和可维护性。
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@ -57,38 +57,38 @@ XML 文件根据根属性名分为三种类型:
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```xml
|
```xml
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<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
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<Define>
|
<Define>
|
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<Attributes>
|
<AttributesDef>
|
||||||
<defName>CatGirl</defName>
|
<defName>CatGirl</defName>
|
||||||
<health>100</health>
|
<health>100</health>
|
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<speed>1.2</speed>
|
<speed>1.2</speed>
|
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<strength>5</strength>
|
<strength>5</strength>
|
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</Attributes>
|
</AttributesDef>
|
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|
|
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<Character>
|
<CharacterDef>
|
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<defName>CatGirl</defName>
|
<defName>CatGirl</defName>
|
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<label>CatGirl</label>
|
<label>CatGirl</label>
|
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<description>She is a cat girl with agile movements and sharp senses.</description>
|
<description>She is a cat girl with agile movements and sharp senses.</description>
|
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<attributes>CatGirl</attributes> <!-- 引用 Attributes 类型的数据块 -->
|
<attributes>CatGirl</attributes> <!-- 引用 AttributesDef 类型的数据块 -->
|
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|
|
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<drawingOrder_down>CatGirl_down</drawingOrder_down> <!-- 引用 DrawingOrder 类型的数据块 -->
|
<drawingOrder_down>CatGirl_down</drawingOrder_down> <!-- 引用 DrawingOrderDef 类型的数据块 -->
|
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<drawingOrder_left>CatGirl_left</drawingOrder_left>
|
<drawingOrder_left>CatGirl_left</drawingOrder_left>
|
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<drawingOrder_right>CatGirl_right</drawingOrder_right>
|
<drawingOrder_right>CatGirl_right</drawingOrder_right>
|
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<drawingOrder_up>CatGirl_up</drawingOrder_up>
|
<drawingOrder_up>CatGirl_up</drawingOrder_up>
|
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</Character>
|
</CharacterDef>
|
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|
|
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<DrawingOrder>
|
<DrawingOrderDef>
|
||||||
<defName>CatGirl_down</defName>
|
<defName>CatGirl_down</defName>
|
||||||
<DrawNode name="body">
|
<DrawNodeDef name="body">
|
||||||
<DrawNode name="head">
|
<DrawNodeDef name="head">
|
||||||
<DrawNode name="backHair"/>
|
<DrawNodeDef name="backHair"/>
|
||||||
<DrawNode name="ear"/>
|
<DrawNodeDef name="ear"/>
|
||||||
<DrawNode name="face"/>
|
<DrawNodeDef name="face"/>
|
||||||
<DrawNode name="frontHair"/>
|
<DrawNodeDef name="frontHair"/>
|
||||||
<DrawNode name="hat"/>
|
<DrawNodeDef name="hat"/>
|
||||||
</DrawNode>
|
</DrawNodeDef>
|
||||||
<DrawNode name="clothes"/>
|
<DrawNodeDef name="clothes"/>
|
||||||
</DrawNode>
|
</DrawNodeDef>
|
||||||
</DrawingOrder>
|
</DrawingOrderDef>
|
||||||
</Define>
|
</Define>
|
||||||
```
|
```
|
||||||
|
|
||||||
@ -151,7 +151,7 @@ XML 文件根据根属性名分为三种类型:
|
|||||||
```
|
```
|
||||||
例如:
|
例如:
|
||||||
```
|
```
|
||||||
Character.CatGirl.label
|
CharacterDef.CatGirl.label
|
||||||
```
|
```
|
||||||
|
|
||||||
#### 5.3 示例解析
|
#### 5.3 示例解析
|
||||||
@ -160,8 +160,8 @@ Character.CatGirl.label
|
|||||||
```xml
|
```xml
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Translation>
|
<Translation>
|
||||||
<Character.CatGirl.label>猫娘</Character.CatGirl.label>
|
<CharacterDef.CatGirl.label>猫娘</CharacterDef.CatGirl.label>
|
||||||
<Character.CatGirl.description>她是一个猫娘,拥有猫的特性和人类的智慧。她的耳朵和尾巴显示了她的猫族血统。</Character.CatGirl.description>
|
<CharacterDef.CatGirl.description>她是一个猫娘,拥有猫的特性和人类的智慧。她的耳朵和尾巴显示了她的猫族血统。</CharacterDef.CatGirl.description>
|
||||||
</Translation>
|
</Translation>
|
||||||
```
|
```
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user