(client) feat:实现子弹的生成

This commit is contained in:
m0_75251201
2025-08-17 11:16:55 +08:00
parent 12a4f9efaa
commit ed7ecdb226
22 changed files with 436 additions and 182 deletions

View File

@ -7,24 +7,29 @@ using UnityEngine;
namespace Managers
{
public class EntityManage:Utils.MonoSingleton<EntityManage>,ITick
public class EntityManage : Utils.MonoSingleton<EntityManage>, ITick
{
public Dictionary<string, List<EntityPrefab>> factionEntities = new();
public Dictionary<string, LinkedList<EntityPrefab>> factionEntities = new();
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public GameObject buildingLevel;
public EntityPrefab buildingPrefab;
public GameObject bulletLevel;
public EntityPrefab bulletPrefab;
public EntityPrefab defaultEntityPrefab;
public List<EntityPrefab> FindEntitiesByFaction(string factionKey)
public LinkedList<EntityPrefab> FindEntitiesByFaction(string factionKey)
{
if (factionEntities.TryGetValue(factionKey, out var entities))
{
return entities; // 如果找到,返回对应的实体列表
}
return new List<EntityPrefab>(); // 如果未找到,返回一个空列表
return new(); // 如果未找到,返回一个空列表
}
public void Tick()
{
foreach (var faction in factionEntities)
@ -43,6 +48,7 @@ namespace Managers
itike.Tick();
}
}
// 删除所有标记为死亡的实体
foreach (var entityToRemove in entitiesToRemove)
{
@ -53,160 +59,186 @@ namespace Managers
}
/// <summary>
/// 根据给定的PawnDef生成一个实体对象。
/// 根据给定的Def生成实体对象(内部通用方法)
/// </summary>
/// <param name="pawnDef">定义实体属性的PawnDef对象。</param>
/// <param name="pos">实体生成的位置。</param>
/// <remarks>
/// 1. 如果entityPrefab或pawnDef为null则不会生成实体。
/// 2. 实体将被创建在entityLevel.transform下。
/// 3. 使用EntityPrefab组件初始化实体。
/// </remarks>
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
/// <param name="prefab">要实例化的预制体</param>
/// <param name="parent">生成的父级Transform</param>
/// <param name="pos">生成位置</param>
/// <param name="def">实体定义对象</param>
/// <param name="extraInit">额外的初始化操作(如子弹方向设置)</param>
/// <returns>成功时返回EntityPrefab组件失败时返回null</returns>
private EntityPrefab GenerateEntityInternal(
GameObject prefab,
Transform parent,
Vector3 pos,
Data.EntityDef def, // 所有Def类型需继承自BaseDef
Action<EntityPrefab> extraInit = null)
{
// 检查 entityPrefab 是否为空
if (!entityPrefab)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
// 检查 pawnDef 是否为空
if (pawnDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
GenerateDefaultEntity(pos);
return;
}
GameObject instantiatedEntity = null; // 用于跟踪已实例化的对象
GameObject instantiatedEntity = null;
try
{
// 实例化实体对象
instantiatedEntity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
// 实例化实体
instantiatedEntity = Instantiate(prefab, pos, Quaternion.identity, parent);
// 获取 EntityPrefab 组件
// 获取并验证EntityPrefab组件
var entityComponent = instantiatedEntity.GetComponent<EntityPrefab>();
// 检查 EntityPrefab 组件是否存在
if (!entityComponent)
{
throw new InvalidOperationException($"Error: EntityPrefab component not found on the instantiated object: {instantiatedEntity.name}");
throw new InvalidOperationException(
$"EntityPrefab component missing on: {instantiatedEntity.name}");
}
// 初始化实体组件
entityComponent.Init(pawnDef);
// 确保派系键存在,并初始化对应的列表
var factionKey = pawnDef.attributes.label ?? "default"; // 使用 null 合并运算符简化代码
// 初始化核心数据
entityComponent.Init(def);
// 执行类型特有的额外初始化
extraInit?.Invoke(entityComponent);
// 管理派系列表
var factionKey = def.attributes.label ?? "default";
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
factionEntities[factionKey] = new LinkedList<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
factionEntities[factionKey].AddLast(entityComponent);
return entityComponent;
}
catch (System.Exception ex)
{
// 如果有已实例化的对象,则销毁它
if (instantiatedEntity)
{
Destroy(instantiatedEntity); // 删除已创建的对象
}
// 清理失败实例
if (instantiatedEntity) Destroy(instantiatedEntity);
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}\nStack Trace: {ex.StackTrace}");
// 调用默认生成方法
GenerateDefaultEntity(pos);
Debug.LogError($"Entity generation failed: {ex.Message}\n{ex.StackTrace}");
return null;
}
}
/// <summary>
/// 根据PawnDef生成普通实体
/// </summary>
public void GenerateEntity(Data.EntityDef entityDef, Vector3 pos)
{
// 验证关键参数
if (!entityPrefab)
{
Debug.LogError("entityPrefab is null! Assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
if (entityDef == null)
{
Debug.LogError("EntityDef is null! Cannot generate entity.");
GenerateDefaultEntity(pos);
return;
}
// 调用通用生成逻辑
var result = GenerateEntityInternal(
entityPrefab.gameObject,
entityLevel.transform,
pos,
entityDef
);
if (!result) GenerateDefaultEntity(pos);
}
/// <summary>
/// 生成建筑实体位置使用Vector3Int
/// </summary>
public void GenerateBuildingEntity(Data.BuildingDef buildingDef, Vector3Int pos)
{
// 检查 entityPrefab 是否为空
if (!entityPrefab)
// 修正:检查正确的预制体 (buildingPrefab)
if (!buildingPrefab)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
Debug.LogError("buildingPrefab is null! Assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
// 检查 pawnDef 是否为空
if (buildingDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
Debug.LogError("BuildingDef is null! Cannot generate building.");
GenerateDefaultEntity(pos);
return;
}
GameObject instantiatedEntity = null; // 用于跟踪已实例化的对象
var worldPos = new Vector3(pos.x, pos.y, pos.z);
try
{
// 实例化实体对象
instantiatedEntity = Instantiate(buildingPrefab.gameObject, pos, Quaternion.identity, buildingLevel.transform);
var result = GenerateEntityInternal(
buildingPrefab.gameObject,
buildingLevel.transform,
worldPos,
buildingDef
);
// 获取 EntityPrefab 组件
var entityComponent = instantiatedEntity.GetComponent<EntityPrefab>();
// 检查 EntityPrefab 组件是否存在
if (!entityComponent)
{
throw new InvalidOperationException($"Error: EntityPrefab component not found on the instantiated object: {instantiatedEntity.name}");
}
// 初始化实体组件
entityComponent.Init(buildingDef);
// 确保派系键存在,并初始化对应的列表
var factionKey = buildingDef.attributes.label ?? "default"; // 使用 null 合并运算符简化代码
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
}
catch (System.Exception ex)
{
// 如果有已实例化的对象,则销毁它
if (instantiatedEntity)
{
Destroy(instantiatedEntity); // 删除已创建的对象
}
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}\nStack Trace: {ex.StackTrace}");
// 调用默认生成方法
GenerateDefaultEntity(pos);
}
if (!result) GenerateDefaultEntity(pos);
}
/// <summary>
/// 生成子弹实体(含方向设置)
/// </summary>
public void GenerateBulletEntity(Data.BulletDef bulletDef, Vector3 pos, Vector3 dir)
{
// 修正:检查正确的预制体 (bulletPrefab)
if (!bulletPrefab)
{
Debug.LogError("bulletPrefab is null! Assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
if (bulletDef == null)
{
Debug.LogError("BulletDef is null! Cannot generate bullet.");
GenerateDefaultEntity(pos);
return;
}
var result = GenerateEntityInternal(
bulletPrefab.gameObject,
bulletLevel.transform,
pos,
bulletDef,
// 子弹特有的方向设置
entityComponent => entityComponent.entity.SetTarget(pos + dir)
);
if (!result) GenerateDefaultEntity(pos);
}
/// <summary>
/// 生成默认实体(错误回退)
/// </summary>
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(defaultEntityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
var entity = Instantiate(defaultEntityPrefab, 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] = new LinkedList<EntityPrefab>();
}
entityComponent.DefaultInit();
factionEntities[factionKey].Add(entityComponent);
factionEntities[factionKey].AddLast(entityComponent);
}
protected override void OnStart()
{
factionEntities.Clear();
}
private void Start()
{
var pre = Resources.Load<GameObject>("Default/DefaultEntity");
defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
}
}
}