(client) feat:添加设置类,子弹添加敌我识别; chore:修改了右键菜单的初始化方式为独立创建,加载定义报错提供更多信息,动画加载出错也返回默认序列。
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@ -2,23 +2,25 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Base;
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using Entity;
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using Prefab;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Managers
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{
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public class EntityManage : Utils.MonoSingleton<EntityManage>, ITick
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{
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public Dictionary<string, LinkedList<EntityPrefab>> factionEntities = new();
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public EntityPrefab entityPrefab;
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public EntityPrefab characterPrefab;
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public EntityPrefab buildingPrefab;
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public EntityPrefab bulletPrefab;
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public EntityPrefab defaultEntityPrefab;
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private Dictionary<string, Transform> layerCache = new Dictionary<string, Transform>();
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private List<Tuple<string, EntityPrefab>> pendingAdditions;
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private List<Tuple<string, EntityPrefab>> pendingAdditions = new();
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public LinkedList<EntityPrefab> FindEntitiesByFaction(string factionKey)
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{
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@ -158,7 +160,7 @@ namespace Managers
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public void GenerateEntity(Data.EntityDef entityDef, Vector3 pos)
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{
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// 验证关键参数
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if (!entityPrefab)
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if (!characterPrefab)
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{
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Debug.LogError("entityPrefab is null! Assign a valid prefab.");
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GenerateDefaultEntity(pos);
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@ -177,7 +179,7 @@ namespace Managers
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// 调用通用生成逻辑
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var result = GenerateEntityInternal(
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entityPrefab.gameObject,
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characterPrefab.gameObject,
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entityLevelTransform,
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pos,
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entityDef
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@ -224,7 +226,8 @@ namespace Managers
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/// <summary>
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/// 生成子弹实体(含方向设置)
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/// </summary>
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public void GenerateBulletEntity(Data.BulletDef bulletDef, Vector3 pos, Vector3 dir)
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public void GenerateBulletEntity(Data.BulletDef bulletDef, Vector3 pos, Vector3 dir,
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Entity.Entity source = null)
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{
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// 修正:检查正确的预制体 (bulletPrefab)
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if (!bulletPrefab)
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@ -252,6 +255,11 @@ namespace Managers
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// 子弹特有的方向设置
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entityComponent => entityComponent.entity.SetTarget(pos + dir)
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);
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if (result.entity is Bullet bullet)
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{
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bullet.bulletSource = source;
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if (source) bullet.affiliation = source.affiliation;
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}
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if (!result) GenerateDefaultEntity(pos);
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}
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