(client) feat:做了初始化加载动画。 fix:修复定义加载列表和加载枚举时的错误识别
This commit is contained in:
151
Client/Assets/Scripts/Base/GradientColor.cs
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151
Client/Assets/Scripts/Base/GradientColor.cs
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@ -0,0 +1,151 @@
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.UI;
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namespace Base
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{
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// 定义渐变方向枚举
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[AddComponentMenu("UI/Effects/Gradient")]
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public enum Dir
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{
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Horizontal, // 水平方向
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Vertical, // 垂直方向
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}
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// 自定义梯度效果类,继承自BaseMeshEffect
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public class Gradient : BaseMeshEffect
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{
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[SerializeField] // 序列化字段,可在Inspector中编辑
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private Dir dir = Dir.Vertical; // 渐变方向,默认垂直
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[SerializeField]
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public Color32 color1 = Color.white; // 渐变起始颜色,默认白色
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[SerializeField]
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public Color32 color2 = Color.white; // 渐变结束颜色,默认白色
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[SerializeField]
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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)
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[SerializeField]
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private bool isFlip = false; // 是否翻转渐变方向,默认不翻转
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public void Refresh()
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{
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graphic.SetVerticesDirty();
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}
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// 重写ModifyMesh方法,用于修改UI元素的网格
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public override void ModifyMesh(VertexHelper vh)
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{
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if (!IsActive()) // 如果组件未激活,则不执行后续操作
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{
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return;
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}
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var count = vh.currentVertCount; // 获取当前顶点数量
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if (count > 0) // 如果有顶点,则进行处理
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{
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var vertices = new List<UIVertex>(); // 创建顶点列表
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// 遍历所有顶点并添加到列表中
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for (var i = 0; i < count; i++)
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{
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var uIVertex = new UIVertex();
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vh.PopulateUIVertex(ref uIVertex, i); // 填充顶点信息
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vertices.Add(uIVertex);
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}
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// 根据渐变方向调用相应的绘制方法
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switch (dir)
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{
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case Dir.Horizontal:
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DrawHorizontal(vh, vertices, count);
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break;
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case Dir.Vertical:
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DrawVertical(vh, vertices, count);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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// 绘制垂直方向的渐变
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private void DrawVertical(VertexHelper vh, List<UIVertex> vertices, int count)
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{
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// 初始化顶部和底部Y坐标
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var topY = vertices[0].position.y;
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var bottomY = vertices[0].position.y;
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// 遍历所有顶点,找到最高和最低的Y坐标
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for (var i = 0; i < count; i++)
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{
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var y = vertices[i].position.y;
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if (y > topY) topY = y;
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else if (y < bottomY) bottomY = y;
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}
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var height = topY - bottomY; // 计算高度差
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// 遍历所有顶点,设置颜色渐变
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for (var i = 0; i < count; i++)
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{
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var vertex = vertices[i];
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Color32 color = Color.white;
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// 根据是否翻转,计算当前顶点的颜色
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if (isFlip)
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{
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color = Color32.Lerp(color2, color1, 1 - (vertex.position.y - bottomY) / height * (1f - range));
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}
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else
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{
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color = Color32.Lerp(color2, color1, (vertex.position.y - bottomY) / height * (1f - range));
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}
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vertex.color = color; // 设置顶点颜色
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vh.SetUIVertex(vertex, i); // 更新网格中的顶点
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}
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}
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// 绘制水平方向的渐变
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private void DrawHorizontal(VertexHelper vh, List<UIVertex> vertices, int count)
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{
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// 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
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var leftX = vertices[0].position.x;
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var rightX = vertices[0].position.x;
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// 遍历所有顶点,找到最左和最右的X坐标
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for (var i = 0; i < count; i++)
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{
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var x = vertices[i].position.x;
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if (x > rightX) rightX = x;
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else if (x < leftX) leftX = x;
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}
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var width = rightX - leftX; // 计算宽度差
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// 遍历所有顶点,设置颜色渐变
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for (var i = 0; i < count; i++)
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{
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var vertex = vertices[i];
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Color32 color = Color.white;
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// 根据是否翻转,计算当前顶点的颜色
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if (isFlip)
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{
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color = Color32.Lerp(color2, color1, 1 - (vertex.position.x - leftX) / width * (1f - range));
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}
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else
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{
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color = Color32.Lerp(color2, color1, (vertex.position.x - leftX) / width * (1f - range));
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}
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vertex.color = color; // 设置顶点颜色
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vh.SetUIVertex(vertex, i); // 更新网格中的顶点
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}
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}
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}
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}
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2
Client/Assets/Scripts/Base/GradientColor.cs.meta
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2
Client/Assets/Scripts/Base/GradientColor.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 8df3d16a358d74644b86e92ca5177fa1
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104
Client/Assets/Scripts/Base/Launcher.cs
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104
Client/Assets/Scripts/Base/Launcher.cs
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@ -0,0 +1,104 @@
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using System.Collections;
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using Logging;
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using TMPro;
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using UnityEngine;
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namespace Base
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{
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public class Launcher : MonoBehaviour
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{
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public Gradient progressBar; // 渐变色条
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public TMP_Text describeText; // 描述文本
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private float _currentProgress = 0f; // 当前进度
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private float duration = 0.5f; // 过渡时间
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private string[] _loadingSteps =
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{
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"初始化日志", "正在载入定义", "正在加载图片资源", "正在切割瓦片", "正在加载区分派系",
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"正在加载物品"
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};
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public float progress
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{
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set
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{
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_currentProgress = value;
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if (value < 0.5f)
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{
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progressBar.color2 = Color.Lerp(Color.black, Color.white, value * 2);
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}
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else
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{
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progressBar.color2 = Color.white;
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progressBar.color1 = Color.Lerp(Color.black, Color.white, (value - 0.5f) * 2);
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}
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progressBar.Refresh();
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}
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}
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private void Start()
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{
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StartCoroutine(LoadAllManagers());
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}
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private IEnumerator LoadAllManagers()
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{
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for (var i = 0; i < _loadingSteps.Length; i++)
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{
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// 更新描述文本
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describeText.text = _loadingSteps[i];
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// 获取当前阶段的目标进度
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var targetProgress = (float)(i + 1) / _loadingSteps.Length;
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// 平滑过渡到下一个阶段
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yield return SmoothTransitionTo(targetProgress);
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// 初始化对应的管理器
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switch (i)
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{
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case 0:
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UnityLogger.Init();
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break;
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case 1:
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Managers.DefineManager.Instance.Init();
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break;
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case 2:
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Managers.PackagesImageManager.Instance.Init();
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break;
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case 3:
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Managers.TileManager.Instance.Init();
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break;
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case 4:
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Managers.AffiliationManager.Instance.Init();
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break;
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case 5:
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Managers.ItemResourceManager.Instance.Init();
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break;
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}
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}
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// 加载完成后的处理
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describeText.text = "加载完成!";
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progress = 1f;
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}
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private IEnumerator SmoothTransitionTo(float targetProgress)
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{
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var startProgress = _currentProgress;
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var elapsedTime = 0f;
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while (elapsedTime < duration)
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{
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elapsedTime += Time.deltaTime;
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var t = Mathf.SmoothStep(0f, 1f, elapsedTime / duration); // 使用 SmoothStep 实现平滑过渡
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progress = Mathf.Lerp(startProgress, targetProgress, t);
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yield return null;
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}
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// 确保最终进度达到目标值
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progress = targetProgress;
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}
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}
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}
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3
Client/Assets/Scripts/Base/Launcher.cs.meta
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3
Client/Assets/Scripts/Base/Launcher.cs.meta
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fileFormatVersion: 2
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guid: 1966ff90f1854aee9ca89d700abef90d
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timeCreated: 1755438497
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@ -8,11 +8,12 @@ namespace Data
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Hostile,
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Friendly,
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}
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public class AffiliationDef : Define
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{
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public Relation defaultRelation = Relation.Neutral;
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public List<string> hostileFactions;
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public List<string> neutralFactions;
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public List<string> friendlyFactions;
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public List<string> hostileFactions = new();
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public List<string> neutralFactions = new();
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public List<string> friendlyFactions = new();
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}
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}
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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@ -279,10 +280,14 @@ namespace Data
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value = reference;
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}
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}
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else if(field.FieldType.IsArray)
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else if(field.FieldType.IsArray||typeof(IList).IsAssignableFrom(field.FieldType))
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{
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value = ProcessArrayField(field, element);
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}
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else if (field.FieldType.IsEnum)
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{
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value = Enum.Parse(field.FieldType, element.Value);
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}
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else
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{
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value = Convert.ChangeType(element.Value, field.FieldType);
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@ -291,13 +296,14 @@ namespace Data
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"Error setting field {field.Name}: {ex.Message}");
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Debug.LogWarning($"Error setting field ,field name:{field.Name}; value: {element.Value}; error: {ex.Message}");
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}
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}
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}
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private static object ProcessArrayField(FieldInfo field, XElement element)
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{
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Type elementType = field.FieldType.GetElementType();
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var elementType = field.FieldType.GetElementType();
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if (elementType == null) return null;
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var arrayElements = new List<object>();
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@ -305,7 +311,7 @@ namespace Data
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{
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if (elementType.IsSubclassOf(typeof(Define)))
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{
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Define nestedDefine = (Define)Activator.CreateInstance(elementType);
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var nestedDefine = (Define)Activator.CreateInstance(elementType);
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DefaultInitDefine(nestedDefine, liElement, elementType);
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arrayElements.Add(nestedDefine);
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}
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@ -326,8 +332,8 @@ namespace Data
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}
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// 构建结果数组
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Array resultArray = Array.CreateInstance(elementType, arrayElements.Count);
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for (int i = 0; i < arrayElements.Count; i++)
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var resultArray = Array.CreateInstance(elementType, arrayElements.Count);
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for (var i = 0; i < arrayElements.Count; i++)
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{
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resultArray.SetValue(arrayElements[i], i);
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}
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|
@ -11,7 +11,7 @@ namespace Data
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public DrawingOrderDef drawingOrder;
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public BehaviorTreeDef behaviorTree;
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public string affiliation;
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public AffiliationDef affiliation;
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}
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|
@ -149,7 +149,7 @@ namespace Entity
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{
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attributes = entityDef.attributes.Clone();
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aiTree = Utils.BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
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affiliation = entityDef.affiliation;
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affiliation = entityDef.affiliation.defName;
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InitBody(entityDef.drawingOrder);
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this.entityDef = entityDef;
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157
Client/Assets/Scripts/Managers/AffiliationManager.cs
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157
Client/Assets/Scripts/Managers/AffiliationManager.cs
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@ -0,0 +1,157 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Data;
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namespace Managers
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{
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public class AffiliationManager:Utils.Singleton<AffiliationManager>
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{
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//定义名,阵营定义
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private readonly Dictionary<string, AffiliationDef> _affiliations = new();
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public void Init()
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{
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var affiliationList = Managers.DefineManager.Instance.QueryDefinesByType<AffiliationDef>();
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if (affiliationList == null ||affiliationList.Length==0)
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return;
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foreach (var affiliation in affiliationList)
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{
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_affiliations.Add(affiliation.defName, affiliation);
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}
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ValidateAndFixRelationships();
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}
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public string GetAffiliationName(string defName)
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{
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return _affiliations[defName].defName;
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}
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public Relation GetRelation(string factionName1, string factionName2)
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{
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// 如果查询的是同一个派系,默认是友好关系
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if (factionName1 == factionName2)
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{
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return Relation.Friendly;
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}
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// 尝试获取两个派系的定义
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if (!_affiliations.TryGetValue(factionName1, out var faction1) ||
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!_affiliations.TryGetValue(factionName2, out _))
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{
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if (faction1 != null) return faction1.defaultRelation;
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return Relation.Neutral;
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}
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// 检查faction1是否明确将faction2列为敌对
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if (faction1.hostileFactions != null && faction1.hostileFactions.Contains(factionName2))
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{
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return Relation.Hostile;
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}
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// 检查faction1是否明确将faction2列为友好
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if (faction1.friendlyFactions != null && faction1.friendlyFactions.Contains(factionName2))
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{
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return Relation.Friendly;
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}
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// 检查faction1是否明确将faction2列为中立
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if (faction1.neutralFactions != null && faction1.neutralFactions.Contains(factionName2))
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{
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return Relation.Neutral;
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}
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// 如果faction1没有明确设置与faction2的关系,则使用faction1的默认关系
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return faction1.defaultRelation;
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}
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/// <summary>
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/// 设置两个阵营之间的关系
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/// </summary>
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/// <param name="factionName1">第一个阵营名称</param>
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/// <param name="factionName2">第二个阵营名称</param>
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/// <param name="relation">要设置的关系</param>
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public void SetRelation(string factionName1, string factionName2, Relation relation)
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{
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// 不能设置自己与自己的关系
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if (factionName1 == factionName2)
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{
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throw new ArgumentException("Cannot set relation between the same faction");
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}
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// 确保两个阵营都存在
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if (!_affiliations.TryGetValue(factionName1, out var faction1) ||
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!_affiliations.TryGetValue(factionName2, out _))
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{
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throw new ArgumentException("One or both factions do not exist");
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}
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// 确保关系列表已初始化
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faction1.hostileFactions ??= new List<string>();
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faction1.friendlyFactions ??= new List<string>();
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faction1.neutralFactions ??= new List<string>();
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// 先移除所有现有关系
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faction1.hostileFactions.Remove(factionName2);
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faction1.friendlyFactions.Remove(factionName2);
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faction1.neutralFactions.Remove(factionName2);
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// 添加新关系
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switch (relation)
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{
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case Relation.Hostile:
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faction1.hostileFactions.Add(factionName2);
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break;
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case Relation.Friendly:
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faction1.friendlyFactions.Add(factionName2);
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break;
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case Relation.Neutral:
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faction1.neutralFactions.Add(factionName2);
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break;
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default:
|
||||
throw new ArgumentOutOfRangeException(nameof(relation), relation, null);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查并修复派系关系,确保没有冲突(按友好 > 敌对 > 中立 的优先级)
|
||||
/// </summary>
|
||||
private void ValidateAndFixRelationships()
|
||||
{
|
||||
foreach (var faction in _affiliations.Values)
|
||||
{
|
||||
// 确保所有关系列表已初始化
|
||||
faction.hostileFactions ??= new List<string>();
|
||||
faction.friendlyFactions ??= new List<string>();
|
||||
faction.neutralFactions ??= new List<string>();
|
||||
|
||||
// 检查所有敌对派系
|
||||
foreach (var hostileFaction in faction.hostileFactions.ToList())
|
||||
{
|
||||
// 如果敌对派系同时存在于友好列表中,移除敌对关系(友好优先)
|
||||
if (faction.friendlyFactions.Contains(hostileFaction))
|
||||
{
|
||||
faction.hostileFactions.Remove(hostileFaction);
|
||||
continue;
|
||||
}
|
||||
|
||||
// 如果敌对派系同时存在于中立列表中,移除中立关系(敌对优先)
|
||||
if (faction.neutralFactions.Contains(hostileFaction))
|
||||
{
|
||||
faction.neutralFactions.Remove(hostileFaction);
|
||||
}
|
||||
}
|
||||
|
||||
// 检查所有中立派系
|
||||
foreach (var neutralFaction in faction.neutralFactions.ToList())
|
||||
{
|
||||
// 如果中立派系同时存在于友好列表中,移除中立关系(友好优先)
|
||||
if (faction.friendlyFactions.Contains(neutralFaction))
|
||||
{
|
||||
faction.neutralFactions.Remove(neutralFaction);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 31017ce35a6b441fb36e085dd3fd7c27
|
||||
timeCreated: 1755407963
|
@ -10,18 +10,15 @@ namespace Managers
|
||||
public class EntityManage : Utils.MonoSingleton<EntityManage>, ITick
|
||||
{
|
||||
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;
|
||||
|
||||
|
||||
private List<Tuple<string,EntityPrefab>> pendingAdditions;
|
||||
private Dictionary<string, Transform> layerCache = new Dictionary<string, Transform>();
|
||||
private List<Tuple<string, EntityPrefab>> pendingAdditions;
|
||||
|
||||
public LinkedList<EntityPrefab> FindEntitiesByFaction(string factionKey)
|
||||
{
|
||||
@ -71,6 +68,7 @@ namespace Managers
|
||||
|
||||
factionEntities[entity.Item1].AddLast(entity.Item2);
|
||||
}
|
||||
|
||||
pendingAdditions.Clear();
|
||||
}
|
||||
}
|
||||
@ -112,16 +110,8 @@ namespace Managers
|
||||
extraInit?.Invoke(entityComponent);
|
||||
|
||||
// 管理派系列表
|
||||
var factionKey = def.attributes.label ?? "default";
|
||||
var factionKey = def.attributes.defName ?? "default";
|
||||
pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
|
||||
|
||||
// if (!factionEntities.ContainsKey(factionKey))
|
||||
// {
|
||||
// factionEntities[factionKey] = new LinkedList<EntityPrefab>();
|
||||
// }
|
||||
|
||||
// factionEntities[factionKey].AddLast(entityComponent);
|
||||
|
||||
return entityComponent;
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
@ -134,6 +124,34 @@ namespace Managers
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 动态创建层(如果层不存在)
|
||||
/// </summary>
|
||||
private Transform EnsureLayerExists(string layerName)
|
||||
{
|
||||
// 先从缓存中查找
|
||||
if (layerCache.TryGetValue(layerName, out var layerTransform))
|
||||
{
|
||||
return layerTransform;
|
||||
}
|
||||
|
||||
// 如果缓存中没有,尝试通过 transform.Find 查找
|
||||
layerTransform = transform.Find(layerName);
|
||||
|
||||
if (!layerTransform)
|
||||
{
|
||||
// 如果层不存在,动态创建
|
||||
var layerObject = new GameObject(layerName);
|
||||
layerTransform = layerObject.transform;
|
||||
layerTransform.SetParent(transform, false); // 将层附加到当前管理器下
|
||||
}
|
||||
|
||||
// 将新创建的层加入缓存
|
||||
layerCache[layerName] = layerTransform;
|
||||
|
||||
return layerTransform;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据PawnDef生成普通实体
|
||||
/// </summary>
|
||||
@ -154,10 +172,13 @@ namespace Managers
|
||||
return;
|
||||
}
|
||||
|
||||
// 确保层存在
|
||||
var entityLevelTransform = EnsureLayerExists("EntityLevel");
|
||||
|
||||
// 调用通用生成逻辑
|
||||
var result = GenerateEntityInternal(
|
||||
entityPrefab.gameObject,
|
||||
entityLevel.transform,
|
||||
entityLevelTransform,
|
||||
pos,
|
||||
entityDef
|
||||
);
|
||||
@ -187,14 +208,17 @@ namespace Managers
|
||||
|
||||
var worldPos = new Vector3(pos.x, pos.y, pos.z);
|
||||
|
||||
// 确保层存在
|
||||
var buildingLevelTransform = EnsureLayerExists("BuildingLevel");
|
||||
|
||||
var result = GenerateEntityInternal(
|
||||
buildingPrefab.gameObject,
|
||||
buildingLevel.transform,
|
||||
buildingLevelTransform,
|
||||
worldPos,
|
||||
buildingDef
|
||||
);
|
||||
|
||||
if (!result) GenerateDefaultEntity(pos);
|
||||
if (!result) GenerateDefaultEntity(worldPos);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -217,9 +241,12 @@ namespace Managers
|
||||
return;
|
||||
}
|
||||
|
||||
// 确保层存在
|
||||
var bulletLevelTransform = EnsureLayerExists("BulletLevel");
|
||||
|
||||
var result = GenerateEntityInternal(
|
||||
bulletPrefab.gameObject,
|
||||
bulletLevel.transform,
|
||||
bulletLevelTransform,
|
||||
pos,
|
||||
bulletDef,
|
||||
// 子弹特有的方向设置
|
||||
@ -234,18 +261,16 @@ namespace Managers
|
||||
/// </summary>
|
||||
public void GenerateDefaultEntity(Vector3 pos)
|
||||
{
|
||||
var entity = Instantiate(defaultEntityPrefab, pos, Quaternion.identity, entityLevel.transform);
|
||||
// 确保层存在
|
||||
var entityLevelTransform = EnsureLayerExists("EntityLevel");
|
||||
|
||||
var entity = Instantiate(defaultEntityPrefab, pos, Quaternion.identity, entityLevelTransform);
|
||||
var entityComponent = entity.GetComponent<EntityPrefab>();
|
||||
|
||||
const string factionKey = "default";
|
||||
pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
|
||||
// if (!factionEntities.ContainsKey(factionKey))
|
||||
// {
|
||||
// factionEntities[factionKey] = new LinkedList<EntityPrefab>();
|
||||
// }
|
||||
|
||||
// entityComponent.DefaultInit();
|
||||
// factionEntities[factionKey].AddLast(entityComponent);
|
||||
entityComponent.DefaultInit();
|
||||
}
|
||||
|
||||
protected override void OnStart()
|
||||
@ -258,7 +283,7 @@ namespace Managers
|
||||
{
|
||||
var pre = Resources.Load<GameObject>("Default/DefaultEntity");
|
||||
defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
|
||||
|
||||
layerCache.Clear();
|
||||
}
|
||||
}
|
||||
}
|
@ -14,6 +14,8 @@ namespace Managers
|
||||
public void Init()
|
||||
{
|
||||
var itemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>();
|
||||
if(itemDefs==null||itemDefs.Length==0)
|
||||
return;
|
||||
foreach (var itemDef in itemDefs)
|
||||
{
|
||||
var item=new Item.ItemResource();
|
||||
|
Reference in New Issue
Block a user