(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
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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:
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throw new ArgumentOutOfRangeException(nameof(relation), relation, null);
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}
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}
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/// <summary>
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/// 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)
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/// </summary>
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private void ValidateAndFixRelationships()
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{
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foreach (var faction in _affiliations.Values)
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{
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// 确保所有关系列表已初始化
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faction.hostileFactions ??= new List<string>();
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faction.friendlyFactions ??= new List<string>();
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faction.neutralFactions ??= new List<string>();
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// 检查所有敌对派系
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foreach (var hostileFaction in faction.hostileFactions.ToList())
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{
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// 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)
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if (faction.friendlyFactions.Contains(hostileFaction))
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{
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faction.hostileFactions.Remove(hostileFaction);
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continue;
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}
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// 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)
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if (faction.neutralFactions.Contains(hostileFaction))
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{
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faction.neutralFactions.Remove(hostileFaction);
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}
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}
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// 检查所有中立派系
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foreach (var neutralFaction in faction.neutralFactions.ToList())
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{
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// 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)
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if (faction.friendlyFactions.Contains(neutralFaction))
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{
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faction.neutralFactions.Remove(neutralFaction);
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 31017ce35a6b441fb36e085dd3fd7c27
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timeCreated: 1755407963
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@ -10,18 +10,15 @@ namespace Managers
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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 GameObject entityLevel;
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public EntityPrefab entityPrefab;
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public GameObject buildingLevel;
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public EntityPrefab buildingPrefab;
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public GameObject bulletLevel;
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public EntityPrefab bulletPrefab;
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public EntityPrefab defaultEntityPrefab;
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private List<Tuple<string,EntityPrefab>> pendingAdditions;
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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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public LinkedList<EntityPrefab> FindEntitiesByFaction(string factionKey)
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{
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@ -71,6 +68,7 @@ namespace Managers
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factionEntities[entity.Item1].AddLast(entity.Item2);
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}
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pendingAdditions.Clear();
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}
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}
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@ -112,16 +110,8 @@ namespace Managers
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extraInit?.Invoke(entityComponent);
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// 管理派系列表
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var factionKey = def.attributes.label ?? "default";
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var factionKey = def.attributes.defName ?? "default";
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pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
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// if (!factionEntities.ContainsKey(factionKey))
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// {
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// factionEntities[factionKey] = new LinkedList<EntityPrefab>();
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// }
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// factionEntities[factionKey].AddLast(entityComponent);
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return entityComponent;
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}
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catch (System.Exception ex)
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@ -134,6 +124,34 @@ namespace Managers
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}
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}
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/// <summary>
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/// 动态创建层(如果层不存在)
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/// </summary>
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private Transform EnsureLayerExists(string layerName)
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{
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// 先从缓存中查找
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if (layerCache.TryGetValue(layerName, out var layerTransform))
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{
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return layerTransform;
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}
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// 如果缓存中没有,尝试通过 transform.Find 查找
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layerTransform = transform.Find(layerName);
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if (!layerTransform)
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{
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// 如果层不存在,动态创建
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var layerObject = new GameObject(layerName);
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layerTransform = layerObject.transform;
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layerTransform.SetParent(transform, false); // 将层附加到当前管理器下
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}
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// 将新创建的层加入缓存
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layerCache[layerName] = layerTransform;
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return layerTransform;
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}
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/// <summary>
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/// 根据PawnDef生成普通实体
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/// </summary>
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@ -154,10 +172,13 @@ namespace Managers
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return;
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}
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// 确保层存在
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var entityLevelTransform = EnsureLayerExists("EntityLevel");
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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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entityLevel.transform,
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entityLevelTransform,
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pos,
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entityDef
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);
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@ -187,14 +208,17 @@ namespace Managers
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var worldPos = new Vector3(pos.x, pos.y, pos.z);
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// 确保层存在
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var buildingLevelTransform = EnsureLayerExists("BuildingLevel");
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var result = GenerateEntityInternal(
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buildingPrefab.gameObject,
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buildingLevel.transform,
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buildingLevelTransform,
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worldPos,
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buildingDef
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);
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if (!result) GenerateDefaultEntity(pos);
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if (!result) GenerateDefaultEntity(worldPos);
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}
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/// <summary>
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@ -217,9 +241,12 @@ namespace Managers
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return;
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}
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// 确保层存在
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var bulletLevelTransform = EnsureLayerExists("BulletLevel");
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var result = GenerateEntityInternal(
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bulletPrefab.gameObject,
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bulletLevel.transform,
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bulletLevelTransform,
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pos,
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bulletDef,
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// 子弹特有的方向设置
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@ -234,18 +261,16 @@ namespace Managers
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/// </summary>
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public void GenerateDefaultEntity(Vector3 pos)
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{
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var entity = Instantiate(defaultEntityPrefab, pos, Quaternion.identity, entityLevel.transform);
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// 确保层存在
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var entityLevelTransform = EnsureLayerExists("EntityLevel");
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var entity = Instantiate(defaultEntityPrefab, pos, Quaternion.identity, entityLevelTransform);
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var entityComponent = entity.GetComponent<EntityPrefab>();
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const string factionKey = "default";
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pendingAdditions.Add(Tuple.Create(factionKey, entityComponent));
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// if (!factionEntities.ContainsKey(factionKey))
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// {
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// factionEntities[factionKey] = new LinkedList<EntityPrefab>();
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// }
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// entityComponent.DefaultInit();
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// factionEntities[factionKey].AddLast(entityComponent);
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entityComponent.DefaultInit();
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}
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protected override void OnStart()
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@ -258,7 +283,7 @@ namespace Managers
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{
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var pre = Resources.Load<GameObject>("Default/DefaultEntity");
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defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
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layerCache.Clear();
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}
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}
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}
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@ -14,6 +14,8 @@ namespace Managers
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public void Init()
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{
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var itemDefs = Managers.DefineManager.Instance.QueryDefinesByType<ItemDef>();
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if(itemDefs==null||itemDefs.Length==0)
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return;
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foreach (var itemDef in itemDefs)
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{
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var item=new Item.ItemResource();
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