(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:
m0_75251201
2025-08-17 23:01:43 +08:00
parent dea6cd5fa3
commit f67aca0804
18 changed files with 1247 additions and 39 deletions

View File

@ -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();
}
}
}