13 Commits

12 changed files with 456 additions and 57 deletions

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@ -478,7 +478,7 @@ Transform:
m_GameObject: {fileID: 1057087086}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.60862845, y: 1.3409947, z: -10}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -651,6 +651,50 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 147e91e6929d90a4fb877c0b0a6b608c, type: 3}
m_Name:
m_EditorClassIdentifier:
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GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1485465861}
- component: {fileID: 1485465862}
m_Layer: 0
m_Name: Character
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1485465861
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1485465860}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1485465862
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1485465860}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 757576bb4354ac54da09868e1be02eec, type: 3}
m_Name:
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--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
@ -659,3 +703,4 @@ SceneRoots:
- {fileID: 1057087090}
- {fileID: 613797070}
- {fileID: 912467178}
- {fileID: 1485465861}

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@ -0,0 +1,101 @@
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Data
{
public enum Orientation
{
Down,
Left,
Right,
Up
}
public enum DrawNodeType
{
Image,
Animation
}
public class CharacterDef : Define
{
public DrawingOrderDef
drawingOrder_down,
drawingOrder_up,
drawingOrder_left,
drawingOrder_right;
public DrawingOrderDef GetDrawingOrder(Orientation orientation)
{
// 定义一个临时变量用于存储结果
DrawingOrderDef result = null;
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
switch (orientation)
{
case Orientation.Down:
result = drawingOrder_down;
break;
case Orientation.Up:
result = drawingOrder_up;
break;
case Orientation.Left:
result = drawingOrder_left;
break;
case Orientation.Right:
result = drawingOrder_right;
break;
default:
throw new ArgumentException("Invalid orientation value.");
}
// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
if (result == null) result = drawingOrder_down;
// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
return result;
}
}
public class DrawingOrderDef : Define
{
public List<DrawNodeDef> drawNodes = new();
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
foreach (var node in xmlDef.Elements("DrawNodeDef"))
{
var drawNode = new DrawNodeDef();
drawNode.Init(node);
drawNodes.Add(drawNode);
}
return true;
}
}
public class DrawNodeDef : Define
{
public List<DrawNodeDef> children = new();
public DrawNodeType drawNodeType = DrawNodeType.Image;
public string nodeName;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
nodeName = xmlDef.Attribute("name")?.Value;
foreach (var childNode in xmlDef.Elements("DrawNodeDef"))
{
var child = new DrawNodeDef();
child.Init(childNode);
children.Add(child);
}
return true;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e277dc789917427a81ab775cb5e74107
timeCreated: 1752403551

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@ -6,6 +6,7 @@ using System.Text;
using System.Xml.Linq;
using Configs;
using UnityEngine;
using Object = System.Object;
namespace Data
{
@ -102,7 +103,7 @@ namespace Data
/// <summary>
/// define类别及其定义
/// </summary>
public Dictionary<string, List<Define>> defines;
public Dictionary<string, List<Define>> defines=new();
public PackAbout packAbout;
public string packID;
@ -141,7 +142,7 @@ namespace Data
if (string.IsNullOrEmpty(className))
continue;
// Debug.Log("1");
var def = LoadDefineClass(element);
var def = LoadDefineClass(element,element.Name.ToString());
if (def == null)
continue;
// Debug.Log("2");
@ -152,9 +153,8 @@ namespace Data
}
}
private Define LoadDefineClass(XElement defineDoc)
private Define LoadDefineClass(XElement defineDoc,string className)
{
var className = defineDoc.Name.ToString();
var assembly = Assembly.GetExecutingAssembly();
Type type;
@ -206,8 +206,14 @@ namespace Data
}
if (define.Init(defineDoc)) return define;
// 获取类的所有字段(不包括私有字段)
var fields = type.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic);
DefaultInitDefine(define,defineDoc, type);
return define;
}
public void DefaultInitDefine(Define define,XElement defineDoc,Type defineType)
{
var fields = defineType.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic);
// 遍历字段并尝试从 XElement 中赋值
foreach (var field in fields)
@ -217,8 +223,11 @@ namespace Data
if (element != null)
try
{
// 将子元素的值转换为目标类型并赋值
var value = Convert.ChangeType(element.Value, field.FieldType);
Object value;
if (IsFieldTypeInheritedFrom(field, typeof(Define)))
value = LoadDefineClass(element, field.FieldType.Name);
else
value = Convert.ChangeType(element.Value, field.FieldType);
field.SetValue(define, value);
}
catch (Exception ex)
@ -226,8 +235,6 @@ namespace Data
Debug.LogWarning($"Error setting field {field.Name}: {ex.Message}");
}
}
return define;
}
/// <summary>
@ -278,5 +285,23 @@ namespace Data
return sb.ToString();
}
/// <summary>
/// 检查字段的类型是否继承自指定的类
/// </summary>
/// <param name="field">字段信息</param>
/// <param name="baseType">要检查的基类类型</param>
/// <returns>如果字段的类型是基类或其派生类,则返回 true</returns>
public static bool IsFieldTypeInheritedFrom(FieldInfo field, Type baseType)
{
// 获取字段的类型
var fieldType = field.FieldType;
// 如果字段的类型为 null 或不是基类的派生类,则返回 false
if (!baseType.IsAssignableFrom(fieldType))
return false;
// 如果字段的类型直接是基类或其派生类,则返回 true
return fieldType != baseType && baseType.IsAssignableFrom(fieldType);
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d6df36c59fc95694f93c95b131bc940f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,96 @@
using System;
using System.Linq;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : MonoBehaviour
{
private void Start()
{
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
}
public void Init(CharacterDef def)
{
if (def == null)
return;
GenerateDrawNode(def.GetDrawingOrder(Orientation.Down));
}
// 生成图片或动画节点
private void GenerateDrawNode(DrawingOrderDef def)
{
// Debug.Log(def);
// 删除现有子节点
DeleteAllChildren();
// 生成根节点下的所有节点
foreach (var nodeDef in def.drawNodes) GenerateNode(nodeDef, transform); // 在当前节点下生成
}
// 递归生成节点
private void GenerateNode(DrawNodeDef nodeDef, Transform parent)
{
// Debug.Log(nodeDef.nodeName);
// 创建新的 GameObject 表示节点
var nodeObject = new GameObject(nodeDef.nodeName);
// 设置父节点
nodeObject.transform.SetParent(parent, false);
// 根据节点类型生成不同的内容
switch (nodeDef.drawNodeType)
{
case DrawNodeType.Image:
CreateImageNode(nodeObject);
break;
case DrawNodeType.Animation:
CreateAnimationNode(nodeObject);
break;
default:
Debug.LogWarning($"Unsupported node type: {nodeDef.drawNodeType}");
break;
}
// 递归生成子节点
if (nodeDef.children != null && nodeDef.children.Count > 0)
foreach (var childNodeDef in nodeDef.children)
GenerateNode(childNodeDef, nodeObject.transform); // 在当前节点下生成子节点
}
// 创建图片节点
private void CreateImageNode(GameObject nodeObject)
{
// 添加 SpriteRenderer 组件表示图片
var spriteRenderer = nodeObject.AddComponent<SpriteRenderer>();
spriteRenderer.sprite = Resources.Load<Sprite>("DefaultImage"); // 加载默认图片
spriteRenderer.color = Color.white; // 设置默认颜色
}
// 创建动画节点
private void CreateAnimationNode(GameObject nodeObject)
{
// 添加 Animator 组件表示动画
var animator = nodeObject.AddComponent<Animator>();
animator.runtimeAnimatorController =
Resources.Load<RuntimeAnimatorController>("DefaultAnimation"); // 加载默认动画控制器
}
private void DeleteAllChildren()
{
// 获取当前对象的 Transform
var parentTransform = transform;
// 删除所有子对象
foreach (Transform child in parentTransform) Destroy(child.gameObject); // 使用 Destroy 方法删除子对象
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 757576bb4354ac54da09868e1be02eec

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@ -21,8 +21,39 @@ namespace Managers
var pack = new DefinePack();
if (pack.LoadPack(folder)) packs.Add(pack.packID, pack);
}
}
foreach (var pack in packs)
{
foreach (var define in pack.Value.defines)
{
var typeName=define.Key;
var defList=define.Value;
if (!defines.ContainsKey(typeName))
defines[typeName] = new Dictionary<string, Define>();
foreach (var def in defList)
{
defines[typeName][def.defName] = def;
}
}
}
}
/// <summary>
/// 查找指定定义类型的定义名对应的 Define 对象。
/// </summary>
/// <param name="defineType">定义类型</param>
/// <param name="defineName">定义名</param>
/// <returns>如果找到,返回 Define 对象;否则返回 null。</returns>
public Define FindDefine(string defineType, string defineName)
{
if (defines.TryGetValue(defineType, out var typeDict))
{
if (typeDict.TryGetValue(defineName, out var define))
{
return define;
}
}
return null;
}
public override string ToString()
{
if (packs == null || packs.Count == 0)

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@ -7,7 +7,7 @@ namespace Test
public class TestDefine : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
void Awake()
{
Managers.DefineManager.Instance.Init();
Debug.Log(Managers.DefineManager.Instance);

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@ -1,37 +1,35 @@
<?xml version="1.0" encoding="utf-8"?>
<Define><!--表示是游戏数据定义 -->
<Attributes><!--定义一个Attributes类型 -->
<defName>CatGirl</defName><!--此Attributes的引用名应该保持唯一在同一种类型中 -->
<health>100</health><!--C#中定义的同名的Attributes类中含有的变量并对其进行赋值 -->
<Define>
<AttributesDef>
<defName>CatGirl</defName>
<health>100</health>
<speed>1.2</speed>
<strength>5</strength>
</Attributes>
</AttributesDef>
<Character>
<CharacterDef>
<defName>CatGirl</defName>
<label>CatGirl</label>
<description>She is a cat girl with agile movements and sharp senses.</description>
<attributes>CatGirl</attributes>
<attributes>CatGirl</attributes> <!-- 引用 AttributesDef 类型的数据块 -->
<drawingOrder_down>CatGirl_down</drawingOrder_down><!--根据defName引用其他的属性识别过程是首先根据C#中定义的此变量的类型,再根据名称查找此类型定义的数据块 -->
<drawingOrder_down>CatGirl_down</drawingOrder_down> <!-- 引用 DrawingOrderDef 类型的数据块 -->
<drawingOrder_left>CatGirl_left</drawingOrder_left>
<drawingOrder_right>CatGirl_right</drawingOrder_right>
<drawingOrder_up>CatGirl_up</drawingOrder_up>
</Character>
</CharacterDef>
<DrawingOrder>
<DrawingOrderDef>
<defName>CatGirl_down</defName>
<DrawNode name="body">
<DrawNode name="head">
<DrawNode name="backHair"/>
<DrawNode name="ear"/>
<DrawNode name="face"/>
<DrawNode name="frontHair"/>
<DrawNode name="hat"/>
</DrawNode>
<DrawNode name="clothes"/>
</DrawNode>
</DrawingOrder>
<DrawNodeDef name="body">
<DrawNodeDef name="head">
<DrawNodeDef name="backHair"/>
<DrawNodeDef name="ear"/>
<DrawNodeDef name="face"/>
<DrawNodeDef name="frontHair"/>
<DrawNodeDef name="hat"/>
</DrawNodeDef>
<DrawNodeDef name="clothes"/>
</DrawNodeDef>
</DrawingOrderDef>
</Define>

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@ -0,0 +1,90 @@
# DrawingOrderDef使用文档
---
## 1. 基本概念
### 1.1 DrawingOrderDef
`DrawingOrderDef` 是用于定义游戏对象树形结构的根节点。它表示整个渲染层级的入口点。
### 1.2 defName
`defName``DrawingOrderDef` 的子节点,用于指定当前渲染层级结构的唯一引用名称。这个名称可以在其他地方(如脚本或配置文件)中被引用。
### 1.3 DrawNodeDef
`DrawNodeDef` 是定义渲染层级中的节点元素。每个 `DrawNodeDef` 可以包含子节点,形成树形结构。其属性包括:
- **name**:节点的名称,用于标识该节点。
- **type**:可选属性,用于指定节点的类型。目前支持的类型有:
- `image`:表示一个静态图像。
- `animation`:表示一个动画序列。
---
## 2. 示例解析
以下是一个完整的 XML 示例及其解析:
```xml
<DrawingOrderDef>
<defName>CatGirl</defName>
<DrawNodeDef name="body">
<DrawNodeDef name="head">
<DrawNodeDef name="backHair"/>
<DrawNodeDef name="ear"/>
<DrawNodeDef name="face"/>
<DrawNodeDef name="frontHair"/>
<DrawNodeDef name="hat"/>
</DrawNodeDef>
<DrawNodeDef name="clothes"/>
</DrawNodeDef>
</DrawingOrderDef>
```
### 2.1 结构说明
1. **根节点**`DrawingOrderDef` 表示此角色的渲染树
2. **唯一标识**`defName` 节点指定了当前渲染层级结构的名称为 `CatGirl`
3. **渲染层级**
- `body` 是顶层节点,表示角色的身体部分。
- `head``body` 的子节点,表示头部。
- `backHair``ear``face``frontHair``hat``head` 的子节点,分别表示后发、耳朵、脸部、前发和帽子。
- `clothes``body` 的另一个子节点,表示角色的衣服。
### 2.2 渲染顺序
在渲染时,系统会按照 XML 中定义的树形结构依次绘制每个节点。例如,在上述例子中,渲染顺序为:
1. `body`
- `head`
- `backHair`
- `ear`
- `face`
- `frontHair`
- `hat`
- `clothes`
这种顺序确保了层次分明的渲染效果,例如,头发和帽子会覆盖在脸部之上,衣服则位于身体外部。
---
## 3. 扩展功能
### 3.1 指定节点类型
可以通过 `type` 属性为节点指定具体的类型。例如:
```xml
<DrawNodeDef name="background" type="image"/>
<DrawNodeDef name="walk" type="animation"/>
```
- 如果 `type="image"`,则表示该节点是一个静态图像。
- 如果 `type="animation"`,则表示该节点是一个动画序列。
默认为image
### 3.2 动态引用
通过 `defName`,可以将定义好的渲染层级结构动态引用到其他地方。例如,如果某个脚本需要加载 `CatGirl` 的渲染结构,可以直接通过 `defName` 引用。
---
## 4. 注意事项
1. **节点命名唯一性**:在同一层级中,节点的 `name` 属性应保持唯一,以避免冲突。
2. **类型匹配**:如果指定了 `type` 属性,确保实际内容与类型一致(如 `image` 对应静态图片资源,`animation` 对应动画资源)。
3. **嵌套深度**:虽然理论上可以无限嵌套,但建议控制嵌套深度,以提高性能和可维护性。

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@ -57,38 +57,38 @@ XML 文件根据根属性名分为三种类型:
```xml
<?xml version="1.0" encoding="utf-8"?>
<Define>
<Attributes>
<AttributesDef>
<defName>CatGirl</defName>
<health>100</health>
<speed>1.2</speed>
<strength>5</strength>
</Attributes>
</AttributesDef>
<Character>
<CharacterDef>
<defName>CatGirl</defName>
<label>CatGirl</label>
<description>She is a cat girl with agile movements and sharp senses.</description>
<attributes>CatGirl</attributes> <!-- 引用 Attributes 类型的数据块 -->
<attributes>CatGirl</attributes> <!-- 引用 AttributesDef 类型的数据块 -->
<drawingOrder_down>CatGirl_down</drawingOrder_down> <!-- 引用 DrawingOrder 类型的数据块 -->
<drawingOrder_down>CatGirl_down</drawingOrder_down> <!-- 引用 DrawingOrderDef 类型的数据块 -->
<drawingOrder_left>CatGirl_left</drawingOrder_left>
<drawingOrder_right>CatGirl_right</drawingOrder_right>
<drawingOrder_up>CatGirl_up</drawingOrder_up>
</Character>
</CharacterDef>
<DrawingOrder>
<DrawingOrderDef>
<defName>CatGirl_down</defName>
<DrawNode name="body">
<DrawNode name="head">
<DrawNode name="backHair"/>
<DrawNode name="ear"/>
<DrawNode name="face"/>
<DrawNode name="frontHair"/>
<DrawNode name="hat"/>
</DrawNode>
<DrawNode name="clothes"/>
</DrawNode>
</DrawingOrder>
<DrawNodeDef name="body">
<DrawNodeDef name="head">
<DrawNodeDef name="backHair"/>
<DrawNodeDef name="ear"/>
<DrawNodeDef name="face"/>
<DrawNodeDef name="frontHair"/>
<DrawNodeDef name="hat"/>
</DrawNodeDef>
<DrawNodeDef name="clothes"/>
</DrawNodeDef>
</DrawingOrderDef>
</Define>
```
@ -151,7 +151,7 @@ XML 文件根据根属性名分为三种类型:
```
例如:
```
Character.CatGirl.label
CharacterDef.CatGirl.label
```
#### 5.3 示例解析
@ -160,8 +160,8 @@ Character.CatGirl.label
```xml
<?xml version="1.0" encoding="utf-8"?>
<Translation>
<Character.CatGirl.label>猫娘</Character.CatGirl.label>
<Character.CatGirl.description>她是一个猫娘,拥有猫的特性和人类的智慧。她的耳朵和尾巴显示了她的猫族血统。</Character.CatGirl.description>
<CharacterDef.CatGirl.label>猫娘</CharacterDef.CatGirl.label>
<CharacterDef.CatGirl.description>她是一个猫娘,拥有猫的特性和人类的智慧。她的耳朵和尾巴显示了她的猫族血统。</CharacterDef.CatGirl.description>
</Translation>
```