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f2b442ae5f
Author | SHA1 | Date | |
---|---|---|---|
f2b442ae5f | |||
a37235b596 | |||
550be0b94f | |||
ee1b5890d0 | |||
b7a12ce85b | |||
c021324c53 | |||
54a5481f09 | |||
ce2bda27d4 | |||
bff61daf6c | |||
4abf6c90f0 | |||
4f3673dc04 | |||
a336a69157 | |||
f04be7bb79 |
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--- !u!1660057539 &9223372036854775807
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|
101
Client/Assets/Scripts/Data/CharacterDefine.cs
Normal file
101
Client/Assets/Scripts/Data/CharacterDefine.cs
Normal file
@ -0,0 +1,101 @@
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Data
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{
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public enum Orientation
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{
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Down,
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Left,
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Right,
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Up
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}
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public enum DrawNodeType
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{
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Image,
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Animation
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}
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public class CharacterDef : Define
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{
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public DrawingOrderDef
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drawingOrder_down,
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drawingOrder_up,
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drawingOrder_left,
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drawingOrder_right;
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public DrawingOrderDef GetDrawingOrder(Orientation orientation)
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{
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// 定义一个临时变量用于存储结果
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DrawingOrderDef result = null;
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// 根据传入的 Orientation 获取对应的 DrawingOrderDef
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switch (orientation)
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{
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case Orientation.Down:
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result = drawingOrder_down;
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break;
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case Orientation.Up:
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result = drawingOrder_up;
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break;
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case Orientation.Left:
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result = drawingOrder_left;
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break;
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case Orientation.Right:
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result = drawingOrder_right;
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break;
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default:
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throw new ArgumentException("Invalid orientation value.");
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}
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// 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充
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if (result == null) result = drawingOrder_down;
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// 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充
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if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right;
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return result;
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}
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}
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public class DrawingOrderDef : Define
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{
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public List<DrawNodeDef> drawNodes = new();
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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foreach (var node in xmlDef.Elements("DrawNodeDef"))
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{
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var drawNode = new DrawNodeDef();
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drawNode.Init(node);
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drawNodes.Add(drawNode);
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}
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return true;
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}
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}
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public class DrawNodeDef : Define
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{
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public List<DrawNodeDef> children = new();
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public DrawNodeType drawNodeType = DrawNodeType.Image;
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public string nodeName;
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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nodeName = xmlDef.Attribute("name")?.Value;
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foreach (var childNode in xmlDef.Elements("DrawNodeDef"))
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{
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var child = new DrawNodeDef();
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child.Init(childNode);
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children.Add(child);
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}
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return true;
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}
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}
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}
|
3
Client/Assets/Scripts/Data/CharacterDefine.cs.meta
Normal file
3
Client/Assets/Scripts/Data/CharacterDefine.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e277dc789917427a81ab775cb5e74107
|
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timeCreated: 1752403551
|
@ -6,6 +6,7 @@ using System.Text;
|
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using System.Xml.Linq;
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using Configs;
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using UnityEngine;
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using Object = System.Object;
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namespace Data
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{
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@ -102,7 +103,7 @@ namespace Data
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/// <summary>
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/// define类别及其定义
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/// </summary>
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public Dictionary<string, List<Define>> defines;
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public Dictionary<string, List<Define>> defines=new();
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public PackAbout packAbout;
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public string packID;
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@ -141,7 +142,7 @@ namespace Data
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if (string.IsNullOrEmpty(className))
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continue;
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// Debug.Log("1");
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var def = LoadDefineClass(element);
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var def = LoadDefineClass(element,element.Name.ToString());
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if (def == null)
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continue;
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// Debug.Log("2");
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@ -152,9 +153,8 @@ namespace Data
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}
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}
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private Define LoadDefineClass(XElement defineDoc)
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private Define LoadDefineClass(XElement defineDoc,string className)
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{
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var className = defineDoc.Name.ToString();
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var assembly = Assembly.GetExecutingAssembly();
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Type type;
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@ -206,8 +206,14 @@ namespace Data
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}
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if (define.Init(defineDoc)) return define;
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// 获取类的所有字段(不包括私有字段)
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var fields = type.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic);
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DefaultInitDefine(define,defineDoc, type);
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return define;
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}
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public void DefaultInitDefine(Define define,XElement defineDoc,Type defineType)
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{
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var fields = defineType.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.NonPublic);
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// 遍历字段并尝试从 XElement 中赋值
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foreach (var field in fields)
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@ -217,8 +223,11 @@ namespace Data
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if (element != null)
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try
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{
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// 将子元素的值转换为目标类型并赋值
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var value = Convert.ChangeType(element.Value, field.FieldType);
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Object value;
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if (IsFieldTypeInheritedFrom(field, typeof(Define)))
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value = LoadDefineClass(element, field.FieldType.Name);
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else
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value = Convert.ChangeType(element.Value, field.FieldType);
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field.SetValue(define, value);
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}
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catch (Exception ex)
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@ -226,8 +235,6 @@ namespace Data
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Debug.LogWarning($"Error setting field {field.Name}: {ex.Message}");
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}
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}
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return define;
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}
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/// <summary>
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@ -278,5 +285,23 @@ namespace Data
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return sb.ToString();
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}
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/// <summary>
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/// 检查字段的类型是否继承自指定的类
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/// </summary>
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/// <param name="field">字段信息</param>
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/// <param name="baseType">要检查的基类类型</param>
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/// <returns>如果字段的类型是基类或其派生类,则返回 true</returns>
|
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public static bool IsFieldTypeInheritedFrom(FieldInfo field, Type baseType)
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{
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// 获取字段的类型
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var fieldType = field.FieldType;
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||||
// 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))
|
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return false;
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||||
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||||
// 如果字段的类型直接是基类或其派生类,则返回 true
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return fieldType != baseType && baseType.IsAssignableFrom(fieldType);
|
||||
}
|
||||
}
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||||
}
|
8
Client/Assets/Scripts/Entity.meta
Normal file
8
Client/Assets/Scripts/Entity.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6df36c59fc95694f93c95b131bc940f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
96
Client/Assets/Scripts/Entity/Character.cs
Normal file
96
Client/Assets/Scripts/Entity/Character.cs
Normal file
@ -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
|
||||
}
|
||||
}
|
||||
}
|
2
Client/Assets/Scripts/Entity/Character.cs.meta
Normal file
2
Client/Assets/Scripts/Entity/Character.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 757576bb4354ac54da09868e1be02eec
|
@ -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)
|
||||
|
@ -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);
|
||||
|
@ -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>
|
90
Docs/DefineType/DrawingOrderDef.md
Normal file
90
Docs/DefineType/DrawingOrderDef.md
Normal file
@ -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` 是 `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` 是 `body` 的子节点,表示头部。
|
||||
- `backHair`、`ear`、`face`、`frontHair` 和 `hat` 是 `head` 的子节点,分别表示后发、耳朵、脸部、前发和帽子。
|
||||
- `clothes` 是 `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。
|
@ -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>
|
||||
```
|
||||
|
||||
|
Reference in New Issue
Block a user