17 Commits

Author SHA1 Message Date
2621093d7d (client) chore:测试瓦片地图 2025-07-15 13:58:03 +08:00
1693d73aa5 (client) feat:完成定义的链接 2025-07-15 11:58:22 +08:00
4f1d75254a (client) chore:完善函数注释 2025-07-15 11:12:35 +08:00
d4a20028b6 (client) chore:修改示例定义中的错误定义 2025-07-15 11:11:58 +08:00
6066b9f1ba (client) feat:定义柏林噪声生成器 2025-07-14 23:43:36 +08:00
d6385e8b7b (client) feat:定义瓦片地图映射 2025-07-14 21:08:53 +08:00
30d908a316 (client) fix:发现资源文件夹少了个s 2025-07-14 19:50:51 +08:00
ea095835ce (client) feat:添加键值对式加载资源函数 2025-07-14 19:40:11 +08:00
f5cb8d001c (client) chore:将瓦片地图移动到资源文件夹,同时将瓦片地图切片 2025-07-14 19:08:32 +08:00
90c31c024f merge upstream 2025-07-14 18:34:26 +08:00
1e60c852d0 (client) chore:修改渲染树定义加载,允许默认加载 2025-07-14 17:30:50 +08:00
ec123324f1 merge upstream 2025-07-14 17:25:44 +08:00
9104a74374 merge upstream 2025-07-14 17:15:51 +08:00
832358d732 merge upstream 2025-07-14 17:00:37 +08:00
b4bdf5f4a0 (client) chore:属性变量类型与策划交流调整为整数类型 2025-07-14 15:05:29 +08:00
5bf17958ff (client) feat:添加属性相关定义 2025-07-14 15:00:56 +08:00
b3b01ff037 (client) chore:改进Define的打印函数,使其能打印子类及其递归Define内容 2025-07-14 14:33:55 +08:00
179 changed files with 2920 additions and 16950 deletions

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@ -1,103 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AI
{
public abstract class AIBase
{
public List<AIBase> children = new();
public abstract JobBase GetJob(Entity.Entity target);
}
public class Selector : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
foreach (var aiBase in children)
{
var job = aiBase.GetJob(target);
if (job != null)
return job;
}
return null;
}
}
public class ConditionalAI : Selector
{
// 条件函数,返回 true 表示满足条件
private Func<Entity.Entity, bool> condition;
// 构造函数,传入条件函数
public ConditionalAI(Func<Entity.Entity, bool> conditionFunc)
{
condition = conditionFunc;
}
public override JobBase GetJob(Entity.Entity target)
{
// 检查条件是否满足
if (condition != null && condition(target))
{
// 如果条件满足,继续查找子节点的任务
return base.GetJob(target);
}
// 条件不满足,直接返回 null
return null;
}
}
public class SequentialAI : Selector
{
private int currentIndex = 0; // 当前正在尝试的子节点索引
public override JobBase GetJob(Entity.Entity target)
{
// 如果当前索引超出了子节点范围,重置索引并返回 null
if (currentIndex >= children.Count)
{
ResetIndex();
return null;
}
// 获取当前子节点的任务
var currentChild = children[currentIndex];
var job = currentChild.GetJob(target);
// 移动到下一个子节点
currentIndex++;
return job;
}
// 重置当前索引(用于重新开始遍历)
private void ResetIndex()
{
currentIndex = 0;
}
}
public class ContinuousMove : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new MoveJob();
}
}
public class TrackPlayer : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
throw new NotImplementedException();
}
}
public class RandomWander : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
return new WanderJob();
}
}
}

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@ -1,78 +0,0 @@
using Base;
using Unity.VisualScripting;
using UnityEngine;
namespace AI
{
public abstract class JobBase
{
public Entity.Entity entity;
protected int timeoutTicks = 300;
public bool Running=>timeoutTicks > 0;
public virtual void StartJob(Entity.Entity target)
{
entity = target;
}
protected abstract void UpdateJob();
public bool Update()
{
if(!Running)
return false;
UpdateJob();
timeoutTicks--;
if (timeoutTicks <= 0)
{
StopJob();
}
return true;
}
public virtual void StopJob()
{
timeoutTicks = 0;
}
}
public class WanderJob : JobBase
{
public override void StartJob(Entity.Entity target)
{
base.StartJob(target);
Vector3 move=new(Random.Range(-10,10), Random.Range(-10,10));
var targetPosition=entity.transform.position+move;
entity.SetTarget(targetPosition);
entity.IsChase = false;
}
protected override void UpdateJob()
{
entity.TryMove();
}
override public void StopJob()
{
base.StopJob();
entity.IsChase = true;
}
}
public class IdleJob:JobBase
{
override public void StartJob(Entity.Entity target)
{
base.StartJob(target);
timeoutTicks = 500;
}
protected override void UpdateJob()
{
}
}
public class MoveJob : JobBase
{
protected override void UpdateJob()
{
entity.TryMove();
}
}
}

View File

@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d2497fdaa11d3554287c58d696dab7e9

View File

@ -1,13 +0,0 @@
using System;
namespace Base
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = true)]
public class NeedSaveAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false, Inherited = true)]
public class UnSaveAttribute : Attribute
{
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: bb4eb0442fc54e27955bb860d6dc2fd3
timeCreated: 1752635644

View File

@ -7,17 +7,23 @@ namespace Base
{
public interface ITick
{
public void Tick();
public void Tick()
{
}
}
public interface ITickPhysics
{
public void TickPhysics();
public void TickPhysics()
{
}
}
public interface ITickUI
{
public void TickUI();
public void TickUI()
{
}
}
public class Clock : MonoSingleton<Clock>
@ -105,40 +111,5 @@ namespace Base
if (obj is ITickUI uiObj) tickUIs.Add(uiObj);
}
}
public static void AddTick(ITick tick)
{
if (Instance != null && !Instance.ticks.Contains(tick))
Instance.ticks.Add(tick);
}
public static void RemoveTick(ITick tick)
{
if (Instance != null)
Instance.ticks.Remove(tick);
}
public static void AddTickPhysics(ITickPhysics physics)
{
if (Instance != null && !Instance.tickPhysics.Contains(physics))
Instance.tickPhysics.Add(physics);
}
public static void RemoveTickPhysics(ITickPhysics physics)
{
if (Instance != null)
Instance.tickPhysics.Remove(physics);
}
public static void AddTickUI(ITickUI ui)
{
if (Instance != null && !Instance.tickUIs.Contains(ui))
Instance.tickUIs.Add(ui);
}
public static void RemoveTickUI(ITickUI ui)
{
if (Instance != null)
Instance.tickUIs.Remove(ui);
}
}
}

View File

@ -1,189 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Base
{
public class UIInputControl : Utils.MonoSingleton<UIInputControl>, ITickUI
{
// 存储窗口及其激活键的字典
public Dictionary<KeyCode, UIBase> UIwindowKeys = new();
// 存储没有激活键的窗口列表
private List<UIBase> noKeyWindows = new();
// 每帧更新逻辑
public void TickUI()
{
foreach (var kvp in UIwindowKeys)
{
if (Input.GetKeyDown(kvp.Key))
{
HandleWindowActivation(kvp.Value);
break;
}
}
}
private void Init()
{
UIwindowKeys.Clear();
noKeyWindows.Clear();
var uiInstances = Resources.FindObjectsOfTypeAll<UIBase>();
foreach (var uiBase in uiInstances)
{
var key = uiBase.actionButton;
if (key == KeyCode.None)
{
noKeyWindows.Add(uiBase);
uiBase.Hide();
continue;
}
if (UIwindowKeys.ContainsKey(key))
{
Debug.LogWarning($"Key '{key}' is already assigned to another window. Skipping...");
continue;
}
UIwindowKeys[key] = uiBase;
uiBase.Hide();
}
}
private void HandleWindowActivation(UIBase targetWindow, bool isFunctionCall = false)
{
bool wasTargetVisible = targetWindow.IsVisible;
bool anyOtherWindowOpen = false;
// 遍历所有窗口(包括有键和无键窗口)
foreach (var kvp in UIwindowKeys.Concat(noKeyWindows.Select(w => new KeyValuePair<KeyCode, UIBase>(KeyCode.None, w))))
{
if (kvp.Value == targetWindow)
{
continue;
}
if (kvp.Value.IsVisible)
{
if (!wasTargetVisible || isFunctionCall) // 只在目标窗口要打开时才关闭其他窗口
{
kvp.Value.Hide();
}
else
{
anyOtherWindowOpen = true; // 记录是否有其他窗口打开
}
}
}
if (wasTargetVisible)
{
targetWindow.Hide();
}
else
{
targetWindow.Show();
}
bool currentWindowState = !wasTargetVisible || anyOtherWindowOpen;
if (Base.Clock.Instance.Pause != currentWindowState)
{
Base.Clock.Instance.Pause = currentWindowState;
}
}
/// <summary>
/// 模拟按键输入切换窗口
/// </summary>
/// <param name="keyCode">要模拟的按键</param>
public void SimulateKeyPress(KeyCode keyCode)
{
if (UIwindowKeys.TryGetValue(keyCode, out UIBase targetWindow))
{
HandleWindowActivation(targetWindow); // 调用内部逻辑处理
}
else
{
Debug.LogWarning($"No window is assigned to the key '{keyCode}'.");
}
}
/// <summary>
/// 打开指定的窗口(无论是否有激活键)
/// </summary>
/// <param name="window">要打开的窗口</param>
public void OpenWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot open the specified window as it is not registered.");
return;
}
HandleWindowActivation(window, true); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 关闭指定的窗口(无论是否有激活键)
/// </summary>
/// <param name="window">要关闭的窗口</param>
public void CloseWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot close the specified window as it is not registered.");
return;
}
HandleWindowActivation(window, true); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 切换指定窗口的显示状态(无论是否有激活键)
/// </summary>
/// <param name="window">要切换的窗口</param>
public void ToggleWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot toggle the specified window as it is not registered.");
return;
}
HandleWindowActivation(window, true); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 在对象销毁时清理事件监听
/// </summary>
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// 在对象启动时初始化
/// </summary>
protected override void OnStart()
{
// 注册场景加载事件
SceneManager.sceneLoaded += OnSceneLoaded;
// 初始化时调用一次
Init();
}
/// <summary>
/// 场景加载完成后重新初始化
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 场景加载完成后调用 Init 方法
Init();
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 66ec6c65c80a43e799c1cb67fc9f7691
timeCreated: 1752922425

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4f17e95f87b94882a0a6b913f4cd3521
timeCreated: 1752978726

View File

@ -1,13 +0,0 @@
using UnityEngine;
namespace CameraControl
{
public class CameraControl:MonoBehaviour,Base.ITick
{
public Entity.Entity focusedEntity=null;
public void Tick()
{
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f749a65b381541fab3f5dd5e487a457b
timeCreated: 1752977849

View File

@ -1,13 +1,9 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq;
using Newtonsoft.Json;
using UnityEngine;
using UnityEngine.Networking;
using Formatting = Newtonsoft.Json.Formatting;
namespace Configs
@ -288,105 +284,5 @@ namespace Configs
return resourceDict;
}
/// <summary>
/// 从外部指定文件中加载图片
/// </summary>
/// <param name="filePath">图片文件的完整路径</param>
/// <returns>加载成功的 Texture2D 对象,或加载失败时返回 null</returns>
public static Texture2D LoadTextureByIO(string filePath)
{
if (string.IsNullOrEmpty(filePath))
{
Debug.LogError("文件路径为空,请检查输入!");
return null;
}
// 检查文件是否存在
if (!System.IO.File.Exists(filePath))
{
Debug.LogError($"文件不存在: {filePath}");
return null;
}
byte[] bytes = null;
try
{
// 使用 using 自动管理 FileStream 的生命周期
using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read))
{
fs.Seek(0, SeekOrigin.Begin); // 将游标移动到文件开头(可选)
bytes = new byte[fs.Length]; // 创建一个字节数组来存储文件内容
fs.Read(bytes, 0, bytes.Length); // 读取文件内容到字节数组
}
}
catch (Exception e)
{
Debug.LogError($"读取文件时发生错误: {e.Message}");
return null;
}
// 创建一个默认大小的 Texture2D 对象
Texture2D texture = new Texture2D(2, 2); // 初始大小为 2x2LoadImage 会自动调整大小
if (texture.LoadImage(bytes)) // 加载图片数据
{
return texture; // 返回加载成功的 Texture2D 对象
}
else
{
Debug.LogError("图片加载失败,请检查文件格式是否正确!");
return null;
}
}
/// <summary>
/// 获取指定目录下所有匹配后缀名的文件路径(可递归)
/// </summary>
/// <param name="directoryPath">目标文件夹路径</param>
/// <param name="extensions">后缀名列表(如 ["txt", "jpg"]</param>
/// <param name="searchOption">是否包含子文件夹</param>
/// <returns>匹配的文件路径列表</returns>
public static List<string> GetFilesByExtensions(
string directoryPath,
string[] extensions,
SearchOption searchOption = SearchOption.AllDirectories)
{
if (string.IsNullOrWhiteSpace(directoryPath))
throw new ArgumentException("目录路径不能为空", nameof(directoryPath));
if (!Directory.Exists(directoryPath))
throw new DirectoryNotFoundException($"目录不存在: {directoryPath}");
if (extensions == null || extensions.Length == 0)
throw new ArgumentException("后缀名列表不能为空", nameof(extensions));
// 标准化后缀名(去掉点,转小写)
var normalizedExtensions = new HashSet<string>(
extensions.Select(ext => ext.TrimStart('.').ToLower())
);
var result = new List<string>();
try
{
var files = Directory.GetFiles(directoryPath, "*", searchOption);
foreach (var file in files)
{
var ext = Path.GetExtension(file).TrimStart('.').ToLower();
if (normalizedExtensions.Contains(ext))
{
result.Add(file);
}
}
}
catch (UnauthorizedAccessException ex)
{
// 可选:记录日志或忽略无权限目录
Console.WriteLine($"访问被拒绝: {ex.Message}");
}
return result;
}
}
}

View File

@ -2,27 +2,36 @@
namespace Data
{
public class AttributesDef : Define
public class CharacterAttributesDef : Define
{
public int health = 10;
public int moveSpeed = 1;
}
public class WeaponAttributesDef : Define
{
public int attack = 1;
public int defense = 0;
public int attackSpeed = 2;
public int attackRange = 3;
public int attackTargetCount = 1;
}
public class MonsterAttributesDef : Define
{
public int health = 10;
public int moveSpeed = 1;
public int attack = 1;
public int defense = 0;
public int attackSpeed = 2;
public int attackRange = 3;
public int attackTargetCount = 1;
}
public class BuildingAttributesDef : Define
{
public int health = 10;
public float moveSpeed = 1;
public int attack = 1;
public int defense = 0;
public int attackSpeed = 2;
public int attackRange = 3;
public int attackTargetCount = 1;
public AttributesDef Clone()
{
return new AttributesDef
{
health = this.health,
moveSpeed = this.moveSpeed,
attack = this.attack,
defense = this.defense,
attackSpeed = this.attackSpeed,
attackRange = this.attackRange,
attackTargetCount = this.attackTargetCount
};
}
}
}

View File

@ -22,22 +22,20 @@ namespace Data
Animation
}
public class CharacterDef : PawnDef
public class CharacterDef : Define
{
}
public CharacterAttributesDef attributes;
public string texturePath = null;
public DrawingOrderDef
drawingOrder_down,
drawingOrder_up,
drawingOrder_left,
drawingOrder_right;
public class DrawingOrderDef : Define
{
public DrawNodeDef drawingOrder_down;
public DrawNodeDef drawingOrder_up;
public DrawNodeDef drawingOrder_left;
public DrawNodeDef drawingOrder_right;
public string texturePath;
public DrawNodeDef GetDrawingOrder(Orientation orientation)
public DrawingOrderDef GetDrawingOrder(Orientation orientation)
{
// 定义一个临时变量用于存储结果
DrawNodeDef result = null;
DrawingOrderDef result = null;
// 根据传入的 Orientation 获取对应的 DrawingOrderDef
switch (orientation)
@ -68,6 +66,28 @@ namespace Data
}
}
public class DrawingOrderDef : Define
{
public List<DrawNodeDef> drawNodes = new();
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
var nodes = xmlDef.Elements("DrawNodeDef");
if (nodes.Count() == 0)
return false;
foreach (var node in nodes)
{
var drawNode = new DrawNodeDef();
drawNode.Init(node);
drawNodes.Add(drawNode);
}
return true;;
}
}
public class DrawNodeDef : Define
{
public List<DrawNodeDef> children = new();
@ -80,14 +100,14 @@ namespace Data
{
base.Init(xmlDef);
nodeName = xmlDef.Attribute("name")?.Value??"noName";
nodeName = xmlDef.Attribute("name")?.Value;
drawNodeType = Enum.TryParse(xmlDef.Attribute("type")?.Value, true, out DrawNodeType typeResult)
? typeResult
: DrawNodeType.Image;
position = StringToVector(xmlDef.Attribute("position")?.Value ?? "(0 0)");
FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out float result) ? result : 1.0f;
foreach (var childNode in xmlDef.Elements())
foreach (var childNode in xmlDef.Elements("DrawNodeDef"))
{
var child = new DrawNodeDef();
child.Init(childNode);
@ -98,16 +118,16 @@ namespace Data
public Vector2 StringToVector(string vectorDef)
{
// 去掉可能存在的括号和多余的空格
var cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
string cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
// 使用正则表达式匹配两个浮点数
var match = Regex.Match(cleanedInput, @"\s*(-?\d+(\.\d*)?)\s*[, ]\s*(-?\d+(\.\d*)?)\s*");
Match match = Regex.Match(cleanedInput, @"\s*(-?\d+(\.\d*)?)\s*[, ]\s*(-?\d+(\.\d*)?)\s*");
if (match.Success)
{
// 提取匹配到的两个浮点数
var x = float.Parse(match.Groups[1].Value);
var y = float.Parse(match.Groups[3].Value);
float x = float.Parse(match.Groups[1].Value);
float y = float.Parse(match.Groups[3].Value);
// 返回 Vector2 对象
return new Vector2(x, y);
@ -117,30 +137,6 @@ namespace Data
return Vector2.zero;
}
}
// 判断两个 DrawNodeDef 是否相等
public static bool AreEqual(DrawNodeDef a, DrawNodeDef b)
{
if (ReferenceEquals(a, b)) return true; // 如果是同一个对象,直接返回 true
if (ReferenceEquals(a, null) || ReferenceEquals(b, null)) return false; // 如果其中一个为 null返回 false
// 比较基本属性
if (a.drawNodeType != b.drawNodeType ||
a.nodeName != b.nodeName ||
a.position != b.position ||
Math.Abs(a.FPS - b.FPS) > 0.001f) // 浮点数比较需要考虑精度
return false;
// 比较 children 的数量
if (a.children.Count != b.children.Count)
return false;
// 递归比较每个子节点
for (var i = 0; i < a.children.Count; i++)
{
if (!AreEqual(a.children[i], b.children[i]))
return false;
}
return true;
}
}

View File

@ -8,15 +8,13 @@ using System.Xml.Linq;
namespace Data
{
public class Define
public abstract class Define
{
public string defName;
public string description;
public string label;
public string packID;
public bool isReferene = false;
/// <summary>
/// 初始化方法,根据传入的 XML 元素 (<paramref name="xmlDef" />) 进行处理。
/// </summary>
@ -50,93 +48,82 @@ namespace Data
{
var sb = new StringBuilder();
// 显示基类中的基本信息
sb.AppendLine($"Define {{");
sb.AppendLine($"\tdefName: {defName}");
sb.AppendLine($"\tdescription: {description}");
sb.AppendLine($"\tlabel: {label}");
// 使用反射获取当前类的所有字段和属性
var fieldsAndProperties = GetAllFieldsAndProperties(this);
// 获取当前对象的所有字段
var fields = GetType().GetFields(BindingFlags.Public | BindingFlags.Instance);
foreach (var field in fields)
foreach (var member in fieldsAndProperties)
{
if (field.Name == "defName" || field.Name == "description" || field.Name == "label")
continue; // 已经显示过的基本信息跳过
var name = member.Name;
var value = GetValue(member, this);
sb.Append("\t");
sb.Append(field.Name);
sb.Append(": ");
AppendFieldInfo(sb, field.GetValue(this), "\t\t");
sb.AppendLine();
if (value is IList list && list.Count > 0) // 如果是列表类型
{
sb.AppendLine($"{name}:");
foreach (var item in list) sb.AppendLine($" - {FormatValue(item)}");
}
else if (value is Define defineObject) // 如果是继承自 Define 的子类
{
if (!string.IsNullOrEmpty(defineObject.defName))
{
sb.AppendLine($"{name}: {defineObject.defName}");
}
else
{
sb.AppendLine($"{name}:");
sb.AppendLine(Indent(defineObject.ToString(), " "));
}
}
else
{
sb.AppendLine($"{name}: {FormatValue(value)}");
}
}
sb.Append("}");
return sb.ToString();
}
private void AppendFieldInfo(StringBuilder sb, object value, string indent)
private static IEnumerable<MemberInfo> GetAllFieldsAndProperties(object obj)
{
if (value == null)
var type = obj.GetType();
return type.GetFields(BindingFlags.Public | BindingFlags.Instance)
.Concat(type.GetProperties(BindingFlags.Public | BindingFlags.Instance).Cast<MemberInfo>());
}
private static object GetValue(MemberInfo member, object obj)
{
switch (member)
{
sb.Append("null");
return;
case FieldInfo field:
return field.GetValue(obj);
case PropertyInfo property:
return property.GetValue(obj);
default:
throw new ArgumentException("Unsupported member type.");
}
}
var type = value.GetType();
private static string FormatValue(object value)
{
return value?.ToString() ?? "null";
}
// 如果是简单类型(如 int, string, bool 等)
if (type.IsPrimitive || type == typeof(string) || type == typeof(decimal))
{
sb.Append(value);
}
// 如果是集合类型(如 List<T>, Dictionary<K,V> 等)
else if (typeof(IEnumerable).IsAssignableFrom(type) && !(value is string))
{
sb.AppendLine(" [");
var isFirst = true;
foreach (var item in (IEnumerable)value)
{
if (!isFirst)
sb.AppendLine(",");
isFirst = false;
sb.Append(indent);
AppendFieldInfo(sb, item, indent + "\t");
}
if (!isFirst) // 如果集合不为空,则添加逗号后的换行
sb.AppendLine();
sb.Append(indent.TrimEnd('\t')); // 回退一级缩进
sb.Append("]");
}
// 如果是自定义对象类型
else
{
sb.AppendLine(" {");
var fields = type.GetFields(BindingFlags.Public | BindingFlags.Instance);
var isFirst = true;
foreach (var field in fields)
{
if (!isFirst)
sb.AppendLine(",");
isFirst = false;
sb.Append(indent);
sb.Append(field.Name);
sb.Append(": ");
AppendFieldInfo(sb, field.GetValue(value), indent + "\t");
}
if (!isFirst) // 如果对象有字段,则添加逗号后的换行
sb.AppendLine();
sb.Append(indent.TrimEnd('\t')); // 回退一级缩进
sb.Append("}");
}
private static string Indent(string text, string prefix)
{
return string.Join(Environment.NewLine, text.Split('\n').Select(line => prefix + line));
}
}
public class DefineReference : Define
{
public Define def;
public string className;
public string fieldName;
public DefineReference(string className, string defName, string fieldName)
{
this.defName = defName;
this.className = className;
this.fieldName = fieldName;
}
}
}

View File

@ -107,19 +107,10 @@ namespace Data
public PackAbout packAbout;
public string packID;
public string packRootPath;
public string Name
{
get
{
return packAbout.name;
}
}
public bool LoadPack(string packPath)
{
packRootPath=System.IO.Path.GetFullPath(packPath);;
var packDatas = ConfigProcessor.LoadXmlFromPath(packPath);
var aboutXmls = FindDocumentsWithRootName(packDatas, "About");
if (aboutXmls == null || aboutXmls.Count < 1)
@ -271,22 +262,12 @@ namespace Data
}
else
{
var reference = (Define)Activator.CreateInstance(field.FieldType);
reference.isReferene = true;
reference.description=field.FieldType.Name;
reference.label = field.Name;
reference.defName = element.Value;
value = reference;
value = new DefineReference(field.FieldType.Name, element.Value, field.Name);
}
}
else if(field.FieldType.IsArray)
{
value = ProcessArrayField(field, element);
}
else
{
value = Convert.ChangeType(element.Value, field.FieldType);
}
field.SetValue(define, value);
}
catch (Exception ex)
@ -295,44 +276,7 @@ namespace Data
}
}
}
private static object ProcessArrayField(FieldInfo field, XElement element)
{
Type elementType = field.FieldType.GetElementType();
if (elementType == null) return null;
var arrayElements = new List<object>();
foreach (var liElement in element.Elements())
{
if (elementType.IsSubclassOf(typeof(Define)))
{
Define nestedDefine = (Define)Activator.CreateInstance(elementType);
DefaultInitDefine(nestedDefine, liElement, elementType);
arrayElements.Add(nestedDefine);
}
else if (elementType.IsArray) // 嵌套数组处理
{
// 递归处理嵌套数组
var nestedArray = ProcessArrayField(
new { FieldType = elementType }.GetType().GetField("FieldType"),
liElement
);
arrayElements.Add(nestedArray);
}
else
{
// 基本类型处理
arrayElements.Add(Convert.ChangeType(liElement.Value, elementType));
}
}
// 构建结果数组
Array resultArray = Array.CreateInstance(elementType, arrayElements.Count);
for (int i = 0; i < arrayElements.Count; i++)
{
resultArray.SetValue(arrayElements[i], i);
}
return resultArray;
}
/// <summary>
/// 从 List<c>XDocument</c> 中查找指定根元素名称的文档。
/// </summary>
@ -399,6 +343,5 @@ namespace Data
// 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);
}
}
}

View File

@ -1,13 +0,0 @@
namespace Data
{
public class ItemDef:Define
{
public ImageDef texture;
public AttributesDef attributes;
}
public class WeaponDef : ItemDef
{
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: c4d338c5c7b24cd5a496acb98ebf5e3c
timeCreated: 1752760211

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@ -8,7 +8,7 @@ namespace Data
{
public class TileDef : Define
{
public ImageDef texture;
public string texturePath = "";
public string name = "";
public override bool Init(XElement xmlDef)
@ -45,7 +45,6 @@ namespace Data
return true;
}
}
}

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@ -1,60 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Data
{
public class PawnDef : Define
{
public AttributesDef attributes;
public DrawingOrderDef drawingOrder;
public BehaviorTreeDef behaviorTree;
public string affiliation;
}
public class MonsterDef:PawnDef
{
}
public class BehaviorTreeDef : Define
{
public BehaviorTreeDef[] childTree;
public string className="Selector";
public string condition;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
// 从当前节点获取className和condition属性
className = xmlDef.Attribute("className")?.Value ?? className;
condition = xmlDef.Attribute("condition")?.Value;
var nodes = xmlDef.Elements("Node");
if (!nodes.Any())
return true; // 没有子节点也是有效的
List<BehaviorTreeDef> children = new();
foreach (var node in nodes)
{
var childNode = new BehaviorTreeDef();
if (!childNode.Init(node))
return false;
children.Add(childNode);
}
childTree = children.ToArray();
return true;
}
}
public class AffiliationDef : Define
{
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0a89bc126c0a466799f6ccb963267419
timeCreated: 1752751832

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@ -1,20 +0,0 @@
using System.Xml.Linq;
namespace Data
{
public class ImageDef : Define
{
public string name;
public string path;
public int wCount;
public int hCount;
public int pixelsPerUnit = 16;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
name = defName;
return false;
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8988509c3c0f4525871f5ccd7ef28363
timeCreated: 1752672894

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@ -1,10 +0,0 @@
namespace Entity
{
public class BuildingBase:Entity
{
public override void TryMove()
{
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: eb881a08fe004eb4ab0a6fa9d5d86d33
timeCreated: 1753100586

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@ -1,27 +1,96 @@
using System;
using System.Linq;
using AI;
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : Entity
public class Character : MonoBehaviour
{
public CharacterDef characterDef;
private void Start()
{
aiTree = new RandomWander();
attributes = new AttributesDef();
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
}
public void Init()
public void Init(CharacterDef def)
{
if (characterDef == null)
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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@ -1,308 +0,0 @@
using System;
using System.Collections.Generic;
using AI;
using Base;
using Data;
using Prefab;
using UnityEngine;
using UnityEngine.Serialization;
namespace Entity
{
public class Entity:MonoBehaviour,ITick
{
public SpriteAnimator animatorPrefab;
public ImagePrefab imagePrefab;
public AIBase aiTree;
public JobBase currentJob;
public AttributesDef attributes=new();
public Vector3 direction;
public GameObject body;
public string affiliation;
public bool canSelect = true;
public bool IsChase { set; get; } = true;
public bool PlayerControlled
{
set
{
if (value)
{
IsChase = true;
currentJob = null;
}
_isPlayerControlled = value;
}
get => _isPlayerControlled;
}
public bool IsDead => attributes.health <= 0;
private bool _isPlayerControlled = false;
private bool _warning = false;
private Dictionary<Orientation,List<ITick>> bodyAnimationNode=new();
private Dictionary<Orientation, GameObject> bodyNodes = new();
private Orientation currentOrientation = Orientation.Down;
public virtual void Init(PawnDef pawnDef)
{
attributes = pawnDef.attributes.Clone();
aiTree = ConvertToAIBase(pawnDef.behaviorTree);
affiliation = pawnDef.affiliation;
InitBody(pawnDef.drawingOrder);
}
public virtual void InitBody(DrawingOrderDef drawingOrder)
{
// 定义方向枚举和对应的 GetDrawingOrder 调用
Orientation[] orientations = { Orientation.Down, Orientation.Up, Orientation.Left, Orientation.Right };
foreach (var orientation in orientations)
{
currentOrientation = orientation;
bodyAnimationNode[orientation] = new();
// 获取当前方向的绘图节点
var drawNode = drawingOrder.GetDrawingOrder(orientation);
if (drawNode == null) continue;
var directionRoot = new GameObject(orientation.ToString());
directionRoot.transform.SetParent(body.transform, false);
InitBodyPart(drawNode, directionRoot,drawingOrder.texturePath);
bodyNodes[orientation] = directionRoot;
}
currentOrientation = Orientation.Down;
foreach (var bodyNode in bodyNodes)
{
bodyNode.Value.SetActive(false);
}
SetOrientation(Orientation.Down);
}
// 递归初始化单个绘图节点及其子节点
public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent,string folderPath)
{
if(drawNode==null) return;
GameObject nodeObject;
if (drawNode.nodeName == "noName")
{
nodeObject = new();
nodeObject.transform.SetParent(parent.transform);
}
else
{
switch (drawNode.drawNodeType)
{
case DrawNodeType.Image:
nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
var texture =
Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID, folderPath,
$"{drawNode.nodeName}_{currentOrientation}");
var image = nodeObject.GetComponent<ImagePrefab>();
image.SetSprite(texture[0]);
break;
case DrawNodeType.Animation:
nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
ITick tick = nodeObject.GetComponent<SpriteAnimator>();
if (tick != null)
bodyAnimationNode[currentOrientation].Add(tick);
var textures = Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID,
folderPath,
$"{drawNode.nodeName}_{currentOrientation}");
var animator = nodeObject.GetComponent<SpriteAnimator>();
animator.SetSprites(textures);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
nodeObject.transform.localPosition = drawNode.position;
nodeObject.name = drawNode.nodeName;
// 递归初始化子节点
foreach (var child in drawNode.children)
{
InitBodyPart(child, nodeObject,folderPath);
}
}
public void Tick()
{
if (_isPlayerControlled)
{
UpdatePlayerControls();
}
else
{
AutoBehave();
}
if (bodyAnimationNode.TryGetValue(currentOrientation, out var ticks))
{
foreach (var tick in ticks)
{
tick.Tick();
}
}
}
public virtual void TryAttck()
{
}
public virtual void SetOrientation(Orientation orientation)
{
bodyNodes[currentOrientation]?.SetActive(false);
currentOrientation = orientation;
bodyNodes[orientation]?.SetActive(true);
}
/// <summary>
/// 往对应朝向移动moveSpeed*deltaTime的距离
/// </summary>
public virtual void TryMove()
{
transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
}
public virtual void OnHit(Entity from)
{
var hit = from.attributes.attack - attributes.defense;
if (hit < 0)
hit = from.attributes.attack / 100;
attributes.health -= hit;
currentJob.StopJob();
}
public virtual void SetTarget(Vector3 pos)
{
direction = (pos - transform.position).normalized;
}
public virtual void Kill()
{
attributes.health = 0;
}
private void AutoBehave()
{
if(aiTree == null)
return;
if (currentJob == null || !currentJob.Running)
{
currentJob = aiTree.GetJob(this);
if (currentJob == null)
{
if (!_warning)
{
Debug.LogWarning($"{GetType().Name}类型的{name}没有分配到任何工作,给行为树末尾添加等待行为,避免由于没有工作导致无意义的反复查找工作导致性能问题");
_warning = true;
}
return;
}
currentJob.StartJob(this);
}
currentJob.Update();
}
private void UpdatePlayerControls()
{
// 检测 Shift 键状态
var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false否则 true
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
var inputDirection = Vector2.zero;
// 检测 WASD 或方向键输入
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
inputDirection += Vector2.up; // 向上移动Y 轴正方向)
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
inputDirection += Vector2.down; // 向下移动Y 轴负方向)
}
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
inputDirection += Vector2.left; // 向左移动X 轴负方向)
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
inputDirection += Vector2.right; // 向右移动X 轴正方向)
}
// 如果有输入方向,则设置目标位置并尝试移动
if (inputDirection == Vector2.zero) return;
// 归一化方向向量,确保对角线移动速度一致
inputDirection = inputDirection.normalized;
// 设置目标位置2D 移动Z 轴保持不变)
var targetPosition = transform.position + new Vector3(inputDirection.x, inputDirection.y, 0);
// 调用 SetTarget 方法设置目标位置
SetTarget(targetPosition);
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
}
public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
{
if (behaviorTreeDef == null)
return null;
var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
if (behaviorTreeDef.childTree != null)
{
foreach (var child in behaviorTreeDef.childTree)
{
if (child != null)
{
aiBase.children.Add(ConvertToAIBase(child));
}
}
}
return aiBase;
}
// 使用反射根据 className 创建具体的 AIBase 子类实例
private static AIBase CreateAIBaseInstance(string className)
{
if (string.IsNullOrEmpty(className))
throw new ArgumentException("className 不能为空");
if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
{
return (AIBase)Activator.CreateInstance(typeof(AIBase));
}
// 定义可能的命名空间列表
var possibleNamespaces = new[] { "AI"};
foreach (var ns in possibleNamespaces)
{
try
{
// 获取当前程序集
var assembly = typeof(AIBase).Assembly;
// 尝试查找类型
var type = assembly.GetType($"{ns}.{className}");
if (type != null && typeof(AIBase).IsAssignableFrom(type))
{
// 如果找到合适的类型,则创建实例并返回
return (AIBase)Activator.CreateInstance(type);
}
}
catch
{
// 忽略单个命名空间的错误,继续尝试下一个命名空间
}
}
// 如果所有命名空间都未找到对应的类型,抛出异常
throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: fbde354e0bcc4409b3378ee9b698ddc0
timeCreated: 1752932072

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@ -1,22 +0,0 @@
namespace Entity
{
public class Monster
{
public Protocol.MonsterPack ToPack()
{
var pack= new Protocol.MonsterPack();
return pack;
}
}
public class MonsterAttributes
{
public int health = 10;
public int moveSpeed = 1;
public int attack = 1;
public int defense = 0;
public int attackSpeed = 2;
public int attackRange = 3;
public int attackTargetCount = 1;
}
}

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