2 Commits
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Author SHA1 Message Date
82dc89c890 (client) feat:实现实体动态创建,实体右键菜单
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com>
Reviewed-on: Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite#41
2025-07-25 19:16:58 +08:00
28ddcda9a0 (client) feat:主要实现实体的行为树和工作类 (#40)
Co-authored-by: zzdxxz <2079238449@qq.com>
Co-committed-by: zzdxxz <2079238449@qq.com>
2025-07-21 13:58:58 +08:00
118 changed files with 11269 additions and 2504 deletions

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@ -0,0 +1,103 @@
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();
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7dba424df1b6411f91925da8288cb91f
timeCreated: 1752983113

View File

@ -0,0 +1,78 @@
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();
}
}
}

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

View File

@ -7,23 +7,17 @@ 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>
@ -111,5 +105,40 @@ 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

@ -1,10 +1,189 @@
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>
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

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

View File

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

View File

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

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Xml.Linq;
@ -339,5 +340,53 @@ namespace Configs
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

@ -5,11 +5,24 @@ namespace Data
public class AttributesDef : Define
{
public int health = 10;
public int moveSpeed = 1;
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

@ -28,22 +28,43 @@ namespace Data
public class DrawingOrderDef : Define
{
public List<DrawNodeDef> drawNodes = new();
public override bool Init(XElement xmlDef)
public DrawNodeDef drawingOrder_down;
public DrawNodeDef drawingOrder_up;
public DrawNodeDef drawingOrder_left;
public DrawNodeDef drawingOrder_right;
public string texturePath;
public DrawNodeDef GetDrawingOrder(Orientation orientation)
{
base.Init(xmlDef);
// 定义一个临时变量用于存储结果
DrawNodeDef result = null;
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);
}
// 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.");
}
return true;;
// 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;
}
}
@ -59,14 +80,14 @@ namespace Data
{
base.Init(xmlDef);
nodeName = xmlDef.Attribute("name")?.Value;
nodeName = xmlDef.Attribute("name")?.Value??"noName";
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("DrawNodeDef"))
foreach (var childNode in xmlDef.Elements())
{
var child = new DrawNodeDef();
child.Init(childNode);
@ -77,16 +98,16 @@ namespace Data
public Vector2 StringToVector(string vectorDef)
{
// 去掉可能存在的括号和多余的空格
string cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
var cleanedInput = vectorDef.Replace("(", "").Replace(")", "").Trim();
// 使用正则表达式匹配两个浮点数
Match match = Regex.Match(cleanedInput, @"\s*(-?\d+(\.\d*)?)\s*[, ]\s*(-?\d+(\.\d*)?)\s*");
var 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
float x = float.Parse(match.Groups[1].Value);
float y = float.Parse(match.Groups[3].Value);
var x = float.Parse(match.Groups[1].Value);
var y = float.Parse(match.Groups[3].Value);
// 返回 Vector2 对象
return new Vector2(x, y);
@ -96,6 +117,30 @@ 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

@ -15,7 +15,7 @@ namespace Data
public string label;
public string packID;
public bool isReferene=false;
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。
@ -50,68 +50,92 @@ namespace Data
{
var sb = new StringBuilder();
// 使用反射获取当前类的所有字段和属性
var fieldsAndProperties = GetAllFieldsAndProperties(this);
// 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}");
foreach (var member in fieldsAndProperties)
// 获取当前对象的所有字段
var fields = GetType().GetFields(BindingFlags.Public | BindingFlags.Instance);
foreach (var field in fields)
{
var name = member.Name;
var value = GetValue(member, this);
if (field.Name == "defName" || field.Name == "description" || field.Name == "label")
continue; // 已经显示过的基本信息跳过
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("\t");
sb.Append(field.Name);
sb.Append(": ");
AppendFieldInfo(sb, field.GetValue(this), "\t\t");
sb.AppendLine();
}
sb.Append("}");
return sb.ToString();
}
private static IEnumerable<MemberInfo> GetAllFieldsAndProperties(object obj)
private void AppendFieldInfo(StringBuilder sb, object value, string indent)
{
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)
if (value == null)
{
case FieldInfo field:
return field.GetValue(obj);
case PropertyInfo property:
return property.GetValue(obj);
default:
throw new ArgumentException("Unsupported member type.");
sb.Append("null");
return;
}
}
private static string FormatValue(object value)
{
return value?.ToString() ?? "null";
}
var type = value.GetType();
private static string Indent(string text, string prefix)
{
return string.Join(Environment.NewLine, text.Split('\n').Select(line => prefix + line));
// 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("}");
}
}
}

View File

@ -279,8 +279,14 @@ namespace Data
value = reference;
}
}
else if(field.FieldType.IsArray)
{
value = ProcessArrayField(field, element);
}
else
{
value = Convert.ChangeType(element.Value, field.FieldType);
}
field.SetValue(define, value);
}
catch (Exception ex)
@ -289,7 +295,44 @@ 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>

View File

@ -1,8 +1,13 @@
namespace Data
{
public class ItemDefine:Define
public class ItemDef:Define
{
public ImageDef texture;
public AttributesDef attributes;
}
public class WeaponDef : ItemDef
{
}
}

View File

@ -1,51 +1,60 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Data
{
public class PawnDef : Define
{
public string aiController;
public string texturePath = null;
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;
public AttributesDef attributes;
public DrawingOrderDef drawingOrder;
// 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.");
}
public BehaviorTreeDef behaviorTree;
public string affiliation;
// 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 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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@ -0,0 +1,10 @@
namespace Entity
{
public class BuildingBase:Entity
{
public override void TryMove()
{
}
}
}

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

View File

@ -1,96 +1,27 @@
using System;
using System.Linq;
using AI;
using Base;
using Data;
using UnityEngine;
namespace Entity
{
public class Character : MonoBehaviour
public class Character : Entity
{
public CharacterDef characterDef;
private void Start()
{
if (Managers.DefineManager.Instance.defines.TryGetValue("DrawingOrderDef",out var typeDict))
{
GenerateDrawNode(typeDict.Values?.FirstOrDefault()as DrawingOrderDef);
}
aiTree = new RandomWander();
attributes = new AttributesDef();
}
public void Init(CharacterDef def)
public void Init()
{
if (def == null)
if (characterDef == 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 +1,308 @@
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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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fbde354e0bcc4409b3378ee9b698ddc0
timeCreated: 1752932072

View File

@ -0,0 +1,97 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Entity
{
public class Outline : MonoBehaviour
{
public GameObject body;
public SpriteRenderer outlineRenderer;
public CapsuleCollider2D outlineCollider;
public Entity entity;
private bool _select = false;
public void Init()
{
var size = GetSize();
outlineRenderer.size = size;
outlineCollider.direction = size.x > size.y ? CapsuleDirection2D.Horizontal : CapsuleDirection2D.Vertical;
outlineCollider.size = size;
}
public void Show()
{
outlineRenderer.enabled = true;
}
public void Hide()
{
outlineRenderer.enabled = false;
}
/// <summary>
/// 获取指定对象及其所有子对象组成的图像的大小。
/// </summary>
/// <returns>
/// 返回一个 Vector3 对象,表示对象在世界空间中的总大小(宽度、高度、深度)。
/// 如果没有找到任何渲染器,则返回 (-1, -1, -1) 表示无效大小。
/// </returns>
public Vector3 GetSize()
{
var renderers = body.GetComponentsInChildren<Renderer>();
if (renderers.Length == 0)
{
return new(-1, -1);
}
var totalBounds = renderers[0].bounds;
for (var i = 1; i < renderers.Length; i++)
{
totalBounds.Encapsulate(renderers[i].bounds);
}
var size = totalBounds.size;
return size;
}
private void OnMouseEnter()
{
Show();
_select = true;
}
private void OnMouseExit()
{
Hide();
_select = false;
}
private void OnMouseOver()
{
// 检测是否按下的是鼠标右键
if (Input.GetMouseButtonDown(1)) // 鼠标右键对应的是按钮索引 1
{
var rightMenu = Prefab.RightMenuPrefab.Instance;
rightMenu.Init(GetMenu());
rightMenu.transform.position=Input.mousePosition;
rightMenu.Show();
}
}
private List<(string name, UnityAction callback)> GetMenu()
{
var result = new List<(string name, UnityAction callback)>();
if(entity.PlayerControlled)
result.Add(("结束操控",()=>entity.PlayerControlled=false));
else
result.Add(("手动操控",()=>entity.PlayerControlled=true));
result.Add(("杀死",()=>entity.Kill()));
return result;
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: acf99b9aa18d4ab9b4ce796d513d476b

View File

@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
@ -14,9 +15,11 @@ namespace Managers
public class DefineManager : Singleton<DefineManager>
{
private static readonly string[] dataSetFilePath = { "Data", "Mods" };
//类别,定义名,定义
public Dictionary<string, Dictionary<string, Define>> defines = new();
//包id
public Dictionary<string, DefinePack> packs = new();
//类别,定义
public Dictionary<string, List<Define>> anonymousDefines = new();
/// <summary>
/// 初始化定义管理器,加载所有定义包并构建定义字典。
@ -44,15 +47,18 @@ namespace Managers
Dictionary<Type, FieldInfo[]> fieldCache = new();
// 需要链接的定义、需要链接的字段、链接信息
List<Tuple<Define, FieldInfo, Define>> defineCache = new();
HashSet<Define> processedDefines = new(); // 用于跟踪已处理的 Define 对象
void ProcessDefine(Define def, Define parentDef, FieldInfo parentField)
string currentPackID = string.Empty;
void ProcessDefine(Define def)
{
if (def == null || def.isReferene || processedDefines.Contains(def))
if (def == null || def.isReferene)
return;
processedDefines.Add(def);
def.packID = currentPackID;
// 如果字段信息已经缓存,则直接使用缓存
if (!fieldCache.TryGetValue(def.GetType(), out var defineFields))
@ -60,57 +66,123 @@ namespace Managers
// 获取所有字段类型为 Define 或其派生类型的字段
defineFields = def.GetType()
.GetFields(BindingFlags.Public | BindingFlags.Instance)
.Where(field => typeof(Define).IsAssignableFrom(field.FieldType))
.ToArray();
.ToArray(); // 不再过滤,先获取所有字段
// 缓存字段信息
fieldCache[def.GetType()] = defineFields;
}
foreach (var defineField in defineFields)
{
var defRef = (Define)defineField.GetValue(def);
if (defRef == null)
continue;
if (defRef.isReferene)
var fieldType = defineField.FieldType;
// 处理单个 Define 类型的字段
if (typeof(Define).IsAssignableFrom(fieldType))
{
defineCache.Add(new Tuple<Define, FieldInfo, Define>(parentDef, parentField, defRef));
}
else
{
if (string.IsNullOrEmpty(defRef.defName))
var defRef = (Define)defineField.GetValue(def);
if (defRef == null)
continue;
if (defRef.isReferene)
{
var typeName = defRef.GetType().Name;
if (!anonymousDefines.ContainsKey(typeName))
anonymousDefines.Add(typeName, new List<Define>());
anonymousDefines[typeName].Add(defRef);
defineCache.Add(new Tuple<Define, FieldInfo, Define>(def, defineField, defRef));
}
else
{
if (string.IsNullOrEmpty(defRef.defName))
{
var typeName = defRef.GetType().Name;
if (!anonymousDefines.ContainsKey(typeName))
anonymousDefines.Add(typeName, new List<Define>());
anonymousDefines[typeName].Add(defRef);
}
ProcessDefine(defRef);
}
}
// 处理集合类型字段
else if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(List<>))
{
var elementType = fieldType.GenericTypeArguments[0];
if (typeof(Define).IsAssignableFrom(elementType))
{
var list = (IList)defineField.GetValue(def);
if (list != null)
{
foreach (var item in list)
{
if (item is Define defItem && !defItem.isReferene)
{
ProcessDefine(defItem);
}
}
}
}
}
// 处理数组类型字段
else if (fieldType.IsArray)
{
var elementType = fieldType.GetElementType();
if (typeof(Define).IsAssignableFrom(elementType))
{
var array = (Array)defineField.GetValue(def);
if (array != null)
{
foreach (var item in array)
{
if (item is Define defItem && !defItem.isReferene)
{
ProcessDefine(defItem);
}
}
}
}
ProcessDefine(defRef, def, defineField);
}
}
}
foreach (var pack in packs)
{
foreach (var define in pack.Value.defines)
currentPackID = pack.Value.packID;
foreach (var (typeName, defList) 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;
// 处理顶层 Define
ProcessDefine(def, null, null);
ProcessDefine(def);
}
}
}
foreach (var defRef in defineCache)
{
defRef.Item2.SetValue(defRef.Item1, FindDefine(defRef.Item3.description, defRef.Item3.defName));
if (defRef.Item1 == null)
{
Debug.LogError("defRef.Item1 为 null");
continue;
}
if (defRef.Item2 == null)
{
Debug.LogError("defRef.Item2 为 null");
continue;
}
var value = FindDefine(defRef.Item3.description, defRef.Item3.defName);
if (value == null)
{
Debug.LogError($"FindDefine 返回 null: description={defRef.Item3.description}, defName={defRef.Item3.defName}");
continue;
}
try
{
defRef.Item2.SetValue(defRef.Item1, value);
}
catch (Exception ex)
{
Debug.LogError($"SetValue 出错: {ex.Message}");
}
}
}
@ -138,7 +210,23 @@ namespace Managers
}
return null;
}
/// <summary>
/// 使用模板查找并返回指定类型的 Define 对象。
/// </summary>
/// <typeparam name="T">目标类型</typeparam>
/// <param name="defineName">定义名</param>
/// <returns>如果找到,返回转换为目标类型的 Define 对象;否则返回 null。</returns>
public T FindDefine<T>(string defineName) where T : Define
{
foreach (var typeDict in defines.Values)
{
if (typeDict.TryGetValue(defineName, out var define) && define is T result)
{
return result;
}
}
return null;
}
public DefinePack GetDefinePackage(Define define)
{
if (define == null || define.packID == null)
@ -341,3 +429,4 @@ namespace Managers
}
}
}

View File

@ -0,0 +1,133 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Base;
using Prefab;
using UnityEngine;
namespace Managers
{
public class EntityManage:Utils.MonoSingleton<EntityManage>,ITick
{
public Dictionary<string, List<EntityPrefab>> factionEntities = new();
public GameObject entityLevel;
public EntityPrefab entityPrefab;
public EntityPrefab defaultEntityPrefab;
public void Tick()
{
foreach (var faction in factionEntities)
{
List<EntityPrefab> entitiesToRemove = new List<EntityPrefab>();
foreach (var entityPrefab in faction.Value)
{
if (entityPrefab.entity.IsDead)
{
entitiesToRemove.Add(entityPrefab);
}
else
{
ITick itike = entityPrefab.entity;
itike.Tick();
}
}
// 删除所有标记为死亡的实体
foreach (var entityToRemove in entitiesToRemove)
{
faction.Value.Remove(entityToRemove);
Destroy(entityToRemove.gameObject);
}
}
}
/// <summary>
/// 根据给定的PawnDef生成一个实体对象。
/// </summary>
/// <param name="pawnDef">定义实体属性的PawnDef对象。</param>
/// <param name="pos">实体生成的位置。</param>
/// <remarks>
/// 1. 如果entityPrefab或pawnDef为null则不会生成实体。
/// 2. 实体将被创建在entityLevel.transform下。
/// 3. 使用EntityPrefab组件初始化实体。
/// </remarks>
public void GenerateEntity(Data.PawnDef pawnDef, Vector3 pos)
{
// 检查entityPrefab是否为空
if (entityPrefab == null)
{
Debug.LogError("Error: entityPrefab is null. Please assign a valid prefab.");
GenerateDefaultEntity(pos);
return;
}
// 检查pawnDef是否为空
if (pawnDef == null)
{
Debug.LogError("Error: PawnDef is null. Cannot generate entity without a valid PawnDef.");
GenerateDefaultEntity(pos);
return;
}
try
{
// 实例化实体对象
var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
// 获取EntityPrefab组件
var entityComponent = entity.GetComponent<EntityPrefab>();
// 检查EntityPrefab组件是否存在
if (entityComponent == null)
{
Debug.LogError($"Error: EntityPrefab component not found on the instantiated object: {entity.name}");
GenerateDefaultEntity(pos);
return;
}
// 初始化实体组件
entityComponent.Init(pawnDef);
// 确保派系键存在,并初始化对应的列表
var factionKey = pawnDef.attributes.label == null ? "default" : pawnDef.attributes.label;
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
}
catch (System.Exception ex)
{
// 捕获并记录任何异常
Debug.LogError($"An error occurred while generating the entity: {ex.Message}\nStack Trace: {ex.StackTrace}");
GenerateDefaultEntity(pos);
}
}
public void GenerateDefaultEntity(Vector3 pos)
{
var entity = Instantiate(entityPrefab.gameObject, pos, Quaternion.identity, entityLevel.transform);
var entityComponent = entity.GetComponent<EntityPrefab>();
const string factionKey = "default";
if (!factionEntities.ContainsKey(factionKey))
{
factionEntities[factionKey] = new List<EntityPrefab>();
}
factionEntities[factionKey].Add(entityComponent);
}
protected override void OnStart()
{
factionEntities.Clear();
}
private void Start()
{
var pre = Resources.Load<GameObject>("Default/DefaultEntity");
defaultEntityPrefab = pre.GetComponent<EntityPrefab>();
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa378b7511b04429b8b6b0efbcce825a
timeCreated: 1753149728

View File

@ -1,68 +1,151 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Data;
using NUnit.Framework;
using UnityEngine;
namespace Managers
{
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
{
public Dictionary<string, Texture2D> packagesImages = new();
public Dictionary<string, Sprite> sprites = new();
public Sprite defaultSprite;
//包名,图片名
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
//包名,图片名
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
//包名,文件路径,身体部件名
public Dictionary<string, Dictionary<string, Dictionary<string, Sprite>>> bodyTexture = new();
public void Init()
{
if (packagesImages.Count > 0)
return;
defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
InitImageDef();
InitDrawOrder();
packagesImages = null;
}
public void InitImageDef()
{
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
foreach (var ima in imageDef)
{
if (ima.path == null)
if (ima.path == null || ima.packID == null)
continue;
var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
var path = Path.Combine(pack.packRootPath, ima.path);
var texture = Configs.ConfigProcessor.LoadTextureByIO(path);
if (texture == null)
continue;
packagesImages.Add(ima.name, texture);
SplitTextureIntoSprites(ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
continue;
var packId = ima.packID;
if (!packagesImages.ContainsKey(packId))
packagesImages[packId] = new Dictionary<string, Texture2D>();
packagesImages[packId].Add(ima.name, texture);
SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
}
}
public void InitDrawOrder()
{
var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
if (drawOrderDef == null || drawOrderDef.Length == 0)
{
return;
}
Dictionary<string, string> packRootSite = new();
foreach (var drawOrder in drawOrderDef)
{
if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
continue;
if (!packRootSite.ContainsKey(drawOrder.packID))
packRootSite[drawOrder.packID] = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
var rootPath= packRootSite[drawOrder.packID];
var folderPath=Path.Combine(rootPath, drawOrder.texturePath);
var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
new[]
{
"jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp"
});
foreach (var path in imagePath)
{
var image=Configs.ConfigProcessor.LoadTextureByIO(path);
if (image == null)
continue;
var spr=Sprite.Create(
image,
new Rect(0, 0, image.width, image.height),
new Vector2(0.5f, 0.5f) // 中心点
);
var name=Path.GetFileNameWithoutExtension(path);
InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
}
}
}
void SplitTextureIntoSprites(string name, Texture2D texture, int rows, int cols, int pixelsPerUnit)
private void SplitTextureIntoSprites(
string packId,
string baseName,
Texture2D texture,
int rows,
int cols,
int pixelsPerUnit)
{
if (texture == null || rows <= 0 || cols <= 0)
if (texture == null)
{
Debug.LogError("Invalid parameters for splitting texture.");
Debug.LogError("Texture is null.");
return;
}
// 如果行数或列数小于1则设为1不分割
rows = Mathf.Max(1, rows);
cols = Mathf.Max(1, cols);
var textureWidth = texture.width;
var textureHeight = texture.height;
// 如果不分割rows和cols都为1直接创建单个Sprite
if (rows == 1 && cols == 1)
{
if (!sprites.ContainsKey(packId))
sprites[packId] = new Dictionary<string, Sprite>();
var spriteRect = new Rect(0, 0, textureWidth, textureHeight);
var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
sprites[packId][baseName] = sprite;
return;
}
var tileWidth = textureWidth / cols;
var tileHeight = textureHeight / rows;
// 确保纹理可以被整除
if (tileWidth * cols != textureWidth || tileHeight * rows != textureHeight)
{
Debug.LogError("Texture dimensions are not divisible by the specified rows and columns.");
return;
}
// 遍历每一行和每一列
if (!sprites.ContainsKey(packId))
sprites[packId] = new Dictionary<string, Sprite>();
for (var row = 0; row < rows; row++)
{
for (var col = 0; col < cols; col++)
{
// 计算当前小块的矩形区域
var spriteRect = new Rect(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
// 创建Sprite
var sprite = Sprite.Create(texture, (Rect)spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
Rect spriteRect = new(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
var index = (rows - row - 1) * cols + col;
sprites[name + $"_{index}"] = sprite;
var spriteName = $"{baseName}_{index}";
sprites[packId][spriteName] = sprite;
}
}
}
@ -70,18 +153,124 @@ namespace Managers
public void Reload()
{
packagesImages.Clear();
sprites.Clear();
Init();
}
public Sprite GetSprite(string name)
public Sprite GetSprite(string packID, string name)
{
return sprites.GetValueOrDefault(name, null);
if (string.IsNullOrEmpty(packID))
{
foreach (var kvp in sprites)
{
if (kvp.Value.TryGetValue(name, out var sprite))
return sprite;
}
}
else if (sprites.TryGetValue(packID, out var dict))
{
if (dict.TryGetValue(name, out var sprite))
return sprite;
}
return defaultSprite;
}
public Sprite GetSprite(string name, int index)
public Sprite GetSprite(string packID, string name, int index)
{
name += $"_{index}";
return GetSprite(name);
var fullName = $"{name}_{index}";
return GetSprite(packID, fullName);
}
/// <summary>
/// 向 bodyTexture 插入一张 Sprite。
/// 如果包名、路径或部件名原本不存在,会自动建立对应的 Dictionary。
/// </summary>
/// <param name="packageName">包名</param>
/// <param name="filePath">文件路径</param>
/// <param name="bodyPartName">身体部件名</param>
/// <param name="sprite">要插入的 Sprite</param>
public void InsertBodyTexture(string packageName,
string filePath,
string bodyPartName,
Sprite sprite)
{
if (sprite == null)
{
Debug.LogWarning("InsertBodyTexture: sprite 为 null已忽略。");
return;
}
// 1) 处理包名层级
if (!bodyTexture.TryGetValue(packageName, out var pathDict))
{
pathDict = new Dictionary<string, Dictionary<string, Sprite>>();
bodyTexture[packageName] = pathDict;
}
// 2) 处理文件路径层级
if (!pathDict.TryGetValue(filePath, out var partDict))
{
partDict = new Dictionary<string, Sprite>();
pathDict[filePath] = partDict;
}
// 3) 插入或覆盖部件名
partDict[bodyPartName] = sprite;
}
/// <summary>
/// 查找身体部件的所有Sprite变体支持带编号的图片
/// </summary>
/// <param name="packageName">包名</param>
/// <param name="filePath">文件路径</param>
/// <param name="bodyPartName">身体部件名</param>
/// <returns>按编号排序的Sprite数组未找到时返回空数组</returns>
public Sprite[] FindBodyTextures(string packageName, string filePath, string bodyPartName)
{
// 检查包名是否存在
if (!bodyTexture.TryGetValue(packageName, out var packageDict))
{
Debug.LogWarning($"Package '{packageName}' not found.");
return Array.Empty<Sprite>();
}
// 检查文件路径是否存在
if (!packageDict.TryGetValue(filePath, out var pathDict))
{
Debug.LogWarning($"File path '{filePath}' not found in package '{packageName}'.");
return Array.Empty<Sprite>();
}
// 收集所有匹配的Sprite
var sprites = new List<(int order, Sprite sprite)>();
// 查找完全匹配的项(无编号)
if (pathDict.TryGetValue(bodyPartName, out var baseSprite))
{
sprites.Add((0, baseSprite));
}
// 查找带编号的变体
var prefix = bodyPartName + "_";
foreach (var (key, value) in pathDict)
{
// 检查是否以部件名+下划线开头
if (key.StartsWith(prefix) && key.Length > prefix.Length)
{
var suffix = key.Substring(prefix.Length);
// 尝试解析编号
if (int.TryParse(suffix, out var number))
{
sprites.Add((number, Value: value));
}
}
}
// 按编号排序无编号视为0
return sprites
.OrderBy(x => x.order)
.Select(x => x.sprite)
.ToArray();
}
}
}

View File

@ -142,7 +142,7 @@ namespace Map
continue;
}
var sprite = imagePack.GetSprite(val);
var sprite = imagePack.GetSprite(mappingTableDef.packID,val);
if (sprite == null)
{
var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);

View File

@ -0,0 +1,28 @@
using System;
using AI;
using Base;
using Data;
using Entity;
using Unity.VisualScripting;
using UnityEngine;
namespace Prefab
{
public class EntityPrefab : MonoBehaviour
{
public Entity.Entity entity;
public Outline outline;
public void Init(Data.PawnDef pawnDef)
{
entity.Init(pawnDef);
outline.Init();
outline.Hide();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b20b1846b9ef47db83c2ac8c4c4e82cb
timeCreated: 1752975550

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@ -0,0 +1,44 @@
using Base;
using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class ImagePrefab : MonoBehaviour
{
public Sprite defaultSprite;
private SpriteRenderer spriteRenderer;
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null)
{
Debug.LogError("SpriteRenderer组件未找到请确保预制体包含该组件");
return;
}
if (defaultSprite != null)
{
spriteRenderer.sprite = defaultSprite;
}
}
public void SetSprite(Sprite newSprite)
{
if (spriteRenderer != null && newSprite != null)
{
spriteRenderer.sprite = newSprite;
}
}
public void SetColor(Color newColor)
{
if (spriteRenderer != null)
{
spriteRenderer.color = newColor;
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0c360a9f1baf4eaf9afa85617c395b0d
timeCreated: 1753331527

View File

@ -0,0 +1,89 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace Prefab
{
public class RightMenuPrefab: Utils.MonoSingleton<RightMenuPrefab>,IPointerExitHandler
{
public GameObject menu;
public ButtonPrefab buttonPrefab;
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
public void Init(List<(string name, UnityAction callback)> buttons)
{
if (menu == null || buttonPrefab == null)
{
Debug.LogError("Menu or ButtonPrefab is not assigned!");
return;
}
ClearMenu();
foreach (var (label, callback) in buttons)
{
// 实例化按钮预制体
var instantiatedButton = Instantiate(buttonPrefab.gameObject, menu.transform);
var buttonInstance = instantiatedButton.GetComponent<ButtonPrefab>();
if (buttonInstance != null)
{
// 设置按钮文本
buttonInstance.Label = label;
// 创建一个新的回调函数,包含原始回调和隐藏菜单的操作
UnityAction wrappedCallback = () =>
{
try
{
// 执行原始回调
callback?.Invoke();
}
catch (System.Exception e)
{
Debug.LogError($"Error executing callback for button '{label}': {e.Message}");
}
finally
{
// 隐藏菜单
Hide();
}
};
// 添加包装后的回调
buttonInstance.AddListener(wrappedCallback);
}
else
{
Debug.LogError("Failed to get ButtonPrefab component from instantiated object!");
}
}
}
public void ClearMenu()
{
// 遍历菜单下的所有子对象并销毁它们
foreach (Transform child in menu.transform)
{
Destroy(child.gameObject);
}
}
protected override void OnStart()
{
Hide();
}
public void OnPointerExit(PointerEventData eventData)
{
Hide();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e45cfe2f36eb4f589b6d8f331567974d
timeCreated: 1753196238

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@ -0,0 +1,90 @@
using Base;
using UnityEngine;
namespace Prefab
{
[RequireComponent(typeof(SpriteRenderer))]
public class SpriteAnimator : MonoBehaviour, ITick
{
// 公开字段(可在编辑器中设置)
[SerializeField] private Sprite[] _sprites; // 动画精灵序列
[SerializeField] private float _fps = 2; // 每秒帧数
[SerializeField] private Sprite _staticSprite; // 暂停时的静态精灵
private SpriteRenderer _renderer; // 渲染器组件
private bool _isPaused; // 暂停状态
private float _frameTimer; // 帧计时器
private int _currentFrameIndex; // 当前帧索引
private void Awake()
{
_renderer = GetComponent<SpriteRenderer>();
ValidateStartFrame();
}
// ITick接口实现
public void Tick()
{
var deltaTime=Time.deltaTime;
if (_isPaused)
{
HandlePausedState();
return;
}
PlayAnimation(deltaTime);
}
private void ValidateStartFrame()
{
// 确保有精灵时可显示有效帧
if (_sprites != null && _sprites.Length > 0)
{
_currentFrameIndex = Mathf.Clamp(_currentFrameIndex, 0, _sprites.Length - 1);
_renderer.sprite = _sprites[_currentFrameIndex];
}
else
{
_renderer.sprite = null;
}
}
private void HandlePausedState()
{
// 优先使用静态精灵,否则保持当前帧
if (_staticSprite)
{
_renderer.sprite = _staticSprite;
}
}
private void PlayAnimation(float deltaTime)
{
if (_sprites == null || _sprites.Length == 0) return;
// 更新帧计时器
_frameTimer += deltaTime;
float frameDuration = 1f / _fps;
// 检查帧切换条件
while (_frameTimer >= frameDuration)
{
_frameTimer -= frameDuration;
NextFrame();
}
}
private void NextFrame()
{
// 循环播放动画
_currentFrameIndex = (_currentFrameIndex + 1) % _sprites.Length;
_renderer.sprite = _sprites[_currentFrameIndex];
}
// 外部控制方法
public void SetPaused(bool paused) => _isPaused = paused;
public void SetSprites(Sprite[] newSprites) => _sprites = newSprites;
public void SetFPS(float newFPS) => _fps = Mathf.Max(0.1f, newFPS);
public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 713a1742950a45d8b4be258a82321e45
timeCreated: 1753282330

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