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 string[] behaviorTree; public DrawingOrderDef GetDrawingOrder(Orientation orientation) { // 定义一个临时变量用于存储结果 DrawingOrderDef result = null; // 根据传入的 Orientation 获取对应的 DrawingOrderDef switch (orientation) { case Orientation.Down: result = drawingOrder_down; break; case Orientation.Up: result = drawingOrder_up; break; case Orientation.Left: result = drawingOrder_left; break; case Orientation.Right: result = drawingOrder_right; break; default: throw new ArgumentException("Invalid orientation value."); } // 如果当前方向的结果为空,则尝试用 drawingOrder_down 填充 if (result == null) result = drawingOrder_down; // 如果 drawingOrder_down 仍然为空,则尝试用其他非空方向填充 if (result == null) result = drawingOrder_up ?? drawingOrder_left ?? drawingOrder_right; return result; } } public class MonsterDef:PawnDef { } public class BehaviorTreeDef : Define { public BehaviorTreeDef[] childTree; public string className; public override bool Init(XElement xmlDef) { base.Init(xmlDef); var nodes = xmlDef.Elements("Node"); var xElements = nodes as XElement[] ?? nodes.ToArray(); if (!xElements.Any()) return false; className = xmlDef.Attribute("className")?.Value; List children = new(); foreach (var node in xElements) { var childNode = new BehaviorTreeDef(); childNode.Init(node); children.Add(childNode); } childTree = children.ToArray(); return true; } } }