using System; using System.Collections.Generic; using System.Linq; using System.Text.RegularExpressions; using System.Xml.Linq; using UnityEditor.ShaderGraph.Internal; using UnityEngine; namespace Data { public enum Orientation { Down, Left, Right, Up } public enum DrawNodeType { Image, Animation } public class CharacterDef : PawnDef { } 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) { // 定义一个临时变量用于存储结果 DrawNodeDef 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 DrawNodeDef : Define { public List children = new(); public DrawNodeType drawNodeType = DrawNodeType.Image; public string nodeName; public Vector2 position = new(0, 0); public float FPS = 1; public override bool Init(XElement xmlDef) { base.Init(xmlDef); 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")) { var child = new DrawNodeDef(); child.Init(childNode); children.Add(child); } return true; } 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(); // 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*"); 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); // 返回 Vector2 对象 return new Vector2(x, y); } else { 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; } } }