Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite#41
308 lines
11 KiB
C#
308 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using AI;
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using Base;
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using Data;
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using Prefab;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Entity
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{
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public class Entity:MonoBehaviour,ITick
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{
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public SpriteAnimator animatorPrefab;
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public ImagePrefab imagePrefab;
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public AIBase aiTree;
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public JobBase currentJob;
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public AttributesDef attributes=new();
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public Vector3 direction;
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public GameObject body;
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public string affiliation;
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public bool canSelect = true;
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public bool IsChase { set; get; } = true;
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public bool PlayerControlled
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{
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set
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{
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if (value)
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{
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IsChase = true;
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currentJob = null;
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}
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_isPlayerControlled = value;
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}
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get => _isPlayerControlled;
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}
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public bool IsDead => attributes.health <= 0;
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private bool _isPlayerControlled = false;
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private bool _warning = false;
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private Dictionary<Orientation,List<ITick>> bodyAnimationNode=new();
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private Dictionary<Orientation, GameObject> bodyNodes = new();
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private Orientation currentOrientation = Orientation.Down;
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public virtual void Init(PawnDef pawnDef)
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{
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attributes = pawnDef.attributes.Clone();
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aiTree = ConvertToAIBase(pawnDef.behaviorTree);
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affiliation = pawnDef.affiliation;
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InitBody(pawnDef.drawingOrder);
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}
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public virtual void InitBody(DrawingOrderDef drawingOrder)
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{
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// 定义方向枚举和对应的 GetDrawingOrder 调用
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Orientation[] orientations = { Orientation.Down, Orientation.Up, Orientation.Left, Orientation.Right };
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foreach (var orientation in orientations)
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{
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currentOrientation = orientation;
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bodyAnimationNode[orientation] = new();
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// 获取当前方向的绘图节点
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var drawNode = drawingOrder.GetDrawingOrder(orientation);
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if (drawNode == null) continue;
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var directionRoot = new GameObject(orientation.ToString());
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directionRoot.transform.SetParent(body.transform, false);
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InitBodyPart(drawNode, directionRoot,drawingOrder.texturePath);
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bodyNodes[orientation] = directionRoot;
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}
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currentOrientation = Orientation.Down;
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foreach (var bodyNode in bodyNodes)
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{
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bodyNode.Value.SetActive(false);
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}
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SetOrientation(Orientation.Down);
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}
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// 递归初始化单个绘图节点及其子节点
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public virtual void InitBodyPart(DrawNodeDef drawNode, GameObject parent,string folderPath)
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{
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if(drawNode==null) return;
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GameObject nodeObject;
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if (drawNode.nodeName == "noName")
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{
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nodeObject = new();
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nodeObject.transform.SetParent(parent.transform);
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}
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else
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{
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switch (drawNode.drawNodeType)
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{
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case DrawNodeType.Image:
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nodeObject = Instantiate(imagePrefab.gameObject, parent.transform);
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var texture =
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Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID, folderPath,
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$"{drawNode.nodeName}_{currentOrientation}");
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var image = nodeObject.GetComponent<ImagePrefab>();
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image.SetSprite(texture[0]);
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break;
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case DrawNodeType.Animation:
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nodeObject = Instantiate(animatorPrefab.gameObject, parent.transform);
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ITick tick = nodeObject.GetComponent<SpriteAnimator>();
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if (tick != null)
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bodyAnimationNode[currentOrientation].Add(tick);
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var textures = Managers.PackagesImageManager.Instance.FindBodyTextures(drawNode.packID,
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folderPath,
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$"{drawNode.nodeName}_{currentOrientation}");
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var animator = nodeObject.GetComponent<SpriteAnimator>();
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animator.SetSprites(textures);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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nodeObject.transform.localPosition = drawNode.position;
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nodeObject.name = drawNode.nodeName;
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// 递归初始化子节点
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foreach (var child in drawNode.children)
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{
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InitBodyPart(child, nodeObject,folderPath);
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}
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}
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public void Tick()
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{
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if (_isPlayerControlled)
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{
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UpdatePlayerControls();
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}
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else
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{
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AutoBehave();
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}
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if (bodyAnimationNode.TryGetValue(currentOrientation, out var ticks))
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{
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foreach (var tick in ticks)
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{
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tick.Tick();
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}
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}
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}
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public virtual void TryAttck()
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{
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}
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public virtual void SetOrientation(Orientation orientation)
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{
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bodyNodes[currentOrientation]?.SetActive(false);
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currentOrientation = orientation;
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bodyNodes[orientation]?.SetActive(true);
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}
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/// <summary>
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/// 往对应朝向移动moveSpeed*deltaTime的距离
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/// </summary>
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public virtual void TryMove()
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{
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transform.position += direction * (attributes.moveSpeed * Time.deltaTime * (IsChase ? 1 : 0.5f));
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}
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public virtual void OnHit(Entity from)
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{
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var hit = from.attributes.attack - attributes.defense;
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if (hit < 0)
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hit = from.attributes.attack / 100;
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attributes.health -= hit;
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currentJob.StopJob();
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}
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public virtual void SetTarget(Vector3 pos)
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{
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direction = (pos - transform.position).normalized;
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}
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public virtual void Kill()
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{
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attributes.health = 0;
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}
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private void AutoBehave()
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{
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if(aiTree == null)
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return;
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if (currentJob == null || !currentJob.Running)
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{
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currentJob = aiTree.GetJob(this);
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if (currentJob == null)
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{
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if (!_warning)
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{
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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");
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_warning = true;
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}
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return;
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}
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currentJob.StartJob(this);
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}
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currentJob.Update();
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}
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private void UpdatePlayerControls()
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{
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// 检测 Shift 键状态
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var isHoldingShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
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IsChase = !isHoldingShift; // 按住 Shift 时 IsChase = false,否则 true
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// 获取当前键盘输入状态(2D 移动,只使用 X 和 Y 轴)
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var inputDirection = Vector2.zero;
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// 检测 WASD 或方向键输入
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if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
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{
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inputDirection += Vector2.up; // 向上移动(Y 轴正方向)
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}
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if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
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{
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inputDirection += Vector2.down; // 向下移动(Y 轴负方向)
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}
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if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
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{
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inputDirection += Vector2.left; // 向左移动(X 轴负方向)
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}
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if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
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{
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inputDirection += Vector2.right; // 向右移动(X 轴正方向)
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}
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// 如果有输入方向,则设置目标位置并尝试移动
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if (inputDirection == Vector2.zero) return;
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// 归一化方向向量,确保对角线移动速度一致
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inputDirection = inputDirection.normalized;
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// 设置目标位置(2D 移动,Z 轴保持不变)
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var targetPosition = transform.position + new Vector3(inputDirection.x, inputDirection.y, 0);
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// 调用 SetTarget 方法设置目标位置
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SetTarget(targetPosition);
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// 调用 TryMove 方法处理实际移动逻辑
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TryMove();
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}
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public static AIBase ConvertToAIBase(BehaviorTreeDef behaviorTreeDef)
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{
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if (behaviorTreeDef == null)
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return null;
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var aiBase = CreateAIBaseInstance(behaviorTreeDef.className);
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if (behaviorTreeDef.childTree != null)
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{
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foreach (var child in behaviorTreeDef.childTree)
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{
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if (child != null)
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{
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aiBase.children.Add(ConvertToAIBase(child));
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}
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}
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}
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return aiBase;
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}
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// 使用反射根据 className 创建具体的 AIBase 子类实例
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private static AIBase CreateAIBaseInstance(string className)
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{
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if (string.IsNullOrEmpty(className))
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throw new ArgumentException("className 不能为空");
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if (className.Equals("AIBase", StringComparison.OrdinalIgnoreCase))
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{
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return (AIBase)Activator.CreateInstance(typeof(AIBase));
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}
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// 定义可能的命名空间列表
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var possibleNamespaces = new[] { "AI"};
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foreach (var ns in possibleNamespaces)
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{
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try
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{
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// 获取当前程序集
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var assembly = typeof(AIBase).Assembly;
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// 尝试查找类型
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var type = assembly.GetType($"{ns}.{className}");
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if (type != null && typeof(AIBase).IsAssignableFrom(type))
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{
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// 如果找到合适的类型,则创建实例并返回
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return (AIBase)Activator.CreateInstance(type);
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}
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}
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catch
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{
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// 忽略单个命名空间的错误,继续尝试下一个命名空间
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}
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}
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// 如果所有命名空间都未找到对应的类型,抛出异常
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throw new InvalidOperationException($"无法找到类型 {className} 或该类型不是 AIBase 的子类");
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}
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}
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} |