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