Files
Gen_Hack-and-Slash-Roguelit…/Client/Assets/Scripts/Data/PawnDefine.cs
2025-07-23 18:53:14 +08:00

96 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Data
{
public class PawnDef : Define
{
public AttributesDef attributes;
public DrawingOrderDef
drawingOrder_down,
drawingOrder_up,
drawingOrder_left,
drawingOrder_right;
public BehaviorTreeDef behaviorTree;
public string affiliation;
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="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
{
}
}