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(client) feat:健康给予,路径优化,结算界面,商店界面 (#60)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/60
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@@ -1,41 +1,55 @@
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// Managers/TileManager.cs
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using System;
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using Data;
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using Utils;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Data;
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using Map;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using Object = UnityEngine.Object;
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using Utils;
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using Object = UnityEngine.Object; // 明确指定UnityEngine.Object
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namespace Managers
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{
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public class TileManager : Singleton<TileManager>, ILaunchManager
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{
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public string StepDescription => "正在加载瓦片";
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// 缓存所有根据定义生成的RuleTile实例
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private Dictionary<string, RuleTile> _cachedTiles = new();
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private readonly Dictionary<string, RuleTile> _cachedTiles = new();
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// 地图生成器工作类映射,Key: MapGeneratorDef.defName, Value: MapGeneratorWorkClassBase
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private Dictionary<string, MapGeneratorWorkClassBase> _mapGeneratorWorkClassMap = new();
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private readonly Dictionary<string, MapGeneratorWorkClassBase> _mapGeneratorWorkClassMap = new();
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public void Init()
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/// <summary>
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/// 指示管理器是否已完成初始化。
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/// </summary>
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public bool Completed { get; set; } // 新增:实现 ILaunchManager 接口的 Completed 属性
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public string StepDescription => "正在加载瓦片";
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/// <summary>
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/// 初始化瓦片管理器:加载所有瓦片定义并创建RuleTile实例,加载地图生成器定义。
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/// </summary>
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/// <returns>一个表示异步操作完成的 Task。</returns>
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public Task Init() // 接口变更:方法签名变为 async Task
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{
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// 如果已缓存瓦片,则直接返回
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if (_cachedTiles.Any())
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return;
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// 使用 Completed 属性作为统一的状态检查,防止重复初始化
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if (Completed) return Task.CompletedTask;
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// 遵循不检查单例的原则,假定 DefineManager.Instance 始终可用。
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var tileDefs = DefineManager.Instance.QueryDefinesByType<TileDef>();
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if (tileDefs == null)
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{
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Completed = true; // 即使没有定义,也认为初始化流程已完成
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return Task.CompletedTask;
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}
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foreach (var def in tileDefs)
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{
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if (string.IsNullOrEmpty(def.defName))
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{
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Debug.LogWarning($"发现未定义名称或defName的TileDef,已跳过。");
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Debug.LogWarning("发现未定义名称或defName的TileDef,已跳过。");
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continue;
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}
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@@ -44,48 +58,61 @@ namespace Managers
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ruleTile.name = tileName; // 设置ScriptableObject的名称
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ruleTile.m_DefaultColliderType = def.collider;
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// 遵循不检查单例的原则,假定 PackagesImageManager.Instance 始终可用。
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ruleTile.m_DefaultSprite = PackagesImageManager.Instance.GetSprite(def.texture);
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ruleTile.m_TilingRules = GetTileRules(def.rules);
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_cachedTiles[tileName] = ruleTile;
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}
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// 遵循不检查单例的原则,假定 DefineManager.Instance 始终可用。
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var generatorDefs = DefineManager.Instance.QueryDefinesByType<MapGeneratorDef>();
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foreach (var mapGeneratorDef in generatorDefs)
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if (generatorDefs != null) // 检查 generatorDefs 是否为 null
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{
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var workClass = StringUtils.CreateMapGeneratorInstance(mapGeneratorDef.workClass);
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if (workClass == null)
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foreach (var mapGeneratorDef in generatorDefs)
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{
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Debug.LogWarning($"无法为地图生成器 '{mapGeneratorDef.defName}' 创建工作类 '{mapGeneratorDef.workClass}',已跳过。");
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continue;
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}
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var workClass = StringUtils.CreateMapGeneratorInstance(mapGeneratorDef.workClass);
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if (workClass == null)
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{
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Debug.LogWarning($"无法为地图生成器 '{mapGeneratorDef.defName}' 创建工作类 '{mapGeneratorDef.workClass}',已跳过。");
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continue;
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}
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workClass.Init(mapGeneratorDef.value);
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_mapGeneratorWorkClassMap[mapGeneratorDef.defName] = workClass;
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workClass.Init(mapGeneratorDef.value);
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_mapGeneratorWorkClassMap[mapGeneratorDef.defName] = workClass;
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}
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}
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Completed = true; // 在所有初始化逻辑完成后设置 Completed 为 true
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return Task.CompletedTask;
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// 由于 Init 方法内部当前没有真正的异步操作,不需要显式 await Task.CompletedTask;
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// 编译器会为同步的 async Task 方法自动生成一个已完成的 Task。
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}
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/// <summary>
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/// 清空所有缓存的瓦片定义和地图生成器工作类。
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/// </summary>
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public void Clear()
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{
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foreach (var tile in _cachedTiles.Values)
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{
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if (tile != null)
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{
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Object.Destroy(tile);
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}
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}
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Object.Destroy(tile); // 销毁动态创建的 ScriptableObject 实例
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_cachedTiles.Clear();
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_mapGeneratorWorkClassMap.Clear(); // 清空地图生成器工作类映射
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Completed = false; // 清理后将 Completed 置为 false
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}
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private static List<RuleTile.TilingRule> GetTileRules(RuleTileRuleDef[] rules)
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{
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return rules?.Select(GetTileRule).ToList();
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// Null-conditional operator 和 ToList() 确保即使 rules 为 null 也不会抛出异常
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return rules?.Select(GetTileRule).ToList() ?? new List<RuleTile.TilingRule>();
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}
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/// <summary>
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/// 将自定义的 RuleTileRuleDef 转换为 Unity 的 RuleTile.TilingRule。
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/// 将自定义的 RuleTileRuleDef 转换为 Unity 的 RuleTile.TilingRule。
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/// </summary>
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/// <param name="ruleDef">自定义的 RuleTileRuleDef 规则定义。</param>
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/// <returns>转换后的 RuleTile.TilingRule 实例。</returns>
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@@ -96,6 +123,7 @@ namespace Managers
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var tilingRule = new RuleTile.TilingRule
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{
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// 遵循不检查单例的原则,假定 PackagesImageManager.Instance 始终可用。
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m_Sprites = PackagesImageManager.Instance.GetSprites(ruleDef.animationTextures.ToArray()),
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m_Output = ruleDef.outputType,
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m_ColliderType = ruleDef.outputCollider,
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@@ -109,7 +137,7 @@ namespace Managers
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var neighborConditionsMap = new Dictionary<Vector3Int, int>();
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// 预设的8个邻居位置
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var defaultPositions = new Vector3Int[]
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var defaultPositions = new[]
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{
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new Vector3Int(-1, 1, 0),
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new Vector3Int(0, 1, 0),
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@@ -144,10 +172,9 @@ namespace Managers
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// 处理扩展邻居条件,如果位置重复,则覆盖标准8个邻居的定义
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if (ruleDef.neighborConditionExtend != null)
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{
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foreach (var neighborConditionDef in ruleDef.neighborConditionExtend)
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{
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var pos = Utils.StringUtils.StringToVector3Int(neighborConditionDef.position);
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var pos = StringUtils.StringToVector3Int(neighborConditionDef.position);
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int neighborType;
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switch (neighborConditionDef.Type)
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{
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@@ -162,13 +189,12 @@ namespace Managers
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case RuleTileRuleDef.NeighborConditionType.Any:
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default:
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// 如果是Any或默认,则不添加到map中
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// 如果这个位置之前有定义(来自defaultPositions),那么Any会有效地“移除”这个定义
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// 如果我们希望Any清除之前的显式定义,可以在这里neighborConditionsMap.Remove(pos);
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// 但通常Any意味着不关心,所以保持不添加即可
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break;
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}
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}
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}
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tilingRule.m_NeighborPositions = new List<Vector3Int>(neighborConditionsMap.Keys);
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tilingRule.m_Neighbors = new List<int>(neighborConditionsMap.Values);
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@@ -177,43 +203,41 @@ namespace Managers
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/// <summary>
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/// 根据名称获取一个 RuleTile 实例。
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/// 根据名称获取一个 RuleTile 实例。
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/// </summary>
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/// <param name="tileName">瓦片的名称 (TileDef.defName)</param>
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/// <returns>对应的 RuleTile 实例,如果找不到则返回 null。</returns>
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public TileBase GetTile(string tileName)
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{
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if (_cachedTiles.TryGetValue(tileName, out var tile))
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{
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return tile;
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}
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if (_cachedTiles.TryGetValue(tileName, out var tile)) return tile;
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Debug.LogWarning($"瓦片 '{tileName}' 未在TileManager缓存中找到。");
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return null;
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}
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/// <summary>
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/// 应用指定的地图生成器,现在是非阻塞的异步操作。
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/// 应用指定的地图生成器,现在是非阻塞的异步操作。
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/// </summary>
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/// <param name="generatorName">要应用的生成器名称。</param>
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/// <param name="landform">可选:指定要使用的 MapGenerator 实例。如果为 null,将尝试从 Program.Instance.FocusedDimension 获取。</param>
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/// <returns>一个表示异步操作完成的 Task。</returns>
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public async Task ApplyMapGenerator(string generatorName, Map.Landform landform = null)
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public async Task ApplyMapGenerator(string generatorName, Landform landform = null)
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{
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if (landform == null)
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{
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// 尝试从 Program.Instance.FocusedDimension 获取 mapGenerator
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// 假设 Program 和 FocusedDimension 结构存在
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landform = Program.Instance?.FocusedDimension?.landform;
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// 遵循不检查单例、不检查给定的API的原则。
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landform = Program.Instance.FocusedDimension.landform;
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if (landform == null)
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{
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Debug.LogError(
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$"ApplyMapGenerator: 无法找到地图生成器 '{generatorName}' 对应的 mapGenerator。Program.Instance、FocusedDimension 或其 mapGenerator 可能为空。");
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$"ApplyMapGenerator: 无法找到地图生成器 '{generatorName}' 对应的 mapGenerator。Program.Instance、FocusedDimension 或其 landform 可能为空。");
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return; // async Task 方法直接 return; 意味着返回 Task.CompletedTask
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}
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}
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if (_mapGeneratorWorkClassMap == null)
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if (_mapGeneratorWorkClassMap == null) // 这个检查在 Init 保证了 map 不会为 null 后,理论上在这里是不需要的。
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{
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Debug.LogError($"ApplyMapGenerator: _mapGeneratorWorkClassMap 未初始化,无法找到生成器 '{generatorName}'。");
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return;
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@@ -235,7 +259,6 @@ namespace Managers
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catch (Exception ex)
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{
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Debug.LogError($"ApplyMapGenerator: 地图生成器 '{generatorName}' 异步处理过程中发生错误: {ex.Message}");
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// 可以在这里根据需要决定是否重新抛出异常
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throw; // 抛出异常以通知调用者,或者根据实际情况选择捕获并完全处理
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}
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}
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@@ -248,7 +271,7 @@ namespace Managers
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public MapGeneratorWorkClassBase GetMapGeneratorWorkClass(string defName)
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{
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return _mapGeneratorWorkClassMap?.GetValueOrDefault(defName,null);
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return _mapGeneratorWorkClassMap?.GetValueOrDefault(defName, null);
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}
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}
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}
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