(client) feat:实现技能树界面,实现地图生成器,实现维度指定,实现规则瓦片定义,实现逃跑逻辑,实现消息定义,实现武器动画,实现受击动画 fix: 修复单攻击子弹击中多个目标,修复人物属性计算错误 (#56)

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/56
This commit is contained in:
2025-09-19 08:26:54 +08:00
parent 78849e0cc5
commit 87a8abe86c
282 changed files with 19364 additions and 8824 deletions

View File

@@ -1,7 +1,14 @@
namespace Data
{
public enum BuildingType
{
Static,
Dynamic,
}
public class BuildingDef : EntityDef
{
BuildingType buildingType=BuildingType.Static;
public float slowDown = 0f;
public TileDef tile;
}
}

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@@ -0,0 +1,8 @@
namespace Data
{
public class DimensionDef:Define
{
public MapGeneratorDef[] mapGenerators;
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 922ffbdd4df44760ae4d922dc5616ecd
timeCreated: 1758074675

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@@ -227,11 +227,11 @@ namespace Data
public class DrawNodeDef : Define
{
public List<string> textures = new();
public List<DrawNodeDef> nodes = new();
public string[] textures;
public DrawNodeDef[] nodes;
public string nodeName;
public Vector2 position = new(0, 0);
public float FPS = 1f;
public float FPS = 5f;
public override bool Init(XElement xmlDef)
{
@@ -239,7 +239,7 @@ namespace Data
nodeName = xmlDef.Attribute("name")?.Value ?? "noName";
position = StringToVector(xmlDef.Attribute("position")?.Value ?? "(0 0)");
FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out var result) ? result : 1.0f;
FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out var result) ? result : 5.0f;
return false;
}
public Vector2 StringToVector(string vectorDef)
@@ -262,35 +262,6 @@ namespace Data
return Vector2.zero;
}
/// <summary>
/// 计算动画执行一个周期的总时间(包括子对象)。
/// 如果自身没有纹理自身动画时间为0。
/// 总周期取自身动画时间和所有子动画周期中的最大值。
/// </summary>
/// <returns>动画执行一个周期的总时间(秒)。</returns>
public float GetAnimationCycleDuration()
{
if (FPS < 0.01)
{
return 1;
}
float ownDuration = 0f;
// 计算当前节点自身的动画周期时间
// 由于 Init 方法已经处理了 FPS 的校验FPS 保证大于 0
if (textures.Count > 0)
{
ownDuration = textures.Count / FPS;
}
// 递归计算所有子节点的动画周期,并取其中最长的
float maxChildDuration = 0f;
foreach (var childNode in nodes)
{
float childDuration = childNode.GetAnimationCycleDuration();
maxChildDuration = Math.Max(maxChildDuration, childDuration);
}
// 整个 DrawNodeDef 的动画周期是自身动画周期和所有子动画周期中的最大值
return Math.Max(ownDuration, maxChildDuration);
}
}
}

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@@ -3,6 +3,6 @@ namespace Data
public class EventDef : Define
{
public string workClass;
public string value;
public string parameter;
}
}

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@@ -3,15 +3,9 @@ using System.Xml.Linq;
namespace Data
{
public class HediffCompDef:Define
public class HediffCompDef : Define
{
public Type compClass;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
var name = xmlDef.Attribute("class")?.Value??"";
compClass=Type.GetType(name);
return true;
}
public string compClass;
public string properties;
}
}

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@@ -8,11 +8,7 @@ namespace Data
public int wCount;
public int hCount;
public int pixelsPerUnit = 16;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
return false;
}
public bool flipX = false;
public bool flipY = false;
}
}

View File

@@ -10,7 +10,7 @@ namespace Data
}
public class ItemDef : Define
{
public float FPS = 0;
public float FPS = 3;
public string[] textures;
public ItemRarity rarity = ItemRarity.Common;
public int maxStack = 10; // 最大堆叠数量默认为10

View File

@@ -1,50 +1,52 @@
using System.Collections.Generic;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace Data
{
public class TileDef : Define
{
public ImageDef texture;
public string name = "";
public Tile.ColliderType collider = Tile.ColliderType.None;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
name = defName;
return false;
}
public string texture;
public RuleTileRuleDef[] rules;
}
public class TileMappingTableDef : Define
public class RuleTileRuleDef : Define
{
public Dictionary<string, string> tileDict = new();
public override bool Init(XElement xmlDef)
public enum NeighborConditionType
{
base.Init(xmlDef);
// 清空字典以确保没有遗留数据
tileDict.Clear();
// 检查 xmlDef 是否为空
if (xmlDef == null)
return false;
foreach (var element in xmlDef.Elements())
Any, // 可以是任何瓦片
This, // 必须是当前 Rule Tile 自身 (用于[4]位置)
NotThis, // 不能是当前 Rule Tile 自身
}
public NeighborConditionType[] neighborConditions = new NeighborConditionType[8];
public RuleTile.TilingRuleOutput.OutputSprite outputType = RuleTile.TilingRuleOutput.OutputSprite.Single;
public RuleTile.TilingRuleOutput.Transform transform = RuleTile.TilingRuleOutput.Transform.Fixed;
// --- 输出碰撞器类型 (Output Collider Type) ---
// 如果需要为该规则设置特定的碰撞器类型
public Tile.ColliderType outputCollider = Tile.ColliderType.None;
// --- 概率 (Probability) / Perlin Offset ---
// 决定此规则被选中的可能性或者用于Perlin噪声偏移
public float chance = 0.5f; // 默认为100%
// --- 动画精灵 (Animation Sprites) ---
// 如果 outputType 是 Animation这里可以定义一系列动画帧的纹理路径或名称
public List<string> animationTextures;
public float animationSpeed = 1f;
// 构造函数或其他辅助方法
public RuleTileRuleDef()
{
for (int i = 0; i < neighborConditions.Length; i++)
{
// 获取子元素的名称作为键
var key = element.Name.LocalName;
// 获取子元素的 value 属性作为值
var value = element.Attribute("value")?.Value;
// 检查 value 是否存在
if (!string.IsNullOrEmpty(value))
{
tileDict[key] = value;
}
neighborConditions[i] = NeighborConditionType.Any;
}
return true;
}
}
}

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@@ -0,0 +1,9 @@
namespace Data
{
public class MapGeneratorDef:Define
{
public string workClass;
public string value;
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0f00902a97fe47e799ad91e0219c42f7
timeCreated: 1758020914

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@@ -3,6 +3,8 @@ namespace Data
public class SkillTreeDef:Define
{
public string tag="Default";
public string position;
public int cost = 10;
public AffiliationDef faction;
public SkillTreeDef[] prerequisites;
public WeaponDef[] unlockedWeapons;

View File

@@ -10,8 +10,9 @@ namespace Data
public WeaponType type = WeaponType.Melee;
public AttributesDef attributes;
public BulletDef bullet;
public DrawNodeDef attackAnimation;
public string[] attackAnimation;
public float attackDetectionTime = 0;
public bool useEntityAttackAnimation = true;
public WeaponDef() // 构造函数,用于设置武器的默认属性
{
maxStack = 1; // 武器默认最大堆叠为1