(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

@@ -7,6 +7,24 @@ namespace Entity
{
public class Character : LivingEntity
{
public override Attributes defAttributes
{
get
{
var def = base.defAttributes;
var weaponDef = GetCurrentWeapon()?.Attributes;
if (weaponDef != null)
{
weaponDef.health = def.health;
weaponDef.moveSpeed = def.moveSpeed;
return weaponDef;
}
return def;
}
}
private int _currentSelected; // 私有字段用于存储实际值
/// <summary>
@@ -30,15 +48,10 @@ namespace Entity
public override void Init(EntityDef entityDef)
{
base.Init(entityDef);
Inventory = new Inventory(this, 3);
// 初始化 currentSelected。
// 使用属性来设置,确保触发事件和范围检查。
// 如果Inventory.Capacity为0则currentSelected会被钳制到0。
// 如果Inventory.Capacity为3currentSelected=0是有效值。
Inventory.OnInventoryChanged += InventoryChange;
CurrentSelected = 0;
base.Init(entityDef);
}
/// <summary>
@@ -59,6 +72,7 @@ namespace Entity
Debug.LogError($"Character '{name}' inventory is not initialized. Cannot pickup item.");
return quantity; // 如果背包未初始化,则视为未能添加任何物品
}
var remainingQuantity = Inventory.AddItem(itemResource, quantity);
@@ -68,7 +82,12 @@ namespace Entity
public override WeaponResource GetCurrentWeapon()
{
var currentSelectItem = Inventory.GetSlot(CurrentSelected);
return (WeaponResource)currentSelectItem?.Item;
return currentSelectItem?.Item as WeaponResource;
}
private void InventoryChange()
{
InitWeaponAnimator();
}
}
}