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(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
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332
Client/Assets/Scripts/Managers/SkillTreeManager.cs
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332
Client/Assets/Scripts/Managers/SkillTreeManager.cs
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using Data;
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using System.Collections.Generic;
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using System.Linq;
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namespace Managers
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{
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public class SkillTreeManager : Utils.Singleton<SkillTreeManager>, ILaunchManager
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{
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public string StepDescription => "正在加载技能树";
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// 内部数据结构,用于高效查询和图遍历
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private Dictionary<string, SkillTreeDef> _skillNodesByDefName;
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private Dictionary<string, List<SkillTreeDef>> _skillNodesByTag;
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private Dictionary<string, List<SkillTreeDef>> _skillNodesByFaction;
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private Dictionary<string, List<SkillTreeDef>> _childrenOfNode; // key: parent defName, value: list of children nodes
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public void Init()
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{
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// 假设 DefineManager.Instance 存在且 QueryDefinesByType 方法可用
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// 如果 DefineManager 是单例,这里直接调用即可。
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// 否则,需要确保 DefineManager 在此之前已被正确初始化。
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var allSkillTreeNodes = DefineManager.Instance.QueryDefinesByType<SkillTreeDef>();
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// 1. 初始化字典
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_skillNodesByDefName = new Dictionary<string, SkillTreeDef>();
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_skillNodesByTag = new Dictionary<string, List<SkillTreeDef>>();
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_skillNodesByFaction = new Dictionary<string, List<SkillTreeDef>>();
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_childrenOfNode = new Dictionary<string, List<SkillTreeDef>>();
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// 2. 填充基本查询字典
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foreach (var node in allSkillTreeNodes)
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{
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if (string.IsNullOrEmpty(node.defName))
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{
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// 可以选择抛出异常或记录警告,取决于项目的错误处理策略
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// 例如: Log.Warning($"SkillTreeDef with empty defName found. Skipping.");
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continue;
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}
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if (!_skillNodesByDefName.TryAdd(node.defName, node))
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{
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// 避免重复defName,通常defName应该是唯一的
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// 例如: Log.Error($"Duplicate SkillTreeDef defName '{node.defName}' found. Only the first one will be used.");
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continue; // 跳过此重复节点
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}
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// 填充 _skillNodesByTag
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if (!string.IsNullOrEmpty(node.tag))
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{
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if (!_skillNodesByTag.ContainsKey(node.tag))
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{
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_skillNodesByTag[node.tag] = new List<SkillTreeDef>();
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}
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_skillNodesByTag[node.tag].Add(node);
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}
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// 填充 _skillNodesByFaction
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// 假设 AffiliationDef 也有 defName 属性作为唯一标识
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if (node.faction != null && !string.IsNullOrEmpty(node.faction.defName))
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{
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if (!_skillNodesByFaction.ContainsKey(node.faction.defName))
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{
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_skillNodesByFaction[node.faction.defName] = new List<SkillTreeDef>();
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}
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_skillNodesByFaction[node.faction.defName].Add(node);
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}
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}
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// 3. 填充 _childrenOfNode 字典(构建父 -> 子关系)
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// 需要再次遍历,因为在填充 _skillNodesByDefName 之前,prerequisites 中的引用可能尚未完全解析。
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foreach (var childNode in allSkillTreeNodes)
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{
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if (childNode.prerequisites != null)
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{
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foreach (var prerequisite in childNode.prerequisites)
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{
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// 确保父节点在 _skillNodesByDefName 中存在,避免野指针或无效引用
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if (prerequisite != null && _skillNodesByDefName.TryGetValue(prerequisite.defName, out var parentNode))
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{
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if (!_childrenOfNode.ContainsKey(parentNode.defName))
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{
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_childrenOfNode[parentNode.defName] = new List<SkillTreeDef>();
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}
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_childrenOfNode[parentNode.defName].Add(childNode);
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}
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else if (prerequisite != null)
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{
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// 记录警告:prerequisites中引用的父节点找不到定义,可能是数据配置错误
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// 例如: Log.Warning($"SkillTreeDef '{childNode.defName}' references unknown prerequisite '{prerequisite.defName}'.");
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}
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}
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}
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}
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}
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public void Clear()
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{
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// 清理所有数据结构,释放内存
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_skillNodesByDefName?.Clear();
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_skillNodesByTag?.Clear();
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_skillNodesByFaction?.Clear();
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_childrenOfNode?.Clear();
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// 将引用设为null,有助于GC
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_skillNodesByDefName = null;
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_skillNodesByTag = null;
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_skillNodesByFaction = null;
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_childrenOfNode = null;
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}
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// --- 节点查询 ---
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/// <summary>
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/// 根据定义名查询技能树节点
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/// </summary>
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/// <param name="defName">技能树节点的定义名</param>
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/// <returns>匹配的 SkillTreeDef,如果未找到则为 null</returns>
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public SkillTreeDef GetNodeByDefName(string defName)
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{
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if (string.IsNullOrEmpty(defName)) return null;
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_skillNodesByDefName.TryGetValue(defName, out var node);
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return node;
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}
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/// <summary>
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/// 根据标签查询技能树节点列表
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/// </summary>
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/// <param name="tag">技能树节点的标签</param>
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/// <returns>匹配的 SkillTreeDef 列表,如果未找到则返回空列表</returns>
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public List<SkillTreeDef> GetNodesByTag(string tag)
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{
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if (string.IsNullOrEmpty(tag)) return new List<SkillTreeDef>();
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_skillNodesByTag.TryGetValue(tag, out var nodes);
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return nodes ?? new List<SkillTreeDef>();
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}
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/// <summary>
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/// 根据派系名称查询技能树节点列表
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/// </summary>
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/// <param name="factionName">派系的定义名</param>
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/// <returns>匹配的 SkillTreeDef 列表,如果未找到则返回空列表</returns>
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public List<SkillTreeDef> GetNodesByFaction(string factionName)
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{
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if (string.IsNullOrEmpty(factionName)) return new List<SkillTreeDef>();
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_skillNodesByFaction.TryGetValue(factionName, out var nodes);
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return nodes ?? new List<SkillTreeDef>();
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}
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public string[] GetAllTag()
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{
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return _skillNodesByTag.Keys.ToArray();
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}
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// --- 父子关系查询 ---
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/// <summary>
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/// 判断 targetNode 是否是 baseNode 的直接父节点
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/// </summary>
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/// <param name="baseNode">作为父节点候选的节点</param>
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/// <param name="targetNode">作为子节点候选的节点</param>
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/// <returns>如果是直接父节点则为 true,否则为 false</returns>
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public bool IsDirectParentOf(SkillTreeDef baseNode, SkillTreeDef targetNode)
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{
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if (baseNode == null || targetNode == null || targetNode.prerequisites == null) return false;
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return targetNode.prerequisites.Any(prerequisite => prerequisite != null && prerequisite.defName == baseNode.defName);
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}
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/// <summary>
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/// 判断 targetNode 是否是 baseNode 的直接子节点
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/// </summary>
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/// <param name="baseNode">作为父节点的节点</param>
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/// <param name="targetNode">作为子节点候选的节点</param>
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/// <returns>如果是直接子节点则为 true,否则为 false</returns>
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public bool IsDirectChildOf(SkillTreeDef baseNode, SkillTreeDef targetNode)
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{
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if (baseNode == null || targetNode == null) return false;
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// 查找 baseNode 的子节点列表中是否包含 targetNode
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_childrenOfNode.TryGetValue(baseNode.defName, out var children);
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return children != null && children.Any(c => c.defName == targetNode.defName);
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}
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/// <summary>
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/// 判断 ancestor 是否是 descendant 的任何一级父节点(包括直接和间接)
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/// </summary>
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/// <param name="ancestor">祖先节点候选</param>
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/// <param name="descendant">后代节点候选</param>
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/// <returns>如果是祖先节点则为 true,否则为 false</returns>
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public bool IsAncestorOf(SkillTreeDef ancestor, SkillTreeDef descendant)
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{
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if (ancestor == null || descendant == null) return false;
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if (ancestor.defName == descendant.defName) return false; // 自己不是自己的祖先
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return GetAllAncestors(descendant).Any(n => n.defName == ancestor.defName);
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}
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/// <summary>
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/// 判断 descendant 是否是 ancestor 的任何一级子节点(包括直接和间接)
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/// </summary>
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/// <param name="descendant">后代节点候选</param>
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/// <param name="ancestor">祖先节点候选</param>
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/// <returns>如果是后代节点则为 true,否则为 false</returns>
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public bool IsDescendantOf(SkillTreeDef descendant, SkillTreeDef ancestor)
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{
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if (descendant == null || ancestor == null) return false;
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if (descendant.defName == ancestor.defName) return false; // 自己不是自己的后代
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return GetAllDescendants(ancestor).Any(n => n.defName == descendant.defName);
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}
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// --- 获取所有相关节点 ---
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/// <summary>
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/// 获取所有直接父节点
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/// </summary>
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/// <param name="node">要查询的节点</param>
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/// <returns>直接父节点列表,如果无父节点则返回空列表</returns>
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public List<SkillTreeDef> GetAllDirectParents(SkillTreeDef node)
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{
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if (node == null || node.prerequisites == null) return new List<SkillTreeDef>();
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// 确保返回的是真实存在于管理器中的节点,而不是可能无效的引用
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return node.prerequisites.Where(p => p != null && _skillNodesByDefName.ContainsKey(p.defName))
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.Select(p => _skillNodesByDefName[p.defName])
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.ToList();
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}
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/// <summary>
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/// 获取所有直接子节点
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/// </summary>
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/// <param name="node">要查询的节点</param>
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/// <returns>直接子节点列表,如果无子节点则返回空列表</returns>
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public List<SkillTreeDef> GetAllDirectChildren(SkillTreeDef node)
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{
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if (node == null) return new List<SkillTreeDef>();
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_childrenOfNode.TryGetValue(node.defName, out var children);
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return children ?? new List<SkillTreeDef>();
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}
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/// <summary>
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/// 获取所有祖先节点(包括直接和间接父节点),使用 BFS 算法避免循环依赖
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/// </summary>
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/// <param name="node">要查询的节点</param>
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/// <returns>所有祖先节点列表</returns>
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public List<SkillTreeDef> GetAllAncestors(SkillTreeDef node)
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{
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if (node == null) return new List<SkillTreeDef>();
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var ancestors = new HashSet<SkillTreeDef>(); // 使用HashSet避免重复和循环
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var queue = new Queue<SkillTreeDef>();
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// 将当前节点的直接父节点作为起点加入队列
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if (node.prerequisites != null)
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{
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foreach (var directParentRef in node.prerequisites)
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{
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if (directParentRef != null && _skillNodesByDefName.TryGetValue(directParentRef.defName, out var parentNode))
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{
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if (!ancestors.Contains(parentNode))
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{
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ancestors.Add(parentNode);
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queue.Enqueue(parentNode);
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}
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}
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}
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}
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while (queue.Count > 0)
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{
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var current = queue.Dequeue();
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if (current.prerequisites != null)
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{
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foreach (var prerequisiteRef in current.prerequisites)
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{
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if (prerequisiteRef != null && _skillNodesByDefName.TryGetValue(prerequisiteRef.defName, out var actualParentNode))
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{
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if (!ancestors.Contains(actualParentNode))
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{
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ancestors.Add(actualParentNode);
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queue.Enqueue(actualParentNode);
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}
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}
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}
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}
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}
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return ancestors.ToList();
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}
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/// <summary>
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/// 获取所有后代节点(包括直接和间接子节点),使用 BFS 算法避免循环依赖
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/// </summary>
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/// <param name="node">要查询的节点</param>
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/// <returns>所有后代节点列表</returns>
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public List<SkillTreeDef> GetAllDescendants(SkillTreeDef node)
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{
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if (node == null) return new List<SkillTreeDef>();
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var descendants = new HashSet<SkillTreeDef>(); // 使用HashSet避免重复和循环
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var queue = new Queue<SkillTreeDef>();
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// 将当前节点的直接子节点作为起点加入队列
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_childrenOfNode.TryGetValue(node.defName, out var directChildren);
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if (directChildren != null)
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{
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foreach (var child in directChildren)
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{
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if (!descendants.Contains(child))
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{
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descendants.Add(child);
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queue.Enqueue(child);
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}
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}
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}
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while (queue.Count > 0)
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{
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var current = queue.Dequeue();
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_childrenOfNode.TryGetValue(current.defName, out var children);
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if (children != null)
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{
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foreach (var child in children)
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{
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if (!descendants.Contains(child))
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{
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descendants.Add(child);
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queue.Enqueue(child);
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}
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}
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}
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}
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return descendants.ToList();
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}
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}
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}
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