mirror of
http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite.git
synced 2025-11-20 04:27:13 +08:00
(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:
184
Client/Assets/Scripts/Utils/GameObjectCreate.cs
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184
Client/Assets/Scripts/Utils/GameObjectCreate.cs
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@@ -0,0 +1,184 @@
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using System;
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using System.Collections.Generic;
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using Data;
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using Prefab;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Utils
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{
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public class GameObjectCreate:Singleton<GameObjectCreate>
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{
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private SpriteAnimator _animatorPrefab;
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public SpriteAnimator AnimatorPrefab
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{
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get
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{
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if (_animatorPrefab == null)
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{
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_animatorPrefab=Resources.Load<SpriteAnimator>("Prefab/Animation");
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}
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return _animatorPrefab;
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}
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}
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private ImagePrefab _imagePrefab;
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public ImagePrefab ImagePrefab
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{
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get
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{
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if (_imagePrefab == null)
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{
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_imagePrefab=Resources.Load<ImagePrefab>("Prefab/Image");
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}
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return _imagePrefab;
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}
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}
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/// <summary>
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/// 递归初始化单个绘图节点及其子节点,具有更强的健壮性和错误处理。
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/// </summary>
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/// <param name="drawNode">绘图节点定义。</param>
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/// <param name="parent">父节点对象。</param>
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/// <returns>创建的GameObject,如果失败则返回null</returns>
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public static GameObject InitBodyPart(DrawNodeDef drawNode, GameObject parent)
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{
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try
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{
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// 参数验证
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if (drawNode == null)
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{
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Debug.LogWarning("InitBodyPart: drawNode参数为null");
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return null;
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}
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if (!parent)
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{
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Debug.LogWarning($"InitBodyPart: 父节点为null (节点名: {drawNode.nodeName})");
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return null;
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}
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GameObject nodeObject = null;
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// 根据纹理数量创建不同类型的节点
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switch (drawNode.textures?.Length ?? 0)
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{
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case 0:
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// 无纹理节点
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nodeObject = new GameObject(drawNode.nodeName);
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nodeObject.transform.SetParent(parent.transform, false);
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break;
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case 1:
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// 单纹理节点
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if (!Instance.ImagePrefab)
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{
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Debug.LogError($"InitBodyPart: imagePrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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}
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if (drawNode.textures != null)
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{
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var texture =
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Managers.PackagesImageManager.Instance.GetSprite(drawNode.textures[0]);
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if (!texture)
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{
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Debug.LogWarning(
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$"InitBodyPart: 无法获取纹理 (节点名: {drawNode.nodeName}, 纹理ID: {drawNode.textures[0]})");
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}
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var imagePrefabCom = Object.Instantiate(Instance.ImagePrefab, parent.transform);
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if (imagePrefabCom)
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{
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imagePrefabCom.SetSprite(texture);
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nodeObject = imagePrefabCom.gameObject;
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}
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else
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{
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Debug.LogWarning($"InitBodyPart: 无法获取ImagePrefab组件 (节点名: {drawNode.nodeName})");
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}
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}
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break;
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default:
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// 多纹理动画节点
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if (!Instance.AnimatorPrefab)
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{
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Debug.LogError($"InitBodyPart: animatorPrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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}
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var animator = Object.Instantiate(Instance.AnimatorPrefab, parent.transform);
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if (!animator)
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{
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Debug.LogWarning($"InitBodyPart: 无法获取SpriteAnimator组件 (节点名: {drawNode.nodeName})");
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break;
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}
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animator.SetFPS(drawNode.FPS);
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if (drawNode.textures != null)
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{
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var animatedSprites =
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Managers.PackagesImageManager.Instance.GetSprites(drawNode.textures);
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if (animatedSprites.Length > 0)
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{
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animator.SetSprites(animatedSprites);
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nodeObject = animator.gameObject;
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}
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else
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{
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Debug.LogWarning($"InitBodyPart: 没有有效的动画纹理 (节点名: {drawNode.nodeName})");
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}
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}
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break;
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}
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// 设置节点属性
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if (!nodeObject) return nodeObject;
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nodeObject.transform.localPosition = drawNode.position;
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nodeObject.name = drawNode.nodeName ?? "UnnamedNode";
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// 递归初始化子节点
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if (drawNode.nodes == null) return nodeObject;
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foreach (var child in drawNode.nodes)
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{
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try
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{
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InitBodyPart(child, nodeObject);
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}
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catch (Exception ex)
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{
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Debug.LogError($"InitBodyPart: 初始化子节点失败 (父节点: {drawNode.nodeName}): {ex.Message}");
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}
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}
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return nodeObject;
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}
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catch (Exception ex)
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{
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Debug.LogError($"InitBodyPart: 初始化节点时发生未处理的异常 (节点名: {drawNode?.nodeName}): {ex}");
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return null;
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}
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}
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public static SpriteAnimator SpriteAnimator(Sprite[] sprites,Transform parent)
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{
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var spriteAnimator = Object.Instantiate(Instance.AnimatorPrefab,parent);
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spriteAnimator.SetSprites(sprites);
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spriteAnimator.transform.localPosition=Vector3.zero;
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return spriteAnimator;
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}
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public static SpriteAnimator SpriteAnimator(string[] spriteDefNames, Transform parent)
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{
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return SpriteAnimator(Managers.PackagesImageManager.Instance.GetSprites(spriteDefNames), parent);
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}
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public static ImagePrefab SpriteImage(Sprite sprite, Transform parent)
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{
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var spriteImage = Object.Instantiate(Instance.ImagePrefab,parent);
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spriteImage.SetSprite(sprite);
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spriteImage.transform.localPosition=Vector3.zero;
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return spriteImage;
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}
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}
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}
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3
Client/Assets/Scripts/Utils/GameObjectCreate.cs.meta
Normal file
3
Client/Assets/Scripts/Utils/GameObjectCreate.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 743325e6a39b411981605dd184286c93
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timeCreated: 1757077655
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@@ -11,7 +11,10 @@ namespace Utils
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Initialize();
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}
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// 初始化混淆表
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/// <summary>
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/// 初始化混淆表。
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/// </summary>
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/// <param name="seed">随机种子。</param>
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private void Initialize(int seed = 0)
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{
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var permutation = new int[256];
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@@ -36,28 +39,48 @@ namespace Utils
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}
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}
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// 重新指定种子
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/// <summary>
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/// 重新指定种子并初始化混淆表。
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/// </summary>
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/// <param name="seed">随机种子。</param>
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public void Reinitialize(int seed)
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{
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Initialize(seed);
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}
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// 平滑函数 (6t^5 - 15t^4 + 10t^3)
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/// <summary>
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/// Perlin噪声平滑函数 (6t^5 - 15t^4 + 10t^3)。
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/// </summary>
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/// <param name="t">输入值。</param>
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/// <returns>平滑后的值。</returns>
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private static double Fade(double t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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// 线性插值
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/// <summary>
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/// 线性插值。
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/// </summary>
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/// <param name="t">插值因子 (0-1)。</param>
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/// <param name="a">起始值。</param>
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/// <param name="b">结束值。</param>
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/// <returns>插值结果。</returns>
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private static double Lerp(double t, double a, double b)
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{
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return a + t * (b - a);
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}
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// 计算梯度向量和距离向量的点积
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/// <summary>
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/// 计算梯度向量和距离向量的点积。
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/// </summary>
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/// <param name="hash">哈希值,用于决定梯度向量方向。</param>
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/// <param name="x">X轴距离。</param>
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/// <param name="y">Y轴距离。</param>
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/// <param name="z">Z轴距离。</param>
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/// <returns>点积结果。</returns>
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private static double Grad(int hash, double x, double y, double z)
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{
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return (hash & 0xF) switch // 取hash值的最后4位
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return (hash & 0xF) switch // 取哈希值的最后4位决定梯度方向
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{
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0x0 => x + y,
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0x1 => -x + y,
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@@ -80,9 +103,13 @@ namespace Utils
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}
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/// <summary>
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/// 为给定的(x, y, z)坐标生成3D Perlin噪声。
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/// 输出值通常在-1到1之间。
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/// 为给定的(x, y, z)坐标生成3D Perlin噪声。
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/// 输出值通常在-1到1之间。
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/// </summary>
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/// <param name="x">X坐标。</param>
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/// <param name="y">Y坐标,默认为0。</param>
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/// <param name="z">Z坐标,默认为0。</param>
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/// <returns>Perlin噪声值。</returns>
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public double Noise(double x, double y = 0, double z = 0)
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{
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var X = (int)Math.Floor(x) & 255;
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@@ -126,4 +153,4 @@ namespace Utils
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return Lerp(w, y0, y1);
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}
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}
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}
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}
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21
Client/Assets/Scripts/Utils/RotateTool.cs
Normal file
21
Client/Assets/Scripts/Utils/RotateTool.cs
Normal file
@@ -0,0 +1,21 @@
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using UnityEngine;
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namespace Utils
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{
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public static class RotateTool
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{
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// 旋转对象到指定方向
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public static void RotateTransformToDirection(Transform transform, Vector3 targetDirection)
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{
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// 确保目标方向不是零向量
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if (targetDirection == Vector3.zero)
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return;
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// 计算当前向上方向与目标方向之间的角度
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var angle = Mathf.Atan2(targetDirection.y, targetDirection.x) * Mathf.Rad2Deg;
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// 应用旋转
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transform.rotation = Quaternion.Euler(0f, 0f, angle);
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}
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}
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}
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3
Client/Assets/Scripts/Utils/RotateTool.cs.meta
Normal file
3
Client/Assets/Scripts/Utils/RotateTool.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d25c353b3bed400f92bccc0986b22420
|
||||
timeCreated: 1757241772
|
||||
213
Client/Assets/Scripts/Utils/StringUtils.cs
Normal file
213
Client/Assets/Scripts/Utils/StringUtils.cs
Normal file
@@ -0,0 +1,213 @@
|
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// 文件: Assets/Scripts/Utils/StringUtils.cs (或你的实际路径)
|
||||
|
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using System;
|
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using System.Reflection;
|
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using Map;
|
||||
|
||||
namespace Utils
|
||||
{
|
||||
using UnityEngine; // 引入Unity命名空间,以便使用Vector2和Vector3
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|
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public static class StringUtils
|
||||
{
|
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/// <summary>
|
||||
/// 尝试从字符串中解析出指定数量的浮点数组件。
|
||||
/// 这是StringToVector2和StringToVector3的核心辅助方法。
|
||||
/// </summary>
|
||||
/// <param name="source">要解析的源字符串。</param>
|
||||
/// <param name="expectedComponentCount">期望的组件数量(例如,Vector2为2,Vector3为3)。</param>
|
||||
/// <param name="parsedComponents">如果解析成功,包含解析出的浮点数;否则为 null。</param>
|
||||
/// <param name="defaultComponentValue">在解析失败时,用于填充parsedComponents数组的默认值。</param>
|
||||
/// <returns>如果所有组件都成功解析,则返回 true;否则返回 false。</returns>
|
||||
private static bool TryParseVectorComponents(
|
||||
string source,
|
||||
int expectedComponentCount,
|
||||
out float[] parsedComponents,
|
||||
float defaultComponentValue = 0f)
|
||||
{
|
||||
parsedComponents = new float[expectedComponentCount];
|
||||
|
||||
if (string.IsNullOrWhiteSpace(source))
|
||||
{
|
||||
// 如果字符串为空或空白,则用默认值填充并失败
|
||||
for (int i = 0; i < expectedComponentCount; i++)
|
||||
{
|
||||
parsedComponents[i] = defaultComponentValue;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 移除所有可能存在的括号或方括号
|
||||
// 采用Replace而不是Regex是因为简单字符替换的性能优势
|
||||
string cleanedSource = source
|
||||
.Replace("[", "")
|
||||
.Replace("]", "")
|
||||
.Replace("(", "")
|
||||
.Replace(")", "");
|
||||
|
||||
// 定义所有可能的分隔符:逗号、空格、分号
|
||||
// 使用 StringSplitOptions.RemoveEmptyEntries 确保即使有多个分隔符连续出现,也不会创建空字符串项
|
||||
char[] delimiters = { ',', ' ', ';' };
|
||||
string[] componentStrings = cleanedSource.Split(
|
||||
delimiters,
|
||||
System.StringSplitOptions.RemoveEmptyEntries);
|
||||
|
||||
if (componentStrings.Length < expectedComponentCount)
|
||||
{
|
||||
// 如果组件数量不足,则用默认值填充并失败
|
||||
for (int i = 0; i < expectedComponentCount; i++)
|
||||
{
|
||||
parsedComponents[i] = defaultComponentValue;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < expectedComponentCount; i++)
|
||||
{
|
||||
// 尝试解析每个组件,并去除前后空格
|
||||
if (!float.TryParse(componentStrings[i].Trim(), out parsedComponents[i]))
|
||||
{
|
||||
// 如果任何一个组件解析失败,则用默认值填充所有组件并返回 false
|
||||
for (int j = 0; j < expectedComponentCount; j++)
|
||||
{
|
||||
parsedComponents[j] = defaultComponentValue;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true; // 所有组件都成功解析
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将字符串转换为 Unity 的 Vector2。
|
||||
/// 支持格式如 "1,2", "[1 2]", "(1;2)",并能处理空格。
|
||||
/// </summary>
|
||||
/// <param name="str">要转换的字符串。</param>
|
||||
/// <param name="defaultValue">转换失败时返回的默认 Vector2 值。</param>
|
||||
/// <returns>转换后的 Vector2 值或默认值。</returns>
|
||||
public static Vector2 StringToVector2(string str, Vector2 defaultValue = default)
|
||||
{
|
||||
if (defaultValue == default)
|
||||
{
|
||||
defaultValue = Vector2.zero; // 如果未指定,则使用 Vector2.zero 作为默认值
|
||||
}
|
||||
|
||||
// 默认浮点值为0f,用于内部解析失败填充
|
||||
if (TryParseVectorComponents(str, 2, out var components))
|
||||
{
|
||||
return new Vector2(components[0], components[1]);
|
||||
}
|
||||
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将字符串转换为 Unity 的 Vector3。
|
||||
/// 支持格式如 "1,2,3", "[1 2 3]", "(1;2;3)",并能处理空格。
|
||||
/// </summary>
|
||||
/// <param name="str">要转换的字符串。</param>
|
||||
/// <param name="defaultValue">转换失败时返回的默认 Vector3 值。</param>
|
||||
/// <returns>转换后的 Vector3 值或默认值。</returns>
|
||||
public static Vector3 StringToVector3(string str, Vector3 defaultValue = default)
|
||||
{
|
||||
if (defaultValue == default)
|
||||
{
|
||||
defaultValue = Vector3.zero; // 如果未指定,则使用 Vector3.zero 作为默认值
|
||||
}
|
||||
|
||||
// 默认浮点值为0f,用于内部解析失败填充
|
||||
if (TryParseVectorComponents(str, 3, out var components))
|
||||
{
|
||||
return new Vector3(components[0], components[1], components[2]);
|
||||
}
|
||||
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据类名字符串创建并返回一个继承自 MapGeneratorWorkClassBase 的实例。
|
||||
/// </summary>
|
||||
/// <param name="className">不含命名空间的类名。</param>
|
||||
/// <returns>对应的 MapGeneratorWorkClassBase 实例,如果找不到或类型不匹配则返回 null。</returns>
|
||||
public static MapGeneratorWorkClassBase CreateMapGeneratorInstance(string className)
|
||||
{
|
||||
// 定义优先查找的命名空间
|
||||
const string preferredNamespace = "Map";
|
||||
Type foundType = null;
|
||||
// 第一遍:优先在指定的命名空间下查找
|
||||
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
string fullClassNameInPreferredNamespace = preferredNamespace + "." + className;
|
||||
Type type = assembly.GetType(fullClassNameInPreferredNamespace);
|
||||
if (type != null)
|
||||
{
|
||||
foundType = type;
|
||||
break; // 找到后立即退出循环,因为我们找到了优先的类型
|
||||
}
|
||||
}
|
||||
|
||||
// 如果在优先命名空间中没有找到,则进行第二遍:在所有命名空间中查找(不指定命名空间,即只用className)
|
||||
if (foundType == null)
|
||||
{
|
||||
foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
Type type = assembly.GetType(className);
|
||||
if (type != null)
|
||||
{
|
||||
// 如果找到多个同名的类型(在不同命名空间,但都不在preferredNamespace),
|
||||
// 这里的处理是取第一个找到的。如果需要更复杂的选择逻辑,例如按顺序优先级,
|
||||
// 则需要收集所有可能类型并进行筛选。
|
||||
// 但对于通常的应用,如果className本身是不带命名空间的,这通常意味着它在全局作用域
|
||||
// 或者我们期望它在一个特定的命名空间(如preferredNamespace)中。
|
||||
foundType = type;
|
||||
// 注意:这里没有break;的话,如果不同程序集有同名类会继续查找并覆盖foundType。
|
||||
// 如果你期望找到第一个就返回,可以加上break;
|
||||
// 如果你期望找到一个满足条件的就返回,那么把后续的检查放到这里。
|
||||
// 为了简化,我们只在这里找到一个可用的Type,然后统一在后面检查。
|
||||
break; // 找到了一个,先用这个。
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 对找到的类型进行有效性检查和实例创建
|
||||
if (foundType != null)
|
||||
{
|
||||
// 检查类型是否:
|
||||
// 1. 是 MapGeneratorWorkClassBase 的子类或本身就是 MapGeneratorWorkClassBase
|
||||
// 2. 不是抽象类
|
||||
// 3. 有一个无参构造函数
|
||||
if (typeof(MapGeneratorWorkClassBase).IsAssignableFrom(foundType) &&
|
||||
!foundType.IsAbstract &&
|
||||
foundType.GetConstructor(Type.EmptyTypes) != null) // 检查是否有无参构造函数
|
||||
{
|
||||
try
|
||||
{
|
||||
// 使用 Activator.CreateInstance 创建实例
|
||||
return (MapGeneratorWorkClassBase)Activator.CreateInstance(foundType);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"Error creating instance of {foundType.FullName}: {ex.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
string foundTypeName = foundType.FullName;
|
||||
Debug.LogError($"Type '{foundTypeName}' found but does not meet criteria:" +
|
||||
$" IsAssignableFrom({nameof(MapGeneratorWorkClassBase)}): {typeof(MapGeneratorWorkClassBase).IsAssignableFrom(foundType)}," +
|
||||
$" IsAbstract: {foundType.IsAbstract}," +
|
||||
$" HasParameterlessConstructor: {foundType.GetConstructor(Type.EmptyTypes) != null}");
|
||||
return null; // 类型不满足条件
|
||||
}
|
||||
|
||||
Debug.LogError(
|
||||
$"Type '{className}' not found in preferred namespace '{preferredNamespace}' or any loaded assembly.");
|
||||
return null; // 类型未找到
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
3
Client/Assets/Scripts/Utils/StringUtils.cs.meta
Normal file
3
Client/Assets/Scripts/Utils/StringUtils.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a48d4a90a784e4586f2faceba76f3b1
|
||||
timeCreated: 1757846637
|
||||
Reference in New Issue
Block a user