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(client) feat:支持定义实体的碰撞体大小和偏移;建筑支持定义实体建筑和瓦片建筑,建筑支持指定按钮回调;添加存档管理器;Dev支持设置是否暂停;实体允许定义事件组;添加基地界面 (#57)
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/57
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@@ -1,5 +1,4 @@
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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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@@ -9,31 +8,43 @@ 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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private static SpriteAnimator _animatorPrefab;
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public static 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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if (!_animatorPrefab)
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{
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_animatorPrefab=Resources.Load<SpriteAnimator>("Prefab/Animation");
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_animatorPrefab=Resources.Load<SpriteAnimator>("Prefab/ControlUI/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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private static ImagePrefab _imagePrefab;
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public static 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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if (!_imagePrefab)
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{
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_imagePrefab=Resources.Load<ImagePrefab>("Prefab/Image");
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_imagePrefab=Resources.Load<ImagePrefab>("Prefab/ControlUI/Image");
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}
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return _imagePrefab;
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}
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}
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private static ProgressBarPrefab _progressBarPrefab;
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public static ProgressBarPrefab ProgressBarPrefab
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{
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get
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{
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if (!_progressBarPrefab)
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{
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_progressBarPrefab=Resources.Load<ProgressBarPrefab>("Prefab/ControlUI/ProgressBar");
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}
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return _progressBarPrefab;
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}
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}
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/// <summary>
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@@ -70,7 +81,7 @@ namespace Utils
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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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if (!ImagePrefab)
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{
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Debug.LogError($"InitBodyPart: imagePrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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@@ -85,7 +96,7 @@ namespace Utils
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$"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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var imagePrefabCom = Object.Instantiate(ImagePrefab, parent.transform);
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if (imagePrefabCom)
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{
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imagePrefabCom.SetSprite(texture);
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@@ -100,13 +111,13 @@ namespace Utils
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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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if (!AnimatorPrefab)
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{
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Debug.LogError($"InitBodyPart: animatorPrefab未设置 (节点名: {drawNode.nodeName})");
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return null;
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}
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var animator = Object.Instantiate(Instance.AnimatorPrefab, parent.transform);
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var animator = Object.Instantiate(AnimatorPrefab, parent.transform);
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if (!animator)
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{
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Debug.LogWarning($"InitBodyPart: 无法获取SpriteAnimator组件 (节点名: {drawNode.nodeName})");
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@@ -162,7 +173,7 @@ namespace Utils
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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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var spriteAnimator = Object.Instantiate(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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@@ -175,7 +186,7 @@ namespace Utils
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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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var spriteImage = Object.Instantiate(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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