(client) feat:添加基地界面到游玩界面的过程,添加存档管理,技能树变得可用 (#58)

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/58
This commit is contained in:
2025-10-03 00:31:34 +08:00
parent aff747be17
commit dd9d90439d
134 changed files with 10322 additions and 4872 deletions

View File

@@ -33,19 +33,19 @@ namespace Entity
/// <summary>
/// 人工智能行为树,定义实体的行为逻辑。
/// </summary>
public AIBase aiTree;
public BehaviorTreeBase BehaviorTreeTree { get; private set; }
/// <summary>
/// 当前实体正在执行的任务。
/// </summary>
public JobBase currentJob;
// /// <summary>
// /// 当前实体正在执行的任务。
// /// </summary>
// public JobBase currentJob;
private Attributes _attribute;
/// <summary>
/// 实体的属性定义,包括生命值、攻击力、防御力等。
/// </summary>
public virtual Attributes attributes
public virtual Attributes AttributesNow
{
get { return _attribute ??= new Attributes(baseAttributes); }
protected set => _attribute = value;
@@ -62,10 +62,28 @@ namespace Entity
}
}
private Vector3 _direction;
/// <summary>
/// 实体当前的移动方向。
/// </summary>
public Vector3 direction;
public Vector3 Direction
{
get => _direction;
set
{
_direction = Mathf.Approximately(value.sqrMagnitude, 1) ? value : value.normalized;
Orientation ori;
if (Mathf.Abs(Direction.y) > Mathf.Abs(Direction.x))
{
ori = Direction.y > 0 ? Orientation.Up : Orientation.Down;
}
else
{
ori = Direction.x > 0 ? Orientation.Right : Orientation.Left;
}
SetBodyTexture(CurrentState, ori);
}
}
public Vector3 attackDirection;
@@ -87,7 +105,7 @@ namespace Entity
public string currentDimensionId;
public Vector2 Size => entityPrefab.outline.GetColliderSize();
/// <summary>
/// 表示实体是否由玩家控制。
@@ -98,7 +116,7 @@ namespace Entity
{
if (value)
{
currentJob = null;
BehaviorTreeTree?.Reset();
if (Program.Instance.FocusedEntity && Program.Instance.FocusedEntity != this)
{
Program.Instance.FocusedEntity.PlayerControlled = false;
@@ -127,7 +145,7 @@ namespace Entity
/// <summary>
/// 表示实体是否已经死亡(生命值小于等于零)。
/// </summary>
public bool IsDead => attributes.health <= 0;
public bool IsDead => AttributesNow.health <= 0;
public bool IsShowingHealthBarUI => _hitBarUIShowTimer > 0;
public bool IsAttacking => _attackTimer > 0;
@@ -135,12 +153,7 @@ namespace Entity
private float _attackDetectionTime;
private WeaponResource currentAttackWeapon;
/// <summary>
/// 当实体受到伤害时触发的事件。
/// 可以订阅此事件来响应实体的生命值变化例如更新UI或播放受击特效。
/// </summary>
public event Action<EntityHitEventArgs> OnEntityHit;
/// <summary>
/// 当实体死亡时触发的事件。
/// 只在实体首次进入死亡状态时触发一次。
@@ -157,7 +170,7 @@ namespace Entity
/// <summary>
/// 当前实体的朝向。
/// </summary>
public Orientation CurrentOrientation { get; private set; } = Orientation.Down;
public Orientation CurrentOrientation { get; private set; } = Orientation.Up;
/// <summary>
/// 当前实体的状态
@@ -165,7 +178,18 @@ namespace Entity
public EntityState CurrentState { get; private set; } = EntityState.Idle;
public AudioSource Audio;
public Vector3 moveTarget;
private const float TargetReachThresholdSquared = 0.001f;
public virtual bool OnTargetPoint
{
get
{
var offset = Position - moveTarget;
var distanceSquared = offset.sqrMagnitude;
return distanceSquared <= TargetReachThresholdSquared;
}
}
@@ -186,25 +210,27 @@ namespace Entity
[SerializeField] private float _hitBarUIShowTime = 5;
private float _hitBarUIShowTimer;
private int _walkingTimer;
protected int _walkingTimer;
private List<(Func<Entity, bool>,string)> _conditionalEvents=new();
/// <summary>
/// 初始化实体的基本属性和行为树。
/// </summary>
/// <param name="entityDef">实体的定义数据。</param>
public virtual void Init(EntityDef entityDef)
/// <param name="entityDefine">实体的定义数据。</param>
public virtual void Init(EntityDef entityDefine)
{
attributes = new Attributes(entityDef.attributes);
aiTree = BehaviorTree.ConvertToAIBase(entityDef.behaviorTree);
affiliation = entityDef.affiliation?.defName;
InitBody(entityDef.drawingOrder);
this.entityDef = entityDef;
AttributesNow = new Attributes(entityDefine.attributes);
affiliation = entityDefine.affiliation?.defName;
InitBody(entityDefine.drawingOrder);
entityDef = entityDefine;
BehaviorTreeTree = BehaviorTreeUtils.ConvertToAIBase(entityDefine.behaviorTree);
BehaviorTreeTree?.Init(entityDefine.behaviorTree, this);
HideHealthBar();
InitWeaponAnimator();
InitConditionalEvents(entityDef.eventDef?.GetAllConditionalEvents());
InitConditionalEvents(entityDefine.eventDef?.GetAllConditionalEvents());
}
protected virtual void InitWeaponAnimator()
@@ -316,7 +342,6 @@ namespace Entity
obj.SetActive(false);
}
}
SetBodyTexture(EntityState.Idle, Orientation.Down); // 激活默认朝向
}
@@ -406,21 +431,20 @@ namespace Entity
/// <summary>
/// 尝试攻击目标实体。
/// </summary>
public virtual void TryAttack() // 使用override允许子类重写
public virtual bool TryAttack() // 使用override允许子类重写
{
if (IsAttacking || IsDead) return; // 死亡时无法攻击
if (IsAttacking || IsDead) return false; // 死亡时无法攻击
// 尝试获取当前武器
var currentWeapon = GetCurrentWeapon();
// 如果没有武器,可以选择进行徒手攻击或者直接返回
// 暂时设定为:如果没有武器,则不进行攻击
if (currentWeapon == null)
{
return;
return false;
}
StartAttack(currentWeapon);
return true;
}
private void StartAttack(WeaponResource weaponResource)
@@ -451,6 +475,8 @@ namespace Entity
public void SetBodyTexture(EntityState state, Orientation orientation)
{
if (state == CurrentState && orientation == CurrentOrientation)
return;
HideCurrentBodyTexture();
if (IsAttacking && currentAttackWeapon is { UseEntityAttackAnimation: false })
return;
@@ -476,17 +502,58 @@ namespace Entity
}
/// <summary>
/// 根据方向尝试移动实体。
/// 根据方向尝试移动实体,并避免超调目标点
/// </summary>
public virtual void TryMove()
{
// if (IsAttacking)
// return;
transform.position += direction * (attributes.moveSpeed * Time.deltaTime);
if (OnTargetPoint)
{
return; // 已到达目标点,无需进一步移动。
}
var currentPosition = Position; // 假设 Position 是获取当前位置的属性
var targetDestination = moveTarget; // 假设 moveTarget 是目标位置字段
var directionToTarget = targetDestination - currentPosition;
// 逻辑修改1计算平方距离避免开方。
var sqrDistanceToTarget = directionToTarget.sqrMagnitude;
// 逻辑修改2将到达目标点的判断改为使用平方距离并包含等于阈值的情况避免开方。
if (sqrDistanceToTarget <= TargetReachThresholdSquared)
{
transform.position = targetDestination; // 假设 transform 是 Transform 组件
return;
}
var maxMoveDistance = AttributesNow.moveSpeed * Time.deltaTime; // 假设 AttributesNow 是包含 moveSpeed 的属性
// 逻辑修改4计算最大移动距离的平方用于后续与平方距离的比较避免开方。
var maxMoveDistanceSquared = maxMoveDistance * maxMoveDistance;
Vector3 newPosition;
bool willReachTargetThisFrame;
// 逻辑修改5直接比较平方距离来确定是否能到达目标优化了之前的Mathf.Min和复杂判断。
if (maxMoveDistanceSquared >= sqrDistanceToTarget)
{
newPosition = targetDestination; // 精确捕捉到目标点
willReachTargetThisFrame = true;
}
else
{
newPosition = currentPosition + Direction * maxMoveDistance;
willReachTargetThisFrame = false;
}
transform.position = newPosition;
// 如果已到达目标,则不设置行走动画和重置计时器
if (willReachTargetThisFrame) return;
SetBodyTexture(EntityState.Walking, CurrentOrientation); // 假设 SetBodyTexture 是设置动画的方法
_walkingTimer = 2; // 假设 _walkingTimer 是一个计时器
}
public virtual void Move()
{
transform.position += Direction * (AttributesNow.moveSpeed * Time.deltaTime);
SetBodyTexture(EntityState.Walking, CurrentOrientation);
_walkingTimer = 2;
}
/// <summary>
/// 处理实体受到攻击的逻辑。
/// </summary>
@@ -498,22 +565,17 @@ namespace Entity
{
return;
}
var hit = from.attributes.attack - attributes.defense;
var hit = from.AttributesNow.attack - AttributesNow.defense;
if (hit < 0)
hit = from.attributes.attack / 100;
hit = from.AttributesNow.attack / 100;
// 确保伤害不为负最小为0
hit = Mathf.Max(0, hit);
attributes.health -= hit;
AttributesNow.health -= hit;
var wasFatal = IsDead; // 检查这次攻击是否导致实体死亡
// 触发 OnEntityHit 事件
OnEntityHit?.Invoke(new EntityHitEventArgs(
this, from, hit, attributes.health, entityDef.attributes.health, wasFatal));
currentJob?.StopJob();
BehaviorTreeTree?.Reset();
if (wasFatal)
{
// 如果是首次死亡,则触发 OnEntityDied 事件
// MODIFIED: 停止所有活动,包括当前工作
currentJob = null; // 清除当前工作
OnEntityDied?.Invoke(this);
}
@@ -533,7 +595,7 @@ namespace Entity
if (!healthBarPrefab)
return;
healthBarPrefab.gameObject.SetActive(true);
healthBarPrefab.Progress = (float)attributes.health / entityDef.attributes.health;
healthBarPrefab.Progress = (float)AttributesNow.health / entityDef.attributes.health;
_hitBarUIShowTimer = _hitBarUIShowTime;
}
@@ -554,10 +616,8 @@ namespace Entity
return;
}
attributes.health = 0; // 直接设置生命值为0
// MODIFIED: 停止所有活动,包括当前工作
currentJob?.StopJob();
currentJob = null; // 清除当前工作
AttributesNow.health = 0; // 直接设置生命值为0
BehaviorTreeTree?.Reset();
// 触发 OnEntityDied 事件
OnEntityDied?.Invoke(this);
ShowHealthBar();
@@ -569,24 +629,11 @@ namespace Entity
/// <param name="pos">目标位置。</param>
public virtual void SetTarget(Vector3 pos)
{
direction = (pos - transform.position).normalized;
Orientation ori;
// 判断方向向量最接近哪个朝向
if (Mathf.Abs(direction.y) > Mathf.Abs(direction.x))
{
// 垂直方向优先
ori = direction.y > 0 ? Orientation.Up : Orientation.Down;
}
else
{
// 水平方向优先
ori = direction.x > 0 ? Orientation.Right : Orientation.Left;
}
SetBodyTexture(CurrentState, ori);
Direction = (pos - transform.position).normalized;
moveTarget = pos;
if (!PlayerControlled)
{
attackDirection=direction;
attackDirection=Direction;
}
}
@@ -595,26 +642,7 @@ namespace Entity
/// </summary>
protected virtual void AutoBehave()
{
if (aiTree == null)
return;
if (currentJob == null || !currentJob.Running)
{
currentJob = aiTree.GetJob(this);
if (currentJob == null)
{
if (!_warning)
{
Debug.LogWarning($"{GetType().Name}类型的{name}没有分配到任何工作,给行为树末尾添加等待行为,避免由于没有工作导致无意义的反复查找工作导致性能问题");
_warning = true;
}
return;
}
currentJob.StartJob(this);
}
currentJob.Update();
var result=BehaviorTreeTree?.Tick();
}
@@ -626,11 +654,14 @@ namespace Entity
if (Input.GetMouseButton(0))
{
var mousePos = MousePosition.GetWorldPosition();
attackDirection = new Vector3(mousePos.x,mousePos.y) - Position;
attackDirection = new Vector3(mousePos.x, mousePos.y) - Position;
if (weaponItem)
RotateTool.RotateTransformToDirection(weaponItem.transform, attackDirection);
{
var angle= RotateTool.RotateTransformToDirection(weaponItem.transform, attackDirection);
weaponItem.Flip(false,angle is > 90 or <= -90);
}
}
if (Input.GetKeyDown(KeyCode.V))
{
weaponItem.gameObject.SetActive(!weaponItem.gameObject.activeSelf);
@@ -668,14 +699,8 @@ namespace Entity
// 归一化方向向量,确保对角线移动速度一致
inputDirection = inputDirection.normalized;
// 设置目标位置2D 移动Z 轴保持不变)
var targetPosition = transform.position + new Vector3(inputDirection.x, inputDirection.y, 0);
// 调用 SetTarget 方法设置目标位置
SetTarget(targetPosition);
// 调用 TryMove 方法处理实际移动逻辑
TryMove();
Direction = new Vector3(inputDirection.x, inputDirection.y, 0);
Move();
}