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(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
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@@ -54,7 +54,7 @@ namespace Entity
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/// <summary>
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/// 获取实体当前的最终属性,包括所有健康状态(Hediff)的修正。
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/// </summary>
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public override Attributes attributes
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public override Attributes AttributesNow
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{
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get
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{
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@@ -87,8 +87,17 @@ namespace Entity
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}
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protected set => _cachedAttributes = value;
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}
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public EntityPathManager pathManager;
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public override bool OnTargetPoint => pathManager.IsPathComplete;
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public LivingEntity()
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{
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pathManager = new EntityPathManager(this);
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}
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/// <summary>
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/// 供内部使用的属性标记方法。当 Hediff 自身状态改变并影响属性时,通过此方法通知 LivingEntity。
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/// </summary>
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@@ -96,7 +105,7 @@ namespace Entity
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{
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_needUpdateAttributes = true;
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}
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/// <summary>
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/// 每帧调用的更新函数,传入时间增量。
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/// </summary>
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@@ -156,5 +165,23 @@ namespace Entity
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_needUpdateAttributes = true; // 移除Hediff,需要更新属性缓存
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}
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}
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public override void SetTarget(Vector3 pos)
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{
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base.SetTarget(pos);
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pathManager.GeneratePath(pos);
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}
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public override void TryMove()
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{
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if (pathManager.IsPathComplete)
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return;
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_walkingTimer = 2;
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var target= pathManager.GetNextPosition(Position, AttributesNow.moveSpeed);
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Direction = target - Position;
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SetBodyTexture(EntityState.Walking, CurrentOrientation);
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transform.position = target;
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}
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}
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}
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