(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

@@ -334,5 +334,6 @@ namespace Base
/// </summary>
/// <param name="sprite">新的静态精灵。</param>
public void SetStaticSprite(Sprite sprite) => _staticSprite = sprite;
}
}

View File

@@ -28,9 +28,9 @@ namespace Prefab
public void Init(Data.EntityDef entityDef)
{
entity.Init(entityDef);
outline.Init();
outline.Hide();
}
public void DefaultInit()

View File

@@ -41,20 +41,10 @@ namespace Prefab
// 创建一个新的回调函数,包含原始回调和隐藏菜单的操作
UnityAction wrappedCallback = () =>
{
try
{
// 执行原始回调
callback?.Invoke();
}
catch (System.Exception e)
{
Debug.LogError($"Error executing callback for button '{label}': {e.Message}");
}
finally
{
// 隐藏菜单
Hide();
}
// 执行原始回调
callback?.Invoke();
// 隐藏菜单
Hide();
};
// 添加包装后的回调

View File

@@ -18,11 +18,13 @@ namespace Prefab
protected override void SetDisplaySprite(Sprite sprite)
{
if (_renderer)
{
_renderer.sprite = sprite;
}
_renderer.sprite = sprite;
}
public void Flip(bool x, bool y)
{
_renderer.flipX = x;
_renderer.flipY = y;
}
}
}

View File

@@ -25,17 +25,8 @@ namespace Prefab
protected override void SetDisplaySprite(Sprite sprite)
{
if (_image)
{
_image.sprite = sprite;
}
_image.sprite = sprite;
}
// [可选] 如果UIImageAnimator需要任何Awake后特有的初始化逻辑可以在这里重写
// protected override void Awake()
// {
// base.Awake(); // 确保调用基类的Awake
// // 子类特有的初始化
// }
}
}