(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

@@ -132,14 +132,15 @@
</drawingOrder>
<behaviorTree>
<Node className="ThinkNode_Selector">
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="ThinkNode_Conditional" value="HasWeapon()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_FleeJob"/>
<Node className="ThinkNode_Conditional" value="HasWeapon()">
<Node className="ThinkNode_Sequence">
<Node className="JobNode_MoveToAttackRange"/>
<Node className="JobNode_AttackTarget"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="ThinkNode_Sequence">
<Node className="JobNode_Wander"/>
<Node className="JobNode_Idle"/>
</Node>
</behaviorTree>

View File

@@ -2,17 +2,15 @@
<Define>
<BehaviorTreeDef>
<defName>BasicMonsterBehavior</defName>
<Node className="ThinkNode_Selector">
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="ThinkNode_Conditional" value="HasWeapon()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_FleeJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
<Node className="ThinkNode_Sequence">
<Node className="JobNode_Wander"/>
<Node className="JobNode_Idle"/>
</Node>
</BehaviorTreeDef>
<ImageDef>
<defName>testPawnAnimation</defName>
<path>Resources\Character\test.png</path>
</ImageDef>
<MonsterDef>
<defName>chicken</defName>
<label>不大聪明</label>
@@ -22,7 +20,7 @@
<moveSpeed>1</moveSpeed>
<health>2</health> <!-- 123 -> approx 2 (round down) -->
</attributes>
<weapon>Claw</weapon>
<weapon>TestGun</weapon>
<drawingOrder>
<idle_down name="Body" FPS="10">
<textures>
@@ -39,32 +37,5 @@
</drawingOrder>
</MonsterDef>
<MonsterDef>
<defName>big</defName>
<label>大聪明</label>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>2</health> <!-- 123 -> approx 2 (round down) -->
</attributes>
<weapon>TestGun</weapon>
<drawingOrder>
<idle_down name="Body" FPS="20">
<textures>
<li>testPawnAnimation_0</li>
<li>testPawnAnimation_1</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_4</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_1</li>
</textures>
</idle_down>
</drawingOrder>
</MonsterDef>
<!-- Mechanical Monsters -->
</Define>

View File

@@ -1,152 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Define>
<!-- ImageDefs for Mechanical Monsters -->
<ImageDef>
<defName>MechanicalMonsterA1Texture</defName>
<path>res:Texture/Monster/机械/A怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterA2Texture</defName>
<path>res:Texture/Monster/机械/A怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterB1Texture</defName>
<path>res:Texture/Monster/机械/B怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterB2Texture</defName>
<path>res:Texture/Monster/机械/B怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterC1Texture</defName>
<path>res:Texture/Monster/机械/C怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterC2Texture</defName>
<path>res:Texture/Monster/机械/C怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- ImageDefs for Hybrid Monsters -->
<ImageDef>
<defName>HybridMonsterD1Texture</defName>
<path>res:Texture/Monster/混合/D怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterD2Texture</defName>
<path>res:Texture/Monster/混合/D怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterE1Texture</defName>
<path>res:Texture/Monster/混合/E怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterE2Texture</defName>
<path>res:Texture/Monster/混合/E怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterF1Texture</defName>
<path>res:Texture/Monster/混合/F怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterF2Texture</defName>
<path>res:Texture/Monster/混合/F怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- ImageDefs for Biological Monsters -->
<ImageDef>
<defName>BiologicalMaskMonster1Texture</defName>
<path>res:Texture/Monster/生物/面具1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- <ImageDef>
<defName>BiologicalMaskMonster4Texture</defName>
<path>res:Texture/Monster/生物/面具4</path>
<wCount>1</wCount>
<hCount>1</hCount>
</ImageDef> -->
<ImageDef>
<defName>BiologicalHologramMonster1Texture</defName>
<path>res:Texture/Monster/生物/全息1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- <ImageDef>
<defName>BiologicalHologramMonster3Texture</defName>
<path>res:Texture/Monster/生物/全息3</path>
<wCount>1</wCount>
<hCount>1</hCount>
</ImageDef> -->
<ImageDef>
<defName>BiologicalSnakeMonster1Texture</defName>
<path>res:Texture/Monster/生物/蛇1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- <ImageDef>
<defName>BiologicalSnakeMonster4Texture</defName>
<path>res:Texture/Monster/生物/蛇4</path>
<wCount>1</wCount>
<hCount>1</hCount>
</ImageDef> -->
<!-- <ImageDef>
<defName>BiologicalRatMonster1Texture</defName>
<path>res:Texture/Monster/生物/鼠鼠1</path>
<wCount>1</wCount>
<hCount>1</hCount>
</ImageDef>
<ImageDef>
<defName>BiologicalRatMonster2Texture</defName>
<path>res:Texture/Monster/生物/鼠鼠2</path>
<wCount>1</wCount>
<hCount>1</hCount>
</ImageDef> -->
<!-- Generic Bullet Texture (if not specific per monster) -->
<ImageDef>
<defName>GenericBulletTexture</defName>
<path>res:Texture/Bullet/GenericBullet</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
</Define>