using System; using System.Collections; using System.Collections.Generic; using System.Linq; using AI; using Base; using Data; using Item; using Managers; using Parsing; using Prefab; using UnityEngine; using Utils; namespace Entity { /// /// 表示游戏中的实体类,继承自 MonoBehaviour 并实现 ITick 接口。 /// public class Entity : MonoBehaviour, ITick { private const float TAN_50_DEGREES = 1.19175356925f; // Mathf.Tan(50f * Mathf.Deg2Rad) private const float TargetReachThresholdSquared = 0.001f; public ProgressBarPrefab healthBarPrefab; public EntityPrefab entityPrefab; /// /// 手上拿着显示的贴图 /// public GameObject weaponAnimator; public SpriteAnimator weaponItem; public SpriteAnimator weaponAttackAnimation; public Vector3 attackDirection; /// /// 实体的身体部分,用于挂载动画和图像节点。 /// public GameObject body; /// /// 实体所属的阵营或派系。 /// public string affiliation; /// /// 表示实体是否可以被选择。 /// public bool canSelect = true; public string currentDimensionId; public AudioSource Audio; public Vector3 moveTarget; [SerializeField] private float _hitBarUIShowTime = 5; private readonly List<(Func, string)> _conditionalEvents = new(); private float _attackDetectionTime; private float _attackTimer; // /// // /// 当前实体正在执行的任务。 // /// // public JobBase currentJob; private Attributes _attribute; private Attributes _defAttributes; private Vector3 _direction; private float _hitBarUIShowTimer; protected int _walkingTimer; private bool _warning; /// /// 存储不同朝向下的身体节点对象。 /// protected Dictionary> bodyNodes = new(); private WeaponResource currentAttackWeapon; public EntityDef entityDef; /// /// 人工智能行为树,定义实体的行为逻辑。 /// public BehaviorTreeBase BehaviorTreeTree { get; private set; } /// /// 实体的属性定义,包括生命值、攻击力、防御力等。 /// public virtual Attributes AttributesNow { get { return _attribute ??= new Attributes(BaseAttributes); } protected set { if (_attribute != null) _attribute = Attributes.Min(_attribute, value); else _attribute = value; gameObject.SetActive(!IsDead); } } public virtual Attributes BaseAttributes => DefAttributes; public virtual Attributes DefAttributes { get { return _defAttributes ??= entityDef == null ? new Attributes() : new Attributes(entityDef.attributes); } } public Vector3 Direction { get => _direction; set { // 确保方向向量是单位向量 _direction = Mathf.Approximately(value.sqrMagnitude, 1) ? value : value.normalized; Orientation newOrientation; // 获取方向向量的绝对X和Y值,用于比较 var absX = Mathf.Abs(Direction.x); var absY = Mathf.Abs(Direction.y); // 检查当前方向,并根据切换角度决定新的方向 // 这里体现了滞后(Hysteresis)逻辑: // 从上下切换到左右时,45°切换(左右优先) if (CurrentOrientation is Orientation.Up or Orientation.Down) { // 如果X的绝对值大于Y的绝对值(与X轴夹角小于45度),则切换到左右 if (absX > absY) newOrientation = Direction.x > 0 ? Orientation.Right : Orientation.Left; else // 否则(与X轴夹角大于等于45度),保持上下 newOrientation = Direction.y > 0 ? Orientation.Up : Orientation.Down; } // 修改部分二:替换原 else 分支中的角度计算,使用高效的XY分量比较 else // 当前方向是 Orientation.Left or Orientation.Right { // 从左右切换到上下时,需要更强的垂直分量。 // 原始逻辑要求角度 >= 50度或 <= 130度(对于'Up') // 这等同于 absY / absX >= tan(50度)。 // 使用 absY >= absX * TAN_50_DEGREES 进行高效比较,并避免除零问题。 if (absY >= absX * TAN_50_DEGREES) newOrientation = Direction.y > 0 ? Orientation.Up : Orientation.Down; else // 垂直分量不足,保持左右 newOrientation = Direction.x > 0 ? Orientation.Right : Orientation.Left; } SetBodyTexture(CurrentState, newOrientation); } } public Vector2 Size => entityPrefab.outline.GetColliderSize(); /// /// 表示实体是否由玩家控制。 /// public bool PlayerControlled { set { if (value) { BehaviorTreeTree?.Reset(); if (Program.Instance.FocusedEntity && Program.Instance.FocusedEntity != this) Program.Instance.FocusedEntity.PlayerControlled = false; Program.Instance.SetFocusedEntity(this); gameObject.tag = "Player"; } else if (Program.Instance.FocusedEntity == this) { Program.Instance.SetFocusedEntity(null); gameObject.tag = "Untagged"; } } get => Program.Instance.FocusedEntity == this; } public bool IsWalking => _walkingTimer > 0; /// /// 获取实体当前位置。 /// public Vector3 Position => transform.position; /// /// 表示实体是否已经死亡(生命值小于等于零)。 /// public bool IsDead => AttributesNow.health <= 0; public bool IsShowingHealthBarUI => _hitBarUIShowTimer > 0; public bool IsAttacking => _attackTimer > 0; public float _attackingAnimationEndTime; /// /// 当前实体的朝向。 /// public Orientation CurrentOrientation { get; private set; } = Orientation.Up; /// /// 当前实体的状态 /// public EntityState CurrentState { get; private set; } = EntityState.Idle; public virtual bool OnTargetPoint { get { var offset = Position - moveTarget; var distanceSquared = offset.sqrMagnitude; return distanceSquared <= TargetReachThresholdSquared; } } /// /// 更新实体的逻辑,包括玩家控制和自动行为。 /// public virtual void Tick() { //行走动画切换 if (_walkingTimer > 0) { _walkingTimer -= 1; if (_walkingTimer <= 0) SetBodyTexture(EntityState.Idle, CurrentOrientation); } //行为控制 if (PlayerControlled) UpdatePlayerControls(); else AutoBehave(); //血条显示 if (IsShowingHealthBarUI) { _hitBarUIShowTimer -= Time.deltaTime; if (_hitBarUIShowTimer <= 0) HideHealthBar(); } //攻击控制 if (_attackTimer > 0) { _attackTimer -= Time.deltaTime; if (currentAttackWeapon != null && _attackTimer <= _attackDetectionTime) { if (currentAttackWeapon.Type == WeaponType.Melee) ExecuteMeleeAttack(currentAttackWeapon); else ExecuteRangedAttack(currentAttackWeapon); currentAttackWeapon = null; } if (_attackTimer <= _attackingAnimationEndTime) SetBodyTexture(EntityState.Idle, CurrentOrientation); } //条件事件控制 foreach (var conditionalEvent in _conditionalEvents) if (conditionalEvent.Item1(this)) EventManager.Instance.Action(conditionalEvent.Item2, this); } public event Action OnEntityDiedEvent; public event Action OnAttackEvent; public event Action OnHitEvent; public event Action OnDealHitEvent; /// /// 初始化实体的基本属性和行为树。 /// /// 实体的定义数据。 public virtual void Init(EntityDef entityDefine) { entityDef = entityDefine; AttributesNow = BaseAttributes; affiliation = entityDefine.affiliation?.defName; InitBody(entityDefine.drawingOrder); BehaviorTreeTree = BehaviorTreeUtils.ConvertToAIBase(entityDefine.behaviorTree); BehaviorTreeTree?.Init(entityDefine.behaviorTree, this); HideHealthBar(); InitWeaponAnimator(); InitConditionalEvents(entityDefine.eventDef?.GetAllConditionalEvents()); } protected virtual void InitWeaponAnimator() { if (weaponAnimator && weaponAnimator.transform.childCount > 0) foreach (Transform child in weaponAnimator.transform) Destroy(child.gameObject); var currentWeapon = GetCurrentWeapon(); if (currentWeapon?.AttackAnimation == null || !currentWeapon.SelfWeaponDef.showInHand) return; weaponItem = AnimationUtils.SpriteAnimator(currentWeapon.Icon.ToArray(), weaponAnimator.transform); weaponItem.SetFPS(currentWeapon.FPS); weaponItem.gameObject.SetActive(true); weaponAttackAnimation = AnimationUtils.SpriteAnimator(currentWeapon.AttackAnimation.ToArray(), weaponAnimator.transform); weaponAttackAnimation.SetFPS(currentWeapon.FPS); weaponAttackAnimation.gameObject.SetActive(false); } /// /// 初始化实体的身体部分,包括不同朝向下的绘图节点。 /// /// 绘制顺序定义。 protected virtual void InitBody(DrawingOrderDef drawingOrder) { // 预缓存枚举值(避免每次循环重复调用 Enum.GetValues) var states = Enum.GetValues(typeof(EntityState)).Cast().ToList(); states.Remove(EntityState.Death); var orientations = Enum.GetValues(typeof(Orientation)).Cast().ToArray(); // 预初始化字典结构(减少内层循环的字典检查) foreach (var state in states) bodyNodes.TryAdd(state, new Dictionary()); // 主初始化逻辑 foreach (var state in states) { var stateBodyNodes = bodyNodes[state]; foreach (var orientation in orientations) { // 获取节点定义(避免重复调用) var nodeDef = drawingOrder.GetDrawNodeDef(state, orientation, out var original); GameObject targetObj; if (nodeDef == null) { if (PackagesImageManager.Instance.defaultSprite) { targetObj = Instantiate(AnimationUtils.ImagePrefab.gameObject, body.transform); targetObj.name = $"{state}_{orientation}_Default"; targetObj.transform.localPosition = Vector3.zero; var imagePrefabCom = targetObj.GetComponent(); if (imagePrefabCom) { imagePrefabCom.SetSprite(PackagesImageManager.Instance.defaultSprite); } else { Debug.LogWarning( $"InitBody: 默认ImagePrefab中无法获取ImagePrefab组件!状态: {state}, 朝向: {orientation}"); targetObj = new GameObject { name = $"{state}_{orientation}_Empty" }; targetObj.transform.SetParent(body.transform, false); } } else { targetObj = new GameObject { name = $"{state}_{orientation}_Empty" }; targetObj.transform.SetParent(body.transform, false); } } else { // 处理有效节点定义 if (original.HasValue && stateBodyNodes.TryGetValue(original.Value, out var reusedObj)) targetObj = reusedObj; // 复用已有对象 else targetObj = AnimationUtils.InitBodyPart(nodeDef, body); // 创建新对象 } if (targetObj) { stateBodyNodes[orientation] = targetObj; } else { Debug.LogError($"InitBody: 无法为状态 {state}, 朝向 {orientation} 创建或找到有效的GameObject。"); stateBodyNodes[orientation] = new GameObject($"ErrorNode_{state}_{orientation}"); // 提供一个错误占位符 stateBodyNodes[orientation].transform.SetParent(body.transform, false); } } } // 批量隐藏所有节点(使用字典值集合直接操作) foreach (var nodeDict in bodyNodes.Values) foreach (var obj in nodeDict.Values) obj.SetActive(false); SetBodyTexture(EntityState.Idle, Orientation.Down); // 激活默认朝向 } protected void InitConditionalEvents(ConditionalEvent[] conditionalEvents) { if (conditionalEvents == null) return; _conditionalEvents.Clear(); foreach (var conditionalEvent in conditionalEvents) { var condition = ConditionDelegateFactory.CreateConditionDelegate(conditionalEvent.parameter, typeof(Entity), typeof(ConditionFunctions)); if (condition == null) continue; _conditionalEvents.Add((condition, conditionalEvent.defName)); } } /// /// 尝试攻击目标实体。 /// public virtual bool TryAttack() // 使用override允许子类重写 { if (IsAttacking || IsDead) return false; // 死亡时无法攻击 // 尝试获取当前武器 var currentWeapon = GetCurrentWeapon(); if (currentWeapon == null) return false; StartAttack(currentWeapon); return true; } private void StartAttack(WeaponResource weaponResource) { _attackTimer = weaponResource.AttackCooldown; _attackDetectionTime = Mathf.Max(0, weaponResource.AttackCooldown - weaponResource.AttackDetectionTime); _attackingAnimationEndTime = MathF.Max(0, weaponResource.AttackCooldown - weaponResource.AttackAnimationTime); currentAttackWeapon = weaponResource; if (weaponResource.AttackAnimationTime > 0) TemporaryAnimationManager.Instance.GenerateTemporaryAnimation( weaponResource.AttackAnimation.ToArray(), Position, transform, weaponResource.AttackAnimationTime, weaponResource.FPS); if (weaponResource.UseEntityAttackAnimation) { SetBodyTexture( weaponResource.Type == WeaponType.Melee ? EntityState.MeleeAttack : EntityState.RangedAttack, CurrentOrientation); } else { HideCurrentBodyTexture(); } } public void SetBodyTexture(EntityState state, Orientation orientation) { if (state == CurrentState && orientation == CurrentOrientation) return; HideCurrentBodyTexture(); if (IsAttacking && currentAttackWeapon is { UseEntityAttackAnimation: false }) return; if (bodyNodes.TryGetValue(state, out var showStateNode)) if (showStateNode.TryGetValue(orientation, out var showNode)) showNode.SetActive(true); CurrentState = state; CurrentOrientation = orientation; } public void HideCurrentBodyTexture() { if (!bodyNodes.TryGetValue(CurrentState, out var stateNode)) return; if (stateNode.TryGetValue(CurrentOrientation, out var node)) node.SetActive(false); } /// /// 根据方向尝试移动实体,并避免超调目标点。 /// public virtual void TryMove() { if (OnTargetPoint || AttributesNow.moveSpeed <= 0) 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; } /// /// 处理实体受到攻击的逻辑。 /// /// 攻击来源实体。 public virtual void OnHit(Entity from) { // MODIFIED: 收到攻击时触发回调 if (IsDead) // 如果已经死亡,则不再处理伤害 nor 触发事件 return; var hit = from.AttributesNow.attack - AttributesNow.defense; if (hit < 0) hit = from.AttributesNow.attack / 100; hit += (int)from.AttributesNow.totalDamageTakenAbsoluteOffset; hit = (int)(hit * (1 + from.AttributesNow.totalDamageTakenPercentOffset)); OnHit(hit); } public virtual void OnHit(int hit, bool showAnimation = true) { hit += (int)AttributesNow.totalDamageTakenAbsoluteOffset; hit = (int)(hit * (1 + AttributesNow.totalDamageTakenPercentOffset)); hit = Mathf.Max(0, hit); AttributesNow.health -= hit; BehaviorTreeTree?.Reset(); OnHitCallback(); if (IsDead) OnDiedCallback(); if (Setting.Instance.CurrentSettings.showHealthBarByHit && showAnimation) ShowHealthBar(); if (Setting.Instance.CurrentSettings.showHitNumber && showAnimation) { var textObj = TemporaryAnimationManager.Instance.GenerateTemporaryAnimation(hit.ToString(), Position, 0.5f, 1, null, (f => MathF.Log(f * 100 + 1))); textObj.text.fontSize = 5; } } public void OnHitCallback() { OnHitEvent?.Invoke(this); if (entityDef?.eventDef?.onHitEvents != null) { foreach (var onHitEvent in entityDef.eventDef.onHitEvents) { EventManager.Instance.Action(onHitEvent, this); } } } public void OnDiedCallback() { OnEntityDiedEvent?.Invoke(this); if (entityDef?.eventDef?.onDeathEvents != null) { foreach (var eventDef in entityDef.eventDef.onDeathEvents) { EventManager.Instance.Action(eventDef, this); } } } public void ShowHealthBar() { if (!healthBarPrefab) return; healthBarPrefab.gameObject.SetActive(true); healthBarPrefab.Progress = (float)AttributesNow.health / entityDef.attributes.health; _hitBarUIShowTimer = _hitBarUIShowTime; } public void HideHealthBar() { if (!healthBarPrefab) return; healthBarPrefab.gameObject.SetActive(false); } /// /// 杀死实体,设置生命值为零。 /// public virtual void Kill() { if (IsDead) return; AttributesNow.health = 0; // 直接设置生命值为0 BehaviorTreeTree?.Reset(); OnDiedCallback(); } public void OnDealHit(Entity target) { OnDealHitEvent?.Invoke(this, target); } /// /// 设置实体的目标位置。 /// /// 目标位置。 public virtual bool SetTarget(Vector3 pos) { Direction = (pos - transform.position).normalized; moveTarget = pos; return true; } /// /// 自动行为逻辑,根据行为树执行任务。 /// protected virtual void AutoBehave() { var result = BehaviorTreeTree?.Tick(); } /// /// 更新玩家控制的逻辑,处理输入和移动。 /// protected virtual void UpdatePlayerControls() { if (EntityManager.Instance.ExistsHostileInSightRange(currentDimensionId, entityPrefab, AttributesNow.attackRange)) { attackDirection = EntityManager.Instance .FindNearestEntityByRelation(currentDimensionId, entityPrefab, Relation.Hostile).Position - Position; if (weaponItem && weaponItem.gameObject.activeInHierarchy) { var angle = RotateTool.RotateTransformToDirection(weaponItem.transform, attackDirection); weaponItem.Flip(false, angle is > 90 or <= -90); } TryAttack(); } if (Input.GetKeyDown(KeyCode.V)) weaponItem.gameObject.SetActive(!weaponItem.gameObject.activeSelf); // 获取当前键盘输入状态(2D 移动,只使用 X 和 Y 轴) var inputDirection = Vector2.zero; // 检测 WASD 或方向键输入 if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) inputDirection += Vector2.up; // 向上移动(Y 轴正方向) if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow)) inputDirection += Vector2.down; // 向下移动(Y 轴负方向) if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) inputDirection += Vector2.left; // 向左移动(X 轴负方向) if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) inputDirection += Vector2.right; // 向右移动(X 轴正方向) // 如果有输入方向,则设置目标位置并尝试移动 if (inputDirection == Vector2.zero) return; // 归一化方向向量,确保对角线移动速度一致 inputDirection = inputDirection.normalized; Direction = new Vector3(inputDirection.x, inputDirection.y, 0); Move(); } protected virtual void ExecuteMeleeAttack(WeaponResource weapon) { var attackRange = weapon.Attributes.attackRange; var attackTargetCount = weapon.Attributes.attackTargetCount; var hits = EntityManager.FindEntity(Position, attackRange); foreach (var hit in hits) { if (attackTargetCount <= 0) break; // 已达到最大攻击目标数 if (hit.gameObject == gameObject) continue; // 不攻击自己 var relation = AffiliationManager.Instance.GetRelation(affiliation, hit.affiliation); if (!Setting.Instance.CurrentSettings.friendlyFire && relation != Relation.Hostile) continue; hit.OnHit(this); attackTargetCount--; } } // NEW: 辅助方法用于执行远程攻击 private void ExecuteRangedAttack(WeaponResource weapon) { if (weapon.Bullet == null) { Debug.LogWarning($"远程武器 {weapon.DefName} 没有定义Bullet,无法发射子弹。"); return; } var bulletDirection = attackDirection; // 如果没有明确的方向,给一个默认值以防万一 if (bulletDirection == Vector3.zero) bulletDirection = Vector3.down; // 假设 EntityManage.Instance.GenerateBulletEntity 方法存在 // (需要一个 EntityManage 单例来实现子弹生成) if (EntityManager.Instance && Program.Instance != null) EntityManager.Instance.GenerateBulletEntity( Program.Instance.FocusedDimensionId, weapon.Bullet, transform.position, // 子弹的生成位置 bulletDirection, // 子弹的初始方向 this); // 子弹的发射者 else Debug.LogError("EntityManage.Instance 或 Program.Instance 为空,无法生成子弹。请确保它们已正确初始化。"); } public virtual WeaponResource GetCurrentWeapon() { return null; } public void ExecuteEvent(EntityEventType type) { var eventDefs = entityDef?.eventDef?.GetEventsByType(type); if (eventDefs == null || eventDefs.Length == 0) return; foreach (var eventDef in eventDefs) EventManager.Instance.Action(eventDef, this); } public void OffsetAttribute(AttributesOffsetDef offsetDef) { AttributesNow = AttributesNow.GetModifiedAttributes(offsetDef); } } }