using AI;
using Base;
using Data;
using Item;
using Managers;
using Prefab;
using System;
using System.Collections.Generic;
using System.Linq;
using Parsing;
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
{
public ProgressBarPrefab healthBarPrefab;
public EntityPrefab entityPrefab;
public EntityDef entityDef;
///
/// 手上拿着显示的贴图
///
public GameObject weaponAnimator;
public SpriteAnimator weaponItem;
public SpriteAnimator weaponAttackAnimation;
///
/// 人工智能行为树,定义实体的行为逻辑。
///
public BehaviorTreeBase BehaviorTreeTree { get; private set; }
// ///
// /// 当前实体正在执行的任务。
// ///
// public JobBase currentJob;
private Attributes _attribute;
///
/// 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 => _attribute = value;
}
public virtual Attributes baseAttributes => defAttributes;
private Attributes _defAttributes;
public virtual Attributes defAttributes
{
get
{
return _defAttributes ??= entityDef == null ? new Attributes() : new Attributes(entityDef.attributes);
}
}
private Vector3 _direction;
///
/// 实体当前的移动方向。
///
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;
///
/// 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 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;
private float _attackTimer;
private float _attackDetectionTime;
private WeaponResource currentAttackWeapon;
///
/// 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。
///
public event Action OnEntityDied;
private bool _warning;
///
/// 存储不同朝向下的身体节点对象。
///
protected Dictionary> bodyNodes = new();
///
/// 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 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;
}
}
[SerializeField] private float _hitBarUIShowTime = 5;
private float _hitBarUIShowTimer;
protected int _walkingTimer;
private List<(Func,string)> _conditionalEvents=new();
///
/// 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)
{
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(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)
return;
weaponItem=GameObjectCreate.SpriteAnimator(currentWeapon.Icon.ToArray(), weaponAnimator.transform);
weaponItem.SetFPS(currentWeapon.FPS);
weaponItem.gameObject.SetActive(true);
weaponAttackAnimation = GameObjectCreate.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(GameObjectCreate.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 = $"{state}_{orientation}_Empty" };
targetObj.transform.SetParent(body.transform, false);
}
}
else
{
// 处理有效节点定义
if (original.HasValue && stateBodyNodes.TryGetValue(original.Value, out var reusedObj))
{
targetObj = reusedObj; // 复用已有对象
}
else
{
targetObj = GameObjectCreate.InitBodyPart(nodeDef, body); // 创建新对象
}
}
if (targetObj)
{
stateBodyNodes[orientation] = targetObj;
}
else
{
Debug.LogError($"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));
}
}
///
/// 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 <= 0)
{
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);
}
}
}
///
/// 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);
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)
{
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;
// 确保伤害不为负,最小为0
hit = Mathf.Max(0, hit);
AttributesNow.health -= hit;
var wasFatal = IsDead; // 检查这次攻击是否导致实体死亡
BehaviorTreeTree?.Reset();
if (wasFatal)
{
OnEntityDied?.Invoke(this);
}
if (Setting.Instance.CurrentSettings.showHealthBarByHit)
{
ShowHealthBar();
}
if (Setting.Instance.CurrentSettings.showHitNumber)
{
TemporaryAnimationManager.Instance.GenerateTemporaryAnimation(hit.ToString(), Position);
}
}
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();
// 触发 OnEntityDied 事件
OnEntityDied?.Invoke(this);
ShowHealthBar();
}
///
/// 设置实体的目标位置。
///
/// 目标位置。
public virtual void SetTarget(Vector3 pos)
{
Direction = (pos - transform.position).normalized;
moveTarget = pos;
if (!PlayerControlled)
{
attackDirection=Direction;
}
}
///
/// 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 (Input.GetMouseButton(0))
{
var mousePos = MousePosition.GetWorldPosition();
attackDirection = new Vector3(mousePos.x, mousePos.y) - Position;
if (weaponItem)
{
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);
}
// 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)
}
if (Input.GetMouseButton(0))
{
TryAttack();
}
// 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();
}
private void ExecuteMeleeAttack(WeaponResource weapon)
{
if (weapon.Attributes == null)
{
Debug.LogWarning($"武器 {weapon.DefName} 没有定义Attributes,无法执行近战攻击。");
return;
}
var attackRange = weapon.Attributes.attackRange;
var attackTargetCount = weapon.Attributes.attackTargetCount;
var hits = Physics2D.OverlapCircleAll(
transform.position,
attackRange,
LayerMask.GetMask("Entity"));
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 entity = hit.GetComponent();
if (entity != null && entity.affiliation != affiliation) // 确保是敌对实体
{
entity.OnHit(this); // 攻击时将自身作为攻击来源
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;
}
// 获取子弹方向。这里使用实体当前的移动方向作为子弹发射方向
// 更复杂的逻辑可能根据鼠标位置、目标位置等确定
var bulletDirection = attackDirection; // 实体当前的朝向
// 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 != null && 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);
}
}
}
}