using System;
using System.Xml.Linq;
using UnityEngine;
namespace Data
{
public enum Orientation
{
Down,
Left,
Right,
Up
}
public enum EntityState
{
Idle,
Walking,
MeleeAttack,
RangedAttack,
Death,
}
public class DrawingOrderDef : Define
{
public DrawNodeDef idle_down;
public DrawNodeDef idle_up;
public DrawNodeDef idle_left;
public DrawNodeDef idle_right;
public DrawNodeDef walk_down;
public DrawNodeDef walk_up;
public DrawNodeDef walk_left;
public DrawNodeDef walk_right;
public DrawNodeDef meleeAttack_down;
public DrawNodeDef meleeAttack_up;
public DrawNodeDef meleeAttack_left;
public DrawNodeDef meleeAttack_right;
public DrawNodeDef rangedAttack_down;
public DrawNodeDef rangedAttack_up;
public DrawNodeDef rangedAttack_left;
public DrawNodeDef rangedAttack_right;
public DrawNodeDef death_down;
public DrawNodeDef death_up;
public DrawNodeDef death_left;
public DrawNodeDef death_right;
public DrawNodeDef GetDrawNodeDef(EntityState state, Orientation orientation,
out Orientation? fallbackOrientation)
{
fallbackOrientation = null;
// 根据状态和方向获取对应的DrawNodeDef
var result = GetDrawNodeDefInternal(state, orientation);
if (result != null)
{
return result;
}
// 如果找不到,按照规则查找替补
switch (orientation)
{
case Orientation.Up:
// 上方向优先找下方向
result = GetDrawNodeDefInternal(state, Orientation.Down);
if (result != null)
{
fallbackOrientation = Orientation.Down;
return result;
}
// 其次找左右方向
result = GetDrawNodeDefInternal(state, Orientation.Left);
if (result != null)
{
fallbackOrientation = Orientation.Left;
return result;
}
result = GetDrawNodeDefInternal(state, Orientation.Right);
if (result != null)
{
fallbackOrientation = Orientation.Right;
return result;
}
break;
case Orientation.Down:
// 下方向优先找上方向
result = GetDrawNodeDefInternal(state, Orientation.Up);
if (result != null)
{
fallbackOrientation = Orientation.Up;
return result;
}
// 其次找左右方向
result = GetDrawNodeDefInternal(state, Orientation.Left);
if (result != null)
{
fallbackOrientation = Orientation.Left;
return result;
}
result = GetDrawNodeDefInternal(state, Orientation.Right);
if (result != null)
{
fallbackOrientation = Orientation.Right;
return result;
}
break;
case Orientation.Left:
// 左方向优先找右方向
result = GetDrawNodeDefInternal(state, Orientation.Right);
if (result != null)
{
fallbackOrientation = Orientation.Right;
return result;
}
// 其次找上下方向
result = GetDrawNodeDefInternal(state, Orientation.Up);
if (result != null)
{
fallbackOrientation = Orientation.Up;
return result;
}
result = GetDrawNodeDefInternal(state, Orientation.Down);
if (result != null)
{
fallbackOrientation = Orientation.Down;
return result;
}
break;
case Orientation.Right:
// 右方向优先找左方向
result = GetDrawNodeDefInternal(state, Orientation.Left);
if (result != null)
{
fallbackOrientation = Orientation.Left;
return result;
}
// 其次找上下方向
result = GetDrawNodeDefInternal(state, Orientation.Up);
if (result != null)
{
fallbackOrientation = Orientation.Up;
return result;
}
result = GetDrawNodeDefInternal(state, Orientation.Down);
if (result != null)
{
fallbackOrientation = Orientation.Down;
return result;
}
break;
default:
throw new ArgumentOutOfRangeException(nameof(orientation), orientation, null);
}
// 如果所有替补都找不到,返回null
return null;
}
private DrawNodeDef GetDrawNodeDefInternal(EntityState state, Orientation orientation)
{
// 根据状态和方向获取对应的DrawNodeDef
switch (state)
{
case EntityState.Idle:
switch (orientation)
{
case Orientation.Down: return idle_down;
case Orientation.Up: return idle_up;
case Orientation.Left: return idle_left;
case Orientation.Right: return idle_right;
}
break;
case EntityState.Walking:
switch (orientation)
{
case Orientation.Down: return walk_down;
case Orientation.Up: return walk_up;
case Orientation.Left: return walk_left;
case Orientation.Right: return walk_right;
}
break;
case EntityState.MeleeAttack:
switch (orientation)
{
case Orientation.Down: return meleeAttack_down;
case Orientation.Up: return meleeAttack_up;
case Orientation.Left: return meleeAttack_left;
case Orientation.Right: return meleeAttack_right;
}
break;
case EntityState.RangedAttack:
switch (orientation)
{
case Orientation.Down: return rangedAttack_down;
case Orientation.Up: return rangedAttack_up;
case Orientation.Left: return rangedAttack_left;
case Orientation.Right: return rangedAttack_right;
}
break;
case EntityState.Death:
switch (orientation)
{
case Orientation.Down: return death_down;
case Orientation.Up: return death_up;
case Orientation.Left: return death_left;
case Orientation.Right: return death_right;
}
break;
}
return null;
}
}
public class DrawNodeDef : Define
{
public string[] textures;
public DrawNodeDef[] nodes;
public string nodeName;
public Vector2 position = new(0, 0);
public float FPS = 5f;
public override bool Init(XElement xmlDef)
{
base.Init(xmlDef);
nodeName = xmlDef.Attribute("name")?.Value ?? "noName";
position = Utils.StringUtils.StringToVector2(xmlDef.Attribute("position")?.Value ?? "0,0");
FPS = float.TryParse(xmlDef.Attribute("FPS")?.Value, out var result) ? result : 5.0f;
return false;
}
///
/// 获取播放一遍动画所需的最小时间(取当前节点动画与所有子集动画的最大值)。
///
/// 播放一遍动画所需的最小时间(秒),如果无动画则为0。
public float GetMinAnimationDuration()
{
var maxDuration = 0f;
// 计算当前节点自身的动画时间
if (textures != null && textures.Length > 0)
{
// 只有当FPS大于0时,才计算有效的动画时间。
// 如果FPS <= 0,表示该部分动画无法播放,其时长贡献为0,不参与最大值计算。
if (FPS > 0)
{
maxDuration = Math.Max(maxDuration, textures.Length / FPS);
}
}
// 递归计算子节点的动画时间,并更新最大值
if (nodes != null && nodes.Length > 0)
{
foreach (var node in nodes)
{
if (node != null)
{
maxDuration = Math.Max(maxDuration, node.GetMinAnimationDuration());
}
}
}
return maxDuration;
}
}
}