21 Commits

Author SHA1 Message Date
MuHua-123 6891f43baa 完成UISlideButton测试用例 2026-07-15 14:55:53 +08:00
MuHua 4c5b91c530 更新 README.md 2026-05-25 14:51:47 +08:00
MuHua-123 6cc52ca4c8 1 2026-05-07 16:23:27 +08:00
MuHua-123 627165e519 1 2026-05-07 16:20:37 +08:00
MuHua-123 ef918588f5 修改滚动视图逻辑 2026-05-07 16:17:30 +08:00
MuHua-123 7c6acc5fa2 1 2026-03-26 11:03:31 +08:00
MuHua-123 64938f1137 1 2025-11-12 10:19:42 +08:00
MuHua-123 28c121f6d9 Update UIWindow.cs 2025-11-10 16:32:21 +08:00
MuHua-123 089651f7ab Update UIWindow.cs 2025-11-01 15:32:48 +08:00
MuHua-123 21959b46e1 Update UIWindow.cs 2025-11-01 15:31:11 +08:00
MuHua-123 165339172a 修复BUG 2025-10-11 10:39:05 +08:00
MuHua-123 9be153994f 新增UI编辑器功能 2025-10-04 09:28:18 +08:00
MuHua-123 f4a07224aa 修复BUG 2025-09-22 14:27:21 +08:00
MuHua-123 c17af4d74b 清理项目 2025-09-17 15:26:08 +08:00
MuHua-123 714f29fc26 Update UIShortcutMenu.cs 2025-09-13 15:50:23 +08:00
MuHua-123 63b30ebd03 修复BUG 2025-09-13 15:48:27 +08:00
MuHua-123 91a40e097b 增加快捷菜单 2025-09-13 15:33:27 +08:00
MuHua-123 6bc06bcd8c 1 2025-09-12 17:40:37 +08:00
MuHua-123 f7fab248d4 1 2025-09-05 18:02:13 +08:00
MuHua-123 9a20ee8ac5 1 2025-08-29 14:08:02 +08:00
MuHua-123 04b65e6945 增加更新接口 2025-08-28 14:24:09 +08:00
276 changed files with 2801 additions and 3633 deletions
@@ -1,5 +1,5 @@
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{
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"id": "1eaab500-f97a-4e25-8e55-bd9ba394a9fa",
"expectedControlType": "Button",
"processors": "",
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"name": "MouseMiddle",
"type": "Button",
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"action": "MouseRight",
"isComposite": false,
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{
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"path": "<Keyboard>/tab",
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"action": "SwitchMode",
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"controlSchemes": []
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@@ -0,0 +1,14 @@
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-108
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@@ -1,108 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
public class DNDWarrior : MonoBehaviour {
// 战士基础属性
public int Strength { get; private set; }
public int Dexterity { get; private set; }
public int Constitution { get; private set; }
public int Intelligence { get; private set; }
public int Wisdom { get; private set; }
public int Charisma { get; private set; }
public int Level { get; private set; } = 1;
public int HitPoints { get; private set; }
public int ArmorClass { get; private set; }
public string ArmorType { get; private set; } = "Chain Mail"; // 默认中甲
private Random _random = new Random();
private void Awake() {
Strength = Roll4d6();
Dexterity = Roll4d6();
Constitution = Roll4d6();
Intelligence = Roll4d6();
Wisdom = Roll4d6();
Charisma = Roll4d6();
// 计算初始生命值(1d10+体质修正)
HitPoints = 10 + GetAbilityModifier(Constitution);
CalculateAC();
PrintCharacterSheet();
Console.WriteLine("\n=== 升级到12级 ===");
LevelUpTo(12);
PrintCharacterSheet();
}
// 4d6规则:投4次d6,去掉最低值
private int Roll4d6() {
List<int> rolls = new List<int>();
for (int i = 0; i < 4; i++) {
rolls.Add(_random.Next(1, 7));
}
rolls.Sort();
return rolls[1] + rolls[2] + rolls[3]; // 取最高3个值
}
// 计算属性调整值(属性值-10)/2 向下取整
private int GetAbilityModifier(int abilityScore) {
return (int)Math.Floor((abilityScore - 10) / 2.0);
}
// 计算护甲等级(AC
private void CalculateAC() {
int dexModifier = GetAbilityModifier(Dexterity);
switch (ArmorType) {
case "Plate Armor": // 重甲(敏捷修正上限+1
ArmorClass = 18 + Math.Min(dexModifier, 1);
break;
case "Chain Mail": // 中甲(敏捷修正上限+2
ArmorClass = 16 + Math.Min(dexModifier, 2);
break;
default: // 无甲(全敏捷修正)
ArmorClass = 10 + dexModifier;
break;
}
}
// 升级到指定等级(模拟到12级)
public void LevelUpTo(int targetLevel) {
while (Level < targetLevel) {
Level++;
// 每级生命值增加:1d10+体质修正
HitPoints += _random.Next(1, 11) + GetAbilityModifier(Constitution);
// 每4级获得属性点(4/8/12级)
if (Level % 4 == 0) {
// 战士优先提升力量或体质
if (Strength < 20) Strength += 2;
else if (Constitution < 20) Constitution += 2;
}
// 6级更换板甲
if (Level == 6) ArmorType = "Plate Armor";
CalculateAC(); // 更新AC
}
}
// 打印角色卡
public void PrintCharacterSheet() {
Debug.Log($"=== 战士 LV{Level} ===");
Debug.Log($"力量: {Strength} (+{GetAbilityModifier(Strength)})");
Debug.Log($"敏捷: {Dexterity} (+{GetAbilityModifier(Dexterity)})");
Debug.Log($"体质: {Constitution} (+{GetAbilityModifier(Constitution)})");
Debug.Log($"智力: {Intelligence} (+{GetAbilityModifier(Intelligence)})");
Debug.Log($"感知: {Wisdom} (+{GetAbilityModifier(Wisdom)})");
Debug.Log($"魅力: {Charisma} (+{GetAbilityModifier(Charisma)})");
Debug.Log($"生命值: {HitPoints}");
Debug.Log($"护甲: {ArmorType} (AC: {ArmorClass})");
}
}
-123
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@@ -1,123 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性 - 数据
/// </summary>
public class DataAttribute {
/// <summary> 力量(strength) </summary>
public virtual int Str { get; set; }
/// <summary> 敏捷(dexterity) </summary>
public virtual int Dex { get; set; }
/// <summary> 体质(constitution) </summary>
public virtual int Con { get; set; }
/// <summary> 智力(intelligence) </summary>
public virtual int Int { get; set; }
/// <summary> 感知(wisdom) </summary>
public virtual int Wis { get; set; }
/// <summary> 魅力(charisma) </summary>
public virtual int Cha { get; set; }
/// <summary> 力量调整值(strength) </summary>
public int StrModifier => AttributeTool.Modifier(Str);
/// <summary> 敏捷调整值(dexterity) </summary>
public int DexModifier => AttributeTool.Modifier(Dex);
/// <summary> 体质调整值(constitution) </summary>
public int ConModifier => AttributeTool.Modifier(Con);
/// <summary> 智力调整值(intelligence) </summary>
public int IntModifier => AttributeTool.Modifier(Int);
/// <summary> 感知调整值(wisdom) </summary>
public int WisModifier => AttributeTool.Modifier(Wis);
/// <summary> 魅力调整值(charisma) </summary>
public int ChaModifier => AttributeTool.Modifier(Cha);
}
/// <summary>
/// 角色 - 数据
/// TODO: 补充角色的专长(Feats)、技能(Skills)、法术(Spells)等
/// </summary>
public class DataCharacter : DataAttribute {
/// <summary> 名字 </summary>
public string name;
/// <summary> 经验 </summary>
public int expPoint;
/// <summary> 种族 </summary>
public DataRace race;
/// <summary> 属性 </summary>
public DataAttribute basis;
/// <summary> 职业 </summary>
public DataProfession profession;
/// <summary> 装备 </summary>
public DataEquipment equipment;
/// <summary> 战斗等级 </summary>
public int Level => CharacterTool.GetLevel(this);
/// <summary> 生命点 </summary>
public int HitPoint => CharacterTool.GetHitPoint(this);
/// <summary> 护甲等级 </summary>
public int ArmorClass => CharacterTool.GetArmorClass(this);
/// <summary> 力量(strength) 基础值 + 种族加值 </summary>
public override int Str { get => basis.Str + race.Str; }
/// <summary> 敏捷(dexterity) 基础值 + 种族加值 </summary>
public override int Dex { get => basis.Dex + race.Dex; }
/// <summary> 体质(constitution) 基础值 + 种族加值 </summary>
public override int Con { get => basis.Con + race.Con; }
/// <summary> 智力(intelligence) 基础值 + 种族加值 </summary>
public override int Int { get => basis.Int + race.Int; }
/// <summary> 感知(wisdom) 基础值 + 种族加值 </summary>
public override int Wis { get => basis.Wis + race.Wis; }
/// <summary> 魅力(charisma) 基础值 + 种族加值 </summary>
public override int Cha { get => basis.Cha + race.Cha; }
}
/// <summary>
/// 种族 - 数据
/// TODO: 补充种族特殊能力
/// </summary>
public class DataRace : DataAttribute {
/// <summary> 种族名称 </summary>
public string name;
}
/// <summary>
/// 职业 - 数据
/// </summary>
public class DataProfession {
/// <summary> 职业名称 </summary>
public string name;
/// <summary> 生命骰子 </summary>
public int hitDice = 0;
/// <summary> 角色 </summary>
public DataCharacter character;
/// <summary> 职业等级 </summary>
public int level = 0;
/// <summary> 累计生命点 </summary>
public List<int> hitPoints = new List<int>();
}
/// <summary>
/// 战斗角色 - 数据
/// </summary>
public class DataCombatRole : DataAttribute {
/// <summary> 角色数据 </summary>
public readonly DataCharacter character;
/// <summary> 战斗角色 </summary>
public DataCombatRole(DataCharacter character) => this.character = character;
/// <summary> 归属队伍 </summary>
public int team;
/// <summary> 角色名字 </summary>
public string name;
/// <summary> 战斗等级 </summary>
public int level;
/// <summary> 战场位置 </summary>
public int position;
/// <summary> 先攻顺序 </summary>
public int sequence;
/// <summary> 护甲等级 </summary>
public int armorClass;
/// <summary> 生命点 </summary>
public Vector2Int hitPoint;
/// <summary> 武器1 </summary>
public DataWeapon weapon1;
/// <summary> 武器2 </summary>
public DataWeapon weapon2;
}
-31
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏 - 库存
/// </summary>
public class DataEquipment {
/// <summary> 武器1 </summary>
public DataWeapon weapon1;
/// <summary> 武器2 </summary>
public DataWeapon weapon2;
/// <summary> 护甲 </summary>
public DataArmor armor;
/// <summary> 头盔 </summary>
public DataWear helmets;
/// <summary> 手套 </summary>
public DataWear gloves;
/// <summary> 鞋子 </summary>
public DataWear shoes;
/// <summary> 附加效果 </summary>
public DataAddition addition = new DataAddition();
}
/// <summary>
/// 附加 - 数据
/// </summary>
public class DataAddition {
/// <summary> 护甲等级 </summary>
public int armorClass = 0;
}
-27
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@@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 库存类型枚举,区分背包、仓库等不同库存。
/// </summary>
public enum InventoryType { EquipmentSlot, Backpack, Storage }
/// <summary>
/// 物品库存 - 数据
/// </summary>
public abstract class DataInventory {
/// <summary> 库存类型 </summary>
public InventoryType inventoryType;
}
/// <summary>
/// 仓库 - 库存
/// </summary>
public class DataStorage : DataInventory {
}
/// <summary>
/// 背包 - 库存
/// </summary>
public class DataBackpack : DataInventory {
}
-83
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@@ -1,83 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品类型
/// </summary>
public enum ItemType { , }
/// <summary>
/// 物品 - 数据
/// </summary>
public class DataItem {
/// <summary> 物品名称 </summary>
public string name;
/// <summary> 物品类型 </summary>
public ItemType itemType;
}
/// <summary>
/// 材料 - 数据
/// </summary>
public class DataMaterial : DataItem {
/// <summary> 物品数量 </summary>
public int quantity;
/// <summary> 堆叠上限 </summary>
public int maxStack;
}
/// <summary>
/// 穿戴类型
/// </summary>
public enum WearType { , , , , , }
/// <summary>
/// 穿戴 - 数据
/// </summary>
public class DataWear : DataItem {
/// <summary> 装备类型 </summary>
public WearType wearType;
/// <summary> 附加列表 </summary>
public List<DataAddition> additions = new List<DataAddition>();
/// <summary> 附加效果 </summary>
public virtual DataAddition Addition => EquipmentTool.Merge(additions);
}
/// <summary>
/// 武器类型。
/// </summary>
public enum WeaponType { , , , , , }
/// <summary>
/// 武器 - 数据
/// </summary>
public class DataWeapon : DataWear {
/// <summary> 武器类型 </summary>
public WeaponType weaponType;
/// <summary> 伤害骰子 </summary>
public DataDamageDice damageDice;
}
/// <summary>
/// 伤害类型
/// </summary>
public enum DamageType { , 穿, , }
/// <summary>
/// 伤害骰子 - 数据
/// </summary>
public class DataDamageDice {
/// <summary> 伤害骰子 </summary>
public readonly int value;
/// <summary> 伤害类型 </summary>
public readonly DamageType type;
public DataDamageDice(int value, DamageType type) {
this.value = value;
this.type = type;
}
}
/// <summary>
/// 护甲类型。
/// </summary>
public enum ArmorType { , , , , }
/// <summary>
/// 护甲 - 数据
/// </summary>
public class DataArmor : DataWear {
/// <summary> 护甲类型 </summary>
public ArmorType armorType;
}
-11
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@@ -1,11 +0,0 @@
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-46
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@@ -1,46 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 用户
/// </summary>
[Serializable]
public class DataUser {
public string id;
public string username;
public string passwordhash;
}
/// <summary>
/// 注册请求
/// </summary>
[Serializable]
public class DataRegisterRequest {
public string username;
public string password;
}
/// <summary>
/// 登录请求
/// </summary>
[Serializable]
public class DataLoginRequest {
public string username;
public string password;
}
/// <summary>
/// 登录响应,返回JWT。
/// </summary>
[Serializable]
public class DataLoginResponse {
public string token;
}
/// <summary>
/// 修改密码请求。
/// </summary>
[Serializable]
public class DataChangePasswordRequest {
public string username;
public string oldpassword;
public string newpassword;
}
-11
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@@ -1,11 +0,0 @@
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@@ -1,36 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 阶段类型
/// </summary>
public enum PhaseType {
, , , , ,
,
}
/// <summary>
/// 阶段
/// </summary>
public interface IPhase {
/// <summary> 执行阶段 </summary>
public void Execute();
}
/// <summary>
/// 战斗阶段
/// </summary>
public abstract class BattlePhase : IPhase {
/// <summary> 模拟器 </summary>
public readonly BattleSimulator simulator;
/// <summary> 行动角色 </summary>
public DataCombatRole ActionRole => simulator.actionRole;
/// <summary> 战斗队列 </summary>
public BattleQueue BattleQueue => simulator.battleQueue;
public BattlePhase(BattleSimulator simulator) => this.simulator = simulator;
public abstract void Execute();
/// <summary> 阶段过渡 </summary>
public void Transition(PhaseType phaseType) => simulator.Transition(phaseType);
}
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@@ -1,89 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 行动阶段
/// </summary>
public class PhaseAction : BattlePhase {
public PhaseAction(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
}
}
/// <summary>
/// 行动角色选择
/// </summary>
public class PhaseActionRoleSelect : BattlePhase {
public PhaseActionRoleSelect(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
// 选择行动的角色,如果没有则进入下一回合
if (!BattleQueue.Dequeue(out simulator.actionRole)) { Transition(PhaseType.); return; }
// 判断是否可以行动
if (ActionRole.hitPoint.x <= 0) { Transition(PhaseType.); return; }
// 进行ai判断
// TODO: 进行武器攻击,使用技能,使用法术,使用物品的判断
Transition(PhaseType.);
}
}
/// <summary>
/// 武器攻击
/// </summary>
public class PhaseActionRoleAttack : BattlePhase {
public PhaseActionRoleAttack(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
// 如果没有可以攻击的目标则结算战斗
if (!AttackTarget(out DataCombatRole target)) { Transition(PhaseType.); return; }
// 武器判断:轻型武器使用敏捷,其他都使用力量
string weaponName = ActionRole.weapon1.name;
WeaponType weaponType = ActionRole.weapon1.weaponType;
int modifier = weaponType == WeaponType. ? ActionRole.DexModifier : ActionRole.StrModifier;
// 命中检定: d20 + 属性修正
int hit = Dice.Roll20(modifier);
int armorClass = target.armorClass;
// 如果命中小于等于目标护甲等级,则不造成伤害
if (hit > armorClass) {
// 获取所有武器伤害骰
DataDamageDice damageDice = ActionRole.weapon1.damageDice;
// 伤害计算: 武器伤害骰 + 属性修正
int damage = Dice.Roll(damageDice.value) + modifier;
target.hitPoint.x -= damage;
// 生成战斗消息
MessageHit(hit, weaponName, target.name, armorClass, damage, damageDice.type);
}
else {
// 生成战斗消息
MessageMiss(hit, weaponName, target.name, armorClass);
}
// 结束行动
Transition(PhaseType.);
}
/// <summary> 攻击目标 </summary>
private bool AttackTarget(out DataCombatRole target) {
List<DataCombatRole> roles = BattleQueue.Where(Hostility);
if (roles.Count == 0) { target = null; return false; }
int randomIndex = Random.Range(0, roles.Count);
target = roles[randomIndex];
return true;
}
/// <summary> 敌对目标 </summary>
private bool Hostility(DataCombatRole role) {
return role.team != ActionRole.team && role.hitPoint.x > 0;
}
/// <summary> 战斗消息:没有命中 </summary>
private void MessageMiss(int hit, string weapon, string attacked, int armorClass) {
MissAttack message = new MissAttack(ActionRole.name, hit, weapon, attacked, armorClass);
Debug.Log(message);
}
/// <summary> 战斗消息:命中 </summary>
private void MessageHit(int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
HitAttack message = new HitAttack(ActionRole.name, hit, weapon, attacked, armorClass, damage, damageType);
Debug.Log(message);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 突袭阶段
/// </summary>
public class PhaseAssault : BattlePhase {
public PhaseAssault(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 结束阶段
/// </summary>
public class PhaseFinish : BattlePhase {
public PhaseFinish(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
// TODO:需要添加结算判断
// simulator.Transition(PhaseType.回合阶段);
// TODO:记录器
Debug.Log("结束战斗!");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 正式阶段
/// </summary>
public class PhaseFormal : BattlePhase {
/// <summary> 回合计数 </summary>
public int roundCount;
public PhaseFormal(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
roundCount++;
BattleQueue.UpdateQueue();
// TODO:记录器
Debug.Log($"正式回合:{roundCount}");
string message = "存活";
BattleQueue.ForEach(obj => message += $" {obj.name}({obj.hitPoint.x})");
Debug.Log(message);
simulator.Transition(PhaseType.);
}
}
@@ -1,11 +0,0 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 先攻阶段
/// </summary>
public class PhaseInitiative : BattlePhase {
public PhaseInitiative(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
BattleQueue.ForEach(obj => obj.sequence = Dice.Roll20(obj.DexModifier));
BattleQueue.OrderByDescending(c => c.sequence);
// TODO:需要添加突袭阶段
// TODO:记录器
string message = "先攻";
BattleQueue.ForEach(obj => message += $" {obj.name}({obj.sequence})");
Debug.Log(message);
simulator.Transition(PhaseType.);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 战斗队列
/// </summary>
public class BattleQueue {
/// <summary> 执行队列 </summary>
public Queue<DataCombatRole> queue = new Queue<DataCombatRole>();
/// <summary> 战斗合集 </summary>
public List<DataCombatRole> characters = new List<DataCombatRole>();
/// <summary> 添加角色 </summary>
public void Add(List<DataCombatRole> list) {
characters.AddRange(list);
}
/// <summary> 添加角色 </summary>
public void Add(DataCombatRole character) {
characters.Add(character);
}
/// <summary> 遍历角色 </summary>
public void ForEach(Action<DataCombatRole> action) {
characters.ForEach(action);
}
// /// <summary> 排序:大到小 </summary>
public void OrderByDescending(Func<DataCombatRole, int> func) {
characters = characters.OrderByDescending(func).ToList();
}
/// <summary> 根据条件查询元素 </summary>
public List<DataCombatRole> Where(Func<DataCombatRole, bool> predicate) {
return characters.Where(predicate).ToList();
}
/// <summary> 根据条件查询第一个匹配的元素 </summary>
public DataCombatRole FirstOrDefault(Func<DataCombatRole, bool> predicate) {
return characters.FirstOrDefault(predicate);
}
/// <summary> 更新队列 </summary>
public void UpdateQueue() {
queue = new Queue<DataCombatRole>(characters);
}
/// <summary> 取出一个 </summary>
public bool Dequeue(out DataCombatRole battle) {
battle = queue.Count > 0 ? queue.Dequeue() : null;
return battle != null;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 战斗报告
/// </summary>
public class BattleReport {
/// <summary> 战斗消息 </summary>
public List<BattleMessage> messages;
}
/// <summary>
/// 战斗消息
/// </summary>
public class BattleMessage {
/// <summary> 战斗消息内容 </summary>
public string content;
/// <summary> 战斗消息内容 </summary>
public override string ToString() {
return content;
}
// 辅助方法:随机选择一个字符串,增加多样性
public string RandomChoice(params string[] options) {
if (options.Length == 0) return "";
return options[Random.Range(0, options.Length)];
}
}
/// <summary>
/// 未命中攻击 - 战斗消息
/// </summary>
public class MissAttack : BattleMessage {
public MissAttack(string attacker, int hit, string weapon, string attacked, int armorClass) {
// 托尔吉使用巨斧猛击(19)没有命中哥布林战士(AC12)
content = $"{attacker}使用{weapon}({hit})没有命中{attacked}({armorClass})";
}
}
/// <summary>
/// 命中攻击 - 战斗消息
/// </summary>
public class HitAttack : BattleMessage {
public HitAttack(string attacker, int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
string damageTypeString = damageType == DamageType. ? "" : damageType.ToString();
// 托尔吉使用巨斧猛击(19)对哥布林战士(AC12)造成了 14钝击伤害
content = $"{attacker}使用{weapon}({hit})对{attacked}({armorClass})造成了{damage}{damageTypeString}伤害";
}
}
/// <summary>
/// 普通攻击 - 战斗消息
/// </summary>
public class MessageNormalAttack : BattleMessage {
/// <summary> 攻击者 </summary>
public DataCombatRole attacker;
/// <summary> 命中值 </summary>
public int hit;
/// <summary> 伤害值 </summary>
public int damage;
/// <summary> 被攻击者 </summary>
public DataCombatRole attacked;
/// <summary> 护甲等级 </summary>
public int armorClass;
/// <summary> 设置攻击者 </summary>
public void Settings(DataCombatRole attacker, int hit, int damage) {
this.attacker = attacker;
this.hit = hit;
this.damage = damage;
}
/// <summary> 设置被攻击者 </summary>
public void Settings(DataCombatRole attacked, int armorClass) {
this.attacked = attacked;
this.armorClass = armorClass;
}
public override string ToString() {
return $"{attacker.name}{Dynamics()}{attacked.name}({armorClass}){attacked.name}{Result()}";
}
/// <summary> 动态修饰词 </summary>
private string Dynamics() {
return $"使用长剑劈向({hit})";
}
/// <summary> 结果修饰词 </summary>
private string Result() {
return hit <= armorClass ? Miss() : Hit();
}
// 未命中的多种情况
private string Miss() {
string[] missText = new string[] {
"轻松避开了这一击!",
"巧妙地闪开了!",
"险之又险地躲过了!",
"成功格挡住了!"
};
return RandomChoice(missText);
}
// 命中的情况,可根据伤害量或是否暴击细分
private string Hit() {
string[] hitText = new string[] {
$"躲避不及遭受到了{damage}点伤害!",
$"被狠狠击中,承受了{damage}点伤害!",
$"格挡失败受到了{damage}点伤害!",
};
return RandomChoice(hitText);
}
}
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@@ -1,46 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 战斗 - 模拟器
/// </summary>
public class BattleSimulator {
/// <summary> 当前行动 </summary>
public DataCombatRole actionRole;
/// <summary> 战斗队列 </summary>
public BattleQueue battleQueue = new BattleQueue();
/// <summary> 当前阶段 </summary>
public IPhase currentPhase;
/// <summary> 阶段字典 </summary>
public Dictionary<PhaseType, IPhase> dictionary = new Dictionary<PhaseType, IPhase>();
public BattleSimulator(BattleTeam team1, BattleTeam team2) {
team1.Initial();
team2.Initial();
team1.Settings(1, 1);
team2.Settings(2, 1);
battleQueue.Add(team1.battles);
battleQueue.Add(team2.battles);
dictionary.Add(PhaseType., new PhaseInitiative(this));
dictionary.Add(PhaseType., new PhaseAssault(this));
dictionary.Add(PhaseType., new PhaseFormal(this));
dictionary.Add(PhaseType., new PhaseAction(this));
dictionary.Add(PhaseType., new PhaseActionRoleSelect(this));
dictionary.Add(PhaseType., new PhaseActionRoleAttack(this));
dictionary.Add(PhaseType., new PhaseFinish(this));
}
/// <summary> 阶段过渡 </summary>
public void Transition(PhaseType phaseType) {
// 检查阶段字典中是否存在指定的阶段类型
if (!dictionary.TryGetValue(phaseType, out IPhase newPhase)) { return; }
currentPhase = newPhase;
currentPhase?.Execute();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 战斗技能
/// </summary>
public class BattleSkill {
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 战斗队伍
/// </summary>
public class BattleTeam {
/// <summary> 队伍名字 </summary>
public string name;
/// <summary> 原始数据 </summary>
public List<DataCharacter> characters = new List<DataCharacter>();
/// <summary> 战斗数据 </summary>
public List<DataCombatRole> battles = new List<DataCombatRole>();
/// <summary> 添加角色 </summary>
public void Add(List<DataCharacter> list) {
characters.AddRange(list);
}
/// <summary> 添加角色 </summary>
public void Add(DataCharacter obj) {
characters.Add(obj);
}
/// <summary> 删除角色 </summary>
public void Remove(DataCharacter character) {
characters.Remove(character);
}
/// <summary> 初始化 </summary>
public void Initial() {
characters.ForEach(Initial);
}
/// <summary> 初始化 </summary>
public void Initial(DataCharacter character) {
DataCombatRole role = new DataCombatRole(character);
role.Initial();
battles.Add(role);
}
/// <summary> 战斗编队 </summary>
public void Settings(int team, int position) {
battles.ForEach(obj => obj.Settings(team, position));
}
}
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-26
View File
@@ -1,26 +0,0 @@
### 战斗流程示例
#### 先攻判断
- 艾薇拉(18) → 哥布林射手(15) → 托尔吉(7) → 哥布林战士(5)
#### 突袭轮
- 哥布林射手 使用短弓射击(23)对艾薇拉(AC12)造成了 5穿刺伤害
#### 正式回合1
- 艾薇拉 施放纠缠术(法术豁免DC14),哥布林射手(敏捷豁免6)被束缚
- 艾薇拉 躲至矿石掩体后(AC提升至14)
- 哥布林射手 试图挣脱藤蔓(力量豁免3)失败了
- 哥布林射手 使用多重射击,第一箭(劣势2)对托尔吉(AC14)未命中,第二箭(劣势9)对托尔吉(AC14)未命中
- 托尔吉 使用狂暴(附赠动作开启)→ 获得力量加成与抗性
- 托尔吉 移动至哥布林战士前面
- 托尔吉 使用巨斧猛击(19)对哥布林战士(AC12) 造成了 14钝击伤害
- 托尔吉 使用巨斧猛击(19)没有命中哥布林战士(AC12)
- 哥布林战士死亡
#### 正式回合2
- 艾薇拉 施放奥术飞弹(法术豁免DC14),哥布林射手(敏捷豁免6)受到了 10奥术伤害
- 哥布林射手死亡
@@ -1,5 +1,5 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 相机控制器
/// </summary>
public abstract class CameraController : MonoBehaviour {
/// <summary> 位置 </summary>
public abstract Vector3 Position { get; set; }
/// <summary> 正向 </summary>
public abstract Vector3 Forward { get; set; }
/// <summary> 右向 </summary>
public abstract Vector3 Right { get; set; }
/// <summary> 旋转 </summary>
public abstract Vector3 EulerAngles { get; set; }
/// <summary> 视野 </summary>
public abstract float VisualField { get; set; }
/// <summary> 初始化 </summary>
public virtual void Initial() {
ModuleCamera.OnCameraMode += ModuleCamera_OnCameraMode;
}
/// <summary> 释放 </summary>
public virtual void Release() {
ModuleCamera.OnCameraMode -= ModuleCamera_OnCameraMode;
}
/// <summary> 相机模式 </summary>
public abstract void ModuleCamera_OnCameraMode(EnumCameraMode mode);
/// <summary> 重置相机 </summary>
public abstract void ResetCamera();
/// <summary> 屏幕坐标转换世界坐标 </summary>
public virtual Vector3 ScreenToWorldPosition(Vector3 screenPosition) {
throw new System.NotImplementedException();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 移轴 - 相机
/// </summary>
public class CameraAxis : CameraController {
public Camera mainCamera;
public Camera Screenshot;
[HideInInspector]
public RenderTexture renderTexture;
private float originalVisualField;
private Vector3 originalPosition;
private Vector3 originalEulerAngles;
public override Vector3 Position {
get => transform.position;
set => transform.position = value;
}
public override Vector3 Forward {
get => mainCamera.transform.forward;
set => mainCamera.transform.forward = value;
}
public override Vector3 Right {
get => mainCamera.transform.right;
set => mainCamera.transform.right = value;
}
public override Vector3 EulerAngles {
get => transform.eulerAngles;
set => transform.eulerAngles = value;
}
public override float VisualField {
get => mainCamera.transform.localPosition.z;
set => mainCamera.transform.localPosition = new Vector3(0, 0, value);
}
public override void Initial() {
base.Initial();
originalPosition = Position;
originalEulerAngles = EulerAngles;
originalVisualField = VisualField;
renderTexture = new RenderTexture(1920, 1080, 16, RenderTextureFormat.ARGB32);
Screenshot.targetTexture = renderTexture;
}
public override void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
gameObject.SetActive(mode == EnumCameraMode.Axis);
if (mode == EnumCameraMode.Axis) { ModuleCamera.CurrentCamera = this; }
}
public override void ResetCamera() {
// if (!Utilities.FindObject(out MonoSceneSettings settings)) { return; }
// Position = settings.initialPosition.position;
// EulerAngles = settings.initialPosition.eulerAngles;
// VisualField = settings.visualField.localPosition.z;
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 默认 - 相机
/// </summary>
public class CameraDefault : CameraController {
public Camera mainCamera;
public override Vector3 Position {
get => transform.position;
set => transform.position = value;
}
public override Vector3 Forward {
get => mainCamera.transform.forward;
set => mainCamera.transform.forward = value;
}
public override Vector3 Right {
get => mainCamera.transform.right;
set => mainCamera.transform.right = value;
}
public override Vector3 EulerAngles {
get => transform.eulerAngles;
set => transform.eulerAngles = value;
}
public override float VisualField {
get => throw new System.NotImplementedException();
set => throw new System.NotImplementedException();
}
public override void ModuleCamera_OnCameraMode(EnumCameraMode mode) {
gameObject.SetActive(mode == EnumCameraMode.None);
if (mode == EnumCameraMode.None) { ModuleCamera.CurrentCamera = this; }
}
public override void ResetCamera() {
// if (!Utilities.FindObject(out SettingsScene settings)) { return; }
// transform.position = settings.InitialPosition.position;
// transform.eulerAngles = settings.InitialPosition.eulerAngles;
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,47 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 相机模块
/// </summary>
public class ModuleCamera : ModuleSingle<ModuleCamera> {
/// <summary> 当前相机 </summary>
public static CameraController CurrentCamera;
/// <summary> 相机模式事件 </summary>
public static event Action<EnumCameraMode> OnCameraMode;
/// <summary> 设置相机模式 </summary>
public static void Settings(EnumCameraMode mode, bool isReset = true) {
OnCameraMode?.Invoke(mode);
if (isReset) { I.ResetCamera(); }
}
public List<CameraController> cameras;
protected override void Awake() {
NoReplace();
cameras.ForEach(obj => obj.Initial());
}
private void OnDestroy() => cameras.ForEach(obj => obj.Release());
/// <summary> 重置相机 </summary>
public void ResetCamera() => cameras.ForEach(obj => obj.ResetCamera());
}
/// <summary>
/// 相机模式
/// </summary>
public enum EnumCameraMode {
None,// 无
Axis,// 移轴相机
// FreeEdit,// 自由编辑
// ThirdPerson,// 第三人称
}
@@ -1,5 +1,5 @@
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@@ -1,48 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性 - 工具
/// </summary>
public static class AttributeTool {
#region
/// <summary> 随机初始属性 </summary>
public static DataAttribute Random() {
DataAttribute attribute = new DataAttribute();
attribute.Str = Dice.RollAttribute();
attribute.Dex = Dice.RollAttribute();
attribute.Con = Dice.RollAttribute();
attribute.Int = Dice.RollAttribute();
attribute.Wis = Dice.RollAttribute();
attribute.Cha = Dice.RollAttribute();
return attribute;
}
#endregion
#region
// 计算属性调整值(属性值-10)/2 向下取整
public static int Modifier(int value) {
return (int)System.Math.Floor((value - 10) / 2.0);
}
/// <summary> 添加属性 </summary>
public static void Add(this DataAttribute a, DataAttribute b) {
a.Str += b.Str; a.Dex += b.Dex;
a.Con += b.Con; a.Int += b.Int;
a.Wis += b.Wis; a.Cha += b.Cha;
}
/// <summary> 减少属性 </summary>
public static void Sub(this DataAttribute a, DataAttribute b) {
a.Str -= b.Str; a.Dex -= b.Dex;
a.Con -= b.Con; a.Int -= b.Int;
a.Wis -= b.Wis; a.Cha -= b.Cha;
}
/// <summary> 覆盖属性 </summary>
public static void Cover(this DataAttribute a, DataAttribute b) {
a.Str = b.Str; a.Dex = b.Dex;
a.Con = b.Con; a.Int = b.Int;
a.Wis = b.Wis; a.Cha = b.Cha;
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 角色 - 字典
/// </summary>
public static class CharacterDictionary {
/// <summary> 艾薇拉 精灵 法师 </summary>
public static DataCharacter Character001() {
DataCharacter character = new DataCharacter();
character.name = "艾薇拉";
character.race = RaceTool.Elven();
character.basis = new DataAttribute { Str = 8, Dex = 12, Con = 10, Int = 16, Wis = 14, Cha = 11 };
character.profession = ProfessionTool.Wizard();
character.profession.Initial(character);
character.equipment = new DataEquipment();
// 装备法杖
character.equipment.Wear(WeaponDictionary.Weapon302(), out DataWear old1);
// 装备法袍
character.equipment.Wear(ArmorDictionary.Armor101(), out DataWear old2);
return character;
}
/// <summary> 托尔吉 兽人 战士 </summary>
public static DataCharacter Character002() {
DataCharacter character = new DataCharacter();
character.name = "托尔吉";
character.race = RaceTool.Orc();
character.basis = new DataAttribute { Str = 16, Dex = 10, Con = 14, Int = 8, Wis = 10, Cha = 9 };
character.profession = ProfessionTool.Warrior();
character.profession.Initial(character);
character.equipment = new DataEquipment();
// 装备木棒和木盾
character.equipment.Wear(WeaponDictionary.Weapon201(), out DataWear old1);
character.equipment.Wear(WeaponDictionary.Weapon401(), out DataWear old2);
// 装备板甲
character.equipment.Wear(ArmorDictionary.Armor401(), out DataWear old3);
return character;
}
/// <summary> 格伦布林 矮人 牧师 </summary>
public static DataCharacter Character003() {
DataCharacter character = new DataCharacter();
character.name = "格伦布林";
character.race = RaceTool.Dwarf();
character.basis = new DataAttribute { Str = 14, Dex = 10, Con = 16, Int = 9, Wis = 15, Cha = 12 };
character.profession = ProfessionTool.Cleric();
character.profession.Initial(character);
character.equipment = new DataEquipment();
// 装备木棒和木盾
character.equipment.Wear(WeaponDictionary.Weapon201(), out DataWear old1);
character.equipment.Wear(WeaponDictionary.Weapon401(), out DataWear old2);
// 装备链甲
character.equipment.Wear(ArmorDictionary.Armor301(), out DataWear old3);
return character;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 角色工具
/// </summary>
public static class CharacterTool {
#region
/// <summary> 设置职业 </summary>
public static void Settings(this DataCharacter character, DataRace race) {
character.race = race;
}
/// <summary> 设置职业 </summary>
public static void Settings(this DataCharacter character, DataProfession profession) {
character.profession = profession;
profession.character = character;
}
#endregion
#region
/// <summary> 战斗等级 </summary>
public static int GetLevel(this DataCharacter character) {
// TODO:需要补充多职业的等级总和
return character.profession.level;
}
/// <summary> 生命点 </summary>
public static int GetHitPoint(this DataCharacter character) {
// TODO:需要补充多职业的生命值加成
return character.profession.HitPoint();
}
/// <summary> 计算护甲等级(AC </summary>
public static int GetArmorClass(this DataCharacter character) {
// TODO:需要补充专长,技能,熟练之类的加值
int modifier = character.DexModifier;
return character.equipment.ArmorClass(modifier);
}
#endregion
#region
/// <summary> 创建默认角色 </summary>
public static DataCharacter Create(string name) {
DataCharacter character = new DataCharacter();
character.name = name;
character.race = RaceTool.None();
character.basis = AttributeTool.Random();
character.profession = ProfessionTool.None();
character.profession.Initial(character);
character.equipment = new DataEquipment();
return character;
}
/// <summary> 创建默认角色 </summary>
public static DataCharacter Create(string name, DataRace race, DataProfession profession) {
DataCharacter character = new DataCharacter();
character.name = name;
character.race = race;
character.basis = AttributeTool.Random();
character.profession = profession;
character.profession.Initial(character);
character.equipment = new DataEquipment();
return character;
}
#endregion
// 打印角色卡
public static void PrintCharacterSheet(this DataCharacter character) {
Debug.Log($"=== {character.name} LV{character.Level} ===");
Debug.Log($"种族: {character.race.name}");
Debug.Log($"职业: {character.profession.name}");
Debug.Log($"力量: {character.Str} ({character.StrModifier.ToString("+#;-#;+0")})");
Debug.Log($"敏捷: {character.Dex} ({character.DexModifier.ToString("+#;-#;+0")})");
Debug.Log($"体质: {character.Con} ({character.ConModifier.ToString("+#;-#;+0")})");
Debug.Log($"智力: {character.Int} ({character.IntModifier.ToString("+#;-#;+0")})");
Debug.Log($"感知: {character.Wis} ({character.WisModifier.ToString("+#;-#;+0")})");
Debug.Log($"魅力: {character.Cha} ({character.ChaModifier.ToString("+#;-#;+0")})");
Debug.Log($"经验值: {character.expPoint}");
Debug.Log($"生命值: {character.HitPoint}");
Debug.Log($"护甲等级: {character.ArmorClass})");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 战斗角色 - 工具
/// </summary>
public static class CombatRoleTool {
#region
/// <summary> 初始角色 </summary>
public static void Initial(this DataCombatRole role) {
AttributeTool.Cover(role, role.character);
role.name = role.character.name;
role.level = role.character.Level;
role.hitPoint = new Vector2Int(role.character.HitPoint, role.character.HitPoint);
role.armorClass = role.character.ArmorClass;
role.weapon1 = role.character.equipment.weapon1;
role.weapon2 = role.character.equipment.weapon2;
if (role.weapon1 == null) { role.weapon1 = WeaponDictionary.Weapon000(); }
if (role.weapon2 == null) { role.weapon2 = WeaponDictionary.Weapon000(); }
}
/// <summary> 设置队伍 </summary>
public static void Settings(this DataCombatRole role, int team, int position) {
role.team = team;
role.position = position;
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 怪物 - 字典
/// </summary>
public static class MonsterDictionary {
/// <summary> 哥布林战士 怪物 </summary>
public static DataCharacter Monster001() {
DataCharacter character = new DataCharacter();
character.name = "哥布林战士";
character.race = RaceTool.None();
character.basis = AttributeTool.Random();
character.profession = ProfessionTool.None();
character.profession.Initial(character);
character.equipment = new DataEquipment();
return character;
}
/// <summary> 哥布林射手 怪物 </summary>
public static DataCharacter Monster002() {
DataCharacter character = new DataCharacter();
character.name = "哥布林射手";
character.race = RaceTool.None();
character.basis = AttributeTool.Random();
character.profession = ProfessionTool.None();
character.profession.Initial(character);
character.equipment = new DataEquipment();
return character;
}
}
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 种族 - 工具
/// </summary>
public static class ProfessionTool {
#region
/// <summary> 初始:满生命骰子 + 体质调整值 </summary>
public static void Initial(this DataProfession profession, DataCharacter character) {
profession.character = character;
int hitPoint = profession.hitDice + character.ConModifier;
profession.level = 1;
profession.hitPoints = new List<int> { hitPoint };
}
/// <summary> 升级:骰生命骰子 + 体质调整值 </summary>
public static void Upgrade(this DataProfession profession) {
profession.level++;
int hitPoint = Dice.Roll(profession.hitDice);
int modifier = profession.character.ConModifier;
profession.hitPoints.Add(hitPoint + modifier);
}
/// <summary> 生命点:每级生命点总和 </summary>
public static int HitPoint(this DataProfession profession) {
return profession.hitPoints.Sum();
}
#endregion
#region
/// <summary> 创建 </summary>
public static DataProfession Create(string name, int hitDice) {
DataProfession profession = new DataProfession { name = name, hitDice = hitDice };
profession.name = name;
profession.hitDice = hitDice;
return profession;
}
/// <summary> 无职业 1d4 </summary>
public static DataProfession None() {
return Create("无", 4);
}
/// <summary> 随机职业 </summary>
public static DataProfession Random() {
int index = Dice.Roll(5);
if (index == 1) { return Warrior(); }
if (index == 2) { return Wizard(); }
if (index == 3) { return Cleric(); }
if (index == 4) { return Ranger(); }
if (index == 5) { return Chanter(); }
return None();
}
/// <summary> 战士 1d10 </summary>
public static DataProfession Warrior() {
return Create("战士", 10);
}
/// <summary> 法师 1d6 </summary>
public static DataProfession Wizard() {
return Create("法师", 6);
}
/// <summary> 牧师 1d8 </summary>
public static DataProfession Cleric() {
return Create("牧师", 8);
}
/// <summary> 游侠 1d8 </summary>
public static DataProfession Ranger() {
return Create("游侠", 8);
}
/// <summary> 歌者 1d6 </summary>
public static DataProfession Chanter() {
return Create("歌者", 6);
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 种族 - 工具
/// </summary>
public static class RaceTool {
#region
// 混血人类,木精灵,丘陵矮人(Hill Dwarf),龙裔,半精灵
/// <summary> 无种族 </summary>
public static DataRace None() {
return new DataRace { name = "未知" };
}
/// <summary> 随机职业 </summary>
public static DataRace Random() {
int index = Dice.Roll(5);
if (index == 1) { return Human(); }
if (index == 2) { return Elven(); }
if (index == 3) { return Dwarf(); }
if (index == 4) { return Orc(); }
if (index == 5) { return Halfling(); }
return None();
}
/// <summary> 人类(Human) 全属性+1 </summary>
public static DataRace Human() {
return new DataRace { name = "人类", Str = 1, Dex = 1, Con = 1, Int = 1, Wis = 1, Cha = 1 };
}
/// <summary> 精灵(Elven) 敏捷+2 智力+2 感知+1 </summary>
public static DataRace Elven() {
return new DataRace { name = "精灵", Dex = 2, Int = 2, Wis = 1 };
}
/// <summary> 矮人(Dwarf) 力量+2 体质+2 感知+1 </summary>
public static DataRace Dwarf() {
return new DataRace { name = "矮人", Str = 2, Con = 2, Wis = 1 };
}
/// <summary> 半兽人(Orc) 力量+3 体质+2 </summary>
public static DataRace Orc() {
return new DataRace { name = "半兽人", Str = 3, Con = 2 };
}
/// <summary> 半身人(Halfling) 敏捷+2 魅力+2 体质+1 </summary>
public static DataRace Halfling() {
return new DataRace { name = "半身人", Dex = 2, Cha = 2, Con = 1 };
}
#endregion
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 基础输入
/// </summary>
[RequireComponent(typeof(PlayerInput))]
public class InputBasic : MonoBehaviour {
public Vector3 mousePosition;
#region
/// <summary> 鼠标位置 </summary>
public void OnMousePosition(InputValue inputValue) {
mousePosition = inputValue.Get<Vector2>();
ModuleInput.mousePosition = mousePosition;
}
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 输入 - 控制
/// </summary>
[RequireComponent(typeof(PlayerInput))]
public abstract class InputControl : MonoBehaviour {
protected virtual void Awake() {
ModuleInput.OnInputMode += ModuleInput_OnInputMode;
}
protected virtual void OnDestroy() {
ModuleInput.OnInputMode -= ModuleInput_OnInputMode;
}
/// <summary> 输入模式 </summary>
protected abstract void ModuleInput_OnInputMode(InputMode mode);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using MuHua;
/// <summary>
/// 菜单 - 输入
/// </summary>
public class InputMenu : InputControl {
// private UIMenuPanel menu;
protected override void ModuleInput_OnInputMode(InputMode mode) {
// throw new System.NotImplementedException();
}
#region
/// <summary> 鼠标左键 </summary>
public void OnMouseLeft(InputValue inputValue) {
if (inputValue.isPressed) return;
// UIShortcutMenu.I.Close();
}
/// <summary> 鼠标右键 </summary>
public void OnMouseRight(InputValue inputValue) {
// UIShortcutMenu.I.Add("测试1/测试11", () => { Debug.Log("测试1/测试11"); });
// UIShortcutMenu.I.Add("测试1/测试12", () => { Debug.Log("测试1/测试12"); });
// UIShortcutMenu.I.Add("测试2", () => { Debug.Log("测试2"); });
// UIShortcutMenu.I.Open();
}
#endregion
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using MuHua;
/// <summary>
/// 输入模块
/// </summary>
public class ModuleInput : ModuleSingle<ModuleInput> {
/// <summary> 当前输入模式 </summary>
public static InputMode Current;
/// <summary> 回退输入模式 </summary>
public static InputMode BackMode;
/// <summary> 鼠标指针位置 </summary>
public static Vector2 mousePosition;
/// <summary> 转换模式事件 </summary>
public static event Action<InputMode> OnInputMode;
/// <summary> 指针是否在UI上 </summary>
private static bool isPointerOverUIObject;
/// <summary> 指针是否在UI上 </summary>
public static bool IsPointerOverUIObject => isPointerOverUIObject;
/// <summary> 设置输入模式 </summary>
public static void Settings(InputMode mode) {
BackMode = Current;
Current = mode;
OnInputMode?.Invoke(Current);
}
/// <summary> 设置输入模式 </summary>
public static void Back() {
Current = BackMode;
OnInputMode?.Invoke(Current);
}
protected override void Awake() => NoReplace();
private void Update() {
#if UNITY_STANDALONE
//电脑平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_WEBGL
//WebGL平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject();
#elif UNITY_ANDROID
//安卓平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#elif UNITY_IOS
//苹果平台
isPointerOverUIObject = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
#endif
}
}
/// <summary>
/// 输入模式
/// </summary>
public enum InputMode {
None,// 无
FashionDesign,// 服装设计
OrnamentDesign,// 配饰设计
FashionDisplay,// 服装展示
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 字典
/// </summary>
public static class ArmorDictionary {
/// <summary> 护甲 </summary>
public static DataArmor Armor(string name, ArmorType armorType) {
DataArmor armor = new DataArmor();
armor.name = name;
armor.itemType = ItemType.;
armor.wearType = WearType.;
armor.armorType = armorType;
return armor;
}
/// <summary> 法师袍 ac10 </summary>
public static DataArmor Armor101() {
DataArmor armor = Armor("法师袍", ArmorType.);
armor.additions.Add(new DataAddition { armorClass = 10 });
return armor;
}
/// <summary> 皮甲 ac11 </summary>
public static DataArmor Armor201() {
DataArmor armor = Armor("皮甲", ArmorType.);
armor.additions.Add(new DataAddition { armorClass = 11 });
return armor;
}
/// <summary> 链甲 ac15 </summary>
public static DataArmor Armor301() {
DataArmor armor = Armor("链甲", ArmorType.);
armor.additions.Add(new DataAddition { armorClass = 15 });
return armor;
}
/// <summary> 板甲 ac18 </summary>
public static DataArmor Armor401() {
DataArmor armor = Armor("板甲", ArmorType.);
armor.additions.Add(new DataAddition { armorClass = 18 });
return armor;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏 - 工具
/// </summary>
public static class EquipmentTool {
#region
/// <summary> 添加属性 </summary>
public static void Add(this DataAddition a, DataAddition b) {
a.armorClass += b.armorClass;
}
/// <summary> 合并属性 </summary>
public static DataAddition Merge(List<DataAddition> additions) {
DataAddition addition = new DataAddition();
additions.ForEach(obj => addition.Add(obj));
return addition;
}
/// <summary> 更新附加值 </summary>
public static void UpdateAddition(this DataEquipment equipment) {
DataAddition addition = new DataAddition();
if (equipment.weapon1 != null) { addition.Add(equipment.weapon1.Addition); }
if (equipment.weapon2 != null) { addition.Add(equipment.weapon2.Addition); }
if (equipment.armor != null) { addition.Add(equipment.armor.Addition); }
if (equipment.helmets != null) { addition.Add(equipment.helmets.Addition); }
if (equipment.gloves != null) { addition.Add(equipment.gloves.Addition); }
if (equipment.shoes != null) { addition.Add(equipment.shoes.Addition); }
equipment.addition = addition;
}
/// <summary> 获取护甲等级 </summary>
public static int ArmorClass(this DataEquipment equipment, int modifier) {
int addValue = equipment.addition.armorClass;
// 无甲 基础AC = 10 + 调整值 + 附加值
if (equipment.armor == null) { return 10 + modifier + addValue; }
// 布甲/轻甲 调整值全额生效
if (equipment.armor.armorType == ArmorType.) { }
// 调整值全额生效
if (equipment.armor.armorType == ArmorType.) { }
// 中甲 调整值上限=2
if (equipment.armor.armorType == ArmorType.) { modifier = Mathf.Min(modifier, 2); }
// 重甲 调整值无效‌
if (equipment.armor.armorType == ArmorType.) { modifier = 0; }
// 调整值 + 附加值
return modifier + addValue;
}
#endregion
#region 穿
/// <summary> 穿戴装备 </summary>
public static bool Wear(this DataEquipment equipment, DataWear wear, out DataWear old) {
old = wear; bool isWear = false;
if (wear.wearType == WearType.) { isWear = WearWeapon(equipment, wear, out old); }
if (wear.wearType == WearType.) { isWear = WearArmor(equipment, wear, out old); }
if (wear.wearType == WearType.) { isWear = WearHelmets(equipment, wear, out old); }
if (wear.wearType == WearType.) { isWear = WearGloves(equipment, wear, out old); }
if (wear.wearType == WearType.) { isWear = WearShoes(equipment, wear, out old); }
equipment.UpdateAddition();
return isWear;
}
/// <summary> 穿戴武器 </summary>
public static bool WearWeapon(this DataEquipment equipment, DataWear wear, out DataWear old) {
old = null;
// 校验是否为武器类型
if (!(wear is DataWeapon newWeapon)) { return false; }
// 情况1:主手为空,直接装备主手
if (equipment.weapon1 == null) { equipment.weapon1 = newWeapon; return true; }
// 情况2:副手为空,直接装备副手
if (equipment.weapon2 == null) { equipment.weapon2 = newWeapon; return true; }
// 情况3:主手副手都不为空,默认替换主手
old = equipment.weapon1;
equipment.weapon1 = newWeapon;
equipment.UpdateAddition();
return true;
}
/// <summary> 穿戴护甲 </summary>
public static bool WearArmor(this DataEquipment equipment, DataWear wear, out DataWear old) {
old = null;
// 校验是否为护甲类型
if (!(wear is DataArmor newArmor)) { return false; }
old = equipment.armor;
equipment.armor = newArmor;
return true;
}
/// <summary> 穿戴头盔 </summary>
public static bool WearHelmets(this DataEquipment equipment, DataWear wear, out DataWear old) {
old = equipment.helmets;
equipment.helmets = wear;
return true;
}
/// <summary> 穿戴手套 </summary>
public static bool WearGloves(this DataEquipment equipment, DataWear wear, out DataWear old) {
old = equipment.gloves;
equipment.gloves = wear;
return true;
}
/// <summary> 穿戴鞋子 </summary>
public static bool WearShoes(this DataEquipment equipment, DataWear wear, out DataWear old) {
old = equipment.shoes;
equipment.shoes = wear;
return true;
}
#endregion
}
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@@ -1,71 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 武器 - 字典
/// </summary>
public static class WeaponDictionary {
/// <summary> 武器 </summary>
public static DataWeapon Weapon(string name, WeaponType weaponType) {
DataWeapon weapon = new DataWeapon();
weapon.name = name;
weapon.itemType = ItemType.;
weapon.wearType = WearType.;
weapon.weaponType = weaponType;
return weapon;
}
/// <summary> 空手 1d2 </summary>
public static DataWeapon Weapon000() {
DataWeapon weapon = Weapon("空手", WeaponType.);
weapon.damageDice = new DataDamageDice(2, DamageType.);
return weapon;
}
/// <summary> 匕首 1d4 </summary>
public static DataWeapon Weapon101() {
DataWeapon weapon = Weapon("匕首", WeaponType.);
weapon.damageDice = new DataDamageDice(4, DamageType.穿);
return weapon;
}
/// <summary> 短弓 1d6 </summary>
public static DataWeapon Weapon102() {
DataWeapon weapon = Weapon("短弓", WeaponType.);
weapon.damageDice = new DataDamageDice(6, DamageType.穿);
return weapon;
}
/// <summary> 木棒 1d6 </summary>
public static DataWeapon Weapon201() {
DataWeapon weapon = Weapon("木棒", WeaponType.);
weapon.damageDice = new DataDamageDice(6, DamageType.);
return weapon;
}
/// <summary> 巨棒 1d8 </summary>
public static DataWeapon Weapon301() {
DataWeapon weapon = Weapon("巨棒", WeaponType.);
weapon.damageDice = new DataDamageDice(8, DamageType.);
return weapon;
}
/// <summary> 法杖 1d6 </summary>
public static DataWeapon Weapon302() {
DataWeapon weapon = Weapon("法杖", WeaponType.);
weapon.damageDice = new DataDamageDice(6, DamageType.);
return weapon;
}
/// <summary> 木盾 ac1 </summary>
public static DataWeapon Weapon401() {
DataWeapon weapon = Weapon("木盾", WeaponType.);
weapon.additions.Add(new DataAddition { armorClass = 1 });
return weapon;
}
/// <summary> 箭袋 +20 </summary>
public static DataWeapon Weapon402() {
DataWeapon weapon = Weapon("箭袋", WeaponType.);
weapon.additions.Add(new DataAddition { armorClass = 1 });
return weapon;
}
}
@@ -1,11 +0,0 @@
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@@ -1,43 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 请求 - 管理器
/// </summary>
public class ManagerRequest : ModuleSingle<ManagerRequest> {
/// <summary> 域名 </summary>
public static string Address => "http://localhost:5086";
protected override void Awake() => NoReplace(false);
#region
/// <summary> 登录 </summary>
public void Login(string username, string password, Action<string> callback) {
string url = Address + "/api/user/login";
DataLoginRequest login = new DataLoginRequest { username = username, password = password };
PostForm(url, login, callback);
}
#endregion
#region
public void PostForm<T>(string url, T data, Action<string> callback) {
string json = JsonTool.ToJson(data);
Debug.Log(json);
DataRequestPost request = new DataRequestPost(url, json);
request.OnError = (json) => { ErrorHandle(url, json); };
request.OnCallback = callback;
NetworkRequestAsync.Execute(request);
}
#endregion
#region
/// <summary> 错误处理 </summary>
private void ErrorHandle(string url, string json) {
Debug.LogError($"{url} \n {json}");
}
#endregion
}
@@ -1,11 +0,0 @@
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@@ -1,34 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 模拟器 - 管理
/// </summary>
public class ManagerSimulator : ModuleSingle<ManagerSimulator> {
/// <summary> 队伍1 </summary>
public BattleTeam team1;
/// <summary> 队伍2 </summary>
public BattleTeam team2;
public BattleSimulator battleSimulator;
protected override void Awake() => NoReplace(false);
private void Start() {
team1 = new BattleTeam();
team1.Add(CharacterDictionary.Character001());
team1.Add(CharacterDictionary.Character002());
team1.Add(CharacterDictionary.Character003());
team2 = new BattleTeam();
team2.Add(MonsterDictionary.Monster001());
team2.Add(MonsterDictionary.Monster002());
team2.Add(MonsterDictionary.Monster002());
battleSimulator = new BattleSimulator(team1, team2);
battleSimulator.Transition(PhaseType.);
}
}
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@@ -1,31 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI模块
/// </summary>
public class ModuleUI : ModuleSingle<ModuleUI> {
public static EnumPage page;
public static event Action<EnumPage> OnJumpPage;
public UIDocument document;// 绑定文档
/// <summary> 根目录文档 </summary>
public VisualElement root => document.rootVisualElement;
protected override void Awake() => NoReplace();
/// <summary> 跳转页面 </summary>
public static void Settings(EnumPage pageType) => OnJumpPage?.Invoke(pageType);
}
/// <summary>
/// 页面
/// </summary>
public enum EnumPage {
None,
Login,
}
@@ -1,96 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 登录页面
/// </summary>
public class UILoginPage : ModuleUIPage {
private UILoginPanel loginPanel;
private UIRegisterPanel registerPanel;
public override VisualElement Element => root.Q<VisualElement>("LoginPage");
public VisualElement LoginPanel => Q<VisualElement>("LoginPanel");
public VisualElement RegisterPanel => Q<VisualElement>("RegisterPanel");
private void Awake() {
loginPanel = new UILoginPanel(LoginPanel, this);
registerPanel = new UIRegisterPanel(RegisterPanel, this);
ModuleUI.OnJumpPage += ModuleUI_OnJumpPage;
}
private void ModuleUI_OnJumpPage(EnumPage page) {
Element.EnableInClassList("document-page-hide", page != EnumPage.Login);
if (page != EnumPage.Login) { return; }
OpenLoginPanel();
}
public void OpenLoginPanel() {
loginPanel.Resetting(false);
registerPanel.Resetting(true);
}
public void OpenRegisterPanel() {
loginPanel.Resetting(true);
registerPanel.Resetting(false);
}
}
/// <summary>
/// 登录面板
/// </summary>
public class UILoginPanel : ModuleUIPanel {
private string username;
private string password;
public Label Title => Q<Label>("Title");
public UITextField InputField1 => Q<UITextField>("InputField1");
public UITextField InputField2 => Q<UITextField>("InputField2");
public Button Button1 => Q<Button>("Button1");
public Button Button2 => Q<Button>("Button2");
public UILoginPanel(VisualElement element, UILoginPage parent) : base(element) {
InputField1.RegisterCallback<ChangeEvent<string>>(evt => { username = evt.newValue; });
InputField2.RegisterCallback<ChangeEvent<string>>(evt => { password = evt.newValue; });
Button1.clicked += () => parent.OpenRegisterPanel();
Button2.clicked += () => ManagerRequest.I.Login(username, password, (s) => {
ModuleUI.Settings(EnumPage.None);
Debug.Log(s);
});
}
public void Resetting(bool isHide) {
InputField1.value = username = "";
InputField2.value = password = "";
element.EnableInClassList("login-hide", isHide);
}
}
/// <summary>
/// 注册面板
/// </summary>
public class UIRegisterPanel : ModuleUIPanel {
private string username;
private string password;
public Label Title => Q<Label>("Title");
public UITextField InputField1 => Q<UITextField>("InputField1");
public UITextField InputField2 => Q<UITextField>("InputField2");
public Button Button1 => Q<Button>("Button1");
public Button Button2 => Q<Button>("Button2");
public UIRegisterPanel(VisualElement element, UILoginPage parent) : base(element) {
InputField1.RegisterCallback<ChangeEvent<string>>(evt => { username = evt.newValue; });
InputField2.RegisterCallback<ChangeEvent<string>>(evt => { password = evt.newValue; });
Button1.clicked += () => parent.OpenLoginPanel();
Button2.clicked += () => { };
}
public void Resetting(bool isHide) {
InputField1.value = "";
InputField2.value = "";
element.EnableInClassList("login-hide", isHide);
}
}
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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// 测试页面
/// </summary>
public class UITestPage : ModuleUIPage {
public VisualTreeAsset SlideButtonTemplate;
public UISlideButton<UIOption, Option> slideButton;
public override VisualElement Element => root;
public VisualElement SlideButton => Q<VisualElement>("SlideButton");
public void Awake() {
slideButton = new UISlideButton<UIOption, Option>(SlideButton, root, SlideButtonTemplate, (data, element) => new UIOption(data, element));
List<Option> options = new List<Option>();
options.Add(new Option());
options.Add(new Option());
options.Add(new Option());
options.Add(new Option());
slideButton.Create(options);
slideButton.Items[1].Select();
}
public void Update() {
slideButton.Update();
}
public class Option : DataSlideButton {
}
public class UIOption : ModuleUIItem<Option> {
public Button Button => Q<Button>("Button");
public UIOption(Option value, VisualElement element) : base(value, element) {
value.element = element;
Button.clicked += Select;
}
public override void SelectState() {
Button.EnableInClassList("slidebutton-button-s", true);
}
public override void DefaultState() {
Button.EnableInClassList("slidebutton-button-s", false);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI弹出管理器
/// </summary>
public class UIPopupManager : ModuleUIPage {
// public UIPopup dialog;
public override VisualElement Element => root.Q<VisualElement>("Popup");
public VisualElement PopupDialog => Q<VisualElement>("PopupDialog");
private void Awake() {
// dialog = new UIPopup(PopupDialog);
}
private void OnDestroy() {
// config.Release();
// configMaterial.Release();
// equipmentSelection.Release();
// paramrInput.Release();
}
private void Update() {
// config.Update();
// configMaterial.Update();
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 快捷菜单
/// </summary>
public class ShortcutMenu : Module<ShortcutMenu> {
/// <summary> 数据列表 </summary>
public List<ShortcutMenuItem> menuItems = new List<ShortcutMenuItem>();
/// <summary> 打开菜单 </summary>
public void Open() => UIShortcutMenu.I?.Open(UIShortcutMenu.I.MousePosition, menuItems);
/// <summary> 关闭菜单 </summary>
public void Close() => UIShortcutMenu.I?.Close();
/// <summary> 添加菜单项(1级菜单/2级菜单/3级菜单) </summary>
public void Add(string name, Action callback) {
string[] names = name.Split('/');
ShortcutMenuItem item = Find(names[0], menuItems, true);
for (int i = 1; i < names.Length; i++) {
item = Find(names[i], item.menuItems, true);
}
item.callback = callback;
}
/// <summary> 移除菜单项(???/???/子级菜单) </summary>
public void Remove(string name) {
string[] names = name.Split('/');
List<ShortcutMenuItem> menuItems = this.menuItems;
ShortcutMenuItem item = Find(names[0], menuItems, false);
for (int i = 1; i < names.Length; i++) {
if (item == null) return;
menuItems = item.menuItems;
item = Find(names[i], menuItems, false);
}
menuItems.Remove(item);
}
/// <summary> 子项目查找 </summary>
private ShortcutMenuItem Find(string menu, List<ShortcutMenuItem> menuItems, bool isCreate) {
ShortcutMenuItem item = menuItems.Find(obj => obj.name == menu);
if (item != null || !isCreate) { return item; }
item = new ShortcutMenuItem { name = menu };
menuItems.Add(item);
return item;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 菜单项目
/// </summary>
public class ShortcutMenuItem {
/// <summary> 名称 </summary>
public string name;
/// <summary> 回调 </summary>
public Action callback;
/// <summary> 子菜单项 </summary>
public List<ShortcutMenuItem> menuItems = new List<ShortcutMenuItem>();
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI快捷菜单面板
/// </summary>
public class UIMenuPanel : ModuleUIPanel, UIControl {
public UIMenuPanel menuPanel;
public VisualElement submenu;
public ModuleUIItems<UIItem, ShortcutMenuItem> items;
public VisualElement Container => Q<VisualElement>("Container");
public UIMenuPanel(VisualElement element, VisualTreeAsset templateAsset) : base(element) {
items = new ModuleUIItems<UIItem, ShortcutMenuItem>(Container, templateAsset,
(data, element) => new UIItem(data, element, this));
}
public void Update() {
// throw new NotImplementedException();
}
public void Dispose() {
items.Release();
}
public void Settings(Vector3 position, List<ShortcutMenuItem> datas) {
items.Create(datas);
element.transform.position = position;
}
/// <summary> 打开子菜单 </summary>
public void Open(VisualElement submenu, List<ShortcutMenuItem> datas) {
if (this.submenu == submenu) { return; }
// 更新子菜单
this.submenu = submenu;
if (menuPanel == null) { menuPanel = UIShortcutMenu.I.Create(); }
float x = submenu.worldBound.position.x + submenu.resolvedStyle.width;
float y = submenu.worldBound.position.y - 4;
Vector3 position = new Vector3(x, y, 0);
menuPanel.Settings(position, datas);
bool isEnable = datas != null && datas.Count > 0;
menuPanel.OpenSubmenu(isEnable);
}
public void OpenSubmenu(bool open) {
element.EnableInClassList("menu-hide", !open);
menuPanel?.OpenSubmenu(false);
}
/// <summary> UI项目 </summary>
public class UIItem : ModuleUIItem<ShortcutMenuItem> {
public readonly UIMenuPanel parent;
public Label Name => element.Q<Label>("Name");
public VisualElement Arrow => element.Q<VisualElement>("Arrow");
public UIItem(ShortcutMenuItem value, VisualElement element, UIMenuPanel parent) : base(value, element) {
this.parent = parent;
Name.text = value.name;
Arrow.EnableInClassList("menu-arrow-hide", value.menuItems == null || value.menuItems.Count == 0);
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseMoveEvent>(MouseMoveEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
value.callback?.Invoke();
UIShortcutMenu.I.Close();
}
private void MouseMoveEvent(MouseMoveEvent evt) {
parent.Open(element, value.menuItems);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI快捷菜单
/// </summary>
public class UIShortcutMenu : ModuleUISingle<UIShortcutMenu> {
/// <summary> 菜单模板 </summary>
public VisualTreeAsset MenuPanel;
/// <summary> 项目模板 </summary>
public VisualTreeAsset MenuTemplate;
/// <summary> 控件列表 </summary>
public static List<UIControl> controls = new List<UIControl>();
public Vector3 MousePosition => UITool.GetMousePosition(Element);
public override VisualElement Element => root.Q<VisualElement>("ShortcutMenu");
protected override void Awake() => NoReplace(false);
private void Update() => controls.ForEach(control => control.Update());
private void OnDestroy() => controls.ForEach(control => control.Dispose());
/// <summary> 打开菜单 </summary>
public void Open(Vector3 position, List<ShortcutMenuItem> datas) {
Close();
UIMenuPanel menuPanel = Create();
menuPanel.Settings(position, datas);
}
/// <summary> 关闭菜单 </summary>
public void Close() {
controls.ForEach(control => control.Dispose());
controls.Clear();
Element.Clear();
}
/// <summary> 创建子菜单 </summary>
public UIMenuPanel Create() {
// 创建菜单元素
VisualElement element = MenuPanel.Instantiate();
element.EnableInClassList("menu", true);
Element.Add(element);
UIMenuPanel menuPanel = new UIMenuPanel(element, MenuTemplate);
controls.Add(menuPanel);
return menuPanel;
}
}
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