feat: trigger fighter behavior from lobby action button
This commit is contained in:
@@ -33,6 +33,49 @@ namespace XWorld.Framework.ActorBehavior
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_actors[actor.ActorId] = actor;
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}
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public bool RemoveActor(int actorId)
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{
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bool removed = _actors.Remove(actorId);
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if (_activeBehaviors.TryGetValue(actorId, out ActiveBehavior active))
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{
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_activeBehaviors.Remove(actorId);
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_events.Add(new BehaviorEvent
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{
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Kind = BehaviorEventKind.BehaviorStopped,
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ActorId = actorId,
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BehaviorId = active.Spec.Id,
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StopReason = BehaviorStopReason.ForcedSwitch
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});
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removed = true;
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}
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if (_buffs.Remove(actorId))
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{
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removed = true;
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}
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var buffTargets = new List<int>(_buffs.Keys);
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for (int i = 0; i < buffTargets.Count; i++)
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{
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List<ActiveBuff> activeBuffs = _buffs[buffTargets[i]];
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int before = activeBuffs.Count;
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activeBuffs.RemoveAll(b => b.SourceActorId == actorId || b.TargetActorId == actorId);
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if (activeBuffs.Count != before)
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{
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removed = true;
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}
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if (activeBuffs.Count == 0)
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{
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_buffs.Remove(buffTargets[i]);
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}
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}
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if (_projectiles.RemoveAll(p => p.SourceActorId == actorId || p.TargetActorId == actorId) > 0)
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{
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removed = true;
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}
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return removed;
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}
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public bool SwitchActorCatalog(int actorId, string catalogType)
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{
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if (!_actors.TryGetValue(actorId, out BehaviorActorState actor)) return false;
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@@ -0,0 +1,102 @@
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using XGame.ActorBehavior;
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using XGame.VirtualInput;
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using XWorld.Framework.ActorBehavior;
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public sealed class LobbyActorBehaviorRuntimeTests
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{
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[Test]
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public void RegisterSelfActor_DefaultsCatalogToFighter()
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{
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var runtime = new LobbyActorBehaviorRuntime();
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runtime.RegisterCatalog(CreateFighterCatalog());
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runtime.RegisterOrUpdateActor(10, Vector3.zero, Vector3.forward);
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Assert.That(runtime.SwitchActorCatalog(10, LobbyActorBehaviorRuntime.DefaultCatalogType), Is.True);
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}
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[Test]
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public void Skill1Tap_StartsQuantao01AndEmitsPresentationEvents()
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{
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var runtime = new LobbyActorBehaviorRuntime();
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runtime.RegisterCatalog(CreateFighterCatalog());
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runtime.RegisterOrUpdateActor(10, Vector3.zero, Vector3.forward);
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BehaviorStartResult result = runtime.HandleActionButton(
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CreateButtonEvent(ActionButtonId.Skill1, ActionButtonPhase.Tap, Vector2.zero),
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10,
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Vector3.forward);
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BehaviorEvent[] events = runtime.DrainEvents().ToArray();
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Assert.That(result.Success, Is.True);
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Assert.That(events.Any(e => e.Kind == BehaviorEventKind.TimelineAnimation && e.Animation == "140_skill01a_qt"), Is.True);
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Assert.That(events.Any(e => e.Kind == BehaviorEventKind.TimelineEffect && e.Prefab.Contains("9110004_zhujue_quantao_skill01a")), Is.True);
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}
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[Test]
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public void PrimaryTap_DoesNotStartQuantao01()
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{
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var runtime = new LobbyActorBehaviorRuntime();
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runtime.RegisterCatalog(CreateFighterCatalog());
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runtime.RegisterOrUpdateActor(10, Vector3.zero, Vector3.forward);
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BehaviorStartResult result = runtime.HandleActionButton(
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CreateButtonEvent(ActionButtonId.Primary, ActionButtonPhase.Tap, Vector2.zero),
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10,
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Vector3.forward);
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Assert.That(result.Success, Is.False);
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Assert.That(result.Error, Is.EqualTo("button ignored"));
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Assert.That(runtime.DrainEvents().Any(e => e.BehaviorId == LobbyActorBehaviorRuntime.SecondaryABehaviorId), Is.False);
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}
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[Test]
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public void Skill1Release_DoesNotStartQuantao01Again()
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{
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var runtime = new LobbyActorBehaviorRuntime();
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runtime.RegisterCatalog(CreateFighterCatalog());
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runtime.RegisterOrUpdateActor(10, Vector3.zero, Vector3.forward);
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BehaviorStartResult result = runtime.HandleActionButton(
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CreateButtonEvent(ActionButtonId.Skill1, ActionButtonPhase.Release, Vector2.right),
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10,
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Vector3.forward);
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Assert.That(result.Success, Is.False);
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Assert.That(result.Error, Is.EqualTo("button ignored"));
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Assert.That(runtime.DrainEvents().Any(e => e.BehaviorId == LobbyActorBehaviorRuntime.SecondaryABehaviorId), Is.False);
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}
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private static ActionButtonEvent CreateButtonEvent(ActionButtonId buttonId, ActionButtonPhase phase, Vector2 direction)
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{
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return new ActionButtonEvent(buttonId, phase, Vector2.zero, Vector2.zero, direction, direction.magnitude, 0f, false, 1);
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}
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private static BehaviorConfigCatalog CreateFighterCatalog()
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{
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return BehaviorConfigCatalog.LoadFromJson(
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"fighter",
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@"{
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""type"": ""fighter"",
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""version"": 1,
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""behaviors"": [
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{
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""id"": ""quantao01"",
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""duration"": 1.0,
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""canBeInterrupted"": true,
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""input"": ""DirectionOrTarget"",
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""timeline"": [
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{ ""time"": 0.0, ""kind"": ""Animation"", ""animation"": ""140_skill01a_qt"", ""duration"": 1.0 },
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{ ""time"": 0.0, ""kind"": ""Effect"", ""prefab"": ""Assets/Game/Art/Effect/Prefab/skill/9110004_zhujue_quantao_skill01a.prefab"", ""duration"": 1.0 }
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],
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""logicEffects"": []
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}
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]
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}",
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@"{ ""type"": ""fighter"", ""version"": 1, ""flyObjects"": [] }",
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@"{ ""type"": ""fighter"", ""version"": 1, ""buffs"": [] }");
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d8b2e829e8bf4782996532ed137c607c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,89 @@
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using System;
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using System.Collections;
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using System.IO;
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using System.Text;
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using UnityEngine;
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using XWorld.Framework.ActorBehavior;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace XGame.ActorBehavior
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{
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public static class ActorBehaviorConfigLoader
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{
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public const string ConfigRoot = "Assets/Game/Config/ActorBehavior";
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public static IEnumerator LoadCatalog(string type, Action<BehaviorConfigCatalog> onLoaded)
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{
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string skillJson = null;
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string flyObjectJson = null;
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string buffJson = null;
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yield return LoadText(GetSkillPath(type), text => skillJson = text);
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yield return LoadText(GetFlyObjectPath(type), text => flyObjectJson = text);
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yield return LoadText(GetBuffPath(type), text => buffJson = text);
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if (string.IsNullOrEmpty(skillJson) || string.IsNullOrEmpty(flyObjectJson) || string.IsNullOrEmpty(buffJson))
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{
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Debug.LogError("[ActorBehaviorConfigLoader] missing behavior config for type=" + type);
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onLoaded?.Invoke(null);
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yield break;
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}
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try
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{
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onLoaded?.Invoke(BehaviorConfigCatalog.LoadFromJson(type, skillJson, flyObjectJson, buffJson));
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}
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catch (Exception ex)
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{
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Debug.LogError("[ActorBehaviorConfigLoader] parse behavior config failed type=" + type + ", error=" + ex.Message);
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onLoaded?.Invoke(null);
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}
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}
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public static string GetSkillPath(string type)
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{
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return ConfigRoot + "/" + type + "_skill.json";
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}
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public static string GetFlyObjectPath(string type)
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{
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return ConfigRoot + "/" + type + "_flyobj.json";
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}
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public static string GetBuffPath(string type)
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{
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return ConfigRoot + "/" + type + "_buff.json";
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}
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private static IEnumerator LoadText(string assetPath, Action<string> onLoaded)
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{
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#if UNITY_EDITOR
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TextAsset asset = AssetDatabase.LoadAssetAtPath<TextAsset>(assetPath);
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if (asset != null)
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{
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onLoaded?.Invoke(asset.text);
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yield break;
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}
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#endif
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string filePath = Path.Combine(Application.dataPath, assetPath.StartsWith("Assets/", StringComparison.Ordinal)
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? assetPath.Substring("Assets/".Length)
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: assetPath);
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if (File.Exists(filePath))
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{
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onLoaded?.Invoke(File.ReadAllText(filePath, Encoding.UTF8));
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yield break;
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}
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byte[] bytes = null;
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string runtimePath = assetPath.StartsWith("Assets/", StringComparison.Ordinal)
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? assetPath.Substring("Assets/".Length)
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: assetPath;
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yield return XResLoader.coLoadFile(runtimePath, data => bytes = data);
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onLoaded?.Invoke(bytes != null ? Encoding.UTF8.GetString(bytes) : null);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 749877ee582c42058dfc794500488f28
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,114 @@
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using System.Collections.Generic;
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using UnityEngine;
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using XGame.VirtualInput;
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using XWorld.Framework.ActorBehavior;
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namespace XGame.ActorBehavior
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{
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public sealed class LobbyActorBehaviorRuntime
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{
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public const string DefaultCatalogType = "fighter";
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public const string SecondaryABehaviorId = "quantao01";
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public const ActionButtonId SecondaryAButtonId = ActionButtonId.Skill1;
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private readonly BehaviorWorld world = new BehaviorWorld(new BehaviorWorldOptions
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{
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Mode = BehaviorRunMode.ClientPresentation
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});
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public void RegisterCatalog(BehaviorConfigCatalog catalog)
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{
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world.RegisterCatalog(catalog);
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}
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public bool SwitchActorCatalog(int actorId, string catalogType)
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{
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return world.SwitchActorCatalog(actorId, catalogType);
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}
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public bool RemoveActor(int actorId)
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{
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return world.RemoveActor(actorId);
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}
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public void RegisterOrUpdateActor(int actorId, Vector3 position, Vector3 forward)
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{
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world.AddActor(new BehaviorActorState
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{
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ActorId = actorId,
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CatalogType = DefaultCatalogType,
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TeamId = actorId,
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Position = ToBehavior(position),
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Forward = ToBehaviorForward(forward),
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Radius = 0.5f,
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Alive = true
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});
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}
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public BehaviorStartResult HandleActionButton(ActionButtonEvent evt, int actorId, Vector3 fallbackForward)
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{
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if (!IsSecondaryATrigger(evt))
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{
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return BehaviorStartResult.Fail("button ignored");
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}
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BehaviorInput input = CreateDirectionInput(evt, fallbackForward);
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return world.TryStartBehavior(actorId, SecondaryABehaviorId, input);
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}
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public void Tick(float deltaTime)
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{
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world.Tick(deltaTime);
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}
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public IReadOnlyList<BehaviorEvent> DrainEvents()
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{
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return world.DrainEvents();
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}
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public bool HasActiveBehavior(int actorId)
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{
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return world.HasActiveBehavior(actorId);
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}
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public static bool IsSecondaryATrigger(ActionButtonEvent evt)
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{
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return evt.ButtonId == SecondaryAButtonId
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&& !evt.IsCanceled
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&& evt.Phase == ActionButtonPhase.Tap;
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}
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private static BehaviorInput CreateDirectionInput(ActionButtonEvent evt, Vector3 fallbackForward)
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{
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Vector2 direction = evt.Direction;
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if (direction.sqrMagnitude > 0.0001f)
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{
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return BehaviorInput.FromDirection(direction.x, direction.y);
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}
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fallbackForward.y = 0f;
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if (fallbackForward.sqrMagnitude <= 0.0001f)
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{
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fallbackForward = Vector3.forward;
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}
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fallbackForward.Normalize();
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return BehaviorInput.FromDirection(fallbackForward.x, fallbackForward.z);
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}
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private static BehaviorVector3 ToBehavior(Vector3 value)
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{
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return new BehaviorVector3(value.x, value.y, value.z);
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}
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private static BehaviorVector3 ToBehaviorForward(Vector3 value)
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{
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value.y = 0f;
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if (value.sqrMagnitude <= 0.0001f)
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{
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value = Vector3.forward;
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}
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value.Normalize();
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return new BehaviorVector3(value.x, 0f, value.z);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8f25b35931c34b66982c41c5fd329fe2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -5,7 +5,9 @@ using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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using XGame.ActorBehavior;
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using XGame.VirtualInput;
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using XWorld.Framework.ActorBehavior;
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using XWorld.Framework.Protocol;
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using UObject = UnityEngine.Object;
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@@ -31,6 +33,7 @@ namespace XGame
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}
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private const string JoystickPrefabPath = "Assets/Game/Art/UI/Prefab/UI_VirtualJoystick.prefab";
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private const string ActionPadPrefabPath = "Assets/Game/Art/UI/Prefab/UI_VirtualActionPad.prefab";
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private const string CharacterConfigResourcePath = "Config/CharacterConfig";
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private const string SelectedCharacterKey = "CharacterSwitch.SelectedCharacterId";
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private const float MoveSpeed = 1f;
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@@ -84,10 +87,17 @@ namespace XGame
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private RectTransform joystickRoot;
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private RectTransform joystickWidget; // 视觉容器:新预设里的 "Joystick" 子节点(自带定位);找不到则回退为 joystickRoot
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private VirtualJoystick virtualJoystick;
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private RectTransform actionPadRoot;
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private VirtualActionPad virtualActionPad;
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private LobbyActorBehaviorRuntime actorBehaviorRuntime;
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private ActorBehaviorPresentation actorBehaviorPresentation;
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private RectTransform joystickKnob;
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private bool joystickMouseCaptured;
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private int joystickTouchFingerId = -1;
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private bool joystickLoading;
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private bool actionPadLoading;
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private bool actorBehaviorCatalogLoading;
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private bool actorBehaviorCatalogLoaded;
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private static int materialLogCount;
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public void Initialize(Action<FrameworkOpcode, byte[]> sendFramework, int playerId, string playerName, int figure)
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@@ -109,7 +119,10 @@ namespace XGame
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EnsureWorldRoot();
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worldRoot.gameObject.SetActive(true);
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EnsureCamera();
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EnsureActorBehaviorRuntime();
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StartCoroutine(EnsureActorBehaviorCatalogAsync());
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StartCoroutine(EnsureJoystickUIAsync());
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StartCoroutine(EnsureActionPadUIAsync());
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if (GetOrCreateAvatar(selfPlayerId, selfFigure, selfName) == null)
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{
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return;
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@@ -133,6 +146,10 @@ namespace XGame
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{
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joystickRoot.gameObject.SetActive(true);
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}
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if (actionPadRoot != null)
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{
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actionPadRoot.gameObject.SetActive(true);
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}
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send(FrameworkOpcode.LobbyJoin, new LobbyJoinMsg { Name = selfName, Figure = selfFigure }.Encode());
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}
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@@ -152,6 +169,10 @@ namespace XGame
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{
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joystickRoot.gameObject.SetActive(false);
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}
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if (actionPadRoot != null)
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{
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actionPadRoot.gameObject.SetActive(false);
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}
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OnVirtualJoystickEnded();
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}
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@@ -180,6 +201,7 @@ namespace XGame
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rotation = avatar.Obj.transform.rotation;
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hadAvatar = true;
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}
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RemoveActorBehavior(selfPlayerId);
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Destroy(avatar.Obj);
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avatars.Remove(selfPlayerId);
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}
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@@ -217,12 +239,14 @@ namespace XGame
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{
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UpdateRemoteAvatars();
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UpdateLocalMove();
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UpdateActorBehavior();
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UpdateCamera();
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}
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private void OnDestroy()
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{
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ReleaseJoystickUI(true);
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ReleaseActionPadUI(true);
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}
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private void ApplyState(LobbyStateMsg state)
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@@ -269,6 +293,7 @@ namespace XGame
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}
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foreach (int id in remove)
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{
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RemoveActorBehavior(id);
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Destroy(avatars[id].Obj);
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avatars.Remove(id);
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}
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@@ -336,11 +361,14 @@ namespace XGame
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avatars.Remove(oldPlayerId);
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if (!avatars.ContainsKey(serverPlayerId))
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{
|
||||
RemoveActorBehavior(oldPlayerId);
|
||||
oldAvatar.PlayerId = serverPlayerId;
|
||||
avatars[serverPlayerId] = oldAvatar;
|
||||
RegisterActorBehavior(oldAvatar);
|
||||
}
|
||||
else if (oldAvatar.Obj != null)
|
||||
{
|
||||
RemoveActorBehavior(oldPlayerId);
|
||||
Destroy(oldAvatar.Obj);
|
||||
}
|
||||
}
|
||||
@@ -567,8 +595,10 @@ namespace XGame
|
||||
{
|
||||
if (avatar.Figure == figure)
|
||||
{
|
||||
UpdateActorBehaviorActor(avatar);
|
||||
return avatar;
|
||||
}
|
||||
RemoveActorBehavior(playerId);
|
||||
Destroy(avatar.Obj);
|
||||
avatars.Remove(playerId);
|
||||
}
|
||||
@@ -580,6 +610,7 @@ namespace XGame
|
||||
avatar.Target = avatar.Obj.transform.position;
|
||||
avatar.Animator = avatar.Obj.GetComponentInChildren<Animator>();
|
||||
avatars[playerId] = avatar;
|
||||
RegisterActorBehavior(avatar);
|
||||
SetMoveState(avatar, false);
|
||||
return avatar;
|
||||
}
|
||||
@@ -689,6 +720,7 @@ namespace XGame
|
||||
a.Animator = a.Obj.GetComponentInChildren<Animator>();
|
||||
a.IsPlaceholder = false;
|
||||
a.AnimState = null; // 让 SetMoveState 重新触发动画
|
||||
RegisterActorBehavior(a);
|
||||
SetMoveState(a, a.Moving);
|
||||
}
|
||||
}
|
||||
@@ -769,6 +801,10 @@ namespace XGame
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (actorBehaviorRuntime != null && actorBehaviorRuntime.HasActiveBehavior(avatar.PlayerId))
|
||||
{
|
||||
return;
|
||||
}
|
||||
string state = moving ? "Walk" : "Stand";
|
||||
if (avatar.AnimState == state)
|
||||
{
|
||||
@@ -909,6 +945,247 @@ namespace XGame
|
||||
camObj.transform.rotation = Quaternion.Euler(55f, 0f, 0f);
|
||||
}
|
||||
|
||||
private void EnsureActorBehaviorRuntime()
|
||||
{
|
||||
if (actorBehaviorRuntime == null)
|
||||
{
|
||||
actorBehaviorRuntime = new LobbyActorBehaviorRuntime();
|
||||
}
|
||||
if (actorBehaviorPresentation == null)
|
||||
{
|
||||
actorBehaviorPresentation = GetComponent<ActorBehaviorPresentation>();
|
||||
if (actorBehaviorPresentation == null)
|
||||
{
|
||||
actorBehaviorPresentation = gameObject.AddComponent<ActorBehaviorPresentation>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator EnsureActorBehaviorCatalogAsync()
|
||||
{
|
||||
EnsureActorBehaviorRuntime();
|
||||
if (actorBehaviorCatalogLoaded || actorBehaviorCatalogLoading)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
actorBehaviorCatalogLoading = true;
|
||||
BehaviorConfigCatalog catalog = null;
|
||||
yield return ActorBehaviorConfigLoader.LoadCatalog(LobbyActorBehaviorRuntime.DefaultCatalogType, loaded => catalog = loaded);
|
||||
actorBehaviorCatalogLoading = false;
|
||||
if (catalog == null)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
actorBehaviorRuntime.RegisterCatalog(catalog);
|
||||
actorBehaviorCatalogLoaded = true;
|
||||
UpdateActorBehaviorActors();
|
||||
}
|
||||
|
||||
private void RegisterActorBehavior(Avatar avatar)
|
||||
{
|
||||
if (avatar == null || avatar.Obj == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
EnsureActorBehaviorRuntime();
|
||||
actorBehaviorRuntime.RegisterOrUpdateActor(avatar.PlayerId, avatar.Obj.transform.position, avatar.Obj.transform.forward);
|
||||
actorBehaviorRuntime.SwitchActorCatalog(avatar.PlayerId, LobbyActorBehaviorRuntime.DefaultCatalogType);
|
||||
actorBehaviorPresentation.RegisterActor(avatar.PlayerId, avatar.Animator, avatar.Obj.transform, avatar.Obj.transform);
|
||||
}
|
||||
|
||||
private void UpdateActorBehaviorActor(Avatar avatar)
|
||||
{
|
||||
if (avatar == null || avatar.Obj == null || actorBehaviorRuntime == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
actorBehaviorRuntime.RegisterOrUpdateActor(avatar.PlayerId, avatar.Obj.transform.position, avatar.Obj.transform.forward);
|
||||
}
|
||||
|
||||
private void RemoveActorBehavior(int actorId)
|
||||
{
|
||||
if (actorBehaviorPresentation != null)
|
||||
{
|
||||
actorBehaviorPresentation.UnregisterActor(actorId, true);
|
||||
}
|
||||
if (actorBehaviorRuntime != null)
|
||||
{
|
||||
actorBehaviorRuntime.RemoveActor(actorId);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateActorBehavior()
|
||||
{
|
||||
if (actorBehaviorRuntime == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateActorBehaviorActors();
|
||||
actorBehaviorRuntime.Tick(Time.deltaTime);
|
||||
DrainActorBehaviorEvents();
|
||||
}
|
||||
|
||||
private void UpdateActorBehaviorActors()
|
||||
{
|
||||
if (actorBehaviorRuntime == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (Avatar avatar in avatars.Values)
|
||||
{
|
||||
UpdateActorBehaviorActor(avatar);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrainActorBehaviorEvents()
|
||||
{
|
||||
if (actorBehaviorRuntime == null || actorBehaviorPresentation == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
IReadOnlyList<BehaviorEvent> events = actorBehaviorRuntime.DrainEvents();
|
||||
if (events.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
actorBehaviorPresentation.PlayEvents(events);
|
||||
for (int i = 0; i < events.Count; i++)
|
||||
{
|
||||
BehaviorEvent evt = events[i];
|
||||
if (evt.Kind != BehaviorEventKind.BehaviorStopped)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (avatars.TryGetValue(evt.ActorId, out Avatar avatar))
|
||||
{
|
||||
avatar.AnimState = null;
|
||||
SetMoveState(avatar, avatar.Moving);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Vector3 GetSelfSkillForward()
|
||||
{
|
||||
if (lastMoveDirection.sqrMagnitude > 0.001f)
|
||||
{
|
||||
return lastMoveDirection;
|
||||
}
|
||||
if (avatars.TryGetValue(selfPlayerId, out Avatar avatar))
|
||||
{
|
||||
if (avatar.LastFaceDirection.sqrMagnitude > 0.001f)
|
||||
{
|
||||
return avatar.LastFaceDirection;
|
||||
}
|
||||
if (avatar.Obj != null)
|
||||
{
|
||||
return avatar.Obj.transform.forward;
|
||||
}
|
||||
}
|
||||
return Vector3.forward;
|
||||
}
|
||||
|
||||
private void OnVirtualActionButtonEvent(ActionButtonEvent evt)
|
||||
{
|
||||
EnsureActorBehaviorRuntime();
|
||||
if (!actorBehaviorCatalogLoaded)
|
||||
{
|
||||
if (LobbyActorBehaviorRuntime.IsSecondaryATrigger(evt))
|
||||
{
|
||||
Debug.LogWarning("[LobbyWorldController] actor behavior catalog is not ready.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
BehaviorStartResult result = actorBehaviorRuntime.HandleActionButton(evt, selfPlayerId, GetSelfSkillForward());
|
||||
if (result.Success)
|
||||
{
|
||||
DrainActorBehaviorEvents();
|
||||
return;
|
||||
}
|
||||
|
||||
if (result.Error != "button ignored")
|
||||
{
|
||||
Debug.LogWarning("[LobbyWorldController] start behavior failed: " + result.Error);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator EnsureActionPadUIAsync()
|
||||
{
|
||||
EnsureEventSystem();
|
||||
if (actionPadRoot != null)
|
||||
{
|
||||
actionPadRoot.gameObject.SetActive(joined);
|
||||
yield break;
|
||||
}
|
||||
if (actionPadLoading)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
actionPadLoading = true;
|
||||
|
||||
UObject prefab = null;
|
||||
yield return XResLoader.coLoadRes(ActionPadPrefabPath, typeof(GameObject), o => prefab = o);
|
||||
actionPadLoading = false;
|
||||
if (actionPadRoot != null)
|
||||
{
|
||||
actionPadRoot.gameObject.SetActive(joined);
|
||||
yield break;
|
||||
}
|
||||
|
||||
GameObject prefabObj = prefab as GameObject;
|
||||
if (prefabObj == null)
|
||||
{
|
||||
Debug.LogError("[LobbyWorldController] load action pad prefab failed: " + ActionPadPrefabPath);
|
||||
yield break;
|
||||
}
|
||||
|
||||
GameObject rootObj = Instantiate(prefabObj);
|
||||
UIManager.AttachTo(UILayer.HUD, rootObj);
|
||||
rootObj.name = "UI_VirtualActionPad";
|
||||
actionPadRoot = rootObj.GetComponent<RectTransform>();
|
||||
if (actionPadRoot == null)
|
||||
{
|
||||
actionPadRoot = rootObj.AddComponent<RectTransform>();
|
||||
}
|
||||
actionPadRoot.localScale = Vector3.one;
|
||||
|
||||
virtualActionPad = rootObj.GetComponent<VirtualActionPad>();
|
||||
if (virtualActionPad == null)
|
||||
{
|
||||
virtualActionPad = rootObj.AddComponent<VirtualActionPad>();
|
||||
}
|
||||
virtualActionPad.ButtonEvent -= OnVirtualActionButtonEvent;
|
||||
virtualActionPad.ButtonEvent += OnVirtualActionButtonEvent;
|
||||
actionPadRoot.gameObject.SetActive(joined);
|
||||
}
|
||||
|
||||
private void ReleaseActionPadUI(bool destroyObject)
|
||||
{
|
||||
if (virtualActionPad != null)
|
||||
{
|
||||
virtualActionPad.ButtonEvent -= OnVirtualActionButtonEvent;
|
||||
}
|
||||
|
||||
GameObject rootObj = actionPadRoot != null ? actionPadRoot.gameObject : null;
|
||||
virtualActionPad = null;
|
||||
actionPadRoot = null;
|
||||
actionPadLoading = false;
|
||||
|
||||
if (destroyObject && rootObj != null)
|
||||
{
|
||||
DestroyUnityObject(rootObj);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator EnsureJoystickUIAsync()
|
||||
{
|
||||
EnsureEventSystem();
|
||||
|
||||
Reference in New Issue
Block a user