Add networked Fighter3D minigame
This commit is contained in:
@@ -0,0 +1,625 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using XGame.ActorBehavior;
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using XWorld.Framework.ActorBehavior;
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using UObject = UnityEngine.Object;
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namespace XGame.MiniGame
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{
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public struct MiniGameActorFrame
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{
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public int ActorId;
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public int Figure;
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public int TeamId;
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public Vector3 Position;
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public Vector3 Forward;
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public bool Moving;
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public bool Alive;
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public string TriggerKey;
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public string BehaviorId;
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}
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public sealed class MiniGameActorPresentation
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{
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private sealed class ActorAvatar
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{
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public int ActorId;
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public int Figure;
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public int TeamId;
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public GameObject Obj;
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public Animator Animator;
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public Vector3 Target;
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public bool Moving;
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public bool Alive;
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public bool IsPlaceholder;
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public bool HasPosition;
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public string AnimState;
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public string LastTriggerKey;
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public Vector3 LastForward = Vector3.forward;
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}
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private sealed class CoroutineHost : MonoBehaviour
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{
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}
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private const string CharacterConfigResourcePath = "Config/CharacterConfig";
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private const string FighterStandState = "140_stand01_qt";
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private const string FighterWalkState = "140_walk01_qt";
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private const string LegacyStandState = "Stand";
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private const string LegacyWalkState = "Walk";
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private const float MoveSpeed = 12f;
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private const float StopDistance = 0.04f;
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private readonly Dictionary<int, ActorAvatar> _avatars = new Dictionary<int, ActorAvatar>();
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private readonly Dictionary<int, GameObject> _prefabCache = new Dictionary<int, GameObject>();
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private readonly HashSet<int> _prefabLoading = new HashSet<int>();
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private readonly string _catalogType;
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private readonly string _behaviorConfigRoot;
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private readonly GameObject _root;
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private readonly Transform _actorRoot;
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private readonly CoroutineHost _coroutineHost;
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private readonly ActorBehaviorPresentation _behaviorPresentation;
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private readonly BehaviorWorld _behaviorWorld;
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private CharacterConfigData _characterConfig;
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private bool _catalogLoading;
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private bool _catalogLoaded;
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private bool _disposed;
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private MiniGameActorPresentation(string rootName, string catalogType, string behaviorConfigRoot)
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{
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_catalogType = catalogType;
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_behaviorConfigRoot = behaviorConfigRoot;
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_root = new GameObject(string.IsNullOrEmpty(rootName) ? "MiniGameActorPresentation" : rootName);
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UObject.DontDestroyOnLoad(_root);
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_coroutineHost = _root.AddComponent<CoroutineHost>();
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_behaviorPresentation = _root.AddComponent<ActorBehaviorPresentation>();
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_behaviorWorld = new BehaviorWorld(new BehaviorWorldOptions
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{
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Mode = BehaviorRunMode.ClientPresentation
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});
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_actorRoot = new GameObject("Actors").transform;
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_actorRoot.SetParent(_root.transform, false);
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EnsureScenePresentation();
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EnsureCharacterConfig();
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EnsureBehaviorCatalog();
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}
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public static MiniGameActorPresentation Create(string rootName, string catalogType, string behaviorConfigRoot)
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{
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if (string.IsNullOrEmpty(catalogType))
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{
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throw new ArgumentException("catalogType is required", nameof(catalogType));
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}
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return new MiniGameActorPresentation(rootName, catalogType, behaviorConfigRoot);
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}
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public void RenderActor(MiniGameActorFrame frame)
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{
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if (_disposed || frame.ActorId <= 0)
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{
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return;
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}
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int figure = frame.Figure <= 0 ? 1 : frame.Figure;
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ActorAvatar avatar = GetOrCreateAvatar(frame.ActorId, figure);
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if (avatar == null || avatar.Obj == null)
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{
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return;
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}
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avatar.TeamId = frame.TeamId;
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avatar.Alive = frame.Alive;
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avatar.Target = frame.Position;
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avatar.Moving = frame.Moving;
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Vector3 forward = ResolveForward(frame.Forward, avatar.LastForward);
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avatar.LastForward = forward;
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if (!avatar.HasPosition)
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{
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avatar.Obj.transform.position = frame.Position;
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avatar.Target = frame.Position;
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avatar.HasPosition = true;
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}
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avatar.Obj.transform.forward = forward;
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RegisterOrUpdateActor(avatar);
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StartBehaviorIfNeeded(avatar, frame.BehaviorId, frame.TriggerKey, forward);
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SetMoveState(avatar, IsAvatarMoving(avatar));
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}
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public void Tick(float deltaTime)
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{
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if (_disposed)
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{
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return;
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}
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float step = Mathf.Max(MoveSpeed * Mathf.Max(deltaTime, 0f), 0.01f);
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foreach (ActorAvatar avatar in _avatars.Values)
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{
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if (avatar == null || avatar.Obj == null)
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{
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continue;
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}
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Vector3 before = avatar.Obj.transform.position;
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avatar.Obj.transform.position = Vector3.MoveTowards(before, avatar.Target, step);
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RegisterOrUpdateActor(avatar);
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if (!_behaviorWorld.HasActiveBehavior(avatar.ActorId))
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{
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SetMoveState(avatar, IsAvatarMoving(avatar));
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}
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}
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_behaviorWorld.Tick(deltaTime);
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DrainBehaviorEvents();
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}
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public void RemoveActor(int actorId)
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{
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if (!_avatars.TryGetValue(actorId, out ActorAvatar avatar))
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{
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return;
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}
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_behaviorPresentation.UnregisterActor(actorId, true);
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_behaviorWorld.RemoveActor(actorId);
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DestroyUnityObject(avatar.Obj);
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_avatars.Remove(actorId);
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}
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public void Destroy()
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{
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if (_disposed)
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{
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return;
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}
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_disposed = true;
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_avatars.Clear();
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DestroyUnityObject(_root);
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}
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private ActorAvatar GetOrCreateAvatar(int actorId, int figure)
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{
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if (_avatars.TryGetValue(actorId, out ActorAvatar avatar))
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{
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if (avatar.Figure == figure)
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{
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return avatar;
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}
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RemoveActor(actorId);
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}
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GameObject obj = InstantiateAvatar(figure, out bool isPlaceholder);
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avatar = new ActorAvatar
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{
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ActorId = actorId,
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Figure = figure,
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TeamId = actorId,
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Obj = obj,
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Animator = obj != null ? obj.GetComponentInChildren<Animator>() : null,
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Target = obj != null ? obj.transform.position : Vector3.zero,
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Alive = true,
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IsPlaceholder = isPlaceholder
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};
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if (obj != null)
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{
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obj.name = "MiniGameActor_" + actorId + "_F" + figure;
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_behaviorPresentation.RegisterActor(actorId, avatar.Animator, obj.transform, obj.transform);
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ApplyActorBehaviorAnimatorController(avatar);
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}
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_avatars[actorId] = avatar;
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return avatar;
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}
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private GameObject InstantiateAvatar(int figure, out bool isPlaceholder)
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{
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GameObject prefab = GetCachedPrefabOrLoadAsync(figure);
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isPlaceholder = prefab == null;
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GameObject obj = prefab != null
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? UObject.Instantiate(prefab, _actorRoot)
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: GameObject.CreatePrimitive(PrimitiveType.Capsule);
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if (prefab == null)
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{
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obj.transform.SetParent(_actorRoot, false);
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obj.transform.localScale = new Vector3(0.7f, 1f, 0.7f);
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}
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obj.SetActive(true);
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ConfigureAvatarRenderers(obj);
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return obj;
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}
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private GameObject GetCachedPrefabOrLoadAsync(int figure)
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{
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if (_prefabCache.TryGetValue(figure, out GameObject prefab) && prefab != null)
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{
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return prefab;
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}
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if (_prefabLoading.Add(figure))
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{
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_coroutineHost.StartCoroutine(CoLoadActorPrefab(figure));
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}
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return null;
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}
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private IEnumerator CoLoadActorPrefab(int figure)
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{
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string prefabPath = GetPrefabPath(figure);
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if (string.IsNullOrEmpty(prefabPath))
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{
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_prefabLoading.Remove(figure);
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Debug.LogError("[MiniGameActorPresentation] missing prefab path for figure=" + figure);
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yield break;
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}
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UObject loaded = null;
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yield return XResLoader.coLoadRes(prefabPath, typeof(GameObject), obj => loaded = obj);
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_prefabLoading.Remove(figure);
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GameObject prefab = loaded as GameObject;
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if (prefab == null)
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{
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Debug.LogWarning("[MiniGameActorPresentation] actor prefab load failed: " + prefabPath);
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yield break;
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}
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_prefabCache[figure] = prefab;
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UpgradePlaceholders(figure, prefab);
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}
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private void UpgradePlaceholders(int figure, GameObject prefab)
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{
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foreach (ActorAvatar avatar in _avatars.Values)
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{
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if (avatar == null || avatar.Figure != figure || !avatar.IsPlaceholder || avatar.Obj == null)
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{
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continue;
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}
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Vector3 position = avatar.Obj.transform.position;
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Quaternion rotation = avatar.Obj.transform.rotation;
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string objectName = avatar.Obj.name;
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DestroyUnityObject(avatar.Obj);
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avatar.Obj = UObject.Instantiate(prefab, _actorRoot);
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avatar.Obj.name = objectName;
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avatar.Obj.transform.position = position;
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avatar.Obj.transform.rotation = rotation;
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avatar.Obj.SetActive(true);
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ConfigureAvatarRenderers(avatar.Obj);
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avatar.Animator = avatar.Obj.GetComponentInChildren<Animator>();
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avatar.IsPlaceholder = false;
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avatar.AnimState = null;
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_behaviorPresentation.RegisterActor(avatar.ActorId, avatar.Animator, avatar.Obj.transform, avatar.Obj.transform);
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ApplyActorBehaviorAnimatorController(avatar);
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SetMoveState(avatar, avatar.Moving);
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}
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}
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private void ApplyActorBehaviorAnimatorController(ActorAvatar avatar)
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{
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if (avatar == null || avatar.Obj == null || avatar.Animator == null)
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{
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return;
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}
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_coroutineHost.StartCoroutine(ApplyActorBehaviorAnimatorControllerAsync(
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avatar.ActorId,
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avatar.Obj,
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avatar.Animator));
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}
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private IEnumerator ApplyActorBehaviorAnimatorControllerAsync(int actorId, GameObject actorObject, Animator animator)
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{
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bool applied = false;
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yield return ActorBehaviorAnimatorControllerLoader.ApplyController(_catalogType, animator, value => applied = value);
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if (!applied || actorObject == null || animator == null)
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{
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yield break;
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}
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if (!_avatars.TryGetValue(actorId, out ActorAvatar avatar) || avatar.Obj != actorObject || avatar.Animator != animator)
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{
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yield break;
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}
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avatar.AnimState = null;
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SetMoveState(avatar, avatar.Moving);
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}
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private void StartBehaviorIfNeeded(ActorAvatar avatar, string behaviorId, string triggerKey, Vector3 forward)
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{
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if (avatar == null)
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{
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return;
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}
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if (string.IsNullOrEmpty(behaviorId))
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{
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if (!string.IsNullOrEmpty(triggerKey))
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{
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avatar.LastTriggerKey = triggerKey;
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}
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return;
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}
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string key = string.IsNullOrEmpty(triggerKey) ? behaviorId : triggerKey;
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if (avatar.LastTriggerKey == key)
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{
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return;
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}
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avatar.LastTriggerKey = key;
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if (!_catalogLoaded || _behaviorWorld.HasActiveBehavior(avatar.ActorId))
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{
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return;
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}
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BehaviorStartResult result = _behaviorWorld.TryStartBehavior(
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avatar.ActorId,
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behaviorId,
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BehaviorInput.FromDirection(forward.x, forward.z));
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if (!result.Success)
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{
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Debug.LogWarning("[MiniGameActorPresentation] start behavior failed actorId=" + avatar.ActorId +
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", behaviorId=" + behaviorId + ", error=" + result.Error);
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}
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}
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private void RegisterOrUpdateActor(ActorAvatar avatar)
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{
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if (avatar == null || avatar.Obj == null)
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{
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return;
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}
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_behaviorWorld.AddActor(new BehaviorActorState
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{
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ActorId = avatar.ActorId,
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CatalogType = _catalogType,
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TeamId = avatar.TeamId,
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Position = ToBehavior(avatar.Obj.transform.position),
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Forward = ToBehaviorForward(avatar.Obj.transform.forward),
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Radius = 0.5f,
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Alive = avatar.Alive
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});
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}
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private void DrainBehaviorEvents()
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{
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IReadOnlyList<BehaviorEvent> events = _behaviorWorld.DrainEvents();
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if (events.Count == 0)
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{
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return;
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}
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_behaviorPresentation.PlayEvents(events);
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for (int i = 0; i < events.Count; i++)
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{
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BehaviorEvent evt = events[i];
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if (evt.Kind != BehaviorEventKind.BehaviorStopped)
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{
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continue;
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}
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if (_avatars.TryGetValue(evt.ActorId, out ActorAvatar avatar))
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{
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avatar.AnimState = null;
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SetMoveState(avatar, avatar.Moving);
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}
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}
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}
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private void EnsureBehaviorCatalog()
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{
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if (_catalogLoaded || _catalogLoading)
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{
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return;
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}
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_catalogLoading = true;
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_coroutineHost.StartCoroutine(CoLoadBehaviorCatalog());
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}
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private IEnumerator CoLoadBehaviorCatalog()
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{
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BehaviorConfigCatalog catalog = null;
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yield return ActorBehaviorConfigLoader.LoadCatalogFromRoot(_catalogType, _behaviorConfigRoot, loaded => catalog = loaded);
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_catalogLoading = false;
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if (catalog == null)
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{
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yield break;
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}
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_behaviorWorld.RegisterCatalog(catalog);
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_catalogLoaded = true;
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}
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private bool EnsureCharacterConfig()
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{
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if (_characterConfig != null)
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{
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return true;
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}
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TextAsset asset = Resources.Load<TextAsset>(CharacterConfigResourcePath);
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if (asset == null)
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{
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Debug.LogError("[MiniGameActorPresentation] missing character config resource: " + CharacterConfigResourcePath);
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return false;
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}
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_characterConfig = JsonUtility.FromJson<CharacterConfigData>(asset.text);
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if (_characterConfig == null || _characterConfig.GetDefault() == null)
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{
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Debug.LogError("[MiniGameActorPresentation] invalid character config.");
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return false;
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}
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return true;
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}
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private string GetPrefabPath(int figure)
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{
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return EnsureCharacterConfig() ? _characterConfig.GetPrefabPath(figure) : null;
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}
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private static bool IsAvatarMoving(ActorAvatar avatar)
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{
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return avatar != null
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&& (avatar.Moving || Vector3.Distance(avatar.Obj.transform.position, avatar.Target) > StopDistance);
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}
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private void SetMoveState(ActorAvatar avatar, bool moving)
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{
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if (avatar == null || avatar.Animator == null || _behaviorWorld.HasActiveBehavior(avatar.ActorId))
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{
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return;
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}
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string state = ResolveMoveState(avatar.Animator, moving);
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if (string.IsNullOrEmpty(state) || avatar.AnimState == state)
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{
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return;
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}
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avatar.AnimState = state;
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avatar.Animator.CrossFade(state, 0.1f);
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}
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private static string ResolveMoveState(Animator animator, bool moving)
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{
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string fighterState = moving ? FighterWalkState : FighterStandState;
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if (HasAnimatorState(animator, fighterState))
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{
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return fighterState;
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}
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string legacyState = moving ? LegacyWalkState : LegacyStandState;
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return HasAnimatorState(animator, legacyState) ? legacyState : null;
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}
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private static bool HasAnimatorState(Animator animator, string state)
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{
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return animator != null
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&& animator.runtimeAnimatorController != null
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&& animator.HasState(0, Animator.StringToHash(state));
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}
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private void EnsureScenePresentation()
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{
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GameObject lightObject = new GameObject("MiniGameDirectionalLight");
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lightObject.transform.SetParent(_root.transform, false);
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lightObject.transform.rotation = Quaternion.Euler(45f, -35f, 0f);
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Light light = lightObject.AddComponent<Light>();
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light.type = LightType.Directional;
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light.intensity = 1.15f;
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GameObject cameraObject = new GameObject("MiniGameCamera");
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cameraObject.transform.SetParent(_root.transform, false);
|
||||
cameraObject.transform.position = new Vector3(0f, 4.2f, -6.2f);
|
||||
cameraObject.transform.rotation = Quaternion.Euler(31f, 0f, 0f);
|
||||
Camera camera = cameraObject.AddComponent<Camera>();
|
||||
camera.clearFlags = CameraClearFlags.SolidColor;
|
||||
camera.backgroundColor = new Color(0.06f, 0.075f, 0.09f, 1f);
|
||||
camera.fieldOfView = 42f;
|
||||
camera.nearClipPlane = 0.1f;
|
||||
camera.farClipPlane = 80f;
|
||||
|
||||
GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
ground.name = "MiniGameGround";
|
||||
ground.transform.SetParent(_root.transform, false);
|
||||
ground.transform.localPosition = new Vector3(0f, -0.05f, 0f);
|
||||
ground.transform.localScale = new Vector3(7.5f, 0.1f, 2.8f);
|
||||
Renderer renderer = ground.GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.sharedMaterial = CreateRuntimeMaterial(new Color(0.16f, 0.18f, 0.19f, 1f));
|
||||
}
|
||||
}
|
||||
|
||||
private static void ConfigureAvatarRenderers(GameObject obj)
|
||||
{
|
||||
if (obj == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Renderer[] renderers = obj.GetComponentsInChildren<Renderer>(true);
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
{
|
||||
Renderer renderer = renderers[i];
|
||||
if (renderer == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
renderer.lightProbeUsage = LightProbeUsage.BlendProbes;
|
||||
renderer.reflectionProbeUsage = ReflectionProbeUsage.BlendProbes;
|
||||
}
|
||||
}
|
||||
|
||||
private static Material CreateRuntimeMaterial(Color color)
|
||||
{
|
||||
Shader shader = Shader.Find("Universal Render Pipeline/Lit");
|
||||
if (shader == null)
|
||||
{
|
||||
shader = Shader.Find("Standard");
|
||||
}
|
||||
|
||||
var material = new Material(shader);
|
||||
material.color = color;
|
||||
return material;
|
||||
}
|
||||
|
||||
private static Vector3 ResolveForward(Vector3 forward, Vector3 fallback)
|
||||
{
|
||||
forward.y = 0f;
|
||||
if (forward.sqrMagnitude <= 0.0001f)
|
||||
{
|
||||
forward = fallback;
|
||||
}
|
||||
forward.y = 0f;
|
||||
if (forward.sqrMagnitude <= 0.0001f)
|
||||
{
|
||||
forward = Vector3.forward;
|
||||
}
|
||||
return forward.normalized;
|
||||
}
|
||||
|
||||
private static BehaviorVector3 ToBehavior(Vector3 value)
|
||||
{
|
||||
return new BehaviorVector3(value.x, value.y, value.z);
|
||||
}
|
||||
|
||||
private static BehaviorVector3 ToBehaviorForward(Vector3 value)
|
||||
{
|
||||
Vector3 forward = ResolveForward(value, Vector3.forward);
|
||||
return new BehaviorVector3(forward.x, 0f, forward.z);
|
||||
}
|
||||
|
||||
private static void DestroyUnityObject(UObject obj)
|
||||
{
|
||||
if (obj == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
UObject.Destroy(obj);
|
||||
}
|
||||
else
|
||||
{
|
||||
UObject.DestroyImmediate(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61b12bbed7cddf446a576ec50f6a915c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user