Add prototype gameplay loop with character/battlefield assets and server game APIs.
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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using UnityEngine;
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using System.Linq;
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/// <summary>
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/// 角色验收场景:对带 Animator 且含 int 参数 Motion 的单位轮播 Idle/Walk/Attack。
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/// Edit Mode(Scene 视图)与 Play Mode 均可预览。
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/// </summary>
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[DisallowMultipleComponent]
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[ExecuteAlways]
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public sealed class CharacterReviewAnimCycle : MonoBehaviour
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{
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[SerializeField] float secondsPerMotion = 2.8f;
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[SerializeField] string motionParam = "Motion";
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[SerializeField] string[] motionNames = { "Idle", "Walk", "Attack" };
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[SerializeField] int fixedMotion = -1;
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Animator _animator;
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TextMesh _label;
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string _baseLabel;
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int _motionIndex;
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float _elapsed;
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double _lastEditorTime = -1;
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void OnEnable()
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{
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CacheRefs();
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_elapsed = 0f;
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_motionIndex = 0;
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ApplyMotion(fixedMotion >= 0 ? fixedMotion : 0);
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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_lastEditorTime = UnityEditor.EditorApplication.timeSinceStartup;
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UnityEditor.EditorApplication.update -= EditorTick;
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UnityEditor.EditorApplication.update += EditorTick;
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}
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#endif
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}
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void OnDisable()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update -= EditorTick;
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#endif
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}
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void Update()
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{
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if (!Application.isPlaying) return;
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Tick(Time.deltaTime);
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UpdateStateLabel();
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}
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#if UNITY_EDITOR
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void EditorTick()
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{
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if (this == null || Application.isPlaying || !isActiveAndEnabled) return;
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double now = UnityEditor.EditorApplication.timeSinceStartup;
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float dt = _lastEditorTime < 0 ? 0.016f : (float)(now - _lastEditorTime);
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_lastEditorTime = now;
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if (dt <= 0f) return;
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if (dt > 0.1f) dt = 0.033f;
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Tick(dt);
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if (_animator != null && _animator.isActiveAndEnabled)
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_animator.Update(dt);
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UpdateStateLabel();
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UnityEditor.SceneView.RepaintAll();
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}
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#endif
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void CacheRefs()
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{
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if (_animator == null)
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_animator = GetComponentInChildren<Animator>(true);
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if (_label == null)
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{
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var labelTf = transform.Find("NameLabel");
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if (labelTf != null) _label = labelTf.GetComponent<TextMesh>();
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}
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if (_label != null && string.IsNullOrEmpty(_baseLabel))
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{
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var t = _label.text ?? "";
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var cut = t.IndexOf(" [", System.StringComparison.Ordinal);
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_baseLabel = cut >= 0 ? t.Substring(0, cut) : t;
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}
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}
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void Tick(float dt)
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{
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CacheRefs();
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if (_animator == null || _animator.runtimeAnimatorController == null) return;
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if (!HasMotionParam()) return;
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_elapsed += dt;
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if (_elapsed < Mathf.Max(0.5f, secondsPerMotion)) return;
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_elapsed = 0f;
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int count = motionNames != null && motionNames.Length > 0 ? motionNames.Length : 3;
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_motionIndex = fixedMotion >= 0 ? fixedMotion : (_motionIndex + 1) % count;
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ApplyMotion(_motionIndex);
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}
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bool HasMotionParam()
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{
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if (_animator == null) return false;
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foreach (var p in _animator.parameters)
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if (p.name == motionParam && p.type == AnimatorControllerParameterType.Int)
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return true;
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return false;
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}
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void ApplyMotion(int index)
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{
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if (_animator == null) return;
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string selected = motionNames != null && index >= 0 && index < motionNames.Length
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? motionNames[index] : index.ToString();
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bool attackTrigger = _animator.parameters.Any(p=>p.name=="Attack" && p.type==AnimatorControllerParameterType.Trigger);
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int value = selected == "Walk" ? 1 : selected == "Attack" && !attackTrigger ? 2 : 0;
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if (HasMotionParam())
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_animator.SetInteger(motionParam, value);
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if(selected=="Attack" && attackTrigger) _animator.SetTrigger("Attack");
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if (_label != null)
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{
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string name = motionNames != null && index >= 0 && index < motionNames.Length
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? motionNames[index]
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: index.ToString();
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_label.text = string.IsNullOrEmpty(_baseLabel)
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? name
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: _baseLabel + " [" + name + "]";
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}
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}
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void UpdateStateLabel()
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{
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if(_animator==null || _label==null || _animator.runtimeAnimatorController==null) return;
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var state=_animator.GetCurrentAnimatorStateInfo(0);
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string name=state.IsName("Attack") ? "Attack" : state.IsName("Walk") ? "Walk" : "Idle";
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_label.text=_baseLabel+" ["+name+"]";
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}
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}
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