Add anim test scene
This commit is contained in:
@@ -0,0 +1,313 @@
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using BrewMonster;
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using BrewMonster.Network;
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using BrewMonster.Scripts;
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using UnityEngine;
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namespace PerfectWorld.Scripts
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{
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/// <summary>
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/// One row per <c>WEAPON_SUB_TYPE.action_type</c> / <see cref="CECPlayer.GetShowingWeaponType"/> suffix index (0..14).
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/// 每个武器 action_type / 动作后缀索引一行(0..14)。
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/// </summary>
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[System.Serializable]
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public struct AnimSceneWeaponSlot
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{
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public GameObject rightHandModelPrefab;
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public GameObject leftHandModelPrefab;
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}
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/// <summary>
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/// Test scene only: bootstraps <see cref="CECHostPlayer"/> model load. After each successful <see cref="CECPlayer.SetPlayerModel"/>,
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/// optionally applies serialized weapon prefabs via <see cref="CECPlayer.AnimSceneAttachWeaponPrefabs"/> (sets <c>m_uAttackType</c> like equip data).
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/// After each load, destroys the previous major model instance so it does not linger in the hierarchy.
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/// Optional: discard the whole host instance and instantiate a fresh prefab when switching role (see <see cref="replaceHostOnRoleSwitch"/>).
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/// </summary>
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public class AnimScenePlayerBootstrap : MonoBehaviour
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{
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[Header("Player Reference")]
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[Tooltip("Scene host player. Do not put this bootstrap component on the same GameObject as the host if you enable Replace host on role switch.")]
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[SerializeField]
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private CECHostPlayer player;
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[Header("Initial Role")]
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[SerializeField]
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private Profession profession = Profession.PROF_WARRIOR;
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[SerializeField]
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private Gender gender = Gender.GENDER_MALE;
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[Header("Animation scene — weapon visuals")]
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[Tooltip("Prefabs per weapon action_type index (0–14). Empty slot clears weapons and resets m_uAttackType when applied.")]
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[SerializeField]
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private AnimSceneWeaponSlot[] weaponByActionType = new AnimSceneWeaponSlot[15];
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[Tooltip("Which weaponByActionType row to apply after load / when using Re-apply in the custom inspector.")]
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[SerializeField]
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[Range(0, 14)]
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private int activeWeaponActionTypeIndex;
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[SerializeField]
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private bool applyWeaponAfterModelLoad = true;
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[Header("Animation scene — element data compat")]
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[Tooltip(
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"If true, sets m_iFashionWeaponType = -1 on the host so PlayAction / GetShowingWeaponType do not call IsFashionWeaponTypeFit with missing DT_FASHION_WEAPON_CONFIG (avoids null action_mask NRE). Disable only if you load that config row.")]
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[SerializeField]
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private bool animSceneAvoidFashionWeaponConfigPath = true;
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[Header("Animation scene — PlayerVisual")]
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[Tooltip(
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"After SetPlayerModel, call RefreshNamedAnimancer on the loaded .ecm then InitPlayerEventDoneHandler. " +
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"Without this, the animation test scene never runs InitCharacter, so PlayerVisual never subscribes to PlayActionEvent.")]
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[SerializeField]
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private bool bindPlayerVisualAfterModelLoad = true;
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[Header("Test-only — cleanup & host swap")]
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[Tooltip("After SetPlayerModel, Destroy the previous major .ecm instance (frees scene objects left by re-load).")]
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[SerializeField]
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private bool destroyPreviousModelAfterSwitch = true;
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[Tooltip("When switching role (not on first Start), Destroy the current CECHostPlayer GameObject and Instantiate hostPlayerPrefab before SetPlayerModel. Requires a sibling bootstrap object.")]
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[SerializeField]
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private bool replaceHostOnRoleSwitch;
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[SerializeField]
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private CECHostPlayer hostPlayerPrefab;
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private bool _initStaticResDone;
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private bool _busy;
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private async void Start()
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{
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if (player == null)
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{
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Debug.LogError(
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"[AnimSceneBootstrap] AnimScenePlayerBootstrap: player reference is null — assign CECHostPlayer in Inspector.");
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return;
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}
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await BootstrapAsync((byte)profession, (byte)gender, fromInitialStart: true);
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}
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/// <summary>Swap profession/gender at runtime (async load inside).</summary>
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public void SwitchRole(Profession newProfession, Gender newGender)
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{
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if (_busy)
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{
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Debug.LogWarning("[AnimSceneBootstrap] SwitchRole called while busy — ignoring.");
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return;
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}
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profession = newProfession;
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gender = newGender;
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_ = BootstrapAsync((byte)newProfession, (byte)newGender, fromInitialStart: false);
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}
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/// <summary>profIndex: 0..<see cref="Profession.NUM_PROFESSION"/>-1; genderIndex: 0 = male, 1 = female.</summary>
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public void SwitchRole(int profIndex, int genderIndex)
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{
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SwitchRole((Profession)profIndex, (Gender)genderIndex);
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}
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/// <summary>
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/// Custom inspector: call before <see cref="CECPlayer.PlayAction"/> when <paramref name="host"/> is this bootstrap's <see cref="player"/>.
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/// </summary>
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public void AnimSceneEnsureFashionPathSafeBeforePlayAction(CECHostPlayer host)
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{
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if (!animSceneAvoidFashionWeaponConfigPath || host == null || player == null || host != player)
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{
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return;
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}
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host.AnimSceneSanitizeFashionWeaponStateForElementDataCompat();
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}
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private void AnimSceneApplyFashionPathCompatIfEnabled()
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{
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if (!animSceneAvoidFashionWeaponConfigPath || player == null)
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{
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return;
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}
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player.AnimSceneSanitizeFashionWeaponStateForElementDataCompat();
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}
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/// <summary>
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/// Login calls <see cref="PlayerVisual.InitPlayerEventDoneHandler"/> from <c>InitCharacter</c>; animation scenes skip that — bind here.
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/// </summary>
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private void AnimSceneBindPlayerVisualIfEnabled()
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{
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if (!bindPlayerVisualAfterModelLoad || player == null)
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{
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return;
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}
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PlayerVisual pv = player.GetComponentInChildren<PlayerVisual>();
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if (pv == null)
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{
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return;
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}
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GameObject modelRoot = player.m_pPlayerCECModel != null ? player.m_pPlayerCECModel.m_pPlayerModel : null;
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if (modelRoot != null)
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{
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pv.RefreshNamedAnimancer(modelRoot);
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}
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pv.InitPlayerEventDoneHandler();
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}
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/// <summary>
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/// Apply <see cref="weaponByActionType"/>[<see cref="activeWeaponActionTypeIndex"/>] on the host (Play Mode).
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/// 在主机上应用当前选中的武器槽(运行模式)。
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/// </summary>
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public void ApplyWeaponForActiveSlot()
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{
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if (player == null)
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{
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Debug.LogWarning("[AnimSceneBootstrap] ApplyWeaponForActiveSlot: player is null.");
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return;
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}
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if (weaponByActionType == null || weaponByActionType.Length == 0)
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{
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return;
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}
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int idx = Mathf.Clamp(activeWeaponActionTypeIndex, 0, weaponByActionType.Length - 1);
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AnimSceneWeaponSlot slot = weaponByActionType[idx];
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bool empty = slot.rightHandModelPrefab == null && slot.leftHandModelPrefab == null;
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if (empty)
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{
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player.AnimSceneAttachWeaponPrefabs(null, null, CECPlayer.DEFAULT_ACTION_TYPE);
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}
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else
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{
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player.AnimSceneAttachWeaponPrefabs(
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slot.rightHandModelPrefab,
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slot.leftHandModelPrefab,
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(uint)idx);
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}
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}
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private void ReplaceHostPlayerInstance()
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{
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if (hostPlayerPrefab == null)
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{
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Debug.LogWarning("[AnimSceneBootstrap] replaceHostOnRoleSwitch is set but hostPlayerPrefab is null — skipping host replace.");
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return;
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}
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if (player == null)
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{
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return;
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}
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if (player.gameObject == gameObject)
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{
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Debug.LogError(
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"[AnimSceneBootstrap] Cannot replace host: this bootstrap is on the same GameObject as CECHostPlayer. Move AnimScenePlayerBootstrap to another object (e.g. a parent or sibling).");
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return;
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}
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Vector3 pos = player.transform.position;
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Quaternion rot = player.transform.rotation;
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Transform parent = player.transform.parent;
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Object.Destroy(player.gameObject);
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GameObject instance = Object.Instantiate(hostPlayerPrefab.gameObject, pos, rot, parent);
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player = instance.GetComponent<CECHostPlayer>();
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if (player == null)
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{
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Debug.LogError("[AnimSceneBootstrap] hostPlayerPrefab has no CECHostPlayer component.");
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}
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}
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private async System.Threading.Tasks.Task BootstrapAsync(byte prof, byte gen, bool fromInitialStart)
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{
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_busy = true;
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try
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{
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Debug.Log("[AnimSceneBootstrap] AnimScenePlayerBootstrap — waiting for ElementDataManProvider...");
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int waitedFrames = 0;
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while (!ElementDataManProvider.IsDataLoaded)
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{
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await System.Threading.Tasks.Task.Yield();
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waitedFrames++;
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if (waitedFrames > 3000)
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{
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Debug.LogError(
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"[AnimSceneBootstrap] ElementDataManProvider never became ready — aborting (check Addressables / load_data).");
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return;
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}
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}
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Debug.Log($"[AnimSceneBootstrap] ElementDataManProvider ready after ~{waitedFrames} yields.");
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if (!fromInitialStart && replaceHostOnRoleSwitch)
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{
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ReplaceHostPlayerInstance();
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if (player == null)
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{
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Debug.LogError("[AnimSceneBootstrap] No CECHostPlayer after host replace — aborting.");
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return;
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}
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}
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if (!_initStaticResDone)
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{
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CECPlayer.InitStaticRes();
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_initStaticResDone = true;
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}
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if (player != null)
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{
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player.AnimSceneRebindPlayerActions();
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AnimSceneApplyFashionPathCompatIfEnabled();
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}
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GameObject previousModel = null;
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if (player != null && player.m_pPlayerCECModel != null)
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{
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previousModel = player.m_pPlayerCECModel.m_pPlayerModel;
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}
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Debug.Log($"[AnimSceneBootstrap] Loading model profession={prof} gender={gen}...");
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await player.SetPlayerModel(prof, gen);
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Debug.Log("[AnimSceneBootstrap] SetPlayerModel pipeline finished.");
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if (player != null)
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{
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EC_Game.GetGameRun()?.RegisterAnimSceneHostPlayer(player);
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}
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if (applyWeaponAfterModelLoad && player != null)
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{
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ApplyWeaponForActiveSlot();
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}
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AnimSceneBindPlayerVisualIfEnabled();
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if (destroyPreviousModelAfterSwitch && previousModel != null && player != null &&
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player.m_pPlayerCECModel != null)
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{
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GameObject current = player.m_pPlayerCECModel.m_pPlayerModel;
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if (previousModel != current)
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{
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Object.Destroy(previousModel);
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Debug.Log($"[AnimSceneBootstrap] Destroyed previous major model: {previousModel.name}");
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[AnimSceneBootstrap] Bootstrap failed: {ex}");
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}
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finally
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{
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_busy = false;
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}
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}
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}
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}
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@@ -11,6 +11,11 @@ namespace BrewMonster
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private static ElementDataManProvider _instance;
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private elementdataman _elementDataMan;
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/// <summary>
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/// True after <see cref="elementdataman.load_data"/> succeeds. Bootstrap scripts can poll this before <see cref="CECPlayer.InitStaticRes"/> / <see cref="CECPlayer.SetPlayerModel"/>.
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/// </summary>
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public static bool IsDataLoaded { get; private set; }
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public static elementdataman GetElementDataMan()
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{
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return _instance._elementDataMan;
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@@ -25,7 +30,7 @@ namespace BrewMonster
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{
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_elementDataMan = new();
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_instance = this;
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IsDataLoaded = false;
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try
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{
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while (!AddressableManager.Instance.IsInitialized())
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@@ -41,6 +46,7 @@ namespace BrewMonster
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}
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else
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{
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IsDataLoaded = true;
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BMLogger.Log("ElementDataManProvider: Successfully loaded element data");
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// Build suite equip tab now that data is loaded
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// 数据加载完成后构建套装装备表
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@@ -55,6 +61,7 @@ namespace BrewMonster
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public void Dispose()
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{
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IsDataLoaded = false;
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_elementDataMan = null;
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_instance = null;
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}
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@@ -0,0 +1,437 @@
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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 BrewMonster.Scripts;
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using BrewMonster.Scripts.Skills;
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using BrewMonster.UI;
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using UnityEngine;
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using UnityEngine.UI;
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using BrewMonster.Managers;
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using BrewMonster.Network;
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namespace BrewMonster
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{
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/// <summary>
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/// Debug skill trigger panel.
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/// 调试技能触发面板。
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///
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/// Populates a UI GridLayoutGroup with one button per usable skill on the host player.
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/// Clicking a button fires the skill locally: animation + VFX only, no network, no cooldown, no resource check.
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/// 用主角可用技能填充 UI GridLayoutGroup,每个技能一个按钮。
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/// 点击按钮本地触发技能:仅播放动画 + 特效,无网络、无冷却、无资源消耗。
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///
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/// Scene setup:
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/// 1. Assign Player (CECHostPlayer reference).
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/// 2. Assign Target Marker (a Transform ~5 units in front of the player — used for projectile/fly-VFX skills).
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/// 3. Assign Skill Grid Container (RectTransform with GridLayoutGroup).
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/// 4. Assign Skill Button Prefab (GameObject with a Button root, child Image for icon, child Text for label).
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/// 5. Enter Play Mode; the grid is populated automatically. Call Refresh() again after role/weapon changes.
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/// </summary>
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public class SkillTriggerPanel : MonoBehaviour
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{
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/// <summary>
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/// Sentinel entity ID used to represent the draggable target marker in the GFX system.
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/// 用于在特效系统中表示可拖动目标标记的实体 ID。
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/// </summary>
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/// <summary>Local id for debug NPC marker; encoded with <see cref="EncodeDebugNpcId"/> for GFX lookups.</summary>
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public const int DEBUG_TARGET_ID = 1200;
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/// <summary>Encode a local index as a server-style NPC id (high bit set).</summary>
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public static int EncodeDebugNpcId(int localId = DEBUG_TARGET_ID) =>
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unchecked((int)(0x80000000u | (uint)localId));
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public static SkillTriggerPanel Instance { get; private set; }
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[Header("References")]
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[Tooltip("The host player to read skills from and trigger cast on.")]
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[SerializeField] private CECHostPlayer player;
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[Tooltip("World-space Transform used as target for projectile (non-self) skills. Place a Sphere ~5 units in front of the player.")]
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[SerializeField] public CECMonsterTest targetMarker;
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[Tooltip("RectTransform that has a GridLayoutGroup component. Buttons are instantiated here.")]
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[SerializeField] private RectTransform skillGridContainer;
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[Tooltip("Prefab with: root Button, child Image (icon), child Text (skill name/ID).")]
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[SerializeField] private GameObject skillButtonPrefab;
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[Header("Filter")]
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[Tooltip("When enabled, hides skills that fail weapon/form/move-env restrictions. Disable to show ALL positive skills regardless of restrictions.")]
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[SerializeField] private bool filterByRestrictions = false;
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/// <summary>
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/// World position of the draggable target marker, read by CECSkillGfxMan.get_pos_by_id.
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/// 可拖动目标标记的世界坐标,由 CECSkillGfxMan.get_pos_by_id 读取。
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/// </summary>
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public static Vector3 DebugTargetPosition =>
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Instance != null && Instance.targetMarker != null
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? Instance.targetMarker.transform.position
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: Vector3.zero;
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private void Awake()
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{
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Instance = this;
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}
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private void OnDestroy()
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{
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if (Instance == this)
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Instance = null;
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}
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private void Start()
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{
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RegisterSceneHostWithGameRun();
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StartCoroutine(RefreshWhenReady());
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}
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/// <summary>
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/// Animation test scene: in-scene <see cref="CECHostPlayer"/> is not created via <see cref="CECGameRun.InitCharacter"/>.
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/// GFX <c>get_pos_by_id</c> resolves host through <see cref="EC_ManPlayer.GetPlayer"/> → <see cref="CECGameRun.GetHostPlayer"/>.
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/// </summary>
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private void RegisterSceneHostWithGameRun()
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{
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if (player == null)
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return;
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var gameRun = EC_Game.GetGameRun();
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if (gameRun == null)
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return;
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gameRun.RegisterAnimSceneHostPlayer(player);
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}
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/// <summary>Target id for <see cref="LocalCastSkill"/> / GFX composer (self = host cid, else marker NPC id).</summary>
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private int ResolveLocalCastTargetId(CECSkill skill)
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{
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if (skill.GetTargetType() == 0)
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return player.GetCharacterID();
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if (targetMarker != null)
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return targetMarker.GetNPCID();
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return EncodeDebugNpcId();
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}
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/// <summary>
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/// Polls every 0.5 s until the host player has skills and CECGameUIMan is initialized,
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/// then calls Refresh() once. If no server skill data arrives within <see cref="k_InjectFallbackSecs"/>
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/// seconds, injects all config skills directly from SkillStub.map so the panel works offline.
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///
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/// 每 0.5 秒轮询,直到主角已有技能且 CECGameUIMan 初始化完毕,再调用一次 Refresh()。
|
||||
/// 若 k_InjectFallbackSecs 秒内未收到服务端技能数据,则直接从 SkillStub.map 注入所有配置技能,以便离线使用。
|
||||
/// </summary>
|
||||
private const float k_InjectFallbackSecs = 2f;
|
||||
private IEnumerator RefreshWhenReady()
|
||||
{
|
||||
var wait = new WaitForSeconds(0.5f);
|
||||
float elapsed = 0f;
|
||||
|
||||
// Wait for UI atlas first — required for icons regardless of skill source.
|
||||
// 先等待 UI 图集加载完毕,图标渲染必须。
|
||||
while (CECUIManager.Instance?.GetInGameUIMan() == null)
|
||||
{
|
||||
elapsed += 0.5f;
|
||||
yield return wait;
|
||||
}
|
||||
|
||||
// Wait for skills, but fall back to config injection after timeout.
|
||||
// 等待技能数据,超时后回退到配置注入。
|
||||
while (player != null && player.GetPositiveSkillNum() == 0)
|
||||
{
|
||||
if (elapsed >= k_InjectFallbackSecs)
|
||||
{
|
||||
Debug.Log("[SkillTriggerPanel] No server skills after " +
|
||||
$"{k_InjectFallbackSecs}s — injecting all config skills for offline debug.");
|
||||
player.InjectDebugSkillsFromConfig();
|
||||
break;
|
||||
}
|
||||
elapsed += 0.5f;
|
||||
yield return wait;
|
||||
}
|
||||
|
||||
Refresh();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads every skill defined in SkillStub.map (config) directly into the player's skill list,
|
||||
/// bypassing the server skill message. Use this when testing locally without a server.
|
||||
/// 将 SkillStub.map(配置文件)中所有技能直接注入玩家技能列表,绕过服务端消息。
|
||||
/// 适用于无服务端的本地测试场景。
|
||||
/// </summary>
|
||||
[ContextMenu("Debug: Inject All Config Skills")]
|
||||
public void InjectConfigSkills()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
Debug.LogWarning("[SkillTriggerPanel] player is not assigned.");
|
||||
return;
|
||||
}
|
||||
player.InjectDebugSkillsFromConfig();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears and repopulates the skill grid from the host player's current positive skill list.
|
||||
/// Call again after equipping a different weapon or changing shape/form.
|
||||
/// Right-click this component in the Inspector to call Refresh manually.
|
||||
/// 从主角当前正向技能列表清空并重新填充技能格。
|
||||
/// 在更换武器或变身后再次调用;右键此组件可手动调用。
|
||||
/// </summary>
|
||||
[ContextMenu("Refresh")]
|
||||
public void Refresh()
|
||||
{
|
||||
if (player == null)
|
||||
{
|
||||
Debug.LogWarning("[SkillTriggerPanel] player is not assigned.");
|
||||
return;
|
||||
}
|
||||
if (skillGridContainer == null)
|
||||
{
|
||||
Debug.LogWarning("[SkillTriggerPanel] skillGridContainer is not assigned.");
|
||||
return;
|
||||
}
|
||||
if (skillButtonPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[SkillTriggerPanel] skillButtonPrefab is not assigned.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Clear existing buttons / 清空已有按钮
|
||||
foreach (Transform child in skillGridContainer)
|
||||
Destroy(child.gameObject);
|
||||
|
||||
int total = player.GetPositiveSkillNum();
|
||||
|
||||
if (total == 0)
|
||||
{
|
||||
Debug.LogWarning("[SkillTriggerPanel] GetPositiveSkillNum() = 0. " +
|
||||
"Skills are loaded via OnMsgHstSkillData (server message). " +
|
||||
"Make sure the host player has received skill data before calling Refresh.");
|
||||
return;
|
||||
}
|
||||
|
||||
CECGameUIMan uiMan = CECUIManager.Instance?.GetInGameUIMan();
|
||||
if (uiMan == null)
|
||||
{
|
||||
Debug.LogWarning("[SkillTriggerPanel] CECGameUIMan not ready — icon atlas not loaded. " +
|
||||
"Call Refresh() after the game UI finishes initializing.");
|
||||
return;
|
||||
}
|
||||
|
||||
int added = 0;
|
||||
int filtered = 0;
|
||||
for (int i = 0; i < total; i++)
|
||||
{
|
||||
CECSkill skill = player.GetPositiveSkillByIndex(i);
|
||||
if (skill == null)
|
||||
continue;
|
||||
|
||||
if (filterByRestrictions && !IsSkillUsable(skill))
|
||||
{
|
||||
filtered++;
|
||||
continue;
|
||||
}
|
||||
|
||||
GameObject cell = Instantiate(skillButtonPrefab, skillGridContainer);
|
||||
|
||||
// --- Icon ---
|
||||
string iconName = skill.GetIconFile();
|
||||
if (!string.IsNullOrEmpty(iconName))
|
||||
{
|
||||
Sprite icon = uiMan.GetIcon(iconName, EC_GAMEUI_ICONS.ICONS_SKILL);
|
||||
Image cellImage = GetIconImage(cell);
|
||||
Debug.Log("[SkillTriggerPanel] icon = " + (icon == null) + "cellImage = " + (cellImage == null));
|
||||
if (cellImage != null && icon != null)
|
||||
cellImage.sprite = icon;
|
||||
}
|
||||
else{
|
||||
Debug.LogWarning("[SkillTriggerPanel] skill.GetIconFile() is empty for skill " + skill.GetSkillID());
|
||||
}
|
||||
|
||||
// --- Label ---
|
||||
Text cellText = cell.GetComponentInChildren<Text>();
|
||||
if (cellText != null)
|
||||
{
|
||||
string skillName = skill.GetName();
|
||||
cellText.text = string.IsNullOrEmpty(skillName)
|
||||
? $"[{skill.GetSkillID()}]\nLv{skill.GetSkillLevel()}"
|
||||
: $"{skillName}\nLv{skill.GetSkillLevel()}";
|
||||
}
|
||||
|
||||
// --- Button ---
|
||||
CECSkill captured = skill;
|
||||
Button btn = cell.GetComponentInChildren<Button>();
|
||||
if (btn != null)
|
||||
btn.onClick.AddListener(() => LocalCastSkill(captured));
|
||||
|
||||
added++;
|
||||
}
|
||||
|
||||
Debug.Log($"[SkillTriggerPanel] Refreshed: {added} buttons added " +
|
||||
$"({filtered} filtered by restrictions, {total} total positive skills).");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if the skill passes weapon, form, and move-environment restrictions
|
||||
/// with resources (MP/AP/HP/arrow) treated as unlimited.
|
||||
/// Relies on the same SkillCore.Condition path as CheckSkillCastCondition but with faked resource values.
|
||||
/// 当武器、形态、移动环境限制通过(资源视为无限)时返回 true。
|
||||
/// </summary>
|
||||
private bool IsSkillUsable(CECSkill skill)
|
||||
{
|
||||
if (skill == null || skill.SkillCore == null)
|
||||
return true;
|
||||
|
||||
try
|
||||
{
|
||||
// Build real weapon major-type ID / 获取当前装备武器的主类型 ID
|
||||
int weaponId = 0;
|
||||
EC_Inventory equipPack = player.IvtrEquipPack;
|
||||
if (equipPack != null)
|
||||
{
|
||||
var weapon = equipPack.GetItem((int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WEAPON) as CECIvtrWeapon;
|
||||
if (weapon != null && weapon.CurEndurance > 0)
|
||||
weaponId = (int)weapon.GetDBMajorType().id;
|
||||
}
|
||||
|
||||
// Fake unlimited resources but keep real weapon / form / env values
|
||||
// 伪造无限资源,但保留真实的武器/形态/环境值
|
||||
UseRequirement fakeInfo = new UseRequirement
|
||||
{
|
||||
mp = int.MaxValue, // ignore mana / 忽略法力
|
||||
ap = int.MaxValue, // ignore AP / 忽略怒气
|
||||
hp = int.MaxValue, // ignore HP / 忽略生命
|
||||
max_hp = int.MaxValue,
|
||||
freepackage = 999, // ignore inventory space / 忽略背包空间
|
||||
arrow = 9999, // ignore arrow count / 忽略箭矢数量
|
||||
weapon = weaponId, // real weapon type / 真实武器类型
|
||||
form = player.GetOriginalShapeID(), // real shape/form / 真实形态
|
||||
move_env = player.GetMoveEnv(), // real move env / 真实移动环境
|
||||
is_combat = true,
|
||||
combo_state = new ComboSkillState
|
||||
{
|
||||
skillid = 0,
|
||||
arg = new int[ComboSkillState.MAX_COMBO_ARG],
|
||||
},
|
||||
};
|
||||
|
||||
int result = skill.SkillCore.Condition((uint)skill.GetSkillID(), fakeInfo, skill.GetSkillLevel());
|
||||
return result == 0;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[SkillTriggerPanel] IsSkillUsable exception for skill {skill.GetSkillID()}: {ex.Message} — treating as usable.");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires the skill locally: plays the cast animation and triggers VFX directly.
|
||||
/// No network packet is sent; cooldown and resources are not consumed.
|
||||
/// 本地触发技能:播放施法动画并直接触发特效。
|
||||
/// 不发送网络包,不消耗冷却时间和资源。
|
||||
/// </summary>
|
||||
/// <summary>
|
||||
/// Returns the first Image in the cell hierarchy that is NOT used as a Button's target graphic.
|
||||
/// Button background Images sit on the same GameObject as a Button component, so we skip those.
|
||||
/// The icon Image is a leaf child that has no Button sibling.
|
||||
///
|
||||
/// 返回层级中第一个不作为 Button 目标图的 Image。
|
||||
/// Button 背景图与 Button 组件共存于同一 GameObject,故跳过;图标 Image 是没有 Button 兄弟组件的子节点。
|
||||
/// </summary>
|
||||
private static Image GetIconImage(GameObject root)
|
||||
{
|
||||
return root.GetComponentInChildren<Image>();
|
||||
}
|
||||
|
||||
public void LocalCastSkill(CECSkill skill)
|
||||
{
|
||||
if (player == null || skill == null)
|
||||
return;
|
||||
|
||||
int skillId = skill.GetSkillID();
|
||||
|
||||
// Self-cast skills target the host; all others target the draggable marker.
|
||||
// 自身施法技能以主角为目标;其余技能以可拖动标记为目标。
|
||||
int targetId = ResolveLocalCastTargetId(skill);
|
||||
|
||||
BMLogger.Log($"[SkillTriggerPanel] LocalCastSkill: skillID={skillId}, targetId={targetId}, hostCid={player.GetCharacterID()}");
|
||||
|
||||
// 1. Trigger cast animation (PlaySkillCastAction resolves action name internally)
|
||||
// 触发施法动画(PlaySkillCastAction 内部解析动作名)
|
||||
bool animOk = player.PlaySkillCastAction(skillId);
|
||||
if (!animOk)
|
||||
Debug.LogWarning($"[SkillTriggerPanel] PlaySkillCastAction returned false for skill {skillId} — animation may not play.");
|
||||
|
||||
// 2. Trigger VFX via the GFX composer — bypasses network entirely
|
||||
// 通过特效组合器触发特效,完全绕过网络
|
||||
var composerMan = CECAttacksMan.Instance?.GetSkillGfxComposerMan();
|
||||
if (composerMan != null)
|
||||
{
|
||||
var targets = new List<TARGET_DATA>
|
||||
{
|
||||
new TARGET_DATA { idTarget = targetId, dwModifier = 0, nDamage = 0 }
|
||||
};
|
||||
composerMan.Play(skillId, player.GetCharacterID(), targetId, targets);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[SkillTriggerPanel] composerMan is null — VFX skipped for skill {skillId}.");
|
||||
}
|
||||
|
||||
// 3. After 2s, play the release / 施放起+落 attack animation chain (local-only).
|
||||
// 2 秒后播放施放攻击动画链(仅本地)。
|
||||
StartCoroutine(DelayedPlaySkillAttackAction(player, skillId));
|
||||
}
|
||||
|
||||
private IEnumerator DelayedPlaySkillAttackAction(CECHostPlayer hostPlayer, int skillId)
|
||||
{
|
||||
|
||||
int attackTime = 0;
|
||||
yield return new WaitForSeconds(1f);
|
||||
if (hostPlayer == null)
|
||||
yield break;
|
||||
|
||||
CECAttackEvent pAttack = null;
|
||||
|
||||
// first try to find if there is already a skill attack event in attackman
|
||||
CECAttackerEvents attackerEvents = CECAttacksMan.Instance.FindAttackByAttacker(hostPlayer.GetPlayerInfo().cid);
|
||||
// if (attackerEvents)
|
||||
// {
|
||||
// pAttack = attackerEvents.Find(skillId, 0);
|
||||
// if (pAttack != null)
|
||||
// {
|
||||
// // Ãæ¹¥»÷µÄ·ÇµÚÒ»´ÎÉ˺¦ÏûÏ¢
|
||||
// pAttack.AddTarget(DEBUG_TARGET_ID, 1, 1);
|
||||
// goto EXIT;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// attackerEvents.Signal();
|
||||
// }
|
||||
// }
|
||||
if (ElementSkill.IsGoblinSkill((uint)skillId) &&
|
||||
ElementSkill.GetType((uint)skillId) == 2)
|
||||
{
|
||||
pAttack = CECAttacksMan.Instance.AddSkillAttack(
|
||||
hostPlayer.GetPlayerInfo().cid, hostPlayer.GetPlayerInfo().cid, targetMarker.GetNPCID(), hostPlayer.GetWeaponID(), skillId, 0, 0x0200, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// begin a skill attack
|
||||
pAttack = CECAttacksMan.Instance.AddSkillAttack(
|
||||
hostPlayer.GetPlayerInfo().cid, targetMarker.GetNPCID(), targetMarker.GetNPCID(), hostPlayer.GetWeaponID(), skillId, 0, 0x0200, 0);
|
||||
}
|
||||
|
||||
|
||||
bool ok = hostPlayer.PlaySkillAttackAction(skillId, 0, ref attackTime,0, pAttack);
|
||||
if (!ok)
|
||||
BMLogger.LogWarning($"[SkillTriggerPanel] PlaySkillAttackAction returned false for skill {skillId} after delay — attack anim may not play.");
|
||||
EXIT:
|
||||
// // For skill attacking, time is always set to 0
|
||||
if (attackTime != 0)
|
||||
attackTime = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49f4fccf0edabd542ae805938c3f77ae
|
||||
@@ -0,0 +1,155 @@
|
||||
#if UNITY_EDITOR
|
||||
using BrewMonster;
|
||||
using BrewMonster.Scripts;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace PerfectWorld.Scripts
|
||||
{
|
||||
[CustomEditor(typeof(AnimScenePlayerBootstrap))]
|
||||
internal sealed class AnimScenePlayerBootstrapEditor : UnityEditor.Editor
|
||||
{
|
||||
private Profession _editorSwitchProfession = Profession.PROF_MAGE;
|
||||
private Gender _editorSwitchGender = Gender.GENDER_FEMALE;
|
||||
private int _playActionIndex;
|
||||
private bool _playActionRestart = true;
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
EditorGUILayout.Space(8f);
|
||||
EditorGUILayout.LabelField("Play Mode — switch model", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox(
|
||||
"Enter Play Mode, pick profession / gender below, then click Switch model. " +
|
||||
"This calls SwitchRole on this component (same as code).",
|
||||
MessageType.Info);
|
||||
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying))
|
||||
{
|
||||
_editorSwitchProfession =
|
||||
(Profession)EditorGUILayout.EnumPopup("Switch to profession", _editorSwitchProfession);
|
||||
_editorSwitchGender =
|
||||
(Gender)EditorGUILayout.EnumPopup("Switch to gender", _editorSwitchGender);
|
||||
}
|
||||
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying))
|
||||
{
|
||||
if (GUILayout.Button("Switch model", GUILayout.Height(28f)))
|
||||
{
|
||||
var boot = (AnimScenePlayerBootstrap)target;
|
||||
boot.SwitchRole(_editorSwitchProfession, _editorSwitchGender);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(8f);
|
||||
EditorGUILayout.LabelField("Play Mode — play action", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox(
|
||||
"Calls CECHostPlayer.PlayAction(index, restart). ACT_ATTACK_1..4 may still be blocked by design — " +
|
||||
"use combat/skill paths for those.",
|
||||
MessageType.Info);
|
||||
|
||||
serializedObject.Update();
|
||||
SerializedProperty playerProp = serializedObject.FindProperty("player");
|
||||
var host = playerProp != null ? playerProp.objectReferenceValue as CECHostPlayer : null;
|
||||
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying))
|
||||
{
|
||||
_playActionIndex = EditorGUILayout.IntField("Action index (PLAYER_ACTION_TYPE)", _playActionIndex);
|
||||
_playActionRestart = EditorGUILayout.Toggle("Restart", _playActionRestart);
|
||||
|
||||
if (host != null && Application.isPlaying)
|
||||
{
|
||||
string preflight = host.AnimSceneTryExplainPlayActionFailure(_playActionIndex);
|
||||
if (!string.IsNullOrEmpty(preflight))
|
||||
{
|
||||
EditorGUILayout.HelpBox(preflight, MessageType.Warning);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying || host == null))
|
||||
{
|
||||
if (GUILayout.Button("Stand (0)", GUILayout.Height(22f)))
|
||||
{
|
||||
_playActionIndex = (int)PLAYER_ACTION_TYPE.ACT_STAND;
|
||||
TryPlayActionOnHost((AnimScenePlayerBootstrap)target, host, _playActionIndex, _playActionRestart);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Fight stand (1)", GUILayout.Height(22f)))
|
||||
{
|
||||
_playActionIndex = (int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND;
|
||||
TryPlayActionOnHost((AnimScenePlayerBootstrap)target, host, _playActionIndex, _playActionRestart);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Run (3)", GUILayout.Height(22f)))
|
||||
{
|
||||
_playActionIndex = (int)PLAYER_ACTION_TYPE.ACT_RUN;
|
||||
TryPlayActionOnHost((AnimScenePlayerBootstrap)target, host, _playActionIndex, _playActionRestart);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
using (new EditorGUI.DisabledScope(host == null))
|
||||
{
|
||||
if (GUILayout.Button("Play action", GUILayout.Height(28f)))
|
||||
{
|
||||
TryPlayActionOnHost((AnimScenePlayerBootstrap)target, host, _playActionIndex, _playActionRestart);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space(8f);
|
||||
EditorGUILayout.LabelField("Play Mode — weapon", EditorStyles.boldLabel);
|
||||
using (new EditorGUI.DisabledScope(!Application.isPlaying))
|
||||
{
|
||||
if (GUILayout.Button("Re-apply active weapon slot", GUILayout.Height(28f)))
|
||||
{
|
||||
var boot = (AnimScenePlayerBootstrap)target;
|
||||
boot.ApplyWeaponForActiveSlot();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void TryPlayActionOnHost(
|
||||
AnimScenePlayerBootstrap boot,
|
||||
CECHostPlayer host,
|
||||
int index,
|
||||
bool restart)
|
||||
{
|
||||
if (boot == null || host == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
boot.AnimSceneEnsureFashionPathSafeBeforePlayAction(host);
|
||||
|
||||
string reason = host.AnimSceneTryExplainPlayActionFailure(index);
|
||||
if (reason != null && reason.IndexOf("m_PlayerActions is null", System.StringComparison.Ordinal) >= 0)
|
||||
{
|
||||
host.AnimSceneRebindPlayerActions();
|
||||
reason = host.AnimSceneTryExplainPlayActionFailure(index);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(reason))
|
||||
{
|
||||
Debug.LogWarning("[AnimSceneBootstrap] Play action skipped: " + reason);
|
||||
return;
|
||||
}
|
||||
|
||||
bool ok = host.PlayAction(index, restart);
|
||||
if (!ok)
|
||||
{
|
||||
Debug.LogWarning("[AnimSceneBootstrap] PlayAction(" + index + ") returned false.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log(
|
||||
"[AnimSceneBootstrap] PlayAction(" + index + ") called. If you see no motion, " +
|
||||
"CECModel.PlayActionByName may not have matched a clip on the loaded CombinedActionSO / Animancer.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 93981a99aaf247d40a353a6e13ba2386
|
||||
@@ -764,6 +764,11 @@ public class CECNPCMan : IMsgHandler
|
||||
}
|
||||
|
||||
|
||||
public bool NPCEnterTest(int nid, CECNPC npc, string reason = "Unknown")
|
||||
{
|
||||
AddNPCToTable(nid, npc, $"NPCEnterTest - nid={nid}, tid={npc.GetNPCInfo().tid}, bBornInSight={true}");
|
||||
return true;
|
||||
}
|
||||
|
||||
// Get NPC by id and optional bornStamp
|
||||
public CECNPC GetNPC(int nid, uint bornStamp = 0)
|
||||
@@ -794,7 +799,6 @@ public class CECNPCMan : IMsgHandler
|
||||
RemoveNPCFromTable(nid, $"GetNPC - exception accessing GameObject: {ex.Message}");
|
||||
return null;
|
||||
}
|
||||
|
||||
return npc;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using BrewMonster;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.GlobalIllumination;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace BrewMonster.Scripts
|
||||
@@ -10,6 +11,39 @@ namespace BrewMonster.Scripts
|
||||
[SerializeField] private UniversalRenderPipelineAsset _renderPipelineAsset;
|
||||
[SerializeField] private CinemachineCamera _cinemachineVirtualCamera;
|
||||
|
||||
private static bool _warnedMissingUpdAsset;
|
||||
private static bool _warnedMissingCinemachineCam;
|
||||
|
||||
private void TryEnsureRenderPipelineAsset()
|
||||
{
|
||||
if (_renderPipelineAsset != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// MonoSingleton creates an empty host when absent from the scene — serialized refs stay null (e.g. animation test scenes).
|
||||
// Fall back to the project Quality / Graphics active URP asset. / 未放场景中时序列化字段为空,回退到当前 URP 资源
|
||||
_renderPipelineAsset =
|
||||
GraphicsSettings.defaultRenderPipeline as UniversalRenderPipelineAsset;
|
||||
|
||||
if (_renderPipelineAsset == null && !_warnedMissingUpdAsset)
|
||||
{
|
||||
_warnedMissingUpdAsset = true;
|
||||
BMLogger.LogWarning(
|
||||
"[InGameGraphicOption] UniversalRenderPipelineAsset missing (Inspector + Graphics Settings). SetRenderScale/SetMSAA are no-ops until URP is set.");
|
||||
}
|
||||
}
|
||||
|
||||
private CinemachineCamera TryResolveCinemachineCamera()
|
||||
{
|
||||
if (_cinemachineVirtualCamera != null)
|
||||
{
|
||||
return _cinemachineVirtualCamera;
|
||||
}
|
||||
|
||||
_cinemachineVirtualCamera = FindFirstObjectByType<CinemachineCamera>();
|
||||
return _cinemachineVirtualCamera;
|
||||
}
|
||||
|
||||
#region public functions
|
||||
|
||||
@@ -17,8 +51,21 @@ namespace BrewMonster.Scripts
|
||||
/// <param name="distance"></param>
|
||||
public void SetRenderDistance(float distance)
|
||||
{
|
||||
var cam = TryResolveCinemachineCamera();
|
||||
if (cam == null)
|
||||
{
|
||||
if (!_warnedMissingCinemachineCam)
|
||||
{
|
||||
_warnedMissingCinemachineCam = true;
|
||||
BMLogger.LogWarning(
|
||||
"[InGameGraphicOption] No CinemachineCamera — SetRenderDistance skipped (assign _cinemachineVirtualCamera or add a vcam in scene).");
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
distance = Mathf.Clamp(distance, 50f, 500f);
|
||||
_cinemachineVirtualCamera.Lens.FarClipPlane = distance;
|
||||
cam.Lens.FarClipPlane = distance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -27,16 +74,30 @@ namespace BrewMonster.Scripts
|
||||
/// </summary>
|
||||
public void SetRenderScale(float scale)
|
||||
{
|
||||
TryEnsureRenderPipelineAsset();
|
||||
if (_renderPipelineAsset == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
scale = Mathf.Clamp(scale, 0.6f, 1.5f);
|
||||
_renderPipelineAsset.renderScale = scale;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void SetMSAA(int msaaLevel)
|
||||
{
|
||||
TryEnsureRenderPipelineAsset();
|
||||
if (_renderPipelineAsset == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Valid: 0,2,4
|
||||
if (msaaLevel != 0 && msaaLevel != 2 && msaaLevel != 4)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_renderPipelineAsset.msaaSampleCount = msaaLevel;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace BrewMonster
|
||||
{
|
||||
/// <summary>
|
||||
/// Animation test scene helpers for editor/bootstrap weapon iteration.
|
||||
/// 动画测试场景:编辑器 / Bootstrap 武器调试辅助。
|
||||
/// </summary>
|
||||
public abstract partial class CECPlayer
|
||||
{
|
||||
/// <summary>
|
||||
/// Attach weapon prefabs like <see cref="CECPlayer_Inventory.ShowEquipments"/> (hand hooks), and set <see cref="m_uAttackType"/> for <see cref="GetShowingWeaponType"/>.
|
||||
/// Omit both prefabs (or pass <see cref="DEFAULT_ACTION_TYPE"/>) to clear meshes and reset attack type.
|
||||
/// 与 ShowEquipments 相同挂点挂接武器,并设置 m_uAttackType 以驱动动作后缀。两预制体均为空则清除并还原默认攻击类型。
|
||||
/// </summary>
|
||||
public void AnimSceneAttachWeaponPrefabs(GameObject rightPrefab, GameObject leftPrefab, uint weaponActionType)
|
||||
{
|
||||
if (_currentRightHandWeapon != null)
|
||||
{
|
||||
Destroy(_currentRightHandWeapon);
|
||||
_currentRightHandWeapon = null;
|
||||
}
|
||||
|
||||
if (_currentLeftHandWeapon != null)
|
||||
{
|
||||
Destroy(_currentLeftHandWeapon);
|
||||
_currentLeftHandWeapon = null;
|
||||
}
|
||||
|
||||
bool anyAttached = false;
|
||||
|
||||
if (rightPrefab != null)
|
||||
{
|
||||
GameObject hookGo = FindChildObjectRecursive(transform, _hh_right_hand_weapon);
|
||||
if (hookGo != null)
|
||||
{
|
||||
GameObject weaponObject = Instantiate(rightPrefab);
|
||||
weaponObject.transform.SetParent(hookGo.transform);
|
||||
weaponObject.transform.localPosition = rightPrefab.transform.localPosition;
|
||||
weaponObject.transform.localRotation = rightPrefab.transform.localRotation;
|
||||
weaponObject.transform.localScale = Vector3.one;
|
||||
weaponObject.SetActive(true);
|
||||
_currentRightHandWeapon = weaponObject;
|
||||
anyAttached = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning(
|
||||
"[AnimSceneBootstrap] AnimSceneAttachWeaponPrefabs: hook not found: " + _hh_right_hand_weapon);
|
||||
}
|
||||
}
|
||||
|
||||
if (leftPrefab != null)
|
||||
{
|
||||
GameObject hookGo = FindChildObjectRecursive(transform, _hh_left_hand_weapon);
|
||||
if (hookGo != null)
|
||||
{
|
||||
GameObject weaponObject = Instantiate(leftPrefab);
|
||||
weaponObject.transform.SetParent(hookGo.transform);
|
||||
weaponObject.transform.localPosition = leftPrefab.transform.localPosition;
|
||||
weaponObject.transform.localRotation = leftPrefab.transform.localRotation;
|
||||
weaponObject.transform.localScale = Vector3.one;
|
||||
weaponObject.SetActive(true);
|
||||
_currentLeftHandWeapon = weaponObject;
|
||||
anyAttached = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning(
|
||||
"[AnimSceneBootstrap] AnimSceneAttachWeaponPrefabs: hook not found: " + _hh_left_hand_weapon);
|
||||
}
|
||||
}
|
||||
|
||||
if (anyAttached)
|
||||
{
|
||||
m_uAttackType = weaponActionType;
|
||||
m_bWeaponAttached = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_uAttackType = DEFAULT_ACTION_TYPE;
|
||||
AttachWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="Awake"/> assigns <see cref="m_PlayerActions"/> = <see cref="_default_actions"/> before <see cref="InitStaticRes"/> fills the static table — rebind after bootstrap calls <c>InitStaticRes</c>.
|
||||
/// Mirrors <see cref="SetNewExtendStates"/> (state 111 → turning table).
|
||||
/// Awake 时静态动作表可能尚未构建;Bootstrap 在 InitStaticRes 之后调用本方法。逻辑与 SetNewExtendStates 一致(扩展状态 111 用旋转表)。
|
||||
/// </summary>
|
||||
public void AnimSceneRebindPlayerActions()
|
||||
{
|
||||
if (GetExtState(111) && _turning_actions != null)
|
||||
{
|
||||
m_PlayerActions = _turning_actions;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_PlayerActions = _default_actions;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animation test scene: <c>elementdataman</c> may not register <c>DT_FASHION_WEAPON_CONFIG</c>, so <see cref="IsFashionWeaponTypeFit"/>
|
||||
/// can NRE on a null <c>action_mask</c> when <see cref="m_iFashionWeaponType"/> is in <c>[0, NUM_WEAPON_TYPE)</c>.
|
||||
/// Setting <c>-1</c> makes <see cref="GetShowingWeaponType"/> skip the fashion branch (early out in IsFashionWeaponTypeFit).
|
||||
/// 动画测试:元素表可能未注册时装武器配置;将时尚武器类型置为 -1 避免 IsFashionWeaponTypeFit 空引用。
|
||||
/// </summary>
|
||||
public void AnimSceneSanitizeFashionWeaponStateForElementDataCompat()
|
||||
{
|
||||
m_iFashionWeaponType = -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inspector/debug: non-null string means <see cref="PlayAction"/> will no-op or return false before Animancer runs.
|
||||
/// 非空表示 PlayAction 会在播放前失败或直接被拒。
|
||||
/// </summary>
|
||||
public string AnimSceneTryExplainPlayActionFailure(int iAction)
|
||||
{
|
||||
if (iAction < 0 || iAction >= (int)PLAYER_ACTION_TYPE.ACT_MAX)
|
||||
{
|
||||
return $"Action index must be 0..{(int)PLAYER_ACTION_TYPE.ACT_MAX - 1}.";
|
||||
}
|
||||
|
||||
if (m_pPlayerCECModel == null)
|
||||
{
|
||||
return "CECModel is null — wait for SetPlayerModel / Switch model to finish.";
|
||||
}
|
||||
|
||||
if (m_PlayerActions == null)
|
||||
{
|
||||
return "m_PlayerActions is null — click Play again after bootstrap runs, or call AnimSceneRebindPlayerActions().";
|
||||
}
|
||||
|
||||
if (m_PlayerActions[iAction].data.id == 0)
|
||||
{
|
||||
return $"No PLAYER_ACTION_INFO_CONFIG for index {iAction} (data.id==0). Check actions_player / element data for this action.";
|
||||
}
|
||||
|
||||
if (m_pActionController == null)
|
||||
{
|
||||
return "m_pActionController is null — model setup did not call RecreateActionController (SetPlayerModel incomplete?).";
|
||||
}
|
||||
|
||||
if (iAction >= (int)PLAYER_ACTION_TYPE.ACT_ATTACK_1 && iAction <= (int)PLAYER_ACTION_TYPE.ACT_ATTACK_4)
|
||||
{
|
||||
return "ACT_ATTACK_1..4 are blocked in PlayActionWithConfig — use skill/combat paths.";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f4e2c1a9b7d4e6f80d2c5a3b1e9f7d4
|
||||
@@ -0,0 +1,31 @@
|
||||
using BrewMonster;
|
||||
using BrewMonster.Managers;
|
||||
using CSNetwork.GPDataType;
|
||||
using ModelRenderer.Scripts.GameData;
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
|
||||
public class CECMonsterTest : CECNPC
|
||||
{
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
// Inspector often uses a small positive id (e.g. 1200); GFX requires ISNPCID encoding.
|
||||
if (!GPDataTypeHelper.ISNPCID(m_NPCInfo.nid))
|
||||
{
|
||||
int localId = m_NPCInfo.nid > 0 ? m_NPCInfo.nid : SkillTriggerPanel.DEBUG_TARGET_ID;
|
||||
var info = m_NPCInfo;
|
||||
info.nid = SkillTriggerPanel.EncodeDebugNpcId(localId);
|
||||
m_NPCInfo = info;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
EC_ManMessageMono.Instance?.CECNPCMan?.NPCEnterTest(GetNPCID(), this, "SkillTriggerPanel");
|
||||
m_DisappearCnt.m_dwCounter = 0;
|
||||
m_DisappearCnt.m_dwPeriod = 100000;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4b9bec72fa7e174586eda812dbb0738
|
||||
@@ -1068,6 +1068,10 @@ public class CECNPC : CECObject
|
||||
imageResType = ImageResType.NUM_IMAGE;
|
||||
break;
|
||||
}
|
||||
if(FLoatingTextManager.Instance == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
FLoatingTextManager.Instance.ShowText(transform.position, dwNum, displayColor, 1.0f, imageResType, this);
|
||||
}
|
||||
public void WorkFinished(int iWorkID)
|
||||
@@ -1729,6 +1733,10 @@ public class CECNPC : CECObject
|
||||
{
|
||||
BMLogger.LogError("PlayModelAction iAction :" + iAction);
|
||||
}
|
||||
if(m_pNPCModelPolicy == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_pNPCModelPolicy.PlayModelAction(iAction, bRestart, null);
|
||||
}
|
||||
|
||||
|
||||
@@ -320,6 +320,11 @@ namespace BrewMonster.UI
|
||||
}
|
||||
else
|
||||
{
|
||||
if(m_dialogResouce == null)
|
||||
{
|
||||
BMLogger.LogError($"[AUIManager] GetDialog failed: m_dialogResouce is null for key='{pszName}'");
|
||||
return null;
|
||||
}
|
||||
var prefab = m_dialogResouce.GetPrefabDialog(pszName);
|
||||
if(prefab != null)
|
||||
{
|
||||
|
||||
@@ -20,6 +20,16 @@ namespace BrewMonster
|
||||
public override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
if(uiSkillButton == null)
|
||||
{
|
||||
BMLogger.LogError($"[CDlgSkillAction] uiSkillButton is null");
|
||||
return;
|
||||
}
|
||||
if(uiAssignSkillButton == null)
|
||||
{
|
||||
BMLogger.LogError($"[CDlgSkillAction] uiAssignSkillButton is null");
|
||||
return;
|
||||
}
|
||||
uiSkillButton.onClick.RemoveAllListeners();
|
||||
uiAssignSkillButton.onClick.RemoveAllListeners();
|
||||
|
||||
|
||||
@@ -235,6 +235,57 @@ namespace BrewMonster
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// DEBUG ONLY — bypasses the server skill message by loading skills from SkillStub.map
|
||||
/// (populated at startup from config) that belong to the player's current profession
|
||||
/// (or are general skills, cls == 255). Safe to call before server data arrives.
|
||||
///
|
||||
/// 仅调试用 — 从 SkillStub.map 注入属于当前职业(或通用职业 cls==255)的技能,
|
||||
/// 绕过服务端消息,可在服务端数据到达前调用。
|
||||
/// </summary>
|
||||
public void InjectDebugSkillsFromConfig(int level = 1)
|
||||
{
|
||||
m_aPtSkills.Clear();
|
||||
m_aPsSkills.Clear();
|
||||
|
||||
var stubMap = SkillStub.GetMap();
|
||||
if (stubMap.Count == 0)
|
||||
{
|
||||
BMLogger.LogWarning("InjectDebugSkillsFromConfig: SkillStub.map is empty — config not loaded yet.");
|
||||
return;
|
||||
}
|
||||
|
||||
int playerCls = m_iProfession; // current role's profession ID
|
||||
int injected = 0;
|
||||
foreach (var kvp in stubMap)
|
||||
{
|
||||
int stubCls = kvp.Value.cls;
|
||||
// Keep only skills for this profession or universal skills (cls 255).
|
||||
// Same rule used by EC_HostSkillModel when listing learnable skills.
|
||||
// 仅保留当前职业技能或通用技能(cls==255),与 EC_HostSkillModel 的过滤规则相同。
|
||||
if (stubCls != playerCls && stubCls != 255)
|
||||
continue;
|
||||
|
||||
uint skillId = kvp.Key;
|
||||
CECSkill skill = new CECSkill((int)skillId, level);
|
||||
if (skill.SkillCore == null)
|
||||
continue;
|
||||
|
||||
int type = skill.GetType();
|
||||
if (type != (int)CECSkill.SkillType.TYPE_PASSIVE &&
|
||||
type != (int)CECSkill.SkillType.TYPE_PRODUCE &&
|
||||
type != (int)CECSkill.SkillType.TYPE_LIVE)
|
||||
m_aPtSkills.Add(skill);
|
||||
else
|
||||
m_aPsSkills.Add(skill);
|
||||
|
||||
injected++;
|
||||
}
|
||||
|
||||
BMLogger.Log($"InjectDebugSkillsFromConfig: profession={playerCls}, injected {injected} skills " +
|
||||
$"({m_aPtSkills.Count} active, {m_aPsSkills.Count} passive) at level {level}.");
|
||||
}
|
||||
|
||||
private void OnMsgHstLearnSkill(ECMSG Msg)
|
||||
{
|
||||
cmd_learn_skill pCmd = GPDataTypeHelper.FromBytes<cmd_learn_skill>((byte[])Msg.dwParam1);
|
||||
|
||||
@@ -79,8 +79,16 @@ public class CECUIManager : MonoSingleton<CECUIManager>
|
||||
|
||||
ShowUI("Win_Hpmpxp");
|
||||
#if UNITY_EDITOR
|
||||
if(ChangeSkillShortcutButton == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
ChangeSkillShortcutButton.SetActive(true);
|
||||
#else
|
||||
if(ChangeSkillShortcutButton == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
ChangeSkillShortcutButton.SetActive(false);
|
||||
#endif
|
||||
}
|
||||
@@ -507,6 +515,8 @@ public class CECUIManager : MonoSingleton<CECUIManager>
|
||||
if (m_pDlgQuickBar1)
|
||||
m_pDlgQuickBar1.UpdateShortcuts();
|
||||
|
||||
SkillTriggerPanel.Instance?.Refresh();
|
||||
|
||||
/* if (m_pDlgSkillEdit != null && m_pDlgSkillEdit->IsShow())
|
||||
{
|
||||
// ¼¼Äܱ༽çÃæÖ»ÔÚ Show(true) µÄʱºò²ÅÄܸüÐÂ
|
||||
|
||||
@@ -360,6 +360,20 @@ public partial class CECGameRun : ITickable
|
||||
{
|
||||
return m_pHostPlayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animation / offline test scenes: scene-placed host is not spawned via <see cref="InitCharacter"/>.
|
||||
/// Registers the in-scene <see cref="CECHostPlayer"/> so <see cref="EC_ManPlayer.GetPlayer"/> and skill GFX resolve host position.
|
||||
/// </summary>
|
||||
public void RegisterAnimSceneHostPlayer(CECHostPlayer host)
|
||||
{
|
||||
if (host == null)
|
||||
return;
|
||||
|
||||
m_pHostPlayer = host;
|
||||
BMLogger.Log($"[AnimSceneBootstrap] CECGameRun.RegisterAnimSceneHostPlayer cid={host.GetCharacterID()}");
|
||||
}
|
||||
|
||||
public void InitCharacter(cmd_self_info_1 info)
|
||||
{
|
||||
if (_playerPrefab == null)
|
||||
|
||||
Reference in New Issue
Block a user