This commit is contained in:
Tran Hai Nam
2026-05-08 17:42:08 +07:00
10 changed files with 310 additions and 20 deletions
+106 -2
View File
@@ -9,6 +9,7 @@ using System.Threading.Tasks;
using BrewMonster.Scripts.Chat;
using System.Collections.Generic;
using UnityEngine;
using BrewMonster.Scripts.Skills;
public class CECNPC : CECObject
{
[SerializeField] protected INFO m_NPCInfo;
@@ -44,6 +45,14 @@ public class CECNPC : CECObject
protected CECNPCModelPolicy m_pNPCModelPolicy;
protected CECPolicyAction m_pPolicyAction;
public int m_iMMIndex;
// [中文] 上次从服务器收到的完整扩展状态位图(用于 SetNewExtendStates 中的 Array.Copy
// [English] Last full extended-state bitmask received from server (copied in SetNewExtendStates)
protected uint[] m_aExtStates = new uint[(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT];
// [中文] 当前已显示的扩展状态位图(与新数据做差分,控制 GFX 增删)
// [English] Currently displayed extended-state bitmask (diffed against new data to add/remove GFX)
protected uint[] m_aExtStatesShown = new uint[(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT];
public int m_idAttackTarget;
/// <summary>Buff/debuff icon states from server (ICON_STATE_NOTIFY). Same role as CECPlayer.m_aIconStates.</summary>
public List<IconState> m_aIconStates = new List<IconState>();
@@ -137,7 +146,7 @@ public class CECNPC : CECObject
var ext = new uint[ojexitStateCount];
if ((info.state & PlayerNPCState.GP_STATE_EXTEND_PROPERTY) != 0)
r.ReadInto(ext);
//SetNewExtendStates(0, ext, ojexitStateCount );
SetNewExtendStates(0, ext, (int)ojexitStateCount);
// PET
m_idMaster = 0;
@@ -234,6 +243,12 @@ public class CECNPC : CECObject
});
}
}
else if (Convert.ToInt32(Msg.dwParam2) == CommandID.UPDATE_EXT_STATE)
{
cmd_update_ext_state pCmd = GPDataTypeHelper.FromBytes<cmd_update_ext_state>((byte[])Msg.dwParam1);
if (pCmd.id == m_NPCInfo.nid)
SetNewExtendStates(0, pCmd.states, (int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT);
}
// UPDATE_EXT_STATE for NPC is handled separately from icon strip; extend if NPC state GFX is ported.
}
@@ -243,6 +258,91 @@ public class CECNPC : CECObject
//m_pNPCModelPolicy.PlayGfx(res_GFXFile(RES_GFX_LEVELUP), NULL);
}
// [中文] 处理服务器发来的扩展状态更新消息,驱动状态 GFX 的添加与移除
// [English] Handle server ext-state update message — drives state GFX add/remove
// [中文] 更新扩展状态并刷新 GFX 显示
// [English] Update the ext-state arrays and refresh GFX display
public void SetNewExtendStates(int start, uint[] pData, int count)
{
if (pData == null || start + count > (int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT)
return;
ShowExtendStates(start, pData, count);
Array.Copy(pData, 0, m_aExtStates, start, count);
}
// [中文] 清除所有已显示的状态效果 GFX(传入全零位图触发全量移除)
// [English] Clear all currently displayed state-effect GFX (pass all-zero bitmap to remove everything)
private void ClearShowExtendStates()
{
ShowExtendStates(0, new uint[(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT],
(int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT, true);
}
// [中文] 对比旧位图与新位图,逐位差分,新增或移除对应状态效果 GFX
// [English] Diff old vs new bitmask bit-by-bit and add/remove state-effect GFX accordingly
private void ShowExtendStates(int start, uint[] pData, int count, bool bIgnoreOptimize = false)
{
if (pData == null || start + count > (int)OBJECT_EXT_STATE.OBJECT_EXT_STATE_COUNT)
return;
// [中文] 模型必须已加载才能挂载 GFX
// [English] Model must be loaded before GFX can be attached
if (!m_pNPCModelPolicy.IsModelLoaded())
return;
// [中文] 策划联入\状态效果\ —— 状态效果 GFX 的基础路径(与 C++ 保持一致)
// [English] Designer-linked state-effect GFX base path (matches C++)
const string szBasePath = "gfx/策划联入/状态效果/";
const int bitSize = sizeof(uint) * 8;
for (int index = 0; index < count; index++)
{
int idState = index + start;
for (int i = 0; i < bitSize; i++)
{
uint dwMask = 1u << i;
uint dwFlag1 = m_aExtStatesShown[idState] & dwMask; // currently shown
uint dwFlag2 = pData[index] & dwMask; // incoming
// [中文] 两者相同(都激活或都未激活),无需处理
// [English] Both unchanged — nothing to do
if ((dwFlag1 == 0 && dwFlag2 == 0) || (dwFlag1 != 0 && dwFlag2 != 0))
continue;
// [中文] 查询可见状态定义(NPC 固定使用 profession 127
// [English] Query visible state definition (NPCs always use profession 127)
VisibleState pvs = GNET.QueryVisibleState(127, i + idState * bitSize);
if (pvs == null)
continue;
string strEffect = pvs.GetEffect();
if (string.IsNullOrEmpty(strEffect))
continue;
string strGFXFile = szBasePath + strEffect;
if (dwFlag1 != 0)
{
// [中文] 移除旧状态效果 GFX
// [English] Remove old state GFX
m_pNPCModelPolicy.RemoveGfx(strGFXFile, "HH_头顶" /*pvs.GetHH()*/);
}
else
{
// [中文] 添加新状态效果 GFX
// [English] Add new state GFX
BMLogger.Log($"[HoangDev NPC StateGFX] Playing: {strGFXFile}, hook: {pvs.GetHH()}");
m_pNPCModelPolicy.PlayGfx(strGFXFile,"HH_头顶" /*pvs.GetHH()*/);
}
}
}
Array.Copy(pData, 0, m_aExtStatesShown, start, count);
}
private void OnMsgNPCInvisible(ECMSG Msg)
{
cmd_object_invisible pCmd = GPDataTypeHelper.FromBytes<cmd_object_invisible>((byte[])Msg.dwParam1);
@@ -683,6 +783,10 @@ public class CECNPC : CECObject
::memset(m_aExtStates, 0, sizeof(m_aExtStates));
m_aIconStates.clear();*/
m_aIconStates?.Clear();
// [中文] 模型释放前先移除所有状态效果 GFX,并重置位图
// [English] Remove all state-effect GFX and reset bitmasks before the model is released
ClearShowExtendStates();
Array.Clear(m_aExtStates, 0, m_aExtStates.Length);
m_pNPCModelPolicy = null;
PoolManager.Instance.Despawn(m_modelVisual);
@@ -1025,7 +1129,7 @@ public class CECNPC : CECObject
{
return;
}
try
{
szModelFile = AFile.NormalizePath(szModelFile.ToLower(), true);
@@ -1,6 +1,10 @@
using BrewMonster;
using BrewMonster.Managers;
using CSNetwork.GPDataType;
using CSNetwork.Protocols;
using System.Collections.Generic;
using System.Threading.Tasks;
using BrewMonster.Scripts;
using UnityEngine;
public class CECNPCModelDefaultPolicy
@@ -12,6 +16,14 @@ public class CECNPCModelDefaultPolicy
A3DAABB m_CHAABB; // AABB Updated with m_ppBrushes
// number of brush object used in collision
// [中文] 状态效果 GFX 对象缓存,键为 (路径 + 挂点名)
// [English] Active state-effect GFX objects, keyed by (path + hook name)
private Dictionary<string, GameObject> _stateGfxObjects = new Dictionary<string, GameObject>();
// [中文] 挂点 Transform 缓存,键为挂点名称
// [English] Hook transform cache, keyed by bone name
private Dictionary<string, Transform> _hookCache = new Dictionary<string, Transform>();
public CECNPCModelDefaultPolicy(CECNPC pNPC)
{
m_pNPCModel = new CECModel();
@@ -73,7 +85,7 @@ public class CECNPCModelDefaultPolicy
// m_CHAABB ¸ù¾Ý͹°üÉϵĶ¥µãλÖÃÀ´¼ÆËã°üΧºÐ£¬¸ü׼ȷ²¢Óë͹°ü¼ì²â±£³ÖÒ»ÖÂ
// ²»ÄÜʹÓà GetPos() À´µ÷Õû m_CHAABB ºó×÷Ϊ¼ÆËã½á¹û·µ»Ø
//aabb.Center = GetPos() + A3DVECTOR3(0.0f, m_CHAABB.Extents.y, 0.0f);
//aabb.CompleteMinsMaxs();
//aabb.CompleteMinsMaxs();
bRet = true;
}
return bRet;
@@ -199,10 +211,107 @@ public class CECNPCModelDefaultPolicy
public override void SetNpcVisual(NPCVisual npcVisual)
{
_npcVisual = npcVisual;
// [中文] 模型重新加载时清除挂点缓存
// [English] Clear hook cache when the NPC model is reloaded
_hookCache.Clear();
}
public override void SetDefaultPickAABBExt(A3DVECTOR3 vExt)
{
}
// -----------------------------------------------------------------------
// IsModelLoaded / PlayGfx / RemoveGfx
// -----------------------------------------------------------------------
// [中文] 判断 NPC 模型是否已加载并激活(作为状态 GFX 的前置守卫)
// [English] Returns true when the NPC model is present and the game object is active
public override bool IsModelLoaded()
{
return m_pNPCModel != null && m_pNPC != null && m_pNPC.gameObject.activeInHierarchy;
}
// [中文] 异步加载并挂载状态效果 GFX 到指定挂点;以 (路径+挂点) 为键去重
// [English] Async-load and attach a state-effect GFX to the given hook; deduplicated by (path+hook)
public override async void PlayGfx(string szPath, string szHook)
{
if (string.IsNullOrEmpty(szPath)) return;
string key = szPath + szHook;
if (_stateGfxObjects.ContainsKey(key)) return;
GameObject prefab = await AddressableManager.Instance.LoadPrefabAsync(szPath);
if (prefab == null)
{
BMLogger.LogWarning($"[NPC GFX] Failed to load prefab: {szPath}");
return;
}
// [中文] 检查 NPC 是否仍然存在(异步加载期间可能被销毁)
// [English] Guard against the NPC being destroyed during async load
if (m_pNPC == null) return;
// [中文] 查找挂点,找不到则回退到 NPC 根节点
// [English] Locate hook bone; fall back to NPC root if not found
Transform parent = FindHookTransform(szHook) ?? m_pNPC.transform;
GameObject vfx = Object.Instantiate(prefab, parent);
if (vfx == null) return;
vfx.transform.localPosition = Vector3.zero;
vfx.transform.localRotation = Quaternion.Euler(-180f, -90f, 90f);
_stateGfxObjects[key] = vfx;
BMLogger.Log($"[NPC GFX] Playing: {szPath}, hook: {szHook}");
}
// [中文] 销毁并移除指定状态效果 GFX
// [English] Destroy and untrack a state-effect GFX
public override void RemoveGfx(string szPath, string szHook)
{
string key = szPath + szHook;
if (_stateGfxObjects.TryGetValue(key, out GameObject vfx) && vfx != null)
{
Object.Destroy(vfx);
_stateGfxObjects.Remove(key);
}
}
// -----------------------------------------------------------------------
// Hook lookup — child-name traversal (no SkeletonBuilder on NPC)
// 挂点查找 —— 遍历子节点名称(NPC 无 SkeletonBuilder
// -----------------------------------------------------------------------
// [中文] 在 NPC GameObject 的子节点中按名称递归查找挂点,结果缓存以提升性能
// [English] Recursively find a child transform by name under the NPC; results are cached
private Transform FindHookTransform(string hookName)
{
if (string.IsNullOrEmpty(hookName)) return null;
if (_hookCache.TryGetValue(hookName, out Transform cached) && cached != null)
return cached;
Transform root = m_pNPC?.transform;
if (root == null) return null;
Transform found = FindChildByName(root, hookName);
if (found != null)
_hookCache[hookName] = found;
return found;
}
// [中文] 深度优先递归遍历子节点,按名称查找
// [English] Depth-first recursive child search by name
private static Transform FindChildByName(Transform parent, string name)
{
foreach (Transform child in parent)
{
if (child.name == name) return child;
Transform found = FindChildByName(child, name);
if (found != null) return found;
}
return null;
}
}
@@ -16,5 +16,17 @@ namespace BrewMonster
public abstract bool GetCHAABB(ref A3DAABB ab);
public abstract void StopChannelAction();
public abstract void SetDefaultPickAABBExt(CSNetwork.GPDataType.A3DVECTOR3 vExt);
// [中文] 模型是否已加载完毕(用于状态效果 GFX 的显示守卫)
// [English] Whether the NPC model is loaded (guard for state-effect GFX display)
public abstract bool IsModelLoaded();
// [中文] 在 NPC 模型挂点上播放状态效果 GFX
// [English] Play a state-effect GFX on the NPC model at the given hook
public abstract void PlayGfx(string szPath, string szHook);
// [中文] 移除 NPC 模型上的状态效果 GFX
// [English] Remove a state-effect GFX from the NPC model
public abstract void RemoveGfx(string szPath, string szHook);
}
}
@@ -1546,6 +1546,11 @@ namespace CSNetwork
break;
}
case CommandID.HOST_NOTIFY_ROOT:
case CommandID.HOST_DISPEL_ROOT:
EC_ManMessage.PostMessage(EC_MsgDef.MSG_HST_ROOTNOTIFY, MANAGER_INDEX.MAN_PLAYER, 0, pDataBuf, pCmdHeader);
break;
default:
#if UNITY_EDITOR
if (isDebug)
@@ -1,6 +1,8 @@
using BrewMonster.Scripts;
using Cysharp.Threading.Tasks;
using UnityEngine;
using System;
#if UNITY_EDITOR
using UnityEditor;
@@ -35,7 +37,7 @@ namespace BrewMonster
}
public async UniTask LoadAsset()
public async UniTask LoadAsset(Action actDone = null)
{
if (string.IsNullOrEmpty(assetPath))
{
@@ -50,7 +52,7 @@ namespace BrewMonster
_isLoading = true;
int requestId = ++_loadRequestId;
var model = await AddressableManager.Instance.LoadPrefabAsync(assetPath);
actDone?.Invoke();
// Object might have been destroyed while awaiting.
if (this == null || gameObject == null)
{
@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
@@ -288,10 +289,12 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
private void ProcessLoadAndUnloadObjects()
{
_currentIdxAsset = 0;
_maxIdxAsset = _candidatesForLoading.Count;
// load the objects that are in the loading range long enough. (_candidateWaitTimeSeconds)
foreach (var kvp in _candidatesForLoading)
{
kvp.Key.LoadAsset().Forget();
kvp.Key.LoadAsset(CallBackAssetLoadingDone).Forget();
_loadedObjects.Add(kvp.Key);
}
_candidatesForLoading.Clear();
@@ -307,6 +310,28 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
_objectsToUnload.Clear();
}
int _currentIdxAsset = 0; // The current counter for loaded assets.
int _maxIdxAsset = 0; // Limit the number of assets that have finished loading.
/// <summary>
/// isLitToReady is a condition used by _hostPlayer to wait until the Lit assets have finished loading.
/// This function counts the number of assets successfully loaded from the Addressable system,
/// and once the required number is reached, it sets _hostPlayer.isLitToReady = true.
/// </summary>
private void CallBackAssetLoadingDone()
{
_currentIdxAsset++;
if (_currentIdxAsset >= _maxIdxAsset)
{
if (_hostPlayer != null)
{
_hostPlayer.isLitToReady = true;
}
_currentIdxAsset = -1;
_maxIdxAsset = 0;
}
}
/// <summary>
/// Get the Host Player instance.
/// </summary>
@@ -444,4 +469,4 @@ public class LitModelHolder : MonoSingleton<LitModelHolder>
$"- anchorsWithMoreThanOneChild={multiChildCount}");
}
#endif
}
}
@@ -174,6 +174,11 @@ namespace BrewMonster
}
_needToProcessLoadAndUnload = true;
//if (_hostPlayer != null)
//{
// Debug.LogError("ProcessLoadAndUnload Terain _hostPlayer.isTerrainToReady = false");
// _hostPlayer.isTerrainToReady = false;
//}
}
}
@@ -183,9 +188,11 @@ namespace BrewMonster
/// </summary>
private void ProcessLoadAndUnload()
{
_currentIdxAsset = 0;
_maxIdxAsset = _candidatesForLoading.Count;
for (int i = 0; i < _candidatesForLoading.Count; i++)
{
_candidatesForLoading[i].LoadAsset().Forget();
_candidatesForLoading[i].LoadAsset(CallBackAssetLoadingDone).Forget();
}
_candidatesForLoading.Clear();
@@ -196,6 +203,28 @@ namespace BrewMonster
_objectsToUnload.Clear();
}
int _currentIdxAsset = 0; // The current counter for loaded assets.
int _maxIdxAsset = 0; // Limit the number of assets that have finished loading.
/// <summary>
/// isLitToReady is a condition used by _hostPlayer to wait until the Terrain assets have finished loading.
/// This function counts the number of assets successfully loaded from the Addressable system,
/// and once the required number is reached, it sets _hostPlayer.isLitToReady = true.
/// </summary>
private void CallBackAssetLoadingDone()
{
_currentIdxAsset++;
if (_currentIdxAsset >= _maxIdxAsset)
{
if (_hostPlayer != null)
{
_hostPlayer.isTerrainToReady = true;
}
_currentIdxAsset = -1;
_maxIdxAsset = 0;
}
}
/// <summary>
/// Main-thread anchor for terrain streaming: host position, or navigate clone when force-navigate is active (same idea as LitModelHolder).
/// 地形流式锚点:普通用宿主;强制导航用导航克隆(与 LitModelHolder 一致)。
+8 -8
View File
@@ -1,11 +1,18 @@
{
"items": [
{
"header": 1992,
"param": 0,
"hasParam": false,
"describe": "Buff rage",
"lastUsedUtcTicks": 639138321717437357
},
{
"header": 8903,
"param": 73125,
"hasParam": true,
"describe": "NoCooldown",
"lastUsedUtcTicks": 639137253458330904
"lastUsedUtcTicks": 639138321659072960
},
{
"header": 2000,
@@ -14,13 +21,6 @@
"describe": "Up Level",
"lastUsedUtcTicks": 639136623463073402
},
{
"header": 1992,
"param": 0,
"hasParam": false,
"describe": "Buff rage",
"lastUsedUtcTicks": 639136573213427110
},
{
"header": 1988,
"param": 0,
+2
View File
@@ -230,6 +230,8 @@ namespace BrewMonster
m_MoveCtrl.SetHostLastPos(EC_Utility.ToA3DVECTOR3(vPos));
m_MoveCtrl.SetLastSevPos(EC_Utility.ToA3DVECTOR3(vPos));
isLitToReady = false;
isTerrainToReady = false;
// Update camera if available
// 如果可用则更新相机
// UpdateFollowCamera(false, 10); // Uncomment if UpdateFollowCamera method exists
+5 -3
View File
@@ -169,6 +169,8 @@ namespace BrewMonster
Ray ray;
RaycastHit[] hits = new RaycastHit[5];
bool isDataAwaitToReady = false;
public bool isTerrainToReady = false;
public bool isLitToReady = false;
private BaseVfxObject m_pSelectedGFX;
private BaseVfxObject m_pHoverGFX;
@@ -395,7 +397,7 @@ namespace BrewMonster
{
base.Update();
if (!isDataAwaitToReady)
if (!isDataAwaitToReady || !isTerrainToReady || !isLitToReady)
{
return;
}
@@ -607,7 +609,7 @@ namespace BrewMonster
private void OnMsgHstRootNotify(in ECMSG Msg)
{
if ((int)Msg.dwParam2 == CommandID.HOST_NOTIFY_ROOT)
if (Convert.ToInt32(Msg.dwParam2) == CommandID.HOST_NOTIFY_ROOT)
{
cmd_host_notify_root pCmd = GPDataTypeHelper.FromBytes<cmd_host_notify_root>((byte[])Msg.dwParam1);
m_dwLIES |=(uint) (1 << pCmd.type);
@@ -631,7 +633,7 @@ namespace BrewMonster
}
}
}
else if ((int)Msg.dwParam2 == CommandID.HOST_DISPEL_ROOT)
else if (Convert.ToInt32(Msg.dwParam2) == CommandID.HOST_DISPEL_ROOT)
{
cmd_host_dispel_root pCmd = GPDataTypeHelper.FromBytes<cmd_host_dispel_root>((byte[])Msg.dwParam1);
m_dwLIES &=(uint) ~(1 << pCmd.type);