做不出来

This commit is contained in:
SoulliesOfficial
2026-06-30 01:48:58 -04:00
parent 9a9e48f8a5
commit ddd387ef35
132 changed files with 8945 additions and 2943 deletions

View File

@@ -6,13 +6,27 @@ using UnityEngine;
namespace Cielonos.MainGame.Characters.AI
{
public enum AttributeCompareMode
{
Value,
Percentage
}
[Category("Cielonos")]
[Description("检查一个属性是否满足条件")]
public class CheckAttribute : AutomataConditionalBase
{
private AttributeSubmodule attributeSm;
[Tooltip("检查的属性名,例如 Health")]
public string attributeName;
[Tooltip("比较模式:数值或百分比")]
public AttributeCompareMode compareMode = AttributeCompareMode.Value;
[Tooltip("百分比比较时作为分母的属性名。留空时默认使用 Maximum + attributeName (例如 MaximumHealth)")]
public string percentBaseAttribute;
public bool isBiggerThan;
public SharedVariable<float> biggerThanValue;
public bool isSmallerThan;
@@ -30,18 +44,32 @@ namespace Cielonos.MainGame.Characters.AI
public override TaskStatus OnUpdate()
{
float attributeValue = attributeSm[attributeName];
float compareBiggerValue = biggerThanValue.Value;
float compareSmallerValue = smallerThanValue.Value;
float compareEqualValue = equalValue.Value;
if (compareMode == AttributeCompareMode.Percentage)
{
string baseAttr = string.IsNullOrEmpty(percentBaseAttribute) ? "Maximum" + attributeName : percentBaseAttribute;
float baseValue = attributeSm[baseAttr];
// 使用逆运算进行比较,防止分母为 0 导致浮点数异常
compareBiggerValue = baseValue * compareBiggerValue;
compareSmallerValue = baseValue * compareSmallerValue;
compareEqualValue = baseValue * compareEqualValue;
}
if (isBiggerThan && attributeValue <= biggerThanValue.Value)
if (isBiggerThan && attributeValue <= compareBiggerValue)
{
return TaskStatus.Failure;
}
if (isSmallerThan && attributeValue >= smallerThanValue.Value)
if (isSmallerThan && attributeValue >= compareSmallerValue)
{
return TaskStatus.Failure;
}
if (isEqual && Mathf.Abs(attributeValue - equalValue.Value) > tolerance)
if (isEqual && Mathf.Abs(attributeValue - compareEqualValue) > tolerance)
{
return TaskStatus.Failure;
}

View File

@@ -0,0 +1,101 @@
#if UNITY_EDITOR
using System;
using System.Reflection;
using UnityEngine;
using UnityEngine.UIElements;
using Opsive.Shared.Editor.UIElements;
using Opsive.Shared.Editor.UIElements.Controls;
using Opsive.Shared.Editor.UIElements.Controls.Types;
using Cielonos.MainGame.Characters.AI;
namespace Cielonos.MainGame.Characters.AI.Editor
{
[ControlType(typeof(CheckAttribute))]
public class CheckAttributeControl : TypeControlBase
{
public override bool UseLabel => false;
protected override VisualElement GetControl(TypeControlInput input)
{
var task = input.Value as CheckAttribute;
if (task == null) return new Label("[CheckAttribute] 节点引用无效");
var container = new VisualElement();
var baseAttrContainer = new VisualElement();
// 动态显示隐藏逻辑
Action updateVisibilities = () => {
if (task.compareMode == AttributeCompareMode.Percentage)
{
baseAttrContainer.style.display = DisplayStyle.Flex;
}
else
{
baseAttrContainer.style.display = DisplayStyle.None;
}
};
// 1. 添加常规控制字段
AddField(input, task, "attributeName", container);
AddField(input, task, "compareMode", container, updateVisibilities);
// 2. 百分比分母属性配置字段
AddField(input, task, "percentBaseAttribute", baseAttrContainer);
container.Add(baseAttrContainer);
// 3. 比较判断及比较值字段
AddField(input, task, "isBiggerThan", container);
AddField(input, task, "biggerThanValue", container);
AddField(input, task, "isSmallerThan", container);
AddField(input, task, "smallerThanValue", container);
AddField(input, task, "isEqual", container);
AddField(input, task, "equalValue", container);
// 4. 初始化可见性
updateVisibilities();
return container;
}
private void AddField(TypeControlInput input, CheckAttribute task, string fieldName, VisualElement container, Action postChangeAction = null)
{
FieldInspectorView.AddField(input.UnityObject, task, fieldName, container, (object newValue) =>
{
if (newValue != null)
{
if (newValue is CheckAttribute)
{
// Opsive 通过底层 Binding 更新了该 Task 对象,无需手动赋值
}
else
{
FieldInfo fieldInfo = typeof(CheckAttribute).GetField(fieldName);
if (fieldInfo != null)
{
if (fieldInfo.FieldType.IsEnum)
{
try
{
fieldInfo.SetValue(task, Enum.ToObject(fieldInfo.FieldType, newValue));
}
catch
{
fieldInfo.SetValue(task, newValue);
}
}
else
{
fieldInfo.SetValue(task, newValue);
}
}
}
}
input.OnChangeEvent(task);
postChangeAction?.Invoke();
});
}
}
}
#endif

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f22bb5b924e17b245a8eb0201de79c84

View File

@@ -16,12 +16,14 @@ namespace Cielonos.MainGame.Characters.AI
public string tagPrefix = "EnemyAttack";
private MusicBeatSystem _beatSystem;
private ILocalRhythmTracker _localTracker;
private BeatMarker _lastTriggeredBeat;
public override void OnAwake()
{
base.OnAwake();
_beatSystem = CombatManager.GetCombatSystem<MusicBeatSystem>();
_localTracker = gameObject.GetComponent<ILocalRhythmTracker>();
}
public override void OnStart()
@@ -31,12 +33,29 @@ namespace Cielonos.MainGame.Characters.AI
public override TaskStatus OnUpdate()
{
if (_beatSystem == null || !_beatSystem.IsActive || _beatSystem.CurrentBeatData == null)
MusicBeatData activeData = null;
float currentSongTime = 0f;
bool isActive = false;
if (_localTracker != null && _localTracker.CurrentBeatData != null)
{
activeData = _localTracker.CurrentBeatData;
currentSongTime = _localTracker.CurrentSongTime;
isActive = _localTracker.IsPlaying;
}
else if (_beatSystem != null && _beatSystem.IsActive && _beatSystem.CurrentBeatData != null)
{
activeData = _beatSystem.CurrentBeatData;
currentSongTime = _beatSystem.CurrentSongTime;
isActive = _beatSystem.IsPlaying;
}
if (!isActive || activeData == null)
{
return TaskStatus.Failure;
}
BeatMarker targetBeat = FindNextMatchingBeat();
BeatMarker targetBeat = FindNextMatchingBeat(activeData, currentSongTime);
if (targetBeat == null)
{
return TaskStatus.Failure;
@@ -48,7 +67,7 @@ namespace Cielonos.MainGame.Characters.AI
return TaskStatus.Failure;
}
float timeUntilBeat = targetBeat.time - _beatSystem.CurrentSongTime;
float timeUntilBeat = targetBeat.time - currentSongTime;
// Check if we are within the lead time window
if (timeUntilBeat <= leadTime)
@@ -60,10 +79,9 @@ namespace Cielonos.MainGame.Characters.AI
return TaskStatus.Failure;
}
private BeatMarker FindNextMatchingBeat()
private BeatMarker FindNextMatchingBeat(MusicBeatData activeData, float currentTime)
{
float currentTime = _beatSystem.CurrentSongTime;
var markers = _beatSystem.CurrentBeatData.beatMarkers;
var markers = activeData.beatMarkers;
if (markers == null) return null;