unityzgy/Assets/Scripts/GameObjectCtrl/GameObjectCreater.cs
ayuan9957 69641904da fix: 翻译实时更新修复 + 路径检查 + IP选择 + 地形Layer修复
- IconBase: 修复(N)后缀车辆名翻译, 添加OnDestroy取消订阅防止MissingReference
- AnserWindowCtrl: 添加LanguageChanged订阅, 障碍提示实时翻译
- PlanningPlaneCtrl: 修复路径检查Count<0改为<1, 允许单段路径
- CarAIExtendCtrl: 空wayPoints数组防护
- GameObjectCreater: 重复key用索引赋值替代Add
- NetHelper: 优先返回10.x/192.168.x局域网IP, 跳过WSL虚拟网卡
- 海岛/沙漠/丘陵: Terrain Layer设为Floor(8), NavigationStatic
- 沙漠: TerrainLayer smoothness设为0
- 新增本地化条目: 携带装备/搭载人员/装备名称/空袭/维修厂等
2026-07-31 09:30:21 +08:00

119 lines
5.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
using XFramework;
public static class GameObjectCreater
{
/// <summary>
/// 异步加载AB包创建车队 创建完成后执行完成事件
/// </summary>
public static async void CreateCarFromAB(List<CarData> carDatas, Transform parent, UnityAction createrOverAction)
{
Dictionary<string, Task<GameObject>> taskDic = new Dictionary<string, Task<GameObject>>();
Dictionary<string, string> nameToTaskDic = new Dictionary<string, string>();
for (int i = 0; i < carDatas.Count; i++)
{
string prefabName = "武器修理工程车";//后续根据车辆名称完善 现阶段所有车型用同一个模型
nameToTaskDic[carDatas[i].carName] = prefabName;//
if (!taskDic.ContainsKey(prefabName))//避免加载重复资源
{
string path = StreamingAssetsManager.GetPath(prefabName);//根据预制件名称获取资源路径
taskDic.Add(prefabName, AssetBundleHelper.LoadABPrefab(path, prefabName));
}
if (!string.IsNullOrEmpty(carDatas[i].onboardEquip))//该车辆存在展开时的车载装备 加载车载装备
{
string childPrefabName = "600平米帐篷";//后续按照车载装备名称完善 现阶段所有只有一个车载模型
if (!taskDic.ContainsKey(childPrefabName))//避免加载重复资源
{
nameToTaskDic.Add(carDatas[i].onboardEquip, childPrefabName);//车载物体没有分配好唯一名称
string childPrefabPath = StreamingAssetsManager.GetPath(childPrefabName);//根据预制件名称获取资源路径
taskDic.Add(childPrefabName, AssetBundleHelper.LoadABPrefab(childPrefabPath, childPrefabName));
}
}
}
await Task.WhenAll(taskDic.Values);//等待所有的车辆和车载物体加载完成
for (int i = 0; i < carDatas.Count; i++)
{
//string path = StreamingAssetsManager.GetPath("武器修理工程车");//后续按照车辆名称完善
//GameObject prefab = await AssetBundleHelper.LoadABPrefab(path, "武器修理工程车");
GameObject prefab = taskDic[nameToTaskDic[carDatas[i].carName]].Result;//获取资源加载线程的资源 可能为空 后续处理为空情况
GameObject newGO = GameObject.Instantiate<GameObject>(prefab);
newGO.transform.parent = parent;
CarCtrl carCtrl = newGO.AddComponent<CarCtrl>();
carCtrl.SetInitData(carDatas[i]);
if (!string.IsNullOrEmpty(carDatas[i].onboardEquip))//该车辆存在展开时的车载装备 加载车载装备
{
//string equipPath =StreamingAssetsManager.GetPath("600平米帐篷");//后续按照车载装备名称完善
//GameObject equipPrefab = await AssetBundleHelper.LoadABPrefab(equipPath, carDatas[i].onboardEquip);
GameObject equipPrefab = taskDic[nameToTaskDic[carDatas[i].onboardEquip]].Result;//获取资源加载线程的资源 可能为空 后续处理为空情况
carCtrl.SetOnboardEquip(equipPrefab, $"{carDatas[i].carName}_{carDatas[i].onboardEquip}");
}
Crat3DText(carCtrl, new Vector3(0, 6, 0), "MainCamText", Camera.main.transform, LookAtState.LookAt);//创建展示车辆名称的3D文字
GameObjectManager.Instance.SetNewCar(carCtrl);
}
createrOverAction?.Invoke();
}
/// <summary>
/// 创建突发事件触发器
/// </summary>
/// <param name="tuFaDatas"></param>
internal static void CreateTufaTrigger(List<TuFaData> tuFaDatas, Transform parent)
{
for (int i = 0; i < tuFaDatas.Count; i++)
{
GameObject newTufa = new GameObject($"TuFa_{tuFaDatas[i].name.ToString()}");
newTufa.transform.SetParent(parent);
newTufa.transform.position = MapHelper.GetWorldPosFromAnchPos(new Vector2(tuFaDatas[i].posX, tuFaDatas[i].posY));
TuFaTriggerInstanceCtrl tuFaTrigger = newTufa.AddComponent<TuFaTriggerInstanceCtrl>();
tuFaTrigger.InitTrigger(tuFaDatas[i].name, tuFaDatas[i].ID);
GameObjectManager.Instance.InjeectGO(ManagerGOTypes.tufa, tuFaTrigger.gameObject, tuFaDatas[i].ID);
}
}
/// <summary>
/// 创建展示AB包中装备名称的3D文字
/// </summary>
/// <param name="useGO"></param>
public static void Crat3DText(IShowName3DText useGO,Vector3 localPos,string layerName, Transform lookTarget, LookAtState lookAtState,float textSzie=0)
{
GameObject nameTextPrefab = ResourcesManager.Load<GameObject>("Name3DText");
Text3DCtrl text3DCtrl= GameObject.Instantiate<GameObject>(nameTextPrefab, useGO.GetTrans()).GetComponent<Text3DCtrl>();
if (text3DCtrl)
{
text3DCtrl.transform.localPosition = localPos;
text3DCtrl.SetLookTarget(lookTarget);
text3DCtrl.LookAtState = lookAtState;
text3DCtrl.SetLayer(layerName);
text3DCtrl.SetTextSize(textSzie);
useGO.Bind3DText(text3DCtrl);
}
else
{
Debug.Log("3D文字预制件未挂载Text3DCtrl无法完成初始化");
}
}
/// <summary>
/// 创建VR虚拟同步人物模型 初始化物体名称
/// </summary>
public static void CreatSyncVRPerson(List<SyncUser> allUser)
{
GameObject vrPersonPrafab = ResourcesManager.Load<GameObject>("VR_PersonSyncPrefab");
for (int i = 0; i < allUser.Count; i++)
{
VRPersonSyncHandlerCtrl vRPerson = GameObject.Instantiate<GameObject>(vrPersonPrafab).GetComponent<VRPersonSyncHandlerCtrl>();
vRPerson.SetUser(allUser[i].userName, allUser[i].ip);
}
}
}