增加 HasDevice判断条件

This commit is contained in:
shenjianxing 2025-05-19 15:08:55 +08:00
parent 17d6a14e13
commit 1fca93283a
6 changed files with 151 additions and 3 deletions

View File

@ -287,7 +287,7 @@ public class ActionHelper
case "ImageSelectMap":
{
var dictAction = (XMLTool.ImageSelectMapAction)act;
return QFramework.ImageSelectMapAction.Allocate(dictAction.args,dictAction.items);
return QFramework.ImageSelectMapAction.Allocate(dictAction.args, dictAction.items);
}
default:
Debug.LogError($"ûÓÐÕÒµ½´ËActionµÄÀàÐÍ{act.Type}");
@ -337,6 +337,11 @@ public class ActionHelper
return VarCondition.Allocate(condition.Name, condition.Value);
case "StrEvent":
return StrEventCondition.Allocate(condition.Value);
case "HasDevice":
{
var dict = (XMLTool.DictionaryCondition)condition;
return HasDeviceCondition.Allocate(dict.args);
}
}
}
return null;

View File

@ -0,0 +1,92 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
namespace QFramework
{
public class HasDeviceCondition : ICondition
{
private static SimpleObjectPool<HasDeviceCondition> mSimpleObjectPool =
new SimpleObjectPool<HasDeviceCondition>(() => new HasDeviceCondition(), null, 10);
private HasDeviceCondition() { }
public GameObject obj = null;
string name;
int count = 1;
public static HasDeviceCondition Allocate(Dictionary<string, string> datas)
{
var conditionAction = mSimpleObjectPool.Allocate();
conditionAction.ActionID = ActionKit.ID_GENERATOR++;
conditionAction.Deinited = false;
conditionAction.Reset();
conditionAction.name = datas.ContainsKey("deviceName") ? datas["deviceName"] : "";
if (datas.ContainsKey("count"))
{
if (int.TryParse(datas["count"], out conditionAction.count) == false)
{
conditionAction.count = 1;
}
}
return conditionAction;
}
public bool Check()
{
if (string.IsNullOrEmpty(name) == false)
{
var device = PlayerController.Instance.HasDevice(name);
if (device != null && device.count >= count)
{
return true;
}
}
return false;
}
public bool Paused { get; set; }
public bool Deinited { get; set; }
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
}
public void OnExecute(float dt)
{
if (Check())
{
this.Finish();
}
}
public void OnFinish()
{
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
obj = null;
mSimpleObjectPool.Recycle(this);
}
}
public void Reset()
{
Paused = false;
Status = ActionStatus.NotStart;
}
}
public static class HasDeviceConditionExtension
{
public static ISequence HasDeviceCondition(this ISequence self, Dictionary<string, string> datas)
{
return self.Append(QFramework.HasDeviceCondition.Allocate(datas));
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 353fda108db04804b9576966f8d0e854
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1803,6 +1803,22 @@ namespace XMLTool
newAction = act;
}
break;
case "HasDevice":
{
var act = new DictionaryCondition();
XAttribute deviceName = action.Attribute("deviceName");
if (deviceName != null)
{
act.args.Add("deviceName", deviceName.Value);
}
XAttribute count = action.Attribute("count");
if (count != null)
{
act.args.Add("count", count.Value);
}
newAction = act;
}
break;
default:
newAction = new Condition();
break;

View File

@ -13,17 +13,38 @@
<MeshCollider/>
<RightMenu values="拾取,丢弃,观察"/>
</Device>
<Device>
<Name>Qiu</Name>
<HighLight color="255,255,255"/>
<Path>Ren/Tou/ShenJing/3</Path>
<Tip>Qiu</Tip>
<MeshCollider/>
<RightMenu values="拾取,丢弃,观察"/>
</Device>
<!--状态机-->
<FSM name="初始化状态机">
<State name="状态2">
<State name="状态1">
<Enter>
<Action type="Sequence">
<Action type="UIShow" value="UIBackPack"></Action>
</Action>
</Enter>
</State>
<State name="状态2">
<Enter>
<Action type="Sequence">
<!--<Action type="Log" value="11111"></Action>-->
</Action>
</Enter>
</State>
<Transision from="状态1" to="状态2">
<Condition type="And">
<Condition type="HasDevice" deviceName="LeiGu" count="1"></Condition>
<Condition type="HasDevice" deviceName="Qiu" count="1"></Condition>
</Condition>
</Transision>
</FSM>

View File

@ -173,6 +173,9 @@
<Condition type="Var" name="变量名" value="1"></Condition>
<!--字符串类型的事件监听 UI中的事件监听都 也可以自定义事件监听-->
<Condition type="StrEvent" value="器械选择通过"></Condition>
<!--身上是否存有某个道具 count默认为1 可以判断数量 如身上有某个道具20个-->
<Condition type="HasDevice" deviceName="道具名" count="1"></Condition>
<!--画线 途径点使用|分割 lineScale 可以调整x轴向和y轴线上的线的粗细-->
<Action type="Line" name="红线" value="-4.030808,2.689521,-1.768913|-3.759371,2.694512,-1.247592" color="255,0,0,255" width="0.05" lineScale="10,0.5"></Action>
<!--相机锁定 是否可以移动 isMove 是否可以旋转镜头 isRotate-->