feat(gameplay): 更新单位属性和材质配置 - 调整多个单位的基础生命值和攻击力数值平衡 - 修改CoreBattleGround材质的纹理缩放比例 - 更新地砖材质颜色为白色 - 优化纹理资源设置,调整最大纹理尺寸并添加PlayableAds平台支持 - 修复弓箭手技能目标查找逻辑,改用统一的敌人检测方法 - 为水晶矿添加中立阵营设置和光球视觉效果同步 - 调整预制体中的全局缩放参数 - 为狼人和石巨人添加NavMeshAgent组件支持 - 优化水晶矿血条显示位置计算方式 ```
128 lines
5.1 KiB
C#
128 lines
5.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Codely.Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityTcp.Editor.Helpers;
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#if UNITY_EDITOR_WIN || UNITY_EDITOR_OSX
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using Cn.Tuanjie.Codely.Editor;
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#endif
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namespace UnityTcp.Editor.Notifier
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{
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/// <summary>
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/// Pushes messages from the Editor/engine into the input field of the
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/// embedded AI agent (CodelyWindow) as an "input_from_editor" event:
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/// user-typed messages, engine errors, stack traces, or any other info the
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/// agent should react to. Distinguish the kind of message via the
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/// <c>source</c>/<c>type</c> arguments.
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///
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/// If no CodelyWindow is open, one is opened and the message is queued
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/// instead of broadcast; the frontend drains the queue via manage_editor
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/// action "drain_agent_input" once its page is fully loaded, so cold-start
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/// messages are not lost. With a window already open, the message is
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/// broadcast directly.
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///
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/// Payload shape: <c>{ text, source, type, autoSubmit, timestamp, attachments? }</c>.
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/// </summary>
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public static class AgentInputNotifier
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{
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private const string EventType = "input_from_editor";
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private const int MaxPendingMessages = 100;
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private static readonly object _gate = new object();
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private static readonly List<JObject> _pending = new List<JObject>();
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/// <summary>
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/// Sends <paramref name="text"/> to the embedded agent's input field.
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/// Must be called from the main thread (may open an EditorWindow).
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/// </summary>
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/// <param name="text">Message to place into the agent input field.</param>
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/// <param name="source">Origin of the message; defaults to "editor_window".</param>
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/// <param name="type">Kind of message; defaults to "user_message".</param>
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/// <param name="autoSubmit">True to have the frontend submit the message immediately instead of just appending it.</param>
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/// <param name="timestamp">Time the message was created; defaults to now (UTC).</param>
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/// <param name="attachments">Optional file paths the frontend attaches (@) to the message; may be null.</param>
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/// <returns>
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/// True if broadcast to at least one client; false if invalid or queued
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/// for the frontend to drain (no CodelyWindow was open yet).
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/// </returns>
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public static bool Send(
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string text,
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string source = "editor_window",
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string type = "user_message",
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bool autoSubmit = false,
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DateTime? timestamp = null,
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IReadOnlyList<string> attachments = null)
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{
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if (string.IsNullOrWhiteSpace(text)) return false;
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try
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{
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var payload = new JObject
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{
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["text"] = text,
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["source"] = source,
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["type"] = type,
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["autoSubmit"] = autoSubmit,
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["timestamp"] = (timestamp ?? DateTime.UtcNow).ToString("o"),
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};
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var attachmentPaths = attachments
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?.Select(p => p?.Trim())
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.Where(p => !string.IsNullOrWhiteSpace(p))
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.ToList();
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if (attachmentPaths != null && attachmentPaths.Count > 0)
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payload["attachments"] = JArray.FromObject(attachmentPaths);
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#if UNITY_EDITOR_WIN || UNITY_EDITOR_OSX
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// The CodelyWindow's presence is the one reliable signal here:
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// connection state can lie (e.g. a standalone app client makes
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// NotifyAll report delivered while the embedded page is still
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// loading). No window → open one, queue the message, and let
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// the frontend drain the queue once its page is fully loaded.
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if (!EditorWindow.HasOpenInstances<CodelyWindow>())
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{
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CodelyWindow.ShowWindow();
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QueuePending(payload);
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return false;
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}
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#endif
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return UnityTcpBridge.IsRunning
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&& UnityTcpBridge.NotifyAll(EventType, payload);
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}
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catch (Exception e)
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{
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try { CodelyLogger.LogError($"[AgentInputNotifier] send failed: {e.Message}"); } catch { }
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return false;
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}
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}
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private static void QueuePending(JObject payload)
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{
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lock (_gate)
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{
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if (_pending.Count >= MaxPendingMessages)
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_pending.RemoveAt(0); // drop the oldest
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_pending.Add(payload);
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}
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}
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/// <summary>
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/// Returns all queued (undelivered) messages and clears the queue.
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/// Called by manage_editor's "drain_agent_input" action on behalf of
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/// the frontend once its page is fully loaded.
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/// </summary>
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public static List<JObject> DrainPending()
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{
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lock (_gate)
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{
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var items = new List<JObject>(_pending);
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_pending.Clear();
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return items;
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}
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}
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}
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}
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