feat: 优化存档管理,增强链状态获取逻辑,添加 ISaveable 接口支持
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@@ -1,6 +1,4 @@
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using BaseGames.Combat;
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using BaseGames.Core;
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using BaseGames.Core.Save;
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using BaseGames.Feedback;
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using UnityEngine;
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@@ -8,10 +6,11 @@ namespace BaseGames.World
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{
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/// <summary>
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/// 假墙(秘密通道)。外观与普通墙相同,可通过攻击/接近揭示并穿越。
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/// 揭示后禁用碰撞体(不销毁),状态持久化到 WorldSaveData。
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/// 揭示后禁用碰撞体(不销毁),状态通过 WorldStateRegistry 持久化。
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/// WorldStateRegistrySaver(ISaveable)统一负责将 Door 分类写入存档。
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class FalseWall : MonoBehaviour, IDamageable, ISaveable
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public class FalseWall : MonoBehaviour, IDamageable
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{
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public enum RevealCondition { Proximity, AttackOnce, AlwaysOpen }
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@@ -27,6 +26,10 @@ namespace BaseGames.World
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[SerializeField] private SpriteRenderer _renderer;
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[SerializeField] private SceneFeedback _revealFeedback;
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[Header("World State")]
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[Tooltip("绑定场景唯一的 WorldStateRegistry ScriptableObject,用于持久化揭示状态。")]
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[SerializeField] private WorldStateRegistry _registry;
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private bool _isRevealed;
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// ── IDamageable ───────────────────────────────────────────────────────
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@@ -42,16 +45,6 @@ namespace BaseGames.World
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// ── Unity Lifecycle ───────────────────────────────────────────────────
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private void Awake()
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{
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
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}
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private void OnDestroy()
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{
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
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}
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private void Start()
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{
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if (_revealCondition == RevealCondition.AlwaysOpen)
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@@ -60,21 +53,13 @@ namespace BaseGames.World
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_isRevealed = true;
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return;
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}
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}
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// ── ISaveable ─────────────────────────────────────────────────────────
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public void OnSave(SaveData data)
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{
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if (_isRevealed && !string.IsNullOrEmpty(_wallId)
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&& !data.World.OpenedDoors.Contains(_wallId))
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data.World.OpenedDoors.Add(_wallId);
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}
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public void OnLoad(SaveData data)
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{
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if (string.IsNullOrEmpty(_wallId)) return;
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_isRevealed = data.World.OpenedDoors.Contains(_wallId);
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if (_isRevealed) SetPassThroughImmediate();
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// 从 WorldStateRegistry 恢复揭示状态(注册表由 WorldStateRegistrySaver.OnLoad 填充)
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if (!string.IsNullOrEmpty(_wallId) && (_registry?.IsDoorOpened(_wallId) ?? false))
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{
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_isRevealed = true;
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SetPassThroughImmediate();
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}
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}
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private void OnTriggerEnter2D(Collider2D other)
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@@ -90,6 +75,7 @@ namespace BaseGames.World
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private void Reveal()
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{
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_isRevealed = true;
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_registry?.MarkDoorOpened(_wallId);
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_revealFeedback?.Play();
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SetPassThroughImmediate();
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}
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@@ -118,3 +104,4 @@ namespace BaseGames.World
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#endif
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}
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}
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