v11 全量评审:修复 TD-13 至 TD-17

- TD-13: IQuestManager.CompleteQuest 改用 IRewardTarget,移除 using BaseGames.Player
- TD-14: HurtFlashController 缓存 WaitForSeconds(_waitForFlash 字段)
- TD-16: LiquidType 枚举迁移至 BaseGames.Core.Events;LiquidEvent.LiquidType 改为枚举直接比较
- TD-17: DeathScreenController 移除失效的 _onPlayerDied 订阅,改为 OnEnable 直接启动延迟显示

影响文件: IQuestManager.cs / HurtFlashController.cs / LiquidType.cs(迁移) /
  LiquidEvent.cs / LiquidZone.cs / WaterDangerState.cs /
  UnderwaterPostProcessingController.cs / UnderwaterAudioController.cs /
  DeathScreenController.cs

评审文档: Docs/Review/FrameworkReview_2026_May_v11.md(综合评分 9.30/10)
This commit is contained in:
2026-05-12 16:34:03 +08:00
parent 9284278578
commit 1135139bc6
12 changed files with 554 additions and 32 deletions

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@@ -3,7 +3,6 @@
using UnityEngine;
using UnityEngine.Audio;
using BaseGames.Core.Events;
using BaseGames.World.Liquid;
namespace BaseGames.Audio
{
@@ -34,13 +33,13 @@ namespace BaseGames.Audio
private void OnLiquidEntered(LiquidEvent evt)
{
if (evt.LiquidType == nameof(LiquidType.Water))
if (evt.LiquidType == LiquidType.Water)
EnterWater();
}
private void OnLiquidExited(LiquidEvent evt)
{
if (evt.LiquidType == nameof(LiquidType.Water))
if (evt.LiquidType == LiquidType.Water)
ExitWater();
}

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@@ -7,10 +7,10 @@ namespace BaseGames.Core.Events
{
/// <summary>液体区域标识符(对应 LiquidZone SO 的 zoneId。</summary>
public readonly string ZoneId;
/// <summary>液体类型(如 "Water" / "Acid" / "Lava")。</summary>
public readonly string LiquidType;
/// <summary>液体类型(枚举直接比较,无字符串转换)。</summary>
public readonly LiquidType LiquidType;
public LiquidEvent(string zoneId, string liquidType)
public LiquidEvent(string zoneId, LiquidType liquidType)
{
ZoneId = zoneId;
LiquidType = liquidType;

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@@ -0,0 +1,14 @@
// Assets/Scripts/Core/Events/LiquidType.cs
// LiquidType 属于事件载荷定义层(与 LiquidEvent 同程序集),
// 以消除 Core.Events → World.Liquid 的反向依赖。
namespace BaseGames.Core.Events
{
public enum LiquidType
{
Water, // 可游泳(需 Swim 能力)
ShallowWater, // 浅水(水中慢走,无需游泳能力,速度 ×0.65
Mud, // 泥水(移动极慢,无需游泳能力,速度 ×0.50
Acid, // 接触即死HazardZone 处理)
Lava, // 接触即死HazardZone 处理)
}
}

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@@ -0,0 +1,11 @@
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@@ -1,4 +1,3 @@
using BaseGames.Player;
using QuestStateEnum = BaseGames.Core.Events.QuestState;
namespace BaseGames.Quest
@@ -12,8 +11,8 @@ namespace BaseGames.Quest
/// <summary>接取任务(幂等)。</summary>
void AcceptQuest(string questId);
/// <summary>完成任务并发放奖励。</summary>
void CompleteQuest(string questId, PlayerStats player);
/// <summary>完成任务并发放奖励。rewardTarget 接收奖励(如玩家)。</summary>
void CompleteQuest(string questId, IRewardTarget rewardTarget);
/// <summary>返回当前任务状态。未知 questId 返回 Unavailable。</summary>
QuestStateEnum GetState(string questId);

View File

@@ -12,15 +12,20 @@ namespace BaseGames.UI.Menus
[SerializeField] private Button _btnRespawn;
[Header("Event Channels")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
// 死亡界面由 UIManager 在游戏状态变为 Dead 时通过 SetActive(true) 激活。
// _onPlayerDied 事件此时已经触发完毕,订阅它不会收到回调。
// 直接在 OnEnable 启动延迟显示协程即可保证 1.5s 缓冲。
StartCoroutine(ShowAfterDelay(1.5f));
}
private void OnEnable() => _onPlayerDied?.Subscribe(OnPlayerDied).AddTo(_subs);
private void OnDisable() => _subs.Clear();
private void OnPlayerDied() => StartCoroutine(ShowAfterDelay(1.5f));
private void OnDisable()
{
StopAllCoroutines();
}
private IEnumerator ShowAfterDelay(float delay)
{
@@ -30,7 +35,6 @@ namespace BaseGames.UI.Menus
private void Show()
{
gameObject.SetActive(true);
if (_btnRespawn != null)
{
_btnRespawn.onClick.RemoveAllListeners();

View File

@@ -20,6 +20,7 @@ namespace BaseGames.VFX
private MaterialPropertyBlock _block;
private Coroutine _flashCoroutine;
private WaitForSeconds _waitForFlash;
private void Awake()
{
@@ -27,6 +28,8 @@ namespace BaseGames.VFX
if (_renderer == null)
_renderer = GetComponent<SpriteRenderer>();
_block = new MaterialPropertyBlock();
if (_config != null)
_waitForFlash = new WaitForSeconds(_config.HurtFlashDuration);
}
/// <summary>触发一次闪白动画。若上一次闪白未结束则重置计时器。</summary>
@@ -40,7 +43,7 @@ namespace BaseGames.VFX
private IEnumerator FlashCoroutine()
{
SetFlash(1f);
yield return new WaitForSeconds(_config.HurtFlashDuration);
yield return _waitForFlash ?? new WaitForSeconds(_config.HurtFlashDuration);
SetFlash(0f);
_flashCoroutine = null;
}

View File

@@ -1,12 +1,5 @@
// Assets/Scripts/World/Liquid/LiquidType.cs
namespace BaseGames.World.Liquid
{
public enum LiquidType
{
Water, // 可游泳(需 Swim 能力)
ShallowWater, // 浅水(水中慢走,无需游泳能力,速度 ×0.65
Mud, // 泥水(移动极慢,无需游泳能力,速度 ×0.50
Acid, // 接触即死HazardZone 处理)
Lava, // 接触即死HazardZone 处理)
}
}
// LiquidType 已迁移至 BaseGames.Core.Events.LiquidType同程序集的 LiquidEvent
// 此文件保留以保持 .meta 文件对应,请勿在此添加代码。
// 所有引用请使用 using BaseGames.Core.Events; 后直接写 LiquidType

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@@ -41,14 +41,14 @@ namespace BaseGames.World.Liquid
{
if (!other.CompareTag("Player")) return;
_splashEnterFeedback?.PlayFeedbacks();
_onPlayerEntered?.Raise(new LiquidEvent(_zoneId, _liquidType.ToString()));
_onPlayerEntered?.Raise(new LiquidEvent(_zoneId, _liquidType));
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
_splashExitFeedback?.PlayFeedbacks();
_onPlayerExited?.Raise(new LiquidEvent(_zoneId, _liquidType.ToString()));
_onPlayerExited?.Raise(new LiquidEvent(_zoneId, _liquidType));
}
}
}

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@@ -27,7 +27,7 @@ namespace BaseGames.World.Liquid
private void OnLiquidEntered(LiquidEvent evt)
{
if (evt.LiquidType != nameof(LiquidType.Water)) return;
if (evt.LiquidType != LiquidType.Water) return;
BlendVolume(1f, _blendInDuration);
}

View File

@@ -38,7 +38,7 @@ namespace BaseGames.World.Liquid
public void OnEnterLiquid(LiquidEvent evt)
{
if (evt.LiquidType != nameof(LiquidType.Water)) return;
if (evt.LiquidType != LiquidType.Water) return;
if (_playerStats != null && _playerStats.HasAbility(AbilityType.Swim)) return;
_isActive = true;
_drownTimer = _config.DrownTime;