多轮审查评估

This commit is contained in:
2026-05-13 09:19:54 +08:00
parent 458f344e83
commit 1b37297585
57 changed files with 3019 additions and 218 deletions

View File

@@ -44,16 +44,16 @@ namespace BaseGames.Core.Assets
// ── Config ScriptableObjects ─────────────────────────────────────
public const string DataFootstepCatalog = "Config/FootstepCatalog";
/// <summary>
/// Addressable 标签常量(用于批量加载)。
/// 注意:这里是标签名称而非资产地址,不会被 AddressKeyValidator 校验。
/// </summary>
public static class Labels
{
public const string Enemy = "Enemy";
public const string Poolable = "Poolable";
public const string BGM = "BGM";
public const string Charms = "Charms";
}
/// <summary>
/// Addressable 标签常量(用于批量加载)。
/// 注意:这里是标签名称而非资产地址,不会被 AddressKeyValidator 校验。
/// </summary>
public static class Labels
{
public const string Enemy = "Enemy";
public const string Poolable = "Poolable";
public const string BGM = "BGM";
public const string Charms = "Charms";
}
}
}

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@@ -42,12 +42,7 @@ namespace BaseGames.Core
{
yield return new WaitForSeconds(_deathAnimDuration);
yield return new WaitForSeconds(_deathScreenDelay);
// 局部订阅确认事件,不依赖类级 bool 字段
bool confirmed = false;
var sub = _onDeathScreenConfirmed?.Subscribe(() => confirmed = true);
yield return new WaitUntil(() => confirmed);
sub?.Dispose();
// 确认等待由 GameManager.DeathFlow 统一处理,此处仅负责动画延迟
}
public IEnumerator StartRespawnCoroutine()

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@@ -62,6 +62,7 @@ namespace BaseGames.Core
/// <summary>场景/房间标识符,对应 RoomEnteredCondition.sceneName。与 Unity Build Settings 场景名对齐。</summary>
public static class Scene
{
public const string MainMenu = "Scene_MainMenu"; // 与 AddressKeys.SceneMainMenu 对齐
public const string Forest = "Scene_Forest";
public const string Cave = "Scene_Cave";
public const string Castle = "Scene_Castle";

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@@ -19,6 +19,8 @@ namespace BaseGames.Core
public bool FullScreen = true;
public string Language = "zh-CN";
public bool ShowSpeedrunTimer = false;
}
/// <summary>
@@ -55,6 +57,7 @@ namespace BaseGames.Core
TargetFPS = DefaultTargetFPS,
FullScreen = DefaultFullScreen,
Language = DefaultLanguage,
ShowSpeedrunTimer = ShowSpeedrunTimer,
};
}
}

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@@ -9,37 +9,21 @@ using BaseGames.Core.Events;
namespace BaseGames.Core
{
/// <summary>
/// Addressables 场景加载器。
/// 监听 EVT_SceneLoadRequestAdditive 加载指定场景,完成后发布 EVT_SceneLoaded
/// 完整实现由 SceneService 包装调用
/// Addressables 场景加载器(纯工具组件,由 SceneService 驱动)
/// 采用"先加载新、再卸载旧"策略,保证加载失败时旧场景仍可用
/// 加载完成后发布 EVT_SceneLoaded 事件
/// 不直接订阅 SceneLoadRequestEventChannelSO事件分发由 SceneService 负责。
/// </summary>
[DefaultExecutionOrder(-950)]
public class SceneLoader : MonoBehaviour
{
[Header("Event Channels - Listen")]
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
[Header("Event Channels - Raise")]
[SerializeField] private StringEventChannelSO _onSceneLoaded;
private string _currentRoomScene;
private AsyncOperationHandle<SceneInstance> _currentHandle;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
_onSceneLoadRequest?.Subscribe(HandleRequest).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void HandleRequest(SceneLoadRequest request)
=> StartCoroutine(LoadSceneCoroutine(request));
private IEnumerator LoadSceneCoroutine(SceneLoadRequest request)
public IEnumerator LoadSceneCoroutine(SceneLoadRequest request)
{
// 先加载新场景Additive成功后再卸载旧场景
// 顺序保证:若加载失败,旧场景仍保持可用,不会出现无场景的空状态

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@@ -1,6 +1,6 @@
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
namespace BaseGames.Core
@@ -28,13 +28,12 @@ namespace BaseGames.Core
[SerializeField] private SceneLoadRequestEventChannelSO _onSceneLoadRequest;
[Header("Event Channels - Raise")]
[SerializeField] private StringEventChannelSO _onSceneLoaded;
[SerializeField] private VoidEventChannelSO _onFadeInRequest;
[SerializeField] private VoidEventChannelSO _onFadeOutRequest;
[SerializeField] private VoidEventChannelSO _onFadeInRequest;
[SerializeField] private VoidEventChannelSO _onFadeOutRequest;
[SerializeField] private SceneLoader _sceneLoader;
[SerializeField] private float _fadeDuration = 0.3f;
private string _currentRoomScene;
private readonly CompositeDisposable _subscriptions = new();
private void OnEnable()
@@ -52,33 +51,25 @@ namespace BaseGames.Core
_onFadeOutRequest?.Raise();
yield return new WaitForSeconds(_fadeDuration);
if (!string.IsNullOrEmpty(_currentRoomScene))
{
var unload = SceneManager.UnloadSceneAsync(_currentRoomScene);
yield return new WaitUntil(() => unload.isDone);
}
if (_sceneLoader != null)
yield return StartCoroutine(_sceneLoader.LoadSceneCoroutine(request));
else
Debug.LogError("[SceneService] _sceneLoader 未赋值,场景加载中断。请在 Inspector 中绑定 SceneLoader 组件。");
var load = SceneManager.LoadSceneAsync(request.SceneName, LoadSceneMode.Additive);
yield return new WaitUntil(() => load.isDone);
_currentRoomScene = request.SceneName;
_onSceneLoaded?.Raise(request.SceneName);
_onFadeInRequest?.Raise();
}
public IEnumerator UnloadCurrentRoomCoroutine()
{
if (string.IsNullOrEmpty(_currentRoomScene)) yield break;
var op = SceneManager.UnloadSceneAsync(_currentRoomScene);
yield return new WaitUntil(() => op.isDone);
_currentRoomScene = null;
if (_sceneLoader != null)
yield return StartCoroutine(_sceneLoader.UnloadCurrentCoroutine());
}
public IEnumerator LoadMainMenuCoroutine()
{
yield return LoadSceneCoroutine(new SceneLoadRequest
{
SceneName = "MainMenu",
SceneName = AddressKeys.SceneMainMenu,
EntryTransitionId = null,
ShowLoadingScreen = false,
IsRespawn = false