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

@@ -23,7 +23,8 @@ namespace BaseGames.World
[SerializeField] private float _bounceForce = 5f;
[Header("事件频道")]
[SerializeField] private StringEventChannelSO _onCollectiblePickup;
[SerializeField] private StringEventChannelSO _onCollectiblePickup; // 道具获取EVT_ItemPickup
[SerializeField] private StringEventChannelSO _onCollectibleSaved; // 持久化记录EVT_CollectibleSaved
private bool _collected;
@@ -64,7 +65,7 @@ namespace BaseGames.World
}
if (_isPersistent && !string.IsNullOrEmpty(_collectibleId))
_onCollectiblePickup?.Raise(_collectibleId);
_onCollectibleSaved?.Raise(_collectibleId);
Despawn();
}

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@@ -1,4 +1,6 @@
using BaseGames.Combat;
using BaseGames.Core;
using BaseGames.Core.Save;
using MoreMountains.Feedbacks;
using UnityEngine;
@@ -9,7 +11,7 @@ namespace BaseGames.World
/// 揭示后禁用碰撞体(不销毁),状态持久化到 WorldSaveData。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class FalseWall : MonoBehaviour, IDamageable
public class FalseWall : MonoBehaviour, IDamageable, ISaveable
{
public enum RevealCondition { Proximity, AttackOnce, AlwaysOpen }
@@ -39,17 +41,39 @@ namespace BaseGames.World
// ── Unity Lifecycle ───────────────────────────────────────────────────
private void Awake()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
}
private void OnDestroy()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
}
private void Start()
{
if (_revealCondition == RevealCondition.AlwaysOpen)
{
SetPassThroughImmediate();
_isRevealed = true;
return;
}
}
// 读档恢复SaveManager 集成后接入 WorldSaveData.RevealedFalseWalls
// 示例bool revealed = ServiceLocator.GetOrDefault<SaveManager>()?.CurrentSave?.World?.RevealedFalseWalls?.Contains(_wallId) ?? false;
// if (revealed) SetPassThroughImmediate();
// ── ISaveable ─────────────────────────────────────────────────────────
public void OnSave(SaveData data)
{
if (_isRevealed && !string.IsNullOrEmpty(_wallId)
&& !data.World.OpenedDoors.Contains(_wallId))
data.World.OpenedDoors.Add(_wallId);
}
public void OnLoad(SaveData data)
{
if (string.IsNullOrEmpty(_wallId)) return;
_isRevealed = data.World.OpenedDoors.Contains(_wallId);
if (_isRevealed) SetPassThroughImmediate();
}
private void OnTriggerEnter2D(Collider2D other)

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@@ -9,13 +9,8 @@ namespace BaseGames.World
[RequireComponent(typeof(Collider2D))]
public class HazardZone : MonoBehaviour
{
public enum RespawnType { AtLastSavePoint, AtRoomEntry }
[SerializeField] private bool _isInstantKill = true;
[SerializeField] private int _damage = 9999;
#pragma warning disable CS0414
[SerializeField] private RespawnType _respawnType = RespawnType.AtLastSavePoint;
#pragma warning restore CS0414
[SerializeField] private bool _isInstantKill = true;
[SerializeField] private int _damage = 9999;
private void OnTriggerEnter2D(Collider2D other)
{

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@@ -18,11 +18,7 @@ namespace BaseGames.World.Liquid
[Header("区域标识(存档/跨系统识别)")]
[SerializeField] private string _zoneId;
[Header("伤害(Water 类型专用;Acid/Lava 由子节点 HazardZone 处理)")]
#pragma warning disable CS0414
[SerializeField] private bool _dealsDrowningDamage = false;
[SerializeField] private float _drowningDamagePerSecond = 5f;
#pragma warning restore CS0414
[Header("伤害Acid/Lava 由子节点 HazardZone 处理Water 类型溺死由 WaterDangerState 处理)")]
[Header("物理配置")]
[SerializeField] private LiquidPhysicsConfigSO _physicsConfig;

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@@ -31,7 +31,11 @@ namespace BaseGames.World.Liquid
BlendVolume(1f, _blendInDuration);
}
private void OnLiquidExited(LiquidEvent evt) => BlendVolume(0f, _blendOutDuration);
private void OnLiquidExited(LiquidEvent evt)
{
if (evt.LiquidType != LiquidType.Water) return;
BlendVolume(0f, _blendOutDuration);
}
private void BlendVolume(float target, float duration)
{

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@@ -7,10 +7,14 @@ namespace BaseGames.World
/// </summary>
public class PhantomInteractable : DirectionalInteractable
{
private int _phantomBodyLayer;
private void Awake() => _phantomBodyLayer = LayerMask.NameToLayer("PhantomBody");
private void OnTriggerEnter2D(Collider2D other)
{
bool isPlayer = other.CompareTag("Player");
bool isPhantom = other.gameObject.layer == LayerMask.NameToLayer("PhantomBody");
bool isPhantom = other.gameObject.layer == _phantomBodyLayer;
if (!isPlayer && !isPhantom) return;
TryActivate();

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@@ -23,9 +23,16 @@ namespace BaseGames.Puzzle
private bool _isActivated;
public bool IsActivated => _isActivated;
protected virtual void Awake()
{
bool savedState = !string.IsNullOrEmpty(_receiverId)
&& _worldState != null
&& _worldState.HasFlag("receiver_" + _receiverId);
_isActivated = savedState || _startsActivated;
}
protected virtual void Start()
{
_isActivated = _startsActivated;
if (_isActivated) OnActivate();
}

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@@ -43,7 +43,19 @@ namespace BaseGames.Puzzle
public bool IsActive => _isActive;
public event Action<bool> OnStateChanged;
private void Start() => _isActive = _startsActive;
private void Awake()
{
bool savedState = !string.IsNullOrEmpty(_switchId)
&& _worldState != null
&& _worldState.HasFlag("switch_" + _switchId);
_isActive = savedState || _startsActive;
}
private void Start()
{
if (_isActive && _activeClip != null) _animancer?.Play(_activeClip);
else if (_inactiveClip != null) _animancer?.Play(_inactiveClip);
}
// ── IInteractable ────────────────────────────────────────────────────
public string InteractPrompt => _mode == SwitchTriggerMode.Hold ? "按住交互" : "交互";

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@@ -76,10 +76,10 @@ namespace BaseGames.World.Shop
return _availableItemsCache;
}
_availableItemsCache = _inventory.DefaultInventory
.Take(_inventory.MaxDisplaySlots)
.Where(item => item != null
&& !_soldUniqueItems.Contains(item.ItemId)
&& (item.MaxPurchaseCount < 0 || GetPurchaseCount(item.ItemId) < item.MaxPurchaseCount))
.Take(_inventory.MaxDisplaySlots)
.ToList();
_isDirty = false;
return _availableItemsCache;

View File

@@ -3,6 +3,57 @@ using BaseGames.Equipment;
namespace BaseGames.World.Shop
{
// ─── 商品效果基类及子类 ──────────────────────────────────────────────────
// 使用 [SerializeReference] 多态序列化Inspector 中右键可选择具体效果类型,
// 只显示该类型所需字段,消除原平铺字段方案中大量空字段的噪音。
[System.Serializable]
public abstract class ShopItemEffect
{
public abstract ShopItemType Type { get; }
}
[System.Serializable]
public class HealthRestorationEffect : ShopItemEffect
{
public override ShopItemType Type => ShopItemType.HealthRestoration;
/// <summary>恢复的 HP 量。</summary>
public int Amount;
}
[System.Serializable]
public class CharmItemEffect : ShopItemEffect
{
public override ShopItemType Type => ShopItemType.CharmItem;
/// <summary>购买后解锁/获得的护符。</summary>
public CharmSO CharmReference;
}
[System.Serializable]
public class KeyItemEffect : ShopItemEffect
{
public override ShopItemType Type => ShopItemType.KeyItem;
/// <summary>授予玩家的关键道具 ID对应 GameIds.Collectible。</summary>
public string KeyItemId;
}
[System.Serializable]
public class ConsumableBuffEffect : ShopItemEffect
{
public override ShopItemType Type => ShopItemType.ConsumableBuff;
// 可按需在此扩展 BuffId、Duration、Magnitude 等字段
}
[System.Serializable]
public class MapFragmentEffect : ShopItemEffect
{
public override ShopItemType Type => ShopItemType.MapFragment;
/// <summary>购买后揭示的房间 ID对应 MapManager.SetMapped。</summary>
public string RoomId;
}
// ─── 商品 SO ──────────────────────────────────────────────────────────────
/// <summary>
/// 商店单品 SO架构 15_MapShopModule §2.1)。
/// 资产路径: Assets/ScriptableObjects/Shop/Item_{ItemId}.asset
@@ -20,15 +71,17 @@ namespace BaseGames.World.Shop
[Header("价格")]
public int BasePrice;
public bool IsUnique; // 购买一次后永久从库存移除
public int MaxPurchaseCount = -1; // -1 = 无限次
[Header("商品类型")]
public ShopItemType ItemType;
[Header("商品效果")]
[SerializeReference]
public ShopItemEffect Effect;
// 按 ItemType 填写以下字段(其余留空)
public int HealthRestoreAmount; // HealthRestoration 类型
public CharmSO CharmReference; // CharmItem 类型
public string KeyItemId; // KeyItem 类型
public int MaxPurchaseCount = -1; // -1 = 无限次
/// <summary>
/// 便捷属性:从 Effect 类型推导商品分类,供 ShopPanel/UI 按类型渲染图标或提示文字。
/// Effect 为 null 时回退到 HealthRestorationInspector 未配置的保护值)。
/// </summary>
public ShopItemType ItemType => Effect?.Type ?? ShopItemType.HealthRestoration;
}
public enum ShopItemType