PlacePlayer

This commit is contained in:
2026-05-21 09:36:09 +08:00
parent 7a51c43f04
commit 280c7b22f5
44 changed files with 518 additions and 716 deletions

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View File

@@ -46,12 +46,14 @@ namespace BaseGames.Editor
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_NailClash"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_NailClash");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerDied"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerDied");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_DeathScreenConfirmed"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_DeathScreenConfirmed");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_EnemyDied"); CreateAsset<StringEventChannelSO> ("Combat", "EVT_EnemyDied");
CreateAsset<ParryInfoEventChannelSO> ("Combat", "EVT_ParrySuccess"); CreateAsset<ParryInfoEventChannelSO> ("Combat", "EVT_ParrySuccess");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_CheckpointRespawn"); CreateAsset<VoidEventChannelSO> ("Combat", "EVT_CheckpointRespawn");
CreateAsset<StatusEffectEventChannelSO> ("Combat", "EVT_StatusEffectApplied");
CreateAsset<StatusEffectEventChannelSO> ("Combat", "EVT_StatusEffectExpired");
// ── Boss ────────────────────────────────────────────────────────── // ── Boss ──────────────────────────────────────────────────────────
CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill"); CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill");
@@ -119,6 +121,8 @@ namespace BaseGames.Editor
CreateAsset<IntEventChannelSO> ("Player", "EVT_LingZhuChanged"); CreateAsset<IntEventChannelSO> ("Player", "EVT_LingZhuChanged");
CreateAsset<AbilityTypeEventChannelSO> ("Player", "EVT_AbilityUnlocked"); CreateAsset<AbilityTypeEventChannelSO> ("Player", "EVT_AbilityUnlocked");
CreateAsset<StringEventChannelSO> ("Player", "EVT_AbilityUnlockedStr"); CreateAsset<StringEventChannelSO> ("Player", "EVT_AbilityUnlockedStr");
CreateAsset<IntEventChannelSO> ("Player", "EVT_FormChanged");
CreateAsset<VoidEventChannelSO> ("Player", "EVT_SkillSetChanged");
// ── 音频 ────────────────────────────────────────────────────────── // ── 音频 ──────────────────────────────────────────────────────────
CreateAsset<StringEventChannelSO> ("Audio", "EVT_BGMRequest"); CreateAsset<StringEventChannelSO> ("Audio", "EVT_BGMRequest");
@@ -131,6 +135,7 @@ namespace BaseGames.Editor
CreateAsset<VoidEventChannelSO> ("Progression", "EVT_AchievementNotchGranted"); CreateAsset<VoidEventChannelSO> ("Progression", "EVT_AchievementNotchGranted");
CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmEquipped"); CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmEquipped");
CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmUnequipped"); CreateAsset<CharmEventChannelSO> ("Progression", "EVT_CharmUnequipped");
CreateAsset<VoidEventChannelSO> ("Progression", "EVT_EquipmentChanged");
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();

View File

@@ -60,7 +60,7 @@ namespace BaseGames.Editor
// 动画组件AnimancerComponent 需要 Animator 存在PlayerController // 动画组件AnimancerComponent 需要 Animator 存在PlayerController
// [RequireComponent(typeof(AnimancerComponent))] 保证其存在) // [RequireComponent(typeof(AnimancerComponent))] 保证其存在)
GetOrAddComponent<Animator>(root); GetOrAddComponent<Animator>(root);
GetOrAddComponent<AnimancerComponent>(root); AnimancerComponent animancer = GetOrAddComponent<AnimancerComponent>(root);
SetupSpriteRenderer(root); SetupSpriteRenderer(root);
@@ -77,7 +77,7 @@ namespace BaseGames.Editor
PlayerWallDetector wallDetector = GetOrAddComponent<PlayerWallDetector>(root); PlayerWallDetector wallDetector = GetOrAddComponent<PlayerWallDetector>(root);
EquipmentManager equipmentManager = GetOrAddComponent<EquipmentManager>(root); EquipmentManager equipmentManager = GetOrAddComponent<EquipmentManager>(root);
GetOrAddComponent<SkillModifierRegistry>(root); GetOrAddComponent<SkillModifierRegistry>(root);
GetOrAddComponent<StatusEffectManager>(root); StatusEffectManager statusEffectManager = GetOrAddComponent<StatusEffectManager>(root);
// PlayerController 最后添加RequireComponent 会拉取上方已加好的组件 // PlayerController 最后添加RequireComponent 会拉取上方已加好的组件
PlayerController playerController = GetOrAddComponent<PlayerController>(root); PlayerController playerController = GetOrAddComponent<PlayerController>(root);
@@ -89,7 +89,7 @@ namespace BaseGames.Editor
HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject); HurtBox hurtBox = GetOrAddComponent<HurtBox>(hurtBoxT.gameObject);
// ── [WeaponSocket] 子节点WeaponManager 动态实例化武器 HitBox 的挂点) // ── [WeaponSocket] 子节点WeaponManager 动态实例化武器 HitBox 的挂点)
GetOrCreateChild(root.transform, "[WeaponSocket]"); Transform weaponSocketT = GetOrCreateChild(root.transform, "[WeaponSocket]");
// ── GroundCheck 子节点(地面检测 Transform──────────────────────── // ── GroundCheck 子节点(地面检测 Transform────────────────────────
Transform groundCheckT = GetOrCreateChild(root.transform, "GroundCheck"); Transform groundCheckT = GetOrCreateChild(root.transform, "GroundCheck");
@@ -98,7 +98,7 @@ namespace BaseGames.Editor
AssignLayerMask(playerMovement, "_groundLayer", "Ground", report); AssignLayerMask(playerMovement, "_groundLayer", "Ground", report);
// ── SkillHitBox_Slot 子节点(技能 HitBox 实例化挂点)──────────────── // ── SkillHitBox_Slot 子节点(技能 HitBox 实例化挂点)────────────────
GetOrCreateChild(root.transform, "SkillHitBox_Slot"); Transform skillSocketT = GetOrCreateChild(root.transform, "SkillHitBox_Slot");
// ── CameraFollowTarget 子节点CinemachineCamera.Follow 目标)──────── // ── CameraFollowTarget 子节点CinemachineCamera.Follow 目标)────────
GetOrCreateChild(root.transform, "CameraFollowTarget"); GetOrCreateChild(root.transform, "CameraFollowTarget");
@@ -118,6 +118,34 @@ namespace BaseGames.Editor
AssignReference(playerCombat, "_weaponManager", weaponManager, report); AssignReference(playerCombat, "_weaponManager", weaponManager, report);
AssignReference(springSystem, "_stats", playerStats, report); AssignReference(springSystem, "_stats", playerStats, report);
// WeaponManager 内部引用
AssignReference(weaponManager, "_formController", formController, report);
AssignReference(weaponManager, "_weaponSocket", weaponSocketT, report);
// SkillManager 内部引用(技能系统核心依赖)
AssignReference(skillManager, "_stats", playerStats, report);
AssignReference(skillManager, "_animancer", animancer, report);
AssignReference(skillManager, "_formController", formController, report);
AssignReference(skillManager, "_modifiers", GetOrAddComponent<SkillModifierRegistry>(root), report);
AssignReference(skillManager, "_skillSocket", skillSocketT, report);
// PlayerWallDetector 墙壁检测层Wall + Ground 组合)
{
int wallMask = 0;
int wallL = LayerMask.NameToLayer("Wall");
int groundL = LayerMask.NameToLayer("Ground");
if (wallL != -1) wallMask |= 1 << wallL;
if (groundL != -1) wallMask |= 1 << groundL;
if (wallMask != 0)
{
var wso = new SerializedObject(wallDetector);
var wsp = wso.FindProperty("_wallLayer");
if (wsp != null) { wsp.intValue = wallMask; wso.ApplyModifiedPropertiesWithoutUndo(); }
}
else
report.Add("★ Layer 'Wall'/'Ground' 不存在PlayerWallDetector._wallLayer 未赋值。");
}
// ── 事件频道(可选,缺失时跳过) ─────────────────────────────────── // ── 事件频道(可选,缺失时跳过) ───────────────────────────────────
AssignAsset(playerStats, "_onHPChanged", report, false, "EVT_HPChanged"); AssignAsset(playerStats, "_onHPChanged", report, false, "EVT_HPChanged");
AssignAsset(playerStats, "_onMaxHPChanged", report, false, "EVT_MaxHPChanged"); AssignAsset(playerStats, "_onMaxHPChanged", report, false, "EVT_MaxHPChanged");
@@ -133,6 +161,14 @@ namespace BaseGames.Editor
AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed"); AssignAsset(hurtBox, "_onHitConfirmed", report, false, "EVT_HitConfirmed");
AssignAsset(springSystem, "_onEnemyDied", report, false, "EVT_EnemyDied"); AssignAsset(springSystem, "_onEnemyDied", report, false, "EVT_EnemyDied");
AssignAsset(parrySystem, "_onParrySuccess", report, false, "EVT_ParrySuccess"); AssignAsset(parrySystem, "_onParrySuccess", report, false, "EVT_ParrySuccess");
AssignAsset(formController, "_onFormChanged", report, false, "EVT_FormChanged");
AssignAsset(formController, "_onSkillSetChanged", report, false, "EVT_SkillSetChanged");
AssignAsset(equipmentManager, "_onCharmEquipped", report, false, "EVT_CharmEquipped");
AssignAsset(equipmentManager, "_onCharmUnequipped", report, false, "EVT_CharmUnequipped");
AssignAsset(equipmentManager, "_onEquipmentChanged", report, false, "EVT_EquipmentChanged");
AssignAsset(equipmentManager, "_onAchievementNotchGranted", report, false, "EVT_AchievementNotchGranted");
AssignAsset(statusEffectManager, "_onStatusEffectApplied", report, false, "EVT_StatusEffectApplied");
AssignAsset(statusEffectManager, "_onStatusEffectExpired", report, false, "EVT_StatusEffectExpired");
// ── Config SO 自动查找(资产存在时自动绑定)────────────────────── // ── Config SO 自动查找(资产存在时自动绑定)──────────────────────
Object statsConfig = FindFirstAsset("PLY_PlayerStats"); Object statsConfig = FindFirstAsset("PLY_PlayerStats");
@@ -143,6 +179,7 @@ namespace BaseGames.Editor
Object inputReader = FindFirstAsset("InputReader"); Object inputReader = FindFirstAsset("InputReader");
Object equipmentConfig = FindFirstAsset("PLY_EquipmentConfig"); Object equipmentConfig = FindFirstAsset("PLY_EquipmentConfig");
Object charmCatalog = FindFirstAsset("PLY_CharmCatalog"); Object charmCatalog = FindFirstAsset("PLY_CharmCatalog");
Object animConfig = FindFirstAsset("PLY_PlayerAnimationConfig");
if (statsConfig != null) AssignReference(playerStats, "_config", statsConfig, report); if (statsConfig != null) AssignReference(playerStats, "_config", statsConfig, report);
if (movConfig != null) if (movConfig != null)
@@ -158,16 +195,22 @@ namespace BaseGames.Editor
} }
if (parryConfig != null) AssignReference(parrySystem, "_config", parryConfig, report); if (parryConfig != null) AssignReference(parrySystem, "_config", parryConfig, report);
if (shieldConfig != null) AssignReference(shield, "_config", shieldConfig, report); if (shieldConfig != null) AssignReference(shield, "_config", shieldConfig, report);
if (inputReader != null) AssignReference(playerController, "_inputReader", inputReader, report); if (animConfig != null) AssignReference(playerController, "_animConfig", animConfig, report);
if (inputReader != null)
{
AssignReference(playerController, "_inputReader", inputReader, report);
AssignReference(formController, "_input", inputReader, report);
AssignReference(skillManager, "_input", inputReader, report);
}
if (equipmentConfig != null) AssignReference(equipmentManager, "_config", equipmentConfig, report); if (equipmentConfig != null) AssignReference(equipmentManager, "_config", equipmentConfig, report);
if (charmCatalog != null) AssignReference(equipmentManager, "_charmCatalog", charmCatalog, report); if (charmCatalog != null) AssignReference(equipmentManager, "_charmCatalog", charmCatalog, report);
report.Add("★ 需手动绑定PlayerController._animConfigPLY_PlayerAnimationConfig"); if (animConfig == null) report.Add("★ 需创建并绑定PlayerController._animConfigPLY_PlayerAnimationConfig");
if (statsConfig == null) report.Add("★ 需创建并绑定PlayerStats._configPlayerStatsSO"); if (statsConfig == null) report.Add("★ 需创建并绑定PlayerStats._configPlayerStatsSO");
if (inputReader == null) report.Add("★ 需手动绑定PlayerController._inputReaderInputReaderSO"); if (inputReader == null) report.Add("★ 需手动绑定PlayerController._inputReader / FormController._input / SkillManager._inputInputReaderSO");
if (equipmentConfig == null) report.Add("★ 需创建并绑定EquipmentManager._configEquipmentConfigSO"); if (equipmentConfig == null) report.Add("★ 需创建并绑定EquipmentManager._configEquipmentConfigSO");
if (charmCatalog == null) report.Add("★ 需创建并绑定EquipmentManager._charmCatalogCharmCatalogSO"); if (charmCatalog == null) report.Add("★ 需创建并绑定EquipmentManager._charmCatalogCharmCatalogSO");
report.Add("SkillManager 技能槽 SO 需手动填入。"); report.Add("SkillManager._formSkillSets 技能槽 SO 需手动填入。");
Selection.activeGameObject = root; Selection.activeGameObject = root;
MarkDirtyAndLog("Player", root, report); MarkDirtyAndLog("Player", root, report);