角色能力,存档

This commit is contained in:
2026-05-19 11:50:21 +08:00
parent d25f237e76
commit 2dcb7a961a
136 changed files with 36035 additions and 27551 deletions

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@@ -0,0 +1,62 @@
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.World
{
/// <summary>
/// 检查点标记。放置于跳跳乐段落或危险区域的关键节点处。
/// 玩家经过时自动激活,成为 LethalTrap 回溯的目标位置。
///
/// 设计要点:
/// - 同一房间可放置多个,取最近经过的一个
/// - 激活状态仅存于运行时,不持久化,换房间后重置
/// - 每个 CheckpointMarker 仅激活一次(重复进入同一触发区无效)
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class CheckpointMarker : MonoBehaviour
{
[Header("检测")]
[Tooltip("勾选 Player 层")]
[SerializeField] private LayerMask _playerLayers;
[Header("事件")]
[Tooltip("EVT_CheckpointReached — 激活时广播,供 VFX/SFX 使用")]
[SerializeField] private VoidEventChannelSO _onCheckpointReached;
private bool _isActivated;
/// <summary>当前运行时是否已被激活。</summary>
public bool IsActivated => _isActivated;
private void Awake()
{
var col = GetComponent<Collider2D>();
if (!col.isTrigger)
{
col.isTrigger = true;
Debug.LogWarning($"[CheckpointMarker] {name}: Collider2D.isTrigger 已自动设为 true。", this);
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (_isActivated) return;
if ((_playerLayers.value & (1 << other.gameObject.layer)) == 0) return;
_isActivated = true;
ServiceLocator.GetOrDefault<ICheckpointService>()?.RegisterCheckpoint(transform.position);
_onCheckpointReached?.Raise();
}
private void OnDrawGizmos()
{
Gizmos.color = _isActivated
? new Color(0f, 1f, 0.3f, 0.9f)
: new Color(0.8f, 0.8f, 0f, 0.6f);
Gizmos.DrawWireSphere(transform.position, 0.4f);
Gizmos.DrawLine(transform.position + Vector3.down * 0.4f,
transform.position + Vector3.up * 0.8f);
}
}
}

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@@ -0,0 +1,11 @@
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@@ -11,7 +11,8 @@
"BaseGames.World",
"BaseGames.Core",
"BaseGames.Core.Save",
"BaseGames.Core.Events"
"BaseGames.Core.Events",
"Unity.TextMeshPro"
],
"autoReferenced": true,
"overrideReferences": false,

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@@ -83,10 +83,13 @@ namespace BaseGames.World.Map
}
}
/// <summary>标记为已完整获取地图信息(购买 MapFragment SO 触发)。</summary>
/// <summary>
/// 标记为已获取地图碎片信息(购买 MapFragment SO 触发)。
/// 仅写入 _mappedRooms若玩家尚未亲自踏入该房间则显示为灰色轮廓Mapped
/// 亲自踏入后Explored优先级更高显示为白色。
/// </summary>
public void SetMapped(string roomId)
{
_exploredRooms.Add(roomId);
if (_mappedRooms.Add(roomId))
_onMapUpdated?.Raise(roomId);
}

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@@ -1,11 +1,18 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
namespace BaseGames.World.Map
{
/// <summary>房间可见性三级状态:未知 / 已踏入 / 已标注(购买地图碎片)。</summary>
public enum RoomVisibility { Unknown, Explored, Mapped }
/// <summary>
/// 全屏地图 UI 面板(架构 15_MapShopModule §1.3)。
/// 由 UIManager PanelStack 管理开关OnEnable 时重建格子并订阅更新事件。
@@ -13,8 +20,10 @@ namespace BaseGames.World.Map
public class MapPanel : MonoBehaviour
{
[SerializeField] private MapDatabaseSO _database;
[SerializeField] private RectTransform _roomContainer; // 格子图放置根节点
[SerializeField] private MapRoomCellUI _cellPrefab; // 地图格子预制
[SerializeField] private RectTransform _roomContainer; // 格子图放置根节点
[SerializeField] private MapRoomCellUI _cellPrefab; // 地图格子预制
[SerializeField] private Image _exitConnectorPrefab; // 出口连接线预制(小矩形 Image
[SerializeField] private ScrollRect _scrollRect; // 包裹 _roomContainer 的滚动矩形(可空,无滚动时留空)
[Header("图标 Sprites")]
[SerializeField] private Sprite _iconSavePoint;
@@ -23,73 +32,241 @@ namespace BaseGames.World.Map
[SerializeField] private Sprite _iconPlayerPos;
[Header("颜色")]
[SerializeField] private Color _colorDiscovered = Color.white;
[SerializeField] private Color _colorUndiscovered = Color.black;
[SerializeField] private Color _colorExplored = Color.white;
[SerializeField] private Color _colorMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
[SerializeField] private Color _colorUnknown = Color.black;
[Header("玩家位置")]
[SerializeField] private MapPlayerTracker _playerTracker; // 挂在 Player 上的追踪器
[SerializeField] private Image _playerIconImg; // _roomContainer 内的玩家图标
[Header("地图标记")]
[SerializeField] private Image _pinPrefab;
[SerializeField] private PinSpriteEntry[] _pinSprites; // PinType → 对应 Sprite
[SerializeField] private MapPinManager _pinManager;
[Header("Tooltip")]
[SerializeField] private GameObject _tooltipPanel;
[SerializeField] private TMP_Text _tooltipText;
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现时刷新
[SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现/标注时刷新
private Dictionary<string, MapRoomCellUI> _cells = new();
private readonly CompositeDisposable _subs = new();
private Dictionary<string, MapRoomCellUI> _cells = new();
private List<Image> _pinImages = new();
private List<Image> _exitImages = new();
private string _highlightedRoomId;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
// 首次打开时建立格子;后续打开只刷新探索状态,跳过 N 次 Instantiate
// 首次打开时建立格子;后续打开只刷新探索状态,跳过重复 Instantiate
if (_cells.Count == 0)
BuildGrid();
else
RefreshAllCells();
RenderPins();
UpdatePlayerIcon();
CenterOnCurrentRoom();
_onMapUpdated?.Subscribe(OnMapUpdated).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
// 格子保留,不销毁——随面板 GameObject 一同隐藏
HideTooltip();
}
private void OnDestroy()
{
// 面板真正销毁时才清理格子
foreach (var cell in _cells.Values)
if (cell != null) Destroy(cell.gameObject);
_cells.Clear();
ClearPins();
ClearExits();
}
private void LateUpdate()
{
UpdatePlayerIcon();
}
// 面板重新打开时同步关闭期间积累的探索进度
private void RefreshAllCells()
{
var mapManager = ServiceLocator.GetOrDefault<IMapService>();
var svc = ServiceLocator.GetOrDefault<IMapService>();
foreach (var (roomId, cell) in _cells)
{
if (cell == null) continue;
bool discovered = mapManager != null && mapManager.IsExplored(roomId);
cell.SetDiscovered(discovered);
cell.SetVisibility(GetVisibility(svc, roomId));
}
}
// ── 内部 ──────────────────────────────────────────────────────────────
// ── 格子 & 出口连接 ──────────────────────────────────────────────────
private void BuildGrid()
{
if (_database == null || _database.AllRooms == null) return;
var mapManager = ServiceLocator.GetOrDefault<IMapService>();
if (_database?.AllRooms == null) return;
var svc = ServiceLocator.GetOrDefault<IMapService>();
foreach (var room in _database.AllRooms)
{
if (room == null) continue;
var cell = Instantiate(_cellPrefab, _roomContainer);
bool discovered = mapManager != null && mapManager.IsExplored(room.RoomId);
cell.Setup(room, discovered, ChooseIcon(room));
cell.Setup(room, GetVisibility(svc, room.RoomId), ChooseIcon(room),
ShowTooltip, HideTooltip);
_cells[room.RoomId] = cell;
}
DrawExits();
}
/// <summary>为每条出口在格子坐标处实例化一个小矩形连接线图像。</summary>
private void DrawExits()
{
if (_exitConnectorPrefab == null || _database?.AllRooms == null) return;
ClearExits();
const float px = 32f;
foreach (var room in _database.AllRooms)
{
if (room?.Exits == null) continue;
foreach (var exit in room.Exits)
{
var conn = Instantiate(_exitConnectorPrefab, _roomContainer);
conn.rectTransform.anchoredPosition = new Vector2(exit.ExitGridPos.x * px, exit.ExitGridPos.y * px);
bool vertical = exit.Direction == ExitDirection.Up || exit.Direction == ExitDirection.Down;
conn.rectTransform.sizeDelta = vertical ? new Vector2(16f, 8f) : new Vector2(8f, 16f);
_exitImages.Add(conn);
}
}
}
private void ClearExits()
{
foreach (var img in _exitImages)
if (img != null) Destroy(img.gameObject);
_exitImages.Clear();
}
private void OnMapUpdated(string roomId)
{
var svc = ServiceLocator.GetOrDefault<IMapService>();
if (_cells.TryGetValue(roomId, out var cell))
cell.SetDiscovered(true);
cell.SetVisibility(GetVisibility(svc, roomId));
}
// ── 玩家位置图标 ──────────────────────────────────────────────────────
private void UpdatePlayerIcon()
{
if (_playerIconImg == null || _playerTracker == null) return;
var roomId = _playerTracker.CurrentRoomId;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell))
{
_playerIconImg.enabled = false;
UpdateCellHighlight(null);
return;
}
var cellRT = cell.GetComponent<RectTransform>();
_playerIconImg.sprite = _iconPlayerPos;
_playerIconImg.enabled = true;
_playerIconImg.rectTransform.anchoredPosition =
cellRT.anchoredPosition
+ Vector2.Scale(_playerTracker.NormalizedPositionInRoom, cellRT.sizeDelta);
UpdateCellHighlight(roomId);
}
// ── 当前房间高亮 & ScrollRect 居中 ──────────────────────────────────────
/// <summary>切换高亮描边:取消旧房间高亮,激活新房间高亮。</summary>
private void UpdateCellHighlight(string roomId)
{
if (roomId == _highlightedRoomId) return;
if (_highlightedRoomId != null && _cells.TryGetValue(_highlightedRoomId, out var prev))
prev.SetHighlight(false);
_highlightedRoomId = roomId;
if (roomId != null && _cells.TryGetValue(roomId, out var next))
next.SetHighlight(true);
}
/// <summary>面板打开时将 ScrollRect 视口居中到玩家当前所在房间。</summary>
private void CenterOnCurrentRoom()
{
if (_scrollRect == null || _playerTracker == null) return;
var roomId = _playerTracker.CurrentRoomId;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell)) return;
Canvas.ForceUpdateCanvases();
var content = _scrollRect.content;
var viewport = _scrollRect.viewport != null
? _scrollRect.viewport
: (RectTransform)_scrollRect.transform;
var cellRT = cell.GetComponent<RectTransform>();
// 将 cell 中心转换到 content 本地坐标系
Vector2 cellWorldCenter = cellRT.TransformPoint(cellRT.rect.center);
Vector2 cellLocal = content.InverseTransformPoint(cellWorldCenter);
// 距 content 左下角的距离pivot 无关)
float cellX = cellLocal.x - content.rect.xMin;
float cellY = cellLocal.y - content.rect.yMin;
Vector2 viewSize = viewport.rect.size;
Vector2 contentSize = content.rect.size;
float rangeX = contentSize.x - viewSize.x;
float rangeY = contentSize.y - viewSize.y;
float normX = rangeX > 0 ? Mathf.Clamp01((cellX - viewSize.x * 0.5f) / rangeX) : 0.5f;
float normY = rangeY > 0 ? Mathf.Clamp01((cellY - viewSize.y * 0.5f) / rangeY) : 0.5f;
_scrollRect.normalizedPosition = new Vector2(normX, normY);
}
// ── 地图标记渲染 ──────────────────────────────────────────────────────
private void RenderPins()
{
ClearPins();
if (_pinPrefab == null || _pinManager == null) return;
foreach (var pin in _pinManager.Pins)
{
if (!_cells.TryGetValue(pin.RoomId, out var cell)) continue;
var img = Instantiate(_pinPrefab, _roomContainer);
img.sprite = GetPinSprite((PinType)pin.PinTypeInt);
var cellRT = cell.GetComponent<RectTransform>();
img.rectTransform.anchoredPosition =
cellRT.anchoredPosition + new Vector2(
pin.NormalizedPosX * cellRT.sizeDelta.x,
pin.NormalizedPosY * cellRT.sizeDelta.y);
_pinImages.Add(img);
}
}
private void ClearPins()
{
foreach (var img in _pinImages)
if (img != null) Destroy(img.gameObject);
_pinImages.Clear();
}
// ── Tooltip ───────────────────────────────────────────────────────────
private void ShowTooltip(string text)
{
if (_tooltipPanel == null || string.IsNullOrEmpty(text)) return;
if (_tooltipText != null) _tooltipText.text = text;
_tooltipPanel.SetActive(true);
}
private void HideTooltip() => _tooltipPanel?.SetActive(false);
// ── 辅助方法 ──────────────────────────────────────────────────────────
/// <summary>按优先级推导可见性Explored > Mapped > Unknown。</summary>
private static RoomVisibility GetVisibility(IMapService svc, string roomId)
{
if (svc == null) return RoomVisibility.Unknown;
if (svc.IsExplored(roomId)) return RoomVisibility.Explored;
if (svc.IsMapped(roomId)) return RoomVisibility.Mapped;
return RoomVisibility.Unknown;
}
private Sprite ChooseIcon(MapRoomDataSO room)
@@ -100,34 +277,63 @@ namespace BaseGames.World.Map
if (room.IsShop) return _iconShop;
return null;
}
private Sprite GetPinSprite(PinType type)
{
if (_pinSprites != null)
foreach (var e in _pinSprites)
if (e.PinType == type) return e.Sprite;
return null;
}
}
[Serializable]
public struct PinSpriteEntry
{
public PinType PinType;
public Sprite Sprite;
}
// ─── 单个地图格子 UI ─────────────────────────────────────────────────────────
/// <summary>地图面板中每个房间对应的格子 UI 组件。</summary>
public class MapRoomCellUI : MonoBehaviour
public class MapRoomCellUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
[SerializeField] private RawImage _outlineImage; // 可选:房间非矩形轮廓纹理
[SerializeField] private Image _highlight; // 可选:当前房间高亮描边(玩家所在时激活)
private static readonly Color Discovered = Color.white;
private static readonly Color Undiscovered = Color.black;
private static readonly Color ColExplored = Color.white;
private static readonly Color ColMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
private static readonly Color ColUnknown = Color.black;
/// <summary>初始化格子(位置、颜色、图标)。</summary>
public void Setup(MapRoomDataSO room, bool discovered, Sprite icon)
private string _displayName;
private Action<string> _onHover;
private Action _onHoverExit;
/// <summary>初始化格子位置、可见性、图标、Tooltip 回调)。</summary>
public void Setup(MapRoomDataSO room, RoomVisibility visibility, Sprite icon,
Action<string> onHover = null, Action onHoverExit = null)
{
// 根据 GridPosition/GridSize 设置 RectTransform 位置与大小
_displayName = room.DisplayName;
_onHover = onHover;
_onHoverExit = onHoverExit;
if (TryGetComponent<RectTransform>(out var rt))
{
rt.anchoredPosition = new Vector2(
room.GridPosition.x * 32f,
room.GridPosition.y * 32f);
rt.sizeDelta = new Vector2(
room.GridSize.x * 32f,
room.GridSize.y * 32f);
rt.anchoredPosition = new Vector2(room.GridPosition.x * 32f, room.GridPosition.y * 32f);
rt.sizeDelta = new Vector2(room.GridSize.x * 32f, room.GridSize.y * 32f);
}
SetDiscovered(discovered);
// 房间轮廓纹理(非矩形形状,覆盖在矩形背景上方)
if (_outlineImage != null)
{
_outlineImage.texture = room.RoomOutlineTex;
_outlineImage.enabled = room.RoomOutlineTex != null;
}
SetVisibility(visibility);
if (_icon != null)
{
@@ -136,9 +342,32 @@ namespace BaseGames.World.Map
}
}
public void SetDiscovered(bool v)
public void SetVisibility(RoomVisibility v)
{
if (_bg != null) _bg.color = v ? Discovered : Undiscovered;
if (_bg == null) return;
_bg.color = v switch
{
RoomVisibility.Explored => ColExplored,
RoomVisibility.Mapped => ColMapped,
_ => ColUnknown,
};
}
/// <summary>向后兼容:直接传 bool 时等同于 Explored / Unknown。</summary>
public void SetDiscovered(bool v)
=> SetVisibility(v ? RoomVisibility.Explored : RoomVisibility.Unknown);
/// <summary>激活/取消当前房间高亮描边。</summary>
public void SetHighlight(bool v)
{
if (_highlight != null) _highlight.enabled = v;
}
public void OnPointerEnter(PointerEventData _)
{
if (!string.IsNullOrEmpty(_displayName)) _onHover?.Invoke(_displayName);
}
public void OnPointerExit(PointerEventData _) => _onHoverExit?.Invoke();
}
}

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@@ -0,0 +1,104 @@
using System;
using System.Collections;
using UnityEngine;
using TMPro;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.World.Map
{
/// <summary>
/// 进入新区域时在屏幕中央短暂渐显区域名称(架构 15_MapShopModule §1.6)。
/// 挂在 HUD 根节点下,订阅 EVT_RegionChanged执行淡入—保持—淡出动画序列。
/// 可通过 _regionNames 配置原始 RegionId 到本地化显示名的映射;未配置时直接显示 RegionId。
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
public class RegionNameDisplay : MonoBehaviour
{
[SerializeField] private TMP_Text _regionText;
[Header("动画时长(秒)")]
[SerializeField] [Range(0.1f, 2f)] private float _fadeDuration = 0.4f;
[SerializeField] [Range(0.5f, 5f)] private float _holdDuration = 2.0f;
[Header("区域名映射(留空则直接显示 RegionId")]
[SerializeField] private RegionNameEntry[] _regionNames;
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onRegionChanged;
private CanvasGroup _cg;
private Coroutine _showCoroutine;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
_cg = GetComponent<CanvasGroup>();
_cg.alpha = 0f;
gameObject.SetActive(false);
}
private void OnEnable()
{
_onRegionChanged?.Subscribe(OnRegionChanged).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
// ── 事件响应 ──────────────────────────────────────────────────────────
private void OnRegionChanged(string regionId)
{
if (string.IsNullOrEmpty(regionId)) return;
if (_regionText != null)
_regionText.text = ResolveDisplayName(regionId);
if (_showCoroutine != null) StopCoroutine(_showCoroutine);
_showCoroutine = StartCoroutine(ShowSequence());
}
// ── 动画序列 ──────────────────────────────────────────────────────────
private IEnumerator ShowSequence()
{
gameObject.SetActive(true);
yield return StartCoroutine(FadeTo(1f));
yield return new WaitForSecondsRealtime(_holdDuration);
yield return StartCoroutine(FadeTo(0f));
gameObject.SetActive(false);
}
private IEnumerator FadeTo(float target)
{
float start = _cg.alpha;
float elapsed = 0f;
while (elapsed < _fadeDuration)
{
_cg.alpha = Mathf.Lerp(start, target, elapsed / _fadeDuration);
elapsed += Time.unscaledDeltaTime;
yield return null;
}
_cg.alpha = target;
}
// ── 辅助方法 ──────────────────────────────────────────────────────────
private string ResolveDisplayName(string regionId)
{
if (_regionNames != null)
foreach (var e in _regionNames)
if (e.RegionId == regionId) return e.DisplayName;
return regionId;
}
}
[Serializable]
public struct RegionNameEntry
{
public string RegionId;
public string DisplayName;
}
}

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@@ -0,0 +1,11 @@
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@@ -6,37 +6,81 @@ namespace BaseGames.World
{
/// <summary>
/// 房间控制器。挂在每个房间场景的 [RoomRoot] 下。
/// Start 时切换摄像机到该房间的 CameraArea并提供出生点查询。
/// Start 时切换摄像机到玩家当前所在的 CameraArea并提供出生点查询。
/// 支持房间内存在多个 CameraArea 的情况:动态检测玩家位于哪个触发区域,
/// 无匹配时回退到场景内第一个 CameraArea。
/// </summary>
public class RoomController : MonoBehaviour
{
[SerializeField] private string _roomId;
[SerializeField] private PlayerSpawnPoint[] _spawnPoints;
[SerializeField] private CameraArea _cameraArea; // 该房间默认的相机区域
[Tooltip("(可选)显式指定此房间的基线相机区域。\n" +
"设置后将优先使用此区域作为房间基准,而非动态检测玩家所在触发区域。\n" +
"通常由 SceneObjectPlacerTool 自动赋值,也可手动拖入。")]
[SerializeField] private CameraArea _cameraArea;
public string RoomId => _roomId;
private void Start()
{
CameraArea area = _cameraArea;
// 未手动绑定时,自动在当前场景中查找(每个房间场景通常只有一个 CameraArea
if (area == null)
{
#if UNITY_6000_0_OR_NEWER
area = Object.FindFirstObjectByType<CameraArea>();
#else
area = Object.FindObjectOfType<CameraArea>();
#endif
if (area != null)
Debug.LogWarning($"[RoomController] {name}_cameraArea 未绑定,自动找到 {area.name}。建议在 Inspector 中手动指定。");
else
Debug.LogError($"[RoomController] {name}:未找到 CameraArea相机不会切换。");
}
// 显式覆盖优先:直接使用编辑器/工具指定的基线区域
CameraArea area = _cameraArea != null ? _cameraArea : FindAreaForPlayer();
if (area != null)
// instantCut = true房间入口传送后相机硬切无混合拖影
ServiceLocator.GetOrDefault<ICameraService>()?.SwitchArea(area, 0, instantCut: true);
else
Debug.LogError($"[RoomController] {name}:未找到任何 CameraArea相机不会切换。");
}
/// <summary>
/// 查找玩家当前所在的 CameraArea。
/// 优先检测玩家位置与哪个 CameraTriggerZone 重叠,选取其中优先级最高者;
/// 无重叠时回退到场景内第一个 CameraArea。
/// </summary>
private CameraArea FindAreaForPlayer()
{
GameObject player = GameObject.FindWithTag("Player");
if (player != null)
{
Vector2 playerPos = player.transform.position;
#if UNITY_6000_0_OR_NEWER
var zones = Object.FindObjectsByType<CameraTriggerZone>(FindObjectsSortMode.None);
#else
var zones = Object.FindObjectsOfType<CameraTriggerZone>();
#endif
// 选取优先级最高的匹配区域(避免多区域重叠时选错基线)
CameraArea bestArea = null;
int bestPriority = int.MinValue;
foreach (var zone in zones)
{
var poly = zone.GetComponent<PolygonCollider2D>();
if (poly != null && poly.OverlapPoint(playerPos))
{
var area = zone.GetComponentInParent<CameraArea>();
if (area != null && zone.Priority > bestPriority)
{
bestPriority = zone.Priority;
bestArea = area;
}
}
}
if (bestArea != null) return bestArea;
}
// 回退:返回场景中第一个 CameraArea
#if UNITY_6000_0_OR_NEWER
var fallback = Object.FindFirstObjectByType<CameraArea>();
#else
var fallback = Object.FindObjectOfType<CameraArea>();
#endif
if (fallback != null)
Debug.LogWarning($"[RoomController] {name}:玩家不在任何触发区域内,回退到 {fallback.name}。建议确认玩家出生位置与 CameraTriggerZone 的重叠关系。");
return fallback;
}
/// <summary>通过 transitionId 查找对应的出生点。</summary>
@@ -53,3 +97,4 @@ namespace BaseGames.World
}
}
}

View File

@@ -5,17 +5,48 @@ using BaseGames.Core.Save;
namespace BaseGames.World
{
public class SavePoint : MonoBehaviour, IInteractable, ISaveable
/// <summary>
/// 存档点(也是复活点)。
/// 玩家互动后:恢复 HP → 写入存档(场景、出生点 ID、世界状态→ 广播激活事件。
/// 传送点(快速旅行面板)是独立的 TeleportStation 组件,不在此处处理。
///
/// 继承 SaveableMonoBehaviour 以自动向 ISaveableRegistry 注册/注销,
/// 确保 GameSaveManager 在 SaveAsync/LoadAsync 时回调本组件。
///
/// OnSave 仅在 _isActivated=true 时写入复活字段,
/// 防止自动存档期间未激活的存档点覆盖玩家的正确复活位置。
/// </summary>
public class SavePoint : SaveableMonoBehaviour, IInteractable
{
[Header("Config")]
[SerializeField] private string _savePointId;
[SerializeField] private bool _restoreSpring = true;
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onSavePointActivated;
[SerializeField] private VoidEventChannelSO _onFastTravelOpen;
[Header("Event Channels - Listen")]
[Tooltip("EVT_SceneLoaded — 用于追踪当前场景名,写入 Player.Scene")]
[SerializeField] private StringEventChannelSO _onSceneLoaded;
private bool _isActivated;
[Header("Event Channels - Raise")]
[SerializeField] private StringEventChannelSO _onSavePointActivated;
private bool _isActivated;
private string _currentSceneName;
private readonly CompositeDisposable _subs = new();
protected override void OnEnable()
{
base.OnEnable(); // 向 ISaveableRegistry 注册,确保 OnSave/OnLoad 被回调
_onSceneLoaded?.Subscribe(OnSceneLoaded).AddTo(_subs);
}
protected override void OnDisable()
{
base.OnDisable(); // 从 ISaveableRegistry 注销
_subs.Clear();
}
private void OnSceneLoaded(string sceneName) => _currentSceneName = sceneName;
// ── IInteractable ──────────────────────────────────────────────────────
public bool CanInteract => true;
@@ -24,6 +55,7 @@ namespace BaseGames.World
public void Interact(Transform player)
{
_isActivated = true;
var restorer = player.GetComponentInChildren<IRestoreOnSave>();
if (restorer != null)
{
@@ -32,27 +64,43 @@ namespace BaseGames.World
}
_onSavePointActivated?.Raise(_savePointId);
_onFastTravelOpen?.Raise();
// 触发存档OnSave() 由 SaveAsync 回调所有 ISaveable包含本组件
var svc = ServiceLocator.GetOrDefault<ISaveService>();
if (svc != null)
_ = svc.SaveAsync(svc.ActiveSlot);
else
Debug.LogWarning("[SavePoint] ISaveService 未注册,跳过存档。", this);
}
public void OnPlayerEnterRange(Transform player) { }
public void OnPlayerExitRange() { }
// ── 存档集成 ────────────────────────────────────────────────────────────
// ── ISaveable通过 SaveableMonoBehaviour 注册)────────────────────────
public bool IsActivated => _isActivated;
public void SetActivated(bool val) => _isActivated = val;
public void OnSave(SaveData data)
public override void OnSave(SaveData data)
{
if (_isActivated && !string.IsNullOrEmpty(_savePointId)
// 仅在本存档点已激活(玩家坐过)时更新复活字段。
// 自动存档也会触发此方法,必须守卫以防止覆盖玩家真正的复活位置。
if (!_isActivated) return;
if (!string.IsNullOrEmpty(_currentSceneName))
data.Player.Scene = _currentSceneName;
if (!string.IsNullOrEmpty(_savePointId))
data.Meta.SavePointId = _savePointId;
if (!string.IsNullOrEmpty(_savePointId)
&& !data.World.ActivatedSavePoints.Contains(_savePointId))
data.World.ActivatedSavePoints.Add(_savePointId);
}
public void OnLoad(SaveData data)
public override void OnLoad(SaveData data)
{
_isActivated = !string.IsNullOrEmpty(_savePointId)
&& data.World.ActivatedSavePoints.Contains(_savePointId);
}
}
}

View File

@@ -13,7 +13,8 @@
"BaseGames.Core.Events",
"BaseGames.Core.Save",
"BaseGames.Equipment",
"BaseGames.Dialogue"
"BaseGames.Dialogue",
"BaseGames.World.Map"
],
"autoReferenced": true,
"overrideReferences": false,

View File

@@ -4,6 +4,7 @@ using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
using BaseGames.World.Map;
namespace BaseGames.World.Shop
{
@@ -124,9 +125,17 @@ namespace BaseGames.World.Shop
if (item.IsUnique) _soldUniqueItems.Add(item.ItemId);
_isDirty = true;
ApplyItemEffect(item);
return true;
}
/// <summary>应用商品效果(购买成功后调用)。当前处理地图碎片揭示逻辑。</summary>
private void ApplyItemEffect(ShopItemSO item)
{
if (item.Effect is MapFragmentEffect mapFrag && !string.IsNullOrEmpty(mapFrag.RoomId))
ServiceLocator.GetOrDefault<IMapService>()?.SetMapped(mapFrag.RoomId);
}
/// <summary>
/// 返回应用难度乘数后的实际价格。UI 层可通过此方法显示正确标价。
/// </summary>

View File

@@ -0,0 +1,33 @@
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.World
{
/// <summary>
/// 传送点。玩家互动后打开快速旅行面板(由 UIManager 响应 EVT_FastTravelOpen
/// 与存档点SavePoint完全独立传送点不存档、不复活、不恢复 HP。
/// </summary>
public class TeleportStation : MonoBehaviour, IInteractable
{
[Header("Config")]
[Tooltip("传送站唯一 ID用于地图 UI 显示和解锁状态查询")]
[SerializeField] private string _stationId;
[Header("Event Channels - Raise")]
[Tooltip("EVT_FastTravelOpen — 触发后由 UIManager 打开快速旅行面板")]
[SerializeField] private VoidEventChannelSO _onFastTravelOpen;
// ── IInteractable ──────────────────────────────────────────────────────
public bool CanInteract => true;
public string InteractPrompt => "快速旅行";
public void Interact(Transform player)
{
_onFastTravelOpen?.Raise();
}
public void OnPlayerEnterRange(Transform player) { }
public void OnPlayerExitRange() { }
}
}

View File

@@ -0,0 +1,11 @@
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