v13 全量评审(终章):修复 TD-19/TD-20 + 编写 v13 评审文档
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@@ -1,6 +1,6 @@
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using System.Collections;
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using UnityEngine;
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using MoreMountains.Tools;
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using MoreMountains.Feedbacks;
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using BaseGames.Player;
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namespace BaseGames.World
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@@ -17,7 +17,7 @@ namespace BaseGames.World
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[SerializeField] private bool _destroyAfterUnlock = true;
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[Header("演出配置")]
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[SerializeField] private Component _unlockFeedback; // Assign MMF_Player or compatible component
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[SerializeField] private MMF_Player _unlockFeedback;
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[SerializeField] private float _cutsceneDuration = 1.5f;
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[Header("Event Channel")]
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@@ -37,7 +37,7 @@ namespace BaseGames.World
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{
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_used = true;
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PlayFeedback(_unlockFeedback);
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_unlockFeedback?.PlayFeedbacks();
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yield return new WaitForSeconds(_cutsceneDuration);
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stats.UnlockAbility(_abilityToUnlock);
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@@ -46,12 +46,5 @@ namespace BaseGames.World
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if (_destroyAfterUnlock)
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Destroy(gameObject);
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}
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private static void PlayFeedback(Component feedback)
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{
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if (feedback == null) return;
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var method = feedback.GetType().GetMethod("PlayFeedbacks", System.Type.EmptyTypes);
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method?.Invoke(feedback, null);
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}
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}
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}
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@@ -19,13 +19,17 @@ namespace BaseGames.World
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private IInteractable _nearest;
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private IInteractable _previousNearest;
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// 预分配检测缓冲区,避免 OverlapCircleAll 每帧 GC 分配
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private readonly Collider2D[] _overlapBuffer = new Collider2D[16];
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private void OnEnable() => _inputReader.InteractEvent += TryInteract;
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private void OnDisable() => _inputReader.InteractEvent -= TryInteract;
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private void Update()
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{
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var hits = Physics2D.OverlapCircleAll(transform.position, _detectRadius, _interactableLayer);
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_nearest = FindNearest(hits);
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int count = Physics2D.OverlapCircleNonAlloc(
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transform.position, _detectRadius, _overlapBuffer, _interactableLayer);
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_nearest = FindNearest(_overlapBuffer, count);
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if (_nearest != _previousNearest)
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{
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@@ -51,13 +55,14 @@ namespace BaseGames.World
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_nearest.Interact(transform);
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}
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private IInteractable FindNearest(Collider2D[] hits)
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private IInteractable FindNearest(Collider2D[] hits, int count)
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{
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IInteractable best = null;
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float bestDist = float.MaxValue;
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foreach (var col in hits)
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for (int i = 0; i < count; i++)
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{
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var col = hits[i];
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var interactable = col.GetComponentInParent<IInteractable>();
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if (interactable == null || !interactable.CanInteract) continue;
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