Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

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@@ -214,6 +214,7 @@ namespace BaseGames.Enemies
private IEnumerator PhaseTransitionCoroutine(int targetPhase, float duration)
{
IsPhaseTransitioning = true;
OnBeginPhaseTransition(targetPhase);
// 打断技能 + 停止移动
_skillExecutor?.InterruptCurrentSkill();
@@ -232,8 +233,7 @@ namespace BaseGames.Enemies
_phaseTransitionCoroutine = null;
}
/// <summary>
/// 立即终止阶段过渡协程并清除标志位。
/// <summary>立即终止阶段过渡协程并清除标志位。
/// 死亡时调用,防止 IsPhaseTransitioning 永久为 true 影响对象池复用。
/// </summary>
private void AbortPhaseTransition()
@@ -246,6 +246,12 @@ namespace BaseGames.Enemies
IsPhaseTransitioning = false;
}
/// <summary>
/// 阶段过渡开始时回调(子类可重写以触发演出动画或特殊逻辑)。
/// 在无敌帧等待之前调用。
/// </summary>
protected virtual void OnBeginPhaseTransition(int targetPhase) { }
/// <summary>检查当前 HP 是否低于指定百分比0~1。</summary>
public bool IsHPBelow(float ratio)
{

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@@ -0,0 +1,171 @@
using System.Collections;
using Animancer;
using BaseGames.Combat;
using BaseGames.Core;
using BaseGames.Core.Pool;
using UnityEngine;
using UnityEngine.Events;
namespace BaseGames.Enemies.Boss
{
/// <summary>
/// 嘲风 Boss 主脚本。
///
/// Phase 0地面4 技能加权随机(回旋扇/扇形连击/小龙卷/大龙卷)。
/// Phase 1空中风石技能 + 击落计数机制。
///
/// 阶段过渡流程:
/// 1. BossBase.BeginPhaseTransition → OnBeginPhaseTransition(1) 立即播放过渡动画 + 开始浮空
/// 2. 无敌期结束(≥ _riseDuration+buffer→ BossBase.EnterPhase(1) 广播阶段切换事件
///
/// ⚠️ 动画由本脚本通过 Animancer.Play() 完整控制,不在 BD 中调用 BD_PlayAnimation。
/// </summary>
public class ChaoFengBoss : BossBase
{
[Header("浮空 / 击落")]
[SerializeField] private ChaoFengFloatController _floatController;
[SerializeField] private ChaoFengKnockdownCounter _knockdownCounter;
[Header("阶段过渡动画")]
[SerializeField] private ClipTransition _phaseTransitionClip;
[Header("回旋扇收招动画")]
[SerializeField] private ClipTransition _boomerangEndClip;
[Header("弹体发射点")]
[SerializeField] private Transform _boomerangMuzzle;
[SerializeField] private Transform _tornadoMuzzle;
[SerializeField] private Transform _windStoneMuzzle;
[Header("击败演出动画")]
[SerializeField] private ClipTransition _defeatStruggleClip;
[Tooltip("倒地喘气(循环);与 ChaoFengKnockdownCounter._staggerClip 共用同一 Clip")]
[SerializeField] private ClipTransition _defeatPantClip;
[SerializeField] private ClipTransition _defeatStandUpClip;
[SerializeField] private float _defeatPantDuration = 3f;
[Header("白屏回调(可接 CameraManager / VFX Event")]
[SerializeField] private UnityEngine.Events.UnityEvent _onDefeatWhiteFlash;
// ── 阶段过渡钩子 ─────────────────────────────────────────────────────
/// <summary>
/// 阶段过渡开始时立即播放过渡动画并启动浮空协程。
/// invincibleDuration 需在 BD_BossPhaseTransition 中配置为 ≥ _riseDuration + 缓冲(约 2.0s)。
/// </summary>
protected override void OnBeginPhaseTransition(int targetPhase)
{
if (targetPhase == 1)
{
if (_phaseTransitionClip.Clip != null)
Animancer.Play(_phaseTransitionClip);
StartCoroutine(_floatController.FloatUp());
}
}
// ── 受击转发 ─────────────────────────────────────────────────────────
/// <summary>
/// 转发受击事件至击落计数器。
/// ⚠️ HurtBox 无公开 OnDamageTaken 事件,必须通过此虚方法转发。
/// </summary>
protected override void OnDamageTaken(DamageInfo info)
{
base.OnDamageTaken(info);
_knockdownCounter?.OnBossHit(info);
}
// ── 动画事件 ─────────────────────────────────────────────────────────
/// <summary>
/// 回旋扇返回时由 ReturnProjectile 调用,触发收扇动画。
/// </summary>
public void OnBoomerangReturned()
{
if (_boomerangEndClip.Clip != null)
Animancer.Play(_boomerangEndClip);
}
// ── 弹体生成 ─────────────────────────────────────────────────────────
/// <summary>
/// 由技能动画 AnimationEvent 触发,生成对应弹体。
/// payload: "boomerang" / "tornado_small" / "tornado_large" / "wind_stone"
/// </summary>
public override void SpawnProjectile(string payload)
{
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
if (pool == null) return;
switch (payload)
{
case "boomerang":
{
var go = pool.Spawn("PROJ_Boomerang",
_boomerangMuzzle != null ? _boomerangMuzzle.position : transform.position,
Quaternion.identity);
go?.GetComponent<ReturnProjectile>()?.SetOwner(transform);
break;
}
case "tornado_small":
pool.Spawn("PROJ_TornadoSmall",
_tornadoMuzzle != null ? _tornadoMuzzle.position : transform.position,
Quaternion.identity);
break;
case "tornado_large":
if (PlayerTransform != null)
pool.Spawn("PROJ_TornadoLarge", PlayerTransform.position, Quaternion.identity);
break;
case "wind_stone":
pool.Spawn("PROJ_WindStone",
_windStoneMuzzle != null ? _windStoneMuzzle.position : transform.position,
Quaternion.identity);
break;
}
}
// ── 击败演出 ─────────────────────────────────────────────────────────
protected override void Die()
{
StartCoroutine(DefeatSequence());
}
private IEnumerator DefeatSequence()
{
StopBehaviorTree();
_knockdownCounter?.ForceEnd();
// Phase 2空中先落地
if (CurrentPhase >= 1 && _floatController != null)
yield return _floatController.FallDown();
// 空中挣扎Defeat_Struggle
if (_defeatStruggleClip.Clip != null)
{
Animancer.Play(_defeatStruggleClip);
yield return new WaitForSeconds(_defeatStruggleClip.Clip.length);
}
// 白屏效果
_onDefeatWhiteFlash?.Invoke();
// 倒地喘气Defeat_Pant 循环)
if (_defeatPantClip.Clip != null)
Animancer.Play(_defeatPantClip);
yield return new WaitForSeconds(_defeatPantDuration);
// 站起Defeat_StandUp 单次)
if (_defeatStandUpClip.Clip != null)
{
Animancer.Play(_defeatStandUpClip);
yield return new WaitForSeconds(_defeatStandUpClip.Clip.length);
}
// 广播战斗结束、触发结算过场
base.Die();
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,46 @@
using System.Collections;
using UnityEngine;
namespace BaseGames.Enemies.Boss
{
/// <summary>
/// 嘲风漂浮控制器:负责 Phase 2 进入时上浮、击落时下落的平滑位移。
/// 使用 Rigidbody2D.MovePosition 做帧级 Lerp 插值,避免物理穿墙。
/// </summary>
public class ChaoFengFloatController : MonoBehaviour
{
[SerializeField] private float _floatHeight = 5f;
[SerializeField] private float _riseDuration = 1.5f;
[SerializeField] private float _fallDuration = 0.8f;
[SerializeField] private Rigidbody2D _rb;
private float _groundY;
private void Start() => _groundY = transform.position.y;
/// <summary>上浮至悬空高度(切换为 Kinematic 后执行)。</summary>
public IEnumerator FloatUp()
{
_rb.bodyType = RigidbodyType2D.Kinematic;
_rb.velocity = Vector2.zero;
yield return TweenY(transform.position.y, _groundY + _floatHeight, _riseDuration);
}
/// <summary>下落回地面(落地后恢复 Dynamic。</summary>
public IEnumerator FallDown()
{
yield return TweenY(transform.position.y, _groundY, _fallDuration);
_rb.bodyType = RigidbodyType2D.Dynamic;
}
private IEnumerator TweenY(float from, float to, float duration)
{
for (float t = 0f; t < duration; t += Time.deltaTime)
{
_rb.MovePosition(new Vector2(transform.position.x, Mathf.Lerp(from, to, t / duration)));
yield return null;
}
_rb.MovePosition(new Vector2(transform.position.x, to));
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,78 @@
using System.Collections;
using Animancer;
using BaseGames.Boss;
using BaseGames.Combat;
using UnityEngine;
namespace BaseGames.Enemies.Boss
{
/// <summary>
/// 嘲风击落计数器Phase 2
/// 由 <see cref="ChaoFengBoss.OnDamageTaken"/> 直接调用 <see cref="OnBossHit"/>
/// 累计命中达到阈值后触发击落序列(下落 → 硬直 → 复位浮空)。
///
/// ⚠️ HurtBox 无公开 OnDamageTaken 事件,必须通过 EnemyBase.OnDamageTaken 虚方法转发。
/// </summary>
public class ChaoFengKnockdownCounter : MonoBehaviour
{
[SerializeField] private int _threshold = 8;
[Header("依赖引用")]
[SerializeField] private ChaoFengBoss _boss;
[SerializeField] private ChaoFengFloatController _floatCtrl;
[Header("击落动画")]
[SerializeField] private ClipTransition _knockdownHitClip;
[Tooltip("击落后硬直动画(复用 Defeat_Pant Clip")]
[SerializeField] private ClipTransition _staggerClip;
[SerializeField] private float _staggerDuration = 3f;
private int _count;
private bool _inKnockdown;
/// <summary>
/// 由 <see cref="ChaoFengBoss.OnDamageTaken"/> 调用,累计受击并在达到阈值时触发击落。
/// </summary>
public void OnBossHit(DamageInfo info)
{
if (_inKnockdown || _boss == null || _boss.CurrentPhase != 1) return;
_count++;
if (_count >= _threshold)
{
_count = 0;
StartCoroutine(KnockdownSequence());
}
}
/// <summary>强制结束正在进行中的击落序列(由 ChaoFengBoss.DefeatSequence 调用)。</summary>
public void ForceEnd()
{
StopAllCoroutines();
_inKnockdown = false;
_count = 0;
}
private IEnumerator KnockdownSequence()
{
_inKnockdown = true;
_boss.GetComponentInChildren<BossSkillExecutor>()?.InterruptCurrentSkill();
if (_knockdownHitClip.Clip != null)
_boss.Animancer.Play(_knockdownHitClip);
yield return _floatCtrl.FallDown();
if (_staggerClip.Clip != null)
_boss.Animancer.Play(_staggerClip);
yield return new WaitForSeconds(_staggerDuration);
yield return _floatCtrl.FloatUp();
_inKnockdown = false;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,61 @@
using UnityEngine;
using BaseGames.Combat;
namespace BaseGames.Enemies.Boss
{
/// <summary>
/// 嘲风回旋扇弹体:向前飞行至最大射程后自动追踪 Boss 返回。
/// 命中目标或返回到 Boss 身边时归还对象池,并通知 Boss 触发收扇动画。
/// </summary>
public class ReturnProjectile : Projectile
{
private enum Stage { Forward, Returning }
[SerializeField] private float _maxRange = 8f;
[SerializeField] private float _returnSpeed = 6f;
private Stage _stage;
private Transform _ownerTransform;
private Vector2 _startPos;
/// <summary>设置持有者 Transform发射时由 ChaoFengBoss.SpawnProjectile 调用)。</summary>
public void SetOwner(Transform owner) => _ownerTransform = owner;
protected override void OnInitialized()
{
_stage = Stage.Forward;
_startPos = transform.position;
_rb.velocity = Direction * _config.Speed;
}
protected override void Update()
{
// 不使用基类的 Lifetime 自毁;由射程 / 返回逻辑控制生命周期
if (_stage == Stage.Forward)
{
if (Vector2.Distance(transform.position, _startPos) >= _maxRange)
{
_stage = Stage.Returning;
_rb.velocity = Vector2.zero;
}
}
else // Returning
{
if (_ownerTransform == null)
{
base.ReturnToPool();
return;
}
Vector2 dir = ((Vector2)_ownerTransform.position - (Vector2)transform.position).normalized;
_rb.velocity = dir * _returnSpeed;
if (Vector2.Distance(transform.position, _ownerTransform.position) < 0.5f)
{
_ownerTransform.GetComponentInParent<ChaoFengBoss>()?.OnBoomerangReturned();
base.ReturnToPool();
}
}
}
}
}

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