修复内容:
PlayerMovement:新增 _facingLocked 字段 + LockFacing(bool) 方法;UpdateFacing() 锁定时直接返回 WallSlideState:OnStateEnter 调用 LockFacing(true) + FlipFacing(_wallDir);OnStateExit 调用 LockFacing(false) 解锁 WallJumpState:OnStateEnter 保险性再调一次 LockFacing(false);WallJumpAway/Toward 同步写入 _inputVelocityX,确保解锁后 UpdateFacing 朝向正确(背墙跳 = 离墙方向,对墙跳 = 朝墙方向)
This commit is contained in:
@@ -775,9 +775,13 @@ namespace BaseGames.Editor
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{
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var report = new List<string>();
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GameObject go = new GameObject("MovingPlatform");
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Undo.RegisterCreatedObjectUndo(go, "Place Moving Platform");
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go.transform.position = GetDropPosition();
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// 根节点:平台实体 + 路径点都挂在此节点下,路径点不随平台本体移动
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GameObject root = new GameObject("MovingPlatform_Root");
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Undo.RegisterCreatedObjectUndo(root, "Place Moving Platform");
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root.transform.position = GetDropPosition();
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// 平台实体:作为 root 子节点
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GameObject go = GetOrCreateChild(root.transform, "MovingPlatform").gameObject;
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SetLayer(go, "Platform", report);
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Rigidbody2D rb = GetOrAddComponent<Rigidbody2D>(go);
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@@ -796,22 +800,23 @@ namespace BaseGames.Editor
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sensorCol.size = new Vector2(3.8f, 0.25f);
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sensorCol.offset = new Vector2(0f, 0.33f);
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// Waypoint markers (LinearAB mode end points)
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Transform wpA = GetOrCreateChild(go.transform, "WaypointA");
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Transform wpB = GetOrCreateChild(go.transform, "WaypointB");
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wpA.localPosition = new Vector3(-3f, 0f, 0f);
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wpB.localPosition = new Vector3(3f, 0f, 0f);
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// 路径点:挂在 root 下而非平台下,平台移动时路径点位置不变
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Transform wpA = GetOrCreateChild(root.transform, "WaypointA");
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Transform wpB = GetOrCreateChild(root.transform, "WaypointB");
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wpA.position = root.transform.position + new Vector3(-3f, 0f, 0f);
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wpB.position = root.transform.position + new Vector3( 3f, 0f, 0f);
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MovingPlatform platform = GetOrAddComponent<MovingPlatform>(go);
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AssignReference(platform, "_passengerSensor", sensorCol, report);
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AssignLayerMask(platform, "_passengerLayer", new[] { "Player", "Enemy" }, report);
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AssignObjectArray(platform, "_wayPoints", new Object[] { wpA, wpB }, report);
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report.Add("WaypointA / WaypointB 为移动端点,可将其拖出平台并在场景中调整位置。");
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report.Add("WaypointA / WaypointB 已挂在 MovingPlatform_Root 下(非平台子节点),平台移动时路径点保持原位。");
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report.Add("在场景中调整 WaypointA / WaypointB 的世界位置即可设置移动端点。");
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report.Add("如需触发激活,改 _moveType = TriggeredLinear 并将 VoidEventChannelSO 拖入 _activationChannel。");
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Selection.activeGameObject = go;
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MarkDirtyAndLog("Moving Platform", go, report);
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Selection.activeGameObject = root;
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MarkDirtyAndLog("Moving Platform", root, report);
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}
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[MenuItem("BaseGames/Scene/Place/Tilemap Ground", priority = 160)]
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@@ -30,6 +30,7 @@ namespace BaseGames.Input
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public event Action SpiritSkill2CancelledEvent;
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public event Action SpellCastEvent;
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public event Action InteractEvent;
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public event Action InteractCancelledEvent;
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// ── UI Events ─────────────────────────────────────────────────────────
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public event Action PauseEvent;
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@@ -177,7 +178,8 @@ namespace BaseGames.Input
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BindStarted(_gameplay, "SpiritSkill2", () => SpiritSkill2StartedEvent?.Invoke());
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BindCanceled(_gameplay, "SpiritSkill2", () => SpiritSkill2CancelledEvent?.Invoke());
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BindStarted(_gameplay, "Spell", () => SpellCastEvent?.Invoke());
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BindStarted(_gameplay, "Interact", () => InteractEvent?.Invoke());
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BindStarted(_gameplay, "Interact", () => InteractEvent?.Invoke());
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BindCanceled(_gameplay, "Interact", () => InteractCancelledEvent?.Invoke());
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BindStarted(_gameplay, "Pause", HandlePause);
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@@ -43,6 +43,7 @@ namespace BaseGames.Player
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private bool _isWallRight;
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private bool _onOneWayPlatform;
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private int _facingDirection = 1;
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private bool _facingLocked; // 为 true 时 UpdateFacing() 不覆盖朝向
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private bool _cancelWindowOpen;
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private SurfaceType _currentSurface = SurfaceType.Ground;
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private readonly Collider2D[] _groundBuffer = new Collider2D[4];
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@@ -213,6 +214,7 @@ namespace BaseGames.Player
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// ── 朝向 ──────────────────────────────────────────────────────────────
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public void UpdateFacing()
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{
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if (_facingLocked) return;
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// 读取玩家输入速度(不含平台分量),避免平台横向运动驱动朝向翻转。
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float vx = _inputVelocityX;
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if (Mathf.Abs(vx) < 0.1f) return;
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@@ -247,6 +249,13 @@ namespace BaseGames.Player
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transform.localScale = new Vector3(dir, 1f, 1f);
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}
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/// <summary>
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/// 锁定/解锁自动朝向(UpdateFacing)。
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/// 传入 true 后 UpdateFacing 不再根据输入速度覆盖朝向,
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/// 直到传入 false 解锁。适用于抓墙、蹬墙跳等需要手动控制朝向的状态。
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/// </summary>
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public void LockFacing(bool locked) => _facingLocked = locked;
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// ── 取消窗口 ──────────────────────────────────────────────────────────
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public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open;
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@@ -318,7 +327,8 @@ namespace BaseGames.Player
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/// </summary>
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public void WallJumpAway(int wallDir)
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{
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_rb.velocity = new Vector2(-wallDir * _config.WallJumpAwayForceX, _config.WallJumpAwayForceY);
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_inputVelocityX = -wallDir * _config.WallJumpAwayForceX;
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_rb.velocity = new Vector2(_inputVelocityX, _config.WallJumpAwayForceY);
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_coyoteTimer = 0f;
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}
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@@ -328,7 +338,8 @@ namespace BaseGames.Player
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/// </summary>
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public void WallJumpToward(int wallDir)
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{
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_rb.velocity = new Vector2(wallDir * _config.WallJumpTowardForceX, _config.WallJumpTowardForceY);
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_inputVelocityX = wallDir * _config.WallJumpTowardForceX;
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_rb.velocity = new Vector2(_inputVelocityX, _config.WallJumpTowardForceY);
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_coyoteTimer = 0f;
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}
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@@ -195,6 +195,18 @@ namespace BaseGames.Player
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OnDamaged?.Invoke();
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}
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/// <summary>
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/// 强制即死,无视无敌帧(危险区域、深渊等环境击杀专用)。
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/// GodMode 下仍然豁免。
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/// </summary>
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public void Kill()
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{
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if (_isGodMode || !IsAlive) return;
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CurrentHP = 0;
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_onHPChanged?.Raise(CurrentHP);
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OnDamaged?.Invoke();
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}
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public void FullHeal()
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{
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if (!IsAlive) return;
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@@ -38,6 +38,9 @@ namespace BaseGames.Player.States
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public override void OnStateEnter()
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{
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// 蹬墙时解锁自动朝向(由 WallSlideState.OnStateExit 已解锁,这里保险再做一次)
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Move?.LockFacing(false);
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// 施加对应类型的速度
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if (_isAwayJump)
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{
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@@ -62,6 +62,11 @@ namespace BaseGames.Player.States
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_lastGrabDir = _wallDir;
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}
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// 锁定自动朝向,防止 LateUpdate 的 UpdateFacing 覆盖手动设置的朝向
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Move?.LockFacing(true);
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// 抓墙时始终面朝墙壁,确保背墙跳的 FlipFacing(-_wallDir) 能正确翻转朝向
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Move?.FlipFacing(_wallDir);
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// 计算当前是否处于正常模式
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UpdateCanJump();
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@@ -76,6 +81,7 @@ namespace BaseGames.Player.States
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public override void OnStateExit()
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{
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Move?.LockFacing(false);
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Input.JumpStartedEvent -= OnJumpPressed;
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}
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@@ -98,6 +104,25 @@ namespace BaseGames.Player.States
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return;
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}
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// ── 抓墙攻击:优先于方向键脱离检测,朝离墙方向翻转后进入空中攻击(无土狼时间)──
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if (Buffer.ConsumeAttack())
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{
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Move.FlipFacing(-_wallDir);
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Owner.TransitionTo(Owner.GetState<AirAttackState>());
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return;
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}
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// ── 抓墙冲刺:优先于方向键脱离检测,朝离墙方向翻转后冲出(无土狼时间)──────────
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var ds = Owner.GetState<DashState>();
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if (ds != null && ds.CanDashMidAir
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&& Stats != null && Stats.HasAbility(AbilityType.Dash)
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&& Buffer.ConsumeDash())
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{
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Move.FlipFacing(-_wallDir);
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Owner.TransitionTo(ds);
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return;
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}
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// 按下方向键 → 启动墙壁土狼时间后主动脱离,自然下落
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if (Input.MoveInput.y < -0.5f)
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{
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@@ -107,7 +132,6 @@ namespace BaseGames.Player.States
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}
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// 按反方向键 → 启动墙壁土狼时间后脱离
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// wall coyote 存在时,离墙后短窗口内仍可触发蹬墙跳,不会误双跳
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float mx = Input.MoveInput.x;
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if (Mathf.Abs(mx) > 0.1f && (mx > 0f ? 1 : -1) != _wallDir)
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{
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@@ -18,6 +18,11 @@ namespace BaseGames.World
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[SerializeField] private SceneFeedback _crumbleFeedback; // 预警震动 + 碎裂粒子 + 音效
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[SerializeField] private BoxCollider2D _passengerSensor; // IsTrigger,检测玩家踩踏
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[Header("持久化(_isOneShot = true 时生效)")]
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[Tooltip("平台唯一 ID。_isOneShot=true 时碎裂状态写入 WorldStateRegistry,重载场景后不复原。留空则不持久化。")]
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[SerializeField] private string _platformId;
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[SerializeField] private WorldStateRegistry _worldState;
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private BoxCollider2D _col;
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private SpriteRenderer _sr;
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private bool _isCrumbling;
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@@ -28,6 +33,18 @@ namespace BaseGames.World
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_sr = GetComponent<SpriteRenderer>();
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}
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private void Start()
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{
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// 读档恢复:_isOneShot 平台已碎裂则直接禁用,无需等待触发
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if (!_isOneShot || string.IsNullOrEmpty(_platformId) || _worldState == null) return;
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if (!_worldState.HasFlag("crumble_" + _platformId)) return;
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_isCrumbling = true;
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_col.enabled = false;
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_sr.enabled = false;
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if (_passengerSensor != null) _passengerSensor.enabled = false;
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (_isCrumbling) return;
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@@ -53,7 +70,12 @@ namespace BaseGames.World
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_passengerSensor.enabled = false;
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if (_isOneShot || _respawnDelay <= 0f)
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yield break; // 永久消失
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{
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// 持久化一次性碎裂状态,场景重载后不复原
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if (_isOneShot && !string.IsNullOrEmpty(_platformId))
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_worldState?.SetFlag("crumble_" + _platformId);
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yield break;
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}
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// 4. Respawn
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yield return new WaitForSeconds(_respawnDelay);
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@@ -51,10 +51,15 @@ namespace BaseGames.World
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// ── Physics Triggers ──────────────────────────────────────────────────
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/// <summary>
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/// 判断碰撞体是否为有效触发来源。子类可覆写以扩展触发主体(如幻影身体)。
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/// </summary>
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protected virtual bool IsValidTriggerBody(Collider2D col) => col.CompareTag("Player");
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (_triggerCondition != TriggerCondition.PlayerBody) return;
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if (!other.CompareTag("Player")) return;
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if (!IsValidTriggerBody(other)) return;
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if (!CheckSide(other.transform.position)) return;
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TryActivate();
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}
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@@ -62,7 +67,7 @@ namespace BaseGames.World
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private void OnTriggerExit2D(Collider2D other)
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{
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if (_triggerCondition != TriggerCondition.PlayerBody) return;
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if (!other.CompareTag("Player") || _isOneShot) return;
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if (!IsValidTriggerBody(other) || _isOneShot) return;
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_activated = false;
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_deactivationChannel?.Raise();
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}
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@@ -106,13 +111,14 @@ namespace BaseGames.World
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private void Start()
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{
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// 读档恢复:若机关已激活则静默还原
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// 读档恢复:仅标记 _activated = true,不广播激活事件。
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// 下游组件(PuzzleReceiver / 动画门等)已通过各自的 WorldStateRegistry 检查在 Start 中自行恢复,
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// 重复广播会导致它们再次播放开门动画等副作用。
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if (_isOneShot && !string.IsNullOrEmpty(_interactableId)
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&& _worldState != null
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&& _worldState.HasFlag("mechanism_" + _interactableId))
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{
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_activated = true;
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_activationChannel?.Raise();
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}
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}
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}
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@@ -4,36 +4,67 @@ using UnityEngine;
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namespace BaseGames.World
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{
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/// <summary>
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/// 危险区域。玩家进入时触发即死或持续伤害。
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/// 危险区域。玩家进入时触发即死(调用 Kill(),无视无敌帧)或持续伤害。
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class HazardZone : MonoBehaviour
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{
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[SerializeField] private bool _isInstantKill = true;
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[SerializeField] private int _damage = 9999;
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[SerializeField] private bool _isInstantKill = true;
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[SerializeField] private int _damage = 1;
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[Tooltip("持续伤害模式下每次造成伤害的间隔(秒)。仅 _isInstantKill = false 时生效。")]
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[SerializeField] private float _damageInterval = 0.5f;
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private PlayerStats _cachedStats;
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private float _damageTimer;
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private bool _playerInside;
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (!other.CompareTag("Player")) return;
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_cachedStats = other.GetComponentInParent<PlayerStats>();
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if (_cachedStats == null) return;
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var stats = other.GetComponentInParent<PlayerStats>();
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if (stats == null) return;
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_playerInside = true;
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ApplyDamage();
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_damageTimer = _damageInterval;
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}
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private void OnTriggerExit2D(Collider2D other)
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{
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if (!other.CompareTag("Player")) return;
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_playerInside = false;
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_cachedStats = null;
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}
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private void Update()
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{
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if (!_playerInside || _isInstantKill || _cachedStats == null) return;
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_damageTimer -= Time.deltaTime;
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if (_damageTimer <= 0f)
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{
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ApplyDamage();
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_damageTimer = _damageInterval;
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}
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}
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private void ApplyDamage()
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{
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if (_cachedStats == null) return;
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if (_isInstantKill)
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stats.TakeDamage(stats.MaxHP * 2); // 确保即死(超过最大血量)
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_cachedStats.Kill();
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else
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stats.TakeDamage(_damage);
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_cachedStats.TakeDamage(_damage);
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}
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private void OnDrawGizmos()
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{
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Gizmos.color = new Color(1f, 0f, 0f, 0.3f);
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var col = GetComponent<Collider2D>();
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if (col != null)
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Gizmos.DrawCube(transform.position, col.bounds.size);
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if (col == null) return;
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Gizmos.color = new Color(1f, 0f, 0f, 0.3f);
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Gizmos.DrawCube(transform.position, col.bounds.size);
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Gizmos.color = new Color(1f, 0f, 0f, 0.8f);
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if (col != null)
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Gizmos.DrawWireCube(transform.position, col.bounds.size);
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Gizmos.DrawWireCube(transform.position, col.bounds.size);
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}
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}
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}
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using BaseGames.Core.Events;
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using BaseGames.Input;
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using UnityEngine;
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@@ -22,8 +23,19 @@ namespace BaseGames.World
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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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// Collider → IInteractable 缓存,避免 FindNearest 每帧重复 GetComponentInParent
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private readonly Dictionary<Collider2D, IInteractable> _componentCache = new();
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private void OnEnable()
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{
|
||||
_inputReader.InteractEvent += TryInteract;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_inputReader.InteractEvent -= TryInteract;
|
||||
_componentCache.Clear(); // 清理缓存,防止跨场景持有旧引用
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
@@ -57,20 +69,29 @@ namespace BaseGames.World
|
||||
|
||||
private IInteractable FindNearest(Collider2D[] hits, int count)
|
||||
{
|
||||
IInteractable best = null;
|
||||
float bestDist = float.MaxValue;
|
||||
IInteractable best = null;
|
||||
float bestSqrDist = float.MaxValue;
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var col = hits[i];
|
||||
var interactable = col.GetComponentInParent<IInteractable>();
|
||||
if (col == null) continue;
|
||||
|
||||
// 查缓存,未命中时才调用 GetComponentInParent(避免每帧反射开销)
|
||||
if (!_componentCache.TryGetValue(col, out var interactable))
|
||||
{
|
||||
interactable = col.GetComponentInParent<IInteractable>();
|
||||
_componentCache[col] = interactable;
|
||||
}
|
||||
|
||||
if (interactable == null || !interactable.CanInteract) continue;
|
||||
|
||||
float dist = Vector2.Distance(transform.position, col.transform.position);
|
||||
if (dist < bestDist)
|
||||
// 用 sqrMagnitude 比较距离,省去 Distance 的 sqrt 开销
|
||||
float sqrDist = ((Vector2)transform.position - (Vector2)col.transform.position).sqrMagnitude;
|
||||
if (sqrDist < bestSqrDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
best = interactable;
|
||||
bestSqrDist = sqrDist;
|
||||
best = interactable;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -146,6 +146,7 @@ namespace BaseGames.World
|
||||
|
||||
if (_moveType == MoveType.LinearAB)
|
||||
{
|
||||
if (_wayPoints.Length < 2) return; // 至少需要两个路径点
|
||||
_movingForward = !_movingForward;
|
||||
_waypointIndex = _movingForward ? 1 : 0;
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ namespace BaseGames.World
|
||||
{
|
||||
/// <summary>
|
||||
/// 幻影可交互机关。继承 DirectionalInteractable,额外响应 PhantomBody 层(太虚斩形态)。
|
||||
/// 通过覆写 IsValidTriggerBody 扩展触发主体,_triggerCondition 条件检查由父类统一处理。
|
||||
/// </summary>
|
||||
public class PhantomInteractable : DirectionalInteractable
|
||||
{
|
||||
@@ -11,13 +12,7 @@ namespace BaseGames.World
|
||||
|
||||
private void Awake() => _phantomBodyLayer = LayerMask.NameToLayer("PhantomBody");
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
bool isPlayer = other.CompareTag("Player");
|
||||
bool isPhantom = other.gameObject.layer == _phantomBodyLayer;
|
||||
|
||||
if (!isPlayer && !isPhantom) return;
|
||||
TryActivate();
|
||||
}
|
||||
protected override bool IsValidTriggerBody(Collider2D col)
|
||||
=> col.CompareTag("Player") || col.gameObject.layer == _phantomBodyLayer;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using System;
|
||||
using Animancer;
|
||||
using BaseGames.Feedback;
|
||||
using BaseGames.Input;
|
||||
using BaseGames.World;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -38,6 +39,9 @@ namespace BaseGames.Puzzle
|
||||
[Header("持久化(SO 注入,非 Instance 单例)")]
|
||||
[SerializeField] private WorldStateRegistry _worldState;
|
||||
|
||||
[Header("Hold 模式输入(SwitchTriggerMode.Hold 时必填)")]
|
||||
[SerializeField] private InputReaderSO _inputReader;
|
||||
|
||||
private bool _isActive;
|
||||
|
||||
public bool IsActive => _isActive;
|
||||
@@ -59,16 +63,41 @@ namespace BaseGames.Puzzle
|
||||
|
||||
// ── IInteractable ────────────────────────────────────────────────────
|
||||
public string InteractPrompt => _mode == SwitchTriggerMode.Hold ? "按住交互" : "交互";
|
||||
public bool CanInteract => true;
|
||||
|
||||
/// <summary>
|
||||
/// 压板模式不需要交互提示(物理触发);InteractOnce 已激活后隐藏提示。
|
||||
/// </summary>
|
||||
public bool CanInteract => _mode switch
|
||||
{
|
||||
SwitchTriggerMode.InteractOnce => !_isActive,
|
||||
SwitchTriggerMode.InteractToggle => true,
|
||||
SwitchTriggerMode.Hold => true,
|
||||
SwitchTriggerMode.Pressure => false,
|
||||
_ => false,
|
||||
};
|
||||
|
||||
public void Interact(Transform player)
|
||||
{
|
||||
// Hold 模式通过 OnPlayerEnterRange 订阅输入事件处理,此处不响应
|
||||
if (_mode == SwitchTriggerMode.Hold) return;
|
||||
if (_mode == SwitchTriggerMode.InteractOnce && _isActive) return;
|
||||
SetState(!_isActive);
|
||||
}
|
||||
|
||||
public void OnPlayerEnterRange(Transform player) { }
|
||||
public void OnPlayerExitRange() { }
|
||||
public void OnPlayerEnterRange(Transform player)
|
||||
{
|
||||
if (_mode != SwitchTriggerMode.Hold || _inputReader == null) return;
|
||||
_inputReader.InteractEvent += OnHoldStarted;
|
||||
_inputReader.InteractCancelledEvent += OnHoldCancelled;
|
||||
}
|
||||
|
||||
public void OnPlayerExitRange()
|
||||
{
|
||||
UnsubscribeHold();
|
||||
// 玩家离开范围时停用 Hold 开关
|
||||
if (_mode == SwitchTriggerMode.Hold && _isActive)
|
||||
SetState(false);
|
||||
}
|
||||
|
||||
// ── ISwitchable ──────────────────────────────────────────────────────
|
||||
public void ForceState(bool active) => SetState(active);
|
||||
@@ -106,5 +135,19 @@ namespace BaseGames.Puzzle
|
||||
else _worldState?.ClearFlag("switch_" + _switchId);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Hold 模式辅助 ──────────────────────────────────────────────────────
|
||||
|
||||
private void OnHoldStarted() => SetState(true);
|
||||
private void OnHoldCancelled() => SetState(false);
|
||||
|
||||
private void UnsubscribeHold()
|
||||
{
|
||||
if (_inputReader == null) return;
|
||||
_inputReader.InteractEvent -= OnHoldStarted;
|
||||
_inputReader.InteractCancelledEvent -= OnHoldCancelled;
|
||||
}
|
||||
|
||||
private void OnDestroy() => UnsubscribeHold();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user