调整linkdoor

This commit is contained in:
2026-05-19 16:04:40 +08:00
parent 0559d2cd36
commit aac24d825f
6 changed files with 410 additions and 72 deletions

View File

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@@ -548,9 +548,15 @@ namespace BaseGames.Editor
Vector3 basePos = GetDropPosition(); Vector3 basePos = GetDropPosition();
// ── 共同父节点 ────────────────────────────────────────────────────
GameObject parent = new GameObject("LinkedDoorPair");
Undo.RegisterCreatedObjectUndo(parent, "Place LinkedDoorPair Root");
parent.transform.position = basePos;
// ── 门 A ───────────────────────────────────────────────────────── // ── 门 A ─────────────────────────────────────────────────────────
GameObject goA = new GameObject("LinkedDoor_A"); GameObject goA = new GameObject("LinkedDoor_A");
Undo.RegisterCreatedObjectUndo(goA, "Place LinkedDoor_A"); Undo.RegisterCreatedObjectUndo(goA, "Place LinkedDoor_A");
Undo.SetTransformParent(goA.transform, parent.transform, "Parent LinkedDoor_A");
goA.transform.position = basePos + new Vector3(-3f, 0f, 0f); goA.transform.position = basePos + new Vector3(-3f, 0f, 0f);
SetLayer(goA, "TriggerZone", report); SetLayer(goA, "TriggerZone", report);
@@ -558,18 +564,18 @@ namespace BaseGames.Editor
colA.isTrigger = true; colA.isTrigger = true;
colA.size = new Vector2(1.5f, 2.5f); colA.size = new Vector2(1.5f, 2.5f);
SetupSpriteRenderer(goA); Transform spawnA = GetOrCreateChild(goA.transform, "SpawnPoint");
GetOrAddComponent<Animator>(goA); spawnA.localPosition = new Vector3(1.2f, 0f, 0f); // 门右侧走出
AnimancerComponent animancerA = GetOrAddComponent<AnimancerComponent>(goA);
LinkedDoorTransition doorA = GetOrAddComponent<LinkedDoorTransition>(goA); LinkedDoorTransition doorA = GetOrAddComponent<LinkedDoorTransition>(goA);
AssignBool(doorA, "_autoTrigger", true); AssignBool(doorA, "_autoTrigger", true);
AssignReference(doorA, "_animancer", animancerA, report); AssignReference(doorA, "_spawnPoint", spawnA, report);
AssignInt(doorA, "_facingDirectionOnArrive", 1); // 朝右走出 AssignInt(doorA, "_facingDirectionOnArrive", 1); // 朝右走出
// ── 门 B ───────────────────────────────────────────────────────── // ── 门 B ─────────────────────────────────────────────────────────
GameObject goB = new GameObject("LinkedDoor_B"); GameObject goB = new GameObject("LinkedDoor_B");
Undo.RegisterCreatedObjectUndo(goB, "Place LinkedDoor_B"); Undo.RegisterCreatedObjectUndo(goB, "Place LinkedDoor_B");
Undo.SetTransformParent(goB.transform, parent.transform, "Parent LinkedDoor_B");
goB.transform.position = basePos + new Vector3(3f, 0f, 0f); goB.transform.position = basePos + new Vector3(3f, 0f, 0f);
SetLayer(goB, "TriggerZone", report); SetLayer(goB, "TriggerZone", report);
@@ -577,30 +583,27 @@ namespace BaseGames.Editor
colB.isTrigger = true; colB.isTrigger = true;
colB.size = new Vector2(1.5f, 2.5f); colB.size = new Vector2(1.5f, 2.5f);
SetupSpriteRenderer(goB); Transform spawnB = GetOrCreateChild(goB.transform, "SpawnPoint");
GetOrAddComponent<Animator>(goB); spawnB.localPosition = new Vector3(-1.2f, 0f, 0f); // 门左侧走出
AnimancerComponent animancerB = GetOrAddComponent<AnimancerComponent>(goB);
LinkedDoorTransition doorB = GetOrAddComponent<LinkedDoorTransition>(goB); LinkedDoorTransition doorB = GetOrAddComponent<LinkedDoorTransition>(goB);
AssignBool(doorB, "_autoTrigger", true); AssignBool(doorB, "_autoTrigger", true);
AssignReference(doorB, "_animancer", animancerB, report); AssignReference(doorB, "_spawnPoint", spawnB, report);
AssignInt(doorB, "_facingDirectionOnArrive", -1); // 朝左走出 AssignInt(doorB, "_facingDirectionOnArrive", -1); // 朝左走出
// ── 互相绑定 ───────────────────────────────────────────────────── // ── 互相绑定 ─────────────────────────────────────────────────────
AssignReference(doorA, "_linkedDoor", doorB, report); AssignReference(doorA, "_linkedDoor", doorB, report);
AssignReference(doorB, "_linkedDoor", doorA, report); AssignReference(doorB, "_linkedDoor", doorA, report);
report.Add("LinkedDoor_A ↔ LinkedDoor_B 已互相绑定。"); report.Add("LinkedDoor_A ↔ LinkedDoor_B 已互相绑定,统一挂在 LinkedDoorPair 父节点下。");
report.Add("将两扇门分别移到场景中正确位置(如两个区域的入口处)。"); report.Add("将两扇门移到场景中正确位置后,拖动各自的子节点 SpawnPoint 调整玩家传送到达位置。");
report.Add("调整 _spawnOffset 使玩家传送后不被触发器再次捕获(如偏移 1f 让玩家落在门外侧)。"); report.Add("转场效果:在各门 GameObject 上添加 SceneFeedback 组件并绑定 MMF_Player如淡入淡出再将其拖入 _transitionOut淡出和 _transitionIn淡入字段。");
report.Add("_facingDirectionOnArriveA→B 时玩家朝向由 B 的该值决定B→A 反之。"); report.Add("_facingDirectionOnArriveA→B 时玩家朝向由 B 的该值决定B→A 反之。");
report.Add("若需门动画,将 AnimationClip 拖入各自的 _openClip / _enterClip。");
Undo.CollapseUndoOperations(undoGroup); Undo.CollapseUndoOperations(undoGroup);
// 选中 A便于立即调整位置 Selection.activeGameObject = parent;
Selection.activeGameObject = goA; MarkDirtyAndLog("Linked Door Pair (Same-Scene)", parent, report);
MarkDirtyAndLog("Linked Door Pair (Same-Scene)", goA, report);
} }
[MenuItem("BaseGames/Scene/Place/Camera Area", priority = 140)] [MenuItem("BaseGames/Scene/Place/Camera Area", priority = 140)]

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@@ -1,3 +1,4 @@
using System.Collections;
using UnityEngine; using UnityEngine;
using MoreMountains.Feedbacks; using MoreMountains.Feedbacks;
@@ -12,7 +13,7 @@ namespace BaseGames.Feedback
/// 用法: /// 用法:
/// 1. 在需要反馈的 GameObject 上添加 SceneFeedback 组件 /// 1. 在需要反馈的 GameObject 上添加 SceneFeedback 组件
/// 2. 在 Inspector 中将 MMF_Player 拖入 _player 槽位 /// 2. 在 Inspector 中将 MMF_Player 拖入 _player 槽位
/// 3. 调用者持有 [SerializeField] SceneFeedback 引用,调用 .Play() /// 3. 调用者持有 [SerializeField] SceneFeedback 引用,调用 .Play() 或 yield return .PlayAndWait()
/// </summary> /// </summary>
[AddComponentMenu("BaseGames/Feedback/Scene Feedback")] [AddComponentMenu("BaseGames/Feedback/Scene Feedback")]
public class SceneFeedback : MonoBehaviour public class SceneFeedback : MonoBehaviour
@@ -24,5 +25,17 @@ namespace BaseGames.Feedback
/// <summary>立即停止正在播放的反馈。</summary> /// <summary>立即停止正在播放的反馈。</summary>
public void Stop() => _player?.StopFeedbacks(); public void Stop() => _player?.StopFeedbacks();
/// <summary>
/// 播放反馈并等待其完成后继续。若 _player 未配置则立即返回。
/// 用于需要等待淡出/淡入完成后再执行下一步的场景(如传送、开门等)。
/// </summary>
public IEnumerator PlayAndWait()
{
if (_player == null) yield break;
_player.PlayFeedbacks();
while (_player.IsPlaying)
yield return null;
}
} }
} }

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@@ -179,6 +179,18 @@ namespace BaseGames.Player
transform.localScale = new Vector3(dir, 1f, 1f); transform.localScale = new Vector3(dir, 1f, 1f);
} }
/// <summary>
/// 强制设定朝向,并同步清零速度,确保传送/出生后不被旧速度立即覆盖。
/// dir+1 = 朝右,-1 = 朝左。
/// </summary>
public void SetFacingImmediate(int dir)
{
if (dir == 0) return;
_facingDirection = dir;
transform.localScale = new Vector3(dir, 1f, 1f);
_rb.velocity = Vector2.zero;
}
// ── 取消窗口 ────────────────────────────────────────────────────────── // ── 取消窗口 ──────────────────────────────────────────────────────────
public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open; public void SetCancelWindowOpen(bool open) => _cancelWindowOpen = open;

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@@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using Animancer; using BaseGames.Feedback;
using BaseGames.Player;
using UnityEngine; using UnityEngine;
namespace BaseGames.World namespace BaseGames.World
@@ -9,9 +10,9 @@ namespace BaseGames.World
/// <para> /// <para>
/// 触发流程: /// 触发流程:
/// <list type="number"> /// <list type="number">
/// <item>玩家进入触发器或按交互键 → 播放 <see cref="_openClip"/> 开门动画(本门</item> /// <item>玩家进入触发器或按交互键 → 播放 <see cref="_transitionOut"/> 转场反馈(淡出</item>
/// <item>传送玩家到 <see cref="_linkedDoor"/> 的出生位置,并设定朝向</item> /// <item>等待反馈完成后传送玩家到 <see cref="_linkedDoor"/> 的 <see cref="_spawnPoint"/> 位置,并设定朝向</item>
/// <item>目标门播放 <see cref="_enterClip"/> 玩家走出动画</item> /// <item>播放 <see cref="_linkedDoor"/> 的 <see cref="_transitionIn"/> 转场反馈(淡入),目标门进入冷却</item>
/// </list> /// </list>
/// </para> /// </para>
/// <para>不涉及场景加载;适用于同房间内不同小区域之间的传送门、电梯、秘道等。</para> /// <para>不涉及场景加载;适用于同房间内不同小区域之间的传送门、电梯、秘道等。</para>
@@ -24,8 +25,8 @@ namespace BaseGames.World
[SerializeField] private LinkedDoorTransition _linkedDoor; [SerializeField] private LinkedDoorTransition _linkedDoor;
[Header("出生配置")] [Header("出生配置")]
[Tooltip("传送后玩家在此门的出生位置偏移(相对于本 GameObject 中心,默认 0。")] [Tooltip("传送到此门后玩家的出生位置。拖动场景中的子节点 SpawnPoint 来调整。\n为空时回退到 GameObject 中心。")]
[SerializeField] private Vector2 _spawnOffset = new Vector2(0f, 0f); [SerializeField] private Transform _spawnPoint;
[Tooltip("传送到此门后玩家的朝向(+1 = 朝右,-1 = 朝左)。")] [Tooltip("传送到此门后玩家的朝向(+1 = 朝右,-1 = 朝左)。")]
[SerializeField] private int _facingDirectionOnArrive = 1; [SerializeField] private int _facingDirectionOnArrive = 1;
@@ -34,14 +35,12 @@ namespace BaseGames.World
[Tooltip("true = 玩家进入触发器自动触发false = 需玩家按交互键。")] [Tooltip("true = 玩家进入触发器自动触发false = 需玩家按交互键。")]
[SerializeField] private bool _autoTrigger = false; [SerializeField] private bool _autoTrigger = false;
[Header("门动画")] [Header("转场反馈")]
[SerializeField] private AnimancerComponent _animancer; [Tooltip("传送前播放(淡出)。留空则跳过,直接传送。")]
[SerializeField] private SceneFeedback _transitionOut;
[Tooltip("玩家从外侧进入时的开门动画。留空则跳过。")] [Tooltip("传送后播放(淡入)。留空则跳过。由目标门在玩家到达后自动播放。")]
[SerializeField] private AnimationClip _openClip; [SerializeField] private SceneFeedback _transitionIn;
[Tooltip("玩家从内侧走出时的动画(目标门调用)。留空则跳过。")]
[SerializeField] private AnimationClip _enterClip;
[Header("钥匙物品校验")] [Header("钥匙物品校验")]
[SerializeField] private bool _requiresKeyItem; [SerializeField] private bool _requiresKeyItem;
@@ -50,7 +49,6 @@ namespace BaseGames.World
[Header("世界状态")] [Header("世界状态")]
[SerializeField] private WorldStateRegistry _worldState; [SerializeField] private WorldStateRegistry _worldState;
// 传送后短暂冷却,防止玩家在目标门处被立即再次传回
[Header("冷却")] [Header("冷却")]
[Tooltip("传送完成后本门的冷却时间(秒)。防止玩家被反复来回传送。")] [Tooltip("传送完成后本门的冷却时间(秒)。防止玩家被反复来回传送。")]
[SerializeField] private float _cooldown = 1.5f; [SerializeField] private float _cooldown = 1.5f;
@@ -98,54 +96,37 @@ namespace BaseGames.World
private IEnumerator TransitionCoroutine(Transform player) private IEnumerator TransitionCoroutine(Transform player)
{ {
// 1. 播放本门开门动画 // 1. 淡出
if (_animancer != null && _openClip != null) if (_transitionOut != null)
{ yield return _transitionOut.PlayAndWait();
var state = _animancer.Play(_openClip);
yield return state;
}
// 2. 传送玩家到目标门 // 2. 传送
Vector3 destination = _linkedDoor.GetSpawnWorldPosition(); player.position = _linkedDoor.GetSpawnWorldPosition();
player.position = destination;
// 朝向(通过 localScale X 翻转,或通知 PlayerController // 通过 PlayerMovement 设定朝向(同步清零速度,防止旧速度覆盖朝向
ApplyFacing(player, _linkedDoor._facingDirectionOnArrive); var movement = player.GetComponentInChildren<PlayerMovement>()
?? player.GetComponent<PlayerMovement>();
if (movement != null)
movement.SetFacingImmediate(_linkedDoor._facingDirectionOnArrive);
// 3. 目标门播放玩家走出动画,并进入冷却 // 4. 淡入(目标门播放+ 冷却
_linkedDoor.PlayEnterAnimation(); _linkedDoor.PlayTransitionIn();
_linkedDoor.StartCooldown(_cooldown); _linkedDoor.StartCooldown(_cooldown);
_triggered = false; _triggered = false;
} }
/// <summary>玩家从门内侧走出时的动画。由传送发起方在传送完成后调用。</summary> /// <summary>播放此门的淡入反馈。由传送发起方在玩家到达后调用。</summary>
public void PlayEnterAnimation() public void PlayTransitionIn() => _transitionIn?.Play();
{
if (_animancer != null && _enterClip != null)
_animancer.Play(_enterClip);
}
/// <summary>启动传送冷却,在此期间本门不会再次触发传送。</summary> /// <summary>启动传送冷却,在此期间本门不会再次触发传送。</summary>
public void StartCooldown(float duration) public void StartCooldown(float duration) => _cooldownUntil = Time.time + duration;
{
_cooldownUntil = Time.time + duration;
}
// ── 辅助 ────────────────────────────────────────────────────────────── // ── 辅助 ──────────────────────────────────────────────────────────────
/// <summary>返回传送目标门的出生世界坐标(含偏移)。</summary> /// <summary>返回传送目标位置。优先使用 _spawnPoint 子节点,否则回退到门中心。</summary>
public Vector3 GetSpawnWorldPosition() public Vector3 GetSpawnWorldPosition()
=> transform.position + new Vector3(_spawnOffset.x, _spawnOffset.y, 0f); => _spawnPoint != null ? _spawnPoint.position : transform.position;
private static void ApplyFacing(Transform player, int facing)
{
if (facing == 0) return;
Vector3 s = player.localScale;
float absX = Mathf.Abs(s.x);
s.x = facing > 0 ? absX : -absX;
player.localScale = s;
}
private bool HasItem(string itemId) private bool HasItem(string itemId)
{ {
@@ -158,29 +139,45 @@ namespace BaseGames.World
return _worldState.IsCollected(itemId); return _worldState.IsCollected(itemId);
} }
// ── Gizmos ────────────────────────────────────────────────────────────
#if UNITY_EDITOR
private void OnDrawGizmos() private void OnDrawGizmos()
{ {
var col = GetComponent<Collider2D>(); var col = GetComponent<Collider2D>();
if (col != null) if (col != null)
{ {
// 青色区分成对门
Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.7f); Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.7f);
Gizmos.DrawWireCube(transform.position, col.bounds.size); Gizmos.DrawWireCube(col.bounds.center, col.bounds.size);
Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.2f); Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.15f);
Gizmos.DrawCube(transform.position, col.bounds.size); Gizmos.DrawCube(col.bounds.center, col.bounds.size);
} }
// 出生点
Vector3 spawn = GetSpawnWorldPosition(); Vector3 spawn = GetSpawnWorldPosition();
Gizmos.color = Color.cyan; Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(spawn, 0.2f); Gizmos.DrawWireSphere(spawn, 0.2f);
// 配对连线
if (_linkedDoor != null) if (_linkedDoor != null)
{ {
Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.8f); Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.8f);
Gizmos.DrawLine(spawn, _linkedDoor.GetSpawnWorldPosition()); Gizmos.DrawLine(spawn, _linkedDoor.GetSpawnWorldPosition());
} }
Vector3 labelPos = col != null
? col.bounds.center + Vector3.up * (col.bounds.extents.y + 0.3f)
: transform.position + Vector3.up * 1.5f;
string facing = _facingDirectionOnArrive >= 0 ? "→" : "←";
string trigger = _autoTrigger ? "Auto" : "Interact";
string linkName = _linkedDoor != null ? _linkedDoor.name : "未配对";
string keyInfo = _requiresKeyItem ? $" 🔑{_requiredItemId}" : "";
string label = $"{name}\n→ {linkName} | {trigger} | 到达朝向:{facing}{keyInfo}";
UnityEditor.Handles.color = Color.white;
UnityEditor.Handles.Label(labelPos, label);
} }
#endif
} }
} }

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