Add WeaponFeedback component and AddressableManagerWindow meta file

- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds.
- Added meta file for AddressableManagerWindow to manage addressable assets.
- Included a new jump.data file for profiler data.
This commit is contained in:
2026-05-22 22:03:32 +08:00
parent 3e1f234ddc
commit b7baf7ad6a
44 changed files with 1783 additions and 1927 deletions

View File

@@ -12,6 +12,7 @@
"BaseGames.Input",
"BaseGames.Player",
"BaseGames.Combat",
"BaseGames.Feedback",
"BaseGames.Skills",
"Kybernetik.Animancer"
],

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using BaseGames.Player;
using BaseGames.Input;
using BaseGames.Feedback;
namespace BaseGames.Spells
{
@@ -24,9 +25,17 @@ namespace BaseGames.Spells
// 当前装备的法术(单槽;如需多槽可扩展为数组)
private SpellSO _equippedSpell;
private float _cooldownRemaining;
private IFeedbackPlayer _feedback;
// ── 生命周期 ──────────────────────────────────────────────────────────
private void Awake()
{
_feedback = GetComponentInChildren<IFeedbackPlayer>()
?? GetComponentInParent<IFeedbackPlayer>()
?? NullFeedbackPlayer.Instance;
}
private void OnEnable()
{
if (_input != null)
@@ -86,6 +95,9 @@ namespace BaseGames.Spells
_cooldownRemaining = _equippedSpell.cooldown;
// 施放反馈
_feedback.TriggerPreset("spell_cast");
ExecuteSpellEffect(_equippedSpell);
}