diff --git a/.github/instructions/no-game-references.instructions.md b/.github/instructions/no-game-references.instructions.md
new file mode 100644
index 0000000..4939eb2
--- /dev/null
+++ b/.github/instructions/no-game-references.instructions.md
@@ -0,0 +1,40 @@
+---
+description: "编写或修改 C# 代码时,确保命名、注释、Tooltip、Header 中不出现其他游戏的专有名称或明确引用。适用于所有 .cs 文件。"
+applyTo: "**/*.cs"
+---
+
+# 代码命名与注释:禁止引用其他游戏
+
+## 规则
+
+在编写或修改任何 C# 代码时,**命名(变量名、方法名、类名)、注释(`//`、`///`)、`[Tooltip]`、`[Header]` 字段标签** 中均不得出现以下内容:
+
+- 其他游戏的**专有名称**(如:空洞骑士、丝之歌、奥日,以及对应英文 Hollow Knight、HK、Silksong、Ori 等)
+- 其他游戏中的**专属机制/道具名称**(如:Mothwing Cloak、Monarch Wings、暗影披风 等)
+- "对齐 XX 游戏"、"仿 XX 风格"、"参考 XX"、"类比 XX"等措辞中明确出现游戏名
+
+## 正确做法:描述功能特点
+
+若某设计参考了其他游戏的机制,**只描述该机制的功能特点**,不写出游戏名。
+
+| ❌ 禁止 | ✅ 替换为 |
+|---|---|
+| `// 对齐空洞骑士手感` | `// 下落比上升更快,手感紧实` |
+| `[Header("跳跃(对齐空洞骑士手感)")]` | `[Header("跳跃")]` |
+| `[Tooltip("HK ~0.12s")]` | `[Tooltip("推荐 0.12s")]` |
+| `// 类比 HK Monarch Wings,随时可二段跳` | `// 上升阶段即可触发二段跳` |
+| `// 仿丝之歌风格 Lookahead` | `// 速度自适应 Lookahead:速度越快,预测距离越大` |
+| `/// 模拟空洞骑士的标志性相机手感` | `/// 实现下落快、起跳缓的非对称相机追随手感` |
+| `// 对齐 HK:碰到实体墙不会压墙卡住` | `// 碰到实体墙立即中止,避免压墙卡住` |
+| `private void ApplyHKComposerDefaults(...)` | `private void ApplyComposerDefaults(...)` |
+| `[Tooltip("对齐空洞骑士 = 1 格血")]` | `[Tooltip("建议设为 1,确保任意触碰即扣一格血量")]` |
+
+## 允许保留的通用术语
+
+以下术语为业界通用设计词汇,**不视为游戏专名**,可正常使用:
+
+- `Pogo` / `pogo`(踩踏弹跳,通用机制术语)
+- `Charm`(可收集护符,本项目自有道具类型)
+- `platformer`、`横版平台游戏`(泛指游戏类型)
+- `Metroidvania`(泛指游戏类型)
+- `手感`、`风格`(描述本项目自身功能的通用词)
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diff --git a/Assets/_Game/Scripts/Audio/FootstepSoundPlayer.cs b/Assets/_Game/Scripts/Audio/FootstepSoundPlayer.cs
new file mode 100644
index 0000000..c75df6a
--- /dev/null
+++ b/Assets/_Game/Scripts/Audio/FootstepSoundPlayer.cs
@@ -0,0 +1,91 @@
+using BaseGames.Core;
+using UnityEngine;
+
+namespace BaseGames.Audio
+{
+ ///
+ /// 材质感知脚步声播放器。挂在玩家 GameObject 上,由 PlayerFeedback.PlayFootstep() 驱动。
+ /// 每次触发时向下 OverlapCircle 探测脚下碰撞体,读取 FootstepMaterialMarker 决定材质,
+ /// 再从 FootstepAudioConfigSO 随机选取 Clip 并叠加 Pitch 扰动后播放。
+ /// 未探测到 Marker 时回落到 FootstepMaterial.Stone。
+ ///
+ public class FootstepSoundPlayer : MonoBehaviour
+ {
+ [Header("音效配置")]
+ [SerializeField] private FootstepAudioConfigSO _config;
+
+ [Header("地面探测")]
+ [Tooltip("通常复用 PlayerMovement 下的 GroundCheck 子对象")]
+ [SerializeField] private Transform _groundProbe;
+ [SerializeField] private LayerMask _groundLayer;
+ [SerializeField] private float _probeRadius = 0.15f;
+
+ private AudioSource _audioSource;
+ private readonly Collider2D[] _probeBuffer = new Collider2D[4];
+
+ private void Awake()
+ {
+ // 优先使用同对象已有的 AudioSource,否则自动添加
+ _audioSource = GetComponent();
+ if (_audioSource == null)
+ _audioSource = gameObject.AddComponent();
+
+ _audioSource.spatialBlend = 0f; // 始终 2D
+ _audioSource.playOnAwake = false;
+ }
+
+ ///
+ /// 由 PlayerFeedback.PlayFootstep() 调用。
+ ///
+ public void Play()
+ {
+ if (_config == null) return;
+
+ var material = DetectGroundMaterial();
+ var entry = _config.GetEntry(material);
+ if (entry == null) return;
+
+ var e = entry.Value;
+ if (e.clips == null || e.clips.Length == 0) return;
+
+ var clip = e.clips[Random.Range(0, e.clips.Length)];
+ if (clip == null) return;
+
+ // pitchVariance 为 [0.8, 1.2],以 1.0 为中心扩展偏移区间
+ float half = e.pitchVariance - 1f;
+ _audioSource.pitch = Random.Range(1f - half, 1f + half);
+ _audioSource.PlayOneShot(clip, e.volume);
+ }
+
+ // ── 地面材质探测 ──────────────────────────────────────────────────────
+
+ private FootstepMaterial DetectGroundMaterial()
+ {
+ Vector2 origin = _groundProbe != null
+ ? (Vector2)_groundProbe.position
+ : (Vector2)transform.position + Vector2.down * 0.5f;
+
+ int count = Physics2D.OverlapCircleNonAlloc(origin, _probeRadius, _probeBuffer, _groundLayer);
+
+ for (int i = 0; i < count; i++)
+ {
+ var marker = _probeBuffer[i].GetComponent();
+ if (marker != null)
+ return marker.material;
+ }
+
+ return FootstepMaterial.Stone; // 默认回落
+ }
+
+#if UNITY_EDITOR
+ private void OnDrawGizmosSelected()
+ {
+ Gizmos.color = new Color(0.6f, 1f, 0.6f, 0.5f);
+ Vector3 origin = _groundProbe != null
+ ? _groundProbe.position
+ : transform.position + Vector3.down * 0.5f;
+ Gizmos.DrawWireSphere(origin, _probeRadius);
+ }
+#endif
+ }
+}
diff --git a/Assets/_Game/Scripts/Camera/RoomVisibleArea.cs.meta b/Assets/_Game/Scripts/Audio/FootstepSoundPlayer.cs.meta
similarity index 83%
rename from Assets/_Game/Scripts/Camera/RoomVisibleArea.cs.meta
rename to Assets/_Game/Scripts/Audio/FootstepSoundPlayer.cs.meta
index e900815..dbec915 100644
--- a/Assets/_Game/Scripts/Camera/RoomVisibleArea.cs.meta
+++ b/Assets/_Game/Scripts/Audio/FootstepSoundPlayer.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 38af2eabab7039c4a919181e4c507d12
+guid: 1a74182d14151114ea7691f3e7183583
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/_Game/Scripts/Camera/CameraAdaptiveLookaheadExtension.cs b/Assets/_Game/Scripts/Camera/CameraAdaptiveLookaheadExtension.cs
new file mode 100644
index 0000000..07360bc
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraAdaptiveLookaheadExtension.cs
@@ -0,0 +1,105 @@
+using UnityEngine;
+using Unity.Cinemachine;
+
+namespace BaseGames.Camera
+{
+ ///
+ /// 速度自适应 Lookahead 扩展。
+ ///
+ /// 玩家水平速度越快,Lookahead.Time 越接近 CameraArea 配置的最大值;
+ /// 静止时衰减至最大值的 倍,避免静止时镜头无谓偏移。
+ ///
+ /// 挂载位置:Persistent 场景中的 VCamA / VCamB GameObject。
+ /// 在每次切换区域时调用
+ /// 传入该区域的 LookaheadTime。
+ ///
+ [AddComponentMenu("Cinemachine/Extensions/Camera Adaptive Lookahead")]
+ [DisallowMultipleComponent]
+ public class CameraAdaptiveLookaheadExtension : CinemachineExtension
+ {
+ [Tooltip("静止时 Lookahead 缩减比例(0~1)。\n" +
+ "0 = 静止时完全无 Lookahead;0.25 = 静止时使用配置值的 25%。\n" +
+ "推荐 0.2~0.3。")]
+ [Range(0f, 1f)]
+ [SerializeField] private float _restScale = 0.25f;
+
+ [Tooltip("达到最大 Lookahead 所需的水平速度(世界单位/秒)。\n" +
+ "玩家以此速度奔跑时 Lookahead.Time = 100% 配置值。推荐 10~15。")]
+ [SerializeField] private float _speedAtFullLookahead = 12f;
+
+ [Tooltip("水平速度估算的平滑强度。越大响应越快。推荐 4~6。")]
+ [SerializeField] private float _speedSmoothing = 5f;
+
+ // ── 内部状态 ──────────────────────────────────────────────────────────
+
+ private float _configuredMaxTime = -1f; // -1 = ConfigureSlot 尚未调用
+ private float _estimatedSpeedX;
+ private float _lastFollowX;
+ private bool _trackingInitialized;
+
+ // ── 公开 API ──────────────────────────────────────────────────────────
+
+ ///
+ /// 由 调用,
+ /// 传入当前 CameraArea 配置的最大 Lookahead 时长。
+ ///
+ public void SetConfiguredMax(float maxTime) => _configuredMaxTime = maxTime;
+
+ // ── Extension ─────────────────────────────────────────────────────────
+
+ protected override void PostPipelineStageCallback(
+ CinemachineVirtualCameraBase vcam,
+ CinemachineCore.Stage stage,
+ ref CameraState state,
+ float deltaTime)
+ {
+ if (stage != CinemachineCore.Stage.Body) return;
+
+ // 编辑器预览时不运行
+ if (deltaTime <= 0f)
+ {
+ _trackingInitialized = false;
+ return;
+ }
+
+ // ConfigureSlot 尚未调用时跳过(避免覆盖默认值)
+ if (_configuredMaxTime < 0f) return;
+
+ // ── 估算玩家水平速度 ──────────────────────────────────────────────
+ Transform follow = vcam.Follow;
+ if (follow != null)
+ {
+ if (!_trackingInitialized)
+ {
+ _lastFollowX = follow.position.x;
+ _trackingInitialized = true;
+ }
+
+ float rawSpeedX = Mathf.Abs(follow.position.x - _lastFollowX) / deltaTime;
+ _lastFollowX = follow.position.x;
+ _estimatedSpeedX = Mathf.Lerp(_estimatedSpeedX, rawSpeedX, deltaTime * _speedSmoothing);
+ }
+
+ // ── 速度映射 → Lookahead 时长 ─────────────────────────────────────
+ float fraction = Mathf.Clamp01(_estimatedSpeedX / _speedAtFullLookahead);
+ float scaledTime = Mathf.Lerp(_configuredMaxTime * _restScale, _configuredMaxTime, fraction);
+
+ var composer = vcam.GetComponent();
+ if (composer == null) return;
+
+ var lah = composer.Lookahead;
+ lah.Time = scaledTime;
+ composer.Lookahead = lah;
+ }
+
+ ///
+ /// 重置速度估算状态。在相机硬切时由 CameraStateController 调用,
+ /// 避免上一区域的奔跑速度影响新区域的初始 Lookahead 量。
+ ///
+ public void ResetState()
+ {
+ _estimatedSpeedX = 0f;
+ _trackingInitialized = false;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Camera/CameraConfigSO.cs.meta b/Assets/_Game/Scripts/Camera/CameraAdaptiveLookaheadExtension.cs.meta
similarity index 83%
rename from Assets/_Game/Scripts/Camera/CameraConfigSO.cs.meta
rename to Assets/_Game/Scripts/Camera/CameraAdaptiveLookaheadExtension.cs.meta
index a3bd533..882650a 100644
--- a/Assets/_Game/Scripts/Camera/CameraConfigSO.cs.meta
+++ b/Assets/_Game/Scripts/Camera/CameraAdaptiveLookaheadExtension.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: b358a30ac16c6a34fb673ede0a288e48
+guid: a12cbb2380ff137459b7ba80d492733f
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/_Game/Scripts/Camera/CameraArea.cs b/Assets/_Game/Scripts/Camera/CameraArea.cs
index 3634a29..36eee64 100644
--- a/Assets/_Game/Scripts/Camera/CameraArea.cs
+++ b/Assets/_Game/Scripts/Camera/CameraArea.cs
@@ -21,15 +21,81 @@ namespace BaseGames.Camera
[SerializeField] private PolygonCollider2D _confinerCollider;
[Header("可视区域(透视相机)")]
- [Tooltip("摄像机应显示的最大可视矩形(世界坐标)。\n" +
+ [Tooltip("摄像机应显示的最大可视矩形(本地坐标,相对于此 GameObject 的 Transform 位置)。\n" +
"Scene 视图中可直接拖拽四条边编辑,然后点击 Inspector 中的\n" +
"「从可视区域更新限位区域(透视)」按钮将其换算为限位多边形。")]
[SerializeField] private Rect _visibleBounds = new Rect(-12f, -6f, 24f, 12f);
- [Tooltip("摄像机到场景平面(Z = 0)的垂直距离,用于透视视口尺寸计算。\n" +
- "留 0 时自动取 transform.position.z 的绝对值(推荐)。")]
+ [HideInInspector]
[SerializeField] private float _cameraDepth = 0f;
+ [Header("镜头配置")]
+ [Tooltip("全局相机镜头参数 SO。与 CameraStateController 引用同一资产,\n" +
+ "保证 FOV 等参数在 Room 场景中也能正确读取。\n" +
+ "SO 中的 fieldOfView 发生变化时,编辑器会自动重新同步限位多边形。")]
+ [SerializeField] private CameraLensConfigSO _lensConfig;
+
+ // 编辑器通过它检测限位多边形是否需要重新同步(不展示在 Inspector 中)
+ [HideInInspector]
+ [SerializeField] private float _lastSyncFOV = 0f;
+ // ── 跟随行为 ──────────────────────────────────────────────────────────
+
+ [Header("跟随行为(覆盖全局 VCam 参数)")]
+ [Tooltip("启用后,进入此区域时将把以下参数写入全局 VCam;\n" +
+ "关闭则 VCam 保持上一区域或 Inspector 中的默认值。")]
+ [SerializeField] private bool _overrideFollowBehaviour = true;
+
+ [Tooltip("玩家跟踪点在屏幕上的位置(0 = 中心,±0.5 = 边缘)。\n" +
+ "推荐 (0, -0.1):玩家稍低于中心,上方有更多视野(对横版山洞类游戏第三视角推荐)。")]
+ [SerializeField] private Vector2 _screenPosition = new Vector2(0f, -0.15f);
+
+ [Tooltip("水平(X)/ 垂直(Y)跟随阻尼(秒)。越大越滞后。\n" +
+ "推荐:X=0.5 Y=0.2(水平稍慢、垂直快速响应)。\n" +
+ "同时挂载 CameraAsymmetricDampingExtension 时,Y 分量自动被清零,改由下方两个字段控制。")]
+ [SerializeField] private Vector2 _damping = new Vector2(0.5f, 0.2f);
+
+ [Tooltip("非对称 Y 阻尼 —— 相机向下(下落)时的 Y 轴阻尼(秒)。越小相机越快跟随,玩家能提前看到地面。")]
+ [SerializeField] private float _dampingDown = 0.06f;
+
+ [Tooltip("非对称 Y 阻尼 —— 相机向上(起跳)时的 Y 轴阻尼(秒)。越大越慢,保留地面视野不被立刻拉高。")]
+ [SerializeField] private float _dampingUp = 0.65f;
+
+ [Tooltip("死区范围(全屏 = 1)。玩家在死区内相机不移动,产生松散跟随感。\n" +
+ "推荐:X=0.1 Y=0.05。")]
+ [SerializeField] private Vector2 _deadZoneSize = new Vector2(0.15f, 0.05f);
+
+ [Tooltip("引领预测时长(秒,0 = 不引领)。相机超前于玩家移动方向,令玩家更早看到前方地形。")]
+ [Range(0f, 1f)]
+ [SerializeField] private float _lookaheadTime = 0.28f;
+
+ [Tooltip("引领算法平滑度(0~30)。越大越平滑但预测延迟更大。")]
+ [Range(0f, 30f)]
+ [SerializeField] private float _lookaheadSmoothing = 5f;
+
+ [Header("下坠视野偏置(需配合 CameraFallBiasExtension)")]
+ [Tooltip("禁用此区域的下坠视野偏置效果。\n"
+ + "在垂直高度较小的房间(短走廊 / 矬间)中建议开启,\n"
+ + "防止相机因偏置超出 Confiner 边界。")]
+ [SerializeField] private bool _disableFallBias = false;
+
+ // ── 轴向约束 ──────────────────────────────────────────────────────────
+
+ [Header("轴向约束")]
+ [Tooltip("锁定相机 X 轴(垂直竖井:相机仅上下移动,X 固定在限位区域中心)。")]
+ [SerializeField] private bool _lockHorizontal = false;
+
+ [Tooltip("锁定相机 Y 轴(水平走廊:相机仅左右移动,Y 固定在限位区域中心)。")]
+ [SerializeField] private bool _lockVertical = false;
+
+ [Header("镜头尺寸(正交相机)")]
+ [Tooltip("进入此区域时的目标正交尺寸(0 = 不覆盖当前尺寸)。\n" +
+ "适用于 Boss 战拉远或精密解谜区域拉近。")]
+ [SerializeField] private float _lensSize = 0f;
+
+ [Tooltip("镜头尺寸过渡时长(秒)。0 = 瞬间切换。")]
+ [Min(0f)]
+ [SerializeField] private float _lensSizeDuration = 0.5f;
+
[Header("混合配置")]
[SerializeField] private CameraBlendProfileSO _blendProfile;
@@ -44,24 +110,43 @@ namespace BaseGames.Camera
// ── 公开属性 ──────────────────────────────────────────────────────────
- public PolygonCollider2D ConfinerCollider => _confinerCollider;
- public CameraBlendProfileSO BlendProfile => _blendProfile;
- public Rect VisibleBounds => _visibleBounds;
- public bool HasDedicated => _dedicatedCamera != null;
- public CinemachineCamera DedicatedCamera => _dedicatedCamera;
- public int DedicatedPriority => _dedicatedPriority;
+ public PolygonCollider2D ConfinerCollider => _confinerCollider;
+ public CameraLensConfigSO LensConfig => _lensConfig;
+ public float LastSyncFOV => _lastSyncFOV;
+ public CameraBlendProfileSO BlendProfile => _blendProfile;
+ /// 世界坐标可视区域(本地 _visibleBounds + transform.position)。
+ public Rect VisibleBounds => new Rect(
+ _visibleBounds.x + transform.position.x,
+ _visibleBounds.y + transform.position.y,
+ _visibleBounds.width, _visibleBounds.height);
+ public bool HasDedicated => _dedicatedCamera != null;
+ public CinemachineCamera DedicatedCamera => _dedicatedCamera;
+ public int DedicatedPriority => _dedicatedPriority;
+ public bool OverrideFollowBehaviour => _overrideFollowBehaviour;
+ public Vector2 ScreenPosition => _screenPosition;
+ public Vector2 Damping => _damping;
+ public Vector2 DeadZoneSize => _deadZoneSize;
+ public float LookaheadTime => _lookaheadTime;
+ public float LookaheadSmoothing => _lookaheadSmoothing;
+ public bool DisableFallBias => _disableFallBias;
+ public bool LockHorizontal => _lockHorizontal;
+ public bool LockVertical => _lockVertical;
+ public float DampingDown => _dampingDown;
+ public float DampingUp => _dampingUp;
+ public float LensSize => _lensSize;
+ public float LensSizeDuration => _lensSizeDuration;
///
/// 摄像机到场景平面的有效深度(用于透视视口换算)。
- /// _cameraDepth > 0 时使用配置值,否则自动读取 |transform.position.z|,再兜底 10。
+ /// 来源:区域专有 _cameraDepth(>0 时) → LensConfig SO。
+ /// 未绑定 SO 时返回 0,限位同步工具会在 Inspector 中给出警告。
///
public float CameraDepth
{
get
{
if (_cameraDepth > 0f) return _cameraDepth;
- float z = Mathf.Abs(transform.position.z);
- return z > 0.01f ? z : 10f;
+ return _lensConfig != null ? _lensConfig.cameraDepth : 0f;
}
}
@@ -69,16 +154,33 @@ namespace BaseGames.Camera
private void OnDrawGizmosSelected()
{
- // 黄色:可视区域
- Vector3 center = new Vector3(_visibleBounds.center.x, _visibleBounds.center.y, 0f);
- Vector3 size = new Vector3(_visibleBounds.width, _visibleBounds.height, 0.01f);
+ // 黄色:可视区域(本地坐标 + transform.position = 世界坐标)
+ Vector3 center = new Vector3(
+ _visibleBounds.center.x + transform.position.x,
+ _visibleBounds.center.y + transform.position.y, 0f);
+ Vector3 size = new Vector3(_visibleBounds.width, _visibleBounds.height, 0.01f);
Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.10f);
Gizmos.DrawCube(center, size);
Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.90f);
Gizmos.DrawWireCube(center, size);
- // 青色:专有 VCam 指示线
+ // 青色:轴向锁定指示
+ if ((_lockHorizontal || _lockVertical) && _confinerCollider != null)
+ {
+ Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.9f);
+ var bounds = _confinerCollider.bounds;
+ if (_lockHorizontal)
+ Gizmos.DrawLine(
+ new Vector3(bounds.center.x, bounds.min.y, 0f),
+ new Vector3(bounds.center.x, bounds.max.y, 0f));
+ if (_lockVertical)
+ Gizmos.DrawLine(
+ new Vector3(bounds.min.x, bounds.center.y, 0f),
+ new Vector3(bounds.max.x, bounds.center.y, 0f));
+ }
+
+ // 青绿:专有 VCam 指示线
if (_dedicatedCamera != null)
{
Gizmos.color = new Color(0.2f, 1f, 0.8f, 0.8f);
diff --git a/Assets/_Game/Scripts/Camera/CameraAsymmetricDampingExtension.cs b/Assets/_Game/Scripts/Camera/CameraAsymmetricDampingExtension.cs
new file mode 100644
index 0000000..cf245d6
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraAsymmetricDampingExtension.cs
@@ -0,0 +1,85 @@
+using UnityEngine;
+using Unity.Cinemachine;
+
+namespace BaseGames.Camera
+{
+ ///
+ /// Y 轴非对称阻尼扩展。实现下落快、起跳缓的非对称相机追随手感:
+ /// - 下落时快速跟随(低阻尼):玩家落下时相机迅速移动,提前呈现地面地形;
+ /// - 起跳时缓慢上移(高阻尼):相机不会在跳跃峰值前立刻拉高,保留地面视野。
+ ///
+ /// 使用须知:
+ ///
+ /// - 挂载在 VCamA / VCamB 上( 初始化时自动识别)。
+ /// - 此扩展存在时, 会自动将
+ /// 的 Y 分量清零,避免双重阻尼。
+ /// - 阻尼值可由 通过 DampingDown / DampingUp
+ /// 属性 per-area 覆写,无需手动修改此组件。
+ ///
+ ///
+ [AddComponentMenu("Cinemachine/Extensions/Camera Asymmetric Damping")]
+ [DisallowMultipleComponent]
+ public class CameraAsymmetricDampingExtension : CinemachineExtension
+ {
+ [Tooltip("相机向下(下落)时的 Y 轴阻尼(秒)。\n" +
+ "越小跟随越快,玩家能提前看到地面。推荐 0.05 ~ 0.15。")]
+ [SerializeField] private float _dampingDown = 0.08f;
+
+ [Tooltip("相机向上(起跳)时的 Y 轴阻尼(秒)。\n" +
+ "越大跟随越慢,保留地面视野、不会在起跳瞬间拉高。推荐 0.5 ~ 0.8。")]
+ [SerializeField] private float _dampingUp = 0.65f;
+
+ /// 供 运行时按区域写入阻尼值。
+ public float DampingDown { get => _dampingDown; set => _dampingDown = value; }
+ /// 供 运行时按区域写入阻尼值。
+ public float DampingUp { get => _dampingUp; set => _dampingUp = value; }
+
+ private float _smoothedY;
+ private bool _initialized;
+
+ protected override void PostPipelineStageCallback(
+ CinemachineVirtualCameraBase vcam,
+ CinemachineCore.Stage stage,
+ ref CameraState state,
+ float deltaTime)
+ {
+ if (stage != CinemachineCore.Stage.Body) return;
+
+ // deltaTime <= 0:编辑器预览 / 初始帧,重置平滑器避免脏状态
+ if (deltaTime <= 0f)
+ {
+ _initialized = false;
+ return;
+ }
+
+ // 此时 state.RawPosition 是 CinemachinePositionComposer(Damping.y = 0)输出的"理想"位置
+ float idealY = state.RawPosition.y;
+
+ if (!_initialized)
+ {
+ _smoothedY = idealY;
+ _initialized = true;
+ return;
+ }
+
+ // idealY < _smoothedY → 相机目标在当前位置下方(玩家下落) → 低阻尼快速跟随
+ // idealY > _smoothedY → 相机目标在当前位置上方(玩家起跳) → 高阻尼缓慢跟随
+ float damping = idealY < _smoothedY ? _dampingDown : _dampingUp;
+ float t = damping > 0f
+ ? 1f - Mathf.Exp(-deltaTime / damping)
+ : 1f;
+
+ _smoothedY = Mathf.LerpUnclamped(_smoothedY, idealY, t);
+
+ var pos = state.RawPosition;
+ pos.y = _smoothedY;
+ state.RawPosition = pos;
+ }
+
+ ///
+ /// 重置内部平滑状态。在相机硬切(instantCut)时由 CameraStateController 调用,
+ /// 确保新房间的 Y 坐标从目标位置开始,不受旧房间阻尼状态影响。
+ ///
+ public void ResetState() => _initialized = false;
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Camera/RoomCameraEditor.cs.meta b/Assets/_Game/Scripts/Camera/CameraAsymmetricDampingExtension.cs.meta
similarity index 83%
rename from Assets/_Game/Scripts/Editor/Camera/RoomCameraEditor.cs.meta
rename to Assets/_Game/Scripts/Camera/CameraAsymmetricDampingExtension.cs.meta
index 2de38bc..c10d2a8 100644
--- a/Assets/_Game/Scripts/Editor/Camera/RoomCameraEditor.cs.meta
+++ b/Assets/_Game/Scripts/Camera/CameraAsymmetricDampingExtension.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: e733a7cb718909842b12f5994eb841c4
+guid: cb5a7225ab133e74b81d1f0ae22ccc77
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs b/Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs
new file mode 100644
index 0000000..566b99b
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs
@@ -0,0 +1,43 @@
+using UnityEngine;
+using Unity.Cinemachine;
+
+namespace BaseGames.Camera
+{
+ ///
+ /// Cinemachine 扩展:在 Body 阶段之后硬锁定相机某一轴向。
+ ///
+ /// 用途:
+ /// - = true → 垂直竖井 / 电梯:相机仅上下移动,X 固定于限位区域中心。
+ /// - = true → 水平走廊:相机仅左右移动,Y 固定于限位区域中心。
+ ///
+ /// 由 在切换区域时自动写入 /
+ /// (从 ConfinerCollider.bounds.center 取值)并切换锁定开关。
+ ///
+ [AddComponentMenu("Cinemachine/Extensions/Camera Axis Lock")]
+ [DisallowMultipleComponent]
+ public class CameraAxisLockExtension : CinemachineExtension
+ {
+ /// 锁定 X 轴(垂直竖井)。
+ [HideInInspector] public bool LockX = false;
+ /// 锁定 Y 轴(水平走廊)。
+ [HideInInspector] public bool LockY = false;
+ /// X 轴锁定到的世界坐标(由 CameraStateController 写入)。
+ [HideInInspector] public float LockedX = 0f;
+ /// Y 轴锁定到的世界坐标(由 CameraStateController 写入)。
+ [HideInInspector] public float LockedY = 0f;
+
+ protected override void PostPipelineStageCallback(
+ CinemachineVirtualCameraBase vcam,
+ CinemachineCore.Stage stage,
+ ref CameraState state,
+ float deltaTime)
+ {
+ if (stage != CinemachineCore.Stage.Body) return;
+
+ var pos = state.RawPosition;
+ if (LockX) pos.x = LockedX;
+ if (LockY) pos.y = LockedY;
+ state.RawPosition = pos;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Camera/RoomCamera.cs.meta b/Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs.meta
similarity index 83%
rename from Assets/_Game/Scripts/Camera/RoomCamera.cs.meta
rename to Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs.meta
index d2ee076..b74abd2 100644
--- a/Assets/_Game/Scripts/Camera/RoomCamera.cs.meta
+++ b/Assets/_Game/Scripts/Camera/CameraAxisLockExtension.cs.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: af7e12583264b8c4da8dcd69df274793
+guid: 7e2e7849ca8d76f438c4b2899c9fb421
MonoImporter:
externalObjects: {}
serializedVersion: 2
diff --git a/Assets/_Game/Scripts/Camera/CameraConfigSO.cs b/Assets/_Game/Scripts/Camera/CameraConfigSO.cs
deleted file mode 100644
index b9efc79..0000000
--- a/Assets/_Game/Scripts/Camera/CameraConfigSO.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-using UnityEngine;
-
-namespace BaseGames.Camera
-{
- [CreateAssetMenu(menuName = "BaseGames/Camera/CameraConfig")]
- public class CameraConfigSO : ScriptableObject
- {
- [Header("跟随")]
- public float FollowDamping = 0.15f;
- public float LookAheadTime = 0.3f;
- public float LookAheadSmoothing = 0.1f;
- public Vector2 DeadZoneSize = new Vector2(1f, 0.5f);
- public Vector2 SoftZoneSize = new Vector2(2.5f, 2f);
-
- [Header("偏移")]
- public float LookDownOffset = -1.5f;
- public float LookUpOffset = 1.5f;
-
- [Header("画面抖动默认强度")]
- public float DefaultImpulseStrength = 0.3f;
- }
-}
diff --git a/Assets/_Game/Scripts/Camera/CameraFallBiasExtension.cs b/Assets/_Game/Scripts/Camera/CameraFallBiasExtension.cs
new file mode 100644
index 0000000..70d70d2
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraFallBiasExtension.cs
@@ -0,0 +1,136 @@
+using UnityEngine;
+using Unity.Cinemachine;
+
+namespace BaseGames.Camera
+{
+ ///
+ /// 下坠视野偏置扩展。
+ ///
+ /// 玩家持续高速下落超过 秒后,
+ /// 将相机 Y 坐标平滑下移最多 世界单位,
+ /// 使玩家出现在画面上方区域,提前暴露落点地形。
+ /// 玩家减速或着地后快速复位。
+ ///
+ /// 挂载顺序(三者顺序必须严格遵守):
+ ///
+ /// - — 先对 Y 轴做非对称阻尼平滑;
+ /// - 本扩展(CameraFallBiasExtension) — 将偏置叠加到平滑后的 Y 上;
+ /// - CinemachineConfiner2D — 最后将偏置后的位置裁剪回限位边界内。
+ ///
+ /// 如果顺序错误(本扩展在 Confiner 之后),偏置会导致相机超出限位边界且不被修正。
+ ///
+ [AddComponentMenu("Cinemachine/Extensions/Camera Fall Bias")]
+ [DisallowMultipleComponent]
+ public class CameraFallBiasExtension : CinemachineExtension
+ {
+ [Tooltip("触发下坠偏置所需的最小下落速度(世界单位/秒,绝对值)。\n" +
+ "低于此值不激活(短跳不触发)。推荐 6~10。")]
+ [Range(1f, 20f)]
+ [SerializeField] private float _fallSpeedThreshold = 7f;
+
+ [Tooltip("持续下落超过此时长后开始偏置(秒)。\n" +
+ "避免短暂跳跃/下落触发偏移。推荐 0.25~0.40。")]
+ [Range(0f, 1f)]
+ [SerializeField] private float _activationDelay = 0.30f;
+
+ [Tooltip("最大相机 Y 偏移量(世界单位,相机向下移动 = 玩家在画面上方 = 视野暴露下方地形)。\n" +
+ "推荐 1.5~2.5 单位。")]
+ [Range(0f, 5f)]
+ [SerializeField] private float _maxShift = 2f;
+
+ [Tooltip("偏置增加速度(Lerp 系数)。越大偏移越快达到最大值。推荐 3~5。")]
+ [SerializeField] private float _shiftSpeed = 3f;
+
+ [Tooltip("偏置复位速度。着陆后应快速恢复以避免画面跳变。推荐 8~12。")]
+ [SerializeField] private float _resetSpeed = 10f;
+
+ // ── 内部状态 ──────────────────────────────────────────────────────────
+ private float _configuredMaxShift = -1f; // -1 = 不覆盖,使用检查器默认属性值
+ private float _lastFollowY;
+ private float _smoothedVY;
+ private bool _initialized;
+ private float _fallTimer;
+ private float _currentShift;
+ // ── 公开 API ──────────────────────────────────────────────────────────────────
+
+ ///
+ /// 由 调用:
+ /// 传入 0 表示禁用此区域的下坠偏置;-1 表示使用检查器默认属性值。
+ ///
+ public void SetConfiguredMax(float maxShift) => _configuredMaxShift = maxShift;
+
+ ///
+ /// 重置内部状态。在相机硬切(instantCut)时由 CameraStateController 调用,
+ /// 避免旧房间的下坠计时 / 偷移量带入新房间。
+ ///
+ public void ResetState()
+ {
+ _initialized = false;
+ _fallTimer = 0f;
+ _currentShift = 0f;
+ _smoothedVY = 0f;
+ }
+ // ── Extension ─────────────────────────────────────────────────────────
+
+ protected override void PostPipelineStageCallback(
+ CinemachineVirtualCameraBase vcam,
+ CinemachineCore.Stage stage,
+ ref CameraState state,
+ float deltaTime)
+ {
+ if (stage != CinemachineCore.Stage.Body) return;
+
+ if (deltaTime <= 0f)
+ {
+ _initialized = false;
+ _fallTimer = 0f;
+ _currentShift = 0f;
+ return;
+ }
+
+ Transform follow = vcam.Follow;
+ if (follow == null) return;
+
+ if (!_initialized)
+ {
+ _lastFollowY = follow.position.y;
+ _initialized = true;
+ return;
+ }
+
+ // ── 估算玩家 Y 轴速度(负值 = 下落)────────────────────────────
+ float rawVY = (follow.position.y - _lastFollowY) / deltaTime;
+ _lastFollowY = follow.position.y;
+ _smoothedVY = Mathf.Lerp(_smoothedVY, rawVY, deltaTime * 10f);
+
+ bool isFalling = _smoothedVY < -_fallSpeedThreshold;
+
+ // ── 下落计时器 ────────────────────────────────────────────────
+ if (isFalling)
+ _fallTimer = Mathf.Min(_fallTimer + deltaTime, _activationDelay + 1f);
+ else
+ _fallTimer = Mathf.Max(_fallTimer - deltaTime * 3f, 0f); // 快速衰减
+
+ // ── 目标偏置 ──────────────────────────────────────────────────
+ // 超过 activationDelay 后线性增加偏置;0.4s 达到最大
+ float effectiveMax = _configuredMaxShift >= 0f ? _configuredMaxShift : _maxShift;
+ float ratio = Mathf.Clamp01((_fallTimer - _activationDelay) / 0.4f);
+ float targetShift = -effectiveMax * ratio; // 负就:相机向下
+
+ // 使用指数衰减公式(帧率无关)替代 Lerp*deltaTime
+ float dampingTime = targetShift < _currentShift
+ ? 1f / Mathf.Max(_shiftSpeed, 0.001f)
+ : 1f / Mathf.Max(_resetSpeed, 0.001f);
+ float t = 1f - Mathf.Exp(-deltaTime / dampingTime);
+ _currentShift = Mathf.Lerp(_currentShift, targetShift, t);
+
+ // ── 写入相机 Y 偏置 ───────────────────────────────────────────
+ if (Mathf.Abs(_currentShift) > 0.001f)
+ {
+ var pos = state.RawPosition;
+ pos.y += _currentShift;
+ state.RawPosition = pos;
+ }
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Camera/CameraFallBiasExtension.cs.meta b/Assets/_Game/Scripts/Camera/CameraFallBiasExtension.cs.meta
new file mode 100644
index 0000000..156df22
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraFallBiasExtension.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 67a1710d47e3d4c4b9ac15dcb4a17036
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Camera/CameraLensConfigSO.cs b/Assets/_Game/Scripts/Camera/CameraLensConfigSO.cs
new file mode 100644
index 0000000..2ffec81
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraLensConfigSO.cs
@@ -0,0 +1,38 @@
+using UnityEngine;
+
+namespace BaseGames.Camera
+{
+ ///
+ /// 全局相机镜头配置。
+ ///
+ /// 作为 和各 之间的
+ /// 单一参数来源:
+ /// - Persistent 场景的 在 Awake 时将
+ /// 写入两台全局 VCam 的 Lens。
+ /// - Room 场景的 引用同一 SO,编辑器工具在计算限位多边形
+ /// 时直接读取,无需依赖 Persistent 场景是否已加载。
+ ///
+ /// 使用方式:
+ /// 1. Project 窗口右键 → BaseGames/Camera/Lens Config 新建一个 SO 资产。
+ /// 2. 将该资产同时赋给 CameraStateController._lensConfig 和所有 CameraArea._lensConfig。
+ /// 3. 修改 后,编辑器会自动重新同步所有已打开场景中的
+ /// CameraArea 限位多边形。
+ ///
+ [CreateAssetMenu(menuName = "BaseGames/Camera/Lens Config", fileName = "CameraLensConfig")]
+ public class CameraLensConfigSO : ScriptableObject
+ {
+ [Tooltip("全局虚拟相机的垂直 FOV(度)。\n" +
+ "修改此值后,编辑器会自动对所有已打开场景中的 CameraArea 重新同步限位多边形。\n" +
+ "运行时由 CameraStateController 在 Awake 时应用到全局 VCam。")]
+ [Range(1f, 179f)]
+ public float fieldOfView = 60f;
+
+ [Tooltip("摄像机到场景平面(Z = 0)的垂直距离(世界单位)。\n" +
+ "与 fieldOfView 共同决定透视相机的视口尺寸,\n" +
+ "用于将可视区域(VisibleBounds)换算为 CinemachineConfiner2D 限位多边形。\n" +
+ "推荐与 Persistent 场景中相机 Transform 的 |Z| 保持一致(通常为 10)。\n" +
+ "CameraArea._cameraDepth > 0 时以区域专有值优先覆盖此全局值。")]
+ [Min(0.1f)]
+ public float cameraDepth = 10f;
+ }
+}
diff --git a/Assets/_Game/Scripts/Camera/CameraLensConfigSO.cs.meta b/Assets/_Game/Scripts/Camera/CameraLensConfigSO.cs.meta
new file mode 100644
index 0000000..2f9c5c1
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraLensConfigSO.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4e825a1ad33662d41819655575a49941
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Camera/CameraLookSystem.cs b/Assets/_Game/Scripts/Camera/CameraLookSystem.cs
new file mode 100644
index 0000000..a41994c
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraLookSystem.cs
@@ -0,0 +1,196 @@
+using UnityEngine;
+
+namespace BaseGames.Camera
+{
+ ///
+ /// 双轴窥视系统(Look Up / Down / Left / Right)。
+ ///
+ /// - 垂直窥视:玩家按住垂直方向超过 _holdDelayV 秒后,
+ /// 相机在 Y 轴漂移最多 _lookDistanceV 个世界单位,松开后平滑回弹。
+ /// - 水平窥视:玩家静止时按住左/右超过 _holdDelayH 秒后,
+ /// 相机在 X 轴漂移最多 _lookDistanceH 个单位。
+ /// - 速度门控:玩家速度超过 _speedGateThreshold 时窥视不再激活。
+ ///
+ /// 挂载位置:Persistent 场景 [Camera] 节点下。
+ /// CameraStateController 持有此组件的引用(_lookSystem 字段),
+ /// 在 SetFollowTarget 时自动注册玩家目标,VCam.Follow 指向 VirtualTarget。
+ ///
+ /// 玩家输入接入:由 PlayerController 调用 SetLookInput(float, float)。
+ ///
+ public class CameraLookSystem : MonoBehaviour
+ {
+ [Header("窥视参数 —— 垂直")]
+ [Tooltip("持续按住垂直方向键多少秒后触发垂直窥视。0 = 立即触发。推荐 0.8。")]
+ [SerializeField] private float _holdDelayV = 0.8f;
+
+ [Tooltip("最大垂直偏移量(世界单位)。推荐 3~4 单位。")]
+ [SerializeField] private float _lookDistanceV = 3.5f;
+
+ [Tooltip("垂直偏移过渡速度(越大收敛越快)。")]
+ [SerializeField] private float _lookSpeedV = 2.5f;
+
+ [Tooltip("垂直回弹速度(建议稍快于 _lookSpeedV,避免回弹拖沓)。")]
+ [SerializeField] private float _resetSpeedV = 5f;
+
+ [Header("窥视参数 —— 水平")]
+ [Tooltip("静止后持续按住水平方向键多少秒后触发水平窥视。推荐 0.5。")]
+ [SerializeField] private float _holdDelayH = 0.5f;
+
+ [Tooltip("最大水平偏移量(世界单位)。水平面比垂直面小,避免与 Lookahead 叠加过度。推荐 2.5。")]
+ [SerializeField] private float _lookDistanceH = 2.5f;
+
+ [Tooltip("水平偏移过渡速度。")]
+ [SerializeField] private float _lookSpeedH = 2.0f;
+
+ [Tooltip("水平回弹速度。")]
+ [SerializeField] private float _resetSpeedH = 5f;
+
+ [Header("速度门控")]
+ [Tooltip("玩家移动速度超过此值时窥视系统不再新增偏移,已有偏移平滑回弹。推荐 2.5。")]
+ [SerializeField] private float _speedGateThreshold = 2.5f;
+
+ // ── 内部状态 ──────────────────────────────────────────────────────────
+
+ private Transform _baseTarget;
+ private Transform _virtualTargetTransform;
+ private Vector3 _lastBasePosition;
+ private float _estimatedSpeed;
+
+ // 垂直窥视
+ private float _holdTimerV;
+ private float _inputY;
+ private float _currentOffsetY;
+ private float _targetOffsetY;
+
+ // 水平窥视
+ private float _holdTimerH;
+ private float _inputX;
+ private float _currentOffsetX;
+ private float _targetOffsetX;
+
+ ///
+ /// VCam 应跟随此 Transform(玩家位置 + 窥视偏移)。
+ /// 由 赋值给 VCam.Follow。
+ ///
+ public Transform VirtualTarget => _virtualTargetTransform;
+
+ // ── Lifecycle ─────────────────────────────────────────────────────────
+
+ private void Awake()
+ {
+ var go = new GameObject("[CameraLookTarget]")
+ {
+ hideFlags = HideFlags.HideInHierarchy
+ };
+ DontDestroyOnLoad(go);
+ _virtualTargetTransform = go.transform;
+ }
+
+ private void OnDestroy()
+ {
+ if (_virtualTargetTransform != null)
+ Destroy(_virtualTargetTransform.gameObject);
+ }
+
+ // ── 公开 API ──────────────────────────────────────────────────────────
+
+ ///
+ /// 注册玩家的 CameraFollowTarget。通常由 调用。
+ ///
+ public void SetBaseTarget(Transform target)
+ {
+ _baseTarget = target;
+ _lastBasePosition = target != null ? target.position : Vector3.zero;
+ }
+
+ ///
+ /// 传入归一化输入(x = 水平,y = 垂直)。
+ /// 由 PlayerController / InputReader 在 Update 中调用。
+ ///
+ public void SetLookInput(float horizontal, float vertical)
+ {
+ _inputX = Mathf.Clamp(horizontal, -1f, 1f);
+ _inputY = Mathf.Clamp(vertical, -1f, 1f);
+ }
+
+ /// 仅设置垂直窥视输入(向后兼容旧调用方式)。
+ public void SetLookInput(float vertical) => SetLookInput(0f, vertical);
+
+ ///
+ /// 重置窥视状态。房间切换(即时硬切)时调用,
+ /// 避免旧房间的窥视偏移残留影响新房间的相机初始位置。
+ ///
+ ///
+ /// true = 立即将当前偏移归零(硬切时推荐);
+ /// false = 仅清除目标偏移,让当前偏移通过正常 Update 平滑回弹。
+ ///
+ public void ResetOffsets(bool snap = false)
+ {
+ _holdTimerV = 0f;
+ _holdTimerH = 0f;
+ _targetOffsetY = 0f;
+ _targetOffsetX = 0f;
+ if (snap)
+ {
+ _currentOffsetY = 0f;
+ _currentOffsetX = 0f;
+ if (_baseTarget != null && _virtualTargetTransform != null)
+ _virtualTargetTransform.position = _baseTarget.position;
+ }
+ }
+
+ // ── Update ────────────────────────────────────────────────────────────
+
+ private void LateUpdate()
+ {
+ if (_baseTarget == null || _virtualTargetTransform == null) return;
+
+ // ── 速度估算(速度门控基准)────────────────────────────────────────
+ float dt = Time.deltaTime;
+ if (dt > 0f)
+ {
+ float rawSpeed = (_baseTarget.position - _lastBasePosition).magnitude / dt;
+ _estimatedSpeed = Mathf.Lerp(_estimatedSpeed, rawSpeed, dt * 8f);
+ }
+ _lastBasePosition = _baseTarget.position;
+
+ bool withinGate = _estimatedSpeed < _speedGateThreshold;
+
+ // ── 垂直窥视 ──────────────────────────────────────────────────────
+ if (withinGate && Mathf.Abs(_inputY) > 0.5f)
+ {
+ _holdTimerV += dt;
+ if (_holdTimerV >= _holdDelayV)
+ _targetOffsetY = _inputY * _lookDistanceV;
+ }
+ else
+ {
+ _holdTimerV = 0f;
+ _targetOffsetY = 0f;
+ }
+
+ float speedV = Mathf.Abs(_targetOffsetY) < 0.01f ? _resetSpeedV : _lookSpeedV;
+ _currentOffsetY = Mathf.Lerp(_currentOffsetY, _targetOffsetY, dt * speedV);
+
+ // ── 水平窥视 ──────────────────────────────────────────────────────
+ if (withinGate && Mathf.Abs(_inputX) > 0.5f)
+ {
+ _holdTimerH += dt;
+ if (_holdTimerH >= _holdDelayH)
+ _targetOffsetX = _inputX * _lookDistanceH;
+ }
+ else
+ {
+ _holdTimerH = 0f;
+ _targetOffsetX = 0f;
+ }
+
+ float speedH = Mathf.Abs(_targetOffsetX) < 0.01f ? _resetSpeedH : _lookSpeedH;
+ _currentOffsetX = Mathf.Lerp(_currentOffsetX, _targetOffsetX, dt * speedH);
+
+ // ── 虚拟目标 = 玩家位置 + 双轴偏移 ────────────────────────────────
+ _virtualTargetTransform.position = _baseTarget.position
+ + new Vector3(_currentOffsetX, _currentOffsetY, 0f);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Camera/CameraLookSystem.cs.meta b/Assets/_Game/Scripts/Camera/CameraLookSystem.cs.meta
new file mode 100644
index 0000000..3bb19d8
--- /dev/null
+++ b/Assets/_Game/Scripts/Camera/CameraLookSystem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: af0ce1cbe43451741ae32ee518e7bc2a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Camera/CameraStateController.cs b/Assets/_Game/Scripts/Camera/CameraStateController.cs
index df5b5e8..5359c74 100644
--- a/Assets/_Game/Scripts/Camera/CameraStateController.cs
+++ b/Assets/_Game/Scripts/Camera/CameraStateController.cs
@@ -1,6 +1,9 @@
+using System.Collections;
+using System.Collections.Generic;
using UnityEngine;
using Unity.Cinemachine;
using BaseGames.Core;
+using BaseGames.Core.Events;
namespace BaseGames.Camera
{
@@ -22,6 +25,7 @@ namespace BaseGames.Camera
[Header("引用")]
[SerializeField] private CinemachineBrain _brain;
[SerializeField] private CinemachineImpulseSource _impulseSource;
+ [SerializeField] private CameraLookSystem _lookSystem;
[Header("全局双 VCam(Persistent 场景中放置两台通用虚拟相机)")]
[Tooltip("两台 VCam 交替承接各相机区域,通过优先级 ping-pong 触发混合过渡。\n" +
@@ -30,17 +34,38 @@ namespace BaseGames.Camera
[SerializeField] private CinemachineCamera _vcamA;
[SerializeField] private CinemachineCamera _vcamB;
- [Tooltip("全局 VCam 激活时的优先级(非活跃时为 0)。专有 VCam 的 _dedicatedPriority 须高于此值。")]
+ [Tooltip("全局 VCam 激活时的优先级。专有 VCam 的 _dedicatedPriority 须高于此值。")]
[SerializeField] private int _globalActivePriority = 10;
+ [Tooltip("待机 VCam 的优先级。\n" +
+ "Cinemachine 3.x 中 Priority = 0 的 VCam 不会被 Brain 选中,导致主相机停止跟随。\n" +
+ "必须 > 0 且 < _globalActivePriority,确保 Brain 始终有可用 VCam,\n" +
+ "同时切换时两台 VCam 均在 Brain 视野内以完成正确的混合过渡。")]
+ [SerializeField] private int _standbyPriority = 1;
+
[Header("默认混合配置")]
[SerializeField] private CameraBlendProfileSO _defaultBlendProfile;
+ [Header("镜头配置")]
+ [Tooltip("全局镜头参数 SO。Awake 时将 fieldOfView 应用到 _vcamA / _vcamB。\n" +
+ "与各 CameraArea 引用同一资产,确保 FOV 参数一致。")]
+ [SerializeField] private CameraLensConfigSO _lensConfig;
+
+ [Header("玩家跟随")]
+ [Tooltip("PlayerController 生成时广播的事件频道(EVT_PlayerSpawned)。\n" +
+ "收到后自动查找 CameraFollowTarget 子节点并赋值给两台全局 VCam 的 Follow。")]
+ [SerializeField] private TransformEventChannelSO _onPlayerSpawned;
+
// ── 状态 ──────────────────────────────────────────────────────────────
- private int _activeSlot = -1; // -1 = 未初始化;0 = A;1 = B
+ private int _activeSlot = -1; // -1 = 未初始化;0 = A;1 = B
+ private CameraArea _roomBaselineArea; // SwitchArea(priority=0) 写入的房间基线,不被触发事件删除
+ private readonly List<(CameraArea area, int priority)> _activeZones = new(); // 玩家当前所在的触发区域集合(priority>0)
+ private CameraArea _currentArea;
private CinemachineCamera _activeDedicatedCam;
private CinemachineConfiner2D _confinerA;
private CinemachineConfiner2D _confinerB;
+ private Transform _currentFollowTarget; // 最后一次 SetFollowTarget 设置的目标,激活 VCam 时自动同步
+ private readonly CompositeDisposable _subs = new();
// ── Lifecycle ────────────────────────────────────────────────────────
@@ -53,45 +78,170 @@ namespace BaseGames.Camera
if (_vcamA != null) _confinerA = _vcamA.GetComponent();
if (_vcamB != null) _confinerB = _vcamB.GetComponent();
- // 初始两台 VCam 均处于非活跃优先级
- if (_vcamA != null) _vcamA.Priority = 0;
- if (_vcamB != null) _vcamB.Priority = 0;
+ // 初始两台 VCam 均处于待机优先级(> 0)
+ // Cinemachine 3.x 中 Priority = 0 的 VCam 不被 Brain 选中,主相机会停止运动
+ if (_vcamA != null) _vcamA.Priority = _standbyPriority;
+ if (_vcamB != null) _vcamB.Priority = _standbyPriority;
+
+ // 将 SO 中的 FOV 应用到两台全局 VCam
+ ApplyLensConfig();
+
+ // 订阅 PlayerSpawned 事件,运行时自动为 VCam 赋值 Follow
+ _onPlayerSpawned?.Subscribe(OnPlayerSpawned).AddTo(_subs);
}
private void OnDestroy()
{
+ _subs.Dispose();
ServiceLocator.Unregister(this);
}
+ private void OnPlayerSpawned(Transform playerRoot)
+ {
+ const string followNodeName = "CameraFollowTarget";
+ Transform follow = playerRoot.Find(followNodeName) ?? playerRoot;
+ SetFollowTarget(follow);
+ }
+
+ private void ApplyLensConfig()
+ {
+ if (_lensConfig == null) return;
+ float fov = _lensConfig.fieldOfView;
+ float depth = _lensConfig.cameraDepth;
+ ApplyLensToVcam(_vcamA, fov, depth);
+ ApplyLensToVcam(_vcamB, fov, depth);
+ }
+
+ private static void ApplyLensToVcam(CinemachineCamera vcam, float fov, float depth)
+ {
+ if (vcam == null) return;
+ var lens = vcam.Lens;
+ lens.FieldOfView = fov;
+ vcam.Lens = lens;
+ // CinemachinePositionComposer.CameraDistance 是运行时真正控制 Z 距离的属性,
+ // 必须同步,否则 Transform Z 被 Cinemachine Pipeline 覆盖
+ var composer = vcam.GetComponent();
+ if (composer != null)
+ composer.CameraDistance = depth;
+ // 同步 Transform Z,保证编辑器预览与运行时一致
+ var pos = vcam.transform.position;
+ pos.z = -depth;
+ vcam.transform.position = pos;
+ }
+
+#if UNITY_EDITOR
+ private void OnValidate() => ApplyLensConfig();
+#endif
+
// ── 公开 API ──────────────────────────────────────────────────────────
///
- /// 切换到目标相机区域。
- ///
- /// - 区域有专有 VCam → 激活它(高优先级),全局 VCam 保持当前状态。
- /// - 区域无专有 VCam → 配置非活跃全局 VCam,ping-pong 切换优先级触发混合。
- ///
+ /// 切换到目标相机区域。 < 当前激活优先级时忽略。
+ /// priority = 0:始终执行(适合 RoomController 入场初始化)。
///
- public void SwitchArea(CameraArea targetArea)
+ public void SwitchArea(CameraArea area, int priority = 0, bool instantCut = false)
{
- if (targetArea == null) return;
+ if (area == null) return;
- ApplyBlendProfile(targetArea.BlendProfile ?? _defaultBlendProfile);
+ if (priority == 0)
+ {
+ // 房间初始化 / 无条件切换:记录基线并清空触发集合
+ _roomBaselineArea = area;
+ _activeZones.Clear();
+ ActivateArea(area, instantCut);
+ return;
+ }
- if (targetArea.HasDedicated)
- ActivateDedicated(targetArea);
- else
- ActivateGlobalSlot(targetArea);
+ // 触发区域进入:更新集合(同一区域去重后重新加入,保证最新优先级)
+ _activeZones.RemoveAll(e => e.area == area);
+ _activeZones.Add((area, priority));
+
+ // 仅当此区域是当前最优且尚未激活时才切换,避免不必要的 ping-pong
+ CameraArea best = GetEffectiveArea();
+ if (best == area && area != _currentArea)
+ ActivateArea(area, instantCut);
}
///
- /// 运行时为两台全局 VCam 统一设置跟随目标(如 Player/CameraFollowTarget)。
- /// 可在 Player 生成后由任意系统调用。
+ /// 释放 的权限。
+ /// 从优先级栈中移除该区域;若它是当前激活区域,则激活新栈顶(或 fallback)。
+ ///
+ public void ReleaseArea(CameraArea releasedArea, CameraArea fallback)
+ {
+ if (releasedArea == null) return;
+
+ bool wasActive = releasedArea == _currentArea;
+ int removed = _activeZones.RemoveAll(e => e.area == releasedArea);
+ if (removed == 0) return;
+
+ if (!wasActive) return;
+
+ // 回退到当前最优区域(触发集合 → 房间基线 → fallback)
+ CameraArea next = GetEffectiveArea() ?? fallback;
+ if (next != null && next != _currentArea)
+ ActivateArea(next, instantCut: false);
+ }
+
+ ///
+ /// 返回当前应激活的区域: 中优先级最高的
+ /// (同优先级取最近进入的),若触发集合为空则回退到 。
+ ///
+ private CameraArea GetEffectiveArea()
+ {
+ CameraArea best = null;
+ int bestPriority = -1;
+ foreach (var (a, p) in _activeZones)
+ if (p >= bestPriority) { bestPriority = p; best = a; }
+ return best ?? _roomBaselineArea;
+ }
+
+ private void ActivateArea(CameraArea area, bool instantCut = false)
+ {
+ _currentArea = area;
+
+ if (instantCut)
+ {
+ // 房间入口硬切:相机立即跳到新房间位置,无混合动画
+ if (_brain != null)
+ _brain.DefaultBlend = new CinemachineBlendDefinition
+ {
+ Style = CinemachineBlendDefinition.Styles.Cut,
+ Time = 0f,
+ };
+ // 重置窥视偏移,避免旧房间的窥视状态残留
+ _lookSystem?.ResetOffsets(snap: true); // 重置所有 VCam 扩展的内部状态,防止旧房间的速度/阻尼估算带入新房间
+ ResetVCamExtensions(_vcamA);
+ ResetVCamExtensions(_vcamB);
+ if (area.HasDedicated) ResetVCamExtensions(area.DedicatedCamera); }
+ else
+ {
+ ApplyBlendProfile(area.BlendProfile ?? _defaultBlendProfile);
+ }
+
+ if (area.LensSize > 0f)
+ SetLensSize(area.LensSize, area.LensSizeDuration);
+
+ if (area.HasDedicated)
+ ActivateDedicated(area);
+ else
+ ActivateGlobalSlot(area);
+ }
+
+ ///
+ /// 运行时为全局双 VCam 设置跟随目标。
+ /// 若存在 ,VCam 跟随系统输出的虚拟目标(含窥视偏移)。
///
public void SetFollowTarget(Transform followTarget)
{
- if (_vcamA != null) _vcamA.Follow = followTarget;
- if (_vcamB != null) _vcamB.Follow = followTarget;
+ Transform actual = followTarget;
+ if (_lookSystem != null)
+ {
+ _lookSystem.SetBaseTarget(followTarget);
+ actual = _lookSystem.VirtualTarget;
+ }
+ _currentFollowTarget = actual; // 缓存供后续激活 VCam 时同步
+ if (_vcamA != null) _vcamA.Follow = actual;
+ if (_vcamB != null) _vcamB.Follow = actual;
}
/// 触发屏幕抖动。
@@ -104,6 +254,56 @@ namespace BaseGames.Camera
public void TriggerImpulse(float strength = 0.3f)
=> TriggerImpulse(Vector3.down * strength);
+ ///
+ /// 平滑过渡正交相机尺寸。 = 0 时瞬间切换。
+ /// 区域进入时由 自动调用;游戏代码也可直接调用。
+ ///
+ public void SetLensSize(float orthographicSize, float duration = 0f)
+ {
+ if (_lensCoroutine != null) StopCoroutine(_lensCoroutine);
+ if (duration <= 0f) { ApplyLensSizeToAll(orthographicSize); return; }
+ _lensCoroutine = StartCoroutine(LensSizeCo(orthographicSize, duration));
+ }
+
+ private Coroutine _lensCoroutine;
+
+ private void ApplyLensSizeToAll(float size)
+ {
+ SetVcamLens(_vcamA, size);
+ SetVcamLens(_vcamB, size);
+ if (_activeDedicatedCam != null) SetVcamLens(_activeDedicatedCam, size);
+ }
+
+ private static void SetVcamLens(CinemachineCamera vcam, float size)
+ {
+ if (vcam == null) return;
+ var lens = vcam.Lens;
+ lens.OrthographicSize = size;
+ vcam.Lens = lens;
+ }
+
+ private IEnumerator LensSizeCo(float target, float duration)
+ {
+ CinemachineCamera active = GetActiveVcam();
+ if (active == null) { _lensCoroutine = null; yield break; }
+ float start = active.Lens.OrthographicSize;
+ float elapsed = 0f;
+ while (elapsed < duration)
+ {
+ elapsed += Time.deltaTime;
+ ApplyLensSizeToAll(Mathf.Lerp(start, target, elapsed / duration));
+ yield return null;
+ }
+ ApplyLensSizeToAll(target);
+ _lensCoroutine = null;
+ }
+
+ private CinemachineCamera GetActiveVcam()
+ {
+ if (_activeDedicatedCam != null) return _activeDedicatedCam;
+ return _activeSlot == 0 ? _vcamA : (_vcamB != null ? _vcamB : _vcamA);
+ }
+
// ── 内部方法 ──────────────────────────────────────────────────────────
/// 激活区域的专有 VCam(高优先级)。
@@ -141,34 +341,149 @@ namespace BaseGames.Camera
// 首次调用:直接激活 VCamA(场景淡入阶段,无需混合动画)
if (_activeSlot < 0)
{
- var cam = _vcamA ?? _vcamB;
+ var cam = _vcamA ?? _vcamB;
var confiner = _vcamA != null ? _confinerA : _confinerB;
ConfigureSlot(cam, confiner, area);
+ SyncFollowToVCam(cam);
cam.Priority = _globalActivePriority;
_activeSlot = _vcamA != null ? 0 : 1;
return;
}
- // Ping-pong:配置非活跃槽 → 升级其优先级 → 降低活跃槽优先级
- bool nextIsA = _activeSlot != 0;
- var inactiveCam = nextIsA ? _vcamA : _vcamB;
- var activeCam = nextIsA ? _vcamB : _vcamA;
+ // 只有一台 VCam 时:直接重新配置,不做优先级 ping-pong
+ // (之前的 null 保护令 inactiveCam == activeCam,导致先升后降为 0 自毁)
+ if (_vcamA == null || _vcamB == null)
+ {
+ var cam = _vcamA ?? _vcamB;
+ var confiner = _vcamA != null ? _confinerA : _confinerB;
+ ConfigureSlot(cam, confiner, area);
+ SyncFollowToVCam(cam);
+ cam.Priority = _globalActivePriority; // 保持激活,不改变 _activeSlot
+ return;
+ }
+
+ // 双 VCam ping-pong:配置非活跃槽 → 升级其优先级 → 降低活跃槽优先级
+ bool nextIsA = _activeSlot != 0;
+ var inactiveCam = nextIsA ? _vcamA : _vcamB;
+ var activeCam = nextIsA ? _vcamB : _vcamA;
var inactiveConfiner = nextIsA ? _confinerA : _confinerB;
- // 只有一台 VCam 时降级处理(仍能工作,但无混合动画)
- if (inactiveCam == null) inactiveCam = activeCam;
-
ConfigureSlot(inactiveCam, inactiveConfiner, area);
+ SyncFollowToVCam(inactiveCam); // 确保 Follow 正确(防止 SetFollowTarget 未被调用)
inactiveCam.Priority = _globalActivePriority;
- activeCam.Priority = 0;
+ activeCam.Priority = _standbyPriority; // 降到待机但仍 > 0,Brain 可在混合期间读取其状态
_activeSlot = nextIsA ? 0 : 1;
}
+ ///
+ /// 将最后已知的 Follow 目标同步到指定 VCam(若其 Follow 尚未设置或已过期)。
+ ///
+ private void SyncFollowToVCam(CinemachineCamera vcam)
+ {
+ if (vcam == null || _currentFollowTarget == null) return;
+ if (vcam.Follow != _currentFollowTarget)
+ vcam.Follow = _currentFollowTarget;
+ }
+
private static void ConfigureSlot(
CinemachineCamera vcam, CinemachineConfiner2D confiner, CameraArea area)
{
+ // 1. Confiner
if (confiner != null && area.ConfinerCollider != null)
+ {
confiner.BoundingShape2D = area.ConfinerCollider;
+ // 限位多边形已在编辑器中预收缩(可视区域 - 视口半尺寸 = 相机中心运动范围)。
+ // OversizeWindow.MaxWindowSize = 0.001f(极小正值):
+ // 使 Cinemachine 将实际视口高度裁剪至 0.001,几乎不再对多边形额外收缩,
+ // 从而以预收缩后的多边形直接作为相机中心约束边界。
+ // 对于小于视口的房间(预收缩后多边形退化为点),仍正确固定相机于中心。
+ confiner.OversizeWindow = new CinemachineConfiner2D.OversizeWindowSettings
+ {
+ Enabled = true,
+ MaxWindowSize = 0.001f,
+ Padding = 0.1f,
+ };
+ // BoundingShape2D 变更后必须刷新内部缓存路径,否则限位仍使用旧边界
+ confiner.InvalidateLensCache();
+ }
+ else if (confiner != null && area.ConfinerCollider == null)
+ {
+ Debug.LogError(
+ $"[CameraStateController] {area.name} 未绑定 ConfinerCollider!" +
+ "请将子节点 AreaBoundary 的 PolygonCollider2D 拖入 CameraArea._confinerCollider 字段。");
+ }
+
+ // 2. 跟随行为覆盖
+ if (area.OverrideFollowBehaviour)
+ {
+ var composer = vcam.GetComponent();
+ if (composer != null)
+ {
+ // 屏幕位置(Y 偏下 → 玩家稍低于中心,上方更多视野)
+ var comp = composer.Composition;
+ comp.ScreenPosition = area.ScreenPosition;
+ comp.DeadZone.Enabled = true;
+ comp.DeadZone.Size = area.DeadZoneSize;
+ composer.Composition = comp;
+
+ // 阻尼
+ var d = composer.Damping;
+ d.x = area.Damping.x;
+ d.y = area.Damping.y;
+ composer.Damping = d;
+
+ // 非对称 Y 阻尼:若扩展存在,将其按区域配置并清零 Composer Y 阻尼防止叠加
+ var asymDamp = vcam.GetComponent();
+ if (asymDamp != null)
+ {
+ asymDamp.DampingDown = area.DampingDown;
+ asymDamp.DampingUp = area.DampingUp;
+ var yd = composer.Damping;
+ yd.y = 0f;
+ composer.Damping = yd;
+ }
+
+ // 引领预测
+ var lah = composer.Lookahead;
+ lah.Enabled = area.LookaheadTime > 0f;
+ lah.Time = area.LookaheadTime;
+ lah.Smoothing = area.LookaheadSmoothing;
+ lah.IgnoreY = true; // 平台跳跃中 Y 轴 Lookahead 会在起跳时猛拉镜头,应关闭
+ composer.Lookahead = lah;
+
+ // 自适应 Lookahead:通知扩展当前区域配置的最大 Lookahead 值
+ var adaptiveLah = vcam.GetComponent();
+ if (adaptiveLah != null)
+ adaptiveLah.SetConfiguredMax(area.LookaheadTime);
+ }
+ }
+
+ // 3. 轴向约束
+ var axisLock = vcam.GetComponent();
+ if (axisLock != null)
+ {
+ axisLock.LockX = area.LockHorizontal;
+ axisLock.LockY = area.LockVertical;
+ if (area.ConfinerCollider != null)
+ {
+ var center = area.ConfinerCollider.bounds.center;
+ axisLock.LockedX = center.x;
+ axisLock.LockedY = center.y;
+ }
+ }
+
+ // 4. 下坠视野偏置(无论是否覆写跟随行为,始终按区域配置)
+ var fallBias = vcam.GetComponent();
+ if (fallBias != null)
+ fallBias.SetConfiguredMax(area.DisableFallBias ? 0f : -1f);
+ }
+
+ private static void ResetVCamExtensions(CinemachineCamera vcam)
+ {
+ if (vcam == null) return;
+ vcam.GetComponent()?.ResetState();
+ vcam.GetComponent()?.ResetState();
+ vcam.GetComponent()?.ResetState();
}
private void ApplyBlendProfile(CameraBlendProfileSO profile)
@@ -176,5 +491,118 @@ namespace BaseGames.Camera
if (_brain != null && profile != null)
_brain.DefaultBlend = profile.ToBlendDefinition();
}
+
+ // ── 运行时调试覆盖层 ──────────────────────────────────────────────────
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+
+ [Header("调试")]
+ [Tooltip("运行时在屏幕左上角显示当前相机区域信息。\n仅在 Editor 和 Development Build 中有效。")]
+ [SerializeField] private bool _showDebugOverlay = false;
+
+ private GUIStyle _debugBoxStyle;
+ private GUIStyle _debugTitleStyle;
+ private GUIStyle _debugRowStyle;
+ private GUIStyle _debugWarnStyle;
+
+ private void InitDebugStyles()
+ {
+ if (_debugBoxStyle != null) return;
+
+ var bg = new Texture2D(1, 1);
+ bg.SetPixel(0, 0, new Color(0f, 0f, 0f, 0.72f));
+ bg.Apply();
+
+ _debugBoxStyle = new GUIStyle(GUI.skin.box)
+ {
+ normal = { background = bg, textColor = Color.white },
+ padding = new RectOffset(10, 10, 8, 8),
+ alignment = TextAnchor.UpperLeft,
+ fontSize = 12,
+ };
+ _debugTitleStyle = new GUIStyle(GUI.skin.label)
+ {
+ normal = { textColor = new Color(1f, 0.85f, 0.25f) },
+ fontStyle = FontStyle.Bold,
+ fontSize = 13,
+ };
+ _debugRowStyle = new GUIStyle(GUI.skin.label)
+ {
+ normal = { textColor = new Color(0.88f, 0.88f, 0.88f) },
+ fontSize = 12,
+ };
+ _debugWarnStyle = new GUIStyle(GUI.skin.label)
+ {
+ normal = { textColor = new Color(1f, 0.45f, 0.35f) },
+ fontSize = 12,
+ };
+ }
+
+ private void OnGUI()
+ {
+ if (!Application.isPlaying || !_showDebugOverlay) return;
+ InitDebugStyles();
+
+ float x = 12f, y = 12f, w = 320f;
+
+ // 计算高度(先收集内容)
+ string areaName = _currentArea != null ? _currentArea.name : "<无>";
+ string slotLabel = _activeSlot < 0 ? "未初始化"
+ : _activeSlot == 0 ? "VCam A"
+ : "VCam B";
+ string followLabel = _currentFollowTarget != null
+ ? _currentFollowTarget.name
+ : "<未设置>";
+
+ bool warnFollow = _currentFollowTarget == null;
+ bool warnNoVCam = _vcamA == null && _vcamB == null;
+ bool warnNoBrain = _brain == null;
+
+ // 区域状态(基线 + 触发区域集合)
+ var zoneLines = new System.Collections.Generic.List();
+ string baselineName = _roomBaselineArea != null ? _roomBaselineArea.name : "<未设置>";
+ string baselineMarker = (_currentArea == _roomBaselineArea && _activeZones.Count == 0) ? " ◄ 激活" : "";
+ zoneLines.Add($" [基线] {baselineName}{baselineMarker}");
+ for (int i = _activeZones.Count - 1; i >= 0; i--)
+ {
+ var e = _activeZones[i];
+ string marker = (e.area == _currentArea) ? " ◄ 激活" : "";
+ zoneLines.Add($" [{e.priority}] {(e.area != null ? e.area.name : "null")}{marker}");
+ }
+
+ int lineCount = 5 + zoneLines.Count + (warnFollow ? 1 : 0) + (warnNoVCam ? 1 : 0) + (warnNoBrain ? 1 : 0);
+ float rowH = 19f;
+ float h = 28f + lineCount * rowH + 8f;
+
+ GUI.Box(new Rect(x, y, w, h), GUIContent.none, _debugBoxStyle);
+ float cy = y + 8f;
+
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, 22f), "[ Camera State Controller ]", _debugTitleStyle);
+ cy += 22f;
+
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), $"当前区域:{areaName}", _debugRowStyle); cy += rowH;
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), $"活跃 VCam 槽:{slotLabel}", _debugRowStyle); cy += rowH;
+
+ string vcamALabel = _vcamA != null ? $"{_vcamA.name} (P={_vcamA.Priority})" : "<未绑定>";
+ string vcamBLabel = _vcamB != null ? $"{_vcamB.name} (P={_vcamB.Priority})" : "<未绑定>";
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), $"VCam A:{vcamALabel}", _debugRowStyle); cy += rowH;
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), $"VCam B:{vcamBLabel}", _debugRowStyle); cy += rowH;
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), $"Follow 目标:{followLabel}", warnFollow ? _debugWarnStyle : _debugRowStyle); cy += rowH;
+
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), "区域状态(基线 + 触发区域):", _debugRowStyle); cy += rowH;
+ foreach (var line in zoneLines)
+ {
+ GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), line, _debugRowStyle);
+ cy += rowH;
+ }
+
+ if (warnFollow)
+ { GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), "⚠ Follow 目标未设置(检查 _onPlayerSpawned)", _debugWarnStyle); cy += rowH; }
+ if (warnNoVCam)
+ { GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), "⚠ VCam A/B 均未绑定", _debugWarnStyle); cy += rowH; }
+ if (warnNoBrain)
+ { GUI.Label(new Rect(x + 8f, cy, w - 16f, rowH), "⚠ CinemachineBrain 未绑定", _debugWarnStyle); cy += rowH; }
+ }
+
+#endif
}
}
diff --git a/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs b/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs
index eefbd25..d83a3fd 100644
--- a/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs
+++ b/Assets/_Game/Scripts/Camera/CameraTriggerZone.cs
@@ -1,46 +1,173 @@
+using System.Collections;
+using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Camera
{
///
- /// 相机区域切换触发器。玩家进入时通知 切换到目标 。
+ /// 相机区域切换触发器。
+ /// 当触发区域重叠时,玩家必须先离开当前所在的触发区域,才会切换到下一个区域,
+ /// 而不是进入重叠区域时立即切换。
///
[ExecuteAlways]
- [RequireComponent(typeof(BoxCollider2D))]
+ [RequireComponent(typeof(PolygonCollider2D))]
public class CameraTriggerZone : MonoBehaviour
{
[SerializeField] private CameraArea _targetArea;
+
+ [Tooltip("玩家离开此触发区域时回退到的区域(留空则退出时不做处理)。\n" +
+ "通常设为上级/相邻的包含区域,使玩家返回时相机自然过渡。")]
+ [SerializeField] private CameraArea _exitFallbackArea;
+
+ [Tooltip("触发区域优先级。同时在多个触发区域内时,高优先级区域胜出。\n" +
+ "相同优先级则后进入的胜出(推荐默认值 1)。")]
+ [SerializeField] private int _priority = 1;
+
[SerializeField] private string _playerTag = "Player";
- private BoxCollider2D _collider;
+ private PolygonCollider2D _collider;
+ private bool _isPlayerInside;
+
+ // ── 静态:跨实例共享触发状态 ──────────────────────────────────────────
+ // 玩家当前物理上所在的所有触发区域(按进入顺序排列)
+ private static readonly List s_InsideZones = new();
+ // 当前已向 ICameraService 发出 SwitchArea 请求的触发区域
+ private static CameraTriggerZone s_ActiveZone;
private void Awake()
{
- _collider = GetComponent();
+ _collider = GetComponent();
_collider.isTrigger = true;
}
+ private void OnDisable()
+ {
+ if (!Application.isPlaying) return;
+ if (!_isPlayerInside) return;
+
+ _isPlayerInside = false;
+ s_InsideZones.Remove(this);
+ if (s_ActiveZone == this)
+ Deactivate(this);
+ }
+
+ ///
+ /// 若玩家出生时已在触发区域内,OnTriggerEnter2D 不会触发。
+ /// 延迟一帧(确保 RoomController.Start 先完成基准区域设置)后主动检测。
+ ///
+ private IEnumerator Start()
+ {
+ if (!Application.isPlaying) yield break;
+
+ // 等一帧:让 RoomController.Start(priority=0)先建立基准区域,
+ // 再以 _priority 叠加子区域,保证栈顺序正确。
+ yield return null;
+
+ if (_targetArea == null) yield break;
+
+ GameObject player = GameObject.FindWithTag(_playerTag);
+ if (player == null || !_collider.OverlapPoint(player.transform.position)) yield break;
+
+ // OnTriggerEnter2D 可能已先一步处理,避免重复加入
+ if (!_isPlayerInside)
+ {
+ _isPlayerInside = true;
+ s_InsideZones.Add(this);
+ }
+
+ if (s_ActiveZone == null)
+ Activate(this);
+ }
+
private void OnTriggerEnter2D(Collider2D other)
{
if (!Application.isPlaying) return;
if (!other.CompareTag(_playerTag)) return;
+ if (_targetArea == null || _isPlayerInside) return;
- var service = ServiceLocator.GetOrDefault();
- if (service == null) return;
+ _isPlayerInside = true;
+ s_InsideZones.Add(this);
- if (_targetArea != null)
- service.SwitchArea(_targetArea);
+ // 没有激活的触发区域 → 立即切换
+ // 已有激活的触发区域 → 等玩家离开后再接管(避免重叠区域间提前切换)
+ if (s_ActiveZone == null)
+ Activate(this);
+ }
+
+ private void OnTriggerExit2D(Collider2D other)
+ {
+ if (!Application.isPlaying) return;
+ if (!other.CompareTag(_playerTag)) return;
+ if (!_isPlayerInside) return;
+
+ _isPlayerInside = false;
+ s_InsideZones.Remove(this);
+
+ if (s_ActiveZone == this)
+ Deactivate(this);
+ }
+
+ // ── 静态辅助方法 ────────────────────────────────────────────────────────
+
+ private static void Activate(CameraTriggerZone zone)
+ {
+ s_ActiveZone = zone;
+ ServiceLocator.GetOrDefault()?.SwitchArea(zone._targetArea, zone._priority);
+ }
+
+ ///
+ /// 离开 时的处理:
+ /// 若还有其他触发区域,先激活最优者再释放 leaving(避免短暂回退到房间基线);
+ /// 否则直接释放并使用 。
+ ///
+ private static void Deactivate(CameraTriggerZone leaving)
+ {
+ ICameraService svc = ServiceLocator.GetOrDefault();
+ if (s_InsideZones.Count > 0)
+ {
+ // 先激活下一个,再释放 leaving —— 此时 _currentArea 已更新为 next,
+ // ReleaseArea(leaving) 中 wasActive=false,仅从 _activeZones 移除,不触发额外跳转
+ CameraTriggerZone next = SelectBest();
+ s_ActiveZone = next;
+ svc?.SwitchArea(next._targetArea, next._priority);
+ svc?.ReleaseArea(leaving._targetArea, null);
+ }
+ else
+ {
+ s_ActiveZone = null;
+ svc?.ReleaseArea(leaving._targetArea, leaving._exitFallbackArea);
+ }
+ }
+
+ /// 从 中选出优先级最高的区域。
+ private static CameraTriggerZone SelectBest()
+ {
+ CameraTriggerZone best = s_InsideZones[0];
+ for (int i = 1; i < s_InsideZones.Count; i++)
+ if (s_InsideZones[i]._priority > best._priority)
+ best = s_InsideZones[i];
+ return best;
}
private void OnDrawGizmos()
{
- if (_collider == null) _collider = GetComponent();
- Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.25f);
+ if (_collider == null) _collider = GetComponent();
+ if (_collider == null || _collider.pathCount == 0) return;
+
+ var pts = new System.Collections.Generic.List();
+ _collider.GetPath(0, pts);
+ if (pts.Count < 2) return;
+
Gizmos.matrix = transform.localToWorldMatrix;
- Gizmos.DrawCube(_collider.offset, _collider.size);
+ Vector2 off = _collider.offset;
Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.8f);
- Gizmos.DrawWireCube(_collider.offset, _collider.size);
+ for (int i = 0; i < pts.Count; i++)
+ {
+ Vector2 a = pts[i] + off;
+ Vector2 b = pts[(i + 1) % pts.Count] + off;
+ Gizmos.DrawLine(new Vector3(a.x, a.y), new Vector3(b.x, b.y));
+ }
}
}
}
diff --git a/Assets/_Game/Scripts/Camera/ICameraService.cs b/Assets/_Game/Scripts/Camera/ICameraService.cs
index d6eaa06..f022e67 100644
--- a/Assets/_Game/Scripts/Camera/ICameraService.cs
+++ b/Assets/_Game/Scripts/Camera/ICameraService.cs
@@ -1,15 +1,45 @@
+using UnityEngine;
+
namespace BaseGames.Camera
{
///
- /// 相机服务接口。供 CameraTriggerZone 等调用,
- /// 通过 ServiceLocator.Get<ICameraService>() 访问,无需直接依赖 CameraStateController。
+ /// 相机服务接口。通过 ServiceLocator.GetOrDefault<ICameraService>() 访问。
///
public interface ICameraService
{
///
/// 切换到目标相机区域。
- /// 区域有专有 VCam 时激活它(高优先级);无专有 VCam 时由全局双 VCam 交替承接。
+ /// 用于触发区域优先级仲裁:
+ /// 仅当 priority ≥ 当前激活优先级时才执行切换。
+ /// 传 0(默认)时始终切换(适合 RoomController 初始化或场景加载)。
+ ///
+ /// = true 时使用即时切断混合(房间入口硬切:相机直接跳到目标位置、无过渡动画),
+ /// 同时重置窥视偏移,避免旧房间的窥视偏移残留到新房间。
+ /// 适合通过门传送后的首次相机初始化;区域内触发区域切换应保持默认 false。
+ ///
///
- void SwitchArea(CameraArea targetArea);
+ void SwitchArea(CameraArea area, int priority = 0, bool instantCut = false);
+
+ ///
+ /// 释放 (通常由 CameraTriggerZone.OnTriggerExit 调用)。
+ /// 若 正是当前激活区域,切换到 ;
+ /// 否则无操作。
+ ///
+ void ReleaseArea(CameraArea releasedArea, CameraArea fallback);
+
+ /// 为全局双 VCam 设置跟随目标(Player/CameraFollowTarget)。
+ void SetFollowTarget(Transform followTarget);
+
+ /// 触发屏幕抖动(指定速度矢量)。
+ void TriggerImpulse(Vector3 velocity);
+
+ /// 触发屏幕抖动(向下方向)。
+ void TriggerImpulse(float strength = 0.3f);
+
+ ///
+ /// 平滑过渡正交相机尺寸。 = 0 时瞬间切换。
+ /// 适用于 Boss 战拉远、特殊演出室拉近等场景。
+ ///
+ void SetLensSize(float orthographicSize, float duration = 0f);
}
}
diff --git a/Assets/_Game/Scripts/Camera/RoomCamera.cs b/Assets/_Game/Scripts/Camera/RoomCamera.cs
deleted file mode 100644
index b2518fb..0000000
--- a/Assets/_Game/Scripts/Camera/RoomCamera.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-using UnityEngine;
-using Unity.Cinemachine;
-
-namespace BaseGames.Camera
-{
- ///
- /// 单房间虚拟相机。激活时提升优先级,停用时降为 0。
- /// 挂载在每个房间的 CinemachineCamera GameObject 上。
- ///
- [RequireComponent(typeof(CinemachineCamera))]
- public class RoomCamera : MonoBehaviour
- {
- [Header("房间设置")]
- [SerializeField] private RoomVisibleArea _visibleArea;
- [SerializeField] private Vector2 _cameraOffset = Vector2.zero;
- [SerializeField] private CameraBlendProfileSO _blendProfile;
- [SerializeField] private int _activePriority = 15;
-
- [Header("可视区域(透视相机)")]
- [Tooltip("摄像机应显示的最大可视矩形(世界坐标)。\n" +
- "在 Scene 视图中可直接拖拽四条边编辑,然后点击 Inspector 中的\n" +
- "「从可视区域更新限位区域」按钮将其换算为 CinemachineConfiner2D 所需的限位多边形。")]
- [SerializeField] private Rect _visibleBounds = new Rect(-12f, -6f, 24f, 12f);
-
- [Tooltip("摄像机到场景平面(Z = 0)的垂直距离,用于透视视口尺寸计算。\n" +
- "留 0 时自动取 transform.position.z 的绝对值(推荐)。")]
- [SerializeField] private float _cameraDepth = 0f;
-
- private CinemachineCamera _vcam;
-
- private void Awake() => _vcam = GetComponent();
- private void OnEnable() => _vcam.Priority = _activePriority;
- private void OnDisable() => _vcam.Priority = 0;
-
- public PolygonCollider2D ConfinerCollider => _visibleArea?.Collider;
- public Vector2 CameraOffset => _cameraOffset;
- public CameraBlendProfileSO BlendProfile => _blendProfile;
- public Rect VisibleBounds => _visibleBounds;
-
- ///
- /// 摄像机到场景平面的有效深度。
- /// _cameraDepth > 0 时使用配置值,否则自动读取 |transform.position.z|,再兜底 10。
- ///
- public float CameraDepth
- {
- get
- {
- if (_cameraDepth > 0f) return _cameraDepth;
- float z = Mathf.Abs(transform.position.z);
- return z > 0.01f ? z : 10f;
- }
- }
-
- /// 在 CameraStateController 管理的激活流程中调用。
- public void Activate() => gameObject.SetActive(true);
- public void Deactivate() => gameObject.SetActive(false);
-
- // ── Gizmo ──────────────────────────────────────────────────────────────
- private void OnDrawGizmosSelected()
- {
- // 黄色:可视区域(设计意图——玩家在此房间内的最大可见范围)
- Vector3 center = new Vector3(_visibleBounds.center.x, _visibleBounds.center.y, 0f);
- Vector3 size = new Vector3(_visibleBounds.width, _visibleBounds.height, 0.01f);
-
- Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.10f);
- Gizmos.DrawCube(center, size);
- Gizmos.color = new Color(1f, 0.85f, 0.15f, 0.90f);
- Gizmos.DrawWireCube(center, size);
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Camera/RoomVisibleArea.cs b/Assets/_Game/Scripts/Camera/RoomVisibleArea.cs
deleted file mode 100644
index ce61ecf..0000000
--- a/Assets/_Game/Scripts/Camera/RoomVisibleArea.cs
+++ /dev/null
@@ -1,30 +0,0 @@
-using UnityEngine;
-
-namespace BaseGames.Camera
-{
- ///
- /// 标记房间的可见区域(多边形)。供 CinemachineConfiner2D 使用。
- /// [ExecuteAlways] 确保编辑器中碰撞体立即更新。
- ///
- [ExecuteAlways]
- [RequireComponent(typeof(PolygonCollider2D))]
- public class RoomVisibleArea : MonoBehaviour
- {
- private PolygonCollider2D _collider;
-
- private void Awake()
- {
- _collider = GetComponent();
- _collider.isTrigger = true;
- }
-
- public PolygonCollider2D Collider
- {
- get
- {
- if (_collider == null) _collider = GetComponent();
- return _collider;
- }
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Combat/LethalTrap.cs b/Assets/_Game/Scripts/Combat/LethalTrap.cs
index b86c490..00f54e3 100644
--- a/Assets/_Game/Scripts/Combat/LethalTrap.cs
+++ b/Assets/_Game/Scripts/Combat/LethalTrap.cs
@@ -4,10 +4,10 @@ using UnityEngine;
namespace BaseGames.Combat
{
///
- /// 致命陷阱(地刺、深渊等)——对齐空洞骑士地刺行为:
+ /// 致命陷阱(地刺、深渊等)——触碰即造成伤害、可无视无敌帧的固定危险区域:
///
/// ① 玩家 HurtBox 触碰时,通过 HurtBox.ReceiveDamage() 造成一次伤害
- /// 并携带 IgnoreIFrame 标记(无视翻滚/受击无敌帧,与空洞骑士一致)。
+ /// 并携带 IgnoreIFrame 标记(无视翻滚/受击无敌帧,保证陷阱的绝对威胁性)。
/// ② 若伤害导致玩家死亡 → PlayerController.TakeDamage 已 Raise EVT_PlayerDied,
/// 走完整死亡流程(死亡动画 → 重载场景)。
/// ③ 若玩家存活 → 本组件 Raise EVT_PlayerDied,强制返回最近检查点,
@@ -26,7 +26,7 @@ namespace BaseGames.Combat
public class LethalTrap : MonoBehaviour
{
[Header("伤害")]
- [Tooltip("每次触碰造成的伤害量(对齐空洞骑士 = 1 格血)")]
+ [Tooltip("每次触碰造成的伤害量(建议设为 1,确保任意陷阱触碰即扟一格血量)")]
[SerializeField] private int _damage = 1;
[Header("检测")]
diff --git a/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs b/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs
index c17d5bc..c0e761b 100644
--- a/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs
+++ b/Assets/_Game/Scripts/Core/Assets/AddressKeys.cs
@@ -8,8 +8,17 @@ namespace BaseGames.Core.Assets
public static class AddressKeys
{
// ── Scenes ──────────────────────────────────────────────────────
- public const string ScenePersistent = "Scene_Persistent";
- public const string SceneMainMenu = "Scene_MainMenu";
+ /// Addressable key,用于 Addressables.LoadSceneAsync。
+ public const string ScenePersistent = "Scene_Persistent";
+
+ ///
+ /// Unity 场景名(与文件名一致),用于 SceneManager.LoadScene 和 GameBootstrap。
+ /// 与 值相同,显式声明以区分两种使用场景。
+ ///
+ public const string ScenePersistentName = "Scene_Persistent";
+
+ /// Addressable key,用于 Addressables.LoadSceneAsync。
+ public const string SceneMainMenu = "Scene_MainMenu";
// ── Player ──────────────────────────────────────────────────────
public const string PrefabPlayer = "PLY_Player";
diff --git a/Assets/_Game/Scripts/Core/GameBootstrap.cs b/Assets/_Game/Scripts/Core/GameBootstrap.cs
new file mode 100644
index 0000000..55655a9
--- /dev/null
+++ b/Assets/_Game/Scripts/Core/GameBootstrap.cs
@@ -0,0 +1,62 @@
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using BaseGames.Core.Assets;
+
+namespace BaseGames.Core
+{
+ ///
+ /// 运行时引导器:在任意场景进入 Play Mode 时,自动保证 Persistent 场景先于起始场景加载。
+ ///
+ /// 解决的核心问题:
+ /// 开发者从任意房间场景直接按 Play,GameManager / SceneService 等全局服务不存在。
+ ///
+ /// 工作时机(BeforeSceneLoad):
+ /// 此回调在 Unity 加载第一个场景的资产之前触发。
+ /// 在这里调用 SceneManager.LoadScene(Additive) 会将 Persistent 场景加入加载队列,
+ /// 使其 Awake(DefaultExecutionOrder -2000)早于起始场景的 Awake 执行,
+ /// 所有服务在起始场景的第一个 Awake 之前已完成注册。
+ ///
+ /// 前提:
+ /// Scene_Persistent 必须已添加到 Build Settings(不需要是 Index 0)。
+ /// Persistent 不应作为自动加载的 scene 0,避免与本脚本冲突导致双重加载。
+ /// 推荐:将 Main Menu 场景作为 Build Index 0;Persistent 作为任意非 0 索引保留。
+ ///
+ /// 编辑器 Edit Mode 的便利性由 PersistentSceneAutoLoader(Editor 程序集)负责,
+ /// 本脚本只处理运行时(含发行版 Build)的加载保证。
+ ///
+ public static class GameBootstrap
+ {
+ // ── 防止同一 Domain 内重复引导 ────────────────────────────────────────
+ // SubsystemRegistration 在每次 Domain Reload 时最早执行,用于重置静态状态。
+ private static bool _bootstrapped;
+
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
+ private static void ResetOnDomainReload() => _bootstrapped = false;
+
+ // ── 核心引导入口 ──────────────────────────────────────────────────────
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
+ private static void EnsurePersistentLoaded()
+ {
+ if (_bootstrapped) return;
+ _bootstrapped = true;
+
+ // 若 Persistent 已在 Hierarchy 中(例如从 Persistent 场景本身按 Play),跳过。
+ // 注意:BeforeSceneLoad 时 sceneCount 通常为 0(尚未加载任何场景),
+ // 此检查主要应对极少数场景管理器提前初始化的情况。
+ for (int i = 0; i < SceneManager.sceneCount; i++)
+ {
+ string name = SceneManager.GetSceneAt(i).name;
+ if (name == AddressKeys.ScenePersistentName || name == "Persistent")
+ return;
+ }
+
+ // Additive 加载 Persistent(必须在 Build Settings 中注册)
+ // 由于是 BeforeSceneLoad,此加载在起始场景资产加载前完成,
+ // GameServiceRegistrar.Awake(-2000) 将早于起始场景所有 Awake 执行。
+#if UNITY_EDITOR
+ Debug.Log("[GameBootstrap] 自动加载 Persistent 场景(BeforeSceneLoad)。");
+#endif
+ SceneManager.LoadScene(AddressKeys.ScenePersistentName, LoadSceneMode.Additive);
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Core/GameBootstrap.cs.meta b/Assets/_Game/Scripts/Core/GameBootstrap.cs.meta
new file mode 100644
index 0000000..fa187b4
--- /dev/null
+++ b/Assets/_Game/Scripts/Core/GameBootstrap.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7713d082a2fb06b4096d6c5c41150606
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Core/GameServiceRegistrar.cs b/Assets/_Game/Scripts/Core/GameServiceRegistrar.cs
index 4059555..2e1c6b1 100644
--- a/Assets/_Game/Scripts/Core/GameServiceRegistrar.cs
+++ b/Assets/_Game/Scripts/Core/GameServiceRegistrar.cs
@@ -8,10 +8,19 @@ namespace BaseGames.Core
///
/// 在 Awake 时(最早执行)向 ServiceLocator 注册所有服务。
/// 挂载在 Persistent 场景的根 GameObject 上。
+ ///
+ /// 重复加载保护:GameBootstrap(BeforeSceneLoad)与 Persistent 同时存在于 Build Settings
+ /// 时可能导致双重加载。_registered 静态标志确保注册逻辑只执行一次,
+ /// 第二个实例的 GameObject 会被立即销毁。
///
[DefaultExecutionOrder(-2000)]
public class GameServiceRegistrar : MonoBehaviour
{
+ // ── 重复加载保护(对应 GameBootstrap 的双重加载边界情况)────────────
+ private static bool _registered;
+
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
+ private static void ResetOnDomainReload() => _registered = false;
[SerializeField] private DeathRespawnService _deathRespawnService;
[SerializeField] private SceneService _sceneService;
[SerializeField] private EventChannelRegistry _eventChannelRegistry;
@@ -26,6 +35,10 @@ namespace BaseGames.Core
private void Awake()
{
+ // 重复加载保护:若已有实例完成注册,销毁本对象(Persistent 双重加载的边界情况)
+ if (_registered) { Destroy(gameObject); return; }
+ _registered = true;
+
// 若 Inspector 已绑定主 AudioListener,直接使用,跳过全场景扫描
if (_primaryListener != null)
DisableDuplicateListenersInCurrentScenes();
diff --git a/Assets/_Game/Scripts/Editor/Camera/CameraAreaEditor.cs b/Assets/_Game/Scripts/Editor/Camera/CameraAreaEditor.cs
index 526a4e5..3cbb7c8 100644
--- a/Assets/_Game/Scripts/Editor/Camera/CameraAreaEditor.cs
+++ b/Assets/_Game/Scripts/Editor/Camera/CameraAreaEditor.cs
@@ -9,14 +9,15 @@ namespace BaseGames.Editor
///
/// CameraArea 自定义 Inspector + Scene GUI。
///
- /// 功能与 一致:
+ /// 功能:
/// 1. Scene 视图中直接拖拽黄色矩形四条边,编辑「可视区域」(_visibleBounds)。
/// 2. Inspector 按钮「从可视区域更新限位区域(透视)」:
/// 根据 FOV 和相机深度计算 PolygonCollider2D 限位范围并写入。
///
/// FOV 优先级(降序):
/// 专有 DedicatedCamera.Lens.FieldOfView
- /// → CameraStateController._vcamA(Persistent 场景)
+ /// → CameraLensConfigSO.fieldOfView(单一来源,无跨场景依赖)
+ /// → CameraStateController._vcamA(Persistent 场景已加载时)
/// → Camera.main.fieldOfView
/// → 60f(默认)
///
@@ -24,51 +25,270 @@ namespace BaseGames.Editor
public class CameraAreaEditor : UnityEditor.Editor
{
// ── 颜色常量 ──────────────────────────────────────────────────────────
- private static readonly Color kVisibleFill = new Color(1f, 0.85f, 0.15f, 0.08f);
- private static readonly Color kVisibleOutline = new Color(1f, 0.85f, 0.15f, 0.90f);
- private static readonly Color kConfinerColor = new Color(0.2f, 0.8f, 1.0f, 0.80f);
+ private static readonly Color kVisibleFill = new Color(1.00f, 0.85f, 0.15f, 0.06f);
+ private static readonly Color kVisibleOutline = new Color(1.00f, 0.85f, 0.15f, 1.00f);
+ private static readonly Color kConfinerFill = new Color(0.20f, 0.75f, 1.00f, 0.08f);
+ private static readonly Color kConfinerLine = new Color(0.20f, 0.75f, 1.00f, 0.85f);
+ private static readonly Color kTriggerFill = new Color(0.30f, 1.00f, 0.50f, 0.07f);
+ private static readonly Color kTriggerLine = new Color(0.30f, 1.00f, 0.50f, 0.85f);
+ private static readonly Color kHeaderBg = new Color(0.18f, 0.18f, 0.23f, 1f);
+ private static readonly Color kOk = new Color(0.30f, 0.82f, 0.30f, 1f);
+ private static readonly Color kError = new Color(0.90f, 0.28f, 0.28f, 1f);
+ private static readonly Color kMuted = new Color(0.55f, 0.55f, 0.60f, 1f);
+
+ // ── 折叠状态(每个 CameraArea 实例独立) ─────────────────────────────
+ private bool _foldBase = true;
+ private bool _foldFollow = true;
+ private bool _foldLens = false;
+ private bool _foldCamera = false;
+ private bool _foldTools = false;
+
+ // ── 折叠标题样式缓存(深色背景 + 白色文字)────────────────────────────
+ private static GUIStyle _foldoutHeaderStyle;
+
+ // ── Scene 视图叠加面板样式缓存 ────────────────────────────────────────
+ private static GUIStyle _sceneOverlayBoldStyle;
+ private static GUIStyle _sceneLabelStyle;
+ private static GUIStyle _gizmoTagStyle;
+ // ── 常显标签样式([DrawGizmo])─────────────────────────────────────
+ private static GUIStyle _alwaysLabelShadowStyle;
+ private static GUIStyle _alwaysLabelMainStyle;
// ══ Inspector ═════════════════════════════════════════════════════════
public override void OnInspectorGUI()
{
- DrawDefaultInspector();
-
- EditorGUILayout.Space(8f);
- EditorGUILayout.LabelField("── 可视区域工具 ──", EditorStyles.boldLabel);
-
+ serializedObject.Update();
CameraArea area = (CameraArea)target;
- float vFOV = GetFOV(area);
- float aspect = GetAspect();
- float depth = area.CameraDepth;
- float halfH = depth * Mathf.Tan(vFOV * 0.5f * Mathf.Deg2Rad);
- float halfW = halfH * aspect;
-
- using (new EditorGUI.DisabledScope(true))
+ // ── 基础设置 ──────────────────────────────────────────────────────
+ _foldBase = DrawFoldoutHeader("基础设置", _foldBase);
+ if (_foldBase)
{
- EditorGUILayout.FloatField("垂直 FOV(来源见工具提示)", vFOV);
- EditorGUILayout.FloatField("有效深度", depth);
- EditorGUILayout.FloatField("视口半高(世界单位)", halfH);
- EditorGUILayout.FloatField("视口半宽(世界单位)", halfW);
+ using (new EditorGUI.IndentLevelScope())
+ {
+ var confinerProp = serializedObject.FindProperty("_confinerCollider");
+ bool confinerOk = confinerProp.objectReferenceValue != null;
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ Color prev = GUI.color;
+ GUI.color = confinerOk ? kOk : kError;
+ GUILayout.Label(confinerOk ? "●" : "✗", GUILayout.Width(14f));
+ GUI.color = prev;
+ EditorGUILayout.PropertyField(confinerProp, new GUIContent("Confiner Collider"));
+ }
+ if (!confinerOk)
+ EditorGUILayout.HelpBox("必须绑定子节点 PolygonCollider2D(AreaBoundary),否则 Cinemachine 无法限位。", MessageType.Error);
+
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_visibleBounds"), new GUIContent("Visible Bounds(本地坐标)"));
+ }
}
- bool canSync = area.ConfinerCollider != null;
- if (!canSync)
- EditorGUILayout.HelpBox("ConfinerCollider 未绑定,无法同步限位区域。", MessageType.Warning);
+ EditorGUILayout.Space(2f);
- using (new EditorGUI.DisabledScope(!canSync))
+ // ── 跟随参数覆盖 ─────────────────────────────────────────────────
+ var overrideProp = serializedObject.FindProperty("_overrideFollowBehaviour");
+ bool overrides = overrideProp.boolValue;
+ _foldFollow = DrawFoldoutHeader(
+ overrides ? "跟随参数覆盖 ●" : "跟随参数覆盖 ○ (使用全局默认)", _foldFollow);
+ if (_foldFollow)
{
- if (GUILayout.Button("从可视区域更新限位区域(透视)", GUILayout.Height(28f)))
- SyncConfinerFromVisibleBounds(area, vFOV, aspect);
+ using (new EditorGUI.IndentLevelScope())
+ {
+ EditorGUILayout.PropertyField(overrideProp, new GUIContent("Override Follow Behaviour"));
+ if (overrides)
+ {
+ EditorGUILayout.Space(2f);
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_screenPosition"), new GUIContent("Screen Position"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_damping"), new GUIContent("Damping"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_dampingDown"), new GUIContent("Damping Down"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_dampingUp"), new GUIContent("Damping Up"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_deadZoneSize"), new GUIContent("Dead Zone Size"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_lookaheadTime"), new GUIContent("Lookahead Time"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_lookaheadSmoothing"),new GUIContent("Lookahead Smoothing"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_lockHorizontal"), new GUIContent("Lock Horizontal"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_lockVertical"), new GUIContent("Lock Vertical"));
+ }
+ }
}
- // ── 图例说明 ─────────────────────────────────────────────────────
- EditorGUILayout.Space(4f);
- DrawLegend("■ 黄色矩形(Scene 视图)", kVisibleOutline, "可视区域 — 摄像机视口永不超出此范围");
- DrawLegend("■ 蓝色多边形(Scene 视图)", kConfinerColor, "限位区域 — CinemachineConfiner2D 的运动边界");
+ EditorGUILayout.Space(2f);
+
+ // ── 镜头 & 混合 ──────────────────────────────────────────────────
+ _foldLens = DrawFoldoutHeader("镜头 & 混合配置", _foldLens);
+ if (_foldLens)
+ {
+ using (new EditorGUI.IndentLevelScope())
+ {
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_lensSize"), new GUIContent("Lens Size"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_lensSizeDuration"), new GUIContent("Lens Size Duration"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_blendProfile"), new GUIContent("Blend Profile"));
+ }
+ }
+
+ EditorGUILayout.Space(2f);
+
+ // ── 专有相机(可选) ──────────────────────────────────────────────
+ _foldCamera = DrawFoldoutHeader("专有相机(可选)", _foldCamera);
+ if (_foldCamera)
+ {
+ using (new EditorGUI.IndentLevelScope())
+ {
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_dedicatedCamera"), new GUIContent("Dedicated Camera"));
+ EditorGUILayout.PropertyField(serializedObject.FindProperty("_dedicatedPriority"), new GUIContent("Dedicated Priority"));
+ }
+ }
+
+ EditorGUILayout.Space(2f);
+
+ // ── 可视区域工具 ──────────────────────────────────────────────────
+ _foldTools = DrawFoldoutHeader("可视区域工具", _foldTools);
+ if (_foldTools)
+ {
+ using (new EditorGUI.IndentLevelScope())
+ {
+ // ── 镜头配置 SO ─────────────────────────────────────────
+ EditorGUILayout.PropertyField(
+ serializedObject.FindProperty("_lensConfig"),
+ new GUIContent("镜头配置 (SO)",
+ "与 CameraStateController 引用同一个 CameraLensConfigSO,\n" +
+ "保证限位计算 FOV 与运行时 VCam 一致。\n" +
+ "SO 中 FOV 修改同时自动重新同步限位多边形。"));
+
+ float vFOV = GetFOV(area);
+ float aspect = GetAspect();
+
+ // ── FOV 来源说明与过期警告 ──────────────────────────
+ string fovNote;
+ Color noteColor;
+ if (area.DedicatedCamera != null)
+ {
+ fovNote = $"来源:专有 VCam ({area.DedicatedCamera.name}) FOV = {vFOV:F1}°";
+ noteColor = kOk;
+ }
+ else if (area.LensConfig != null)
+ {
+ bool isStale = area.ConfinerCollider != null
+ && area.LastSyncFOV > 0f
+ && Mathf.Abs(area.LastSyncFOV - vFOV) > 0.05f;
+ if (isStale)
+ {
+ EditorGUILayout.HelpBox(
+ $"FOV 已从 {area.LastSyncFOV:F1}° 改为 {vFOV:F1}°,限位多边形需要重新同步。",
+ MessageType.Warning);
+ }
+ fovNote = isStale
+ ? $"⚠ SO FOV 已从 {area.LastSyncFOV:F1}° 改为 {vFOV:F1}°,限位需重新同步"
+ : $"来源:CameraLensConfigSO FOV = {vFOV:F1}°";
+ noteColor = isStale ? new Color(1f, 0.7f, 0.1f) : kOk;
+ }
+ else
+ {
+ fovNote = $"⚠ 未绑定 LensConfig SO,使用备用来源 FOV = {vFOV:F1}°";
+ noteColor = new Color(1f, 0.7f, 0.1f);
+ EditorGUILayout.HelpBox("建议绑定 CameraLensConfigSO,保证跨场景 FOV 一致。", MessageType.Warning);
+ }
+
+ Color prevC = GUI.color;
+ GUI.color = noteColor;
+ EditorGUILayout.LabelField(fovNote, EditorStyles.miniLabel);
+ GUI.color = prevC;
+
+ EditorGUILayout.Space(4f);
+
+ // ── 只读推算值 ──────────────────────────────────────────
+ float depth = area.CameraDepth;
+
+ // 深度来源说明
+ string depthNote;
+ Color depthColor;
+ var depthProp = serializedObject.FindProperty("_cameraDepth");
+ if (depthProp != null && depthProp.floatValue > 0f)
+ {
+ depthNote = $"来源:区域专有 _cameraDepth = {depth:F1}";
+ depthColor = kOk;
+ }
+ else if (area.LensConfig != null)
+ {
+ depthNote = $"来源:CameraLensConfigSO.cameraDepth = {depth:F1}";
+ depthColor = kOk;
+ }
+ else
+ {
+ depthNote = "⚠ 未绑定 LensConfig SO,CameraDepth = 0,限位同步无效";
+ depthColor = new Color(1f, 0.3f, 0.3f);
+ }
+ {
+ Color prevC2 = GUI.color;
+ GUI.color = depthColor;
+ EditorGUILayout.LabelField(depthNote, EditorStyles.miniLabel);
+ GUI.color = prevC2;
+ }
+ if (area.LensConfig == null)
+ EditorGUILayout.HelpBox("请绑定 CameraLensConfigSO 以提供 cameraDepth,否则限位多边形无法正确生成。", MessageType.Error);
+
+ float halfH = depth * Mathf.Tan(vFOV * 0.5f * Mathf.Deg2Rad);
+ float halfW = halfH * aspect;
+ using (new EditorGUI.DisabledScope(true))
+ {
+ EditorGUILayout.FloatField("有效深度", depth);
+ EditorGUILayout.FloatField("视口半高(世界单位)", halfH);
+ EditorGUILayout.FloatField("视口半宽(世界单位)", halfW);
+ }
+
+ bool canSync = area.ConfinerCollider != null;
+ if (!canSync)
+ EditorGUILayout.HelpBox("ConfinerCollider 未绑定,无法同步限位区域。", MessageType.Warning);
+ using (new EditorGUI.DisabledScope(!canSync))
+ {
+ if (GUILayout.Button("从可视区域更新限位区域(透视)", GUILayout.Height(26f)))
+ SyncConfinerFromVisibleBounds(area, vFOV, aspect);
+ }
+
+ EditorGUILayout.Space(4f);
+ DrawLegend("■ 黄色矩形(Scene 视图)", kVisibleOutline, "可视区域 — 摄像机视口永不超出此范围");
+ DrawLegend("■ 蓝色多边形(Scene 视图)", kConfinerLine, "限位区域 — CinemachineConfiner2D 的运动边界");
+ }
+ }
+
+ if (serializedObject.hasModifiedProperties)
+ serializedObject.ApplyModifiedProperties();
}
+ // ══ 全局 Gizmo(非选中时也显示)═══════════════════════════════════════════
+ ///
+ /// 在 Scene 视图中始终显示 CameraArea 名称标签(可视区域内部居中)。
+ /// 利用 [DrawGizmo] 实现非选中状态下也常显。
+ ///
+ [DrawGizmo(GizmoType.NotInSelectionHierarchy | GizmoType.InSelectionHierarchy | GizmoType.Active | GizmoType.Pickable)]
+ private static void DrawAreaNameGizmo(CameraArea area, GizmoType gizmoType)
+ {
+ Rect worldR = area.VisibleBounds;
+ if (worldR.width <= 0f || worldR.height <= 0f) return;
+
+ Vector3 center = new Vector3(worldR.center.x, worldR.center.y, 0f);
+ string text = area.gameObject.name;
+ float sz = HandleUtility.GetHandleSize(center) * 0.028f;
+
+ if (_alwaysLabelShadowStyle == null)
+ _alwaysLabelShadowStyle = new GUIStyle(EditorStyles.boldLabel)
+ {
+ normal = { textColor = new Color(0f, 0f, 0f, 0.85f) },
+ fontSize = 14,
+ alignment = TextAnchor.MiddleCenter,
+ };
+ if (_alwaysLabelMainStyle == null)
+ _alwaysLabelMainStyle = new GUIStyle(EditorStyles.boldLabel)
+ {
+ normal = { textColor = Color.white },
+ fontSize = 14,
+ alignment = TextAnchor.MiddleCenter,
+ };
+
+ // 阴影偏移,增强居中标签对任意背景的对比度
+ Handles.Label(center + new Vector3(sz, -sz, 0f), text, _alwaysLabelShadowStyle);
+ Handles.Label(center, text, _alwaysLabelMainStyle);
+ }
// ══ Scene GUI ════════════════════════════════════════════════════════
private void OnSceneGUI()
@@ -77,23 +297,41 @@ namespace BaseGames.Editor
serializedObject.Update();
SerializedProperty boundsP = serializedObject.FindProperty("_visibleBounds");
- Rect r = boundsP.rectValue;
+ Rect localR = boundsP.rectValue;
+ // 本地坐标 → 世界坐标,可视区域随 CameraArea GameObject 一同移动
+ Vector2 areaPos = area.transform.position;
+ Rect r = new Rect(localR.x + areaPos.x, localR.y + areaPos.y, localR.width, localR.height);
- // ── 绘制限位多边形(蓝色,参考用) ──────────────────────────────
+ // ── 触发区域(绿色,只读) ─────────────────────────────────────────
+ DrawTriggerZoneGizmos(area);
+
+ // ── 限位多边形(蓝色,只读) ─────────────────────────────────────
DrawConfinerGizmo(area);
- // ── 绘制可视区域填充 + 边框 ──────────────────────────────────────
+ // ── 可视区域(黄色) + 尺寸标注 ──────────────────────────────
DrawVisibleRect(r);
+ DrawDimensionLabels(r);
- // ── 四条边的拖拽 Handle ──────────────────────────────────────────
+ // ── Handle 编辑(四角 + 四边中点 + 中心移动) ─────────────────────
EditorGUI.BeginChangeCheck();
- EditRectEdges(ref r);
+ EditRectHandles(ref r);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(area, "Edit Visible Bounds");
- boundsP.rectValue = r;
+ if (area.ConfinerCollider != null)
+ Undo.RecordObject(area.ConfinerCollider, "Sync Confiner");
+
+ // 世界坐标 → 本地坐标,存入序列化字段
+ boundsP.rectValue = new Rect(r.x - areaPos.x, r.y - areaPos.y, r.width, r.height);
serializedObject.ApplyModifiedProperties();
+
+ // 拖拽时自动同步限位多边形(不输出日志)
+ if (area.ConfinerCollider != null)
+ SyncConfinerQuiet(area, GetFOV(area), GetAspect());
}
+
+ // ── 叠加信息面板(屏幕空间) ───────────────────────────────────────
+ DrawSceneInfoOverlay(area, r);
}
// ══ 绘制辅助 ═════════════════════════════════════════════════════════
@@ -108,13 +346,36 @@ namespace BaseGames.Editor
new Vector3(r.xMax, r.yMin, 0f),
};
- Handles.DrawSolidRectangleWithOutline(corners, kVisibleFill, kVisibleOutline);
+ // 半透明填充
+ Handles.DrawSolidRectangleWithOutline(corners, kVisibleFill, Color.clear);
+ // 2.5px 抗锯齿粗轮廓
Handles.color = kVisibleOutline;
+ Handles.DrawAAPolyLine(2.5f,
+ corners[0], corners[1], corners[2], corners[3], corners[0]);
+
+ // 四角小圆点(提示可交互的边界点)
+ float dot = HandleUtility.GetHandleSize(r.center) * 0.04f;
+ foreach (var c in corners)
+ Handles.DrawSolidDisc(c, Vector3.back, dot);
+ }
+
+ /// 在 Scene 视图中标注可视区域的宽高。
+ private static void DrawDimensionLabels(Rect r)
+ {
+ if (_sceneLabelStyle == null)
+ _sceneLabelStyle = new GUIStyle(EditorStyles.miniLabel)
+ { normal = { textColor = new Color(1f, 0.85f, 0.15f, 1f) } };
+
+ // 宽度:底边中心正下方
Handles.Label(
- new Vector3(r.xMin + 0.15f, r.yMax - 0.15f, 0f),
- "Visible Area",
- EditorStyles.miniLabel);
+ new Vector3(r.center.x - 0.4f, r.yMin - 0.55f, 0f),
+ $"← {r.width:F1} →", _sceneLabelStyle);
+
+ // 高度:右边中心右侧
+ Handles.Label(
+ new Vector3(r.xMax + 0.2f, r.center.y - 0.1f, 0f),
+ $"{r.height:F1}", _sceneLabelStyle);
}
private static void DrawConfinerGizmo(CameraArea area)
@@ -123,66 +384,131 @@ namespace BaseGames.Editor
if (poly == null || poly.pathCount == 0) return;
int ptCount = poly.GetTotalPointCount();
- if (ptCount < 2) return;
+ if (ptCount < 3) return;
var pts2 = new System.Collections.Generic.List(ptCount);
poly.GetPath(0, pts2);
- var pts3 = new Vector3[ptCount + 1];
+ var pts3 = new Vector3[ptCount];
for (int i = 0; i < ptCount; i++)
pts3[i] = poly.transform.TransformPoint(pts2[i]);
- pts3[ptCount] = pts3[0];
- Handles.color = kConfinerColor;
- Handles.DrawPolyLine(pts3);
- Handles.Label(
- (Vector3)poly.transform.TransformPoint(pts2[0]) + new Vector3(0.1f, 0.1f),
- "Confiner",
- EditorStyles.miniLabel);
+ DrawPolyGizmo(pts3, kConfinerFill, kConfinerLine, 2.0f);
+
+ if (_gizmoTagStyle == null)
+ _gizmoTagStyle = new GUIStyle(EditorStyles.miniLabel)
+ { normal = { textColor = Color.white }, fontStyle = FontStyle.Bold };
+
+ Handles.color = kConfinerLine;
+ Handles.Label(pts3[0] + new Vector3(0.15f, 0.15f, 0f), "限位", _gizmoTagStyle);
}
- /// 绘制四条边的滑动 Handle,允许用户直接拖拽修改可视区域。
- private static void EditRectEdges(ref Rect r)
+ private static void DrawTriggerZoneGizmos(CameraArea area)
{
- float hs = HandleUtility.GetHandleSize(r.center) * 0.10f;
+ var zones = area.GetComponentsInChildren(true);
+ foreach (var zone in zones)
+ {
+ var poly = zone.GetComponent();
+ if (poly == null || poly.pathCount == 0) continue;
+
+ int ptCount = poly.GetTotalPointCount();
+ if (ptCount < 3) continue;
+
+ var pts2 = new System.Collections.Generic.List(ptCount);
+ poly.GetPath(0, pts2);
+ var pts3 = new Vector3[ptCount];
+ for (int i = 0; i < ptCount; i++)
+ pts3[i] = poly.transform.TransformPoint(pts2[i]);
+
+ DrawPolyGizmo(pts3, kTriggerFill, kTriggerLine, 1.5f);
+
+ if (_gizmoTagStyle == null)
+ _gizmoTagStyle = new GUIStyle(EditorStyles.miniLabel)
+ { normal = { textColor = Color.white }, fontStyle = FontStyle.Bold };
+
+ Handles.color = kTriggerLine;
+ Handles.Label(pts3[0] + new Vector3(0.15f, 0.15f, 0f), "触发", _gizmoTagStyle);
+ }
+ }
+
+
+ /// 绘制闭合多边形 Gizmo:半透明填充(凸多边形)+ 抗锯齿粗轮廓。
+ private static void DrawPolyGizmo(Vector3[] pts, Color fill, Color line, float lineWidth)
+ {
+ // 凸多边形填充
+ Handles.color = fill;
+ Handles.DrawAAConvexPolygon(pts);
+
+ // 闭合轮廓线
+ var closed = new Vector3[pts.Length + 1];
+ System.Array.Copy(pts, closed, pts.Length);
+ closed[pts.Length] = pts[0];
+ Handles.color = line;
+ Handles.DrawAAPolyLine(lineWidth, closed);
+ }
+
+ ///
+ /// 绘制可视区域的交互 Handle:4 个角点(对角缩放)+ 4 个边中点(单轴缩放)+ 中心点(整体移动)。
+ ///
+ private static void EditRectHandles(ref Rect r)
+ {
+ float hs = HandleUtility.GetHandleSize(r.center) * 0.09f;
+ float hsDot = hs * 0.60f;
Handles.color = kVisibleOutline;
- // 左边 —— 沿 X 轴滑动
+ // ── 中心:整体移动 ─────────────────────────────────────────────────
EditorGUI.BeginChangeCheck();
- Vector3 lp = Handles.Slider(
- new Vector3(r.xMin, r.center.y, 0f),
- Vector3.right, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.x);
+ Vector3 oldC = new Vector3(r.center.x, r.center.y, 0f);
+ Vector3 newC = Handles.FreeMoveHandle(oldC, hs * 1.3f, Vector3.zero, Handles.CircleHandleCap);
if (EditorGUI.EndChangeCheck())
- r.xMin = Mathf.Min(lp.x, r.xMax - 0.1f);
+ r.position += new Vector2(newC.x - oldC.x, newC.y - oldC.y);
- // 右边 —— 沿 X 轴滑动
+ // ── 四角:对角缩放(方形 cap,易抓取) ────────────────────────────
+ // 左下
EditorGUI.BeginChangeCheck();
- Vector3 rp = Handles.Slider(
- new Vector3(r.xMax, r.center.y, 0f),
- Vector3.right, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.x);
- if (EditorGUI.EndChangeCheck())
- r.xMax = Mathf.Max(rp.x, r.xMin + 0.1f);
+ Vector3 bl = Handles.FreeMoveHandle(new Vector3(r.xMin, r.yMin, 0f), hs, Vector3.zero, Handles.RectangleHandleCap);
+ if (EditorGUI.EndChangeCheck()) { r.xMin = Mathf.Min(bl.x, r.xMax - 0.1f); r.yMin = Mathf.Min(bl.y, r.yMax - 0.1f); }
- // 下边 —— 沿 Y 轴滑动
+ // 右下
EditorGUI.BeginChangeCheck();
- Vector3 bp = Handles.Slider(
- new Vector3(r.center.x, r.yMin, 0f),
- Vector3.up, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.y);
- if (EditorGUI.EndChangeCheck())
- r.yMin = Mathf.Min(bp.y, r.yMax - 0.1f);
+ Vector3 br = Handles.FreeMoveHandle(new Vector3(r.xMax, r.yMin, 0f), hs, Vector3.zero, Handles.RectangleHandleCap);
+ if (EditorGUI.EndChangeCheck()) { r.xMax = Mathf.Max(br.x, r.xMin + 0.1f); r.yMin = Mathf.Min(br.y, r.yMax - 0.1f); }
- // 上边 —— 沿 Y 轴滑动
+ // 左上
EditorGUI.BeginChangeCheck();
- Vector3 tp = Handles.Slider(
- new Vector3(r.center.x, r.yMax, 0f),
- Vector3.up, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.y);
- if (EditorGUI.EndChangeCheck())
- r.yMax = Mathf.Max(tp.y, r.yMin + 0.1f);
+ Vector3 tl = Handles.FreeMoveHandle(new Vector3(r.xMin, r.yMax, 0f), hs, Vector3.zero, Handles.RectangleHandleCap);
+ if (EditorGUI.EndChangeCheck()) { r.xMin = Mathf.Min(tl.x, r.xMax - 0.1f); r.yMax = Mathf.Max(tl.y, r.yMin + 0.1f); }
+
+ // 右上
+ EditorGUI.BeginChangeCheck();
+ Vector3 tr = Handles.FreeMoveHandle(new Vector3(r.xMax, r.yMax, 0f), hs, Vector3.zero, Handles.RectangleHandleCap);
+ if (EditorGUI.EndChangeCheck()) { r.xMax = Mathf.Max(tr.x, r.xMin + 0.1f); r.yMax = Mathf.Max(tr.y, r.yMin + 0.1f); }
+
+ // ── 四边中点:单轴缩放(点 cap,视觉上比角小) ────────────────────
+ // 左边
+ EditorGUI.BeginChangeCheck();
+ Vector3 lp = Handles.Slider(new Vector3(r.xMin, r.center.y, 0f), Vector3.right, hsDot, Handles.DotHandleCap, EditorSnapSettings.move.x);
+ if (EditorGUI.EndChangeCheck()) r.xMin = Mathf.Min(lp.x, r.xMax - 0.1f);
+
+ // 右边
+ EditorGUI.BeginChangeCheck();
+ Vector3 rp = Handles.Slider(new Vector3(r.xMax, r.center.y, 0f), Vector3.right, hsDot, Handles.DotHandleCap, EditorSnapSettings.move.x);
+ if (EditorGUI.EndChangeCheck()) r.xMax = Mathf.Max(rp.x, r.xMin + 0.1f);
+
+ // 下边
+ EditorGUI.BeginChangeCheck();
+ Vector3 bp = Handles.Slider(new Vector3(r.center.x, r.yMin, 0f), Vector3.up, hsDot, Handles.DotHandleCap, EditorSnapSettings.move.y);
+ if (EditorGUI.EndChangeCheck()) r.yMin = Mathf.Min(bp.y, r.yMax - 0.1f);
+
+ // 上边
+ EditorGUI.BeginChangeCheck();
+ Vector3 tp = Handles.Slider(new Vector3(r.center.x, r.yMax, 0f), Vector3.up, hsDot, Handles.DotHandleCap, EditorSnapSettings.move.y);
+ if (EditorGUI.EndChangeCheck()) r.yMax = Mathf.Max(tp.y, r.yMin + 0.1f);
}
// ══ 透视同步逻辑 ══════════════════════════════════════════════════════
- private static void SyncConfinerFromVisibleBounds(CameraArea area, float vFOV, float aspect)
+ internal static void SyncConfinerFromVisibleBounds(CameraArea area, float vFOV, float aspect)
{
var poly = area.ConfinerCollider;
if (poly == null)
@@ -191,6 +517,75 @@ namespace BaseGames.Editor
return;
}
+ // VisibleBounds 已含 transform.position,为世界坐标。
+ // 限位多边形 = 相机中心运动范围 = VisibleBounds 向内收缩视口半尺寸。
+ // 运行时 ConfigureSlot 设置 OversizeWindow.MaxWindowSize ≈ 0,
+ // 阻止 Cinemachine 再次收缩此多边形,确保边界精确匹配可视区域。
+ Rect visible = area.VisibleBounds; // 世界坐标
+ float depth = area.CameraDepth;
+ float halfH = depth * Mathf.Tan(vFOV * 0.5f * Mathf.Deg2Rad);
+ float halfW = halfH * aspect;
+
+ float xMin = visible.xMin + halfW;
+ float xMax = visible.xMax - halfW;
+ float yMin = visible.yMin + halfH;
+ float yMax = visible.yMax - halfH;
+
+ // 小房间:视口大于可视区域时收缩至中心点,相机固定在可视区域中心
+ const float kMinSize = 0.001f;
+ if (xMin > xMax) { float cx = visible.center.x; xMin = cx - kMinSize * 0.5f; xMax = cx + kMinSize * 0.5f; }
+ if (yMin > yMax) { float cy = visible.center.y; yMin = cy - kMinSize * 0.5f; yMax = cy + kMinSize * 0.5f; }
+
+ Transform polyT = poly.transform;
+ Vector2 Local(Vector3 w) => polyT.InverseTransformPoint(w);
+
+ Undo.RecordObject(poly, "Sync Confiner from Visible Bounds");
+ // 顶点必须 CCW(逆时针):Clipper 对 CW 多边形(area<0)会取反 delta,
+ // 导致 Confiner 向外膨胀而非向内收缩,相机完全不受限。
+ // CCW 顺序:BL → BR → TR → TL
+ poly.SetPath(0, new[]
+ {
+ Local(new Vector3(xMin, yMin, 0f)), // BL
+ Local(new Vector3(xMax, yMin, 0f)), // BR
+ Local(new Vector3(xMax, yMax, 0f)), // TR
+ Local(new Vector3(xMin, yMax, 0f)), // TL
+ });
+ EditorUtility.SetDirty(poly);
+
+ // 记录本次同步所用的 FOV,供编辑器过期检测使用
+ var areaSO = new SerializedObject(area);
+ var lastFovProp = areaSO.FindProperty("_lastSyncFOV");
+ if (lastFovProp != null)
+ {
+ lastFovProp.floatValue = vFOV;
+ areaSO.ApplyModifiedPropertiesWithoutUndo();
+ }
+
+ Debug.Log(
+ $"[CameraAreaEditor] {area.name}:限位区域已同步。\n" +
+ $" 可视区域:({visible.xMin:F2}, {visible.yMin:F2}) ~ ({visible.xMax:F2}, {visible.yMax:F2})\n" +
+ $" FOV={vFOV:F1}° Depth={depth:F1} HalfView=({halfW:F2}, {halfH:F2})\n" +
+ $" 限位区域(相机中心运动范围):({xMin:F2}, {yMin:F2}) ~ ({xMax:F2}, {yMax:F2})");
+ }
+
+ ///
+ /// 自动检测 FOV 和宽高比,将 的限位多边形同步到可视区域。
+ /// 可从其他编辑器工具(如 CameraAreaSetupTool)一键批量调用。
+ ///
+ internal static void SyncConfinerAuto(CameraArea area) =>
+ SyncConfinerFromVisibleBounds(area, GetFOV(area), GetAspect());
+
+ ///
+ /// 与 逻辑相同,但不记录 Undo、不输出日志。
+ /// 供拖拽 Handle 时每帧调用,避免 Undo 堆积和 Console 刷屏。
+ /// 调用方须在调用前自行执行 Undo.RecordObject(poly)。
+ ///
+ private static void SyncConfinerQuiet(CameraArea area, float vFOV, float aspect)
+ {
+ var poly = area.ConfinerCollider;
+ if (poly == null) return;
+
+ // VisibleBounds 已含 transform.position,为世界坐标。
Rect visible = area.VisibleBounds;
float depth = area.CameraDepth;
float halfH = depth * Mathf.Tan(vFOV * 0.5f * Mathf.Deg2Rad);
@@ -201,28 +596,68 @@ namespace BaseGames.Editor
float yMin = visible.yMin + halfH;
float yMax = visible.yMax - halfH;
- // 房间小于单屏 → 相机锁定在可视区域中心
- if (xMin > xMax) { float cx = visible.center.x; xMin = xMax = cx; }
- if (yMin > yMax) { float cy = visible.center.y; yMin = yMax = cy; }
+ const float kMinSize = 0.001f;
+ if (xMin > xMax) { float cx = visible.center.x; xMin = cx - kMinSize * 0.5f; xMax = cx + kMinSize * 0.5f; }
+ if (yMin > yMax) { float cy = visible.center.y; yMin = cy - kMinSize * 0.5f; yMax = cy + kMinSize * 0.5f; }
Transform polyT = poly.transform;
Vector2 Local(Vector3 w) => polyT.InverseTransformPoint(w);
- Undo.RecordObject(poly, "Sync Confiner from Visible Bounds");
+ // CCW 顺序:BL → BR → TR → TL(同 SyncConfinerFromVisibleBounds)
poly.SetPath(0, new[]
{
- Local(new Vector3(xMin, yMin, 0f)),
- Local(new Vector3(xMin, yMax, 0f)),
- Local(new Vector3(xMax, yMax, 0f)),
- Local(new Vector3(xMax, yMin, 0f)),
+ Local(new Vector3(xMin, yMin, 0f)), // BL
+ Local(new Vector3(xMax, yMin, 0f)), // BR
+ Local(new Vector3(xMax, yMax, 0f)), // TR
+ Local(new Vector3(xMin, yMax, 0f)), // TL
});
EditorUtility.SetDirty(poly);
+ }
- Debug.Log(
- $"[CameraAreaEditor] {area.name}:限位区域已同步。\n" +
- $" 可视区域:{visible}\n" +
- $" FOV={vFOV:F1}° Depth={depth:F1} HalfView=({halfW:F2}, {halfH:F2})\n" +
- $" 限位区域:({xMin:F2}, {yMin:F2}) ~ ({xMax:F2}, {yMax:F2})");
+ /// 在 Scene 视图左上角绘制叠加信息面板(屏幕空间)。
+ private static void DrawSceneInfoOverlay(CameraArea area, Rect bounds)
+ {
+ Handles.BeginGUI();
+
+ bool hasConfiner = area.ConfinerCollider != null;
+ float panelH = hasConfiner ? 82f : 62f;
+ var panel = new Rect(8f, 8f, 192f, panelH);
+
+ // 半透明深色背景
+ GUI.color = new Color(0f, 0f, 0f, 0.65f);
+ GUI.DrawTexture(panel, Texture2D.whiteTexture);
+ GUI.color = Color.white;
+
+ if (_sceneOverlayBoldStyle == null)
+ _sceneOverlayBoldStyle = new GUIStyle(EditorStyles.boldLabel)
+ { normal = { textColor = new Color(1f, 0.85f, 0.15f) }, fontSize = 11 };
+
+ if (_sceneLabelStyle == null)
+ _sceneLabelStyle = new GUIStyle(EditorStyles.miniLabel)
+ { normal = { textColor = new Color(0.85f, 0.85f, 0.85f) } };
+
+ // 区域名称(白色加粗,顶部第一行)
+ var nameStyle = new GUIStyle(EditorStyles.boldLabel)
+ { normal = { textColor = Color.white }, fontSize = 12 };
+ GUI.Label(new Rect(panel.x + 6, panel.y + 4, panel.width - 12, 18),
+ area.name, nameStyle);
+
+ GUI.Label(new Rect(panel.x + 6, panel.y + 25, panel.width - 12, 17),
+ $"可视 {bounds.width:F1} × {bounds.height:F1}", _sceneOverlayBoldStyle);
+ GUI.Label(new Rect(panel.x + 6, panel.y + 43, panel.width - 12, 14),
+ $"中心 ({bounds.center.x:F1}, {bounds.center.y:F1})", _sceneLabelStyle);
+
+ if (hasConfiner)
+ {
+ if (GUI.Button(new Rect(panel.x + 6, panel.y + 61, panel.width - 12, 16),
+ "↺ 同步限位区域", EditorStyles.miniButton))
+ {
+ Undo.RecordObject(area.ConfinerCollider, "Sync Confiner");
+ SyncConfinerFromVisibleBounds(area, GetFOV(area), GetAspect());
+ }
+ }
+
+ Handles.EndGUI();
}
// ══ 工具方法 ══════════════════════════════════════════════════════════
@@ -232,11 +667,15 @@ namespace BaseGames.Editor
///
private static float GetFOV(CameraArea area)
{
- // 1. 区域专有 VCam
+ // 1. 专有 VCam(同一场景,优先级最高)
if (area.DedicatedCamera != null)
return area.DedicatedCamera.Lens.FieldOfView;
- // 2. Persistent 场景中的 CameraStateController._vcamA(通过反射读取私有字段)
+ // 2. CameraLensConfigSO(单一来源,无跨场景依赖)
+ if (area.LensConfig != null)
+ return area.LensConfig.fieldOfView;
+
+ // 3. Persistent 场景已加载时,实时读取全局 VCamA(兆底)
#pragma warning disable UNT0023 // FindObjectOfType 在编辑器工具中可接受
var ctrl = Object.FindObjectOfType();
#pragma warning restore UNT0023
@@ -248,11 +687,11 @@ namespace BaseGames.Editor
return vcamA.Lens.FieldOfView;
}
- // 3. Camera.main
+ // 4. Camera.main
if (UnityEngine.Camera.main != null)
return UnityEngine.Camera.main.fieldOfView;
- // 4. 默认
+ // 5. 默认
return 60f;
}
@@ -273,5 +712,29 @@ namespace BaseGames.Editor
EditorGUILayout.LabelField(new GUIContent(text, tooltip));
}
}
+
+ private static bool DrawFoldoutHeader(string title, bool expanded)
+ {
+ if (_foldoutHeaderStyle == null)
+ _foldoutHeaderStyle = new GUIStyle(EditorStyles.foldout)
+ {
+ fontStyle = FontStyle.Bold,
+ normal = { textColor = Color.white },
+ hover = { textColor = Color.white },
+ active = { textColor = Color.white },
+ focused = { textColor = Color.white },
+ onNormal = { textColor = Color.white },
+ onHover = { textColor = Color.white },
+ onActive = { textColor = Color.white },
+ onFocused = { textColor = Color.white },
+ };
+
+ Rect r = EditorGUILayout.GetControlRect(false, 22f);
+ EditorGUI.DrawRect(r, new Color(0.22f, 0.22f, 0.28f, 1f));
+ bool newExpanded = EditorGUI.Foldout(
+ new Rect(r.x + 4f, r.y + 3f, r.width - 4f, 18f),
+ expanded, title, true, _foldoutHeaderStyle);
+ return newExpanded;
+ }
}
}
diff --git a/Assets/_Game/Scripts/Editor/Camera/CameraLensConfigSOEditor.cs b/Assets/_Game/Scripts/Editor/Camera/CameraLensConfigSOEditor.cs
new file mode 100644
index 0000000..4056338
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Camera/CameraLensConfigSOEditor.cs
@@ -0,0 +1,81 @@
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using BaseGames.Camera;
+
+namespace BaseGames.Editor
+{
+ ///
+ /// CameraLensConfigSO 自定义 Inspector。
+ ///
+ /// 功能:
+ /// - 修改 后,
+ /// 自动遍历所有已加载场景中引用该 SO 的 ,
+ /// 重新同步限位多边形,避免 FOV 改动后各场景出现错位。
+ /// - 提供手动批量同步按钮,用于已打开但尚未触发自动同步的情形。
+ ///
+ /// 未打开的场景无法自动同步。建议工作流:
+ /// 1. 修改 SO 中的 FOV。
+ /// 2. 依次打开各 Room 场景并加载 — 每次打开场景后点击「同步所有已加载场景」,
+ /// 或直接在 CameraArea Inspector「可视区域工具」区域点击同步按钮。
+ ///
+ [CustomEditor(typeof(CameraLensConfigSO))]
+ internal sealed class CameraLensConfigSOEditor : UnityEditor.Editor
+ {
+ public override void OnInspectorGUI()
+ {
+ EditorGUI.BeginChangeCheck();
+ DrawDefaultInspector();
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ serializedObject.ApplyModifiedProperties();
+ // FOV 发生变化时,立即重新同步所有已加载场景中的 CameraArea
+ SyncAllLoadedCameraAreas((CameraLensConfigSO)target);
+ }
+
+ EditorGUILayout.Space(8f);
+ EditorGUILayout.HelpBox(
+ "修改 FOV 后,编辑器会自动同步当前已打开场景中的 CameraArea 限位区域。\n" +
+ "未打开的场景请手动打开后重新同步。",
+ MessageType.Info);
+
+ if (GUILayout.Button("同步所有已加载场景的 CameraArea 限位区域", GUILayout.Height(26f)))
+ SyncAllLoadedCameraAreas((CameraLensConfigSO)target);
+ }
+
+ ///
+ /// 遍历所有已加载场景,对引用了指定 SO 且拥有 ConfinerCollider 的 CameraArea 重新同步限位多边形。
+ /// 由 的 OnInspectorGUI 以及外部批量工具调用。
+ ///
+ internal static void SyncAllLoadedCameraAreas(CameraLensConfigSO so)
+ {
+ float fov = so.fieldOfView;
+ float aspect = UnityEngine.Camera.main != null
+ ? UnityEngine.Camera.main.aspect
+ : 16f / 9f;
+
+ int count = 0;
+ for (int i = 0; i < SceneManager.sceneCount; i++)
+ {
+ Scene scene = SceneManager.GetSceneAt(i);
+ if (!scene.isLoaded) continue;
+
+ foreach (GameObject root in scene.GetRootGameObjects())
+ {
+ foreach (CameraArea area in root.GetComponentsInChildren(true))
+ {
+ if (area.LensConfig != so) continue;
+ if (area.ConfinerCollider == null) continue;
+
+ CameraAreaEditor.SyncConfinerFromVisibleBounds(area, fov, aspect);
+ count++;
+ }
+ }
+ }
+
+ if (count > 0)
+ Debug.Log($"[CameraLensConfigSO] 已同步 {count} 个 CameraArea 的限位区域(FOV = {fov:F1}°)。");
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Camera/CameraLensConfigSOEditor.cs.meta b/Assets/_Game/Scripts/Editor/Camera/CameraLensConfigSOEditor.cs.meta
new file mode 100644
index 0000000..98bfc82
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Camera/CameraLensConfigSOEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 48768cad22a696a4582e9dbc2c100194
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Camera/CameraZoneMigrationTool.cs b/Assets/_Game/Scripts/Editor/Camera/CameraZoneMigrationTool.cs
new file mode 100644
index 0000000..6bc8b2e
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Camera/CameraZoneMigrationTool.cs
@@ -0,0 +1,439 @@
+using System.Collections.Generic;
+using BaseGames.Camera;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+
+namespace BaseGames.Editor
+{
+ ///
+ /// 将旧格式相机区域批量迁移到新架构。
+ ///
+ /// 旧格式:
+ /// Zone_xxx(挂 BoxCollider2D,定义相机可视矩形)
+ /// ├─ Zone_xxx_TriggerRegion
+ /// │ ├─ Zone_xxx_TriggerRegion_Point_0 … (多边形顶点)
+ /// └─ Zone_xxx_Confiner(挂 BoxCollider2D / PolygonCollider2D,定义限位边界)
+ ///
+ /// 新格式:
+ /// [新 CameraArea GO](CameraArea 组件,_visibleBounds = 本地 Rect)
+ /// ├─ AreaBoundary(PolygonCollider2D,isTrigger=true,对应旧 Confiner)
+ /// └─ TriggerZone(CameraTriggerZone + PolygonCollider2D,对应旧 TriggerRegion)
+ ///
+ /// 菜单:BaseGames → Camera → 相机区域迁移工具
+ ///
+ public class CameraZoneMigrationTool : EditorWindow
+ {
+ [MenuItem("BaseGames/Camera/相机区域迁移工具", priority = 110)]
+ public static void Open()
+ {
+ var win = GetWindow("相机区域迁移工具");
+ win.minSize = new Vector2(500f, 440f);
+ }
+
+ // ── 设置字段 ──────────────────────────────────────────────────────────
+ private Transform _sourcesParent; // 旧 Zone_xxx 的父节点(通常名为 Zones)
+ private Transform _targetParent; // 新对象放置位置(留空 = 与旧区域同级)
+ private CameraLensConfigSO _lensConfig; // 绑定到新 CameraArea._lensConfig
+
+
+ // ── 运行时状态 ────────────────────────────────────────────────────────
+ private readonly List _entries = new List();
+ private Vector2 _scroll;
+ private bool _scanned;
+ private int _lastMigratedCount;
+
+ // ── 单条目数据 ────────────────────────────────────────────────────────
+ private class ZoneEntry
+ {
+ public GameObject ZoneObj;
+ public BoxCollider2D VisibleBox; // Zone_xxx 上的 BoxCollider2D
+ public List TriggerWorldPts = new List(); // TriggerRegion 各点世界坐标
+ public Collider2D ConfinerCollider; // Zone_xxx_Confiner 上的碰撞体(可空)
+ public bool AlreadyMigrated;
+ public bool Selected = true;
+ }
+
+ // ── 颜色 ─────────────────────────────────────────────────────────────
+ private static readonly Color kOk = new Color(0.30f, 0.85f, 0.30f);
+ private static readonly Color kWarning = new Color(1.00f, 0.75f, 0.10f);
+ private static readonly Color kMuted = new Color(0.55f, 0.55f, 0.60f);
+
+ // ══ GUI ═══════════════════════════════════════════════════════════════
+
+ private void OnGUI()
+ {
+ EditorGUILayout.Space(6);
+ EditorGUILayout.LabelField("旧格式相机区域迁移工具", EditorStyles.boldLabel);
+ EditorGUILayout.HelpBox(
+ "将旧架构(Zone_xxx + BoxCollider2D + TriggerRegion 点集 + Confiner)" +
+ "批量转换为新架构(CameraArea + AreaBoundary + CameraTriggerZone)。\n" +
+ "迁移结果可在 Scene 视图直接预览,原旧对象可选择禁用。",
+ MessageType.Info);
+
+ EditorGUILayout.Space(6);
+
+ // ── 配置 ──────────────────────────────────────────────────────────
+ _sourcesParent = (Transform)EditorGUILayout.ObjectField(
+ new GUIContent("旧区域父节点 (Zones)", "包含所有 Zone_xxx 的父对象"),
+ _sourcesParent, typeof(Transform), true);
+
+ _targetParent = (Transform)EditorGUILayout.ObjectField(
+ new GUIContent("新区域父节点(留空 = 同级)", "生成的 CameraArea 放在此节点下;留空则与旧 Zone_xxx 同级"),
+ _targetParent, typeof(Transform), true);
+
+ _lensConfig = (CameraLensConfigSO)EditorGUILayout.ObjectField(
+ new GUIContent("镜头配置 SO", "赋给所有新 CameraArea._lensConfig;留空则不赋值"),
+ _lensConfig, typeof(CameraLensConfigSO), false);
+
+
+
+ EditorGUILayout.Space(8);
+
+ using (new EditorGUI.DisabledScope(_sourcesParent == null))
+ {
+ if (GUILayout.Button("扫描区域", GUILayout.Height(30)))
+ ScanZones();
+ }
+
+ if (!_scanned) return;
+
+ EditorGUILayout.Space(4);
+
+ if (_entries.Count == 0)
+ {
+ EditorGUILayout.HelpBox(
+ "未检测到旧格式区域。\n条件:BoxCollider2D + 含 \"TriggerRegion\" 字样的子节点。",
+ MessageType.Warning);
+ return;
+ }
+
+ // ── 统计行 ─────────────────────────────────────────────────────────
+ int migrated = 0, pending = 0;
+ foreach (var e in _entries) { if (e.AlreadyMigrated) migrated++; else if (e.Selected) pending++; }
+
+ EditorGUILayout.LabelField(
+ $"共 {_entries.Count} 个区域 | 已迁移 {migrated} | 已选待迁移 {pending}",
+ EditorStyles.miniBoldLabel);
+
+ EditorGUILayout.Space(2);
+
+ // ── 条目列表 ───────────────────────────────────────────────────────
+ _scroll = EditorGUILayout.BeginScrollView(_scroll, GUILayout.MaxHeight(240));
+ foreach (var entry in _entries)
+ DrawEntryRow(entry);
+ EditorGUILayout.EndScrollView();
+
+ EditorGUILayout.Space(8);
+
+ // ── 批量迁移 ───────────────────────────────────────────────────────
+ int selectedPending = _entries.FindAll(e => e.Selected && !e.AlreadyMigrated).Count;
+ using (new EditorGUI.DisabledScope(selectedPending == 0))
+ {
+ if (GUILayout.Button($"迁移已选中区域({selectedPending} 个)", GUILayout.Height(36)))
+ {
+ int count = 0;
+ foreach (var e in _entries)
+ if (e.Selected && !e.AlreadyMigrated) { MigrateZone(e); count++; }
+ _lastMigratedCount = count;
+ ScanZones();
+ Debug.Log($"[迁移工具] 完成迁移 {count} 个相机区域。");
+ }
+ }
+
+ if (_lastMigratedCount > 0)
+ EditorGUILayout.HelpBox(
+ $"上次迁移完成 {_lastMigratedCount} 个。请在 Scene 视图确认后保存场景(Ctrl+S)。",
+ MessageType.Info);
+ }
+
+ private void DrawEntryRow(ZoneEntry entry)
+ {
+ using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
+ {
+ // 选择框(已迁移的不可再选)
+ using (new EditorGUI.DisabledScope(entry.AlreadyMigrated))
+ entry.Selected = EditorGUILayout.Toggle(entry.Selected, GUILayout.Width(16));
+
+ // 名称
+ Color prev = GUI.color;
+ GUI.color = entry.AlreadyMigrated ? kMuted : kOk;
+ EditorGUILayout.LabelField(entry.ZoneObj.name, GUILayout.Width(170));
+ GUI.color = prev;
+
+ // 可视框尺寸
+ if (entry.VisibleBox != null)
+ {
+ Vector2 sz = entry.VisibleBox.size;
+ EditorGUILayout.LabelField($"Box {sz.x:F0}×{sz.y:F0}", EditorStyles.miniLabel, GUILayout.Width(72));
+ }
+ else
+ {
+ GUI.color = kWarning;
+ EditorGUILayout.LabelField("无 Box2D", EditorStyles.miniLabel, GUILayout.Width(72));
+ GUI.color = prev;
+ }
+
+ // 触发点数
+ Color ptColor = entry.TriggerWorldPts.Count >= 3 ? kOk : kWarning;
+ GUI.color = ptColor;
+ EditorGUILayout.LabelField($"触发 {entry.TriggerWorldPts.Count}pt", EditorStyles.miniLabel, GUILayout.Width(54));
+ GUI.color = prev;
+
+ // 限位来源
+ string confLabel = entry.ConfinerCollider is PolygonCollider2D ? "Poly限位"
+ : entry.ConfinerCollider is BoxCollider2D ? "Box限位"
+ : "默认矩形";
+ EditorGUILayout.LabelField(confLabel, EditorStyles.miniLabel, GUILayout.Width(54));
+
+ // 状态 / 单独迁移按钮
+ if (entry.AlreadyMigrated)
+ {
+ GUI.color = kMuted;
+ EditorGUILayout.LabelField("已迁移", EditorStyles.miniLabel, GUILayout.Width(46));
+ GUI.color = prev;
+ }
+ else
+ {
+ if (GUILayout.Button("迁移", GUILayout.Width(44), GUILayout.Height(16)))
+ {
+ MigrateZone(entry);
+ _lastMigratedCount = 1;
+ ScanZones();
+ }
+ }
+
+ // Ping 旧对象
+ if (GUILayout.Button("●", GUILayout.Width(20), GUILayout.Height(16)))
+ EditorGUIUtility.PingObject(entry.ZoneObj);
+ }
+ }
+
+ // ══ 扫描 ══════════════════════════════════════════════════════════════
+
+ private void ScanZones()
+ {
+ _entries.Clear();
+ _scanned = true;
+
+ if (_sourcesParent == null) return;
+
+ foreach (Transform child in _sourcesParent)
+ {
+ // 旧 Zone 的标识:子节点直属,且挂有 BoxCollider2D
+ var box = child.GetComponent();
+ if (box == null) continue;
+
+ var entry = new ZoneEntry { ZoneObj = child.gameObject, VisibleBox = box };
+
+ // 收集触发多边形顶点(TriggerRegion 子节点的各个点对象)
+ Transform triggerRoot = FindChildContaining(child, "TriggerRegion");
+ if (triggerRoot != null)
+ foreach (Transform pt in triggerRoot)
+ entry.TriggerWorldPts.Add((Vector2)pt.position);
+
+ // 读取限位碰撞体(Zone_xxx_Confiner 上的 Collider2D)
+ Transform confinerT = FindChildContaining(child, "Confiner");
+ if (confinerT != null)
+ entry.ConfinerCollider = confinerT.GetComponent();
+
+ // 是否已经完成迁移(自身或子节点含 CameraArea)
+ entry.AlreadyMigrated =
+ child.GetComponent() != null ||
+ child.GetComponentInChildren(true) != null;
+
+ _entries.Add(entry);
+ }
+
+ Repaint();
+ }
+
+ private static Transform FindChildContaining(Transform parent, string keyword)
+ {
+ foreach (Transform child in parent)
+ if (child.name.IndexOf(keyword, System.StringComparison.OrdinalIgnoreCase) >= 0)
+ return child;
+ return null;
+ }
+
+ // ══ 迁移 ══════════════════════════════════════════════════════════════
+
+ private void MigrateZone(ZoneEntry entry)
+ {
+ GameObject zoneGO = entry.ZoneObj;
+ Transform parent = _targetParent != null ? _targetParent : zoneGO.transform.parent;
+ Vector3 worldPos = zoneGO.transform.position;
+
+ // ── 1. 计算本地可视 Rect(相对于新 CameraArea 的世界位置)────────
+ Rect localBounds;
+ if (entry.VisibleBox != null)
+ {
+ // 注意:BoxCollider2D.bounds 在 inactive 对象上无效,必须手动计算
+ Bounds wb = GetColliderWorldBounds(entry.VisibleBox);
+ localBounds = new Rect(
+ wb.min.x - worldPos.x,
+ wb.min.y - worldPos.y,
+ wb.size.x, wb.size.y);
+ }
+ else
+ {
+ localBounds = new Rect(-12f, -6f, 24f, 12f);
+ }
+
+ // ── 2. 创建 CameraArea 根节点 ─────────────────────────────────────
+ GameObject areaGO = new GameObject(zoneGO.name);
+ Undo.RegisterCreatedObjectUndo(areaGO, "Migrate Camera Zone");
+ areaGO.transform.SetParent(parent, worldPositionStays: false);
+ areaGO.transform.position = worldPos;
+
+ // 紧跟旧对象之后(同级排列时保持顺序直观)
+ if (parent == zoneGO.transform.parent)
+ areaGO.transform.SetSiblingIndex(zoneGO.transform.GetSiblingIndex() + 1);
+
+ CameraArea area = areaGO.AddComponent();
+
+ var soArea = new SerializedObject(area);
+ soArea.FindProperty("_visibleBounds").rectValue = localBounds;
+ if (_lensConfig != null)
+ soArea.FindProperty("_lensConfig").objectReferenceValue = _lensConfig;
+ soArea.ApplyModifiedProperties();
+
+ // ── 3. 创建 AreaBoundary(限位多边形,isTrigger = true)──────────
+ GameObject boundaryGO = new GameObject($"{zoneGO.name}_AreaBoundary");
+ Undo.RegisterCreatedObjectUndo(boundaryGO, "Migrate Camera Zone");
+ boundaryGO.transform.SetParent(areaGO.transform, worldPositionStays: false);
+ boundaryGO.transform.localPosition = Vector3.zero;
+
+ PolygonCollider2D confinerPoly = boundaryGO.AddComponent();
+ confinerPoly.isTrigger = true;
+ confinerPoly.pathCount = 1;
+ confinerPoly.SetPath(0, BuildConfinerPath(entry, worldPos, localBounds));
+
+ // 绑定 _confinerCollider
+ soArea.Update();
+ soArea.FindProperty("_confinerCollider").objectReferenceValue = confinerPoly;
+ soArea.ApplyModifiedProperties();
+ EditorUtility.SetDirty(area);
+
+ // 绑定完成后立即按 FOV/Depth 公式同步限位多边形,
+ // 确保与 LensConfig 参数一致(创建时不会自动同步)
+ float syncFOV = _lensConfig != null ? _lensConfig.fieldOfView : 60f;
+ float syncAspect = UnityEngine.Camera.main != null ? UnityEngine.Camera.main.aspect : 16f / 9f;
+ CameraAreaEditor.SyncConfinerFromVisibleBounds(area, syncFOV, syncAspect);
+
+ // ── 4. 创建 TriggerZone(相机激活触发器)───────────────────────
+ GameObject triggerGO = new GameObject($"{zoneGO.name}_TriggerZone");
+ Undo.RegisterCreatedObjectUndo(triggerGO, "Migrate Camera Zone");
+ triggerGO.transform.SetParent(areaGO.transform, worldPositionStays: false);
+ triggerGO.transform.localPosition = Vector3.zero;
+
+ // AddComponent 会因 [RequireComponent] 自动添加 PolygonCollider2D
+ CameraTriggerZone triggerComp = triggerGO.AddComponent();
+ PolygonCollider2D triggerPoly = triggerGO.GetComponent();
+ triggerPoly.isTrigger = true;
+ triggerPoly.pathCount = 1;
+ triggerPoly.SetPath(0, BuildTriggerPath(entry, worldPos, localBounds));
+
+ // _targetArea → 指向刚创建的 CameraArea
+ var soTrigger = new SerializedObject(triggerComp);
+ soTrigger.FindProperty("_targetArea").objectReferenceValue = area;
+ soTrigger.ApplyModifiedProperties();
+ EditorUtility.SetDirty(triggerComp);
+
+ // ── 5. 处理旧对象 ──────────────────────────────────────────────
+ // 先记录原始激活状态,再对旧对象做处理,避免 SetActive(false) 后误读
+ bool wasActive = zoneGO.activeSelf;
+
+
+
+ // 同步旧区域的激活状态(旧 Zone_xxx 若为禁用,新对象同样禁用)
+ if (!wasActive)
+ areaGO.SetActive(false);
+
+ EditorUtility.SetDirty(areaGO);
+ EditorSceneManager.MarkSceneDirty(zoneGO.scene);
+ EditorGUIUtility.PingObject(areaGO);
+
+ Debug.Log($"[迁移工具] {zoneGO.name} → {areaGO.name} " +
+ $"可视 {localBounds.width:F0}×{localBounds.height:F0} " +
+ $"触发 {triggerPoly.GetTotalPointCount()} pt " +
+ $"限位 {confinerPoly.GetTotalPointCount()} pt");
+ }
+
+ // ── 限位多边形路径 ────────────────────────────────────────────────────
+
+ ///
+ /// 按优先级构建限位多边形路径(本地坐标,相对于新 CameraArea):
+ /// 1. Zone_xxx_Confiner 上的 PolygonCollider2D → 直接转换
+ /// 2. Zone_xxx_Confiner 上的 BoxCollider2D → 取 AABB 四角
+ /// 3. 兜底 → 使用可视矩形
+ ///
+ private static Vector2[] BuildConfinerPath(ZoneEntry entry, Vector3 areaWorldPos, Rect fallback)
+ {
+ if (entry.ConfinerCollider is PolygonCollider2D poly && poly.pathCount > 0)
+ {
+ var pts = new List();
+ poly.GetPath(0, pts);
+ var result = new Vector2[pts.Count];
+ for (int i = 0; i < pts.Count; i++)
+ result[i] = (Vector2)poly.transform.TransformPoint(pts[i]) - (Vector2)areaWorldPos;
+ return result;
+ }
+
+ if (entry.ConfinerCollider is BoxCollider2D box)
+ {
+ Bounds b = GetColliderWorldBounds(box);
+ return new Vector2[]
+ {
+ new Vector2(b.min.x - areaWorldPos.x, b.min.y - areaWorldPos.y),
+ new Vector2(b.min.x - areaWorldPos.x, b.max.y - areaWorldPos.y),
+ new Vector2(b.max.x - areaWorldPos.x, b.max.y - areaWorldPos.y),
+ new Vector2(b.max.x - areaWorldPos.x, b.min.y - areaWorldPos.y),
+ };
+ }
+
+ // 兜底:可视矩形
+ return RectToPolygon(fallback);
+ }
+
+ ///
+ /// 构建触发多边形路径(本地坐标,相对于新 CameraArea):
+ /// 取 TriggerRegion 各点的世界坐标减去 areaWorldPos;
+ /// 若点数不足 3 则兜底使用可视矩形。
+ ///
+ private static Vector2[] BuildTriggerPath(ZoneEntry entry, Vector3 areaWorldPos, Rect fallback)
+ {
+ if (entry.TriggerWorldPts.Count >= 3)
+ {
+ var path = new Vector2[entry.TriggerWorldPts.Count];
+ for (int i = 0; i < path.Length; i++)
+ path[i] = entry.TriggerWorldPts[i] - (Vector2)areaWorldPos;
+ return path;
+ }
+ return RectToPolygon(fallback);
+ }
+
+ ///
+ /// 手动计算 BoxCollider2D 的世界 AABB,不依赖 .bounds(inactive 对象上 .bounds 无效)。
+ ///
+ private static Bounds GetColliderWorldBounds(BoxCollider2D box)
+ {
+ Vector2 worldCenter = (Vector2)box.transform.TransformPoint(box.offset);
+ Vector2 worldSize = new Vector2(
+ box.size.x * Mathf.Abs(box.transform.lossyScale.x),
+ box.size.y * Mathf.Abs(box.transform.lossyScale.y));
+ return new Bounds(worldCenter, worldSize);
+ }
+
+ private static Vector2[] RectToPolygon(Rect r)
+ {
+ return new Vector2[]
+ {
+ new Vector2(r.xMin, r.yMin),
+ new Vector2(r.xMin, r.yMax),
+ new Vector2(r.xMax, r.yMax),
+ new Vector2(r.xMax, r.yMin),
+ };
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Camera/CameraZoneMigrationTool.cs.meta b/Assets/_Game/Scripts/Editor/Camera/CameraZoneMigrationTool.cs.meta
new file mode 100644
index 0000000..d0a6523
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Camera/CameraZoneMigrationTool.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3578efbe9a4a182448fa721fcbe75853
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Camera/RoomCameraEditor.cs b/Assets/_Game/Scripts/Editor/Camera/RoomCameraEditor.cs
deleted file mode 100644
index a28a642..0000000
--- a/Assets/_Game/Scripts/Editor/Camera/RoomCameraEditor.cs
+++ /dev/null
@@ -1,268 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using Unity.Cinemachine;
-using BaseGames.Camera;
-
-namespace BaseGames.Editor
-{
- ///
- /// RoomCamera 自定义 Inspector + Scene GUI。
- ///
- /// 功能:
- /// 1. Scene 视图中直接拖拽黄色矩形的四条边,编辑「可视区域」(_visibleBounds)。
- /// 2. Inspector 按钮「从可视区域更新限位区域(透视)」:
- /// 根据 CinemachineCamera.Lens.FieldOfView 和摄像机深度,计算出
- /// CinemachineConfiner2D 所需的限位多边形并写入子节点 PolygonCollider2D。
- ///
- /// 透视相机限位公式:
- /// halfH = depth × tan(vFOV / 2)
- /// halfW = halfH × aspectRatio
- /// confiner = visibleBounds inset by (halfW, halfH)
- /// → 相机视口边缘恰好与可视区域边框对齐。
- /// → 若房间小于单屏,限位收缩为中心点(相机固定居中)。
- ///
- [CustomEditor(typeof(RoomCamera))]
- public class RoomCameraEditor : UnityEditor.Editor
- {
- // ── 颜色常量 ──────────────────────────────────────────────────────────
- private static readonly Color kVisibleFill = new Color(1f, 0.85f, 0.15f, 0.08f);
- private static readonly Color kVisibleOutline = new Color(1f, 0.85f, 0.15f, 0.90f);
- private static readonly Color kConfinerColor = new Color(0.2f, 0.8f, 1.0f, 0.80f);
-
- // ══ Inspector ═════════════════════════════════════════════════════════
-
- public override void OnInspectorGUI()
- {
- DrawDefaultInspector();
-
- EditorGUILayout.Space(8f);
- EditorGUILayout.LabelField("── 可视区域工具 ──", EditorStyles.boldLabel);
-
- RoomCamera rc = (RoomCamera)target;
- var vcam = rc.GetComponent();
- var confiner = rc.GetComponent();
-
- // ── 透视参数预览 ─────────────────────────────────────────────────
- float vFOV = vcam != null ? vcam.Lens.FieldOfView : 60f;
- float aspect = GetAspect();
- float depth = rc.CameraDepth;
- float halfH = depth * Mathf.Tan(vFOV * 0.5f * Mathf.Deg2Rad);
- float halfW = halfH * aspect;
-
- using (new EditorGUI.DisabledScope(true))
- {
- EditorGUILayout.FloatField("垂直 FOV(来自 Lens)", vFOV);
- EditorGUILayout.FloatField("有效深度", depth);
- EditorGUILayout.FloatField("视口半高(世界单位)", halfH);
- EditorGUILayout.FloatField("视口半宽(世界单位)", halfW);
- }
-
- bool canSync = rc.ConfinerCollider != null;
- if (!canSync)
- EditorGUILayout.HelpBox("ConfinerCollider 未绑定(_visibleArea 为空),无法同步限位区域。", MessageType.Warning);
-
- using (new EditorGUI.DisabledScope(!canSync))
- {
- if (GUILayout.Button("从可视区域更新限位区域(透视)", GUILayout.Height(28f)))
- SyncConfinerFromVisibleBounds(rc, vFOV, aspect);
- }
-
- // ── 图例说明 ─────────────────────────────────────────────────────
- EditorGUILayout.Space(4f);
- DrawLegend("■ 黄色矩形(Scene 视图)", kVisibleOutline, "可视区域 — 摄像机视口永不超出此范围");
- DrawLegend("■ 蓝色多边形(Scene 视图)", kConfinerColor, "限位区域 — CinemachineConfiner2D 的运动边界");
- }
-
- // ══ Scene GUI ════════════════════════════════════════════════════════
-
- private void OnSceneGUI()
- {
- RoomCamera rc = (RoomCamera)target;
- serializedObject.Update();
-
- SerializedProperty boundsP = serializedObject.FindProperty("_visibleBounds");
- Rect r = boundsP.rectValue;
-
- // ── 绘制限位多边形(蓝色,参考用) ──────────────────────────────
- DrawConfinerGizmo(rc);
-
- // ── 绘制可视区域填充 + 边框 ──────────────────────────────────────
- DrawVisibleRect(r);
-
- // ── 四条边的拖拽 Handle ──────────────────────────────────────────
- EditorGUI.BeginChangeCheck();
- EditRectEdges(ref r);
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObject(rc, "Edit Visible Bounds");
- boundsP.rectValue = r;
- serializedObject.ApplyModifiedProperties();
- }
- }
-
- // ══ 绘制辅助 ═════════════════════════════════════════════════════════
-
- private static void DrawVisibleRect(Rect r)
- {
- Vector3[] corners =
- {
- new Vector3(r.xMin, r.yMin, 0f),
- new Vector3(r.xMin, r.yMax, 0f),
- new Vector3(r.xMax, r.yMax, 0f),
- new Vector3(r.xMax, r.yMin, 0f),
- };
-
- Handles.DrawSolidRectangleWithOutline(corners, kVisibleFill, kVisibleOutline);
-
- // 标签
- Handles.color = kVisibleOutline;
- Handles.Label(
- new Vector3(r.xMin + 0.15f, r.yMax - 0.15f, 0f),
- "Visible Area",
- EditorStyles.miniLabel);
- }
-
- private static void DrawConfinerGizmo(RoomCamera rc)
- {
- var poly = rc.ConfinerCollider;
- if (poly == null || poly.pathCount == 0) return;
-
- int ptCount = poly.GetTotalPointCount();
- if (ptCount < 2) return;
-
- var pts2 = new System.Collections.Generic.List(ptCount);
- poly.GetPath(0, pts2);
- var pts3 = new Vector3[ptCount + 1];
- for (int i = 0; i < ptCount; i++)
- pts3[i] = poly.transform.TransformPoint(pts2[i]);
- pts3[ptCount] = pts3[0];
-
- Handles.color = kConfinerColor;
- Handles.DrawPolyLine(pts3);
- Handles.Label(
- (Vector3)poly.transform.TransformPoint(pts2[0]) + new Vector3(0.1f, 0.1f),
- "Confiner",
- EditorStyles.miniLabel);
- }
-
- /// 绘制四条边的滑动 Handle,允许用户直接拖拽修改可视区域。
- private static void EditRectEdges(ref Rect r)
- {
- float hs = HandleUtility.GetHandleSize(r.center) * 0.10f;
-
- Handles.color = kVisibleOutline;
-
- // 左边 —— 沿 X 轴滑动
- EditorGUI.BeginChangeCheck();
- Vector3 lp = Handles.Slider(
- new Vector3(r.xMin, r.center.y, 0f),
- Vector3.right, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.x);
- if (EditorGUI.EndChangeCheck())
- {
- // 保持 xMax 不变,xMin 向右最多到 xMax-0.1
- r.xMin = Mathf.Min(lp.x, r.xMax - 0.1f);
- }
-
- // 右边 —— 沿 X 轴滑动
- EditorGUI.BeginChangeCheck();
- Vector3 rp = Handles.Slider(
- new Vector3(r.xMax, r.center.y, 0f),
- Vector3.right, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.x);
- if (EditorGUI.EndChangeCheck())
- {
- r.xMax = Mathf.Max(rp.x, r.xMin + 0.1f);
- }
-
- // 下边 —— 沿 Y 轴滑动
- EditorGUI.BeginChangeCheck();
- Vector3 bp = Handles.Slider(
- new Vector3(r.center.x, r.yMin, 0f),
- Vector3.up, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.y);
- if (EditorGUI.EndChangeCheck())
- {
- r.yMin = Mathf.Min(bp.y, r.yMax - 0.1f);
- }
-
- // 上边 —— 沿 Y 轴滑动
- EditorGUI.BeginChangeCheck();
- Vector3 tp = Handles.Slider(
- new Vector3(r.center.x, r.yMax, 0f),
- Vector3.up, hs, Handles.RectangleHandleCap, EditorSnapSettings.move.y);
- if (EditorGUI.EndChangeCheck())
- {
- r.yMax = Mathf.Max(tp.y, r.yMin + 0.1f);
- }
- }
-
- // ══ 透视同步逻辑 ══════════════════════════════════════════════════════
-
- ///
- /// 根据可视区域矩形与透视参数计算限位多边形,写入 PolygonCollider2D。
- ///
- private static void SyncConfinerFromVisibleBounds(RoomCamera rc, float vFOV, float aspect)
- {
- var poly = rc.ConfinerCollider;
- if (poly == null)
- {
- Debug.LogWarning($"[RoomCameraEditor] {rc.name}:ConfinerCollider 未绑定,无法同步。");
- return;
- }
-
- Rect visible = rc.VisibleBounds;
- float depth = rc.CameraDepth;
- float halfH = depth * Mathf.Tan(vFOV * 0.5f * Mathf.Deg2Rad);
- float halfW = halfH * aspect;
-
- float xMin = visible.xMin + halfW;
- float xMax = visible.xMax - halfW;
- float yMin = visible.yMin + halfH;
- float yMax = visible.yMax - halfH;
-
- // 房间小于单屏 → 相机锁定在可视区域中心
- if (xMin > xMax) { float cx = visible.center.x; xMin = xMax = cx; }
- if (yMin > yMax) { float cy = visible.center.y; yMin = yMax = cy; }
-
- Transform polyT = poly.transform;
- Vector2 Local(Vector3 w) => polyT.InverseTransformPoint(w);
-
- Undo.RecordObject(poly, "Sync Confiner from Visible Bounds");
- poly.SetPath(0, new[]
- {
- Local(new Vector3(xMin, yMin, 0f)),
- Local(new Vector3(xMin, yMax, 0f)),
- Local(new Vector3(xMax, yMax, 0f)),
- Local(new Vector3(xMax, yMin, 0f)),
- });
- EditorUtility.SetDirty(poly);
-
- Debug.Log(
- $"[RoomCameraEditor] {rc.name}:限位区域已同步。\n" +
- $" 可视区域:{visible}\n" +
- $" FOV={vFOV:F1}° Depth={depth:F1} HalfView=({halfW:F2}, {halfH:F2})\n" +
- $" 限位区域:({xMin:F2}, {yMin:F2}) ~ ({xMax:F2}, {yMax:F2})");
- }
-
- // ══ 工具方法 ══════════════════════════════════════════════════════════
-
- ///
- /// 获取 Game 视图宽高比。编辑器中优先用 Camera.main,否则回退到 16:9。
- ///
- private static float GetAspect()
- {
- if (UnityEngine.Camera.main != null) return UnityEngine.Camera.main.aspect;
- return 16f / 9f;
- }
-
- private static void DrawLegend(string text, Color color, string tooltip)
- {
- using (new EditorGUILayout.HorizontalScope())
- {
- Color prev = GUI.color;
- GUI.color = color;
- GUILayout.Label("■", GUILayout.Width(14f));
- GUI.color = prev;
- EditorGUILayout.LabelField(new GUIContent(text, tooltip));
- }
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Editor/Camera/RoomCameraSetupTool.cs b/Assets/_Game/Scripts/Editor/Camera/RoomCameraSetupTool.cs
index c81c82a..747ae72 100644
--- a/Assets/_Game/Scripts/Editor/Camera/RoomCameraSetupTool.cs
+++ b/Assets/_Game/Scripts/Editor/Camera/RoomCameraSetupTool.cs
@@ -24,8 +24,22 @@ namespace BaseGames.Editor
private CameraStateController _controller;
// ── GUI 样式缓存 ──────────────────────────────────────────────────────
- private GUIStyle _boxStyle;
+ private GUIStyle _boxStyle;
+ private static GUIStyle _headerLabelStyle;
+ // ── 颜色 ─────────────────────────────────────────────────────────────
+ private static readonly Color kOk = new Color(0.30f, 0.82f, 0.30f, 1f);
+ private static readonly Color kError = new Color(0.90f, 0.28f, 0.28f, 1f);
+ private static readonly Color kMuted = new Color(0.55f, 0.55f, 0.60f, 1f);
+
+ // ── 折叠状态 ─────────────────────────────────────────────────────────
+ private readonly Dictionary _areaFoldouts = new Dictionary();
+ // ── 创建 CameraArea 输入状态 ─────────────────────────────────────
+ private string _newAreaName = "CameraArea";
+ private Transform _newAreaParent;
+ private CameraLensConfigSO _newLensConfig;
+ // ── SerializedObject 缓存(避免 OnGUI 每帧重复居复)────────────────
+ private readonly Dictionary _soCache = new Dictionary();
// ══ 菜单入口 ══════════════════════════════════════════════════════════
[MenuItem("BaseGames/Camera/Camera Area Setup", priority = 100)]
@@ -49,6 +63,7 @@ namespace BaseGames.Editor
_cameraAreas.Clear();
_triggerZones.Clear();
_controller = null;
+ _soCache.Clear();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
@@ -81,13 +96,13 @@ namespace BaseGames.Editor
GUILayout.FlexibleSpace();
- if (GUILayout.Button("Place Camera Area", EditorStyles.toolbarButton))
- EditorApplication.ExecuteMenuItem("BaseGames/Scene/Place/Camera Area");
-
- if (GUILayout.Button("Place Trigger Zone", EditorStyles.toolbarButton))
- EditorApplication.ExecuteMenuItem("BaseGames/Scene/Place/Camera Trigger Zone");
+ if (GUILayout.Button("↺ 全部同步限位区域", EditorStyles.toolbarButton))
+ SyncAllConfiners();
}
+ // ── 创建 CameraArea 面板 ───────────────────────────────────────
+ DrawCreateAreaSection();
+
_scroll = EditorGUILayout.BeginScrollView(_scroll);
// ── CameraStateController ───────────────────────────────────────
@@ -108,7 +123,100 @@ namespace BaseGames.Editor
EditorGUILayout.EndScrollView();
}
+ // ── 创建 CameraArea 面板 ──────────────────────────────────────────
+ private void DrawCreateAreaSection()
+ {
+ EnsureStyles();
+ using (new EditorGUILayout.VerticalScope(_boxStyle))
+ {
+ EditorGUILayout.LabelField("创建 Camera Area(含配对 TriggerZone)", EditorStyles.boldLabel);
+ _newAreaName = EditorGUILayout.TextField("名称", _newAreaName);
+ _newAreaParent = (Transform)EditorGUILayout.ObjectField(
+ "父节点(可选)", _newAreaParent, typeof(Transform), true);
+ _newLensConfig = (CameraLensConfigSO)EditorGUILayout.ObjectField(
+ new GUIContent("镜头配置 SO", "指定该区域使用的镜头配置,留空则自动继承场景中其他 CameraArea 的配置"),
+ _newLensConfig, typeof(CameraLensConfigSO), false);
+
+ if (GUILayout.Button("创建", GUILayout.Height(24f)))
+ {
+ if (string.IsNullOrWhiteSpace(_newAreaName)) _newAreaName = "CameraArea";
+
+ // 自动继承场景中已有区域的镜头配置
+ CameraLensConfigSO lensToUse = _newLensConfig ?? DetectLensConfigFromScene();
+
+ SceneObjectPlacerTool.PlaceCameraArea(_newAreaName, _newAreaParent);
+
+ // 将镜头配置写入新创建的 CameraArea
+ if (lensToUse != null)
+ {
+ var created = Selection.activeGameObject?.GetComponent();
+ if (created != null)
+ {
+ var so = new SerializedObject(created);
+ so.FindProperty("_lensConfig").objectReferenceValue = lensToUse;
+ so.ApplyModifiedProperties();
+ }
+ }
+
+ RescanScene();
+ }
+ }
+ EditorGUILayout.Space(4f);
+ }
+
+ /// 扩展场景中已有 CameraArea,返回第一个非空的 LensConfig。
+ private CameraLensConfigSO DetectLensConfigFromScene()
+ {
+ foreach (var area in _cameraAreas)
+ {
+ if (area == null) continue;
+ if (area.LensConfig != null) return area.LensConfig;
+ }
+ return null;
+ }
+
+ // ── SerializedObject 缓存(避免 OnGUI 每帧重复创建,改善大列表滚动性能)──
+
+ ///
+ /// 返回目标对象的缓存 SerializedObject,若不存在则创建。
+ /// 已缓存实例会调用 Update() 刷新,避免每次 OnGUI 都分配新对象。
+ ///
+ private SerializedObject GetOrCreateSO(UnityEngine.Object obj)
+ {
+ int id = obj.GetInstanceID();
+ if (!_soCache.TryGetValue(id, out var so) || so == null)
+ {
+ so = new SerializedObject(obj);
+ _soCache[id] = so;
+ }
+ else
+ {
+ so.Update();
+ }
+ return so;
+ }
+
+ // ── 全部同步限位区域 ────────────────────────────────────────
+
+ private void SyncAllConfiners()
+ {
+ if (_cameraAreas.Count == 0)
+ {
+ Debug.LogWarning("[CameraAreaSetupTool] 场景中无 CameraArea,跳过同步。");
+ return;
+ }
+
+ int count = 0;
+ foreach (var area in _cameraAreas)
+ {
+ if (area == null || area.ConfinerCollider == null) continue;
+ CameraAreaEditor.SyncConfinerAuto(area);
+ count++;
+ }
+
+ Debug.Log($"[CameraAreaSetupTool] 已同步 {count} 个 CameraArea 的限位区域。");
+ }
// ── CameraStateController ──────────────────────────────────────────
private void DrawControllerSection()
@@ -135,15 +243,68 @@ namespace BaseGames.Editor
DrawFieldCheck(so, "_vcamA", "全局 VCam A (CinemachineCamera)");
DrawFieldCheck(so, "_vcamB", "全局 VCam B (CinemachineCamera)");
DrawFieldCheck(so, "_brain", "CinemachineBrain");
+ DrawFieldCheck(so, "_onPlayerSpawned", "玩家生成事件 (EVT_PlayerSpawned) → VCam 自动绑 Follow");
DrawFieldCheck(so, "_impulseSource", "CinemachineImpulseSource", optional: true);
DrawFieldCheck(so, "_defaultBlendProfile","默认混合配置 (CameraBlendProfileSO)", optional: true);
EditorGUILayout.Space(4f);
+
+ // VCam 组件完整性检查
+ var vcamAProp = so.FindProperty("_vcamA");
+ var vcamBProp = so.FindProperty("_vcamB");
+ bool vcamAMissingComposer = IsMissingPositionComposer(vcamAProp);
+ bool vcamBMissingComposer = IsMissingPositionComposer(vcamBProp);
+ if (vcamAMissingComposer || vcamBMissingComposer)
+ {
+ string which = (vcamAMissingComposer && vcamBMissingComposer) ? "VCam A / B"
+ : vcamAMissingComposer ? "VCam A" : "VCam B";
+ EditorGUILayout.HelpBox(
+ $"{which} 缺少 CinemachinePositionComposer(Body 组件)。\n" +
+ "没有该组件,相机不会跟随 Follow 目标移动,将固定在 Transform 位置。",
+ MessageType.Error);
+ if (GUILayout.Button($"为 {which} 添加 CinemachinePositionComposer", GUILayout.Height(24f)))
+ {
+ AddPositionComposerToVCams(so);
+ RescanScene();
+ }
+ }
+
+ bool needsEventAssign = so.FindProperty("_onPlayerSpawned").objectReferenceValue == null;
+ if (needsEventAssign)
+ {
+ if (GUILayout.Button("自动绑定 EVT_PlayerSpawned 事件频道", GUILayout.Height(24f)))
+ {
+ AssignPlayerSpawnedEvent(so);
+ RescanScene();
+ }
+ }
+
if (GUILayout.Button("为全局 VCam 赋值 Follow 目标(Player/CameraFollowTarget)", GUILayout.Height(24f)))
AssignFollowToGlobalVCams(so);
}
}
+ private static bool IsMissingPositionComposer(SerializedProperty vcamProp)
+ {
+ if (vcamProp?.objectReferenceValue is CinemachineCamera vcam)
+ return vcam.GetComponent() == null;
+ return false;
+ }
+
+ private static void AddPositionComposerToVCams(SerializedObject controllerSO)
+ {
+ foreach (string fieldName in new[] { "_vcamA", "_vcamB" })
+ {
+ var prop = controllerSO.FindProperty(fieldName);
+ if (prop?.objectReferenceValue is CinemachineCamera vcam
+ && vcam.GetComponent() == null)
+ {
+ Undo.AddComponent(vcam.gameObject);
+ Debug.Log($"[CameraAreaSetupTool] 已为 {vcam.name} 添加 CinemachinePositionComposer。");
+ }
+ }
+ }
+
// ── CameraArea 列表 ────────────────────────────────────────────────
private void DrawCameraAreasSection()
@@ -166,35 +327,115 @@ namespace BaseGames.Editor
private void DrawCameraAreaEntry(CameraArea area)
{
- SerializedObject so = new SerializedObject(area);
- bool confinerOk = so.FindProperty("_confinerCollider").objectReferenceValue != null;
- bool dedicatedSet = so.FindProperty("_dedicatedCamera").objectReferenceValue != null;
- bool allOk = confinerOk;
+ int id = area.GetInstanceID();
+ bool expanded = _areaFoldouts.TryGetValue(id, out bool v) && v;
+
+ SerializedObject so = GetOrCreateSO(area);
+ bool confinerOk = so.FindProperty("_confinerCollider").objectReferenceValue != null;
+ var boundZones = FindTriggerZonesForArea(area);
+ bool hasZone = boundZones.Count > 0;
+ bool allOk = confinerOk && hasZone;
using (new EditorGUILayout.VerticalScope(_boxStyle))
{
- // 标题行
+ // ── 标题行 ──────────────────────────────────────────────────
using (new EditorGUILayout.HorizontalScope())
{
- GUILayout.Label(allOk ? "✅" : "⚠", GUILayout.Width(20f));
- if (GUILayout.Button(area.gameObject.name, EditorStyles.boldLabel, GUILayout.ExpandWidth(true)))
- Selection.activeGameObject = area.gameObject;
- if (GUILayout.Button("选中", GUILayout.Width(40f)))
+ Color prevC = GUI.color;
+ GUI.color = allOk ? kOk : kError;
+ GUILayout.Label(allOk ? "●" : "✗", GUILayout.Width(16f));
+ GUI.color = prevC;
+
+ bool newExpanded = EditorGUILayout.Foldout(expanded, area.gameObject.name, true, EditorStyles.boldLabel);
+ if (newExpanded != expanded) _areaFoldouts[id] = newExpanded;
+ expanded = newExpanded;
+
+ GUI.color = hasZone ? kOk : kError;
+ GUILayout.Label(hasZone ? $"[{boundZones.Count} 触发器]" : "[无触发器]",
+ EditorStyles.miniLabel, GUILayout.Width(74f));
+ GUI.color = prevC;
+
+ if (GUILayout.Button("⊙", GUILayout.Width(24f)))
+ EditorGUIUtility.PingObject(area.gameObject);
+ if (GUILayout.Button("选中", GUILayout.Width(42f)))
Selection.activeGameObject = area.gameObject;
}
- EditorGUILayout.Space(2f);
- DrawCheckRow("_confinerCollider (PolygonCollider2D)", confinerOk);
- DrawCheckRow("_dedicatedCamera(专有 VCam,可选)", dedicatedSet, optional: true);
+ if (!expanded) return;
+
+ EditorGUILayout.Space(3f);
+
+ // ── 绑定字段 ────────────────────────────────────────────────
+ DrawCheckRow("_confinerCollider(可视边界 PolygonCollider2D)", confinerOk);
+ DrawCheckRow("_dedicatedCamera(专有 VCam,可选)",
+ so.FindProperty("_dedicatedCamera").objectReferenceValue != null, optional: true);
DrawCheckRow("_blendProfile(可选,未设则用全局默认)",
so.FindProperty("_blendProfile").objectReferenceValue != null, optional: true);
+ // ── 触发区域列表 ─────────────────────────────────────────────
+ EditorGUILayout.Space(3f);
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ Color prevC = GUI.color;
+ GUI.color = hasZone ? kOk : kError;
+ GUILayout.Label(hasZone ? "● 触发区域" : "✗ 无触发区域",
+ EditorStyles.miniLabel, GUILayout.Width(90f));
+ GUI.color = prevC;
+
+ if (!hasZone)
+ {
+ if (GUILayout.Button("创建配对 TriggerZone", GUILayout.Height(20f)))
+ {
+ CreateTriggerZoneForArea(area);
+ RescanScene();
+ }
+ }
+ }
+
+ foreach (var z in boundZones)
+ {
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ GUILayout.Space(16f);
+ Color prevC = GUI.color;
+ GUI.color = kMuted;
+ GUILayout.Label("→", GUILayout.Width(14f));
+ GUI.color = prevC;
+ if (GUILayout.Button(z.gameObject.name, EditorStyles.label))
+ Selection.activeGameObject = z.gameObject;
+ if (GUILayout.Button("⊙", GUILayout.Width(24f)))
+ EditorGUIUtility.PingObject(z.gameObject);
+ }
+ }
+
+ // ── 操作按钮 ────────────────────────────────────────────────
+ EditorGUILayout.Space(3f);
if (!confinerOk)
{
- EditorGUILayout.Space(2f);
- if (GUILayout.Button("修复:绑定子节点 PolygonCollider2D", GUILayout.Height(20f)))
- FixConfinerBinding(area);
+ // 区分:有非 Trigger 的 PolygonCollider2D 可直接绑定 vs 完全没有 AreaBoundary
+ var existingBoundary = FindBoundaryPoly(area);
+ if (existingBoundary != null)
+ {
+ if (GUILayout.Button("修复:绑定子节点 PolygonCollider2D", GUILayout.Height(22f)))
+ FixConfinerBinding(area);
+ }
+ else
+ {
+ if (GUILayout.Button("创建 AreaBoundary(限位多边形,默认 24 × 12)", GUILayout.Height(22f)))
+ {
+ CreateAreaBoundary(area);
+ RescanScene();
+ }
+ }
}
+
+ // ── 提示 ─────────────────────────────────────────────────────
+ Color helpC = GUI.color;
+ GUI.color = kMuted;
+ EditorGUILayout.LabelField(
+ "★ 可视边界:选中子节点的 PolygonCollider2D,在 Scene 视图中编辑顶点。",
+ EditorStyles.miniLabel);
+ GUI.color = helpC;
}
}
@@ -221,7 +462,7 @@ namespace BaseGames.Editor
private void DrawTriggerZoneEntry(CameraTriggerZone zone)
{
- SerializedObject so = new SerializedObject(zone);
+ SerializedObject so = GetOrCreateSO(zone);
bool hasTarget = so.FindProperty("_targetArea").objectReferenceValue != null;
using (new EditorGUILayout.HorizontalScope(_boxStyle))
@@ -241,6 +482,34 @@ namespace BaseGames.Editor
// ══ 自动修复操作 ═══════════════════════════════════════════════════════
+ ///
+ /// 在 AssetDatabase 中查找 EVT_PlayerSpawned(TransformEventChannelSO),
+ /// 写入 CameraStateController._onPlayerSpawned。
+ ///
+ private static void AssignPlayerSpawnedEvent(SerializedObject controllerSO)
+ {
+ const string assetName = "EVT_PlayerSpawned";
+ string[] guids = AssetDatabase.FindAssets($"t:TransformEventChannelSO {assetName}");
+ if (guids.Length == 0)
+ {
+ Debug.LogWarning(
+ $"[CameraAreaSetupTool] 未找到 {assetName} 资产。" +
+ "请先通过 BaseGames → Events → Create Default Event Channels 生成事件频道资产。");
+ return;
+ }
+
+ string path = AssetDatabase.GUIDToAssetPath(guids[0]);
+ var asset = AssetDatabase.LoadAssetAtPath(path);
+ if (asset == null) return;
+
+ controllerSO.Update();
+ controllerSO.FindProperty("_onPlayerSpawned").objectReferenceValue = asset;
+ controllerSO.ApplyModifiedProperties();
+ EditorUtility.SetDirty(controllerSO.targetObject);
+
+ Debug.Log($"[CameraAreaSetupTool] 已绑定 {assetName} → CameraStateController._onPlayerSpawned。");
+ }
+
///
/// 查找场景中 tag=Player 的 Player/CameraFollowTarget,
/// 写入 CameraStateController._vcamA 和 _vcamB 的 Follow 字段。
@@ -288,10 +557,11 @@ namespace BaseGames.Editor
Debug.LogWarning("[CameraAreaSetupTool] _vcamA/_vcamB 均未绑定,无法赋值 Follow。请先在 Inspector 中绑定。");
}
- /// 将子节点中找到的第一个 PolygonCollider2D 绑定到 CameraArea._confinerCollider。
+ /// 将子节点中找到的第一个不含 CameraTriggerZone 的 PolygonCollider2D 绑定到 CameraArea._confinerCollider。
private static void FixConfinerBinding(CameraArea area)
{
- PolygonCollider2D poly = area.GetComponentInChildren(true);
+ PolygonCollider2D poly = FindBoundaryPoly(area)
+ ?? area.GetComponentInChildren(true);
if (poly == null)
{
Debug.LogWarning($"[CameraAreaSetupTool] {area.name}:子节点中未找到 PolygonCollider2D。");
@@ -305,28 +575,137 @@ namespace BaseGames.Editor
Debug.Log($"[CameraAreaSetupTool] {area.name}:_confinerCollider → {poly.gameObject.name}");
}
+ /// 返回 area 子节点中第一个不含 CameraTriggerZone 的 PolygonCollider2D(即 AreaBoundary 限位体)。
+ private static PolygonCollider2D FindBoundaryPoly(CameraArea area)
+ {
+ foreach (var p in area.GetComponentsInChildren(true))
+ if (p.GetComponent() == null) return p;
+ return null;
+ }
+
+ ///
+ /// 为指定 CameraArea 创建 AreaBoundary 子节点(默认矩形限位多边形,isTrigger = false)并绑定到 _confinerCollider。
+ ///
+ private static void CreateAreaBoundary(CameraArea area)
+ {
+ Transform existing = area.transform.Find("AreaBoundary");
+ GameObject childGo;
+ if (existing != null)
+ {
+ childGo = existing.gameObject;
+ }
+ else
+ {
+ childGo = new GameObject("AreaBoundary");
+ Undo.RegisterCreatedObjectUndo(childGo, "Create AreaBoundary");
+ childGo.transform.SetParent(area.transform);
+ childGo.transform.localPosition = Vector3.zero;
+ }
+
+ PolygonCollider2D poly = childGo.GetComponent()
+ ?? childGo.AddComponent();
+ poly.isTrigger = true; // 限位多边形,仅作为相机约束边界,不产生物理碰撞
+ poly.pathCount = 1;
+ poly.SetPath(0, new Vector2[]
+ {
+ new Vector2(-12f, -6f),
+ new Vector2(-12f, 6f),
+ new Vector2( 12f, 6f),
+ new Vector2( 12f, -6f),
+ });
+ EditorUtility.SetDirty(childGo);
+
+ SerializedObject so = new SerializedObject(area);
+ so.Update();
+ so.FindProperty("_confinerCollider").objectReferenceValue = poly;
+ so.ApplyModifiedProperties();
+ EditorUtility.SetDirty(area);
+
+ EditorGUIUtility.PingObject(childGo);
+ Debug.Log($"[CameraAreaSetupTool] 已为 {area.name} 创建 AreaBoundary(矩形 24 × 12)。");
+ }
+
+ /// 返回所有以此 area 为激活目标的 CameraTriggerZone。
+ private List FindTriggerZonesForArea(CameraArea area)
+ {
+ var result = new List();
+ foreach (var z in _triggerZones)
+ {
+ if (z == null) continue;
+ var so = GetOrCreateSO(z);
+ if (so.FindProperty("_targetArea").objectReferenceValue == area)
+ result.Add(z);
+ }
+ return result;
+ }
+
+ /// 为指定 CameraArea 创建配对的 CameraTriggerZone,自动匹配 Confiner 范围。
+ private static void CreateTriggerZoneForArea(CameraArea area)
+ {
+ // 用 PolygonCollider2D 包围盒作为放置中心和尺寸;没有则退回到 area 自身位置
+ Vector3 center = area.transform.position;
+ Vector2 size = new Vector2(4f, 4f);
+
+ var poly = area.GetComponentInChildren(true);
+ if (poly != null)
+ {
+ Bounds b = poly.bounds;
+ center = b.center;
+ center.z = area.transform.position.z;
+ size = new Vector2(b.size.x, b.size.y);
+ }
+
+ var go = new GameObject($"{area.gameObject.name}_TriggerZone");
+ Undo.RegisterCreatedObjectUndo(go, "Create CameraTriggerZone");
+ // 归入 CameraArea 节点,与 AreaBoundary 同级,方便统一调整与查找
+ go.transform.SetParent(area.transform);
+ go.transform.position = center;
+
+ var col = go.AddComponent();
+ col.isTrigger = true;
+ float hw = size.x * 0.5f;
+ float hh = size.y * 0.5f;
+ col.SetPath(0, new Vector2[]
+ {
+ new Vector2(-hw, -hh),
+ new Vector2(-hw, hh),
+ new Vector2( hw, hh),
+ new Vector2( hw, -hh),
+ });
+
+ var zone = go.AddComponent();
+ var so = new SerializedObject(zone);
+ so.Update();
+ so.FindProperty("_targetArea").objectReferenceValue = area;
+ so.ApplyModifiedProperties();
+
+ Selection.activeGameObject = go;
+ EditorGUIUtility.PingObject(go);
+ Debug.Log($"[CameraAreaSetupTool] 已为 {area.name} 创建配对 TriggerZone:{go.name}");
+ }
+
// ══ GUI 辅助 ═══════════════════════════════════════════════════════════
private void EnsureStyles()
{
if (_boxStyle == null)
- {
- _boxStyle = new GUIStyle(GUI.skin.box)
+ _boxStyle = new GUIStyle(GUI.skin.box) { padding = new RectOffset(6, 6, 4, 4) };
+
+ if (_headerLabelStyle == null)
+ _headerLabelStyle = new GUIStyle(EditorStyles.boldLabel)
{
- padding = new RectOffset(6, 6, 4, 4),
+ normal = { textColor = Color.white },
+ hover = { textColor = Color.white },
};
- }
}
private static void DrawSectionHeader(string title)
{
EditorGUILayout.Space(4f);
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.Label(title, EditorStyles.boldLabel);
- }
- Rect r = EditorGUILayout.GetControlRect(false, 1f);
- EditorGUI.DrawRect(r, new Color(0.4f, 0.4f, 0.4f, 1f));
+ Rect r = EditorGUILayout.GetControlRect(false, 22f);
+ EditorGUI.DrawRect(r, new Color(0.22f, 0.22f, 0.28f, 1f));
+ var style = _headerLabelStyle ?? EditorStyles.boldLabel;
+ EditorGUI.LabelField(new Rect(r.x + 8f, r.y + 3f, r.width - 8f, 18f), title, style);
EditorGUILayout.Space(2f);
}
@@ -352,515 +731,3 @@ namespace BaseGames.Editor
}
}
}
-
-
-namespace BaseGames.Editor
-{
- ///
- /// 区域相机配置工具窗口。
- /// 扫描当前已加载场景中的所有 RoomCamera / CameraTriggerZone / CameraStateController,
- /// 显示各组件的绑定状态,并提供一键修复快捷操作。
- ///
- /// 菜单:BaseGames → Camera → Room Camera Setup
- ///
- public class RoomCameraSetupTool : EditorWindow
- {
- // ── 状态 ──────────────────────────────────────────────────────────────
- private Vector2 _scroll;
- private List _roomCameras = new List();
- private List _triggerZones = new List();
- private CameraStateController _controller;
-
- // ── GUI 样式缓存 ──────────────────────────────────────────────────────
- private GUIStyle _boxStyle;
-
- // ══ 菜单入口 ══════════════════════════════════════════════════════════
-
- [MenuItem("BaseGames/Camera/Room Camera Setup", priority = 100)]
- public static void ShowWindow()
- {
- var win = GetWindow("Room Camera Setup");
- win.minSize = new Vector2(420f, 300f);
- win.Show();
- }
-
- // ══ EditorWindow 生命周期 ═════════════════════════════════════════════
-
- private void OnEnable() => RescanScene();
- private void OnHierarchyChange() => RescanScene();
- private void OnFocus() => RescanScene();
-
- // ══ 场景扫描 ══════════════════════════════════════════════════════════
-
- private void RescanScene()
- {
- _roomCameras.Clear();
- _triggerZones.Clear();
- _controller = null;
-
- for (int i = 0; i < SceneManager.sceneCount; i++)
- {
- Scene scene = SceneManager.GetSceneAt(i);
- if (!scene.isLoaded) continue;
-
- foreach (GameObject root in scene.GetRootGameObjects())
- {
- _roomCameras.AddRange(root.GetComponentsInChildren(true));
- _triggerZones.AddRange(root.GetComponentsInChildren(true));
- if (_controller == null)
- _controller = root.GetComponentInChildren(true);
- }
- }
-
- Repaint();
- }
-
- // ══ GUI ═══════════════════════════════════════════════════════════════
-
- private void OnGUI()
- {
- EnsureStyles();
-
- // ── 工具栏 ─────────────────────────────────────────────────────
- using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar))
- {
- if (GUILayout.Button("↻ 刷新", EditorStyles.toolbarButton, GUILayout.Width(56)))
- RescanScene();
-
- GUILayout.FlexibleSpace();
-
- if (GUILayout.Button("Place Room Camera", EditorStyles.toolbarButton))
- EditorApplication.ExecuteMenuItem("BaseGames/Scene/Place/Room Camera");
-
- if (GUILayout.Button("Place Trigger Zone", EditorStyles.toolbarButton))
- EditorApplication.ExecuteMenuItem("BaseGames/Scene/Place/Camera Trigger Zone");
- }
-
- _scroll = EditorGUILayout.BeginScrollView(_scroll);
-
- // ── CameraStateController ───────────────────────────────────────
- DrawSectionHeader("CameraStateController(持久场景)");
- DrawControllerSection();
-
- EditorGUILayout.Space(8f);
-
- // ── RoomCamera 列表 ─────────────────────────────────────────────
- DrawSectionHeader($"Room Cameras [{_roomCameras.Count}]");
- DrawRoomCamerasSection();
-
- EditorGUILayout.Space(8f);
-
- // ── CameraTriggerZone 列表 ──────────────────────────────────────
- DrawSectionHeader($"Camera Trigger Zones [{_triggerZones.Count}]");
- DrawTriggerZonesSection();
-
- EditorGUILayout.EndScrollView();
- }
-
- // ── CameraStateController ──────────────────────────────────────────
-
- private void DrawControllerSection()
- {
- if (_controller == null)
- {
- EditorGUILayout.HelpBox(
- "当前已加载场景中未找到 CameraStateController(正常)。\n" +
- "该组件位于 Persistent 场景,单独编辑房间场景时不会加载。\n" +
- "进入 Play Mode 前请确保 Persistent 场景已一同加载。",
- MessageType.Info);
- return;
- }
-
- using (new EditorGUILayout.VerticalScope(_boxStyle))
- {
- using (new EditorGUILayout.HorizontalScope())
- {
- EditorGUILayout.LabelField("GameObject", GUILayout.Width(120f));
- EditorGUILayout.ObjectField(_controller.gameObject, typeof(GameObject), true);
- }
-
- SerializedObject so = new SerializedObject(_controller);
- DrawFieldCheck(so, "_brain", "CinemachineBrain");
- DrawFieldCheck(so, "_impulseSource", "CinemachineImpulseSource");
- DrawFieldCheck(so, "_defaultBlendProfile","默认混合配置 (CameraBlendProfileSO)", optional: true);
- }
- }
-
- // ── RoomCamera 列表 ────────────────────────────────────────────────
-
- private void DrawRoomCamerasSection()
- {
- if (_roomCameras.Count == 0)
- {
- EditorGUILayout.HelpBox(
- "场景中未找到 RoomCamera 组件。\n使用工具栏 \"Place Room Camera\" 快速生成。",
- MessageType.Info);
- return;
- }
-
- // 批量操作
- using (new EditorGUILayout.HorizontalScope())
- {
- if (GUILayout.Button("批量赋值 Follow (Player)", GUILayout.Height(22f)))
- BatchAssignFollowTarget();
-
- if (GUILayout.Button("批量修复 Confiner 绑定", GUILayout.Height(22f)))
- BatchFixConfinerBinding();
- }
-
- EditorGUILayout.Space(4f);
-
- foreach (var cam in _roomCameras)
- {
- if (cam == null) continue;
- DrawRoomCameraEntry(cam);
- EditorGUILayout.Space(2f);
- }
- }
-
- private void DrawRoomCameraEntry(RoomCamera cam)
- {
- if (cam == null) return;
-
- SerializedObject camSO = new SerializedObject(cam);
- CinemachineCamera vcam = cam.GetComponent();
- CinemachineConfiner2D confiner = cam.GetComponent();
-
- bool visibleAreaOk = camSO.FindProperty("_visibleArea").objectReferenceValue != null;
- bool confinerCompOk = confiner != null;
- bool confinerBoundOk = confiner != null &&
- new SerializedObject(confiner).FindProperty("m_BoundingShape2D").objectReferenceValue != null;
- bool followOk = vcam != null && vcam.Follow != null;
- bool blendOk = camSO.FindProperty("_blendProfile").objectReferenceValue != null;
- bool allOk = visibleAreaOk && confinerCompOk && confinerBoundOk && followOk;
-
- using (new EditorGUILayout.VerticalScope(_boxStyle))
- {
- // 标题行
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.Label(allOk ? "✅" : "⚠", GUILayout.Width(20f));
- if (GUILayout.Button(cam.gameObject.name, EditorStyles.boldLabel, GUILayout.ExpandWidth(true)))
- Selection.activeGameObject = cam.gameObject;
- if (GUILayout.Button("选中", GUILayout.Width(40f)))
- Selection.activeGameObject = cam.gameObject;
- }
-
- EditorGUILayout.Space(2f);
-
- // 状态行
- DrawCheckRow("_visibleArea (RoomVisibleArea)", visibleAreaOk);
- DrawCheckRow("CinemachineConfiner2D 组件", confinerCompOk);
- DrawCheckRow("Confiner2D.m_BoundingShape2D 已绑定", confinerBoundOk);
- DrawCheckRow("CinemachineCamera.Follow (Player/CameraFollowTarget)", followOk);
- DrawCheckRow("_blendProfile (未设则用全局默认,可选)", blendOk, optional: true);
-
- // 修复按钮区
- bool needFix = !followOk || !confinerBoundOk || !visibleAreaOk;
- if (needFix)
- {
- EditorGUILayout.Space(2f);
- using (new EditorGUILayout.HorizontalScope())
- {
- if (!followOk)
- if (GUILayout.Button("赋值 Follow", GUILayout.Height(20f)))
- AssignFollowTarget(cam);
-
- if (!confinerBoundOk && confiner != null)
- if (GUILayout.Button("修复 Confiner 绑定", GUILayout.Height(20f)))
- FixConfinerBinding(cam, confiner);
-
- if (!visibleAreaOk)
- if (GUILayout.Button("修复 VisibleArea", GUILayout.Height(20f)))
- FixVisibleArea(cam);
- }
- }
-
- // Tilemap 适配按钮(始终可见,因为有时需要重新适配)
- EditorGUILayout.Space(2f);
- using (new EditorGUILayout.HorizontalScope())
- {
- if (GUILayout.Button("以 Ground Tilemap 范围调整边界", GUILayout.Height(20f)))
- FitConfinerToGroundTilemaps(cam);
-
- if (!blendOk)
- {
- EditorGUILayout.HelpBox(
- "_blendProfile 未设置,切换时使用控制器全局默认混合配置。",
- MessageType.None);
- }
- }
- }
- }
-
- // ── CameraTriggerZone 列表 ─────────────────────────────────────────
-
- private void DrawTriggerZonesSection()
- {
- if (_triggerZones.Count == 0)
- {
- EditorGUILayout.HelpBox(
- "场景中未找到 CameraTriggerZone。\n" +
- "至少需要一个触发器来在运行时激活 RoomCamera。\n" +
- "使用工具栏 \"Place Trigger Zone\" 快速生成。",
- MessageType.Info);
- return;
- }
-
- foreach (var zone in _triggerZones)
- {
- if (zone == null) continue;
- DrawTriggerZoneEntry(zone);
- }
- }
-
- private void DrawTriggerZoneEntry(CameraTriggerZone zone)
- {
- SerializedObject so = new SerializedObject(zone);
- bool hasTarget = so.FindProperty("_targetCamera").objectReferenceValue != null;
-
- using (new EditorGUILayout.HorizontalScope(_boxStyle))
- {
- GUILayout.Label(hasTarget ? "✅" : "❌", GUILayout.Width(20f));
-
- if (GUILayout.Button(zone.gameObject.name, EditorStyles.label, GUILayout.ExpandWidth(true)))
- Selection.activeGameObject = zone.gameObject;
-
- if (!hasTarget)
- EditorGUILayout.LabelField("⚠ _targetCamera 未绑定!", GUILayout.Width(160f));
-
- if (GUILayout.Button("选中", GUILayout.Width(40f)))
- Selection.activeGameObject = zone.gameObject;
- }
- }
-
- // ══ 自动修复操作 ═══════════════════════════════════════════════════════
-
- /// 为所有未设置 Follow 的 RoomCamera 自动绑定场景中 tag=Player 的 Transform。
- private void BatchAssignFollowTarget()
- {
- int count = 0;
- foreach (var cam in _roomCameras)
- {
- if (cam == null) continue;
- if (AssignFollowTarget(cam)) count++;
- }
- if (count > 0)
- Debug.Log($"[RoomCameraSetupTool] 批量赋值:已为 {count} 台 RoomCamera 赋值 Follow 目标。");
- else
- Debug.Log("[RoomCameraSetupTool] 批量赋值:所有 RoomCamera 均已设置 Follow,无需修改。");
- }
-
- /// 为所有 Confiner2D.m_BoundingShape2D 未绑定的相机自动绑定子节点 PolygonCollider2D。
- private void BatchFixConfinerBinding()
- {
- int count = 0;
- foreach (var cam in _roomCameras)
- {
- if (cam == null) continue;
- var confiner = cam.GetComponent();
- if (confiner == null) continue;
- var so = new SerializedObject(confiner);
- if (so.FindProperty("m_BoundingShape2D").objectReferenceValue == null)
- {
- FixConfinerBinding(cam, confiner);
- count++;
- }
- }
- Debug.Log($"[RoomCameraSetupTool] 批量修复:已修复 {count} 台 RoomCamera 的 Confiner 绑定。");
- }
-
- ///
- /// 在场景中查找 tag=Player 的 GameObject,
- /// 再在其下寻找名为 "CameraFollowTarget" 的子节点并赋给 CinemachineCamera.Follow。
- /// 子节点不存在时会自动创建。
- ///
- private bool AssignFollowTarget(RoomCamera cam)
- {
- CinemachineCamera vcam = cam.GetComponent();
- if (vcam == null || vcam.Follow != null) return false;
-
- GameObject player = GameObject.FindWithTag("Player");
- if (player == null)
- {
- Debug.LogWarning("[RoomCameraSetupTool] 场景中未找到 tag=Player 的对象,无法自动赋值 Follow。" +
- "请先放置 Player 对象(BaseGames → Scene → Place → Player)。");
- return false;
- }
-
- const string followNodeName = "CameraFollowTarget";
- Transform followTarget = player.transform.Find(followNodeName);
- if (followTarget == null)
- {
- // 子节点不存在则自动创建,位置归零
- var go = new GameObject(followNodeName);
- Undo.RegisterCreatedObjectUndo(go, "Create CameraFollowTarget");
- Undo.SetTransformParent(go.transform, player.transform, "Parent CameraFollowTarget");
- go.transform.localPosition = Vector3.zero;
- go.transform.localRotation = Quaternion.identity;
- go.transform.localScale = Vector3.one;
- followTarget = go.transform;
- Debug.Log($"[RoomCameraSetupTool] 已在 Player 下自动创建 {followNodeName} 子节点。");
- }
-
- Undo.RecordObject(vcam, "Assign Camera Follow Target");
- vcam.Follow = followTarget;
- EditorUtility.SetDirty(vcam);
- return true;
- }
-
- /// 将子节点中找到的第一个 PolygonCollider2D 绑定到 CinemachineConfiner2D。
- private void FixConfinerBinding(RoomCamera cam, CinemachineConfiner2D confiner)
- {
- PolygonCollider2D poly = cam.GetComponentInChildren(true);
- if (poly == null)
- {
- Debug.LogWarning($"[RoomCameraSetupTool] {cam.name}:子节点中未找到 PolygonCollider2D。" +
- "请确保 RoomBoundary 子对象存在(使用 Place Room Camera 创建)。");
- return;
- }
-
- SerializedObject so = new SerializedObject(confiner);
- so.FindProperty("m_BoundingShape2D").objectReferenceValue = poly;
- so.ApplyModifiedProperties();
-
- Debug.Log($"[RoomCameraSetupTool] {cam.name}:Confiner2D.m_BoundingShape2D → {poly.gameObject.name}");
- }
-
- /// 将子节点中找到的 RoomVisibleArea 绑定到 RoomCamera._visibleArea。
- private void FixVisibleArea(RoomCamera cam)
- {
- RoomVisibleArea existing = cam.GetComponentInChildren(true);
- if (existing == null)
- {
- Debug.LogWarning($"[RoomCameraSetupTool] {cam.name}:子节点中未找到 RoomVisibleArea。" +
- "请确保 RoomBoundary 子对象存在(使用 Place Room Camera 创建)。");
- return;
- }
-
- SerializedObject so = new SerializedObject(cam);
- so.FindProperty("_visibleArea").objectReferenceValue = existing;
- so.ApplyModifiedProperties();
-
- Debug.Log($"[RoomCameraSetupTool] {cam.name}:_visibleArea → {existing.gameObject.name}");
- }
-
- ///
- /// 以场景中所有 Ground 层 Tilemap 的世界空间包围盒(合并后)来调整
- /// RoomCamera 子节点 RoomBoundary 的 PolygonCollider2D 顶点,实现一键适配房间边界。
- ///
- private void FitConfinerToGroundTilemaps(RoomCamera cam)
- {
- PolygonCollider2D poly = cam.GetComponentInChildren(true);
- if (poly == null)
- {
- Debug.LogWarning($"[RoomCameraSetupTool] {cam.name}:子节点中未找到 PolygonCollider2D,无法适配。");
- return;
- }
-
- int groundLayer = LayerMask.NameToLayer("Ground");
- var tilemaps = FindObjectsOfType();
-
- Bounds? combined = null;
- foreach (var tm in tilemaps)
- {
- if (tm.gameObject.layer != groundLayer) continue;
- tm.CompressBounds();
- Bounds worldBounds = TransformBounds(tm.transform, tm.localBounds);
- combined = combined.HasValue ? Combine(combined.Value, worldBounds) : worldBounds;
- }
-
- if (!combined.HasValue)
- {
- Debug.LogWarning("[RoomCameraSetupTool] 场景中未找到 Ground 层 Tilemap,无法自动适配。");
- return;
- }
-
- Bounds b = combined.Value;
- // Convert to local space of PolygonCollider2D's transform
- Transform polyT = poly.transform;
- Vector2 LocalPt(Vector3 world) => polyT.InverseTransformPoint(world);
-
- Undo.RecordObject(poly, "Fit Confiner to Tilemap Bounds");
- poly.SetPath(0, new Vector2[]
- {
- LocalPt(new Vector3(b.min.x, b.min.y)),
- LocalPt(new Vector3(b.min.x, b.max.y)),
- LocalPt(new Vector3(b.max.x, b.max.y)),
- LocalPt(new Vector3(b.max.x, b.min.y)),
- });
- EditorUtility.SetDirty(poly);
-
- Debug.Log($"[RoomCameraSetupTool] {cam.name}:RoomBoundary 已适配至 Ground Tilemap 合并范围 " +
- $"({b.min.x:F1},{b.min.y:F1}) ~ ({b.max.x:F1},{b.max.y:F1})。");
- }
-
- // ══ 工具方法 ═══════════════════════════════════════════════════════════
-
- private static Bounds TransformBounds(Transform t, Bounds localBounds)
- {
- Bounds world = new Bounds(t.TransformPoint(localBounds.center), Vector3.zero);
- // 变换 8 个角点取包围
- foreach (Vector3 corner in new[]
- {
- localBounds.min,
- localBounds.max,
- new Vector3(localBounds.min.x, localBounds.max.y, 0f),
- new Vector3(localBounds.max.x, localBounds.min.y, 0f),
- })
- world.Encapsulate(t.TransformPoint(corner));
- return world;
- }
-
- private static Bounds Combine(Bounds a, Bounds b)
- {
- a.Encapsulate(b.min);
- a.Encapsulate(b.max);
- return a;
- }
-
- // ══ GUI 辅助 ═══════════════════════════════════════════════════════════
-
- private void EnsureStyles()
- {
- if (_boxStyle == null)
- {
- _boxStyle = new GUIStyle(GUI.skin.box)
- {
- padding = new RectOffset(6, 6, 4, 4),
- };
- }
- }
-
- private static void DrawSectionHeader(string title)
- {
- EditorGUILayout.Space(4f);
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.Label(title, EditorStyles.boldLabel);
- }
- Rect r = EditorGUILayout.GetControlRect(false, 1f);
- EditorGUI.DrawRect(r, new Color(0.4f, 0.4f, 0.4f, 1f));
- EditorGUILayout.Space(2f);
- }
-
- private static void DrawFieldCheck(SerializedObject so, string propName, string displayName, bool optional = false)
- {
- var prop = so.FindProperty(propName);
- bool ok = prop != null && prop.objectReferenceValue != null;
- DrawCheckRow(displayName, ok, optional);
- }
-
- private static void DrawCheckRow(string label, bool ok, bool optional = false)
- {
- using (new EditorGUILayout.HorizontalScope())
- {
- Color prev = GUI.color;
- GUI.color = ok ? new Color(0.4f, 1f, 0.4f) : (optional ? new Color(0.8f, 0.8f, 0.4f) : new Color(1f, 0.4f, 0.4f));
- GUILayout.Label(ok ? "●" : (optional ? "◌" : "✗"), GUILayout.Width(16f));
- GUI.color = prev;
- EditorGUILayout.LabelField(label);
- }
- }
- }
-}
diff --git a/Assets/_Game/Scripts/Editor/Scene/PersistentSceneAutoLoader.cs b/Assets/_Game/Scripts/Editor/Scene/PersistentSceneAutoLoader.cs
new file mode 100644
index 0000000..9ed708c
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Scene/PersistentSceneAutoLoader.cs
@@ -0,0 +1,109 @@
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+namespace BaseGames.Editor
+{
+ ///
+ /// 编辑器 Edit Mode 辅助:打开任意场景时自动将 Persistent 场景 Additive 加入 Hierarchy。
+ ///
+ /// 职责范围(仅限 Edit Mode):
+ /// 让设计师在编辑房间场景时,Inspector 中可直接看到并配置 GameManager / SceneService
+ /// 等 Persistent 场景内的组件,无需手动 Open Additive。
+ ///
+ /// 运行时(Play Mode / 发行版 Build)的保证由 GameBootstrap(Runtime 程序集)负责,
+ /// 本脚本与 Play Mode 状态无关,不监听 playModeStateChanged。
+ ///
+ /// 菜单:BaseGames/Tools/Edit Mode: Auto-Open Persistent Scene
+ ///
+ [InitializeOnLoad]
+ public static class PersistentSceneAutoLoader
+ {
+ // ── 常量 ─────────────────────────────────────────────────────────────
+ private const string MenuPath = "BaseGames/Tools/Edit Mode: Auto-Open Persistent Scene";
+ private const string PrefKey = "BaseGames_EditAutoOpen_Persistent";
+ private const string PersistentSceneName = "Scene_Persistent";
+
+ // ── 构造(Editor 启动时执行)──────────────────────────────────────────
+ static PersistentSceneAutoLoader()
+ {
+ EditorSceneManager.sceneOpened += OnSceneOpened;
+
+ // 启动时补一次检查:Editor 已打开但 Persistent 不在 Hierarchy 的场景
+ EditorApplication.delayCall += EnsurePersistentInHierarchyEditMode;
+ }
+
+ // ── 菜单 ─────────────────────────────────────────────────────────────
+ [MenuItem(MenuPath, validate = false, priority = 301)]
+ private static void ToggleEnabled()
+ {
+ bool current = EditorPrefs.GetBool(PrefKey, true);
+ EditorPrefs.SetBool(PrefKey, !current);
+ }
+
+ [MenuItem(MenuPath, validate = true)]
+ private static bool ToggleEnabledValidate()
+ {
+ Menu.SetChecked(MenuPath, EditorPrefs.GetBool(PrefKey, true));
+ return true;
+ }
+
+ // ── 场景打开回调 ──────────────────────────────────────────────────────
+ private static void OnSceneOpened(Scene scene, OpenSceneMode mode)
+ {
+ // 若是 Persistent 本身被打开,无需额外处理
+ if (IsPersistentScene(scene.name)) return;
+
+ // Single 模式(替换当前场景)或 Additive 加入新场景时,确保 Persistent 也在 Hierarchy 中
+ // 使用 delayCall 避免在场景加载中途调用 OpenScene
+ EditorApplication.delayCall += EnsurePersistentInHierarchyEditMode;
+ }
+
+ // ── 核心逻辑 ──────────────────────────────────────────────────────────
+ private static void EnsurePersistentInHierarchyEditMode()
+ {
+ // 仅在 Edit Mode 执行(Play Mode 由 GameBootstrap 负责)
+ if (Application.isPlaying) return;
+ if (!EditorPrefs.GetBool(PrefKey, true)) return;
+
+ // 若 Persistent 已在 Hierarchy,无需操作
+ for (int i = 0; i < SceneManager.sceneCount; i++)
+ if (IsPersistentScene(SceneManager.GetSceneAt(i).name)) return;
+
+ // 查找并 Additive 打开 Persistent 场景
+ string path = FindPersistentScenePath();
+ if (string.IsNullOrEmpty(path))
+ {
+ Debug.LogWarning(
+ $"[PersistentAutoLoader] 未找到 '{PersistentSceneName}' 场景。" +
+ "请确认场景已添加到 Build Settings 或可在 Assets 中搜索到。");
+ return;
+ }
+
+ EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
+ }
+
+ // ── 工具函数 ──────────────────────────────────────────────────────────
+ private static bool IsPersistentScene(string sceneName)
+ => sceneName == PersistentSceneName || sceneName == "Persistent";
+
+ private static string FindPersistentScenePath()
+ {
+ // 优先从 Build Settings 查找(保证与 GameBootstrap 使用同一文件)
+ foreach (var buildScene in EditorBuildSettings.scenes)
+ {
+ if (!buildScene.enabled) continue;
+ string name = System.IO.Path.GetFileNameWithoutExtension(buildScene.path);
+ if (IsPersistentScene(name)) return buildScene.path;
+ }
+
+ // 回退:在 AssetDatabase 中搜索
+ string[] guids = AssetDatabase.FindAssets($"t:Scene {PersistentSceneName}");
+ if (guids.Length > 0) return AssetDatabase.GUIDToAssetPath(guids[0]);
+
+ guids = AssetDatabase.FindAssets("t:Scene Persistent");
+ return guids.Length > 0 ? AssetDatabase.GUIDToAssetPath(guids[0]) : null;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/Scene/PersistentSceneAutoLoader.cs.meta b/Assets/_Game/Scripts/Editor/Scene/PersistentSceneAutoLoader.cs.meta
new file mode 100644
index 0000000..7e55baf
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/Scene/PersistentSceneAutoLoader.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1b5ab9e5f153fb148817239307245e00
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
index c7e9037..9292de0 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneObjectPlacerTool.cs
@@ -385,46 +385,101 @@ namespace BaseGames.Editor
MarkDirtyAndLog("Room Transition", go, report);
}
- [MenuItem("BaseGames/Scene/Place/Room Camera", priority = 140)]
- public static void PlaceRoomCamera()
+ [MenuItem("BaseGames/Scene/Place/Camera Area", priority = 140)]
+ public static void PlaceCameraArea() => PlaceCameraArea("CameraArea");
+
+ ///
+ /// 生成的 CameraArea GameObject 名称。
+ /// 子节点 AreaBoundary 和 TriggerZone 将以此为前缀命名(如 MyZone_AreaBoundary)。
+ ///
+ /// 生成的 GameObject 所挂载的父节点(为 null 时放置于场景根节点)。
+ public static void PlaceCameraArea(string areaName, Transform parent = null)
{
var report = new List();
+ int undoGroup = Undo.GetCurrentGroup();
+ Undo.SetCurrentGroupName("Place Camera Area (+ TriggerZone)");
- GameObject go = new GameObject("RoomCamera");
- Undo.RegisterCreatedObjectUndo(go, "Place Room Camera");
- go.transform.position = GetDropPosition();
+ Vector3 pos = GetDropPosition();
- CinemachineCamera cinemachine = GetOrAddComponent(go);
- RoomCamera roomCamera = GetOrAddComponent(go);
- CinemachineConfiner2D confiner = GetOrAddComponent(go);
+ // ── CameraArea ─────────────────────────────────────────────────────
+ GameObject go = new GameObject(areaName);
+ Undo.RegisterCreatedObjectUndo(go, "Place Camera Area");
+ go.transform.position = pos;
+ if (parent != null)
+ Undo.SetTransformParent(go.transform, parent, "Parent Camera Area");
- // RoomBoundary child — defines the camera confinement area
- Transform boundaryT = GetOrCreateChild(go.transform, "RoomBoundary");
+ CameraArea cameraArea = GetOrAddComponent(go);
+
+ // AreaBoundary child — 提供 CinemachineConfiner2D 所需的限位多边形(isTrigger = true,仅作为相机约束边界)
+ Transform boundaryT = GetOrCreateChild(go.transform, $"{areaName}_AreaBoundary");
PolygonCollider2D boundaryCollider = GetOrAddComponent(boundaryT.gameObject);
+ boundaryCollider.isTrigger = true;
boundaryCollider.pathCount = 1;
+ // 顶点必须逆时针(CCW)排列:Cinemachine 底层 Clipper 库对 CW 多边形(area<0)会取反 delta,
+ // 导致向外膨胀而非向内收缩,相机将不受限制地跑出边界。
boundaryCollider.SetPath(0, new Vector2[]
{
- new Vector2(-12f, -6f),
- new Vector2(-12f, 6f),
- new Vector2( 12f, 6f),
- new Vector2( 12f, -6f),
+ new Vector2(-12f, -6f), // BL
+ new Vector2( 12f, -6f), // BR
+ new Vector2( 12f, 6f), // TR
+ new Vector2(-12f, 6f), // TL
});
- RoomVisibleArea visibleArea = GetOrAddComponent(boundaryT.gameObject);
- AssignReference(roomCamera, "_visibleArea", visibleArea, report);
- AssignReference(confiner, "m_BoundingShape2D", boundaryCollider, report);
+ AssignReference(cameraArea, "_confinerCollider", boundaryCollider, report);
- // Disable any Camera and AudioListener added by Cinemachine
- UnityEngine.Camera cam = go.GetComponent();
- if (cam != null) cam.enabled = false;
- AudioListener al = go.GetComponent();
- if (al != null) { Undo.DestroyObjectImmediate(al); }
+ // ── CameraTriggerZone(配对)─────────────────────────────────────────
+ GameObject zoneGo = new GameObject($"{areaName}_TriggerZone");
+ Undo.RegisterCreatedObjectUndo(zoneGo, "Place Camera Trigger Zone");
+ zoneGo.transform.position = pos;
+ SetLayer(zoneGo, "TriggerZone", report);
- report.Add("将 Player/CameraFollowTarget Transform 拖入 CinemachineCamera.Follow 字段以跟随玩家(或使用 Room Camera Setup 工具批量赋值)。");
- report.Add("调整 RoomBoundary PolygonCollider2D 顶点以匹配房间边界。");
+ PolygonCollider2D col = GetOrAddComponent(zoneGo);
+ col.isTrigger = true;
+ // 默认矩形轮廓(CCW),与 AreaBoundary 默认尺寸一致(可在 Inspector 中编辑顶点调整为任意多边形)
+ col.SetPath(0, new Vector2[]
+ {
+ new Vector2(-12f, -6f), // BL
+ new Vector2( 12f, -6f), // BR
+ new Vector2( 12f, 6f), // TR
+ new Vector2(-12f, 6f), // TL
+ });
+
+ CameraTriggerZone zone = GetOrAddComponent(zoneGo);
+ AssignReference(zone, "_targetArea", cameraArea, report);
+ // TriggerZone 归入 CameraArea 节点,方便统一调整与查找
+ Undo.SetTransformParent(zoneGo.transform, go.transform, "Parent TriggerZone to CameraArea");
+ zoneGo.transform.localPosition = Vector3.zero;
+ Undo.CollapseUndoOperations(undoGroup);
+
+ report.Add($"调整 {areaName}_AreaBoundary PolygonCollider2D 顶点以匹配区域边界。");
+ report.Add($"调整 {areaName}_TriggerZone PolygonCollider2D 顶点以匹配入口走廊(支持任意多边形)。");
+
+ // ── 自动关联到同场景 RoomController(若其 _cameraArea 为空)────────
+#if UNITY_6000_0_OR_NEWER
+ var roomControllers = Object.FindObjectsByType(FindObjectsSortMode.None);
+#else
+ var roomControllers = Object.FindObjectsOfType();
+#endif
+ bool autoAssigned = false;
+ foreach (var rc in roomControllers)
+ {
+ // 仅使用反射检查,避免每次都覆盖已绑定的引用
+ var fi = typeof(RoomController).GetField("_cameraArea",
+ System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
+ if (fi == null) continue;
+ if (fi.GetValue(rc) != null) continue;
+
+ Undo.RecordObject(rc, "Auto-assign CameraArea to RoomController");
+ fi.SetValue(rc, cameraArea);
+ EditorUtility.SetDirty(rc);
+ report.Add($"✅ 已自动将 {areaName} 关联到 {rc.gameObject.name}.RoomController._cameraArea。");
+ autoAssigned = true;
+ }
+ if (!autoAssigned)
+ report.Add("将此 CameraArea 拖入 RoomController._cameraArea 字段(未找到空 _cameraArea 的 RoomController)。");
Selection.activeGameObject = go;
- MarkDirtyAndLog("Room Camera", go, report);
+ MarkDirtyAndLog($"Camera Area (+ TriggerZone): {areaName}", go, report);
}
[MenuItem("BaseGames/Scene/Place/Ground Platform", priority = 150)]
@@ -534,28 +589,6 @@ namespace BaseGames.Editor
MarkDirtyAndLog("Nav Surface", go, report);
}
- [MenuItem("BaseGames/Scene/Place/Camera Trigger Zone", priority = 180)]
- public static void PlaceCameraTriggerZone()
- {
- var report = new List();
-
- GameObject go = new GameObject("CameraTriggerZone");
- Undo.RegisterCreatedObjectUndo(go, "Place Camera Trigger Zone");
- go.transform.position = GetDropPosition();
- SetLayer(go, "TriggerZone", report);
-
- BoxCollider2D col = GetOrAddComponent(go);
- col.isTrigger = true;
- col.size = new Vector2(2f, 2f);
-
- GetOrAddComponent(go);
-
- report.Add("将目标 RoomCamera 拖入 CameraTriggerZone._targetCamera 字段。");
-
- Selection.activeGameObject = go;
- MarkDirtyAndLog("Camera Trigger Zone", go, report);
- }
-
[MenuItem("BaseGames/Scene/Place/Obstacle (Static)", priority = 190)]
public static void PlaceObstacle()
{
diff --git a/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs b/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs
index f848287..4590389 100644
--- a/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs
+++ b/Assets/_Game/Scripts/Editor/Scene/SceneScaffoldTools.cs
@@ -86,6 +86,29 @@ namespace BaseGames.Editor
CameraStateController cameraStateController = GetOrAddComponent(cameraStateGo);
CinemachineImpulseSource impulseSource = GetOrAddComponent(cameraStateGo);
+ // 垂直窥视系统:独立节点,CameraStateController 持引用
+ GameObject lookSystemGo = GetOrCreateChild(camera, "CameraLookSystem").gameObject;
+ CameraLookSystem lookSystem = GetOrAddComponent(lookSystemGo);
+
+ GameObject vcamAGo = GetOrCreateChild(camera, "VCamA").gameObject;
+ CinemachineCamera vcamA = GetOrAddComponent(vcamAGo);
+ GetOrAddComponent(vcamAGo);
+ GetOrAddComponent(vcamAGo);
+ GetOrAddComponent(vcamAGo);
+ GetOrAddComponent(vcamAGo);
+ // CinemachinePositionComposer:Body 阶段组件,必须存在;ConfigureSlot 依赖它写入所有相机跟随参数
+ var composerA = GetOrAddComponent(vcamAGo);
+ ApplyComposerDefaults(composerA);
+
+ GameObject vcamBGo = GetOrCreateChild(camera, "VCamB").gameObject;
+ CinemachineCamera vcamB = GetOrAddComponent(vcamBGo);
+ GetOrAddComponent(vcamBGo);
+ GetOrAddComponent(vcamBGo);
+ GetOrAddComponent(vcamBGo);
+ GetOrAddComponent(vcamBGo);
+ var composerB = GetOrAddComponent(vcamBGo);
+ ApplyComposerDefaults(composerB);
+
GameObject uiRootGo = GetOrCreateChild(ui, "UIRoot").gameObject;
UIManager uiManager = GetOrAddComponent(uiRootGo);
@@ -146,6 +169,11 @@ namespace BaseGames.Editor
AssignReference(cameraStateController, "_brain", brain);
AssignReference(cameraStateController, "_impulseSource", impulseSource);
+ AssignReference(cameraStateController, "_lookSystem", lookSystem);
+ AssignReference(cameraStateController, "_vcamA", vcamA);
+ AssignReference(cameraStateController, "_vcamB", vcamB);
+ AssignAsset(cameraStateController, "_onPlayerSpawned", report, true, "EVT_PlayerSpawned");
+ AssignAsset(cameraStateController, "_lensConfig", report, false, "CAM_LensConfig", "LensConfig", "CameraLensConfig");
AssignReference(uiManager, "_hudRoot", hudRootGo);
AssignReference(uiManager, "_pauseMenuRoot", pauseRootGo);
@@ -189,13 +217,12 @@ namespace BaseGames.Editor
// ── [Camera] ───────────────────────────────────────────────────
Transform cameraGroup = GetOrCreateChild(root.transform, "[Camera]");
- GameObject roomCameraGo = GetOrCreateChild(cameraGroup, "RoomCamera").gameObject;
- CinemachineCamera cinemachineCamera = GetOrAddComponent(roomCameraGo);
- RoomCamera roomCamera = GetOrAddComponent(roomCameraGo);
- CinemachineConfiner2D confiner = GetOrAddComponent(roomCameraGo);
+ // CameraArea — 定义相机区域(限位 + 混合配置 + 可选专有 VCam)
+ GameObject cameraAreaGo = GetOrCreateChild(cameraGroup, "CameraArea").gameObject;
+ CameraArea cameraArea = GetOrAddComponent(cameraAreaGo);
- // RoomBoundary — defines visible area and confiner polygon
- Transform boundaryT = GetOrCreateChild(roomCameraGo.transform, "RoomBoundary");
+ // AreaBoundary — 提供 CinemachineConfiner2D 所需的限位多边形
+ Transform boundaryT = GetOrCreateChild(cameraAreaGo.transform, "AreaBoundary");
PolygonCollider2D boundaryCollider = GetOrAddComponent(boundaryT.gameObject);
boundaryCollider.pathCount = 1;
boundaryCollider.SetPath(0, new Vector2[]
@@ -203,16 +230,8 @@ namespace BaseGames.Editor
new Vector2(-12f, -6f), new Vector2(-12f, 6f),
new Vector2( 12f, 6f), new Vector2( 12f, -6f),
});
- RoomVisibleArea visibleArea = GetOrAddComponent(boundaryT.gameObject);
- AssignReference(roomCamera, "_visibleArea", visibleArea);
- AssignReference(confiner, "m_BoundingShape2D", boundaryCollider);
-
- // Disable stray Camera / AudioListener components sometimes added by Cinemachine
- UnityEngine.Camera staleCam = roomCameraGo.GetComponent();
- if (staleCam != null) staleCam.enabled = false;
- AudioListener staleAl = roomCameraGo.GetComponent();
- if (staleAl != null) { Undo.DestroyObjectImmediate(staleAl); }
+ AssignReference(cameraArea, "_confinerCollider", boundaryCollider);
// ── [SpawnPoints] ──────────────────────────────────────────────
Transform spawnGroup = GetOrCreateChild(root.transform, "[SpawnPoints]");
@@ -250,7 +269,7 @@ namespace BaseGames.Editor
GetOrCreateChild(root.transform, "[Transitions]");
// ── Wire RoomController ────────────────────────────────────────
- AssignReference(roomController, "_roomCamera", roomCamera);
+ AssignReference(roomController, "_cameraArea", cameraArea);
SerializedObject roomSO = new SerializedObject(roomController);
SerializedProperty spawnArrayProp = roomSO.FindProperty("_spawnPoints");
@@ -263,8 +282,7 @@ namespace BaseGames.Editor
// ── Report ─────────────────────────────────────────────────────
report.Add("在 RoomController._roomId 填写唯一房间 ID(如 \"Room_Forest_01\")。");
- report.Add("将 Player/CameraFollowTarget Transform 拖入 CinemachineCamera.Follow 字段以跟随玩家(或使用 BaseGames → Camera → Room Camera Setup 工具批量赋值)。");
- report.Add("调整 RoomBoundary PolygonCollider2D 顶点以匹配实际房间大小。");
+ report.Add("调整 AreaBoundary PolygonCollider2D 顶点以匹配实际房间大小。");
report.Add("使用 Tile Palette 在 Ground Tilemap 上绘制地形,然后在 NavSurface Inspector 中点击 Bake。");
report.Add("[Transitions] 子节点下使用 BaseGames/Scene/Place/Room Transition 添加过渡点。");
@@ -561,6 +579,34 @@ namespace BaseGames.Editor
Debug.LogWarning($"[SceneScaffoldTools] {scaffoldName} 完成,但仍有 {report.Count} 项需要手工确认:\n- {string.Join("\n- ", report)}", root);
}
+
+ ///
+ /// 为 VCam 上的 CinemachinePositionComposer 写入初始默认展示参数。
+ /// 这些値与 的默认値一致,确保脆架生成后 Scene 预览即有正确感觉。
+ /// 运行时 CameraStateController.ConfigureSlot 会在每次 SwitchArea 时用 per-area 配置覆写。
+ ///
+ private static void ApplyComposerDefaults(CinemachinePositionComposer composer)
+ {
+ if (composer == null) return;
+
+ // 屏幕位置:玩家稍低于中心,上方有更多视野
+ var comp = composer.Composition;
+ comp.ScreenPosition = new Vector2(0f, -0.15f);
+ comp.DeadZone.Enabled = true;
+ comp.DeadZone.Size = new Vector2(0.15f, 0.05f);
+ composer.Composition = comp;
+
+ // 阻尼:X 轻度缓冲,Y = 0(由 CameraAsymmetricDampingExtension 接管非对称 Y 阻尼)
+ composer.Damping = new Vector3(0.5f, 0f, 0f);
+
+ // Lookahead:水平引领预测开启,IgnoreY = true(平台游戏 Y 轴不预测,避免起跳时镜头猛拉)
+ var lah = composer.Lookahead;
+ lah.Enabled = true;
+ lah.Time = 0.28f;
+ lah.Smoothing = 5f;
+ lah.IgnoreY = true;
+ composer.Lookahead = lah;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Feedback/BaseGames.Feedback.asmdef b/Assets/_Game/Scripts/Feedback/BaseGames.Feedback.asmdef
index 152b5f2..4eb48e3 100644
--- a/Assets/_Game/Scripts/Feedback/BaseGames.Feedback.asmdef
+++ b/Assets/_Game/Scripts/Feedback/BaseGames.Feedback.asmdef
@@ -10,6 +10,7 @@
"references": [
"BaseGames.Core.Events",
"BaseGames.Combat",
+ "BaseGames.Audio",
"MoreMountains.Tools"
],
"autoReferenced": true,
diff --git a/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs b/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs
index cc11f09..a4ebf54 100644
--- a/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs
+++ b/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs
@@ -30,6 +30,9 @@ namespace BaseGames.Feedback
[SerializeField] private MMF_Player _onJumpLaunch;
[SerializeField] private MMF_Player _onFootstep;
+ [Header("脚步声材质检测")]
+ [SerializeField] private BaseGames.Audio.FootstepSoundPlayer _footstepSoundPlayer;
+
[Header("命名预设(可选)")]
[SerializeField] private NamedFeedback[] _namedPresets;
@@ -65,7 +68,11 @@ namespace BaseGames.Feedback
public void PlayLandImpact() => _onLandImpact?.PlayFeedbacks();
public void PlayAttackWhoosh() => _onAttackWhoosh?.PlayFeedbacks();
public void PlayJumpLaunch() => _onJumpLaunch?.PlayFeedbacks();
- public void PlayFootstep() => _onFootstep?.PlayFeedbacks();
+ public void PlayFootstep()
+ {
+ _onFootstep?.PlayFeedbacks();
+ _footstepSoundPlayer?.Play();
+ }
public void TriggerPreset(string presetId)
{
diff --git a/Assets/_Game/Scripts/Player/AbilityType.cs b/Assets/_Game/Scripts/Player/AbilityType.cs
index cb5ab4d..4c2970a 100644
--- a/Assets/_Game/Scripts/Player/AbilityType.cs
+++ b/Assets/_Game/Scripts/Player/AbilityType.cs
@@ -42,7 +42,7 @@ namespace BaseGames.Player
// ── 能力强化 ──────────────────────────────────────────────────────────
///
- /// 无敌冲刺强化(类比空洞骑士暗影披风)。
+ /// 无敌冲刺强化(解锁后冲刺前段获得无敌窗口)。
/// 仅持有 Dash 时:冲刺无无敌帧。
/// 解锁 InvincibleDash 后:冲刺期间完全无敌(地面 DashState + 空中 AerialDashState)。
///
diff --git a/Assets/_Game/Scripts/Player/PlayerMovement.cs b/Assets/_Game/Scripts/Player/PlayerMovement.cs
index 9c27de4..bfe47b2 100644
--- a/Assets/_Game/Scripts/Player/PlayerMovement.cs
+++ b/Assets/_Game/Scripts/Player/PlayerMovement.cs
@@ -6,6 +6,9 @@ namespace BaseGames.Player
/// 玩家物理移动组件。封装 Rigidbody2D 操作,提供跑动、跳跃、击退等接口。
///
+ // 执行顺序必须早于 PlayerController(-100),确保每帧 FixedUpdate
+ // 开头能在状态机写入速度之前先应用"强制清零"标记。
+ [DefaultExecutionOrder(-200)]
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerMovement : MonoBehaviour
{
@@ -24,6 +27,10 @@ namespace BaseGames.Player
private Rigidbody2D _rb;
private float _coyoteTimer;
private bool _isGrounded;
+ // Update 中调用 ZeroHorizontalVelocity 后设置此标记;
+ // 下一个 FixedUpdate(-200,先于状态机 -100)读取并清零,
+ // 防止状态机用旧输入把速度重新写成非零值。
+ private bool _pendingHorizontalZero;
private bool _isWallLeft;
private bool _isWallRight;
private bool _onOneWayPlatform;
@@ -48,12 +55,21 @@ namespace BaseGames.Player
{
Debug.Assert(_config != null, "[PlayerMovement] _config 未赋值,请在 Inspector 中指定 PlayerMovementConfigSO。", this);
_rb = GetComponent();
+ // 关闭位置插值:若开启插值,渲染位置会在速度清零后仍追赶 1~2 渲染帧,产生视觉滑行。
+ _rb.interpolation = RigidbodyInterpolation2D.None;
if (_spriteRenderer == null)
_spriteRenderer = GetComponentInChildren();
}
private void FixedUpdate()
{
+ // 优先处理来自 Update 的强制清零请求(在状态机 OnStateFixedUpdate 之前执行)。
+ if (_pendingHorizontalZero)
+ {
+ _rb.velocity = new Vector2(0f, _rb.velocity.y);
+ _pendingHorizontalZero = false;
+ }
+
CheckGrounded();
CheckWalls();
@@ -64,12 +80,25 @@ namespace BaseGames.Player
}
// ── 移动 ──────────────────────────────────────────────────────────────
+ ///
+ /// 直接赋予目标水平速度(按键即全速,松键即停,无加速过渡)。
+ /// 地面状态每帧直接到达全速;空中调用时同样即时,但配合 ApplyAirDrag
+ /// 在无输入时自然减速,保留跳出时的动量。
+ ///
public void Move(float speedX)
{
- float target = speedX;
- float current = _rb.velocity.x;
- float accel = Mathf.Abs(speedX) > 0.01f ? _config.Acceleration : _config.Deceleration;
- float newX = Mathf.MoveTowards(current, target, accel * Time.fixedDeltaTime);
+ _rb.velocity = new Vector2(speedX, _rb.velocity.y);
+ }
+
+ ///
+ /// 空中无输入时施加空气阻力:水平速度乘以 ,
+ /// 低于阈值时归零,避免速度无限趋近 0。
+ /// 在 FallState / JumpState / WallJumpState 的 OnStateFixedUpdate 中调用。
+ ///
+ public void ApplyAirDrag(float factor)
+ {
+ float newX = _rb.velocity.x * factor;
+ if (Mathf.Abs(newX) < 0.05f) newX = 0f;
_rb.velocity = new Vector2(newX, _rb.velocity.y);
}
@@ -87,7 +116,7 @@ namespace BaseGames.Player
}
///
- /// 二段跳(Monarch Wings 等效)。覆盖当前垂直速度为 DoubleJumpForce。
+ /// 二段跳。覆盖当前垂直速度为 DoubleJumpForce。
/// FallState / JumpState 在检测到 HasAbility(DoubleJump) && AirJumpsLeft > 0 时调用。
///
public void DoubleJump()
@@ -105,7 +134,13 @@ namespace BaseGames.Player
// ── 速度控制 ──────────────────────────────────────────────────────────
public void ZeroVelocity() => _rb.velocity = Vector2.zero;
- public void ZeroHorizontalVelocity() => _rb.velocity = new Vector2(0f, _rb.velocity.y);
+ public void ZeroHorizontalVelocity()
+ {
+ _rb.velocity = new Vector2(0f, _rb.velocity.y);
+ // 设置标记:下一个 FixedUpdate 开头再次强制清零,
+ // 防止因读到旧输入而把速度重新写成非零值。
+ _pendingHorizontalZero = true;
+ }
// ── 朝向 ──────────────────────────────────────────────────────────────
public void UpdateFacing()
diff --git a/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs b/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs
index 0bb2ef6..e77ff39 100644
--- a/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs
+++ b/Assets/_Game/Scripts/Player/PlayerMovementConfigSO.cs
@@ -7,40 +7,44 @@ namespace BaseGames.Player
{
[Header("地面移动")]
public float RunSpeed = 7f;
- public float Acceleration = 50f;
- public float Deceleration = 80f;
- [Header("跳跃(对齐空洞骑士手感)")]
- [Tooltip("一段跳初速度。HK 约 18-20,对应 ~4-5 格高度。")]
+ [Header("空中移动")]
+ [Tooltip("无水平输入时每个 FixedUpdate 帧水平速度的保留比例(0~1)。" +
+ "0.92 ≈ 半衰期 0.17s(50Hz),松开方向键后空中动量自然衰减。")]
+ [Range(0f, 1f)]
+ public float AirDragFactor = 0.92f;
+
+ [Header("跳跃")]
+ [Tooltip("一段跳初速度。推荐 18-20,对应 ~4-5 格高度。")]
public float JumpForce = 19f;
- [Tooltip("按住跳跃键可保持的郊狼时间。HK ~0.12s。")]
+ [Tooltip("按住跳跃键可保持的郊狼时间。推荐 0.12s。")]
public float CoyoteTime = 0.12f;
- [Tooltip("下落阶段额外重力倍率。HK ~3.5,使下落比上升更快、手感更紧实。")]
+ [Tooltip("下落阶段额外重力倍率。推荐 3.5,使下落比上升更快、手感更紧实。")]
public float FallGravityMult = 3.5f;
- [Tooltip("最大下落速度(终端速度)。HK ~22。")]
+ [Tooltip("最大下落速度(终端速度)。推荐 22。")]
public float MaxFallSpeed = 22f;
- [Tooltip("松开跳跃键时速度保留比例(变高跳)。HK ~0.45,越小跳跃越低。")]
+ [Tooltip("松开跳跃键时速度保留比例(变高跳)。推荐 0.45,越小跳跃越低。")]
[Range(0f, 1f)]
public float JumpCutMultiplier = 0.45f;
- [Header("二段跳(Monarch Wings 等效)")]
- [Tooltip("二段跳初速度。设为与 JumpForce 相同可获得等高二段跳(HK 风格)。")]
+ [Header("二段跳")]
+ [Tooltip("二段跳初速度。设为与 JumpForce 相同可获得等高二段跳。")]
public float DoubleJumpForce = 19f;
- [Header("冲刺(对齐空洞骑士 Mothwing Cloak 手感)")]
- [Tooltip("冲刺速度(单位/秒)。HK ~25,在 0.35s 内约穿越 7-8 格。")]
+ [Header("冲刺")]
+ [Tooltip("冲刺速度(单位/秒)。推荐 25,在 0.35s 内约穿越 7-8 格。")]
public float DashSpeed = 25f;
- [Tooltip("冲刺持续时长(秒)。HK ~0.35s。")]
+ [Tooltip("冲刺持续时长(秒)。推荐 0.35s。")]
public float DashDuration = 0.35f;
- [Tooltip("冲刺冷却时长(秒)。HK ~0.6s,落地后才可再次冲刺。")]
+ [Tooltip("冲刺冷却时长(秒)。推荐 0.6s,落地后才可再次冲刺。")]
public float DashCooldown = 0.6f;
- [Tooltip("每次腾空可使用的最大空中冲刺次数。HK = 1(Mothwing Cloak)。")]
+ [Tooltip("每次腾空可使用的最大空中冲刺次数。通常设为 1(单次空中冲刺)。")]
public int MaxAerialDashes = 1;
- [Header("冲刺无敌帧(对齐空洞骑士:窗口 < 冲刺时长,且有独立 CD)")]
- [Tooltip("冲刺无敌窗口时长(秒)。仅为冲刺前段;窗口结束后即使仍在冲刺中也可受伤被打断(HK ~0.20s)。")]
+ [Header("冲刺无敌帧(窗口 < 冲刺时长,且有独立 CD)")]
+ [Tooltip("冲刺无敌窗口时长(秒)。仅为冲刺前段;窗口结束后即使仍在冲刺中也可受伤被打断(推荐 0.20s)。")]
public float DashInvincibilityDuration = 0.20f;
- [Tooltip("无敌的独立冷却(秒)。CD 内再次冲刺不会获得无敌帧,防止连冲变相持续无敌(HK ~0.9s)。")]
+ [Tooltip("无敌的独立冷却(秒)。CD 内再次冲刺不会获得无敌帧,防止连冲变相持续无敌(推荐 0.9s)。")]
public float DashInvincibilityCooldown = 0.9f;
[Header("蹬墙 / 壁滑")]
diff --git a/Assets/_Game/Scripts/Player/States/AerialDashState.cs b/Assets/_Game/Scripts/Player/States/AerialDashState.cs
index c3a742f..64fae40 100644
--- a/Assets/_Game/Scripts/Player/States/AerialDashState.cs
+++ b/Assets/_Game/Scripts/Player/States/AerialDashState.cs
@@ -5,7 +5,7 @@ namespace BaseGames.Player.States
///
/// 空中冲刺状态(架构 05_PlayerModule §12)。
/// 与地面 DashState 独立,消耗 MaxAerialDashes 次数;
- /// 空中冲刺可向任意方向(使用移动输入方向,无输入则使用朝向)。
+ /// 冲刺方向在进入时锁定为当前朝向(进入时锁定朝向,冲刺期间不可通过输入改变方向)。
///
public class AerialDashState : PlayerStateBase
{
@@ -41,10 +41,9 @@ namespace BaseGames.Player.States
dashState.ResetInvincibilityCooldown(Cfg.DashInvincibilityCooldown);
}
- // 关闭重力,施加冲刺速度(空中冲刺不改变垂直速度)
+ // 关闭重力,施加冲刺速度(方向锁定为进入时朝向,不受输入影响)
Move?.SetGravityScale(0f);
- float dir = Input.MoveInput.x != 0 ? Mathf.Sign(Input.MoveInput.x) : _facingDir;
- Move?.Dash(new Vector2(dir, 0f), Cfg.DashSpeed);
+ Move?.Dash(new Vector2(_facingDir, 0f), Cfg.DashSpeed);
// 播放冲刺动画(复用地面冲刺动画)
if (AnimCfg?.Dash != null) Anim?.Play(AnimCfg.Dash);
@@ -54,6 +53,15 @@ namespace BaseGames.Player.States
{
_timer -= Time.deltaTime;
if (_timer <= 0f)
+ {
+ Move?.SetGravityScale(Cfg.DefaultGravityScale);
+ Owner.TransitionTo(Owner.GetState());
+ return;
+ }
+
+ // 撞墙立即终止冲刺(碰到实体墙立即中止,避免压墙卡住)
+ var wd = Owner.WallDetector;
+ if (wd != null && wd.IsTouchingWall && wd.WallDirection == _facingDir)
{
Move?.SetGravityScale(Cfg.DefaultGravityScale);
Owner.TransitionTo(Owner.GetState());
@@ -67,12 +75,9 @@ namespace BaseGames.Player.States
public override void OnStateFixedUpdate()
{
- // 冲刺期间锁定速度
+ // 冲刺期间保持锁定方向速度(与 DashState 一致,使用 _facingDir)
if (_timer > 0f)
- {
- float dir = Input.MoveInput.x != 0 ? Mathf.Sign(Input.MoveInput.x) : _facingDir;
- Move?.Dash(new Vector2(dir, 0f), Cfg.DashSpeed);
- }
+ Move?.Dash(new Vector2(_facingDir, 0f), Cfg.DashSpeed);
}
/// 着地时重置空中冲刺次数(由 PlayerController 在着地时调用)。
diff --git a/Assets/_Game/Scripts/Player/States/DashState.cs b/Assets/_Game/Scripts/Player/States/DashState.cs
index a391217..61d59b2 100644
--- a/Assets/_Game/Scripts/Player/States/DashState.cs
+++ b/Assets/_Game/Scripts/Player/States/DashState.cs
@@ -47,7 +47,7 @@ namespace BaseGames.Player.States
// 无敌帧:
// 条件 1:已解锁 InvincibleDash
// 条件 2:无敌冷却已就绪(防止 spam 冲刺连序无敌)
- // 窗口时长 = DashInvincibilityDuration < DashDuration,冲刺后段无保护(对齐 HK)
+ // 窗口时长 = DashInvincibilityDuration < DashDuration,冲刺后段无保护
if (Stats != null && Stats.HasAbility(AbilityType.InvincibleDash) && CanGrantInvincibility)
{
Stats.BeginInvincibility(Cfg.DashInvincibilityDuration);
@@ -66,6 +66,14 @@ namespace BaseGames.Player.States
{
_timer -= Time.deltaTime;
if (_timer <= 0f)
+ {
+ EndDash();
+ return;
+ }
+
+ // 撞墙立即终止冲刺(碰到实体墙立即中止,避免压墙卡住)
+ var wd = Owner.WallDetector;
+ if (wd != null && wd.IsTouchingWall && wd.WallDirection == _facingDir)
EndDash();
}
diff --git a/Assets/_Game/Scripts/Player/States/FallState.cs b/Assets/_Game/Scripts/Player/States/FallState.cs
index d420826..87b509a 100644
--- a/Assets/_Game/Scripts/Player/States/FallState.cs
+++ b/Assets/_Game/Scripts/Player/States/FallState.cs
@@ -3,7 +3,7 @@ using UnityEngine;
namespace BaseGames.Player.States
{
///
- /// 下落状态(对齐空洞骑士手感)。
+ /// 下落状态。
/// - 郊狼跳:CoyoteTimer > 0 时按跳跃 → 一段跳(JumpState,使用 JumpForce)。
/// - 二段跳:CoyoteTimer 耗尽后按跳跃且 AirJumpsLeft > 0 → JumpState(使用 DoubleJumpForce)。
/// - 空中冲刺:HasAbility(AirDash) && HasAerialDash → AerialDashState。
@@ -38,7 +38,7 @@ namespace BaseGames.Player.States
_owner.TransitionTo(_owner.GetState());
return;
}
- // 无跳跃机会:输入已消耗,静默忽略(HK 相同行为)
+ // 无跳跃机会:输入已消耗,静默忽略(无可用跳跃机会时静默消耗输入缓冲)
}
// ── 空中冲刺────────────────────────────────────────────────────────
@@ -64,14 +64,17 @@ namespace BaseGames.Player.States
return;
}
- // 空中水平移动
- if (Mathf.Abs(Input.MoveInput.x) > 0.01f)
- Move.Move(Input.MoveInput.x * Cfg.RunSpeed);
}
public override void OnStateFixedUpdate()
{
- // 增强下落重力(FallGravityMult 对齐 HK:下落比上升更快)
+ // 空中水平移动:有输入时立即覆盖至目标速度;无输入时施加空气阻力保留动量
+ if (Mathf.Abs(Input.MoveInput.x) > 0.01f)
+ Move.Move(Input.MoveInput.x * Cfg.RunSpeed);
+ else
+ Move.ApplyAirDrag(Cfg.AirDragFactor);
+
+ // 增强下落重力(FallGravityMult:下落比上升更快,手感更紧实)
if (Move.Rb.velocity.y < 0f)
{
float extraGrav = Physics2D.gravity.y * (Cfg.FallGravityMult - 1f) * Time.fixedDeltaTime;
diff --git a/Assets/_Game/Scripts/Player/States/JumpState.cs b/Assets/_Game/Scripts/Player/States/JumpState.cs
index ca2713f..eb26f23 100644
--- a/Assets/_Game/Scripts/Player/States/JumpState.cs
+++ b/Assets/_Game/Scripts/Player/States/JumpState.cs
@@ -3,9 +3,9 @@ using UnityEngine;
namespace BaseGames.Player.States
{
///
- /// 跳跃状态(对齐空洞骑士手感)。
+ /// 跳跃状态。
/// - 一段跳 / 郊狼跳:OnStateEnter 时调用 Move.Jump()。
- /// - 二段跳(Monarch Wings 等效):上升或下落途中再按跳跃且 AirJumpsLeft > 0,
+ /// - 二段跳(二段跳能力解锁后可用):上升或下落途中再按跳跃且 AirJumpsLeft > 0,
/// 调用 Move.DoubleJump(),重播跳跃动画,不离开本状态(保持速度截断逻辑)。
/// - 空中冲刺:上升途中按冲刺且 HasAbility(AirDash) → AerialDashState。
/// - 变高跳:松开跳跃键触发 JumpCancelledEvent → CutJump()(系数 = JumpCutMultiplier)。
@@ -59,7 +59,7 @@ namespace BaseGames.Player.States
}
}
- // 二段跳:上升阶段即可触发(类比 HK Monarch Wings,随时可二段跳)
+ // 二段跳:上升阶段即可触发(上升途中任意时刻可二段跳)
if (Buffer.ConsumeJump() && Owner.AirJumpsLeft > 0)
{
Owner.UseAirJump();
@@ -68,10 +68,15 @@ namespace BaseGames.Player.States
if (AnimCfg?.Jump != null) Anim?.Play(AnimCfg.Jump);
return;
}
+ }
- // 水平移动(HK 空中控制:与跑步同速)
+ public override void OnStateFixedUpdate()
+ {
+ // 空中水平移动:有输入时立即覆盖至目标速度;无输入时施加空气阻力保留动量
if (Mathf.Abs(Input.MoveInput.x) > 0.01f)
Move.Move(Input.MoveInput.x * Cfg.RunSpeed);
+ else
+ Move.ApplyAirDrag(Cfg.AirDragFactor);
}
public override void OnStateExit()
diff --git a/Assets/_Game/Scripts/Player/States/PlayerController.cs b/Assets/_Game/Scripts/Player/States/PlayerController.cs
index e3a8c37..890f794 100644
--- a/Assets/_Game/Scripts/Player/States/PlayerController.cs
+++ b/Assets/_Game/Scripts/Player/States/PlayerController.cs
@@ -105,7 +105,8 @@ namespace BaseGames.Player.States
// ── IPoiseSource 实现(架构 06_CombatModule §13)─────────────────────
///
/// 玩家不拥有霸体,始终返回 。
- /// 设计决策:类似 Hollow Knight,玩家依靠走位和弹反规避伤害,而非硬吃。
+ /// 设计决策:玩家不拥有霸体,始终返回 。
+ /// 玩家依靠走位和弹反规避伤害而非硬吃,以保持战斗的负担感和张力。
/// 若未来需要临时霸体(如特定技能动作),请通过独立的覆盖标记实现,
/// 而非在此处引入状态,以保持接口语义清晰。
///
diff --git a/Assets/_Game/Scripts/Player/States/RunState.cs b/Assets/_Game/Scripts/Player/States/RunState.cs
index 07c7ca0..60d6edc 100644
--- a/Assets/_Game/Scripts/Player/States/RunState.cs
+++ b/Assets/_Game/Scripts/Player/States/RunState.cs
@@ -38,6 +38,7 @@ namespace BaseGames.Player.States
}
if (Mathf.Abs(Input.MoveInput.x) < 0.1f)
{
+ Move.ZeroHorizontalVelocity();
_owner.TransitionTo(_owner.GetState());
return;
}
@@ -45,7 +46,11 @@ namespace BaseGames.Player.States
public override void OnStateFixedUpdate()
{
- Move.Move(Input.MoveInput.x * Cfg.RunSpeed);
+ float inputX = Input.MoveInput.x;
+ if (Mathf.Abs(inputX) > 0.1f)
+ Move.Move(inputX * Cfg.RunSpeed);
+ else
+ Move.ZeroHorizontalVelocity();
}
}
}
diff --git a/Assets/_Game/Scripts/Player/States/WallJumpState.cs b/Assets/_Game/Scripts/Player/States/WallJumpState.cs
index a91f803..f157006 100644
--- a/Assets/_Game/Scripts/Player/States/WallJumpState.cs
+++ b/Assets/_Game/Scripts/Player/States/WallJumpState.cs
@@ -39,14 +39,17 @@ namespace BaseGames.Player.States
public override void OnStateUpdate()
{
- _inputLockTimer -= Time.deltaTime;
-
// 上升结束 → 下落
if (!Move.IsRising)
{
Owner.TransitionTo(Owner.GetState());
return;
}
+ }
+
+ public override void OnStateFixedUpdate()
+ {
+ _inputLockTimer -= Time.fixedDeltaTime;
// 输入锁结束后允许水平控制
if (_inputLockTimer <= 0f && Mathf.Abs(Input.MoveInput.x) > 0.01f)
diff --git a/Assets/_Game/Scripts/World/RoomController.cs b/Assets/_Game/Scripts/World/RoomController.cs
index 0b44feb..0d1763e 100644
--- a/Assets/_Game/Scripts/World/RoomController.cs
+++ b/Assets/_Game/Scripts/World/RoomController.cs
@@ -6,7 +6,7 @@ namespace BaseGames.World
{
///
/// 房间控制器。挂在每个房间场景的 [RoomRoot] 下。
- /// Start 时切换摄像机到该房间的 RoomCamera,并提供出生点查询。
+ /// Start 时切换摄像机到该房间的 CameraArea,并提供出生点查询。
///
public class RoomController : MonoBehaviour
{
@@ -18,8 +18,25 @@ namespace BaseGames.World
private void Start()
{
- if (_cameraArea != null)
- ServiceLocator.GetOrDefault()?.SwitchArea(_cameraArea);
+ CameraArea area = _cameraArea;
+
+ // 未手动绑定时,自动在当前场景中查找(每个房间场景通常只有一个 CameraArea)
+ if (area == null)
+ {
+#if UNITY_6000_0_OR_NEWER
+ area = Object.FindFirstObjectByType();
+#else
+ area = Object.FindObjectOfType();
+#endif
+ if (area != null)
+ Debug.LogWarning($"[RoomController] {name}:_cameraArea 未绑定,自动找到 {area.name}。建议在 Inspector 中手动指定。");
+ else
+ Debug.LogError($"[RoomController] {name}:未找到 CameraArea,相机不会切换。");
+ }
+
+ if (area != null)
+ // instantCut = true:房间入口传送后相机硬切,无混合拖影
+ ServiceLocator.GetOrDefault()?.SwitchArea(area, 0, instantCut: true);
}
/// 通过 transitionId 查找对应的出生点。
diff --git a/Docs/Verification/12_Manual_CameraSystem.md b/Docs/Verification/12_Manual_CameraSystem.md
index 4c45fe5..eb42d7e 100644
--- a/Docs/Verification/12_Manual_CameraSystem.md
+++ b/Docs/Verification/12_Manual_CameraSystem.md
@@ -43,16 +43,27 @@ Persistent.unity
└── [Camera]
└── CameraStateController ExecutionOrder = -100
组件: CameraStateController
- │ _vcamA → VCamA(全局虚拟相机 A)
- │ _vcamB → VCamB(全局虚拟相机 B)
+ │ _vcamA → VCamA(全局虚拟相机 A)
+ │ _vcamB → VCamB(全局虚拟相机 B)
+ │ _lookSystem → CameraLookSystem 节点
组件: CinemachineBrain ← 实际渲染相机(随 Main Camera 放置)
组件: CinemachineImpulseSource ← 屏幕抖动信号源
+ ├── CameraLookSystem ← 运行时由 SetFollowTarget() 赋值基准目标
+ │ 组件: CameraLookSystem 双轴窥视偏移 + 速度门控;输出 VirtualTarget
├── VCamA
- │ 组件: CinemachineCamera Follow = Player/CameraFollowTarget
+ │ 组件: CinemachineCamera Follow = CameraLookSystem.VirtualTarget(运行时自动赋值)
+ │ 组件: CinemachinePositionComposer Body 跟随组件;初始值与 CameraArea 默认值对齐
│ 组件: CinemachineConfiner2D ← 由 CameraStateController 动态更新 BoundingShape2D
+ │ 组件: CameraAxisLockExtension 锁定 X 或 Y 轴(竖井 / 走廊场景)
+ │ 组件: CameraAsymmetricDampingExtension 非对称 Y 阻尼(下落快恢复,起跳慢追赶)
+ │ 组件: CameraAdaptiveLookaheadExtension 速度自适应 Lookahead(移动快 → 预见更多)
└── VCamB
- 组件: CinemachineCamera Follow = Player/CameraFollowTarget
+ 组件: CinemachineCamera Follow = CameraLookSystem.VirtualTarget(运行时自动赋值)
+ 组件: CinemachinePositionComposer 同 VCamA
组件: CinemachineConfiner2D ← 由 CameraStateController 动态更新 BoundingShape2D
+ 组件: CameraAxisLockExtension
+ 组件: CameraAsymmetricDampingExtension
+ 组件: CameraAdaptiveLookaheadExtension
Level_01.unity
├── [CameraAreas]
@@ -92,8 +103,9 @@ Level_01.unity
| GameObject | 挂载组件 | 说明 |
|-----------|---------|------|
| `[CameraController]` | `CameraStateController`、`CinemachineBrain`、`CinemachineImpulseSource` | ExecutionOrder = -100 |
-| `VCamA` | `CinemachineCamera`、`CinemachineConfiner2D` | 全局虚拟相机 A;拖入 `CameraStateController._vcamA` |
-| `VCamB` | `CinemachineCamera`、`CinemachineConfiner2D` | 全局虚拟相机 B;拖入 `CameraStateController._vcamB` |
+| `CameraLookSystem` | `CameraLookSystem` | 双轴窥视偏移(垂直+水平)+ 速度门控;输出 `VirtualTarget` 供 VCam 跟随;拖入 `CameraStateController._lookSystem` |
+| `VCamA` | `CinemachineCamera`、**`CinemachinePositionComposer`**、`CinemachineConfiner2D`、`CameraAxisLockExtension`、`CameraAsymmetricDampingExtension`、`CameraAdaptiveLookaheadExtension` | 全局虚拟相机 A;**PositionComposer 是 Body 组件,必须存在**;拖入 `CameraStateController._vcamA` |
+| `VCamB` | `CinemachineCamera`、**`CinemachinePositionComposer`**、`CinemachineConfiner2D`、`CameraAxisLockExtension`、`CameraAsymmetricDampingExtension`、`CameraAdaptiveLookaheadExtension` | 全局虚拟相机 B;同 VCamA;拖入 `CameraStateController._vcamB` |
> **注意**:`CinemachineBrain` 须挂在附有 `Camera` 组件(Main Camera)的 GameObject 上,
> 否则 Cinemachine 无法驱动视口渲染。两台全局 VCam 初始优先级均为 0,由 `CameraStateController` 在运行时动态管理。
@@ -108,6 +120,7 @@ Level_01.unity
| `_vcamA` (CinemachineCamera) | ● 已绑定 |
| `_vcamB` (CinemachineCamera) | ● 已绑定 |
| `_brain` (CinemachineBrain) | ● 已绑定 |
+| `_lookSystem` (CameraLookSystem) | ● 已绑定 |
| `_impulseSource` (CinemachineImpulseSource) | ◌ 可选;用于屏幕抖动 |
| `_defaultBlendProfile` (CameraBlendProfileSO) | ◌ 可选;未设置则无混合过渡 |
@@ -175,12 +188,18 @@ Level_01.unity
### 3.4 全局 VCam Follow 绑定
-Persistent 场景中两台全局 VCam 的 `CinemachineCamera.Follow` 须指向 **Player 下的 `CameraFollowTarget` 子节点**,而非 Player 根节点本身。
-使用 `Place Player` 工具放置 Player 时,`CameraFollowTarget` 子节点会被自动创建(`localPosition = 0`)。
+Persistent 场景中两台全局 VCam 的 `CinemachineCamera.Follow` **不直接指向 Player**,
+而是指向 `CameraLookSystem` 组件在运行时生成的 **`[CameraLookTarget]` 虚拟目标节点**。
+该节点由 `CameraStateController.SetFollowTarget(Transform)` 在玩家注册时自动创建并赋值,
+其世界位置 = Player 基准目标位置 + 当前窥视偏移(`CameraLookSystem` 的双轴输出)。
-**方法**:
-- **自动**:打开 **Camera Area Setup** 窗口 → CameraStateController 区域 → 点击 **为全局 VCam 赋值 Follow 目标**(场景中必须已有 tag=Player 对象)
-- **手动**:分别选中 `VCamA` / `VCamB` → CinemachineCamera 组件 → `Follow` 字段拖入 `Player/CameraFollowTarget` Transform
+> **不要在 Inspector 中手动把 VCam.Follow 拖到 Player 本身或 Player/CameraFollowTarget。**
+> `SetFollowTarget` 会在运行时覆盖,且直接指向 Player 会绕过窥视偏移计算。
+
+**工具支持**:
+**Camera Area Setup** 窗口 → **为全局 VCam 赋值 Follow 目标** 按钮
+→ 该按钮仅用于调试回退(绕过 LookSystem,直指 Player/CameraFollowTarget)。
+正式流程请通过 `ICameraService.SetFollowTarget(playerTransform)` 注册,由系统自动处理。
---
@@ -249,17 +268,22 @@ Inspector 参数预览区实时显示 FOV(来源:专有 VCam → 全局 VCam
### 4.2 CameraConfigSO
-**创建路径**:`Assets → Create → BaseGames → Camera → CameraConfig`
+> ⚠ **Legacy / 已废弃**:`CameraConfigSO` 是早期相机系统的配置资产,现已不再被 `CameraStateController` 读取或应用。
+> 当前架构直接通过 `CameraArea` 字段(`ScreenPosition`、`DeadZoneSize`、`LookaheadTime`、`DampingDown`、`DampingUp` 等)在 `ConfigureSlot` 时写入 Cinemachine 组件,无需此 SO。
+> 若项目中仍存在 `CameraConfigSO` 资产,可安全忽略或删除。
+
+~~**创建路径**:`Assets → Create → BaseGames → Camera → CameraConfig`~~
| 字段 | 说明 | 典型值 |
|------|------|--------|
-| `FollowDamping` | 跟随阻尼(越大越迟钝) | `0.15` |
-| `LookAheadTime` | 朝向预见时间(秒) | `0.3` |
-| `DeadZoneSize` | 死区尺寸(玩家在此范围内移动相机不动) | `(1, 0.5)` |
-| `SoftZoneSize` | 软区尺寸(慢速追赶) | `(2.5, 2)` |
-| `LookDownOffset` | 俯视偏移(负值向下) | `-1.5` |
-| `LookUpOffset` | 仰视偏移(正值向上) | `1.5` |
-| `DefaultImpulseStrength` | 默认震屏强度 | `0.3` |
+| `FollowDamping` | ~~跟随阻尼~~ | — |
+| `LookAheadTime` | ~~朝向预见时间~~ | — |
+| `DeadZoneSize` | ~~死区尺寸~~ | — |
+| `SoftZoneSize` | ~~软区尺寸~~ | — |
+| `LookDownOffset` | ~~俯视偏移~~ | — |
+| `LookUpOffset` | ~~仰视偏移~~ | — |
+| `DefaultImpulseStrength` | ~~默认震屏强度~~ | — |
+
> `CameraConfigSO` 的配置值须由运行时的 `CameraStateController` 或相机系统读取并写入 Cinemachine 组件,具体写入逻辑取决于 `CameraStateController.ApplyConfig()` 的实现(如有扩展)。
@@ -285,7 +309,7 @@ Inspector 参数预览区实时显示 FOV(来源:专有 VCam → 全局 VCam
| `✗`(红) | 缺失必填项 |
| `◌`(黄) | 可选项未设置 |
-检查项:`_vcamA`、`_vcamB`(必填)、`_brain`(必填)、`_impulseSource`(可选)、`_defaultBlendProfile`(可选)
+检查项:`_vcamA`、`_vcamB`(必填)、`_brain`(必填)、`_lookSystem`(必填)、`_impulseSource`(可选)、`_defaultBlendProfile`(可选)
底部按钮:**为全局 VCam 赋值 Follow 目标** → 查找 Player/CameraFollowTarget 并写入两台 VCam 的 Follow 字段。
@@ -461,7 +485,7 @@ Inspector 参数预览区实时显示 FOV(来源:专有 VCam → 全局 VCam
| 现象 | 原因 | 解决 |
|------|------|------|
-| Game 视图相机不动(黑屏或固定位置) | 全局 VCam `Follow` 未绑定 | Camera Area Setup → 为全局 VCam 赋值 Follow 目标 |
+| Game 视图相机不动(黑屏或固定位置) | 全局 VCam `Follow` 未绑定 | `ICameraService.SetFollowTarget(player)` 注册玩家;或 Camera Area Setup → 为全局 VCam 赋值 Follow 目标 |
| 相机追赶卡顿/震颤 | `CinemachineConfiner2D.BoundingShape2D` 未绑定或碰撞体顶点有误 | 确认 `CameraArea._confinerCollider` 已绑定,PolygonCollider2D 顶点数 ≥ 3 |
| 进入区域后限位未更新(仍在旧区域限位内) | `CameraArea._confinerCollider` 为空,`ConfigureSlot` 跳过了更新 | 打开 Camera Area Setup 修复 `_confinerCollider` 绑定 |
| 场景中有多个 `CinemachineBrain` | Persistent 场景外又添加了含 Camera 组件的对象 | 仅 Main Camera 上保留一个 Brain |
@@ -470,3 +494,7 @@ Inspector 参数预览区实时显示 FOV(来源:专有 VCam → 全局 VCam
| 触发器无响应(玩家穿越后相机不切) | `CameraTriggerZone._targetArea` 未绑定,或 `_playerTag` 不匹配 | 检查 `_targetArea` 是否已拖入 `CameraArea`;确认 Player Tag = "Player" |
| `Camera Area Setup` 窗口列表为空 | 场景未保存或 DomainReload 后未刷新 | 点击窗口内 `↻ 刷新` 按钮 |
| 专有 VCam 不切换 | `_dedicatedPriority` ≤ 全局激活优先级(默认 10) | 将 `_dedicatedPriority` 设置为 > 10(默认 20 已满足) |
+| Camera Area Setup 中 `_lookSystem` 红色 ✗ | `CameraStateController._lookSystem` 未绑定 | 将 Persistent 场景 `[Camera]/CameraLookSystem` 节点拖入该字段;或重新运行 SceneScaffoldTools |
+| 按住方向键相机偏移不出现(窥视无效) | `CameraLookSystem._baseTarget` 未设置 | 确认 `ICameraService.SetFollowTarget(player)` 在玩家 Awake/Start 后调用 |
+| 下落时相机跟随过慢(非对称阻尼异常) | `CameraAsymmetricDampingExtension` 未挂到 VCamA/VCamB,或 `DampingDown` 未被 `ConfigureSlot` 写入 | 确认两台 VCam 已挂载该扩展;检查 `CameraArea._dampingDown` > 0 |
+| 高速移动时 Lookahead 不变化 | `CameraAdaptiveLookaheadExtension` 未挂到 VCamA/VCamB,或 `SetConfiguredMax` 未被调用 | 确认两台 VCam 已挂载该扩展;检查 `ConfigureSlot` 代码路径正常执行 |
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 7b7e36c..c6b67a7 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -8,15 +8,12 @@ EditorBuildSettings:
- enabled: 0
path: Assets/Scenes/SampleScene.unity
guid: 8c9cfa26abfee488c85f1582747f6a02
- - enabled: 1
- path: Assets/_Game/Scenes/Persistent.unity
- guid: 6372e5b8e07d7ae4eb37a184fc8e912d
- - enabled: 0
- path: Assets/_Game/Scenes/Testings/TestRoom.unity
- guid: 970b399c05a553947883805f7dad7770
- enabled: 1
path: Assets/_Game/Scenes/Testings/TestRoomA.unity
guid: f11781b557031114087be5fab27f8dd4
+ - enabled: 1
+ path: Assets/_Game/Scenes/Persistent.unity
+ guid: 6372e5b8e07d7ae4eb37a184fc8e912d
m_configObjects:
com.unity.addressableassets: {fileID: 11400000, guid: 5afba7e2911543d418af812de1160fb1, type: 2}
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 6d0341a640ba64043a8cd70f771b962d, type: 3}