From d25f237e764c2b5667aa4cc79995dfa92800647a Mon Sep 17 00:00:00 2001 From: Joywayer Date: Sun, 17 May 2026 07:56:12 +0800 Subject: [PATCH] =?UTF-8?q?=E6=91=84=E5=83=8F=E6=9C=BA=E5=8C=BA=E5=9F=9F?= =?UTF-8?q?=E7=9A=84=E4=BC=98=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../no-game-references.instructions.md | 40 + Assets/_Game/Data/Camera.meta | 8 + .../Data/Camera/Camera Blend Profile SO.asset | 40 + .../Camera/Camera Blend Profile SO.asset.meta | 8 + .../_Game/Data/Camera/CameraLensConfig.asset | 16 + .../Data/Camera/CameraLensConfig.asset.meta | 8 + Assets/_Game/Scenes/Persistent.unity | 4371 ++-- Assets/_Game/Scenes/Testings/New Scene.unity | 681 + .../Scenes/Testings/New Scene.unity.meta | 7 + Assets/_Game/Scenes/Testings/TestRoomA.unity | 21243 ++++++++++++++-- .../Scripts/Audio/FootstepSoundPlayer.cs | 91 + .../FootstepSoundPlayer.cs.meta} | 2 +- .../CameraAdaptiveLookaheadExtension.cs | 105 + ... 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+## 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) diff --git a/Assets/_Game/Data/Camera.meta b/Assets/_Game/Data/Camera.meta new file mode 100644 index 0000000..effb5ba --- /dev/null +++ b/Assets/_Game/Data/Camera.meta @@ -0,0 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+ /// 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; + + /// 运行时按区域写入阻尼值。 + public float DampingDown { get => _dampingDown; set => _dampingDown = value; } + /// 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); + } + } + + /// 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 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