refactor(enemy)!: 删除旧 Boss 轨 9 个脚本

BossSkillSO / AttackPatternSO / SkillSequenceSO / BossSkillExecutor /
BossSkillTypes / WeakPointSystem / TelegraphSystem / BossSkillModule /
BossSkillSequenceWindow,连同 Patterns 独立程序集(BaseGames.Enemies.Boss.Patterns.asmdef,
已核实无任何 asmdef 按名或按 GUID 引用它)整包移除。

删前先清两处引用:
- ChaoFengKnockdownCounter 击落打断改走 _boss.Abilities.InterruptAll(ExternalRequest)
- EditorScaffoldUtils 命名前缀表删掉两条指向已删类型的死条目(还与 AssetFolderSpec 的 ABL_ 冲突)

判据「有更优替代才删」逐项对应:
- 编排 → EnemyAbilitySO + EnemyAttackSO(归一化时机 / 槽位 HitBox)
- 阶段门 → BossPhaseAbilityGate
- 选招 → EnemyAttackSelector + WeightedRandomAntiRepeat
- 可弹反 → DamageSourceSO.Flags(CanBeParried),HurtBox 已在判定
- 弱点倍率 → HurtBox 自带倍率(原实现的 GetDamageMultiplier 零调用者)
- 预警 → clip 姿态 + 动画事件(TriggerFeedback / PlaySFX 已补接)
- 竞技场联动 → EnemySpawnerOnEvent
- 霸体窗口 → EnemyAttackSO.hasPoiseWindow 四字段

能力资产的编辑器总览视图随 BossSkillModule 一并消失,
后续补 EnemyAbilityModule(优先级低于 AiDefinitionValidator)。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-30 16:39:57 +08:00
co-authored by Claude Opus 5
parent ef1998db2b
commit d3013b1053
24 changed files with 9 additions and 1435 deletions
@@ -1,306 +0,0 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using BaseGames.Boss;
namespace BaseGames.Editor
{
/// <summary>
/// Boss 技能序列甘特图可视化窗口(架构 23_BossSkillModule §12)。
/// 菜单:BaseGames/Tools/Boss Skill Sequence Viewer
///
/// 功能:
/// - 拖放 BossSkillSO 或 SkillSequenceSO 资产加载
/// - 甘特图:Windup(黄色)→ Active(红色)→ Recovery(灰色)各阶段时序条
/// - VulnerabilityWindow 绿色覆盖层(TriggerDelay 偏移 + Duration 宽度)
/// - DurationNormalized &lt; 0.1 时阶段条变红警告
/// - 点击阶段条高亮对应 AttackPatternSOEditorGUIUtility.PingObject
/// </summary>
public class BossSkillSequenceWindow : EditorWindow
{
// ── State ──────────────────────────────────────────────────────────
private BossSkillSO _loadedSkill;
private SkillSequenceSO _loadedSequence;
private Vector2 _scrollPos;
// ── Layout ─────────────────────────────────────────────────────────
private const float HeaderH = 24f;
private const float RowH = 28f;
private const float LabelW = 180f;
private const float MinBarWidth = 6f;
// 时间轴宽度随窗口宽度动态调整,最小 300px
private float TimelineW => Mathf.Max(300f, position.width - LabelW - 30f);
// ── Colors ─────────────────────────────────────────────────────────
private static readonly Color ColWindup = new Color(0.95f, 0.80f, 0.10f, 0.85f);
private static readonly Color ColActive = new Color(0.90f, 0.20f, 0.15f, 0.85f);
private static readonly Color ColRecovery = new Color(0.50f, 0.50f, 0.55f, 0.70f);
private static readonly Color ColVuln = new Color(0.10f, 0.90f, 0.30f, 0.45f);
private static readonly Color ColDelay = new Color(0.25f, 0.25f, 0.30f, 0.50f);
private static readonly Color ColWarn = new Color(0.95f, 0.10f, 0.10f, 0.85f);
[MenuItem("BaseGames/Data/Boss Skill Sequence", priority = 110)]
public static void OpenWindow()
{
var win = GetWindow<BossSkillSequenceWindow>("Boss Skill Sequence");
win.minSize = new Vector2(900, 400);
win.Show();
}
// ── GUI ────────────────────────────────────────────────────────────
private void OnGUI()
{
DrawToolbar();
if (_loadedSkill == null && _loadedSequence == null)
{
EditorGUILayout.HelpBox(
"将 BossSkillSO 或 SkillSequenceSO 资产拖放到此处,或使用上方字段加载。",
MessageType.Info);
HandleDragDrop();
return;
}
_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
if (_loadedSkill != null)
DrawSkillTimeline(_loadedSkill);
else if (_loadedSequence != null)
DrawSequenceTimeline(_loadedSequence);
EditorGUILayout.EndScrollView();
}
// ── Toolbar ───────────────────────────────────────────────────────
private void DrawToolbar()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
EditorGUILayout.LabelField("技能:", GUILayout.Width(36));
var newSkill = (BossSkillSO)EditorGUILayout.ObjectField(
_loadedSkill, typeof(BossSkillSO), false, GUILayout.Width(200));
if (newSkill != _loadedSkill)
{
_loadedSkill = newSkill;
_loadedSequence = null;
}
GUILayout.Space(12);
EditorGUILayout.LabelField("序列:", GUILayout.Width(36));
var newSeq = (SkillSequenceSO)EditorGUILayout.ObjectField(
_loadedSequence, typeof(SkillSequenceSO), false, GUILayout.Width(200));
if (newSeq != _loadedSequence)
{
_loadedSequence = newSeq;
_loadedSkill = null;
}
GUILayout.FlexibleSpace();
if (GUILayout.Button("清除", EditorStyles.toolbarButton, GUILayout.Width(50)))
{
_loadedSkill = null;
_loadedSequence = null;
}
EditorGUILayout.EndHorizontal();
}
// ── BossSkillSO 时间轴 ────────────────────────────────────────────
private void DrawSkillTimeline(BossSkillSO skill)
{
EditorGUILayout.LabelField($"技能:{skill.displayName} [{skill.skillId}]",
EditorStyles.boldLabel);
EditorGUILayout.Space(4);
if (skill.attackPatterns == null || skill.attackPatterns.Length == 0)
{
EditorGUILayout.HelpBox("此技能没有 AttackPattern。", MessageType.Warning);
return;
}
// 计算总时长
float totalDuration = 0f;
foreach (var p in skill.attackPatterns)
if (p != null) totalDuration += p.WindupDuration + p.ActiveDuration + p.RecoveryDuration;
if (totalDuration <= 0f) totalDuration = 1f;
DrawTimelineHeader(totalDuration);
float cursor = 0f;
for (int i = 0; i < skill.attackPatterns.Length; i++)
{
var pattern = skill.attackPatterns[i];
if (pattern == null) continue;
DrawPatternRow($"[{i}] {pattern.name}", pattern, ref cursor, totalDuration);
}
// 绘制 VulnerabilityWindows
if (skill.vulnerabilityWindows != null && skill.vulnerabilityWindows.Length > 0)
{
EditorGUILayout.Space(4);
EditorGUILayout.LabelField("弱点窗口(Vulnerability Windows", EditorStyles.miniBoldLabel);
foreach (var vw in skill.vulnerabilityWindows)
DrawVulnWindowRow(vw, totalDuration);
}
}
// ── SkillSequenceSO 时间轴 ────────────────────────────────────────
private void DrawSequenceTimeline(SkillSequenceSO sequence)
{
EditorGUILayout.LabelField($"序列:{sequence.name}", EditorStyles.boldLabel);
EditorGUILayout.Space(4);
if (sequence.steps == null || sequence.steps.Length == 0)
{
EditorGUILayout.HelpBox("此序列没有步骤。", MessageType.Warning);
return;
}
// 计算总时长
float totalDuration = 0f;
foreach (var step in sequence.steps)
{
totalDuration += step.delayBeforeStep;
if (step.pattern != null)
totalDuration += step.pattern.WindupDuration + step.pattern.ActiveDuration + step.pattern.RecoveryDuration;
}
if (totalDuration <= 0f) totalDuration = 1f;
DrawTimelineHeader(totalDuration);
float cursor = 0f;
for (int i = 0; i < sequence.steps.Length; i++)
{
var step = sequence.steps[i];
// 延迟条
if (step.delayBeforeStep > 0f)
{
DrawBar($"延迟 {step.delayBeforeStep:F2}s", cursor, step.delayBeforeStep,
totalDuration, ColDelay, null);
cursor += step.delayBeforeStep;
}
if (step.pattern != null)
DrawPatternRow($"[{i}] {step.pattern.name}", step.pattern, ref cursor, totalDuration);
}
}
// ── 共用绘制方法 ──────────────────────────────────────────────────
private void DrawTimelineHeader(float totalDuration)
{
Rect headerRect = EditorGUILayout.GetControlRect(false, HeaderH);
headerRect.x += LabelW;
headerRect.width -= LabelW;
EditorGUI.DrawRect(headerRect, new Color(0.18f, 0.18f, 0.20f));
// 刻度线(每 0.5s 一条)
float step = 0.5f;
for (float t = 0; t <= totalDuration + 0.001f; t += step)
{
float x = headerRect.x + (t / totalDuration) * headerRect.width;
EditorGUI.DrawRect(new Rect(x, headerRect.y, 1f, HeaderH * 0.6f), Color.gray);
EditorGUI.LabelField(new Rect(x + 2f, headerRect.y, 40f, HeaderH),
$"{t:F1}s", new GUIStyle(EditorStyles.miniLabel) { normal = { textColor = Color.gray } });
}
}
private void DrawPatternRow(string label, AttackPatternSO pattern, ref float cursor, float totalDuration)
{
float windupDur = pattern.WindupDuration;
float activeDur = pattern.ActiveDuration;
float recoveryDur = pattern.RecoveryDuration;
float rowStart = cursor;
EditorGUILayout.BeginHorizontal(GUILayout.Height(RowH));
// 标签 + Ping
if (GUILayout.Button(label, EditorStyles.miniLabel, GUILayout.Width(LabelW), GUILayout.Height(RowH)))
EditorGUIUtility.PingObject(pattern);
Rect timelineRect = EditorGUILayout.GetControlRect(false, RowH,
GUILayout.Width(TimelineW));
// Windup
if (windupDur > 0f)
DrawBarInRect(timelineRect, cursor, windupDur, totalDuration,
windupDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColWindup);
cursor += windupDur;
// Active
if (activeDur > 0f)
DrawBarInRect(timelineRect, cursor, activeDur, totalDuration,
activeDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColActive);
cursor += activeDur;
// Recovery
if (recoveryDur > 0f)
DrawBarInRect(timelineRect, cursor, recoveryDur, totalDuration,
recoveryDur / (windupDur + activeDur + recoveryDur) < 0.1f ? ColWarn : ColRecovery);
cursor += recoveryDur;
_ = rowStart; // suppress unused warning
EditorGUILayout.EndHorizontal();
}
private void DrawVulnWindowRow(VulnerabilityWindow vw, float totalDuration)
{
string label = $"弱点:{vw.TriggerType} +{vw.TriggerDelay:F2}s / {vw.Duration:F2}s";
DrawBar(label, vw.TriggerDelay, vw.Duration, totalDuration, ColVuln, null);
}
private void DrawBar(string label, float start, float duration, float totalDuration,
Color color, AttackPatternSO pingTarget)
{
EditorGUILayout.BeginHorizontal(GUILayout.Height(RowH));
if (GUILayout.Button(label, EditorStyles.miniLabel, GUILayout.Width(LabelW), GUILayout.Height(RowH)))
{
if (pingTarget != null) EditorGUIUtility.PingObject(pingTarget);
}
Rect timelineRect = EditorGUILayout.GetControlRect(false, RowH, GUILayout.Width(TimelineW));
DrawBarInRect(timelineRect, start, duration, totalDuration, color);
EditorGUILayout.EndHorizontal();
}
private static void DrawBarInRect(Rect timeline, float start, float duration,
float totalDuration, Color color)
{
float x = timeline.x + (start / totalDuration) * timeline.width;
float w = Mathf.Max(MinBarWidth, (duration / totalDuration) * timeline.width);
EditorGUI.DrawRect(new Rect(x, timeline.y + 2f, w, timeline.height - 4f), color);
}
// ── Drag & Drop ───────────────────────────────────────────────────
private void HandleDragDrop()
{
var evt = Event.current;
if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform) return;
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
foreach (var obj in DragAndDrop.objectReferences)
{
if (obj is BossSkillSO skill) { _loadedSkill = skill; _loadedSequence = null; break; }
if (obj is SkillSequenceSO seq) { _loadedSequence = seq; _loadedSkill = null; break; }
}
Repaint();
}
evt.Use();
}
}
}
@@ -1,11 +0,0 @@
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@@ -1,209 +0,0 @@
using System;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
using BaseGames.Boss;
namespace BaseGames.Editor.Modules
{
/// <summary>
/// DataHub Boss技能模块 —— Tab 切换管理 BossSkillSO 和 SkillSequenceSO。
/// </summary>
public class BossSkillModule : IDataModule, IDataModuleOrdered
{
private const string SkillFolder = "Assets/_Game/Data/Boss/Skills";
private const string SeqFolder = "Assets/_Game/Data/Boss/Sequences";
public string ModuleId => "boss";
public string DisplayName => "Boss技能";
public string IconName => null;
public int DisplayOrder => 50;
private int _activeTab = 0;
private SoListPane<BossSkillSO> _skillPane;
private SoListPane<SkillSequenceSO> _seqPane;
private Action<UnityEngine.Object> _onSelected;
private DetailHeader _header;
private BossSkillSO _selectedSkill;
private SkillSequenceSO _selectedSeq;
public void Initialize()
{
_skillPane = new SoListPane<BossSkillSO>(
SkillFolder, "ABL_Boss_",
s => s.category.ToString());
_skillPane.SelectionChanged = s => { _selectedSkill = s; _onSelected?.Invoke(s); };
_seqPane = new SoListPane<SkillSequenceSO>(SeqFolder, "ABL_Seq_");
_seqPane.SelectionChanged = s => { _selectedSeq = s; _onSelected?.Invoke(s); };
}
public void BuildListPane(VisualElement container, Action<UnityEngine.Object> onSelected)
{
_onSelected = onSelected;
container.style.flexDirection = FlexDirection.Column;
// Tab bar
var tabBar = new VisualElement();
tabBar.style.flexDirection = FlexDirection.Row;
tabBar.style.borderBottomWidth = 1;
tabBar.style.borderBottomColor = new StyleColor(new Color(0.5f, 0.5f, 0.5f, 0.3f));
container.Add(tabBar);
var btnSkill = BuildTabBtn("技能 (Skill)", 0, tabBar);
var btnSeq = BuildTabBtn("序列 (Seq)", 1, tabBar);
var listArea = new VisualElement();
listArea.style.flexGrow = 1;
container.Add(listArea);
ShowTab(0, listArea, new[] { btnSkill, btnSeq });
btnSkill.clicked += () => ShowTab(0, listArea, new[] { btnSkill, btnSeq });
btnSeq.clicked += () => ShowTab(1, listArea, new[] { btnSkill, btnSeq });
_skillPane.Refresh();
_seqPane.Refresh();
}
public void BuildDetailPane(VisualElement container, UnityEngine.Object selected)
{
_header = new DetailHeader();
_header.SetAsset(selected);
_header.RenameRequested += name => OnRenameRequested(selected, name);
container.Add(_header);
if (selected == null) return;
if (selected is BossSkillSO skill)
{
container.Add(BuildSkillCard(skill));
container.Add(BuildActionBar(skill, SkillFolder, _skillPane));
container.Add(SkillModule.MakeDivider());
var insp = new InspectorElement(skill); container.Add(insp);
}
else if (selected is SkillSequenceSO seq)
{
container.Add(BuildSeqCard(seq));
container.Add(BuildActionBar(seq, SeqFolder, _seqPane));
container.Add(SkillModule.MakeDivider());
var insp = new InspectorElement(seq); container.Add(insp);
}
}
public void OnActivated()
{
_skillPane?.Refresh();
_seqPane?.Refresh();
}
// ── 内部 ─────────────────────────────────────────────────────────────
private Button BuildTabBtn(string text, int tabIdx, VisualElement bar)
{
var btn = new Button { text = text };
btn.style.flexGrow = 1;
btn.style.paddingTop = 5;
btn.style.paddingBottom = 5;
btn.style.borderTopLeftRadius = 0;
btn.style.borderTopRightRadius = 0;
btn.style.borderBottomLeftRadius = 0;
btn.style.borderBottomRightRadius = 0;
btn.style.borderLeftWidth = 0;
btn.style.borderRightWidth = 0;
btn.style.borderTopWidth = 0;
btn.style.borderBottomWidth = 0;
btn.style.backgroundColor = new StyleColor(Color.clear);
btn.userData = tabIdx;
bar.Add(btn);
return btn;
}
private void ShowTab(int tab, VisualElement area, Button[] tabBtns)
{
_activeTab = tab;
area.Clear();
for (int i = 0; i < tabBtns.Length; i++)
{
if (i == tab)
{
tabBtns[i].style.borderBottomWidth = 2;
tabBtns[i].style.borderBottomColor = new StyleColor(new Color(0.4f, 0.65f, 1f, 1f));
tabBtns[i].style.opacity = 1f;
}
else
{
tabBtns[i].style.borderBottomWidth = 0;
tabBtns[i].style.opacity = 0.65f;
}
}
if (tab == 0) { _skillPane.style.flexGrow = 1; area.Add(_skillPane); }
else { _seqPane.style.flexGrow = 1; area.Add(_seqPane); }
}
private void OnRenameRequested(UnityEngine.Object asset, string newName)
{
var (ok, err) = AssetOperations.Rename(asset, newName);
if (!ok) EditorUtility.DisplayDialog("重命名失败", err, "确定");
else
{
_header.SetAsset(asset);
if (_activeTab == 0) _skillPane.Invalidate();
else _seqPane.Invalidate();
}
}
private static VisualElement BuildSkillCard(BossSkillSO s)
{
var card = SkillModule.MakeCard();
SkillModule.AddChip(card, "分类", s.category.ToString());
SkillModule.AddChip(card, "类型", s.skillType.ToString());
SkillModule.AddChip(card, "模式数", (s.attackPatterns?.Length ?? 0).ToString());
SkillModule.AddChip(card, "弱点窗口", (s.vulnerabilityWindows?.Length ?? 0).ToString());
if (!string.IsNullOrEmpty(s.skillId))
SkillModule.AddChip(card, "ID", s.skillId);
return card;
}
private static VisualElement BuildSeqCard(SkillSequenceSO s)
{
var card = SkillModule.MakeCard();
SkillModule.AddChip(card, "步骤数", (s.steps?.Length ?? 0).ToString());
SkillModule.AddChip(card, "循环", s.RepeatIfPlayerInRange ? "是" : "否");
SkillModule.AddChip(card, "最大循环次数", s.MaxRepeatCount.ToString());
return card;
}
private VisualElement BuildActionBar<T>(T asset, string folder, SoListPane<T> pane)
where T : ScriptableObject
{
var bar = SkillModule.MakeActionBar();
new Button(() => { EditorGUIUtility.PingObject(asset); Selection.activeObject = asset; })
{ text = "定位" }.AlsoAddTo(bar);
new Button(() =>
{
var c = AssetOperations.Clone(asset, folder);
if (c != null) pane.Refresh(c);
}) { text = "克隆..." }.AlsoAddTo(bar);
var del = new Button(() =>
{
if (AssetOperations.Delete(asset)) pane.Refresh(null);
}) { text = "删除" };
del.style.borderLeftColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderRightColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderTopColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderBottomColor = new StyleColor(new Color(0.8f, 0.3f, 0.3f, 0.6f));
del.style.borderLeftWidth = 1;
del.style.borderRightWidth = 1;
del.style.borderTopWidth = 1;
del.style.borderBottomWidth = 1;
del.style.marginLeft = 8;
del.AlsoAddTo(bar);
return bar;
}
}
}
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@@ -18,8 +18,6 @@ namespace BaseGames.Editor
{
{ "WeaponSO", ("WPN_", "WPN_{ID},例:WPN_SkyBlade") },
{ "FormSkillSO", ("SKL_", "SKL_{Name},例:SKL_SoulBlade") },
{ "BossSkillSO", ("SKL_", "SKL_{Name},例:SKL_BossRage") },
{ "SkillSequenceSO", ("SKL_", "SKL_Seq_{Name},例:SKL_Seq_RageCombo") },
{ "EnemyStatsSO", ("ENM_", "ENM_E{ID}_Stats,例:ENM_E001_Stats") },
{ "LootTableSO", ("ENM_", "ENM_E{ID}_Loot,例:ENM_E001_Loot") },
{ "FormConfigSO", ("PLY_", "PLY_{FormID},例:PLY_Player01") },
@@ -1,33 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.AddressableAssets;
using BaseGames.Combat;
namespace BaseGames.Boss
{
/// <summary>
/// 单个攻击图案的数据。伤害参数只写在此处,BossSkillSO 不存参数。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Boss/AttackPattern")]
public class AttackPatternSO : ScriptableObject
{
[Header("输出")]
public DamageSourceSO DamageSource;
public float KnockbackAngle;
[Header("弹幕(若为弹幕类型)")]
public AssetReferenceGameObject ProjectilePrefab;
public int ProjectileCount = 1;
public float SpreadAngle = 0f;
public float ProjectileSpeed = 8f;
[Header("范围攻击(若为 AoE 类型)")]
public float AoERadius;
public Vector2 AoEOffset;
[Header("时序")]
[Min(0f)] public float WindupDuration;
[Min(0f)] public float ActiveDuration;
[Min(0f)] public float RecoveryDuration;
}
}
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@@ -1,359 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Animancer;
using BaseGames.Combat;
using BaseGames.Core.Events;
namespace BaseGames.Boss
{
/// <summary>
/// 挂在 Boss GameObject 上,接收 BossOrchestrator 的指令执行指定 BossSkillSO。
/// 管理 VulnerabilityWindow 计时和 WeakPointSystem 激活。
/// </summary>
public class BossSkillExecutor : MonoBehaviour
{
[SerializeField] private HitBox[] _hitBoxes;
[SerializeField] private WeakPointSystem _weakPointSystem;
[SerializeField] private AnimancerComponent _animancer;
[SerializeField] private string _bossId;
[SerializeField] private BossSkillEventChannelSO _onBossSkillStarted;
[SerializeField] private BossSkillEventChannelSO _onBossSkillEnded;
/// <remarks>PlayerController 无 Instance(架构 05 §2),由 Inspector 指定。</remarks>
[SerializeField] private Transform _playerTransform;
[SerializeField] private BossSkillSO[] _skills;
[Header("技能重复检测范围")]
[Tooltip("SkillSequence RepeatIfPlayerInRange 的检测半径(m")]
[SerializeField, Min(1f)] private float _repeatRangeCheck = 8f;
private BossSkillSO _currentSkill;
private bool _isExecuting;
private Coroutine _activeCoroutine;
private Coroutine _vulnCoroutine; // 弱点窗口协程(中断时需同步停止)
private bool _patternHitConfirmed; // 本次技能执行期间是否有 HitBox 命中
// 技能冷却:skillId → 冷却结束的 Time.time 时刻
private readonly Dictionary<string, float> _skillCooldownEndTimes = new();
public bool IsExecuting => _isExecuting;
/// <summary>检查指定技能是否冷却就绪(无冷却记录或已过冷却时间)。</summary>
public bool CanUseSkill(string skillId)
{
if (string.IsNullOrEmpty(skillId)) return false;
if (_skillCooldownEndTimes.TryGetValue(skillId, out float endTime))
return Time.time >= endTime;
return true;
}
/// <summary>强制重置指定技能的冷却(阶段切换、复活等场景使用)。</summary>
public void ResetSkillCooldown(string skillId)
{
_skillCooldownEndTimes.Remove(skillId);
}
/// <summary>重置所有技能冷却。</summary>
public void ResetAllCooldowns() => _skillCooldownEndTimes.Clear();
private void Awake()
{
#if UNITY_EDITOR
ValidateSkillConfig();
#endif
}
#if UNITY_EDITOR
private void OnValidate() => ValidateSkillConfig();
private void ValidateSkillConfig()
{
if (_skills == null || _skills.Length == 0)
{
Debug.LogError($"[BossSkillExecutor] Boss '{_bossId}' ({gameObject.name}) 未配置任何技能 SO。", this);
return;
}
foreach (var skill in _skills)
{
if (skill == null)
Debug.LogError($"[BossSkillExecutor] Boss '{_bossId}' ({gameObject.name}) _skills 数组含 null 元素。", this);
else if (string.IsNullOrEmpty(skill.skillId))
Debug.LogError($"[BossSkillExecutor] Boss '{_bossId}' ({gameObject.name}) 技能 '{skill.name}' 缺少 skillId。", this);
}
}
#endif
/// <summary>
/// 按 float 值复用 WaitForSeconds 实例,消除协程中每次 new WaitForSeconds 的 GC 分配。
/// Domain Reload 禁用时静态缓存跨 PlayMode 会话保留,但 WaitForSeconds 是幂等值对象,
/// 不会引发功能错误;[RuntimeInitializeOnLoadMethod] 确保每次进入 Play 时清空。
/// </summary>
private static readonly Dictionary<float, WaitForSeconds> _wfsCache = new();
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
private static void ClearWFSCache() => _wfsCache.Clear();
private const int MaxWFSCacheSize = 64;
private static WaitForSeconds GetWFS(float t)
{
if (!_wfsCache.TryGetValue(t, out var wfs))
{
if (_wfsCache.Count < MaxWFSCacheSize)
_wfsCache[t] = wfs = new WaitForSeconds(t);
else
return new WaitForSeconds(t);
}
return wfs;
}
// ── 公共 API ───────────────────────────────────────────────────────────
/// <summary>
/// 按 skillId 查找已在 Inspector 注册的技能 SO。未找到返回 null。
/// </summary>
public BossSkillSO FindSkill(string skillId)
{
if (_skills == null) return null;
foreach (var s in _skills)
if (s != null && s.skillId == skillId) return s;
return null;
}
/// <summary>返回当前正在执行的技能 SO,未执行时返回 null。</summary>
public BossSkillSO FindCurrentSkill() => _isExecuting ? _currentSkill : null;
/// <summary>Inspector 中注册的全部技能 SO(只读)。</summary>
public BossSkillSO[] Skills => _skills;
/// <summary>
/// 执行一个 Boss 技能。若当前正在执行或技能冷却未就绪则返回。
/// </summary>
public void ExecuteSkill(BossSkillSO skill)
{
if (_isExecuting || skill == null) return;
if (!CanUseSkill(skill.skillId))
{
Debug.Log($"[BossSkillExecutor] 技能 '{skill.skillId}' 冷却中,无法执行。", this);
return;
}
// 提前订阅,确保 InterruptCurrentSkill() 中断时 FinishExecution() 能正常取消
SubscribeHitCallbacks();
_activeCoroutine = StartCoroutine(ExecuteSkillCoroutine(skill));
}
/// <summary>
/// 立即打断正在执行的技能(阶段切换时调用)。
/// </summary>
public void InterruptCurrentSkill()
{
// 同步停止弱点窗口协程,防止中断后继续激活 WeakPointSystem
if (_vulnCoroutine != null)
{
StopCoroutine(_vulnCoroutine);
_vulnCoroutine = null;
}
if (_activeCoroutine != null)
{
StopCoroutine(_activeCoroutine);
_activeCoroutine = null;
}
FinishExecution();
}
// 等待事件触发的 VulnWindow(事件驱动类型,存储后由 NotifyVulnTrigger 逐个激活)
private readonly List<VulnerabilityWindow> _pendingEventWindows = new();
/// <summary>
/// 通知执行器某一外部事件已发生(如格挡成功、反制命中等),
/// 激活所有注册该触发类型的弱点窗口。
/// 由 BossBase.HandleParrySuccess / ApplyCounterResponse 等调用。
/// </summary>
public void NotifyVulnTrigger(VulnTriggerType triggerType)
{
for (int i = _pendingEventWindows.Count - 1; i >= 0; i--)
{
var w = _pendingEventWindows[i];
if (w.TriggerType == triggerType)
{
_pendingEventWindows.RemoveAt(i);
StartCoroutine(OpenWindowCoroutine(w));
}
}
}
private void OnHitConfirmedCallback(DamageInfo _) => _patternHitConfirmed = true;
private void SubscribeHitCallbacks()
{
if (_hitBoxes == null) return;
foreach (var hb in _hitBoxes) if (hb != null) hb.OnHitConfirmed += OnHitConfirmedCallback;
}
private void UnsubscribeHitCallbacks()
{
if (_hitBoxes == null) return;
foreach (var hb in _hitBoxes) if (hb != null) hb.OnHitConfirmed -= OnHitConfirmedCallback;
}
private IEnumerator ExecuteSkillCoroutine(BossSkillSO skill)
{
_isExecuting = true;
_currentSkill = skill;
_patternHitConfirmed = false;
// HitBox 订阅已在 ExecuteSkill() 入口完成(确保 Interrupt 中断时能在 FinishExecution 取消)
_onBossSkillStarted?.Raise(new BossSkillEvent { BossId = _bossId, SkillId = skill.skillId });
// 播放技能动画
if (skill.skillAnimation != null)
_animancer.Play(skill.skillAnimation);
// 启动 VulnerabilityWindow 协程(与主序列并行)
_vulnCoroutine = null;
if (skill.vulnerabilityWindows != null && skill.vulnerabilityWindows.Length > 0)
_vulnCoroutine = StartCoroutine(ActivateVulnerabilityWindowsCoroutine(skill));
// 执行主攻击序列(始终执行 sequenceOnMisssequenceOnHit 是命中后的追加序列)
if (skill.sequenceOnMiss != null)
yield return ExecuteSequenceCoroutine(skill.sequenceOnMiss);
// 若本次有命中确认且配置了 sequenceOnHit,执行追加序列(连段、击倒追击等)
if (_patternHitConfirmed && skill.sequenceOnHit != null)
yield return ExecuteSequenceCoroutine(skill.sequenceOnHit);
// 若弱点协程还在运行则等待其结束(避免孤立协程)
if (_vulnCoroutine != null)
yield return _vulnCoroutine;
FinishExecution();
}
private void FinishExecution()
{
UnsubscribeHitCallbacks(); // 无论正常结束还是被 Interrupt,均在此取消订阅
_pendingEventWindows.Clear(); // 清除未触发的事件驱动弱点窗口,防止跨技能积压
_vulnCoroutine = null; // 正常结束时已自然结束,仅清除引用
_isExecuting = false;
if (_currentSkill != null)
{
// 记录冷却结束时刻
if (_currentSkill.cooldown > 0f)
_skillCooldownEndTimes[_currentSkill.skillId] = Time.time + _currentSkill.cooldown;
_onBossSkillEnded?.Raise(new BossSkillEvent { BossId = _bossId, SkillId = _currentSkill.skillId });
_currentSkill = null;
}
}
// ── 序列协程 ────────────────────────────────────────────────────────────
private IEnumerator ExecuteSequenceCoroutine(SkillSequenceSO seq)
{
int repeatCount = 0;
do
{
foreach (var step in seq.steps)
{
if (step.delayBeforeStep > 0f)
yield return GetWFS(step.delayBeforeStep);
if (step.pattern != null)
yield return ExecutePatternCoroutine(step.pattern);
}
repeatCount++;
if (seq.RepeatIfPlayerInRange && seq.RepeatDelay > 0f)
yield return GetWFS(seq.RepeatDelay);
}
while (seq.RepeatIfPlayerInRange
&& (seq.MaxRepeatCount == 0 || repeatCount < seq.MaxRepeatCount)
&& IsPlayerInRange());
}
private IEnumerator ExecutePatternCoroutine(AttackPatternSO pattern)
{
// 预备
if (pattern.WindupDuration > 0f)
yield return GetWFS(pattern.WindupDuration);
// 激活 HitBox(架构 06 §4Activate(DamageSourceSO, Transform)
if (_hitBoxes != null && _hitBoxes.Length > 0)
foreach (var hb in _hitBoxes)
if (hb != null) hb.Activate(pattern.DamageSource, transform);
if (pattern.ActiveDuration > 0f)
yield return GetWFS(pattern.ActiveDuration);
// 关闭 HitBox
if (_hitBoxes != null && _hitBoxes.Length > 0)
foreach (var hb in _hitBoxes)
if (hb != null) hb.Deactivate();
// 后摇
if (pattern.RecoveryDuration > 0f)
yield return GetWFS(pattern.RecoveryDuration);
}
// ── VulnerabilityWindow 协程 ─────────────────────────────────────────────
private IEnumerator ActivateVulnerabilityWindowsCoroutine(BossSkillSO skill)
{
_pendingEventWindows.Clear();
foreach (var window in skill.vulnerabilityWindows)
{
if (window.TriggerType == VulnTriggerType.OnAttackRecovery)
{
// 时间驱动:按 TriggerDelay 延迟后自动激活
if (window.TriggerDelay > 0f)
yield return GetWFS(window.TriggerDelay);
StartCoroutine(OpenWindowCoroutine(window));
}
else
{
// 事件驱动(OnParriedSuccess / Manual 等):注册到待触发列表
_pendingEventWindows.Add(window);
}
}
}
/// <summary>实际开启并持续弱点窗口,支持独立并行运行。</summary>
private IEnumerator OpenWindowCoroutine(VulnerabilityWindow window)
{
bool activateSpecific = window.ActivateWeakPointHurtBox;
_weakPointSystem?.SetActive(true, window.DamageMultiplier, activateSpecific);
window.OpenFeedback?.Play();
yield return GetWFS(window.Duration);
_weakPointSystem?.SetActive(false, 1f, activateSpecific);
window.CloseFeedback?.Play();
}
// ── 工具 ───────────────────────────────────────────────────────────────
/// <summary>
/// 在指定时长内开启弱点窗口(格挡/闪避反制时调用,独立于技能 VulnerabilityWindow 序列)。
/// </summary>
public void OpenVulnerabilityWindow(float duration, float damageMultiplier)
{
if (_weakPointSystem == null || duration <= 0f) return;
StartCoroutine(VulnWindowOverride(duration, damageMultiplier));
}
private IEnumerator VulnWindowOverride(float duration, float multiplier)
{
_weakPointSystem.SetActive(true, multiplier, false);
yield return GetWFS(duration);
_weakPointSystem.SetActive(false, 1f, false);
}
private bool IsPlayerInRange() =>
_playerTransform != null &&
Vector2.Distance(transform.position, _playerTransform.position) < _repeatRangeCheck;
}
}
@@ -1,11 +0,0 @@
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@@ -1,69 +0,0 @@
using System;
using UnityEngine;
using Animancer;
using BaseGames.Combat;
namespace BaseGames.Boss
{
/// <summary>
/// Boss 单个技能的所有数据,包括攻击模式、弱点窗口、互动标签等。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Boss/BossSkill")]
public class BossSkillSO : ScriptableObject
{
[Header("元信息")]
[Tooltip("技能唯一标识符(全小写英文 + 下划线,如 'slash_combo'、'phase_dash')。BD_UseBossSkill 通过此 Id 引用")]
public string skillId;
[Tooltip("编辑器中显示的可读名称,不影响运行逻辑")]
public string displayName;
[TextArea(1, 4)]
[Tooltip("设计备注(仅供编辑器参考,不影响运行)")]
public string designNote;
[Header("技能分类")]
public BossSkillCategory category;
public BossSkillType skillType;
[Header("阶段可用性")]
[Tooltip("空数组 = 全阶段可用")]
public int[] availablePhaseIndices;
[Header("核心攻击动作引用")]
public AttackPatternSO[] attackPatterns;
[Header("弱点窗口(至少 1 个)")]
public VulnerabilityWindow[] vulnerabilityWindows;
[Header("互动标签")]
public InteractionTag interactionTags;
[Header("连段")]
public SkillSequenceSO sequenceOnHit;
public SkillSequenceSO sequenceOnMiss;
[Header("玩家反制接口")]
public PlayerCounterResponse[] counterResponses;
[Header("场景联动")]
public ArenaEventTrigger[] arenaEvents;
[Header("Boss 资源")]
public BossResourceCost resourceCost;
public bool buildsRage;
[Header("霸体配置")]
public PoiseWindowConfig poiseWindow;
[Header("动画")]
public ClipTransition skillAnimation;
[Header("冷却")]
[Min(0f)]
public float cooldown;
[Header("权重随机(UseBossSkillWeighted 使用)")]
[Tooltip("相对权重,数值越大被随机选中的概率越高;0 = 禁用随机选择")]
[Min(0f)]
public float weight = 1f;
}
}
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@@ -1,184 +0,0 @@
using System;
using UnityEngine;
using BaseGames.Feedback;
namespace BaseGames.Boss
{
// ── 分类枚举 ───────────────────────────────────────────────────────────────
public enum BossSkillCategory
{
Melee, Ranged, Charge, AoE, Environmental, Summon,
Buff, Debuff, Phase, Passive, Reactive
}
public enum BossSkillType
{
MeleeSlash,
ChargeAttack,
LeapSlam,
ProjectileVolley,
LaserBeam,
PhaseTransition,
SummonMinion,
ArenaTrap,
SpeedBurst,
DefensiveShell,
}
[Flags]
public enum InteractionTag
{
None = 0,
Parryable = 1 << 0,
PerfectParryOnly = 1 << 1,
DodgeWindow = 1 << 2,
Unblockable = 1 << 3,
CanBeReflected = 1 << 4,
ExposesWeakPoint = 1 << 5,
GrantsPlayerReso = 1 << 6,
ArenaHazard = 1 << 7,
PhaseGate = 1 << 8,
}
// ── VulnerabilityWindow ────────────────────────────────────────────────────
public enum VulnTriggerType
{
OnAttackRecovery,
OnParriedSuccess,
OnCounterSkillHit,
OnPhaseTransition,
OnHazardBackfire,
OnSummonDefeated,
Manual,
}
public enum WeakPointType
{
FullBody,
HeadOnly,
BackOnly,
CoreExposed,
CustomPoint,
}
[Serializable]
public struct VulnerabilityWindow
{
[Tooltip("弱点触发方式")]
public VulnTriggerType TriggerType;
[Tooltip("触发后延迟出现(秒)")]
[Min(0f)]
public float TriggerDelay;
[Tooltip("弱点持续时长(秒)")]
[Min(0.1f)]
public float Duration;
public WeakPointType WeakPointType;
[Tooltip("弱点激活时 Boss 受击乘数")]
[Min(0.1f)]
public float DamageMultiplier;
public bool ForceStagger;
[Min(0f)]
public float StaggerDuration;
public SceneFeedback OpenFeedback;
public SceneFeedback CloseFeedback;
public Color HighlightColor;
public bool ActivateWeakPointHurtBox => WeakPointType != WeakPointType.FullBody;
}
// ── PlayerCounterResponse ─────────────────────────────────────────────────
public enum CounterType
{
Parry,
PerfectParry,
DodgeThrough,
SpecificSkill,
WeakPointHit,
HazardBackfire,
SummonKill,
}
[Serializable]
public struct PlayerCounterResponse
{
[Header("反制条件")]
public CounterType counterType;
public string requiredSkillId;
[Header("反制效果(对 Boss")]
public float bossStaggerDuration;
public float bossDamageBonus;
public bool openVulnWindow;
public bool interruptSkill;
[Header("反制收益(对玩家)")]
public int soulPowerGrant;
public int spiritPowerGrant;
public SceneFeedback counterFeedback;
}
// ── ArenaEvent ────────────────────────────────────────────────────────────
public enum ArenaEventType
{
DestroyPlatform,
ActivateHazard,
DeactivateHazard,
SpawnHazardArea,
ShakeArena,
ToggleLighting,
SpawnPlatform,
TriggerCutscene,
}
[Serializable]
public struct ArenaEventParams
{
public float duration;
public float intensity;
public bool revertsOnPhaseEnd;
}
[Serializable]
public struct ArenaEventTrigger
{
public string targetArenaObjectId;
public ArenaEventType eventType;
public float delay;
public ArenaEventParams parameters;
}
[Serializable]
public struct ArenaEventData
{
public ArenaEventType type;
public ArenaEventParams parameters;
public string sourceSkillId;
}
public interface IArenaInteractable
{
string ArenaObjectId { get; }
void OnBossArenaEvent(ArenaEventData data);
}
// ── BossResourceCost ──────────────────────────────────────────────────────
[Serializable]
public struct BossResourceCost
{
public string resourceId;
public float cost;
public float minRequired;
}
}
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@@ -2,6 +2,7 @@ using System.Collections;
using Animancer;
using BaseGames.Boss;
using BaseGames.Combat;
using BaseGames.Enemies.Abilities;
using UnityEngine;
namespace BaseGames.Enemies.Boss
@@ -79,7 +80,8 @@ namespace BaseGames.Enemies.Boss
{
_inKnockdown = true;
_boss.GetComponentInChildren<BossSkillExecutor>()?.InterruptCurrentSkill();
// 击落打断当前正在执行的所有能力(招式统一由能力注册表管理)
_boss.Abilities.InterruptAll(InterruptReason.ExternalRequest);
if (_knockdownHitClip.Clip != null)
_boss.Animancer.Play(_knockdownHitClip);
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{
"excludePlatforms": [],
"allowUnsafeCode": false,
"precompiledReferences": [],
"name": "BaseGames.Enemies.Boss.Patterns",
"defineConstraints": [],
"noEngineReferences": false,
"versionDefines": [],
"rootNamespace": "BaseGames.Enemies.Boss.Patterns",
"references": [
"BaseGames.Core",
"BaseGames.Core.Events",
"BaseGames.Enemies",
"BaseGames.Combat"
],
"autoReferenced": true,
"overrideReferences": false,
"includePlatforms": []
}
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using System.Collections;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Pool;
namespace BaseGames.Enemies.Boss.Patterns
{
/// <summary>
/// 攻击预警系统(架构 07_EnemyModule §11)。
/// 在攻击前若干帧显示视觉提示(VFX 从对象池取出,到期归还)。
/// 由 BD_TelegraphAttack 通过协程调用 ShowTelegraph。
/// </summary>
public class TelegraphSystem : MonoBehaviour
{
/// <summary>
/// 开始预警:从对象池取出 vfxKey 对应预警 VFX,等待 duration 秒后归还。
/// 由 BD_TelegraphAttack.OnStart 通过 StartCoroutine 调用。
/// </summary>
public IEnumerator ShowTelegraph(string vfxKey, float duration, Vector2 position)
{
if (string.IsNullOrEmpty(vfxKey) || duration <= 0f)
{
yield return null;
yield break;
}
GameObject vfx = null;
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
if (pool != null)
vfx = pool.Spawn(vfxKey, new Vector3(position.x, position.y, 0f), Quaternion.identity);
else
Debug.LogWarning($"[TelegraphSystem] IObjectPoolService 未就绪,预警 VFX '{vfxKey}' 无法显示。");
yield return new WaitForSeconds(duration);
if (vfx != null && pool != null)
{
var po = vfx.GetComponent<PooledObject>();
if (po != null) po.ReturnToPool();
else vfx.SetActive(false);
}
}
/// <summary>立即隐藏所有活跃预警 VFX(技能被打断时调用)。</summary>
public void CancelTelegraph()
{
StopAllCoroutines();
}
}
}
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using System;
using UnityEngine;
namespace BaseGames.Boss
{
/// <summary>
/// 有序攻击序列(一个技能内的多段连段)。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Boss/SkillSequence")]
public class SkillSequenceSO : ScriptableObject
{
[Serializable]
public struct SequenceStep
{
public AttackPatternSO pattern;
[Min(0f)] public float delayBeforeStep;
}
public SequenceStep[] steps;
[Header("序列完成后的行为")]
public bool RepeatIfPlayerInRange;
[Min(0f)] public float RepeatDelay;
[Range(0, 10)] public int MaxRepeatCount;
}
}
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@@ -1,51 +0,0 @@
using UnityEngine;
using BaseGames.Combat;
using BaseGames.Core.Events;
namespace BaseGames.Boss
{
/// <summary>
/// 管理 Boss 的专属弱点 HurtBox(如核心、眼睛等)。
/// 弱点激活期间受到的伤害会乘以 DamageMultiplier。
/// </summary>
public class WeakPointSystem : MonoBehaviour
{
[System.Serializable]
public struct WeakPoint
{
public HurtBox hurtBox;
public GameObject visualIndicator;
}
[SerializeField] private WeakPoint[] _weakPoints;
[SerializeField] private string _bossId;
[SerializeField] private StringEventChannelSO _onVulnerabilityWindowOpened;
private float _damageMultiplier = 1f;
/// <summary>激活或关闭弱点 HurtBox 及视觉指示器。</summary>
/// <param name="active">是否激活。</param>
/// <param name="multiplier">激活时的受击伤害乘数。</param>
/// <param name="activateSpecific">true = 仅激活弱点专属 HurtBox;false = 全身视为弱点(不改变 HurtBox 状态)。</param>
public void SetActive(bool active, float multiplier = 1f, bool activateSpecific = false)
{
_damageMultiplier = active ? multiplier : 1f;
if (activateSpecific)
{
foreach (var wp in _weakPoints)
{
wp.hurtBox.gameObject.SetActive(active);
if (wp.visualIndicator != null)
wp.visualIndicator.SetActive(active);
}
}
if (active)
_onVulnerabilityWindowOpened?.Raise(_bossId);
}
/// <summary>弱点 HurtBox 受击时,由 BossStats 调用此方法获取最终伤害系数。</summary>
public float GetDamageMultiplier() => _damageMultiplier;
}
}
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