多轮审查和修复

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2026-05-12 15:34:08 +08:00
parent f55d2a57c3
commit ebbbb7332e
805 changed files with 838724 additions and 1905 deletions

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using Animancer;
namespace BaseGames.Animation
{
/// <summary>
/// 静态工具类:将 AnimationEventConfigSO 中声明的事件注入 Animancer ClipTransition。
/// 使用 Animancer Pro APIClipTransition.Events.SetCallback(normalizedTime, Action)。
/// 调用时机MonoBehaviour.Awake在 Animancer 播放前完成绑定)。
/// </summary>
public static class AnimationEventBinder
{
/// <summary>
/// 将 config 中的所有事件回调注入到 clip 的 Animancer 事件系统。
/// </summary>
/// <param name="clip">目标 Animancer ClipTransition。</param>
/// <param name="config">事件配置资产null 时静默跳过)。</param>
/// <param name="receiver">事件接收者(通常是同一 MonoBehaviour。</param>
public static void Bind(ClipTransition clip, AnimationEventConfigSO config, IAnimationEventHandler receiver)
{
if (clip == null || config == null || receiver == null) return;
foreach (var entry in config.SortedEvents)
{
// 捕获循环变量,避免闭包陷阱
var captured = entry;
clip.Events.Add(captured.normalizedTime, () =>
receiver.HandleEvent(captured.eventType, captured.data));
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace BaseGames.Animation
{
/// <summary>
/// 动画事件配置资产(架构 §AnimationModule
/// 为指定 AnimationClip 声明一组事件时机,由 AnimationEventBinder 在运行时注入 Animancer 回调。
///
/// 使用方式:
/// 1. 在 Inspector 中创建此资产菜单Animation/EventConfig
/// 2. 配置 TargetClip 和 Events 列表。
/// 3. 在 MonoBehaviour.Awake 中AnimationEventBinder.Bind(clip, config, this)。
/// </summary>
[CreateAssetMenu(menuName = "Animation/EventConfig")]
public class AnimationEventConfigSO : ScriptableObject
{
[Serializable]
public struct EventEntry
{
public AnimationEventType eventType;
[Range(0f, 1f)]
[Tooltip("事件在动画中的归一化时间0 = 开始1 = 结束)。")]
public float normalizedTime;
[Tooltip("附加字符串数据(可空)。用于 payload 参数。")]
public string data;
}
[Header("绑定的动画片段")]
public AnimationClip targetClip;
[Header("事件时机列表(归一化时间)")]
public EventEntry[] events;
/// <summary>
/// 用于编辑器工具验证:记录创建 Config 时 Clip 的实际帧数,
/// 若 Clip 被替换(长度漂移 &gt;5 帧)则 EventConfigEditor 显示警告。
/// </summary>
[HideInInspector] public float ExpectedClipLength = -1f;
// ── 运行时查询 ───────────────────────────────────────────────────
/// <summary>按归一化时间升序返回所有事件(保证 SetCallback 顺序稳定)。</summary>
public IEnumerable<EventEntry> SortedEvents =>
events != null
? events.OrderBy(e => e.normalizedTime)
: Enumerable.Empty<EventEntry>();
/// <summary>
/// 返回第一个匹配类型的归一化时间;未找到时返回 -1。
/// </summary>
public float GetNormalizedTime(AnimationEventType eventType)
{
if (events == null) return -1f;
foreach (var e in events)
if (e.eventType == eventType) return e.normalizedTime;
return -1f;
}
}
}

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namespace BaseGames.Animation
{
/// <summary>
/// 动画事件类型枚举(架构 §AnimationModule
/// 用作 AnimationEventConfigSO 中事件时机的分类标签,
/// 与 AnimationEventBinder 配合将 Animancer ClipTransition 回调路由到 IAnimationEventHandler。
/// </summary>
public enum AnimationEventType
{
// ── 命中判定 ──────────────────────────────────────────────────────
EnableHitBox,
DisableHitBox,
AttackImpact, // 攻击命中瞬间反馈(不依赖特定 HitBox
// ── 招架窗口 ──────────────────────────────────────────────────────
EnableParryWindow,
DisableParryWindow,
// ── 无敌帧 ────────────────────────────────────────────────────────
EnableIFrame,
DisableIFrame,
// ── 移动反馈 ──────────────────────────────────────────────────────
Footstep,
LandImpact,
JumpLaunch,
// ── 交互 ──────────────────────────────────────────────────────────
EnableInteract,
// ── 通用反馈 ──────────────────────────────────────────────────────
TriggerFeedback, // payloadFeedbackPreset 名称
PlaySFX, // payloadSFX Id
// ── 敌方专用 ──────────────────────────────────────────────────────
SpawnProjectile, // payload弹幕配置 Id
RoarStart,
RoarEnd,
PhaseTwoStart,
// ── 玩家取消窗口 ──────────────────────────────────────────────────
CancelWindowOpen,
CancelWindowClose,
// ── 状态机钩子 ────────────────────────────────────────────────────
StateTransition, // payload目标状态 Id
AnimationComplete, // payload上下文字符串可空
}
}

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@@ -9,7 +9,12 @@
"rootNamespace": "BaseGames.Animation",
"references": [
"BaseGames.Core.Events",
"Kybernetik.Animancer"
"Kybernetik.Animancer",
"BaseGames.Combat",
"BaseGames.Parry",
"BaseGames.Feedback",
"BaseGames.Player",
"BaseGames.Enemies"
],
"autoReferenced": true,
"overrideReferences": false,

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using System;
using Animancer;
using BaseGames.Combat;
using BaseGames.Enemies;
using UnityEngine;
namespace BaseGames.Animation
{
/// <summary>
/// 敌人动画事件接收器(架构 §AnimationModule
/// 挂载于敌人 Prefab 根节点。负责将 Animancer 动画时间点回调路由到
/// HitBox 激活、弹幕生成、嘶吼状态、二阶段切换等系统。
///
/// 使用方式:
/// 1. 在 Inspector 中填充 _hitBoxes、_enemy。
/// 2. 将每条 ClipTransition + AnimationEventConfigSO 配对添加到 _bindings。
/// 3. Awake 中 AnimationEventBinder.Bind 自动完成注入。
/// </summary>
public class EnemyAnimationEvents : MonoBehaviour, IAnimationEventHandler
{
[Serializable]
public struct EventBinding
{
[Tooltip("Animancer ClipTransition需与动画组件中同一引用绑定。")]
public ClipTransition clip;
[Tooltip("对应的 AnimationEventConfigSO 资产。")]
public AnimationEventConfigSO config;
}
[Header("子系统引用")]
[SerializeField] private HitBox[] _hitBoxes;
[SerializeField] private EnemyBase _enemy;
[Header("事件绑定(每个 Clip 对应一个配置资产)")]
[SerializeField] private EventBinding[] _bindings;
private void Awake()
{
if (_enemy == null)
_enemy = GetComponentInParent<EnemyBase>();
foreach (var b in _bindings)
AnimationEventBinder.Bind(b.clip, b.config, this);
}
// ── IAnimationEventHandler ─────────────────────────────────────────
public void HandleEvent(AnimationEventType type, string payload)
{
switch (type)
{
// ── 命中判定 ──────────────────────────────────────────────
case AnimationEventType.EnableHitBox:
SetHitBoxActive(payload, true);
break;
case AnimationEventType.DisableHitBox:
SetHitBoxActive(payload, false);
break;
// ── 弹幕 / 技能 ───────────────────────────────────────────
case AnimationEventType.SpawnProjectile:
_enemy?.SpawnProjectile(payload);
break;
// ── 嘶吼 ──────────────────────────────────────────────────
case AnimationEventType.RoarStart:
_enemy?.SetRoaring(true);
break;
case AnimationEventType.RoarEnd:
_enemy?.SetRoaring(false);
break;
// ── 二阶段切换 ────────────────────────────────────────────
case AnimationEventType.PhaseTwoStart:
_enemy?.TriggerPhaseTwo();
break;
// ── 状态机钩子 ────────────────────────────────────────────
case AnimationEventType.AnimationComplete:
_enemy?.OnAnimationComplete(payload);
break;
}
}
// ── 私有辅助 ───────────────────────────────────────────────────────
/// <summary>
/// 按 Id 激活或停用 HitBox。
/// payload 为空时操作所有 HitBox非空时仅操作 Id 匹配的 HitBox。
/// </summary>
private void SetHitBoxActive(string id, bool active)
{
if (_hitBoxes == null) return;
bool matchAll = string.IsNullOrEmpty(id);
foreach (var hb in _hitBoxes)
{
if (hb == null) continue;
if (matchAll || hb.Id == id)
{
if (active) hb.Activate();
else hb.Deactivate();
}
}
}
}
}

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namespace BaseGames.Animation
{
/// <summary>
/// 动画事件接收接口(架构 §AnimationModule
/// 由 PlayerAnimationEvents / EnemyAnimationEvents 实现。
/// AnimationEventBinder 将 Animancer 回调路由至此接口,避免硬耦合。
/// </summary>
public interface IAnimationEventHandler
{
/// <summary>
/// 处理由 Animancer ClipTransition 触发的动画事件。
/// </summary>
/// <param name="type">事件类型。</param>
/// <param name="payload">附加字符串数据(可为 null 或空)。</param>
void HandleEvent(AnimationEventType type, string payload);
}
}

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using System;
using Animancer;
using BaseGames.Combat;
using BaseGames.Feedback;
using BaseGames.Parry;
using BaseGames.Player;
using UnityEngine;
namespace BaseGames.Animation
{
/// <summary>
/// 玩家动画事件接收器(架构 §AnimationModule
/// 挂载于玩家 Prefab 根节点。负责将 Animancer 动画时间点回调路由到
/// HitBox 激活、招架窗口、无敌帧、移动取消窗口、反馈等系统。
///
/// 使用方式:
/// 1. 在 Inspector 中填充 _hitBoxes、_hurtBox、_mover、_parrySystem。
/// 2. 将每条 ClipTransition + AnimationEventConfigSO 配对添加到 _bindings。
/// 3. Awake 中 AnimationEventBinder.Bind 自动完成注入。
/// </summary>
public class PlayerAnimationEvents : MonoBehaviour, IAnimationEventHandler
{
[Serializable]
public struct EventBinding
{
[Tooltip("Animancer ClipTransition需与动画组件中同一引用绑定。")]
public ClipTransition clip;
[Tooltip("对应的 AnimationEventConfigSO 资产。")]
public AnimationEventConfigSO config;
}
[Header("子系统引用")]
[SerializeField] private HitBox[] _hitBoxes;
[SerializeField] private HurtBox _hurtBox;
[SerializeField] private PlayerMovement _mover;
[SerializeField] private ParrySystem _parrySystem;
[Header("事件绑定(每个 Clip 对应一个配置资产)")]
[SerializeField] private EventBinding[] _bindings;
private IFeedbackPlayer _feedback;
private void Awake()
{
// IFeedbackPlayer 由父层或同层实现PlayerFeedback / NullFeedbackPlayer
_feedback = GetComponentInParent<IFeedbackPlayer>()
?? NullFeedbackPlayer.Instance;
foreach (var b in _bindings)
AnimationEventBinder.Bind(b.clip, b.config, this);
}
// ── IAnimationEventHandler ─────────────────────────────────────────
public void HandleEvent(AnimationEventType type, string payload)
{
switch (type)
{
// ── 命中判定 ──────────────────────────────────────────────
case AnimationEventType.EnableHitBox:
SetHitBoxActive(payload, true);
break;
case AnimationEventType.DisableHitBox:
SetHitBoxActive(payload, false);
break;
case AnimationEventType.AttackImpact:
_feedback.PlayAttackWhoosh();
break;
// ── 招架窗口 ──────────────────────────────────────────────
case AnimationEventType.EnableParryWindow:
_parrySystem?.OpenParryWindow();
break;
case AnimationEventType.DisableParryWindow:
_parrySystem?.CloseParryWindow();
break;
// ── 无敌帧 ────────────────────────────────────────────────
case AnimationEventType.EnableIFrame:
_hurtBox?.SetInvincible(true);
break;
case AnimationEventType.DisableIFrame:
_hurtBox?.SetInvincible(false);
break;
// ── 移动反馈 ──────────────────────────────────────────────
case AnimationEventType.LandImpact:
_feedback.PlayLandImpact();
break;
case AnimationEventType.JumpLaunch:
_feedback.PlayJumpLaunch();
break;
case AnimationEventType.Footstep:
_feedback.PlayFootstep();
break;
// ── 取消窗口 ──────────────────────────────────────────────
case AnimationEventType.CancelWindowOpen:
_mover?.SetCancelWindowOpen(true);
break;
case AnimationEventType.CancelWindowClose:
_mover?.SetCancelWindowOpen(false);
break;
// ── 通用反馈 ──────────────────────────────────────────────
case AnimationEventType.TriggerFeedback:
if (!string.IsNullOrEmpty(payload))
_feedback.TriggerPreset(payload);
break;
case AnimationEventType.PlaySFX:
if (!string.IsNullOrEmpty(payload))
_feedback.PlaySFXById(payload);
break;
}
}
// ── 私有辅助 ───────────────────────────────────────────────────────
/// <summary>
/// 按 Id 激活或停用 HitBox。
/// payload 为空时操作所有 HitBox非空时仅操作 Id 匹配的 HitBox。
/// </summary>
private void SetHitBoxActive(string id, bool active)
{
if (_hitBoxes == null) return;
bool matchAll = string.IsNullOrEmpty(id);
foreach (var hb in _hitBoxes)
{
if (hb == null) continue;
if (matchAll || hb.Id == id)
{
if (active) hb.Activate();
else hb.Deactivate();
}
}
}
}
}

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// Placeholder to prevent asmdef-no-scripts warning.
namespace BaseGames.Animation { }

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using UnityEngine;
using UnityEngine.Audio;
namespace BaseGames.Audio
{
/// <summary>
/// 音效事件 ScriptableObject。随机从 Clips 中选取一条播放,
/// 并在 Volume / Pitch 区间内随机变化,增强音效多样性。
/// </summary>
[CreateAssetMenu(menuName = "Audio/AudioEvent")]
public class AudioEventSO : ScriptableObject
{
[SerializeField] private AudioClip[] _clips;
[SerializeField] private float _volumeMin = 0.9f;
[SerializeField] private float _volumeMax = 1.0f;
[SerializeField] private float _pitchMin = 0.95f;
[SerializeField] private float _pitchMax = 1.05f;
[SerializeField] private AudioMixerGroup _mixerGroup;
public AudioClip PickClip()
{
if (_clips == null || _clips.Length == 0) return null;
return _clips[Random.Range(0, _clips.Length)];
}
public float PickVolume() => Random.Range(_volumeMin, _volumeMax);
/// <summary>通过已有的 AudioSource 播放(适用于场景内固定位置音效)。</summary>
public void Play(AudioSource source)
{
var clip = PickClip();
if (clip == null || source == null) return;
source.clip = clip;
source.volume = PickVolume();
source.pitch = Random.Range(_pitchMin, _pitchMax);
source.outputAudioMixerGroup = _mixerGroup;
source.Play();
}
/// <summary>通过 AudioSource.PlayOneShot 播放(不打断当前音效)。</summary>
public void PlayOneShot(AudioSource source)
{
var clip = PickClip();
if (clip == null || source == null) return;
source.outputAudioMixerGroup = _mixerGroup;
source.pitch = Random.Range(_pitchMin, _pitchMax);
source.PlayOneShot(clip, PickVolume());
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 356d306cd9d1eaa46b9d283761bcba54
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -22,8 +22,22 @@ namespace BaseGames.Audio
[SerializeField] private AudioSource _bgmSourceB;
[Header("SFX Pool建议 6 个,均路由到 SFX MixerGroup")]
[Tooltip("轮转池大小:同帧触发数超过此值时最旧的音效会被打断。建议 6~8 个。")]
[SerializeField] private AudioSource[] _sfxSources;
[Header("Audio ConfigBGM 映射)")]
[SerializeField] private AudioConfigSO _audioConfig;
[Header("SFX 注册表key → AudioEventSO")]
[SerializeField] private AudioEventEntry[] _sfxRegistry;
[System.Serializable]
public struct AudioEventEntry
{
public string Key;
public AudioEventSO Event;
}
[Header("Event Channels - Subscribe")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
@@ -31,49 +45,61 @@ namespace BaseGames.Audio
private AudioSource _inactiveBGMSource;
private Coroutine _crossfadeCoroutine;
private int _sfxRoundRobin;
// ── 遗留单例(已废弃;新代码请使用 ServiceLocator.Get<IAudioService>())────────────
[System.Obsolete("Use ServiceLocator.Get<IAudioService>() instead.")]
public static AudioManager Instance { get; private set; }
private Dictionary<string, AudioEventSO> _sfxLookup;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
#pragma warning disable CS0618
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
#pragma warning restore CS0618
if (ServiceLocator.GetOrDefault<IAudioService>() != null) { Destroy(gameObject); return; }
Debug.Assert(_audioConfig != null, "[AudioManager] _audioConfig 未赋值,请在 Inspector 中指定 AudioConfigSO。", this);
_activeBGMSource = _bgmSourceA;
_inactiveBGMSource = _bgmSourceB;
// ServiceLocator 注册(覆盖 GameServiceRegistrar 的 NullAudioService 兜底)
ServiceLocator.Register<IAudioService>(this);
BuildSFXLookup();
Initialize();
}
private void OnEnable()
{
if (_onPlayerDied != null)
_onPlayerDied.OnEventRaised += HandlePlayerDied;
_onPlayerDied?.Subscribe(HandlePlayerDied).AddTo(_subs);
}
private void OnDisable()
{
if (_onPlayerDied != null)
_onPlayerDied.OnEventRaised -= HandlePlayerDied;
_subs.Clear();
}
// ── IAudioService string-key APIPhase 2 接入 AudioEventSO 后完整实现)─────────────
/// <summary>
/// 按 Addressable key 播放 BGM。Phase 2 接入 AudioEventSO 前为占位警告。
/// </summary>
public void PlayBGM(string key)
=> Debug.LogWarning($"[AudioManager] PlayBGM(key) 尚未接入 AudioEventSOPhase 2。key={key}");
private void OnDestroy()
{
ServiceLocator.Unregister<IAudioService>(this);
}
/// <summary>
/// 按 Addressable key 播放 SFX。Phase 2 接入 AudioEventSO 前为占位警告。
/// </summary>
// ── IAudioService string-key API ────────────────────────────────────────────
/// <summary>按 Zone/Boss key 查 AudioConfigSO 播放 BGM。</summary>
public void PlayBGM(string key)
{
var clip = _audioConfig.GetZoneBGM(key) ?? _audioConfig.GetBossBGM(key);
if (clip == null)
{
Debug.LogWarning($"[AudioManager] BGM key '{key}' 在 AudioConfigSO 中未找到。");
return;
}
PlayBGM(clip);
}
/// <summary>按 key 查 SFX 注册表播放 AudioEventSO。</summary>
public void PlaySFX(string key)
=> Debug.LogWarning($"[AudioManager] PlaySFX(key) 尚未接入 AudioEventSOPhase 2。key={key}");
{
if (_sfxLookup != null && _sfxLookup.TryGetValue(key, out var evt))
{
evt?.PlayOneShot(NextSFXSource());
return;
}
Debug.LogWarning($"[AudioManager] SFX key '{key}' 未在注册表中找到。");
}
// ── 音量控制 ─────────────────────────────────────────────────────────────
/// <summary>
@@ -83,10 +109,15 @@ namespace BaseGames.Audio
public void SetVolume(string exposedParam, float linear)
=> _mixer.SetFloat(exposedParam, LinearToDecibel(linear));
/// <summary>读取 GlobalSettings 并应用所有音量初始值。</summary>
/// <summary>读取 SettingsManager 已加载的设置数据并应用四路音量到 AudioMixer。</summary>
public void Initialize()
{
// TODO: 从 SettingsManager / PlayerPrefs 读取保存的音量值并应用
var settings = ServiceLocator.GetOrDefault<ISettingsService>();
GlobalSettingsData data = settings?.Current ?? new GlobalSettingsData();
SetVolume(AudioMixerKeys.Master, data.MasterVolume);
SetVolume(AudioMixerKeys.BGM, data.BGMVolume);
SetVolume(AudioMixerKeys.SFX, data.SFXVolume);
SetVolume(AudioMixerKeys.Ambient, data.AmbientVolume);
}
// ── BGM ──────────────────────────────────────────────────────────────────
@@ -113,6 +144,7 @@ namespace BaseGames.Audio
{
if (clip == null) return;
var src = NextSFXSource();
if (src == null) return;
src.volume = volumeScale;
src.PlayOneShot(clip);
}
@@ -138,9 +170,22 @@ namespace BaseGames.Audio
TransitionToSnapshot("Dead", 1.5f);
}
private void BuildSFXLookup()
{
_sfxLookup = new Dictionary<string, AudioEventSO>(_sfxRegistry?.Length ?? 0);
if (_sfxRegistry == null) return;
foreach (var entry in _sfxRegistry)
if (!string.IsNullOrEmpty(entry.Key) && entry.Event != null)
_sfxLookup[entry.Key] = entry.Event;
}
private AudioSource NextSFXSource()
{
if (_sfxSources == null || _sfxSources.Length == 0) return _bgmSourceA;
if (_sfxSources == null || _sfxSources.Length == 0)
{
Debug.LogError("[AudioManager] SFX Source 池为空,请在 Inspector 中为 _sfxSources 赋值。");
return null;
}
return _sfxSources[_sfxRoundRobin++ % _sfxSources.Length];
}

View File

@@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: -500
icon: {instanceID: 0}
userData:
assetBundleName:

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@@ -30,19 +30,23 @@ namespace BaseGames.Audio
private MusicState _musicState = MusicState.Exploration;
private string _currentRegion = string.Empty;
private readonly CompositeDisposable _subscriptions = new();
private void Awake()
{
Debug.Assert(_config != null, "[BGMController] _config 未赋值,请在 Inspector 中指定 AudioConfigSO。", this);
}
private void OnEnable()
{
if (_onBossFightToggled != null) _onBossFightToggled.OnEventRaised += OnBossFightToggled;
if (_onRegionEntered != null) _onRegionEntered.OnEventRaised += OnRegionEntered;
if (_onGameStateChanged != null) _onGameStateChanged.OnEventRaised += HandleStateChanged;
_onBossFightToggled?.Subscribe(OnBossFightToggled).AddTo(_subscriptions);
_onRegionEntered?.Subscribe(OnRegionEntered).AddTo(_subscriptions);
_onGameStateChanged?.Subscribe(HandleStateChanged).AddTo(_subscriptions);
}
private void OnDisable()
{
if (_onBossFightToggled != null) _onBossFightToggled.OnEventRaised -= OnBossFightToggled;
if (_onRegionEntered != null) _onRegionEntered.OnEventRaised -= OnRegionEntered;
if (_onGameStateChanged != null) _onGameStateChanged.OnEventRaised -= HandleStateChanged;
_subscriptions.Clear();
}
private void OnBossFightToggled(bool started)
@@ -50,7 +54,7 @@ namespace BaseGames.Audio
if (started)
{
_musicState = MusicState.Boss;
var clip = _config != null ? _config.GetBossBGM(_currentRegion) : null;
var clip = _config.GetBossBGM(_currentRegion);
_audioManager.PlayBGM(clip, fadeOutDur: 1f, fadeInDur: 0.5f);
_audioManager.TransitionToSnapshot("BossFight", 0.5f);
}
@@ -63,9 +67,9 @@ namespace BaseGames.Audio
private IEnumerator PlayVictoryThenRestore()
{
_musicState = MusicState.Victory;
_audioManager.PlayBGM(_config != null ? _config.VictoryStingBGM : null,
_audioManager.PlayBGM(_config.VictoryStingBGM,
fadeOutDur: 0.3f, fadeInDur: 0.1f);
float dur = _config != null ? _config.VictoryStingDuration : 4f;
float dur = _config.VictoryStingDuration;
yield return new WaitForSecondsRealtime(dur);
_musicState = MusicState.Exploration;
OnRegionEntered(_currentRegion);
@@ -78,16 +82,15 @@ namespace BaseGames.Audio
_currentRegion = regionId;
if (_musicState == MusicState.Exploration)
{
var clip = _config != null ? _config.GetZoneBGM(regionId) : null;
var clip = _config.GetZoneBGM(regionId);
_audioManager.PlayBGM(clip, fadeOutDur: 1f, fadeInDur: 1f);
}
}
private void HandleStateChanged(GameStateId state)
{
// ⚠️ GameStateId 是 struct不能用 switch使用 if/else + GameStates 常量
if (state == GameStates.MainMenu)
_audioManager.PlayBGM(_config != null ? _config.MainMenuBGM : null,
_audioManager.PlayBGM(_config.MainMenuBGM,
fadeOutDur: 0.5f, fadeInDur: 1.0f);
else if (state == GameStates.Paused)
_audioManager.TransitionToSnapshot("Paused", 0.2f);

View File

@@ -5,8 +5,9 @@ using BaseGames.Combat;
namespace BaseGames.Audio
{
/// <summary>
/// 订阅战斗/死亡事件,通过 AudioManager 播放对应 SFX
/// 订阅战斗/死亡事件,通过 GlobalSFXPlayer 播放对应 AudioEventSO 音效
/// 挂载在 Persistent 场景的 [Systems] GameObject 上。
/// 使用 AudioEventSO 替代裸 AudioClip支持随机音量 / 音调 / 多片段。
/// </summary>
public class CombatSFXController : MonoBehaviour
{
@@ -15,57 +16,52 @@ namespace BaseGames.Audio
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[Header("Default Hit SFX")]
[SerializeField] private AudioClip _defaultHitSFX;
[SerializeField] private AudioEventSO _defaultHitSFX;
[Header("Per-Type Hit SFX (optional, overrides default)")]
[SerializeField] private AudioClip _sparkHitSFX;
[SerializeField] private AudioClip _slashHitSFX;
[SerializeField] private AudioClip _bloodHitSFX;
[SerializeField] private AudioClip _magicHitSFX;
[SerializeField] private AudioClip _heavyHitSFX;
[SerializeField] private AudioClip _critHitSFX;
[SerializeField] private AudioClip _parryHitSFX;
[SerializeField] private AudioClip _fireHitSFX;
[SerializeField] private AudioClip _iceHitSFX;
[SerializeField] private AudioEventSO _sparkHitSFX;
[SerializeField] private AudioEventSO _slashHitSFX;
[SerializeField] private AudioEventSO _bloodHitSFX;
[SerializeField] private AudioEventSO _magicHitSFX;
[SerializeField] private AudioEventSO _heavyHitSFX;
[SerializeField] private AudioEventSO _critHitSFX;
[SerializeField] private AudioEventSO _parryHitSFX;
[SerializeField] private AudioEventSO _fireHitSFX;
[SerializeField] private AudioEventSO _iceHitSFX;
[Header("Death SFX")]
[SerializeField] private AudioClip _playerDeathSFX;
[SerializeField] private AudioEventSO _playerDeathSFX;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
if (_onHitConfirmed != null)
_onHitConfirmed.OnEventRaised += HandleHit;
if (_onPlayerDied != null)
_onPlayerDied.OnEventRaised += HandlePlayerDied;
_onHitConfirmed?.Subscribe(HandleHit).AddTo(_subs);
_onPlayerDied?.Subscribe(HandlePlayerDied).AddTo(_subs);
}
private void OnDisable()
{
if (_onHitConfirmed != null)
_onHitConfirmed.OnEventRaised -= HandleHit;
if (_onPlayerDied != null)
_onPlayerDied.OnEventRaised -= HandlePlayerDied;
_subs.Clear();
}
private void HandleHit(HitInfo info)
{
AudioClip clip = ResolveHitClip(info.DamageInfo.FxType);
if (clip == null) return;
AudioEventSO sfx = ResolveHitSFX(info.DamageInfo.FxType);
if (sfx == null) return;
AudioManager.Instance.PlaySFXAtPosition(clip, info.HitPoint);
GlobalSFXPlayer.Play(sfx, info.HitPoint);
}
private void HandlePlayerDied()
{
if (_playerDeathSFX == null) return;
AudioManager.Instance.PlaySFX(_playerDeathSFX);
GlobalSFXPlayer.Play(_playerDeathSFX);
}
private AudioClip ResolveHitClip(HitFxType fxType)
private AudioEventSO ResolveHitSFX(HitFxType fxType)
{
AudioClip perType = fxType switch
AudioEventSO perType = fxType switch
{
HitFxType.Spark => _sparkHitSFX,
HitFxType.Slash => _slashHitSFX,

View File

@@ -0,0 +1,30 @@
// Assets/Scripts/Audio/FootstepAudioConfigSO.cs
// 脚步声音效配置Architecture 21_LiquidPuzzleModule §3.3
using System;
using UnityEngine;
namespace BaseGames.Audio
{
[CreateAssetMenu(menuName = "BaseGames/Audio/FootstepAudioConfig")]
public class FootstepAudioConfigSO : ScriptableObject
{
[Serializable]
public struct MaterialEntry
{
public FootstepMaterial material;
public AudioClip[] clips; // 随机选一个,防止重复感
[Range(0f, 1f)] public float volume;
[Range(0.8f, 1.2f)] public float pitchVariance; // 每次随机 pitch 偏移范围
}
public MaterialEntry[] entries;
public MaterialEntry? GetEntry(FootstepMaterial mat)
{
if (entries == null) return null;
foreach (var e in entries)
if (e.material == mat) return e;
return null;
}
}
}

View File

@@ -0,0 +1,11 @@
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@@ -0,0 +1,16 @@
// Assets/Scripts/Audio/FootstepMaterial.cs
// 脚步声材质枚举Architecture 21_LiquidPuzzleModule §3.3
namespace BaseGames.Audio
{
public enum FootstepMaterial
{
Stone, // 石板地(默认)
Dirt, // 泥土/草地
Wood, // 木板
Metal, // 金属格栅
Water, // 浅水区(溅水声)
Sand, // 沙地
Grass, // 草丛
Cave, // 洞穴(回响加强)
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,16 @@
// Assets/Scripts/Audio/FootstepMaterialMarker.cs
// 挂载到地面碰撞体所在 GameObject标记该地面的脚步声材质
// Architecture 21_LiquidPuzzleModule §3.3
using UnityEngine;
namespace BaseGames.Audio
{
/// <summary>
/// 挂载到地面碰撞体所在 GameObjectTilemap 图层 or 单体地形 Prefab
/// 若玩家脚下 GameObject 无此组件,默认使用 FootstepMaterial.Stone。
/// </summary>
public class FootstepMaterialMarker : MonoBehaviour
{
public FootstepMaterial material = FootstepMaterial.Stone;
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,44 @@
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Audio
{
/// <summary>
/// 全局 SFX 播放入口(单例 MonoBehaviour
/// 通过 <see cref="Play"/> 静态方法播放 <see cref="AudioEventSO"/>
/// 可选传入世界坐标以在指定位置 3D 播放。
/// </summary>
public class GlobalSFXPlayer : MonoBehaviour
{
private static GlobalSFXPlayer _instance;
[SerializeField] private AudioSource _globalSFXSource;
private void Awake()
{
if (_instance != null) { Destroy(gameObject); return; }
_instance = this;
}
/// <summary>
/// 播放一个音效事件。
/// <para>若传入 <paramref name="worldPos"/>,则在该位置 3D 播放;否则使用全局 AudioSource 2D 播放。</para>
/// </summary>
public static void Play(AudioEventSO audioEvent, Vector2? worldPos = null)
{
if (audioEvent == null || _instance == null) return;
if (worldPos.HasValue)
{
var clip = audioEvent.PickClip();
if (clip != null)
ServiceLocator.GetOrDefault<IAudioService>()
?.PlaySFXAtPosition(clip, worldPos.Value, audioEvent.PickVolume());
}
else
{
audioEvent.Play(_instance._globalSFXSource);
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,30 @@
// Assets/Scripts/Audio/UnderwaterAudioController.cs
// 进入 LiquidZone 时切换水下 DSP 处理Architecture 21_LiquidPuzzleModule §3.4
using UnityEngine;
using UnityEngine.Audio;
namespace BaseGames.Audio
{
/// <summary>
/// 挂载于 PlayerController 所在 GameObject。
/// 由 LiquidZone.OnTriggerEnter2D / OnTriggerExit2D 直接调用。
/// 切换 AudioMixer Snapshot 以应用/解除水下 DSP 处理。
/// </summary>
public class UnderwaterAudioController : MonoBehaviour
{
[SerializeField] private AudioMixer _mixer;
[SerializeField] private float _transitionDuration = 0.3f;
/// <summary>玩家进入 Water 类型液体时调用。</summary>
public void EnterWater()
{
_mixer?.FindSnapshot("Underwater")?.TransitionTo(_transitionDuration);
}
/// <summary>玩家离开液体时调用。</summary>
public void ExitWater()
{
_mixer?.FindSnapshot("Default")?.TransitionTo(_transitionDuration);
}
}
}

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@@ -0,0 +1,11 @@
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@@ -1,3 +0,0 @@
// Placeholder to prevent asmdef-no-scripts warning.
namespace BaseGames.Audio { }

View File

@@ -1,6 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using Unity.Cinemachine;
using BaseGames.Core;
namespace BaseGames.Camera
{
@@ -9,10 +10,8 @@ namespace BaseGames.Camera
/// 须放置在持久化场景中。
/// </summary>
[DefaultExecutionOrder(-100)]
public class CameraStateController : MonoBehaviour
public class CameraStateController : MonoBehaviour, ICameraService
{
public static CameraStateController Instance { get; private set; }
[Header("引用")]
[SerializeField] private CinemachineBrain _brain;
[SerializeField] private CinemachineImpulseSource _impulseSource;
@@ -27,17 +26,13 @@ namespace BaseGames.Camera
// ── Unity Lifecycle ───────────────────────────────────────────────────
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
if (ServiceLocator.GetOrDefault<ICameraService>() != null) { Destroy(gameObject); return; }
ServiceLocator.Register<ICameraService>(this);
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
ServiceLocator.Unregister<ICameraService>(this);
}
// ── 公开 API ──────────────────────────────────────────────────────────

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Camera
{
@@ -26,7 +27,7 @@ namespace BaseGames.Camera
if (!Application.isPlaying) return;
if (!other.CompareTag(_playerTag)) return;
if (_targetCamera != null)
CameraStateController.Instance?.SwitchRoom(_targetCamera);
ServiceLocator.GetOrDefault<ICameraService>()?.SwitchRoom(_targetCamera);
}
private void OnDrawGizmos()

View File

@@ -0,0 +1,18 @@
namespace BaseGames.Camera
{
/// <summary>
/// 相机服务接口。供 RoomController / CameraTriggerZone 等调用,
/// 通过 ServiceLocator.Get&lt;ICameraService&gt;() 访问,无需直接依赖 CameraStateController。
/// </summary>
public interface ICameraService
{
/// <summary>切换到目标房间相机。</summary>
void SwitchRoom(RoomCamera targetCamera);
/// <summary>注册一个房间相机到控制器注册表。</summary>
void RegisterRoomCamera(RoomCamera camera);
/// <summary>注销一个房间相机。</summary>
void UnregisterRoomCamera(RoomCamera camera);
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,27 @@
using UnityEngine;
namespace BaseGames.Combat
{
/// <summary>
/// 抛物线抛射物。以 <see cref="ProjectileConfigSO.LaunchAngleDeg"/> 指定抛射角,
/// 并启用重力缩放,使子弹呈弧线飞行。
/// </summary>
public class ArcProjectile : Projectile
{
protected override void OnInitialized()
{
float rad = _config.LaunchAngleDeg * Mathf.Deg2Rad;
float vX = Mathf.Cos(rad) * _config.Speed * Mathf.Sign(Direction.x == 0f ? 1f : Direction.x);
float vY = Mathf.Sin(rad) * _config.Speed;
_rb.velocity = new Vector2(vX, vY);
_rb.gravityScale = _config.GravityScale;
}
protected override void OnDisable()
{
base.OnDisable();
_rb.gravityScale = 0f;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -8,6 +8,7 @@
"versionDefines": [],
"rootNamespace": "BaseGames.Combat",
"references": [
"BaseGames.Core",
"BaseGames.Core.Events",
"BaseGames.Parry"
],

View File

@@ -0,0 +1,24 @@
using UnityEngine;
namespace BaseGames.Combat
{
/// <summary>
/// 拼刀系统参数配置(架构 06_CombatModule §15
/// 资产路径: Assets/ScriptableObjects/Config/Combat/ClashConfig.asset
/// </summary>
[CreateAssetMenu(menuName = "Combat/ClashConfig")]
public class ClashConfigSO : ScriptableObject
{
[Header("HitStop")]
[Tooltip("拼刀冻帧数(比普通命中的 2 帧更短)")]
public int ClashFreezeFrames = 1;
[Header("弹开")]
[Tooltip("拼刀弹开力度Impulse 模式)")]
public float ClashKnockbackForce = 6.0f;
[Header("Camera Impulse")]
[Tooltip("Cinemachine Impulse 强度(轻微震感)")]
public float ClashImpulseStrength = 0.3f;
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d2dce4002cf4f99429388b2038fa2f60
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,70 @@
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Combat
{
/// <summary>
/// 拼刀系统单例服务(架构 06_CombatModule §15
/// 常驻 Persistent 场景,由 GameManager 持有。
/// 当玩家与敌人的近战 HitBox 同时激活并相互重叠时触发拼刀:双方均不扣血,各自弹开。
/// </summary>
[DefaultExecutionOrder(-500)]
public class ClashResolver : MonoBehaviour, IClashService
{
[SerializeField] private VoidEventChannelSO _onNailClash; // EVT_NailClash
[SerializeField] private ClashConfigSO _config;
// 防止同一碰撞在同帧被双方 HitBox 各触发一次(去重)
// Key = (min(idA,idB), max(idA,idB)),顺序无关且无 XOR 哈希碰撞风险
private readonly HashSet<(int, int)> _processedThisFrame = new();
private void Awake()
{
if (ServiceLocator.GetOrDefault<IClashService>() != null)
{
Destroy(gameObject);
return;
}
ServiceLocator.Register<IClashService>(this);
Debug.Assert(_config != null, "[ClashResolver] _config 未赋值,请在 Inspector 中指定 ClashConfigSO。", this);
}
private void LateUpdate() => _processedThisFrame.Clear();
/// <summary>
/// 由 HitBox.OnTriggerEnter2D 调用。
/// 对同一对 HitBox 每帧只处理一次HashSet 去重)。
/// </summary>
public void ResolveClash(HitBox hitBoxA, HitBox hitBoxB)
{
int idA = hitBoxA.GetInstanceID();
int idB = hitBoxB.GetInstanceID();
(int, int) key = (System.Math.Min(idA, idB), System.Math.Max(idA, idB));
if (!_processedThisFrame.Add(key)) return;
// 1. 拼刀冻帧(比普通命中的 2 帧更短,强化拼刀手感)
ServiceLocator.GetOrDefault<IHitStopService>()?.FreezeFrames(_config.ClashFreezeFrames);
// 2. 双方弹开
ApplyClashKnockback(hitBoxA.OwnerRigidbody, hitBoxB.transform.position);
ApplyClashKnockback(hitBoxB.OwnerRigidbody, hitBoxA.transform.position);
// 3. 广播事件VFX / Audio / CameraImpulse 订阅)
_onNailClash?.Raise();
}
private void ApplyClashKnockback(Rigidbody2D rb, Vector2 oppositePos)
{
if (rb == null) return;
Vector2 dir = ((Vector2)rb.transform.position - oppositePos).normalized;
rb.AddForce(dir * _config.ClashKnockbackForce, ForceMode2D.Impulse);
}
private void OnDestroy()
{
ServiceLocator.Unregister<IClashService>(this);
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: df7a93b79e446e24dbb27d2971c85f39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -5,12 +5,13 @@ namespace BaseGames.Combat
{
/// <summary>
/// 单次伤害信息。流水线RawDamage → Amount护盾修改→ FinalDamage防御减免后
/// ⚠️ 非 readonly struct — Builder 就地写入字段
/// ⚠️ 保留为可变 structHurtBox 流水线需要在方法内修改本地副本的 Amount / FinalDamage
/// Builder 通过独立字段构造,不直接修改 DamageInfo 实例。
/// </summary>
[System.Serializable]
public struct DamageInfo
{
public int RawDamage; // HitBox 设定的原始值Builder.SetRaw 写入一次)
public int RawDamage; // HitBox 设定的原始值(工厂/Builder 写入一次)
public int Amount; // 流水线中被护盾/防御修改
public int FinalDamage; // HurtBox 写入,最终 HP 扣除量
public Vector2 KnockbackDirection;
@@ -28,50 +29,92 @@ namespace BaseGames.Combat
public string SkillId;
// ── Builder ──────────────────────────────────────────────────────────
/// <summary>
/// 通过独立字段构造 DamageInfo避免直接持有可变 DamageInfo 实例。
/// </summary>
public class Builder
{
private DamageInfo _d;
private int _raw;
private DamageType _type;
private DamageCategory _category;
private DamageFlags _flags;
private DamageTags _tags;
private string _skillId;
private string _sourceId;
private Vector2 _knockbackDirection;
private float _knockbackForce;
private float _hitStunDuration;
private HitFxType _fxType;
private BreakLevel _break;
private Vector2 _sourcePosition;
private int _sourceLayer;
public Builder() { }
// SetRaw 同步初始化 AmountAmount 始终以 RawDamage 为起点)
public Builder SetRaw(int v) { _d.RawDamage = v; _d.Amount = v; return this; }
public Builder SetType(DamageType v) { _d.Type = v; return this; }
public Builder SetCategory(DamageCategory v){ _d.Category = v; return this; }
public Builder SetFlags(DamageFlags v) { _d.Flags = v; return this; }
public Builder SetTags(DamageTags v) { _d.Tags = v; return this; }
public Builder SetSkillId(string v) { _d.SkillId = v; return this; }
public Builder SetSourceId(string v) { _d.SourceId = v; return this; }
public Builder SetKnockback(Vector2 dir, float force)
{ _d.KnockbackDirection = dir; _d.KnockbackForce = force; return this; }
public Builder SetStun(float dur) { _d.HitStunDuration = dur; return this; }
public Builder SetFx(HitFxType v) { _d.FxType = v; return this; }
public Builder SetBreak(BreakLevel v) { _d.Break = v; return this; }
public Builder SetSourcePos(Vector2 v) { _d.SourcePosition = v; return this; }
public Builder SetLayer(int v) { _d.SourceLayer = v; return this; }
public DamageInfo Build() => _d;
public Builder SetRaw(int v) { _raw = v; return this; }
public Builder SetType(DamageType v) { _type = v; return this; }
public Builder SetCategory(DamageCategory v) { _category = v; return this; }
public Builder SetFlags(DamageFlags v) { _flags = v; return this; }
public Builder SetTags(DamageTags v) { _tags = v; return this; }
public Builder SetSkillId(string v) { _skillId = v; return this; }
public Builder SetSourceId(string v) { _sourceId = v; return this; }
public Builder SetKnockback(Vector2 dir, float force) { _knockbackDirection = dir; _knockbackForce = force; return this; }
public Builder SetStun(float dur) { _hitStunDuration = dur; return this; }
public Builder SetFx(HitFxType v) { _fxType = v; return this; }
public Builder SetBreak(BreakLevel v) { _break = v; return this; }
public Builder SetSourcePos(Vector2 v) { _sourcePosition = v; return this; }
public Builder SetLayer(int v) { _sourceLayer = v; return this; }
public DamageInfo Build() => new DamageInfo
{
RawDamage = _raw,
Amount = _raw,
Type = _type,
Category = _category,
Flags = _flags,
Tags = _tags,
SkillId = _skillId,
SourceId = _sourceId,
KnockbackDirection = _knockbackDirection,
KnockbackForce = _knockbackForce,
HitStunDuration = _hitStunDuration,
FxType = _fxType,
Break = _break,
SourcePosition = _sourcePosition,
SourceLayer = _sourceLayer,
};
}
/// <summary>
/// ⚡ 零堆分配工厂(热路径首选)。直接从 DamageSourceSO 填入基础字段
/// KnockbackDirection / SourcePosition / SourceLayer 等运行时字段由调用方就地赋值。
/// ⚡ 零堆分配工厂(热路径首选)。从 DamageSourceSO 填入所有静态字段
/// 可选传入运行时字段knockbackDir、sourcePos、sourceLayer
/// 无需调用方事后就地赋值。
/// </summary>
public static DamageInfo From(DamageSourceSO so)
public static DamageInfo From(
DamageSourceSO so,
Vector2 knockbackDir = default,
Vector2 sourcePos = default,
int sourceLayer = 0)
{
int baseAmt = Mathf.RoundToInt(so.BaseDamage * so.DamageMultiplier);
return new DamageInfo
{
RawDamage = baseAmt,
Amount = baseAmt,
Type = so.Type,
Category = so.Category,
Flags = so.Flags,
Tags = so.Tags,
HitStunDuration = so.HitStunDuration,
FxType = so.FxType,
Break = so.BreakLevel,
SourceId = so.sourceId,
SkillId = so.skillId,
RawDamage = baseAmt,
Amount = baseAmt,
Type = so.Type,
Category = so.Category,
Flags = so.Flags,
Tags = so.Tags,
HitStunDuration = so.HitStunDuration,
FxType = so.FxType,
Break = so.BreakLevel,
SourceId = so.sourceId,
SkillId = so.skillId,
KnockbackDirection = knockbackDir,
KnockbackForce = so.KnockbackForce,
SourcePosition = sourcePos,
SourceLayer = sourceLayer,
};
}
}

View File

@@ -1,11 +1,12 @@
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Combat
{
/// <summary>
/// 攻击判定盒。挂载在武器 Prefab 或技能 HitBox Prefab 的子节点上。
/// Phase 1 简化:直接挂在 Player Prefab 子节点 [HitBoxGround/Up/Down/Air]。
/// 直接挂在 Player Prefab 子节点 [HitBoxGround/Up/Down/Air]。
/// Collider2D 需设 IsTrigger = trueLayer = PlayerHitBox 或 EnemyHitBox。
/// </summary>
[RequireComponent(typeof(Collider2D))]
@@ -14,12 +15,38 @@ namespace BaseGames.Combat
[SerializeField] private DamageSourceSO _defaultSource;
[SerializeField] private float _hitCooldown = 0.1f;
/// <summary>
/// HitBox 标识符,供 PlayerAnimationEvents / EnemyAnimationEvents 按名称精确激活特定判定盒。
/// 留空表示"无 Id";事件 payload 为空时将操作所有 HitBox。
/// </summary>
[SerializeField] private string _id = "";
public string Id => _id;
/// <summary>
/// 对立阵营 HitBox 所在的 Layer 掩码(用于拼刀检测)。
/// Inspector 中将 PlayerHitBox 与 EnemyHitBox 两个 Layer 均勾选。
/// </summary>
[SerializeField] private LayerMask _rivalHitBoxMask;
private DamageSourceSO _currentSource;
private Transform _attackerTransform;
private Rigidbody2D _ownerRigidbody;
private bool _isActive;
private IClashService _clashService;
/// <summary>HitBox 当前是否激活(供 ClashResolver 查询)。</summary>
public bool IsActive => _isActive;
/// <summary>当前 Source 是否携带 CanClash 标记(供 ClashResolver 查询)。</summary>
public bool CanClash => _currentSource != null && _currentSource.Flags.HasFlag(DamageFlags.CanClash);
/// <summary>宿主角色的 Rigidbody2D用于拼刀弹开力计算。</summary>
public Rigidbody2D OwnerRigidbody => _ownerRigidbody;
// 拼刀检测所需的对立层掩码Inspector 配置)
/// <summary>命中确认委托PlayerCombat / EnemyCombat 订阅)。</summary>
public System.Action<DamageInfo> OnHitConfirmed;
public event System.Action<DamageInfo> OnHitConfirmed;
/// <summary>
/// 激活 HitBox。source/attacker 均可选,未传则使用 Inspector 默认值。
@@ -30,9 +57,25 @@ namespace BaseGames.Combat
_currentSource = source ?? _defaultSource;
_attackerTransform = attacker ?? transform;
_isActive = true;
// 缓存宿主 Rigidbody2D沿父层级向上查找
_ownerRigidbody = _attackerTransform.GetComponentInParent<Rigidbody2D>();
// 每次激活清空当前激活期已命中目标集合(防止连击连段导致同一阶段多次命中目标)
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
public void Deactivate() => _isActive = false;
public void Deactivate()
{
_isActive = false;
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
/// <summary>仅替换当前 DamageSource不改变激活状态供 PlayerCombat 连击段切换)。</summary>
public void SetDamageSource(DamageSourceSO source)
{
if (source != null) _currentSource = source;
}
private void Awake()
{
@@ -40,35 +83,60 @@ namespace BaseGames.Combat
var col = GetComponent<Collider2D>();
if (!col.isTrigger)
Debug.LogWarning($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this);
// 缓存 IClashServiceOnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
_clashService = ServiceLocator.GetOrDefault<IClashService>();
}
private void OnDisable()
{
_isActive = false;
_hitThisActivation.Clear();
_hitCooldownTimers.Clear();
}
private void OnTriggerEnter2D(Collider2D other)
private void OnTriggerExit2D(Collider2D other)
{
// 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox环境危险等
// 因有效目标持续流动而无限积累已离场对象。
// 注意_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
_hitCooldownTimers.Remove(other);
}
private void OnTriggerEnter2D(Collider2D other) {
if (!_isActive) return;
if (_currentSource == null)
{
Debug.LogWarning($"[HitBox] {name}: 无 DamageSourceSO跳过命中。", this);
return;
}
// 同一激活期防止对同一 Collider 重复命中(一次攻击每个目标至多命中一次)
if (!_hitThisActivation.Add(other)) return;
if (!CheckCooldown(other)) return;
Vector2 knockDir = ((Vector2)other.bounds.center
- (Vector2)_attackerTransform.position).normalized;
// ⚡ 零 GCstruct 工厂,就地赋值运行时字段
var info = DamageInfo.From(_currentSource);
info.KnockbackDirection = knockDir;
info.KnockbackForce = _currentSource.KnockbackForce;
info.SourcePosition = _attackerTransform.position;
info.SourceLayer = _attackerTransform.gameObject.layer;
// ⚡ 零 GCstruct 工厂,运行时字段内联传入
var info = DamageInfo.From(
_currentSource,
knockDir,
_attackerTransform.position,
_attackerTransform.gameObject.layer);
// ① 命中 HurtBox
// ① 拼刀检测:当前 HitBox 携带 CanClash 标记,且碰到对立阵营的 HitBox
int otherLayer = other.gameObject.layer;
bool isRivalHitBoxLayer = (_rivalHitBoxMask.value & (1 << otherLayer)) != 0;
if (isRivalHitBoxLayer && CanClash)
{
var rivalHitBox = other.GetComponent<HitBox>();
if (rivalHitBox != null && rivalHitBox.IsActive && rivalHitBox.CanClash)
{
_clashService?.ResolveClash(this, rivalHitBox);
return; // 拼刀,中止伤害流水线
}
}
// ② 命中 HurtBox
var hurtBox = other.GetComponent<HurtBox>();
if (hurtBox != null)
{
@@ -77,12 +145,14 @@ namespace BaseGames.Combat
return;
}
// 命中 IBreakable机关/障碍物)
// 命中 IBreakable机关/障碍物)
other.GetComponent<IBreakable>()?.TryInteract(info);
}
// ── 同目标多帧命中冷却 ────────────────────────────────────────────────
private readonly Dictionary<Collider2D, float> _hitCooldownTimers = new();
// ── 当前激活期已命中目标集合(防止复合子 Collider 导致同帧多次命中)────────────
private readonly HashSet<Collider2D> _hitThisActivation = new(8);
// ── 同目标多帧命中冷却(防止 Trigger 处于重叠状态时重入等殊情导致的连击)──
private readonly Dictionary<Collider2D, float> _hitCooldownTimers = new(8);
private bool CheckCooldown(Collider2D other)
{
@@ -92,5 +162,20 @@ namespace BaseGames.Combat
_hitCooldownTimers[other] = now;
return true;
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
var col = GetComponent<Collider2D>();
if (col == null) return;
// 激活时显示橙色判定框,非激活时显示极淡轮廓
Gizmos.color = _isActive
? new UnityEngine.Color(1f, 0.5f, 0f, 0.55f)
: new UnityEngine.Color(1f, 0.5f, 0f, 0.1f);
Gizmos.DrawCube(col.bounds.center, col.bounds.size);
Gizmos.color = new UnityEngine.Color(1f, 0.5f, 0f, 0.9f);
Gizmos.DrawWireCube(col.bounds.center, col.bounds.size);
}
#endif
}
}

View File

@@ -0,0 +1,102 @@
using System.Collections;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Combat
{
/// <summary>
/// 命中冻帧服务接口。
/// </summary>
public interface IHitStopService
{
/// <summary>冻帧 <paramref name="frames"/> 帧(以 fixedDeltaTime 换算为实际时长)。</summary>
void FreezeFrames(int frames);
/// <summary>冻帧指定时长Unscaled 秒)。</summary>
void FreezeDuration(float unscaledSeconds);
/// <summary>游戏正常时间缩放(默认 1子弹时间等功能修改此属性。</summary>
float BaseTimeScale { get; set; }
}
/// <summary>
/// 命中冻帧服务HitStop架构 06_CombatModule §16
/// 通过短暂将 Time.timeScale 设为 0 实现"冻帧"效果,强化打击感。
/// 常驻 Persistent 场景,由 GameManager 持有;通过 ServiceLocator 注册访问。
///
/// 设计说明:
/// - 多次并发请求取最长持续时间StopCoroutine + 重启)
/// - 使用 WaitForSecondsRealtime 确保 timeScale=0 时协程仍能恢复
/// - OnDestroy 强制还原 timeScale防止异常退出导致游戏卡死
/// </summary>
[DefaultExecutionOrder(-400)]
public class HitStopManager : MonoBehaviour, IHitStopService
{
/// <summary>游戏正常时间缩放(默认 1通过属性读取以便外部修改子弹时间时保留基准值。</summary>
public float BaseTimeScale
{
get => _baseTimeScale;
set => _baseTimeScale = Mathf.Clamp(value, 0.01f, 10f);
}
private float _baseTimeScale = 1f;
private Coroutine _activeRoutine;
private float _freezeEndTime;
// ── 生命周期 ──────────────────────────────────────────────────────
private void Awake()
{
if (ServiceLocator.GetOrDefault<IHitStopService>() != null) { Destroy(gameObject); return; }
ServiceLocator.Register<IHitStopService>(this);
}
private void OnDestroy()
{
// 安全恢复:防止场景卸载/异常退出时 timeScale 永久为 0
Time.timeScale = _baseTimeScale;
ServiceLocator.Unregister<IHitStopService>(this);
}
// ── 公共 API ──────────────────────────────────────────────────────
/// <summary>
/// 冻帧 <paramref name="frames"/> 帧(以 fixedDeltaTime 换算为实际时长)。
/// 若已有冻帧进行中,取两者中持续时间较长的(避免短请求截断较长的冻帧)。
/// </summary>
/// <param name="frames">冻帧帧数fixedDeltaTime 单位。0 或负数无效。</param>
public void FreezeFrames(int frames)
{
if (frames <= 0) return;
FreezeDuration(frames * Time.fixedDeltaTime);
}
/// <summary>
/// 冻帧指定时长Unscaled 实际秒数)。
/// 若已有冻帧进行中,取两者中较长的。
/// </summary>
/// <param name="unscaledSeconds">实际时长(秒),不受 timeScale 影响。</param>
public void FreezeDuration(float unscaledSeconds)
{
if (unscaledSeconds <= 0f) return;
float newEndTime = Time.unscaledTime + unscaledSeconds;
// 已有更长的冻帧进行中,放弃短请求,避免截断
if (_activeRoutine != null && newEndTime <= _freezeEndTime) return;
_freezeEndTime = newEndTime;
if (_activeRoutine != null)
StopCoroutine(_activeRoutine);
_activeRoutine = StartCoroutine(FreezeRoutine(unscaledSeconds));
}
// ── 内部实现 ──────────────────────────────────────────────────────
private IEnumerator FreezeRoutine(float unscaledSeconds)
{
Time.timeScale = 0f;
yield return new WaitForSecondsRealtime(unscaledSeconds);
Time.timeScale = _baseTimeScale;
_activeRoutine = null;
}
}
}

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@@ -0,0 +1,11 @@
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