多轮审查和修复
This commit is contained in:
15
Assets/Data/Events/Boss/EVT_BossFightEnded.asset
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15
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15
Assets/Data/Events/Boss/EVT_BossFightStarted.asset
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15
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15
Assets/Data/Events/Combat/EVT_DeathScreenConfirmed.asset
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15
Assets/Data/Events/Combat/EVT_DeathScreenConfirmed.asset
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15
Assets/Data/Events/Combat/EVT_PlayerRespawned.asset
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15
Assets/Data/Events/Combat/EVT_PlayerRespawned.asset
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Assets/Data/Events/Combat/EVT_PlayerRespawned.asset.meta
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15
Assets/Data/Events/Combat/EVT_RespawnCompleted.asset
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15
Assets/Data/Events/Combat/EVT_RespawnCompleted.asset
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15
Assets/Data/Events/Combat/EVT_RespawnStarted.asset
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15
Assets/Data/Events/Combat/EVT_RespawnStarted.asset
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8
Assets/Data/Events/Combat/EVT_RespawnStarted.asset.meta
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15
Assets/Data/Events/Core/EVT_FadeInRequest.asset
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15
Assets/Data/Events/Core/EVT_FadeInRequest.asset
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Assets/Data/Events/Core/EVT_FadeInRequest.asset.meta
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Assets/Data/Events/Core/EVT_FadeInRequest.asset.meta
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15
Assets/Data/Events/Core/EVT_FadeOutRequest.asset
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15
Assets/Data/Events/Core/EVT_FadeOutRequest.asset
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Assets/Data/Events/Core/EVT_FadeOutRequest.asset.meta
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15
Assets/Data/Events/Core/EVT_GameStateChanged.asset
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15
Assets/Data/Events/Core/EVT_GameStateChanged.asset
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Assets/Data/Events/Core/EVT_GameStateChanged.asset.meta
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15
Assets/Data/Events/Core/EVT_SceneLoaded.asset
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15
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Assets/Data/Events/Core/EVT_SceneLoaded.asset.meta
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15
Assets/Data/Events/UI/EVT_FastTravelOpen.asset
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Assets/Data/Events/UI/EVT_FastTravelOpen.asset.meta
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15
Assets/Data/Events/UI/EVT_MapOpen.asset
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15
Assets/Data/Events/UI/EVT_ShopOpen.asset
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Assets/Data/Events/World/EVT_SavePointActivated.asset
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Assets/Data/Input/InputReader.asset
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31
Assets/Scripts/Animation/AnimationEventBinder.cs
Normal file
31
Assets/Scripts/Animation/AnimationEventBinder.cs
Normal file
@@ -0,0 +1,31 @@
|
||||
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 API:ClipTransition.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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}
|
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}
|
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}
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64
Assets/Scripts/Animation/AnimationEventConfigSO.cs
Normal file
64
Assets/Scripts/Animation/AnimationEventConfigSO.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
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 >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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|
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49
Assets/Scripts/Animation/AnimationEventType.cs
Normal file
49
Assets/Scripts/Animation/AnimationEventType.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
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, // payload:FeedbackPreset 名称
|
||||
PlaySFX, // payload:SFX 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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|
||||
"rootNamespace": "BaseGames.Animation",
|
||||
"references": [
|
||||
"BaseGames.Core.Events",
|
||||
"Kybernetik.Animancer"
|
||||
"Kybernetik.Animancer",
|
||||
"BaseGames.Combat",
|
||||
"BaseGames.Parry",
|
||||
"BaseGames.Feedback",
|
||||
"BaseGames.Player",
|
||||
"BaseGames.Enemies"
|
||||
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|
||||
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|
||||
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|
||||
|
||||
111
Assets/Scripts/Animation/EnemyAnimationEvents.cs
Normal file
111
Assets/Scripts/Animation/EnemyAnimationEvents.cs
Normal file
@@ -0,0 +1,111 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9c4356cd693b604bb0889f9538eb13e
|
||||
guid: 13003b40ed7bd164d8d90eb58f0548ec
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
17
Assets/Scripts/Animation/IAnimationEventHandler.cs
Normal file
17
Assets/Scripts/Animation/IAnimationEventHandler.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Animation/IAnimationEventHandler.cs.meta
Normal file
11
Assets/Scripts/Animation/IAnimationEventHandler.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2c57ff98093620448d1f7c8ce6d0511
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
149
Assets/Scripts/Animation/PlayerAnimationEvents.cs
Normal file
149
Assets/Scripts/Animation/PlayerAnimationEvents.cs
Normal file
@@ -0,0 +1,149 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Animation/PlayerAnimationEvents.cs.meta
Normal file
11
Assets/Scripts/Animation/PlayerAnimationEvents.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e3a90eca47d12a49a07be7f38a376e8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,3 +0,0 @@
|
||||
// Placeholder to prevent asmdef-no-scripts warning.
|
||||
namespace BaseGames.Animation { }
|
||||
|
||||
52
Assets/Scripts/Audio/AudioEventSO.cs
Normal file
52
Assets/Scripts/Audio/AudioEventSO.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Audio/AudioEventSO.cs.meta
Normal file
11
Assets/Scripts/Audio/AudioEventSO.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 356d306cd9d1eaa46b9d283761bcba54
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 Config(BGM 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 API(Phase 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($"[AudioManager] PlayBGM(key) 尚未接入 AudioEventSO(Phase 2)。key={key}");
|
||||
private void OnDestroy()
|
||||
{
|
||||
ServiceLocator.Unregister<IAudioService>(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 按 Addressable key 播放 SFX。Phase 2 接入 AudioEventSO 前为占位警告。
|
||||
/// </summary>
|
||||
// ── IAudioService string-key API ────────────────────────────────────────────
|
||||
/// <summary>按 Zone/Boss key 查 AudioConfigSO 播放 BGM。</summary>
|
||||
public void PlayBGM(string key)
|
||||
{
|
||||
var clip = _audioConfig.GetZoneBGM(key) ?? _audioConfig.GetBossBGM(key);
|
||||
if (clip == null)
|
||||
{
|
||||
Debug.LogWarning($"[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($"[AudioManager] PlaySFX(key) 尚未接入 AudioEventSO(Phase 2)。key={key}");
|
||||
{
|
||||
if (_sfxLookup != null && _sfxLookup.TryGetValue(key, out var evt))
|
||||
{
|
||||
evt?.PlayOneShot(NextSFXSource());
|
||||
return;
|
||||
}
|
||||
Debug.LogWarning($"[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];
|
||||
}
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: -500
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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,
|
||||
|
||||
30
Assets/Scripts/Audio/FootstepAudioConfigSO.cs
Normal file
30
Assets/Scripts/Audio/FootstepAudioConfigSO.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Audio/FootstepAudioConfigSO.cs.meta
Normal file
11
Assets/Scripts/Audio/FootstepAudioConfigSO.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 902dc34e76d63a041a7e9a564b89a5e0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
16
Assets/Scripts/Audio/FootstepMaterial.cs
Normal file
16
Assets/Scripts/Audio/FootstepMaterial.cs
Normal file
@@ -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)
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Audio/FootstepMaterial.cs.meta
Normal file
11
Assets/Scripts/Audio/FootstepMaterial.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3dc331b476a760a49b238b6645aae052
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
16
Assets/Scripts/Audio/FootstepMaterialMarker.cs
Normal file
16
Assets/Scripts/Audio/FootstepMaterialMarker.cs
Normal file
@@ -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 GameObject(Tilemap 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;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Audio/FootstepMaterialMarker.cs.meta
Normal file
11
Assets/Scripts/Audio/FootstepMaterialMarker.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9bed4b6cdf4d7064793fe22fefccce43
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
44
Assets/Scripts/Audio/GlobalSFXPlayer.cs
Normal file
44
Assets/Scripts/Audio/GlobalSFXPlayer.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Audio/GlobalSFXPlayer.cs.meta
Normal file
11
Assets/Scripts/Audio/GlobalSFXPlayer.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8275d76dd985c4c419f4c477b9275de3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
30
Assets/Scripts/Audio/UnderwaterAudioController.cs
Normal file
30
Assets/Scripts/Audio/UnderwaterAudioController.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Audio/UnderwaterAudioController.cs.meta
Normal file
11
Assets/Scripts/Audio/UnderwaterAudioController.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d32189c7a2ecbe4caf2bf3d8aa174f2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,3 +0,0 @@
|
||||
// Placeholder to prevent asmdef-no-scripts warning.
|
||||
namespace BaseGames.Audio { }
|
||||
|
||||
@@ -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 ──────────────────────────────────────────────────────────
|
||||
|
||||
@@ -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()
|
||||
|
||||
18
Assets/Scripts/Camera/ICameraService.cs
Normal file
18
Assets/Scripts/Camera/ICameraService.cs
Normal 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<ICameraService>() 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);
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Camera/ICameraService.cs.meta
Normal file
11
Assets/Scripts/Camera/ICameraService.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94f7141340a22a54aa504d7c6a09eeb3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
27
Assets/Scripts/Combat/ArcProjectile.cs
Normal file
27
Assets/Scripts/Combat/ArcProjectile.cs
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Combat/ArcProjectile.cs.meta
Normal file
11
Assets/Scripts/Combat/ArcProjectile.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f43e5039135c2f84682862a9249e2688
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,6 +8,7 @@
|
||||
"versionDefines": [],
|
||||
"rootNamespace": "BaseGames.Combat",
|
||||
"references": [
|
||||
"BaseGames.Core",
|
||||
"BaseGames.Core.Events",
|
||||
"BaseGames.Parry"
|
||||
],
|
||||
|
||||
24
Assets/Scripts/Combat/ClashConfigSO.cs
Normal file
24
Assets/Scripts/Combat/ClashConfigSO.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Combat/ClashConfigSO.cs.meta
Normal file
11
Assets/Scripts/Combat/ClashConfigSO.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d2dce4002cf4f99429388b2038fa2f60
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
70
Assets/Scripts/Combat/ClashResolver.cs
Normal file
70
Assets/Scripts/Combat/ClashResolver.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Combat/ClashResolver.cs.meta
Normal file
11
Assets/Scripts/Combat/ClashResolver.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df7a93b79e446e24dbb27d2971c85f39
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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 struct:HurtBox 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 Amount(Amount 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,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 = true,Layer = 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($"[HitBox] {name}: Collider2D.isTrigger 应为 true。", this);
|
||||
// 缓存 IClashService:OnTriggerEnter2D 为物理热路径,避免每次调用 Dictionary 查找
|
||||
_clashService = ServiceLocator.GetOrDefault<IClashService>();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
_isActive = false;
|
||||
_hitThisActivation.Clear();
|
||||
_hitCooldownTimers.Clear();
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
// 目标离开判定区域时清除其冷却记录,防止持续激活的 HitBox(环境危险等)
|
||||
// 因有效目标持续流动而无限积累已离场对象。
|
||||
// 注意:_hitThisActivation 刻意保留,确保同一激活期内不重复命中。
|
||||
_hitCooldownTimers.Remove(other);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other) {
|
||||
if (!_isActive) return;
|
||||
if (_currentSource == null)
|
||||
{
|
||||
Debug.LogWarning($"[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 GC:struct 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 GC:struct 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 层
|
||||
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;
|
||||
}
|
||||
|
||||
// ② 命中 IBreakable(机关/障碍物)
|
||||
// ③ 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
|
||||
}
|
||||
}
|
||||
|
||||
102
Assets/Scripts/Combat/HitStopManager.cs
Normal file
102
Assets/Scripts/Combat/HitStopManager.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Combat/HitStopManager.cs.meta
Normal file
11
Assets/Scripts/Combat/HitStopManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9aace2ae37bf9d0459a4cdeb34595885
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user