多轮审查和修复
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@@ -1,20 +1,176 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using BaseGames.Combat;
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namespace BaseGames.Combat.StatusEffects
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{
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/// <summary>
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/// 状态效果管理器(Phase 1 桩)。
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/// 实现 IStatusEffectable 接口,由 HurtBox 通过接口调用,避免程序集循环依赖。
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/// Phase 2 实现完整的效果叠加、持续时间、DoT 伤害计算。
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/// 状态效果管理器。
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///
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/// 架构 06_CombatModule §11:
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/// - 双结构:List(Update 遍历)+ Dictionary(O(1) 类型查找)
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/// - 实现 IStatusEffectable,接受来自 HurtBox 的 DamageType 并映射到具体效果
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/// - DealDotDamage:StatusEffect 子类通过 Owner 调用,绕过无敌帧造成 DoT
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/// - CleanseEffect:净化指定类型效果(道具/技能使用)
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/// </summary>
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[RequireComponent(typeof(SpriteRenderer))]
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public class StatusEffectManager : MonoBehaviour, IStatusEffectable
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{
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// Phase 1:空实现
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public void ApplyStatusEffect(DamageType type) { }
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}
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[Header("事件频道(可选)")]
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[SerializeField] private StatusEffectEventChannelSO _onStatusEffectApplied;
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[SerializeField] private StatusEffectEventChannelSO _onStatusEffectExpired;
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// ── Phase 1 占位效果类型 ──────────────────────────────────────────────────
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public class FireEffect { }
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public class PoisonEffect { }
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// ── 双结构 ─────────────────────────────────────────────────────────
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private readonly List<StatusEffect> _activeList = new();
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private readonly Dictionary<StatusEffectType, StatusEffect> _activeIndex = new();
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// ── Shader 渲染(MaterialPropertyBlock,不修改共享材质)─────────
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private SpriteRenderer _renderer;
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private MaterialPropertyBlock _propBlock;
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// ── DoT 伤害代理(由 StatusEffect.OnTick 通过 Owner 调用)──────────
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private IDamageable _damageable;
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// ── 效果工厂字典(可在 Awake 后动态注册)─────────────────────
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private readonly Dictionary<DamageType, Func<StatusEffect>> _effectFactories = new();
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private void Awake()
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{
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_renderer = GetComponent<SpriteRenderer>();
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_propBlock = new MaterialPropertyBlock();
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_damageable = GetComponentInParent<IDamageable>();
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// 默认标准效果注册(子类或外部模块可调用 RegisterEffectFactory 覆盖或扩展)
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RegisterEffectFactory(DamageType.Fire, () => new FireEffect());
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RegisterEffectFactory(DamageType.Poison, () => new PoisonEffect());
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}
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private void Update()
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{
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float delta = Time.deltaTime;
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// 逆序遍历,避免移除时索引错位
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for (int i = _activeList.Count - 1; i >= 0; i--)
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{
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StatusEffect effect = _activeList[i];
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effect.Update(delta);
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if (effect.IsExpired)
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RemoveAt(i, effect);
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}
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}
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// ── IStatusEffectable 实现 ─────────────────────────────────────────
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/// <summary>
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/// HurtBox 调用入口:将 DamageType 映射为具体 StatusEffect 实例并施加。
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/// </summary>
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public void ApplyStatusEffect(DamageType type)
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{
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StatusEffect effect = CreateEffect(type);
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if (effect != null)
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ApplyEffect(effect);
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}
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/// <summary>
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/// 注册或覆盖一个 DamageType 对应的效果工厂。
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/// Boss 或特殊游玩法式可在运行时注册自定义效果。
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/// </summary>
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public void RegisterEffectFactory(DamageType type, Func<StatusEffect> factory)
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=> _effectFactories[type] = factory;
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// ── 公开 API ───────────────────────────────────────────────────────
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/// <summary>直接施加一个具体效果(供技能/Boss 使用)。</summary>
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public void ApplyEffect(StatusEffect effect)
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{
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if (_activeIndex.TryGetValue(effect.EffectType, out StatusEffect existing))
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{
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existing.OnStack();
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BroadcastApplied(existing);
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}
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else
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{
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effect.OnApply(this);
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_activeList.Add(effect);
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_activeIndex[effect.EffectType] = effect;
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BroadcastApplied(effect);
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}
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}
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/// <summary>净化指定类型效果(净化道具/技能调用)。</summary>
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public void CleanseEffect(StatusEffectType type)
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{
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if (!_activeIndex.TryGetValue(type, out StatusEffect effect)) return;
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effect.OnExpire();
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_activeIndex.Remove(type);
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_activeList.Remove(effect);
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BroadcastExpired(effect);
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}
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/// <summary>查询是否存在指定类型效果(供状态机/UI 轮询)。</summary>
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public bool HasEffect(StatusEffectType type) => _activeIndex.ContainsKey(type);
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/// <summary>获取指定类型效果(可为 null)。</summary>
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public StatusEffect GetEffect(StatusEffectType type)
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=> _activeIndex.TryGetValue(type, out var e) ? e : null;
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/// <summary>
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/// DoT 伤害代理(架构 06 §10)。StatusEffect.OnTick() 调用此方法,传入已构建好的 DamageInfo。
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/// </summary>
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public void ApplyDirectDamage(DamageInfo info)
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{
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_damageable?.TakeDamage(info);
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}
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/// <summary>设置 Sprite Shader 参数(MaterialPropertyBlock,不修改共享材质)。</summary>
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public void SetShaderParam(string param, float value)
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{
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if (_renderer == null) return;
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_renderer.GetPropertyBlock(_propBlock);
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_propBlock.SetFloat(param, value);
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_renderer.SetPropertyBlock(_propBlock);
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}
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/// <summary>净化所有状态效果(存档点激活 / 返回城镇等调用)。</summary>
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public void CleanseAll()
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{
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foreach (var e in _activeList) e.OnExpire();
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_activeList.Clear();
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_activeIndex.Clear();
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}
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// ── 私有辅助 ───────────────────────────────────────────────────────
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private StatusEffect CreateEffect(DamageType type)
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=> _effectFactories.TryGetValue(type, out var factory) ? factory() : null;
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private void RemoveAt(int index, StatusEffect effect)
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{
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effect.OnExpire();
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_activeList.RemoveAt(index);
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_activeIndex.Remove(effect.EffectType);
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BroadcastExpired(effect);
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}
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private void BroadcastApplied(StatusEffect effect)
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{
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_onStatusEffectApplied?.Raise(new StatusEffectEvent
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{
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EffectType = effect.EffectType,
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StackCount = effect.StackCount,
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RemainingDuration = effect.Duration,
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});
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}
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private void BroadcastExpired(StatusEffect effect)
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{
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_onStatusEffectExpired?.Raise(new StatusEffectEvent
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{
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EffectType = effect.EffectType,
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StackCount = 0,
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RemainingDuration = 0f,
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});
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}
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}
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}
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