多轮审查和修复

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

View File

@@ -13,14 +13,9 @@ namespace BaseGames.Core
[DefaultExecutionOrder(-1000)]
public class GameManager : MonoBehaviour
{
// ── 单例 ──────────────────────────────────────────────────────────
public static GameManager Instance { get; private set; }
// ── Inspector 引用 ────────────────────────────────────────────────
[Header("Managers")]
[SerializeField] private SettingsManager _settingsManager;
[SerializeField] private DeathRespawnService _deathRespawnService;
[SerializeField] private SceneService _sceneService;
[Header("Event Channels - Listen")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
@@ -35,54 +30,51 @@ namespace BaseGames.Core
[SerializeField] private VoidEventChannelSO _onPlayerRespawned;
// ── 状态机 ────────────────────────────────────────────────────────
private readonly GameStateMachine _fsm = new GameStateMachine();
private readonly GameStateMachine _fsm = new GameStateMachine();
private readonly CompositeDisposable _subs = new();
public GameStateId CurrentState => _fsm.CurrentStateId;
private static GameManager _instance;
// ──────────────────────────────────────────────────────────────────
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
if (_instance != null) { Destroy(gameObject); return; }
_instance = this;
DontDestroyOnLoad(transform.root.gameObject);
RegisterServices();
RegisterStates();
_settingsManager?.Initialize();
_fsm.TransitionTo(GameStates.Initializing, out _);
}
private void OnEnable()
private void Start()
{
if (_onPlayerDied) _onPlayerDied.OnEventRaised += HandlePlayerDied;
if (_onPauseRequested) _onPauseRequested.OnEventRaised += HandlePauseRequested;
if (_onResumeRequested) _onResumeRequested.OnEventRaised += HandleResumeRequested;
if (_onBossFightStarted) _onBossFightStarted.OnEventRaised += HandleBossFightStarted;
if (_onBossFightEnded) _onBossFightEnded.OnEventRaised += HandleBossFightEnded;
if (_onDeathScreenConfirmed) _onDeathScreenConfirmed.OnEventRaised += HandleDeathScreenConfirmed;
// 在 Start 广播初始状态,确保其他组件已在 OnEnable 中完成订阅。
_onGameStateChanged?.Raise(new Events.GameStateId(GameStates.Initializing.Id));
}
private void OnDisable()
private void OnEnable()
{
if (_onPlayerDied) _onPlayerDied.OnEventRaised -= HandlePlayerDied;
if (_onPauseRequested) _onPauseRequested.OnEventRaised -= HandlePauseRequested;
if (_onResumeRequested) _onResumeRequested.OnEventRaised -= HandleResumeRequested;
if (_onBossFightStarted) _onBossFightStarted.OnEventRaised -= HandleBossFightStarted;
if (_onBossFightEnded) _onBossFightEnded.OnEventRaised -= HandleBossFightEnded;
if (_onDeathScreenConfirmed) _onDeathScreenConfirmed.OnEventRaised -= HandleDeathScreenConfirmed;
_onPlayerDied? .Subscribe(HandlePlayerDied).AddTo(_subs);
_onPauseRequested? .Subscribe(HandlePauseRequested).AddTo(_subs);
_onResumeRequested? .Subscribe(HandleResumeRequested).AddTo(_subs);
_onBossFightStarted? .Subscribe(HandleBossFightStarted).AddTo(_subs);
_onBossFightEnded? .Subscribe(HandleBossFightEnded).AddTo(_subs);
_onDeathScreenConfirmed?.Subscribe(HandleDeathScreenConfirmed).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
private void OnDestroy()
{
if (_instance == this) _instance = null;
}
private void Update() => _fsm.Tick(Time.deltaTime);
// ── 初始化 ────────────────────────────────────────────────────────
private void RegisterServices()
{
if (_deathRespawnService)
ServiceLocator.Register<IDeathRespawnService>(_deathRespawnService);
if (_sceneService)
ServiceLocator.Register<ISceneService>(_sceneService);
}
private void RegisterStates()
{
_fsm.Register(new InitializingState());
@@ -111,8 +103,13 @@ namespace BaseGames.Core
// ── 事件处理 ──────────────────────────────────────────────────────
private void HandlePlayerDied() => StartCoroutine(DeathFlow());
private void HandlePauseRequested() => RequestTransition(GameStates.Paused);
private void HandleResumeRequested() => RequestTransition(GameStates.Gameplay);
private void HandlePauseRequested()
{
_prePauseState = _fsm.CurrentStateId;
RequestTransition(GameStates.Paused);
}
private void HandleResumeRequested() => RequestTransition(_prePauseState);
private void HandleBossFightStarted(string bossId)
=> RequestTransition(GameStates.BossFight);
@@ -123,13 +120,23 @@ namespace BaseGames.Core
else RequestTransition(GameStates.GameOver);
}
private bool _deathScreenConfirmed;
private bool _deathScreenConfirmed;
private GameStateId _prePauseState = GameStates.Gameplay;
private void HandleDeathScreenConfirmed() => _deathScreenConfirmed = true;
private IEnumerator DeathFlow()
{
RequestTransition(GameStates.Dead);
var deathService = ServiceLocator.Get<IDeathRespawnService>();
// SteelSoul 模式:清档后返回主菜单(架构 19 §6
var scaler = ServiceLocator.GetOrDefault<IDifficultyService>()?.CurrentScaler;
if (scaler != null && scaler.InstantDeathOnZeroHP)
{
yield return deathService.StartGameOverCoroutine();
yield break;
}
yield return deathService.StartDeathSequenceCoroutine();
// 等待玩家在死亡画面点击重试