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

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using System;
using UnityEngine;
using UnityEngine.AddressableAssets;
using BaseGames.Combat;
namespace BaseGames.Boss
{
/// <summary>
/// 单个攻击图案的数据。伤害参数只写在此处BossSkillSO 不存参数。
/// </summary>
[CreateAssetMenu(menuName = "Boss/AttackPattern")]
public class AttackPatternSO : ScriptableObject
{
[Header("输出")]
public DamageSourceSO DamageSource;
public float KnockbackAngle;
[Header("弹幕(若为弹幕类型)")]
public AssetReferenceGameObject ProjectilePrefab;
public int ProjectileCount = 1;
public float SpreadAngle = 0f;
public float ProjectileSpeed = 8f;
[Header("范围攻击(若为 AoE 类型)")]
public float AoERadius;
public Vector2 AoEOffset;
[Header("时序")]
[Min(0f)] public float WindupDuration;
[Min(0f)] public float ActiveDuration;
[Min(0f)] public float RecoveryDuration;
}
}

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using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.Enemies
{
/// <summary>
/// Boss 敌人基类。扩展 <see cref="EnemyBase"/> 以支持多阶段切换与战斗结束广播。
/// 具体 Boss 继承此类并重写 <see cref="EnterPhase"/>。
/// </summary>
public class BossBase : EnemyBase
{
[Header("Boss 配置")]
[SerializeField] private string _bossId;
[SerializeField] private BoolEventChannelSO _onBossFightEnded;
[SerializeField] private BossPhaseEventChannelSO _onBossPhaseChanged;
public string BossId => _bossId;
protected int _currentPhase = 0;
/// <summary>
/// 进入指定阶段。广播 <see cref="BossPhaseEvent"/> 供 UI / 音乐系统响应。
/// 子类可重写以添加额外过渡逻辑(动画、无敌帧等)。
/// </summary>
public virtual void EnterPhase(int phase)
{
_currentPhase = phase;
_onBossPhaseChanged?.Raise(new BossPhaseEvent
{
BossId = _bossId,
Phase = phase,
});
}
/// <summary>检查当前 HP 是否低于指定百分比0~1。</summary>
public bool IsHPBelow(float ratio)
{
if (_stats == null || _stats.MaxHP <= 0) return false;
return (float)_stats.CurrentHP / _stats.MaxHP < ratio;
}
protected override void Die()
{
base.Die();
_onBossFightEnded?.Raise(true);
}
}
}

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using UnityEngine;
namespace BaseGames.Boss
{
/// <summary>
/// Boss 自身资源(如愤怒值)的配置 ScriptableObject。
/// </summary>
[CreateAssetMenu(menuName = "Boss/ResourceConfig")]
public class BossResourceConfigSO : ScriptableObject
{
public string resourceId;
public string displayName;
public float maxValue;
public float startValue;
[Header("自动变化")]
public float passiveRate;
public float onTakeDamageGain;
public float onSkillUseGain;
[Header("满值效果")]
public bool autoTriggerOnFull;
public BossSkillSO fullTriggerSkill;
public float resetValueAfterTrigger;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Animancer;
using BaseGames.Combat;
using BaseGames.Core.Events;
namespace BaseGames.Boss
{
/// <summary>
/// 挂在 Boss GameObject 上,接收 BossOrchestrator 的指令执行指定 BossSkillSO。
/// 管理 VulnerabilityWindow 计时和 WeakPointSystem 激活。
/// </summary>
public class BossSkillExecutor : MonoBehaviour
{
[SerializeField] private HitBox[] _hitBoxes;
[SerializeField] private WeakPointSystem _weakPointSystem;
[SerializeField] private AnimancerComponent _animancer;
[SerializeField] private string _bossId;
[SerializeField] private BossSkillEventChannelSO _onBossSkillStarted;
[SerializeField] private BossSkillEventChannelSO _onBossSkillEnded;
/// <remarks>PlayerController 无 Instance架构 05 §2由 Inspector 指定。</remarks>
[SerializeField] private Transform _playerTransform;
private BossSkillSO _currentSkill;
private bool _isExecuting;
private Coroutine _activeCoroutine;
public bool IsExecuting => _isExecuting;
/// <summary>
/// 按 float 值复用 WaitForSeconds 实例,消除协程中每次 new WaitForSeconds 的 GC 分配。
/// Domain Reload 禁用时静态缓存跨 PlayMode 会话保留,但 WaitForSeconds 是幂等值对象,
/// 不会引发功能错误;[RuntimeInitializeOnLoadMethod] 确保每次进入 Play 时清空。
/// </summary>
private static readonly Dictionary<float, WaitForSeconds> _wfsCache = new();
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
private static void ClearWFSCache() => _wfsCache.Clear();
private static WaitForSeconds GetWFS(float t)
{
if (!_wfsCache.TryGetValue(t, out var wfs))
_wfsCache[t] = wfs = new WaitForSeconds(t);
return wfs;
}
// ── 公共 API ───────────────────────────────────────────────────────────
/// <summary>
/// 执行一个 Boss 技能。若当前已在执行中则直接返回。
/// </summary>
public void ExecuteSkill(BossSkillSO skill)
{
if (_isExecuting || skill == null) return;
_activeCoroutine = StartCoroutine(ExecuteSkillCoroutine(skill));
}
/// <summary>
/// 立即打断正在执行的技能(阶段切换时调用)。
/// </summary>
public void InterruptCurrentSkill()
{
if (_activeCoroutine != null)
{
StopCoroutine(_activeCoroutine);
_activeCoroutine = null;
}
FinishExecution();
}
// ── 主协程 ─────────────────────────────────────────────────────────────
private IEnumerator ExecuteSkillCoroutine(BossSkillSO skill)
{
_isExecuting = true;
_currentSkill = skill;
_onBossSkillStarted?.Raise(new BossSkillEvent { BossId = _bossId, SkillId = skill.skillId });
// 播放技能动画
if (skill.skillAnimation != null)
_animancer.Play(skill.skillAnimation);
// 启动 VulnerabilityWindow 协程(与主序列并行)
Coroutine vulnCoroutine = null;
if (skill.vulnerabilityWindows != null && skill.vulnerabilityWindows.Length > 0)
vulnCoroutine = StartCoroutine(ActivateVulnerabilityWindowsCoroutine(skill));
// 执行攻击序列(优先 sequenceOnMiss 作为默认序列)
if (skill.sequenceOnMiss != null)
yield return ExecuteSequenceCoroutine(skill.sequenceOnMiss);
// 若弱点协程还在运行则等待其结束(避免孤立协程)
if (vulnCoroutine != null)
yield return vulnCoroutine;
FinishExecution();
}
private void FinishExecution()
{
_isExecuting = false;
if (_currentSkill != null)
{
_onBossSkillEnded?.Raise(new BossSkillEvent { BossId = _bossId, SkillId = _currentSkill.skillId });
_currentSkill = null;
}
}
// ── 序列协程 ────────────────────────────────────────────────────────────
private IEnumerator ExecuteSequenceCoroutine(SkillSequenceSO seq)
{
int repeatCount = 0;
do
{
foreach (var step in seq.steps)
{
if (step.delayBeforeStep > 0f)
yield return GetWFS(step.delayBeforeStep);
if (step.pattern != null)
yield return ExecutePatternCoroutine(step.pattern);
}
repeatCount++;
if (seq.RepeatIfPlayerInRange && seq.RepeatDelay > 0f)
yield return GetWFS(seq.RepeatDelay);
}
while (seq.RepeatIfPlayerInRange
&& (seq.MaxRepeatCount == 0 || repeatCount < seq.MaxRepeatCount)
&& IsPlayerInRange());
}
private IEnumerator ExecutePatternCoroutine(AttackPatternSO pattern)
{
// 预备
if (pattern.WindupDuration > 0f)
yield return GetWFS(pattern.WindupDuration);
// 激活 HitBox架构 06 §4Activate(DamageSourceSO, Transform)
foreach (var hb in _hitBoxes)
hb.Activate(pattern.DamageSource, transform);
if (pattern.ActiveDuration > 0f)
yield return GetWFS(pattern.ActiveDuration);
// 关闭 HitBox
foreach (var hb in _hitBoxes)
hb.Deactivate();
// 后摇
if (pattern.RecoveryDuration > 0f)
yield return GetWFS(pattern.RecoveryDuration);
}
// ── VulnerabilityWindow 协程 ─────────────────────────────────────────────
private IEnumerator ActivateVulnerabilityWindowsCoroutine(BossSkillSO skill)
{
foreach (var window in skill.vulnerabilityWindows)
{
if (window.TriggerDelay > 0f)
yield return GetWFS(window.TriggerDelay);
bool activateSpecific = window.ActivateWeakPointHurtBox;
_weakPointSystem?.SetActive(true, window.DamageMultiplier, activateSpecific);
window.OpenFeedback?.PlayFeedbacks();
yield return GetWFS(window.Duration);
_weakPointSystem?.SetActive(false, 1f, activateSpecific);
window.CloseFeedback?.PlayFeedbacks();
}
}
// ── 工具 ───────────────────────────────────────────────────────────────
private bool IsPlayerInRange() =>
_playerTransform != null &&
Vector2.Distance(transform.position, _playerTransform.position) < 8f;
}
}

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using System;
using UnityEngine;
using Animancer;
using BaseGames.Combat;
namespace BaseGames.Boss
{
/// <summary>
/// Boss 单个技能的所有数据,包括攻击模式、弱点窗口、互动标签等。
/// </summary>
[CreateAssetMenu(menuName = "Boss/BossSkill")]
public class BossSkillSO : ScriptableObject
{
[Header("元信息")]
public string skillId;
public string displayName;
[TextArea(1, 4)]
public string designNote;
[Header("技能分类")]
public BossSkillCategory category;
public BossSkillType skillType;
[Header("阶段可用性")]
[Tooltip("空数组 = 全阶段可用")]
public int[] availablePhaseIndices;
[Header("核心攻击动作引用")]
public AttackPatternSO[] attackPatterns;
[Header("弱点窗口(至少 1 个)")]
public VulnerabilityWindow[] vulnerabilityWindows;
[Header("互动标签")]
public InteractionTag interactionTags;
[Header("连段")]
public SkillSequenceSO sequenceOnHit;
public SkillSequenceSO sequenceOnMiss;
[Header("玩家反制接口")]
public PlayerCounterResponse[] counterResponses;
[Header("场景联动")]
public ArenaEventTrigger[] arenaEvents;
[Header("Boss 资源")]
public BossResourceCost resourceCost;
public bool buildsRage;
[Header("霸体配置")]
public PoiseWindowConfig poiseWindow;
[Header("动画")]
public ClipTransition skillAnimation;
[Header("冷却")]
[Min(0f)]
public float cooldown;
}
}

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using System;
using UnityEngine;
using MoreMountains.Feedbacks;
namespace BaseGames.Boss
{
// ── 分类枚举 ───────────────────────────────────────────────────────────────
public enum BossSkillCategory
{
Melee, Ranged, Charge, AoE, Environmental, Summon,
Buff, Debuff, Phase, Passive, Reactive
}
public enum BossSkillType
{
MeleeSlash,
ChargeAttack,
LeapSlam,
ProjectileVolley,
LaserBeam,
PhaseTransition,
SummonMinion,
ArenaTrap,
SpeedBurst,
DefensiveShell,
}
[Flags]
public enum InteractionTag
{
None = 0,
Parryable = 1 << 0,
PerfectParryOnly = 1 << 1,
DodgeWindow = 1 << 2,
Unblockable = 1 << 3,
CanBeReflected = 1 << 4,
ExposesWeakPoint = 1 << 5,
GrantsPlayerReso = 1 << 6,
ArenaHazard = 1 << 7,
PhaseGate = 1 << 8,
}
// ── VulnerabilityWindow ────────────────────────────────────────────────────
public enum VulnTriggerType
{
OnAttackRecovery,
OnParriedSuccess,
OnCounterSkillHit,
OnPhaseTransition,
OnHazardBackfire,
OnSummonDefeated,
Manual,
}
public enum WeakPointType
{
FullBody,
HeadOnly,
BackOnly,
CoreExposed,
CustomPoint,
}
[Serializable]
public struct VulnerabilityWindow
{
[Tooltip("弱点触发方式")]
public VulnTriggerType TriggerType;
[Tooltip("触发后延迟出现(秒)")]
[Min(0f)]
public float TriggerDelay;
[Tooltip("弱点持续时长(秒)")]
[Min(0.1f)]
public float Duration;
public WeakPointType WeakPointType;
[Tooltip("弱点激活时 Boss 受击乘数")]
[Min(0.1f)]
public float DamageMultiplier;
public bool ForceStagger;
[Min(0f)]
public float StaggerDuration;
public MMF_Player OpenFeedback;
public MMF_Player CloseFeedback;
public Color HighlightColor;
public bool ActivateWeakPointHurtBox => WeakPointType != WeakPointType.FullBody;
}
// ── PlayerCounterResponse ─────────────────────────────────────────────────
public enum CounterType
{
Parry,
PerfectParry,
DodgeThrough,
SpecificSkill,
WeakPointHit,
HazardBackfire,
SummonKill,
}
[Serializable]
public struct PlayerCounterResponse
{
[Header("反制条件")]
public CounterType counterType;
public string requiredSkillId;
[Header("反制效果(对 Boss")]
public float bossStaggerDuration;
public float bossDamageBonus;
public bool openVulnWindow;
public bool interruptSkill;
[Header("反制收益(对玩家)")]
public int soulPowerGrant;
public int spiritPowerGrant;
public MMF_Player counterFeedback;
}
// ── ArenaEvent ────────────────────────────────────────────────────────────
public enum ArenaEventType
{
DestroyPlatform,
ActivateHazard,
DeactivateHazard,
SpawnHazardArea,
ShakeArena,
ToggleLighting,
SpawnPlatform,
TriggerCutscene,
}
[Serializable]
public struct ArenaEventParams
{
public float duration;
public float intensity;
public bool revertsOnPhaseEnd;
}
[Serializable]
public struct ArenaEventTrigger
{
public string targetArenaObjectId;
public ArenaEventType eventType;
public float delay;
public ArenaEventParams parameters;
}
[Serializable]
public struct ArenaEventData
{
public ArenaEventType type;
public ArenaEventParams parameters;
public string sourceSkillId;
}
public interface IArenaInteractable
{
string ArenaObjectId { get; }
void OnBossArenaEvent(ArenaEventData data);
}
// ── BossResourceCost ──────────────────────────────────────────────────────
[Serializable]
public struct BossResourceCost
{
public string resourceId;
public float cost;
public float minRequired;
}
}

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using System.Collections;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Pool;
namespace BaseGames.Enemies.Boss.Patterns
{
/// <summary>
/// 攻击预警系统(架构 07_EnemyModule §11
/// 在攻击前若干帧显示视觉提示VFX 从对象池取出,到期归还)。
/// 由 BD_TelegraphAttack 通过协程调用 ShowTelegraph。
/// </summary>
public class TelegraphSystem : MonoBehaviour
{
/// <summary>
/// 开始预警:从对象池取出 vfxKey 对应预警 VFX等待 duration 秒后归还。
/// 由 BD_TelegraphAttack.OnStart 通过 StartCoroutine 调用。
/// </summary>
public IEnumerator ShowTelegraph(string vfxKey, float duration, Vector2 position)
{
if (string.IsNullOrEmpty(vfxKey) || duration <= 0f)
{
yield return null;
yield break;
}
GameObject vfx = null;
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
if (pool != null)
vfx = pool.Spawn(vfxKey, new Vector3(position.x, position.y, 0f), Quaternion.identity);
else
Debug.LogWarning($"[TelegraphSystem] IObjectPoolService 未就绪,预警 VFX '{vfxKey}' 无法显示。");
yield return new WaitForSeconds(duration);
if (vfx != null && pool != null)
{
var po = vfx.GetComponent<PooledObject>();
if (po != null) po.ReturnToPool();
else vfx.SetActive(false);
}
}
/// <summary>立即隐藏所有活跃预警 VFX技能被打断时调用。</summary>
public void CancelTelegraph()
{
StopAllCoroutines();
}
}
}

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using System;
using UnityEngine;
namespace BaseGames.Boss
{
/// <summary>
/// 有序攻击序列(一个技能内的多段连段)。
/// </summary>
[CreateAssetMenu(menuName = "Boss/SkillSequence")]
public class SkillSequenceSO : ScriptableObject
{
[Serializable]
public struct SequenceStep
{
public AttackPatternSO pattern;
[Min(0f)] public float delayBeforeStep;
}
public SequenceStep[] steps;
[Header("序列完成后的行为")]
public bool RepeatIfPlayerInRange;
[Min(0f)] public float RepeatDelay;
[Range(0, 10)] public int MaxRepeatCount;
}
}

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using UnityEngine;
using BaseGames.Combat;
using BaseGames.Core.Events;
namespace BaseGames.Boss
{
/// <summary>
/// 管理 Boss 的专属弱点 HurtBox如核心、眼睛等
/// 弱点激活期间受到的伤害会乘以 DamageMultiplier。
/// </summary>
public class WeakPointSystem : MonoBehaviour
{
[System.Serializable]
public struct WeakPoint
{
public HurtBox hurtBox;
public GameObject visualIndicator;
}
[SerializeField] private WeakPoint[] _weakPoints;
[SerializeField] private string _bossId;
[SerializeField] private StringEventChannelSO _onVulnerabilityWindowOpened;
private float _damageMultiplier = 1f;
/// <summary>激活或关闭弱点 HurtBox 及视觉指示器。</summary>
/// <param name="active">是否激活。</param>
/// <param name="multiplier">激活时的受击伤害乘数。</param>
/// <param name="activateSpecific">true = 仅激活弱点专属 HurtBoxfalse = 全身视为弱点(不改变 HurtBox 状态)。</param>
public void SetActive(bool active, float multiplier = 1f, bool activateSpecific = false)
{
_damageMultiplier = active ? multiplier : 1f;
if (activateSpecific)
{
foreach (var wp in _weakPoints)
{
wp.hurtBox.gameObject.SetActive(active);
if (wp.visualIndicator != null)
wp.visualIndicator.SetActive(active);
}
}
if (active)
_onVulnerabilityWindowOpened?.Raise(_bossId);
}
/// <summary>弱点 HurtBox 受击时,由 BossStats 调用此方法获取最终伤害系数。</summary>
public float GetDamageMultiplier() => _damageMultiplier;
}
}

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