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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// Assets/Scripts/World/Liquid/LiquidPhysicsConfigSO.cs
using UnityEngine;
using UnityEngine.Rendering;
namespace BaseGames.World.Liquid
{
[CreateAssetMenu(menuName = "World/LiquidPhysicsConfig")]
public class LiquidPhysicsConfigSO : ScriptableObject
{
[Header("水下物理")]
[Range(0f, 1f)]
public float GravityScale = 0.3f; // 水下重力系数(越小越漂浮)
[Range(0f, 1f)]
public float BuoyancyForce = 0.5f; // 上浮力(每帧施加的向上力)
public float MaxSwimSpeed = 4.0f; // 最大游泳速度 (m/s)
public float SwimAcceleration = 8.0f; // 游泳加速度
public float SurfaceExitSpeed = 5.0f; // 跃出水面时的冲量
public float SinkSpeed = 2.0f; // 无游泳能力时自然下沉速度 (m/s)
public float DiveSpeedMultiplier = 1.5f; // 主动下潜时的速度倍率
[Header("浅水/泥水速度缩放")]
[Range(0.1f, 1.0f)]
public float ShallowSpeedScale = 0.65f; // ShallowWater 类型水平移动速度倍率
[Range(0.1f, 1.0f)]
public float MudSpeedScale = 0.50f; // Mud 类型水平移动速度倍率
[Header("溺死计时(无游泳能力时)")]
public float DrownTime = 3.0f; // 屏气倒计时(秒),倒计时结束则触发死亡
[Header("进出液体")]
public float SplashEntryDelay = 0.05f; // 溅水特效延迟(配合动画)
public float DragCoefficient = 3.0f; // 水下阻力系数(减缓水平移动)
[Header("视觉")]
public VolumeProfile WaterVolumeProfile; // 水下后处理 Profile可为 null
}
}

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// Assets/Scripts/World/Liquid/LiquidType.cs
namespace BaseGames.World.Liquid
{
public enum LiquidType
{
Water, // 可游泳(需 Swim 能力)
ShallowWater, // 浅水(水中慢走,无需游泳能力,速度 ×0.65
Mud, // 泥水(移动极慢,无需游泳能力,速度 ×0.50
Acid, // 接触即死HazardZone 处理)
Lava, // 接触即死HazardZone 处理)
}
}

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// Assets/Scripts/World/Liquid/LiquidZone.cs
using BaseGames.Core.Events;
using MoreMountains.Feedbacks;
using UnityEngine;
namespace BaseGames.World.Liquid
{
/// <summary>
/// 挂在液态区域根 GameObject 上。
/// 酸液/熔岩时需同时挂载 HazardZoneInstantKill 类型)。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class LiquidZone : MonoBehaviour
{
[Header("液体类型")]
[SerializeField] private LiquidType _liquidType = LiquidType.Water;
[Header("区域标识(存档/跨系统识别)")]
[SerializeField] private string _zoneId;
[Header("伤害Water 类型专用Acid/Lava 由子节点 HazardZone 处理)")]
[SerializeField] private bool _dealsDrowningDamage = false;
[SerializeField] private float _drowningDamagePerSecond = 5f;
[Header("物理配置")]
[SerializeField] private LiquidPhysicsConfigSO _physicsConfig;
[Header("Event Channels")]
[SerializeField] private LiquidEventChannelSO _onPlayerEntered;
[SerializeField] private LiquidEventChannelSO _onPlayerExited;
[Header("Feedback")]
[SerializeField] private MMFeedbacks _splashEnterFeedback;
[SerializeField] private MMFeedbacks _splashExitFeedback;
public LiquidType Type => _liquidType;
public LiquidPhysicsConfigSO Physics => _physicsConfig;
public string ZoneId => _zoneId;
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
_splashEnterFeedback?.PlayFeedbacks();
_onPlayerEntered?.Raise(new LiquidEvent(_zoneId, _liquidType.ToString()));
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
_splashExitFeedback?.PlayFeedbacks();
_onPlayerExited?.Raise(new LiquidEvent(_zoneId, _liquidType.ToString()));
}
}
}

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// Assets/Scripts/World/Liquid/UnderwaterPostProcessingController.cs
using System.Collections;
using BaseGames.Core.Events;
using UnityEngine;
using UnityEngine.Rendering;
namespace BaseGames.World.Liquid
{
public class UnderwaterPostProcessingController : MonoBehaviour
{
[SerializeField] private Volume _underwaterVolume; // 水下专属 VolumeWeightMode
[SerializeField] private float _blendInDuration = 0.3f;
[SerializeField] private float _blendOutDuration = 0.3f;
[SerializeField] private LiquidEventChannelSO _onLiquidEntered; // EVT_LiquidEntered
[SerializeField] private LiquidEventChannelSO _onLiquidExited; // EVT_LiquidExited
private Coroutine _blendCoroutine;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
_onLiquidEntered?.Subscribe(OnLiquidEntered).AddTo(_subs);
_onLiquidExited?.Subscribe(OnLiquidExited).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
private void OnLiquidEntered(LiquidEvent evt)
{
if (evt.LiquidType != nameof(LiquidType.Water)) return;
BlendVolume(1f, _blendInDuration);
}
private void OnLiquidExited(LiquidEvent evt) => BlendVolume(0f, _blendOutDuration);
private void BlendVolume(float target, float duration)
{
if (_blendCoroutine != null) StopCoroutine(_blendCoroutine);
_blendCoroutine = StartCoroutine(BlendRoutine(target, duration));
}
private IEnumerator BlendRoutine(float target, float duration)
{
if (_underwaterVolume == null) yield break;
float start = _underwaterVolume.weight;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
_underwaterVolume.weight = Mathf.Lerp(start, target, elapsed / duration);
yield return null;
}
_underwaterVolume.weight = target;
}
}
}

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// Assets/Scripts/World/Liquid/WaterDangerState.cs
using BaseGames.Core.Events;
using BaseGames.Player;
using UnityEngine;
namespace BaseGames.World.Liquid
{
/// <summary>
/// 当玩家进入 Water 类型液体且未解锁游泳能力时,触发溺水倒计时。
/// 订阅 EVT_LiquidEntered / EVT_LiquidExited 事件频道。
/// </summary>
public class WaterDangerState : MonoBehaviour
{
[SerializeField] private LiquidPhysicsConfigSO _config;
[SerializeField] private PlayerStats _playerStats; // 检查 Swim 能力
[SerializeField] private LiquidEventChannelSO _onLiquidEntered; // EVT_LiquidEntered
[SerializeField] private LiquidEventChannelSO _onLiquidExited; // EVT_LiquidExited
[SerializeField] private FloatEventChannelSO _onDrownProgress; // 0~1 倒计时进度HUD 用)
[SerializeField] private VoidEventChannelSO _onPlayerDrowned; // 触发死亡
private float _drownTimer;
private bool _isActive;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
Debug.Assert(_config != null, "[WaterDangerState] _config 未赋值,请在 Inspector 中指定 LiquidPhysicsConfigSO。", this);
}
private void OnEnable()
{
_onLiquidEntered?.Subscribe(OnEnterLiquid).AddTo(_subs);
_onLiquidExited?.Subscribe(OnExitLiquid).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
public void OnEnterLiquid(LiquidEvent evt)
{
if (evt.LiquidType != nameof(LiquidType.Water)) return;
if (_playerStats != null && _playerStats.HasAbility(AbilityType.Swim)) return;
_isActive = true;
_drownTimer = _config.DrownTime;
}
public void OnExitLiquid(LiquidEvent evt)
{
_isActive = false;
_drownTimer = _config.DrownTime;
_onDrownProgress?.Raise(0f);
}
private void Update()
{
if (!_isActive) return;
_drownTimer -= Time.deltaTime;
float drownTime = _config.DrownTime;
_onDrownProgress?.Raise(1f - (_drownTimer / drownTime));
if (_drownTimer <= 0f)
{
_isActive = false;
_onPlayerDrowned?.Raise();
}
}
}
}

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