多轮审查和修复
This commit is contained in:
69
Assets/Scripts/World/Liquid/WaterDangerState.cs
Normal file
69
Assets/Scripts/World/Liquid/WaterDangerState.cs
Normal file
@@ -0,0 +1,69 @@
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user