多轮审查和修复
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116
Assets/Scripts/World/WorldStateRegistry.cs
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116
Assets/Scripts/World/WorldStateRegistry.cs
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using System;
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using System.Collections.Generic;
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using BaseGames.Core.Save;
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using UnityEngine;
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namespace BaseGames.World
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{
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/// <summary>世界对象的分类枚举,作为 WorldStateRegistry 的泛化 key。</summary>
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public enum WorldObjectCategory
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{
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Collectible,
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SavePoint,
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Door,
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Destroyed,
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Flag,
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}
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/// <summary>
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/// 运行时世界状态缓存。ScriptableObject,通过 [SerializeField] 注入各组件。
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/// SaveManager.SaveAsync 调用 GetAllFlags();
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/// SaveManager.LoadAsync 调用 LoadFromSave(data.World)。
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/// </summary>
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[CreateAssetMenu(menuName = "World/WorldStateRegistry")]
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public class WorldStateRegistry : ScriptableObject
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{
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// ── 统一状态字典 ─────────────────────────────────────────────────────
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private readonly Dictionary<WorldObjectCategory, HashSet<string>> _states = new();
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/// <summary>
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/// 状态变更时广播:(类别, id)。UI / 测试代码可订阅此事件做响应式刷新。
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/// </summary>
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public event Action<WorldObjectCategory, string> OnStateChanged;
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/// <summary>
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/// Editor 重新进入 Play Mode 时 ScriptableObject 保留上一次运行的状态,
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/// OnEnable 在域重载(Domain Reload)和每次 Play 开始时都会调用,确保状态干净。
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/// </summary>
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private void OnEnable() => _states.Clear();
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// ── 泛化 API ─────────────────────────────────────────────────────────
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/// <summary>检查指定类别中 id 是否已标记。</summary>
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public bool IsMarked(WorldObjectCategory category, string id)
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=> _states.TryGetValue(category, out var set) && set.Contains(id);
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/// <summary>标记指定类别中的 id(幂等)。</summary>
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public void Mark(WorldObjectCategory category, string id)
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{
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if (!_states.TryGetValue(category, out var set))
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{
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set = new HashSet<string>();
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_states[category] = set;
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}
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if (set.Add(id))
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OnStateChanged?.Invoke(category, id);
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}
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// ── 语义化具名 API(泛化方法快捷方式)───────────────────────────────
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public bool IsCollected(string id) => IsMarked(WorldObjectCategory.Collectible, id);
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public void MarkCollected(string id) => Mark(WorldObjectCategory.Collectible, id);
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public bool IsSavePointActivated(string id) => IsMarked(WorldObjectCategory.SavePoint, id);
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public void MarkSavePointActivated(string id) => Mark(WorldObjectCategory.SavePoint, id);
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public bool IsDestroyed(string id) => IsMarked(WorldObjectCategory.Destroyed, id);
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public void MarkDestroyed(string id) => Mark(WorldObjectCategory.Destroyed, id);
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public bool IsDoorOpened(string id) => IsMarked(WorldObjectCategory.Door, id);
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public void MarkDoorOpened(string id) => Mark(WorldObjectCategory.Door, id);
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public bool HasFlag(string key) => IsMarked(WorldObjectCategory.Flag, key);
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public void SetFlag(string key) => Mark(WorldObjectCategory.Flag, key);
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public void ClearFlag(string key)
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{
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if (_states.TryGetValue(WorldObjectCategory.Flag, out var set) && set.Remove(key))
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OnStateChanged?.Invoke(WorldObjectCategory.Flag, key);
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}
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// ── Persistence ───────────────────────────────────────────────────────
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/// <summary>从存档数据恢复全部状态。由 SaveManager.LoadAsync 调用。</summary>
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public void LoadFromSave(WorldSaveData data)
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{
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_states.Clear();
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if (data == null) return;
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foreach (var id in data.CollectedIds) Mark(WorldObjectCategory.Collectible, id);
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foreach (var id in data.ActivatedSavePoints) Mark(WorldObjectCategory.SavePoint, id);
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foreach (var id in data.OpenedDoors) Mark(WorldObjectCategory.Door, id);
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foreach (var id in data.DestroyedObjectIds) Mark(WorldObjectCategory.Destroyed, id);
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if (data.Switches != null)
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foreach (var kv in data.Switches)
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if (kv.Value) Mark(WorldObjectCategory.Flag, kv.Key);
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}
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/// <summary>获取所有通用标记,供 SaveManager 持久化。</summary>
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public HashSet<string> GetAllFlags()
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{
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if (_states.TryGetValue(WorldObjectCategory.Flag, out var flags))
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return new HashSet<string>(flags);
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return new HashSet<string>();
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}
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/// <summary>获取所有已摧毁对象 ID,供 SaveManager 持久化。</summary>
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public HashSet<string> GetAllDestroyedIds()
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{
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if (_states.TryGetValue(WorldObjectCategory.Destroyed, out var set))
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return new HashSet<string>(set);
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return new HashSet<string>();
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}
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/// <summary>重置所有状态(开始新游戏时调用)。</summary>
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public void Reset() => _states.Clear();
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}
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}
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