存档完善和修复

This commit is contained in:
2026-05-20 15:10:35 +08:00
parent 84528403ec
commit ec633d9b79
17 changed files with 254 additions and 67 deletions

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@@ -0,0 +1,113 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
namespace BaseGames.World
{
/// <summary>
/// 管理死亡遗骸Death Shade的生命周期与持久化。
///
/// 挂载位置Persistent 场景的根 GameObjectDontDestroyOnLoad
///
/// 流程:
/// 玩家死亡 → OnPlayerDied记录死亡位置与灵珠量在当前场景生成遗骸。
/// 切换场景 → OnSceneLoaded若新场景即遗骸所在场景自动生成遗骸。
/// 回收遗骸 → OnShadeCollected清除待存储的遗骸数据。
/// 存档 → OnSave将遗骸数据null = 无遗骸)写入 SaveData.Player.DeathShade。
/// 读档 → OnLoad从 SaveData 恢复遗骸数据;实际 GameObject 在下次进入该场景时生成。
/// </summary>
public class DeathShadeManager : SaveableMonoBehaviour
{
[SerializeField] private DeathShade _shadePrefab;
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[SerializeField] private StringEventChannelSO _onShadeCollected;
private DeathShadeSaveData _pendingSave;
private DeathShade _activeShade;
private readonly CompositeDisposable _subs = new();
protected override void OnEnable()
{
base.OnEnable();
_onPlayerDied? .Subscribe(OnPlayerDied) .AddTo(_subs);
_onShadeCollected?.Subscribe(OnShadeCollected).AddTo(_subs);
SceneManager.sceneLoaded += OnSceneLoaded;
}
protected override void OnDisable()
{
base.OnDisable();
_subs.Clear();
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnPlayerDied()
{
var playerGo = GameObject.FindWithTag("Player");
if (playerGo == null) return;
int lingZhu = playerGo.GetComponent<ILingZhuProvider>()?.CurrentLingZhu ?? 0;
var pos = (Vector2)playerGo.transform.position;
string sceneId = SceneManager.GetActiveScene().name;
if (_activeShade != null)
{
Destroy(_activeShade.gameObject);
_activeShade = null;
}
_pendingSave = new DeathShadeSaveData
{
PosX = pos.x,
PosY = pos.y,
SceneId = sceneId,
LingZhuAmount = lingZhu,
};
TrySpawnShade(sceneId);
}
private void OnSceneLoaded(Scene scene, LoadSceneMode _)
{
_activeShade = null; // 前一场景的 GameObject 已被 Unity 卸载
TrySpawnShade(scene.name);
}
private void TrySpawnShade(string sceneName)
{
if (_shadePrefab == null || _pendingSave == null) return;
if (_pendingSave.SceneId != sceneName) return;
_activeShade = Instantiate(_shadePrefab);
_activeShade.Initialize(
_pendingSave.LingZhuAmount,
_pendingSave.SceneId,
new Vector2(_pendingSave.PosX, _pendingSave.PosY));
}
private void OnShadeCollected(string _)
{
_pendingSave = null;
_activeShade = null;
}
public override void OnSave(SaveData data)
{
data.Player.DeathShade = _pendingSave;
}
public override void OnLoad(SaveData data)
{
if (_activeShade != null)
{
Destroy(_activeShade.gameObject);
_activeShade = null;
}
_pendingSave = data.Player.DeathShade;
// 遗骸 GameObject 将在 OnSceneLoaded 中按需生成
}
}
}

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@@ -17,8 +17,9 @@ namespace BaseGames.World
/// <summary>
/// 运行时世界状态缓存。ScriptableObject通过 [SerializeField] 注入各组件。
/// SaveManager.SaveAsync 调用 GetAllFlags()
/// SaveManager.LoadAsync 调用 LoadFromSave(data.World)。
/// WorldStateRegistrySaverISaveable负责将本对象与存档管道连接
/// SaveAsync → WorldStateRegistrySaver.OnSave → 写出全部分类到 SaveData
/// LoadAsync → WorldStateRegistrySaver.OnLoad → 调用 LoadFromSave(data) 恢复缓存。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/World/WorldStateRegistry")]
public class WorldStateRegistry : ScriptableObject
@@ -77,37 +78,34 @@ namespace BaseGames.World
// ── Persistence ───────────────────────────────────────────────────────
/// <summary>从存档数据恢复全部状态。由 SaveManager.LoadAsync 调用。</summary>
public void LoadFromSave(WorldSaveData data)
/// <summary>
/// 从存档数据恢复全部状态。由 WorldStateRegistrySaver.OnLoad 调用。
/// </summary>
public void LoadFromSave(SaveData data)
{
_states.Clear();
if (data == null) return;
foreach (var id in data.CollectedIds) Mark(WorldObjectCategory.Collectible, id);
foreach (var id in data.ActivatedSavePoints) Mark(WorldObjectCategory.SavePoint, id);
foreach (var id in data.OpenedDoors) Mark(WorldObjectCategory.Door, id);
foreach (var id in data.DestroyedObjectIds) Mark(WorldObjectCategory.Destroyed, id);
foreach (var id in data.World.CollectedIds) Mark(WorldObjectCategory.Collectible, id);
foreach (var id in data.World.ActivatedSavePoints) Mark(WorldObjectCategory.SavePoint, id);
foreach (var id in data.World.OpenedDoors) Mark(WorldObjectCategory.Door, id);
foreach (var id in data.World.DestroyedObjectIds) Mark(WorldObjectCategory.Destroyed, id);
if (data.Switches != null)
foreach (var kv in data.Switches)
if (data.EventChains?.WorldFlags != null)
foreach (var kv in data.EventChains.WorldFlags)
if (kv.Value) Mark(WorldObjectCategory.Flag, kv.Key);
}
/// <summary>获取所有通用标记,供 SaveManager 持久化。</summary>
public HashSet<string> GetAllFlags()
/// <summary>
/// 返回指定分类中所有已标记的 ID快照副本
/// 由 WorldStateRegistrySaver.OnSave 调用,将运行时状态写入 SaveData。
/// </summary>
public IReadOnlyCollection<string> GetAllIds(WorldObjectCategory category)
{
if (_states.TryGetValue(WorldObjectCategory.Flag, out var flags))
return new HashSet<string>(flags);
return new HashSet<string>();
}
/// <summary>获取所有已摧毁对象 ID供 SaveManager 持久化。</summary>
public HashSet<string> GetAllDestroyedIds()
{
if (_states.TryGetValue(WorldObjectCategory.Destroyed, out var set))
if (_states.TryGetValue(category, out var set))
return new HashSet<string>(set);
return new HashSet<string>();
return System.Array.Empty<string>();
}
/// <summary>重置所有状态(开始新游戏时调用)。</summary>

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@@ -0,0 +1,42 @@
using BaseGames.Core.Save;
namespace BaseGames.World
{
/// <summary>
/// 将 WorldStateRegistry 接入 ISaveable 存档管道的桥接组件。
///
/// 挂载位置Persistent 场景的根 GameObject与 GameServiceRegistrar 同级)。
/// 需在 Inspector 中绑定场景中唯一的 WorldStateRegistry ScriptableObject 资源。
///
/// OnSave从 Registry 读取 Collectible / Destroyed / Flag 三个分类,写入 SaveData。
/// SavePoint 和 Door 两个分类由各自的 SaveableMonoBehaviour 独立写入,此处跳过。
/// OnLoad将完整的 SaveData 传递给 Registry恢复所有分类的运行时缓存。
/// 这是 Registry 从空白变为"知道世界状态"的唯一时机。
/// </summary>
public class WorldStateRegistrySaver : SaveableMonoBehaviour
{
[UnityEngine.SerializeField] private WorldStateRegistry _registry;
public override void OnSave(SaveData data)
{
if (_registry == null) return;
data.World.CollectedIds.Clear();
foreach (var id in _registry.GetAllIds(WorldObjectCategory.Collectible))
data.World.CollectedIds.Add(id);
data.World.DestroyedObjectIds.Clear();
foreach (var id in _registry.GetAllIds(WorldObjectCategory.Destroyed))
data.World.DestroyedObjectIds.Add(id);
foreach (var id in _registry.GetAllIds(WorldObjectCategory.Flag))
data.EventChains.WorldFlags[id] = true;
}
public override void OnLoad(SaveData data)
{
if (_registry == null) return;
_registry.LoadFromSave(data);
}
}
}