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