摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Combat.StatusEffects
{
/// <summary>
/// 状态效果管理器。
///
/// 架构 06_CombatModule §11
/// - 双结构ListUpdate 遍历)+ DictionaryO(1) 类型查找)
/// - 实现 IStatusEffectable接受来自 HurtBox 的 DamageType 并映射到具体效果
/// - DealDotDamageStatusEffect 子类通过 Owner 调用,绕过无敌帧造成 DoT
/// - CleanseEffect净化指定类型效果道具/技能使用)
/// </summary>
[RequireComponent(typeof(SpriteRenderer))]
public class StatusEffectManager : MonoBehaviour, IStatusEffectable
{
[Header("事件频道(可选)")]
[SerializeField] private StatusEffectEventChannelSO _onStatusEffectApplied;
[SerializeField] private StatusEffectEventChannelSO _onStatusEffectExpired;
// ── 双结构 ─────────────────────────────────────────────────────────
private readonly List<StatusEffect> _activeList = new();
private readonly Dictionary<StatusEffectType, StatusEffect> _activeIndex = new();
// ── Shader 渲染MaterialPropertyBlock不修改共享材质─────────
private SpriteRenderer _renderer;
private MaterialPropertyBlock _propBlock;
// ── DoT 伤害代理(由 StatusEffect.OnTick 通过 Owner 调用)──────────
private IDamageable _damageable;
// ── 效果工厂字典(可在 Awake 后动态注册)─────────────────────
private readonly Dictionary<DamageType, Func<StatusEffect>> _effectFactories = new();
private void Awake()
{
_renderer = GetComponent<SpriteRenderer>();
_propBlock = new MaterialPropertyBlock();
_damageable = GetComponentInParent<IDamageable>();
// 默认标准效果注册(子类或外部模块可调用 RegisterEffectFactory 覆盖或扩展)
RegisterEffectFactory(DamageType.Fire, () => new FireEffect());
RegisterEffectFactory(DamageType.Poison, () => new PoisonEffect());
}
private void Update()
{
float delta = Time.deltaTime;
// 逆序遍历,避免移除时索引错位
for (int i = _activeList.Count - 1; i >= 0; i--)
{
StatusEffect effect = _activeList[i];
effect.Update(delta);
if (effect.IsExpired)
RemoveAt(i, effect);
}
}
// ── IStatusEffectable 实现 ─────────────────────────────────────────
/// <summary>
/// HurtBox 调用入口:将 DamageType 映射为具体 StatusEffect 实例并施加。
/// </summary>
public void ApplyStatusEffect(DamageType type)
{
StatusEffect effect = CreateEffect(type);
if (effect != null)
ApplyEffect(effect);
}
/// <summary>
/// 注册或覆盖一个 DamageType 对应的效果工厂。
/// Boss 或特殊游玩法式可在运行时注册自定义效果。
/// </summary>
public void RegisterEffectFactory(DamageType type, Func<StatusEffect> factory)
=> _effectFactories[type] = factory;
// ── 公开 API ───────────────────────────────────────────────────────
/// <summary>直接施加一个具体效果(供技能/Boss 使用)。</summary>
public void ApplyEffect(StatusEffect effect)
{
// 检查是否被现有效果阻断
foreach (var blockerType in effect.BlockedBy)
if (_activeIndex.ContainsKey(blockerType)) return;
// 净化与新效果互斥的现有效果
foreach (var excludedType in effect.MutualExclusions)
if (_activeIndex.ContainsKey(excludedType))
CleanseEffect(excludedType);
if (_activeIndex.TryGetValue(effect.EffectType, out StatusEffect existing))
{
existing.OnStack();
BroadcastApplied(existing);
}
else
{
effect.OnApply(this);
_activeList.Add(effect);
_activeIndex[effect.EffectType] = effect;
BroadcastApplied(effect);
}
}
/// <summary>净化指定类型效果(净化道具/技能调用)。</summary>
public void CleanseEffect(StatusEffectType type)
{
if (!_activeIndex.TryGetValue(type, out StatusEffect effect)) return;
effect.OnExpire();
_activeIndex.Remove(type);
_activeList.Remove(effect);
BroadcastExpired(effect);
}
/// <summary>查询是否存在指定类型效果(供状态机/UI 轮询)。</summary>
public bool HasEffect(StatusEffectType type) => _activeIndex.ContainsKey(type);
/// <summary>获取指定类型效果(可为 null。</summary>
public StatusEffect GetEffect(StatusEffectType type)
=> _activeIndex.TryGetValue(type, out var e) ? e : null;
/// <summary>
/// DoT 伤害代理(架构 06 §10。StatusEffect.OnTick() 调用此方法,传入已构建好的 DamageInfo。
/// </summary>
public void ApplyDirectDamage(DamageInfo info)
{
_damageable?.TakeDamage(info);
}
/// <summary>设置 Sprite Shader 参数MaterialPropertyBlock不修改共享材质。</summary>
public void SetShaderParam(string param, float value)
{
if (_renderer == null) return;
_renderer.GetPropertyBlock(_propBlock);
_propBlock.SetFloat(param, value);
_renderer.SetPropertyBlock(_propBlock);
}
/// <summary>净化所有状态效果(存档点激活 / 返回城镇等调用)。</summary>
public void CleanseAll()
{
foreach (var e in _activeList) e.OnExpire();
_activeList.Clear();
_activeIndex.Clear();
}
// ── 私有辅助 ───────────────────────────────────────────────────────
private StatusEffect CreateEffect(DamageType type)
=> _effectFactories.TryGetValue(type, out var factory) ? factory() : null;
private void RemoveAt(int index, StatusEffect effect)
{
effect.OnExpire();
_activeList.RemoveAt(index);
_activeIndex.Remove(effect.EffectType);
BroadcastExpired(effect);
}
private void BroadcastApplied(StatusEffect effect)
{
_onStatusEffectApplied?.Raise(new StatusEffectEvent
{
EffectType = effect.EffectType,
StackCount = effect.StackCount,
RemainingDuration = effect.Duration,
});
}
private void BroadcastExpired(StatusEffect effect)
{
_onStatusEffectExpired?.Raise(new StatusEffectEvent
{
EffectType = effect.EffectType,
StackCount = 0,
RemainingDuration = 0f,
});
}
}
}