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 UnityEngine;
using UnityEditor;
using BaseGames.Core.Events;
using BaseGames.Combat;
using BaseGames.Player;
using BaseGames.Dialogue;
using BaseGames.Progression;
using System.IO;
namespace BaseGames.Editor
{
/// <summary>
/// Editor 工具:一键在 Assets/_Game/Data/Events/ 下生成所有全局事件频道 .asset 资产。
/// 菜单BaseGames → Tools → Create Event Channel Assets
/// 已存在的资产会自动跳过(幂等)。
/// </summary>
public static class CreateEventChannelAssets
{
private const string RootPath = "Assets/_Game/Data/Events";
[MenuItem("BaseGames/Tools/Create Event Channel Assets")]
public static void CreateAll()
{
// ── Core 原始类型频道 ──────────────────────────────────────────────
CreateAsset<VoidEventChannelSO> ("Core", "EVT_Void");
CreateAsset<BoolEventChannelSO> ("Core", "EVT_Bool");
CreateAsset<IntEventChannelSO> ("Core", "EVT_Int");
CreateAsset<FloatEventChannelSO> ("Core", "EVT_Float");
CreateAsset<StringEventChannelSO> ("Core", "EVT_String");
CreateAsset<Vector2EventChannelSO> ("Core", "EVT_Vector2");
CreateAsset<TransformEventChannelSO> ("Core", "EVT_Transform");
CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameState");
CreateAsset<GameStateEventChannelSO> ("Core", "EVT_GameStateChanged");
CreateAsset<SceneLoadRequestEventChannelSO>("Core", "EVT_SceneLoadRequest");
CreateAsset<StringEventChannelSO> ("Core", "EVT_SceneLoaded");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeInRequest");
CreateAsset<VoidEventChannelSO> ("Core", "EVT_FadeOutRequest");
// ── 难度 ──────────────────────────────────────────────────────────
CreateAsset<DifficultyChangedEventChannel>("Difficulty", "EVT_DifficultyChanged");
// ── 战斗 ────────────────────────────────────────────────────────── CreateAsset<DamageInfoEventChannelSO> ("Combat", "EVT_DamageDealt"); CreateAsset<HitConfirmedEventChannelSO> ("Combat", "EVT_HitConfirmed");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerDied");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_DeathScreenConfirmed");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_EnemyDied");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_ParrySuccess");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawn");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_PlayerRespawned");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnStarted");
CreateAsset<VoidEventChannelSO> ("Combat", "EVT_RespawnCompleted");
// ── Boss ──────────────────────────────────────────────────────────
CreateAsset<BossSkillEventChannelSO> ("Boss", "EVT_BossSkill");
CreateAsset<BossPhaseEventChannelSO> ("Boss", "EVT_BossPhase");
CreateAsset<StatusEffectEventChannelSO> ("Boss", "EVT_StatusEffect");
CreateAsset<StringEventChannelSO> ("Boss", "EVT_BossFightStarted");
CreateAsset<BoolEventChannelSO> ("Boss", "EVT_BossFightEnded");
// ── 任务 ──────────────────────────────────────────────────────────
CreateAsset<QuestStateChangedEventChannel>("Quest", "EVT_QuestStateChanged");
CreateAsset<QuestObjectiveEventChannelSO> ("Quest", "EVT_QuestObjective");
// ── UI ────────────────────────────────────────────────────────────
CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseRequested");
CreateAsset<VoidEventChannelSO> ("UI", "EVT_PauseResumed");
CreateAsset<VoidEventChannelSO> ("UI", "EVT_FastTravelOpen");
CreateAsset<StringEventChannelSO> ("UI", "EVT_ShopOpen");
CreateAsset<VoidEventChannelSO> ("UI", "EVT_MapOpen");
CreateAsset<ColorblindModeEventChannelSO> ("UI", "EVT_ColorblindMode");
// ── World ─────────────────────────────────────────────────────────
CreateAsset<StringEventChannelSO> ("World", "EVT_SavePointActivated");
// ── 对话/商店 ─────────────────────────────────────────────────────
CreateAsset<ShopPurchaseEventChannelSO> ("Dialogue", "EVT_ShopPurchase");
CreateAsset<DialogueEventChannelSO> ("Dialogue", "EVT_DialogueStartRequest");
CreateAsset<VoidEventChannelSO> ("Dialogue", "EVT_DialogueEnded");
// ── 玩家能力 ──────────────────────────────────────────────────────
CreateAsset<TransformEventChannelSO> ("Player", "EVT_PlayerSpawned"); CreateAsset<IntEventChannelSO> ("Player", "EVT_HPChanged");
CreateAsset<IntEventChannelSO> ("Player", "EVT_MaxHPChanged");
CreateAsset<IntEventChannelSO> ("Player", "EVT_SoulPowerChanged");
CreateAsset<IntEventChannelSO> ("Player", "EVT_SpiritPowerChanged");
CreateAsset<IntEventChannelSO> ("Player", "EVT_SpringChargesChanged");
CreateAsset<IntEventChannelSO> ("Player", "EVT_LingZhuChanged"); CreateAsset<AbilityTypeEventChannelSO> ("Player", "EVT_AbilityUnlocked");
CreateAsset<StringEventChannelSO> ("Player", "EVT_AbilityUnlockedStr");
// ── 音频 ──────────────────────────────────────────────────────────
CreateAsset<StringEventChannelSO> ("Audio", "EVT_BGMRequest");
CreateAsset<VoidEventChannelSO> ("Audio", "EVT_BGMStop");
// ── 进度/成就 ─────────────────────────────────────────────────────
CreateAsset<ToolUsedEventChannelSO> ("Progression", "EVT_ToolUsed");
CreateAsset<AchievementEventChannelSO> ("Progression", "EVT_AchievementUnlocked");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[CreateEventChannelAssets] 所有事件频道资产生成完毕。");
}
[MenuItem("BaseGames/Tools/Reimport Event Channel Assets")]
public static void ReimportAllEventAssets()
{
if (!AssetDatabase.IsValidFolder(RootPath))
{
Debug.LogWarning($"[CreateEventChannelAssets] 未找到目录: {RootPath}");
return;
}
string absoluteRoot = Path.Combine(Directory.GetCurrentDirectory(), RootPath);
string[] files = Directory.GetFiles(absoluteRoot, "*.asset", SearchOption.AllDirectories);
int count = 0;
foreach (string file in files)
{
string relativePath = "Assets" + file.Replace('\\', '/').Substring(Directory.GetCurrentDirectory().Length);
AssetDatabase.ImportAsset(relativePath, ImportAssetOptions.ForceUpdate);
count++;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[CreateEventChannelAssets] 已重导入 {count} 个事件资产。");
}
private static void CreateAsset<T>(string subfolder, string assetName) where T : ScriptableObject
{
string folderPath = $"{RootPath}/{subfolder}";
EnsureDirectory(folderPath);
string fullPath = $"{folderPath}/{assetName}.asset";
if (AssetDatabase.LoadAssetAtPath<T>(fullPath) != null)
{
Debug.Log($"[CreateEventChannelAssets] 已跳过(已存在): {fullPath}");
return;
}
T asset = ScriptableObject.CreateInstance<T>();
AssetDatabase.CreateAsset(asset, fullPath);
Debug.Log($"[CreateEventChannelAssets] 已创建: {fullPath}");
}
/// <summary>递归创建所有缺失的中间文件夹(使用 AssetDatabase API。</summary>
private static void EnsureDirectory(string path)
{
if (AssetDatabase.IsValidFolder(path))
return;
string[] parts = path.Split('/');
string current = parts[0];
for (int i = 1; i < parts.Length; i++)
{
string next = $"{current}/{parts[i]}";
if (!AssetDatabase.IsValidFolder(next))
AssetDatabase.CreateFolder(current, parts[i]);
current = next;
}
}
}
}

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using System;
using System.Linq;
using BaseGames.Core.Events;
using UnityEditor;
using UnityEngine;
namespace BaseGames.Editor
{
public sealed class EventBusMonitorWindow : EditorWindow
{
private string _filter = string.Empty;
private bool _pauseCapture;
private bool _autoScroll = true;
private Vector2 _scroll;
[MenuItem("BaseGames/Tools/Event Bus Monitor %#e")]
public static void OpenWindow()
{
EventBusMonitorWindow window = GetWindow<EventBusMonitorWindow>("Event Bus Monitor");
window.minSize = new Vector2(760f, 320f);
}
private void OnEnable()
{
EditorApplication.update += RepaintWhilePlaying;
}
private void OnDisable()
{
EditorApplication.update -= RepaintWhilePlaying;
}
private void OnGUI()
{
DrawToolbar();
DrawHeader();
DrawRows();
}
private void DrawToolbar()
{
using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar))
{
_filter = EditorGUILayout.TextField(_filter, EditorStyles.toolbarSearchField,
GUILayout.MinWidth(180f), GUILayout.ExpandWidth(true));
if (!string.IsNullOrEmpty(_filter)
&& GUILayout.Button(GUIContent.none, "ToolbarSeachCancelButton"))
{
_filter = "";
GUI.FocusControl(null);
}
GUILayout.Space(8f);
_pauseCapture = GUILayout.Toggle(_pauseCapture, "Pause", EditorStyles.toolbarButton, GUILayout.Width(56f));
_autoScroll = GUILayout.Toggle(_autoScroll, "Auto Scroll", EditorStyles.toolbarButton, GUILayout.Width(82f));
if (GUILayout.Button("Clear", EditorStyles.toolbarButton, GUILayout.Width(48f)))
EventBusMonitor.Clear();
GUILayout.FlexibleSpace();
GUILayout.Label(EditorApplication.isPlaying ? "Play Mode" : "Edit Mode", EditorStyles.miniLabel);
}
}
private void DrawHeader()
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label("Time", EditorStyles.boldLabel, GUILayout.Width(80f));
GUILayout.Label("Frame", EditorStyles.boldLabel, GUILayout.Width(60f));
GUILayout.Label("Channel", EditorStyles.boldLabel, GUILayout.Width(220f));
GUILayout.Label("Payload", EditorStyles.boldLabel, GUILayout.ExpandWidth(true));
GUILayout.Label("Subs", EditorStyles.boldLabel, GUILayout.Width(48f));
}
EditorGUILayout.LabelField(GUIContent.none, GUI.skin.horizontalSlider);
}
private void DrawRows()
{
var records = EventBusMonitor.Records;
if (!string.IsNullOrWhiteSpace(_filter))
{
records = records.Where(record =>
record.ChannelName.IndexOf(_filter, StringComparison.OrdinalIgnoreCase) >= 0 ||
record.Payload.IndexOf(_filter, StringComparison.OrdinalIgnoreCase) >= 0);
}
var displayRecords = records.ToArray();
_scroll = EditorGUILayout.BeginScrollView(_scroll);
foreach (var record in displayRecords)
DrawRow(record);
EditorGUILayout.EndScrollView();
if (_autoScroll && Event.current.type == EventType.Repaint)
_scroll.y = float.MaxValue;
}
private void DrawRow(EventBusMonitor.EventRecord record)
{
Color oldColor = GUI.color;
if (record.ListenerCount == 0)
GUI.color = new Color(1f, 0.65f, 0.65f);
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label(record.Timestamp.ToString("HH:mm:ss.fff"), GUILayout.Width(80f));
GUILayout.Label($"#{record.FrameCount}", GUILayout.Width(60f));
GUILayout.Label(record.ChannelName, GUILayout.Width(220f));
GUILayout.Label(record.Payload, GUILayout.ExpandWidth(true));
GUILayout.Label(record.ListenerCount.ToString(), GUILayout.Width(48f));
}
GUI.color = oldColor;
}
private void RepaintWhilePlaying()
{
if (!_pauseCapture)
Repaint();
}
}
}

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using System;
using UnityEditor;
using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.Editor
{
/// <summary>
/// 为 VoidEventChannelSO 提供 Inspector 内的"Raise测试触发"按钮。
/// 仅在 Play Mode 下可用,防止在编辑状态误触发副作用。
/// </summary>
[CustomEditor(typeof(VoidBaseEventChannelSO), true)]
public class VoidEventChannelSOEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
EditorGUILayout.Space(6);
EditorGUI.BeginDisabledGroup(!Application.isPlaying);
if (GUILayout.Button("▶ Raise测试触发", GUILayout.Height(28)))
{
var channel = (VoidBaseEventChannelSO)target;
channel.Raise();
Debug.Log($"[EventChannelEditor] Raised: {target.name}");
}
EditorGUI.EndDisabledGroup();
if (!Application.isPlaying)
{
EditorGUILayout.HelpBox("进入 Play Mode 后可点击 Raise 触发此事件。", MessageType.Info);
}
}
}
/// <summary>
/// 为所有 BaseEventChannelSO&lt;T&gt; 子类提供 Inspector 内的订阅者数量显示和说明标签。
/// 因泛型限制Raise 按钮由具体类型的派生 Editor 提供(见下方注册器)。
/// </summary>
[CustomEditor(typeof(ScriptableObject), true)]
public class GenericEventChannelSOEditor : UnityEditor.Editor
{
// 仅对 BaseEventChannelSO<T> 子类生效
private bool _isEventChannel;
private void OnEnable()
{
var t = target.GetType();
while (t != null && t != typeof(object))
{
if (t.IsGenericType && t.GetGenericTypeDefinition() == typeof(BaseEventChannelSO<>))
{
_isEventChannel = true;
break;
}
t = t.BaseType;
}
}
public override void OnInspectorGUI()
{
if (!_isEventChannel)
{
DrawDefaultInspector();
return;
}
DrawDefaultInspector();
EditorGUILayout.Space(6);
EditorGUI.BeginDisabledGroup(true);
if (Application.isPlaying)
{
// 反射获取订阅者数量
var field = target.GetType().GetField("OnEventRaised",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (field != null)
{
var del = field.GetValue(target) as Delegate;
int count = del?.GetInvocationList().Length ?? 0;
EditorGUILayout.LabelField("当前订阅者数量", count.ToString());
}
}
EditorGUI.EndDisabledGroup();
if (!Application.isPlaying)
{
EditorGUILayout.HelpBox("进入 Play Mode 可查看实时订阅者数量。", MessageType.Info);
}
}
}
}

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using BaseGames.Animation;
namespace BaseGames.Editor
{
/// <summary>
/// AnimationEventConfigSO 自定义 Inspector架构 §AnimationModule
/// 功能:
/// - 以时间线色块可视化事件分布
/// - 自动检测 Clip 长度漂移(超过 5 帧则显示警告)
/// - 验证归一化时间范围 [0, 1]
/// - 一键对事件按归一化时间排序
/// </summary>
[CustomEditor(typeof(AnimationEventConfigSO))]
public class EventConfigEditor : UnityEditor.Editor
{
// ── 事件类型 → 色块颜色映射 ────────────────────────────────────────
private static readonly Dictionary<AnimationEventType, Color> _colorMap = new()
{
{ AnimationEventType.EnableHitBox, new Color(0.9f, 0.2f, 0.2f, 0.8f) }, // 红
{ AnimationEventType.DisableHitBox, new Color(0.9f, 0.2f, 0.2f, 0.8f) },
{ AnimationEventType.AttackImpact, new Color(0.9f, 0.2f, 0.2f, 0.8f) },
{ AnimationEventType.EnableIFrame, new Color(0.2f, 0.8f, 0.2f, 0.8f) }, // 绿
{ AnimationEventType.DisableIFrame, new Color(0.2f, 0.8f, 0.2f, 0.8f) },
{ AnimationEventType.Footstep, new Color(0.2f, 0.4f, 0.9f, 0.8f) }, // 蓝
{ AnimationEventType.PlaySFX, new Color(0.2f, 0.4f, 0.9f, 0.8f) },
{ AnimationEventType.LandImpact, new Color(0.2f, 0.4f, 0.9f, 0.8f) },
{ AnimationEventType.JumpLaunch, new Color(0.2f, 0.4f, 0.9f, 0.8f) },
{ AnimationEventType.EnableParryWindow, new Color(0.9f, 0.8f, 0.1f, 0.8f) }, // 黄
{ AnimationEventType.DisableParryWindow,new Color(0.9f, 0.8f, 0.1f, 0.8f) },
{ AnimationEventType.TriggerFeedback, new Color(0.6f, 0.2f, 0.9f, 0.8f) }, // 紫
{ AnimationEventType.CancelWindowOpen, new Color(0.9f, 0.5f, 0.1f, 0.8f) }, // 橙
{ AnimationEventType.CancelWindowClose, new Color(0.9f, 0.5f, 0.1f, 0.8f) },
{ AnimationEventType.SpawnProjectile, new Color(0.9f, 0.9f, 0.9f, 0.8f) }, // 白
{ AnimationEventType.RoarStart, new Color(0.9f, 0.9f, 0.9f, 0.8f) },
{ AnimationEventType.RoarEnd, new Color(0.9f, 0.9f, 0.9f, 0.8f) },
{ AnimationEventType.PhaseTwoStart, new Color(0.9f, 0.9f, 0.9f, 0.8f) },
};
private const float TimelineHeight = 24f;
private const float MarkerWidth = 3f;
private const float DriftThresholdFrames = 5f;
public override void OnInspectorGUI()
{
var config = (AnimationEventConfigSO)target;
serializedObject.Update();
// ── 时间线预览 ───────────────────────────────────────────────
EditorGUILayout.LabelField("事件时间线预览", EditorStyles.boldLabel);
DrawTimeline(config);
EditorGUILayout.Space(4f);
// ── 标准字段 ─────────────────────────────────────────────────
DrawDefaultInspector();
EditorGUILayout.Space(4f);
// ── 验证警告 ─────────────────────────────────────────────────
ValidateEntries(config);
// ── Clip 长度漂移检测 ─────────────────────────────────────────
if (config.targetClip != null && config.ExpectedClipLength > 0f)
{
float fps = config.targetClip.frameRate;
float actualLen = config.targetClip.length;
float drift = Mathf.Abs(actualLen - config.ExpectedClipLength) * fps;
if (drift > DriftThresholdFrames)
{
EditorGUILayout.HelpBox(
$"⚠ Clip 长度已变化 {drift:F1} 帧(期望 {config.ExpectedClipLength:F3}s" +
$"实际 {actualLen:F3}s。\n请检查事件时机是否需要更新。",
MessageType.Warning);
}
}
EditorGUILayout.Space(4f);
// ── 操作按钮 ─────────────────────────────────────────────────
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("按时间排序"))
{
SortEvents(config);
}
if (config.targetClip != null && GUILayout.Button("记录当前 Clip 长度"))
{
Undo.RecordObject(config, "记录 Clip 长度");
config.ExpectedClipLength = config.targetClip.length;
EditorUtility.SetDirty(config);
}
EditorGUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
}
// ── 时间线绘制 ────────────────────────────────────────────────────
private static void DrawTimeline(AnimationEventConfigSO config)
{
Rect rect = GUILayoutUtility.GetRect(GUIContent.none, GUIStyle.none,
GUILayout.Height(TimelineHeight), GUILayout.ExpandWidth(true));
// 背景轨道
EditorGUI.DrawRect(rect, new Color(0.15f, 0.15f, 0.15f, 1f));
// 标尺刻度(每 10% 一条)
for (int i = 0; i <= 10; i++)
{
float x = rect.x + rect.width * i / 10f;
float h = (i % 5 == 0) ? rect.height * 0.6f : rect.height * 0.3f;
var tick = new Rect(x, rect.y + rect.height - h, 1f, h);
EditorGUI.DrawRect(tick, new Color(0.5f, 0.5f, 0.5f, 0.8f));
}
if (config.events == null) return;
foreach (var entry in config.events)
{
float nx = Mathf.Clamp01(entry.normalizedTime);
float xPos = rect.x + rect.width * nx - MarkerWidth * 0.5f;
var markerRect = new Rect(xPos, rect.y + 2f, MarkerWidth, rect.height - 4f);
Color color = _colorMap.TryGetValue(entry.eventType, out var c)
? c
: new Color(0.8f, 0.8f, 0.8f, 0.8f);
EditorGUI.DrawRect(markerRect, color);
}
}
// ── 验证 ──────────────────────────────────────────────────────────
private static void ValidateEntries(AnimationEventConfigSO config)
{
if (config.events == null) return;
for (int i = 0; i < config.events.Length; i++)
{
float t = config.events[i].normalizedTime;
if (t < 0f || t > 1f)
{
EditorGUILayout.HelpBox(
$"事件 [{i}] {config.events[i].eventType}" +
$"normalizedTime = {t:F3} 超出 [0, 1] 范围。",
MessageType.Error);
}
}
}
// ── 排序 ──────────────────────────────────────────────────────────
private static void SortEvents(AnimationEventConfigSO config)
{
if (config.events == null || config.events.Length < 2) return;
Undo.RecordObject(config, "排序动画事件");
System.Array.Sort(config.events, (a, b) =>
a.normalizedTime.CompareTo(b.normalizedTime));
EditorUtility.SetDirty(config);
}
}
}

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