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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{
"name": "BaseGames.Input",
"rootNamespace": "BaseGames.Input",
"references": [
"BaseGames.Core.Events",
"Unity.InputSystem"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BaseGames.Input
{
/// <summary>
/// 输入冲突检测器(架构 04_InputModule §6
/// 扫描给定 Action 集合,返回所有绑定了相同按键路径的 Action 名称。
/// 挂载在与 RebindPanel 同一 GameObject 上(或作为子组件)。
/// </summary>
public class ConflictDetector : MonoBehaviour
{
/// <summary>
/// 返回存在冲突的 Action 名称集合。
/// 两个 Action 绑定了同一 effectivePath → 互为冲突。
/// </summary>
/// <param name="actions">待扫描的 Action 序列(通常来自 Gameplay Map。</param>
public HashSet<string> FindConflicts(IEnumerable<InputAction> actions)
{
var pathToActions = new Dictionary<string, List<string>>();
foreach (var action in actions)
{
foreach (var binding in action.bindings)
{
// 跳过复合绑定父项(如 WASD 组合中的 "2DVector"
if (binding.isComposite || string.IsNullOrEmpty(binding.effectivePath))
continue;
if (!pathToActions.TryGetValue(binding.effectivePath, out var list))
pathToActions[binding.effectivePath] = list = new List<string>();
list.Add(action.name);
}
}
var conflicted = new HashSet<string>();
foreach (var kv in pathToActions)
if (kv.Value.Count > 1)
foreach (var name in kv.Value)
conflicted.Add(name);
return conflicted;
}
}
}

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using UnityEngine;
namespace BaseGames.Input
{
/// <summary>
/// 帧级输入缓冲。持续 _bufferDuration 秒,允许玩家提前输入跳跃/攻击/冲刺。
/// 须与 PlayerController 在同一 GameObject 上。
/// </summary>
public class InputBuffer : MonoBehaviour
{
// _inputReader 由 PlayerController.Awake 注入,无需在 Inspector 单独配置。
private InputReaderSO _inputReader;
[SerializeField] private float _jumpBufferDuration = 0.15f;
[SerializeField] private float _attackBufferDuration = 0.12f;
[SerializeField] private float _dashBufferDuration = 0.10f;
private float _jumpBuffer;
private float _attackBuffer;
private float _dashBuffer;
// ── Named handlers to allow proper unsubscription ─────────────────────
private void HandleJumpStarted() => _jumpBuffer = _jumpBufferDuration;
private void HandleAttackStarted() => _attackBuffer = _attackBufferDuration;
private void HandleDashStarted() => _dashBuffer = _dashBufferDuration;
/// <summary>由 PlayerController 在 Awake 中注入 InputReader无需在 Inspector 单独指定。</summary>
public void Init(InputReaderSO reader)
{
_inputReader = reader;
}
private void OnEnable()
{
if (_inputReader == null) return;
_inputReader.JumpStartedEvent += HandleJumpStarted;
_inputReader.AttackEvent += HandleAttackStarted;
_inputReader.DashEvent += HandleDashStarted;
}
private void OnDisable()
{
if (_inputReader == null) return;
_inputReader.JumpStartedEvent -= HandleJumpStarted;
_inputReader.AttackEvent -= HandleAttackStarted;
_inputReader.DashEvent -= HandleDashStarted;
}
private void Update()
{
float dt = Time.deltaTime;
_jumpBuffer = Mathf.Max(0f, _jumpBuffer - dt);
_attackBuffer = Mathf.Max(0f, _attackBuffer - dt);
_dashBuffer = Mathf.Max(0f, _dashBuffer - dt);
}
/// <summary>消耗跳跃缓冲(读取并清空)。</summary>
public bool ConsumeJump()
{
if (_jumpBuffer <= 0f) return false;
_jumpBuffer = 0f;
return true;
}
/// <summary>消耗攻击缓冲(读取并清空)。</summary>
public bool ConsumeAttack()
{
if (_attackBuffer <= 0f) return false;
_attackBuffer = 0f;
return true;
}
/// <summary>消耗冲刺缓冲(读取并清空)。</summary>
public bool ConsumeDash()
{
if (_dashBuffer <= 0f) return false;
_dashBuffer = 0f;
return true;
}
}
}

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using UnityEngine;
namespace BaseGames.Input
{
/// <summary>
/// 在运行时启用 InputReaderSO 的 ActionMap。
/// 挂在 Persistent 场景的 InputReaderHolder 上。
/// _inputReader 必须在 Inspector 中赋值,框架不提供运行时自动查找回退。
/// </summary>
public sealed class InputReaderBootstrap : MonoBehaviour
{
[SerializeField] private InputReaderSO _inputReader;
private void Awake()
{
Debug.Assert(_inputReader != null,
"[InputReaderBootstrap] _inputReader 未在 Inspector 中赋值!请在 Persistent 场景的 InputReaderHolder 上手动指定 InputReaderSO 资产。",
this);
}
private void Start()
{
if (_inputReader == null) return;
_inputReader.LoadBindingOverrides(); // 从 PlayerPrefs 恢复用户自定义绑定
_inputReader.EnableGameplayInput();
}
private void OnDisable()
{
_inputReader?.DisableAllInput();
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using BaseGames.Core.Events;
namespace BaseGames.Input
{
[CreateAssetMenu(menuName = "BaseGames/Input/InputReader")]
public class InputReaderSO : ScriptableObject
{
[SerializeField] private InputActionAsset _inputActions;
[SerializeField] private VoidEventChannelSO _onPauseRequested;
// ── Gameplay Events ───────────────────────────────────────────────────
public event Action<Vector2> MoveEvent;
public event Action JumpStartedEvent;
public event Action JumpCancelledEvent;
public event Action AttackEvent;
public event Action DownAttackEvent;
public event Action UpAttackEvent;
public event Action ParryEvent;
public event Action DashEvent;
public event Action UseSpringEvent;
public event Action SwitchSkyFormEvent;
public event Action SwitchEarthFormEvent;
public event Action SwitchDeathFormEvent;
public event Action SoulSkillEvent;
public event Action SpiritSkill1StartedEvent;
public event Action SpiritSkill1CancelledEvent;
public event Action SpiritSkill2StartedEvent;
public event Action SpiritSkill2CancelledEvent;
public event Action SpellCastEvent;
public event Action InteractEvent;
// ── UI Events ─────────────────────────────────────────────────────────
public event Action PauseEvent;
public event Action<Vector2> NavigateEvent;
public event Action SubmitEvent;
public event Action CancelEvent;
public event Action<Vector2> PointEvent;
// ── Polling ───────────────────────────────────────────────────────────
public Vector2 MoveInput { get; private set; }
// ── Runtime state ─────────────────────────────────────────────────────
private InputActionMap _gameplay;
private InputActionMap _ui;
private bool _isBound;
private void EnsureInitialized()
{
if (_inputActions == null)
{
Debug.LogError("[InputReaderSO] _inputActions is NULL! Asset not assigned in inspector?");
return;
}
// Always disable first so the Input System tears down stale state,
// then re-enable to create a fresh state for this Play session.
_inputActions.Disable();
_inputActions.Enable();
_gameplay = _inputActions.FindActionMap("Gameplay", throwIfNotFound: false);
if (_gameplay == null)
Debug.LogError("[InputReaderSO] Could not find 'Gameplay' action map in asset!");
_ui = _inputActions.FindActionMap("UI", throwIfNotFound: false);
if (_ui == null)
Debug.LogWarning("[InputReaderSO] Could not find 'UI' action map in asset!");
if (_gameplay != null && !_isBound)
{
BindActions();
}
}
private void OnEnable()
{
Debug.Assert(_onPauseRequested != null,
"[InputReaderSO] _onPauseRequested 未赋值,请在 Inspector 中指定 EVT_PauseRequested。", this);
// Reset private state on every OnEnable so stale ScriptableObject
// references from a previous Play session don't cause
// 'Map must be contained in state' errors.
_gameplay = null;
_ui = null;
_isBound = false;
EnsureInitialized();
}
private void OnDisable()
{
_gameplay?.Disable();
_ui?.Disable();
_isBound = false;
}
// ── Action Map Switching ──────────────────────────────────────────────
public void EnableGameplayInput()
{
// Disable UI map if it's active
if (_ui != null && _ui.enabled)
{
_ui.Disable();
}
// Ensure gameplay map is enabled
if (_gameplay != null && !_gameplay.enabled)
{
_gameplay.Enable();
}
else if (_gameplay == null)
{
Debug.LogError("[InputReaderSO.EnableGameplayInput] _gameplay is NULL!");
}
}
public void EnableUIInput()
{
// Disable gameplay map if it's active
if (_gameplay != null && _gameplay.enabled)
{
_gameplay.Disable();
}
// Ensure UI map is enabled
if (_ui != null && !_ui.enabled)
{
_ui.Enable();
}
else if (_ui == null)
{
Debug.LogWarning("[InputReaderSO.EnableUIInput] _ui is NULL!");
}
}
public void DisableAllInput() { _gameplay?.Disable(); _ui?.Disable(); }
// ── Binding ───────────────────────────────────────────────────────────
private void BindActions()
{
if (_gameplay == null)
{
Debug.LogWarning("[InputReaderSO.BindActions] Skipped: _gameplay is NULL");
return;
}
BindPerformed(_gameplay, "Move", ctx =>
{
MoveInput = ctx.ReadValue<Vector2>();
MoveEvent?.Invoke(MoveInput);
});
BindCanceled(_gameplay, "Move", _ =>
{
MoveInput = Vector2.zero;
MoveEvent?.Invoke(Vector2.zero);
});
BindStarted(_gameplay, "Jump", () => JumpStartedEvent?.Invoke());
BindCanceled(_gameplay, "Jump", () => JumpCancelledEvent?.Invoke());
BindStarted(_gameplay, "Attack", () => AttackEvent?.Invoke());
BindStarted(_gameplay, "DownAttack", () => DownAttackEvent?.Invoke());
BindStarted(_gameplay, "UpAttack", () => UpAttackEvent?.Invoke());
BindStarted(_gameplay, "Parry", () => ParryEvent?.Invoke());
BindStarted(_gameplay, "Dash", () => DashEvent?.Invoke());
BindStarted(_gameplay, "UseSpring", () => UseSpringEvent?.Invoke());
BindStarted(_gameplay, "SwitchSkyForm", () => SwitchSkyFormEvent?.Invoke());
BindStarted(_gameplay, "SwitchEarthForm", () => SwitchEarthFormEvent?.Invoke());
BindStarted(_gameplay, "SwitchDeathForm", () => SwitchDeathFormEvent?.Invoke());
BindStarted(_gameplay, "SoulSkill", () => SoulSkillEvent?.Invoke());
BindStarted(_gameplay, "SpiritSkill1", () => SpiritSkill1StartedEvent?.Invoke());
BindCanceled(_gameplay, "SpiritSkill1", () => SpiritSkill1CancelledEvent?.Invoke());
BindStarted(_gameplay, "SpiritSkill2", () => SpiritSkill2StartedEvent?.Invoke());
BindCanceled(_gameplay, "SpiritSkill2", () => SpiritSkill2CancelledEvent?.Invoke());
BindStarted(_gameplay, "Spell", () => SpellCastEvent?.Invoke());
BindStarted(_gameplay, "Interact", () => InteractEvent?.Invoke());
BindStarted(_gameplay, "Pause", HandlePause);
if (_ui != null)
{
BindPerformed(_ui, "Navigate", ctx => NavigateEvent?.Invoke(ctx.ReadValue<Vector2>()));
BindCanceled(_ui, "Navigate", _ => NavigateEvent?.Invoke(Vector2.zero));
BindStarted(_ui, "Submit", () => SubmitEvent?.Invoke());
BindStarted(_ui, "Cancel", () => CancelEvent?.Invoke());
BindStarted(_ui, "Pause", HandlePause);
BindPerformed(_ui, "Point", ctx => PointEvent?.Invoke(ctx.ReadValue<Vector2>()));
}
_isBound = true;
}
private void HandlePause()
{
PauseEvent?.Invoke();
_onPauseRequested?.Raise();
}
private static void BindStarted(InputActionMap map, string name, Action callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null)
{
action.started += _ => callback();
}
else
{
Debug.LogWarning($"[BindStarted] Action '{name}' not found in map");
}
}
private static void BindPerformed(InputActionMap map, string name,
Action<InputAction.CallbackContext> callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null) action.performed += callback;
}
private static void BindCanceled(InputActionMap map, string name,
Action<InputAction.CallbackContext> callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null) action.canceled += callback;
}
private static void BindCanceled(InputActionMap map, string name, Action callback)
{
var action = map.FindAction(name, throwIfNotFound: false);
if (action != null) action.canceled += _ => callback();
}
// ── Rebinding API (P4-3) ──────────────────────────────────────────────
private const string PrefKey = "InputBindings";
/// <summary>查找单个 Action供 RebindActionRow 显示当前绑定路径)。</summary>
public InputAction FindAction(string name)
=> _inputActions?.FindAction(name);
/// <summary>返回 Gameplay Map 所有 Action供 ConflictDetector 扫描冲突)。</summary>
public IEnumerable<InputAction> GetAllActionMap()
{
var map = _inputActions?.FindActionMap("Gameplay");
return map != null ? (IEnumerable<InputAction>)map.actions : Array.Empty<InputAction>();
}
/// <summary>
/// 启动交互式重绑定Unity InputSystem RebindingOperation
/// 调用方无需持有返回值;完成或取消后自动 Dispose。
/// </summary>
public void StartRebinding(
string actionName, int bindingIndex, Action onComplete, Action onCancel)
{
var action = _inputActions?.FindAction(actionName);
if (action == null) { onCancel?.Invoke(); return; }
action.Disable();
action.PerformInteractiveRebinding(bindingIndex)
.OnComplete(op => { op.Dispose(); action.Enable(); onComplete?.Invoke(); })
.OnCancel(op => { op.Dispose(); action.Enable(); onCancel?.Invoke(); })
.Start();
}
/// <summary>将当前绑定覆盖序列化为 JSON存入 PlayerPrefskey = "InputBindings")。</summary>
public void SaveBindingOverrides()
{
if (_inputActions == null) return;
PlayerPrefs.SetString(PrefKey, _inputActions.SaveBindingOverridesAsJson());
PlayerPrefs.Save();
}
/// <summary>从 PlayerPrefs 加载并应用绑定覆盖(首次启动时无操作)。</summary>
public void LoadBindingOverrides()
{
if (_inputActions != null && PlayerPrefs.HasKey(PrefKey))
_inputActions.LoadBindingOverridesFromJson(PlayerPrefs.GetString(PrefKey));
}
/// <summary>重置所有绑定为默认值并清除 PlayerPrefs 记录。</summary>
public void ResetBindings()
{
_inputActions?.RemoveAllBindingOverrides();
PlayerPrefs.DeleteKey(PrefKey);
}
}
}

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