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

View File

@@ -0,0 +1,17 @@
{
"excludePlatforms": [],
"allowUnsafeCode": false,
"precompiledReferences": [],
"name": "BaseGames.Parry",
"defineConstraints": [],
"noEngineReferences": false,
"versionDefines": [],
"rootNamespace": "BaseGames.Parry",
"references": [
"BaseGames.Input",
"BaseGames.Core.Events"
],
"autoReferenced": true,
"overrideReferences": false,
"includePlatforms": []
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 87e177cce09e78a44b5122b4acfe5763
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,38 @@
using UnityEngine;
namespace BaseGames.Parry
{
/// <summary>
/// 弹反系统配置资产(架构 06_CombatModule §9
/// 可通过 Assets/Create/Combat/ParryConfig 创建。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Combat/ParryConfig", fileName = "ParryConfig")]
public class ParryConfigSO : ScriptableObject
{
[Header("阶段时长(秒)")]
public float StartupDuration = 0.05f; // 前摇:按键到弹反窗口开启的延迟
public float WindowDuration = 0.28f; // Active弹反有效窗口时长
public float EndlagDuration = 0.10f; // 后摇:窗口结束到恢复的延迟
public float CounterWindowDuration = 0.5f; // 弹反成功后的反击窗口时长
[Header("完美弹反判定")]
public float PerfectParryThreshold = 0.05f; // Active 开始后的完美弹反窗口(秒)
[Header("冷却")]
public float ParryCooldown = 0.3f; // 两次弹反之间的最短间隔(秒)
[Header("灵力奖励")]
public int SoulGainOnParry = 33; // 普通弹反获得灵力
public int SoulGainOnPerfect = 50; // 完美弹反额外获得灵力
[Header("反击伤害")]
public float ParryCounterMultiplier = 3.0f; // 弹反反击伤害倍率
[Header("子弹时间(完美弹反)")]
public float BulletTimeScale = 0.25f; // 触发时的时间缩放比例
public float BulletTimeDuration = 0.2f; // 子弹时间持续时长(秒,实际时间)
[Header("硬直")]
public float StaggerDuration = 0.8f; // 被弹反敌人的受击硬直时长(秒)
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5bf3627df91a5f741b94c552a26c3ae2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,15 @@
namespace BaseGames.Parry
{
/// <summary>
/// 弹反事件数据。
/// 仅携带 Parry 程序集内可知的基础信息,避免与 Combat 程序集产生循环依赖。
/// </summary>
public struct ParryInfo
{
/// <summary>是否为完美弹反(在 PerfectParryThreshold 时间窗口内命中)。</summary>
public bool IsPerfect;
/// <summary>本次弹反获得的灵力值(已由 ParrySystem 按配置计算好)。</summary>
public int SoulGained;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b787a1bb2c43b7947a9ce25117bc4363
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,13 @@
using BaseGames.Core.Events;
using UnityEngine;
namespace BaseGames.Parry
{
/// <summary>
/// 弹反成功事件频道(架构 06_CombatModule §9
/// 可通过 Assets/Create/Events/ParryInfo 创建资产实例。
/// 订阅方PlayerController灵力 + 护盾恢复、FeedbackSystem特效/音效、UISystemUI 提示)
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Events/ParryInfo", fileName = "EVT_ParrySuccess")]
public class ParryInfoEventChannelSO : BaseEventChannelSO<ParryInfo> { }
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 06e4216945d83a5439d3ef6a497a1413
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,214 @@
using System;
using System.Collections;
using UnityEngine;
using BaseGames.Input;
using BaseGames.Core.Events;
namespace BaseGames.Parry
{
/// <summary>
/// 弹反阶段枚举(架构 06_CombatModule §9
/// </summary>
public enum ParryPhase
{
Inactive, // 待机
Startup, // 前摇(按键 → 有效窗口开启)
Active, // 弹反有效窗口
EndLag, // 后摇(窗口关闭 → 动作恢复)
CounterWindow, // 弹反成功后的反击窗口
}
/// <summary>
/// 弹反状态机(架构 06_CombatModule §9
///
/// 组件设计:
/// - 订阅 InputReaderSO.ParryEvent → 触发 TryActivateParry
/// - 触发 OnParryActivated C# 事件 → PlayerController 转换到 ParryState
/// - HurtBox 调用 ConsumeParry() → 弹反成功时触发奖励并进入 CounterWindow
/// - 触发 OnParryConsumed(ParryInfo) C# 事件 → PlayerController 发放灵力 / 恢复护盾
/// - 可选触发 ParryInfoEventChannelSO SO 事件 → UI / 反馈系统
///
/// 程序集约束BaseGames.Parry 不引用 BaseGames.Combat → ConsumeParry() 无 DamageInfo 参数。
/// </summary>
public class ParrySystem : MonoBehaviour
{
[Header("配置")]
[SerializeField] private ParryConfigSO _config;
// _inputReader 由 PlayerController.Awake 注入,无需在 Inspector 单独配置。
private InputReaderSO _inputReader;
[Header("Event Channels - Raise可选")]
[SerializeField] private ParryInfoEventChannelSO _onParrySuccess;
// ── 运行时状态 ────────────────────────────────────────────────────────
private ParryPhase _phase = ParryPhase.Inactive;
private float _phaseTimer;
private float _cooldownTimer;
public ParryPhase CurrentPhase => _phase;
/// <summary>是否处于弹反有效窗口(供外部检测)。</summary>
public bool IsParrying => _phase == ParryPhase.Active;
public bool IsInCounterWindow => _phase == ParryPhase.CounterWindow;
/// <summary>启用/禁用弹反输入(玩家能力解锁前设为 false。</summary>
public bool IsEnabled { get; set; } = true;
// ── C# 事件 ───────────────────────────────────────────────────────────
/// <summary>
/// 弹反成功时触发ConsumeParry 返回 true 后)。
/// PlayerController 订阅此事件以发放灵力并恢复护盾。
/// </summary>
public event Action<ParryInfo> OnParryConsumed;
/// <summary>
/// 弹反输入激活时触发(进入 Startup 阶段时)。
/// PlayerController 订阅此事件以转换到 ParryState。
/// </summary>
public event Action OnParryActivated;
// ── Unity 生命周期 ────────────────────────────────────────────────────
private void Awake()
{
Debug.Assert(_config != null, "[ParrySystem] _config 未赋值,请在 Inspector 中指定 ParryConfigSO。", this);
}
/// <summary>由 PlayerController 在 Awake 中注入 InputReader无需在 Inspector 单独指定。</summary>
public void SetInputReader(InputReaderSO reader)
{
_inputReader = reader;
}
private void OnEnable()
{
if (_inputReader != null)
_inputReader.ParryEvent += TryActivateParry;
}
private void OnDisable()
{
if (_inputReader != null)
_inputReader.ParryEvent -= TryActivateParry;
}
private void Update()
{
// 冷却计时(使用 unscaledDeltaTime子弹时间期间也正常递减
if (_cooldownTimer > 0f)
_cooldownTimer -= Time.unscaledDeltaTime;
if (_phase == ParryPhase.Inactive) return;
_phaseTimer -= Time.unscaledDeltaTime;
if (_phaseTimer <= 0f) AdvancePhase();
}
// ── 外部 API ──────────────────────────────────────────────────────────
/// <summary>
/// HurtBox.ReceiveDamage 在步骤 2 调用此方法。
/// 若处于 Active 阶段则触发弹反成功流程并返回 true否则返回 false。
/// </summary>
public bool ConsumeParry()
{
if (_phase != ParryPhase.Active) return false;
bool isPerfect = IsInPerfectWindow();
int soulGain = isPerfect
? _config.SoulGainOnParry + _config.SoulGainOnPerfect
: _config.SoulGainOnParry;
// 完美弹反子弹时间
if (isPerfect)
StartCoroutine(ApplyBulletTime());
// 构造负载
var info = new ParryInfo { IsPerfect = isPerfect, SoulGained = soulGain };
// SO 事件UI / 特效 / 音效系统订阅)
_onParrySuccess?.Raise(info);
// C# 事件PlayerController 订阅以添加灵力 + 恢复护盾)
OnParryConsumed?.Invoke(info);
// 进入反击窗口
EnterPhase(ParryPhase.CounterWindow, _config.CounterWindowDuration);
return true;
}
/// <summary>
/// 由状态机ParryState.OnStateEnter或动画事件直接触发跳过 Startup 前摇直接进入 Active 窗口。
/// 若弹反已处于任意活跃阶段则忽略。
/// </summary>
public void OpenParryWindow()
{
if (_phase != ParryPhase.Inactive) return;
EnterPhase(ParryPhase.Active, _config.WindowDuration);
}
/// <summary>
/// 强制中断弹反ParryState.OnStateExit 或被击中打断时调用)。
/// </summary>
public void CloseParryWindow()
{
if (_phase == ParryPhase.Inactive) return;
_cooldownTimer = _config.ParryCooldown;
EnterPhase(ParryPhase.Inactive, 0f);
}
// ── 私有实现 ──────────────────────────────────────────────────────────
private void TryActivateParry()
{
if (!IsEnabled) return;
if (_phase != ParryPhase.Inactive) return;
if (_cooldownTimer > 0f) return;
EnterPhase(ParryPhase.Startup, _config.StartupDuration);
OnParryActivated?.Invoke();
}
private bool IsInPerfectWindow()
{
// Active 阶段计时器从 WindowDuration 倒计elapsed = WindowDuration - _phaseTimer
float elapsed = _config.WindowDuration - _phaseTimer;
return elapsed <= _config.PerfectParryThreshold;
}
private void AdvancePhase()
{
switch (_phase)
{
case ParryPhase.Startup:
EnterPhase(ParryPhase.Active, _config.WindowDuration);
break;
case ParryPhase.Active:
EnterPhase(ParryPhase.EndLag, _config.EndlagDuration);
break;
case ParryPhase.EndLag:
case ParryPhase.CounterWindow:
_cooldownTimer = _config.ParryCooldown;
EnterPhase(ParryPhase.Inactive, 0f);
break;
}
}
private void EnterPhase(ParryPhase phase, float duration)
{
_phase = phase;
_phaseTimer = duration;
}
private IEnumerator ApplyBulletTime()
{
Time.timeScale = _config.BulletTimeScale;
yield return new WaitForSecondsRealtime(_config.BulletTimeDuration);
Time.timeScale = 1f;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 14872ec0b53eece49a121f13ca519009
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: