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