摄像机区域的架构改动
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125
Assets/_Game/Scripts/Player/WeaponManager.cs
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125
Assets/_Game/Scripts/Player/WeaponManager.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BaseGames.Player
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{
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/// <summary>
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/// 武器管理器。
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/// 监听 FormController.OnFormChanged,依据当前形态切换 ActiveWeapon。
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/// 支持护符 Override:护符调用 SetOverride() 临时替换特定形态的武器。
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/// 架构 05_PlayerModule §7。
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/// </summary>
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public class WeaponManager : MonoBehaviour
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{
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[SerializeField] private FormController _formController;
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[SerializeField] private WeaponSO _startingWeapon; // 无 FormController 时的回退武器
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[Header("HitBox 挂载点")]
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[Tooltip("武器 HitBox Prefab 实例化的父节点,应为 Player 层级下的 [WeaponSocket] 子节点。")]
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[SerializeField] private Transform _weaponSocket;
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public WeaponSO ActiveWeapon { get; private set; }
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public WeaponHitBoxInstance ActiveHitBoxInstance { get; private set; }
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public event Action<WeaponSO> OnWeaponChanged;
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// 护符注入的武器覆盖:Key = FormSO.formId,Value = 替换武器(架构 05 §7)
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private readonly Dictionary<string, WeaponSO> _overrides = new();
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private void Awake()
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{
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if (_formController != null && _formController.CurrentForm != null)
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ApplyWeapon(_formController.CurrentForm);
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else if (_startingWeapon != null)
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SetDirectWeapon(_startingWeapon);
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}
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private void OnEnable()
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{
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if (_formController != null)
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_formController.OnFormChanged += HandleFormChanged;
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}
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private void OnDisable()
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{
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if (_formController != null)
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_formController.OnFormChanged -= HandleFormChanged;
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}
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private void Start()
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{
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// 若 FormController 在 Awake 时 CurrentForm 尚未初始化,在 Start 重试
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if (ActiveWeapon == null && _formController != null && _formController.CurrentForm != null)
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ApplyWeapon(_formController.CurrentForm);
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else if (ActiveWeapon == null && _startingWeapon != null)
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SetDirectWeapon(_startingWeapon);
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}
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// ── 内部切换 ───────────────────────────────────────────────────────────
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private void HandleFormChanged() => ApplyWeapon(_formController.CurrentForm);
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private void ApplyWeapon(FormSO form)
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{
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if (form == null) return;
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WeaponSO next = _overrides.TryGetValue(form.formId, out var ov) ? ov : form.defaultWeapon;
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if (next == ActiveWeapon) return;
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SetDirectWeapon(next);
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}
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private void SetDirectWeapon(WeaponSO weapon)
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{
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var oldInstance = ActiveHitBoxInstance;
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ActiveWeapon = weapon;
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ActiveHitBoxInstance = null;
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if (weapon?.hitBoxPrefab != null && _weaponSocket != null)
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{
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var go = Instantiate(weapon.hitBoxPrefab, _weaponSocket);
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ActiveHitBoxInstance = go.GetComponent<WeaponHitBoxInstance>();
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}
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// 先通知订阅者(使其有机会取消对旧实例的事件订阅),再销毁旧实例
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OnWeaponChanged?.Invoke(weapon);
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if (oldInstance != null)
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Destroy(oldInstance.gameObject);
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}
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// ── 护符 Override API(由 WeaponOverrideEffect 调用,架构 05 §7)──────
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/// <summary>为指定形态设置武器覆盖。formId 为空 = 覆盖所有形态。</summary>
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public void SetOverride(string formId, WeaponSO weapon)
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{
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if (string.IsNullOrEmpty(formId))
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{
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if (_formController != null)
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foreach (var f in _formController.AllForms)
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_overrides[f.formId] = weapon;
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}
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else
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{
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_overrides[formId] = weapon;
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}
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if (_formController?.CurrentForm != null)
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ApplyWeapon(_formController.CurrentForm);
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}
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/// <summary>移除覆盖,恢复默认武器。formId 为空 = 移除所有形态覆盖。</summary>
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public void ClearOverride(string formId)
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{
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if (string.IsNullOrEmpty(formId))
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{
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_overrides.Clear();
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}
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else
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{
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_overrides.Remove(formId);
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}
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if (_formController?.CurrentForm != null)
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ApplyWeapon(_formController.CurrentForm);
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}
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}
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}
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