摄像机区域的架构改动
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198
Assets/_Game/Scripts/Quest/ChallengeRoomManager.cs
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198
Assets/_Game/Scripts/Quest/ChallengeRoomManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Enemies;
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using BaseGames.Player;
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namespace BaseGames.Challenge
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{
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/// <summary>
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/// 挑战房间流程管理器(架构 22_QuestChallengeModule §12)。
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/// 挂在挑战房间场景的 [ChallengeManager] GameObject 上,场景加载时自动启动挑战。
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/// </summary>
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public class ChallengeRoomManager : MonoBehaviour
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{
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[SerializeField] private ChallengeRoomSO _challengeData;
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[SerializeField] private PlayerStats _player; // 由场景 Inspector 绑定
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[Header("Event Channels")]
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[SerializeField] private StringEventChannelSO _onChallengeCompleted; // EVT_ChallengeCompleted
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[SerializeField] private StringEventChannelSO _onChallengeFailed; // EVT_ChallengeFailed
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private int _currentEncounterIndex;
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private int _remainingEnemies;
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private float _elapsedTime;
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private bool _isRunning;
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private bool _noHitViolated;
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// 预加载句柄(挑战开始前预热全部敌人资源,结束时释放)
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private readonly List<AsyncOperationHandle<GameObject>> _preloadHandles = new();
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private void OnEnable()
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{
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if (_player != null) _player.OnDamaged += OnPlayerDamaged;
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}
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private void OnDisable()
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{
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if (_player != null) _player.OnDamaged -= OnPlayerDamaged;
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ReleasePreloadedAssets();
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}
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private void OnPlayerDamaged() => _noHitViolated = true;
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private void Start() => StartChallenge();
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private void Update()
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{
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if (!_isRunning) return;
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_elapsedTime += Time.deltaTime;
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if (_challengeData.timeLimit > 0 && _elapsedTime >= _challengeData.timeLimit)
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FailChallenge();
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}
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private void StartChallenge()
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{
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// 自动快速存档(失败后读档返回挑战入口)
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ServiceLocator.GetOrDefault<ISaveService>()?.QuickSave();
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_isRunning = true;
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_currentEncounterIndex = 0;
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_elapsedTime = 0f;
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_noHitViolated = false;
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// 预加载所有敌人资源,全部缓存就绪后再开始生成第一波
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PreloadEnemyAssets(() => SpawnWave(0));
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}
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/// <summary>
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/// 预加载本次挑战所有敌人的 Addressable 资源。
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/// 确保所有资源均已内存驻留后才调用 <paramref name="onComplete"/>.
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/// 无敌人配置时直接回调。
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/// </summary>
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private void PreloadEnemyAssets(Action onComplete)
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{
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var keys = new HashSet<string>();
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if (_challengeData.encounters != null)
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foreach (var enc in _challengeData.encounters)
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if (enc.enemies != null)
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foreach (var entry in enc.enemies)
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if (!string.IsNullOrEmpty(entry.enemyAddressKey))
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keys.Add(entry.enemyAddressKey);
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if (keys.Count == 0)
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{
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onComplete?.Invoke();
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return;
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}
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int remaining = keys.Count;
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foreach (var key in keys)
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{
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var handle = Addressables.LoadAssetAsync<GameObject>(key);
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_preloadHandles.Add(handle);
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handle.Completed += _ =>
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{
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if (--remaining == 0)
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onComplete?.Invoke();
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};
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}
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}
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/// <summary>释放预加载的所有资源句柄。</summary>
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private void ReleasePreloadedAssets()
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{
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foreach (var h in _preloadHandles)
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if (h.IsValid()) Addressables.Release(h);
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_preloadHandles.Clear();
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}
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private void SpawnWave(int index)
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{
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if (_challengeData.encounters == null || index >= _challengeData.encounters.Length)
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{
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CompleteChallenge();
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return;
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}
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var enc = _challengeData.encounters[index];
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_remainingEnemies = 0;
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foreach (var entry in enc.enemies)
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{
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for (int i = 0; i < entry.count; i++)
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{
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_remainingEnemies++;
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Vector3 pos;
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if (entry.spawnPoint != null)
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{
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pos = entry.spawnPoint.position;
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}
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else
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{
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Debug.LogWarning($"[ChallengeRoomManager] encounter[{index}] 中的 enemyAddressKey='{entry.enemyAddressKey}' 未配置 spawnPoint,将在 Vector3.zero 生成。请在 ChallengeRoomSO 中补全配置。", this);
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pos = Vector3.zero;
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}
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Addressables.InstantiateAsync(entry.enemyAddressKey, pos, Quaternion.identity)
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.Completed += handle =>
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{
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if (handle.Result != null &&
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handle.Result.TryGetComponent<EnemyBase>(out var enemy))
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{
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enemy.OnDied += OnEnemyDefeated;
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}
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};
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}
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}
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}
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private void OnEnemyDefeated()
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{
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_remainingEnemies = Mathf.Max(0, _remainingEnemies - 1);
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if (_remainingEnemies > 0) return;
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_currentEncounterIndex++;
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if (_currentEncounterIndex >= _challengeData.encounters.Length)
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CompleteChallenge();
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else
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StartCoroutine(DelayedNextWave(_challengeData.encounters[_currentEncounterIndex].waveDelay));
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}
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private IEnumerator DelayedNextWave(float delay)
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{
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yield return new WaitForSeconds(delay);
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SpawnWave(_currentEncounterIndex);
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}
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private void CompleteChallenge()
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{
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_isRunning = false;
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// requireNoHit 挑战:受到伤害则判定失败(架构 §12)
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if (_challengeData.requireNoHit && _noHitViolated)
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{
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FailChallenge();
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return;
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}
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var reward = ServiceLocator.GetOrDefault<ISaveService>() is { } sm && sm.IsFirstClear(_challengeData.challengeId)
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? _challengeData.firstClearReward
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: _challengeData.repeatedReward;
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reward?.Apply(_player);
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_onChallengeCompleted?.Raise(_challengeData.challengeId);
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}
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private void FailChallenge()
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{
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_isRunning = false;
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_onChallengeFailed?.Raise(_challengeData.challengeId);
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ServiceLocator.GetOrDefault<ISaveService>()?.QuickLoad();
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}
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}
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}
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