摄像机区域的架构改动
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163
Assets/_Game/Scripts/UI/FloatingDamageText.cs
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163
Assets/_Game/Scripts/UI/FloatingDamageText.cs
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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 TMPro;
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using BaseGames.Core.Events;
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using BaseGames.Combat;
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namespace BaseGames.UI
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{
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/// <summary>
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/// 伤害飘字(架构 10_UIModule §10)。
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/// 从对象池取出后由 FloatingDamageSpawner 调用 Show();协程完成后归还。
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/// 挂在预制体根 GameObject 上(Canvas_HUD 子节点,World Space Canvas 或 Screen Space)。
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/// </summary>
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public class FloatingDamageText : MonoBehaviour
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{
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[SerializeField] private TMP_Text _text;
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[SerializeField] private float _floatDistance = 1.5f;
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[SerializeField] private float _duration = 0.8f;
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/// <summary>
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/// 父级 Canvas(用于 RectTransformUtility 坐标转换)。
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/// 适配所有 Canvas 渲染模式(Overlay / Camera / World Space),
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/// Screen Space - Overlay 时可传 null(会自动 fallback 到 null camera)。
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/// </summary>
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[SerializeField] private Canvas _parentCanvas;
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private RectTransform _rectTransform;
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private Coroutine _animCoroutine;
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private void Awake()
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{
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_rectTransform = (RectTransform)transform;
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// 不在 Awake 缓存 Camera.main,避免 Boss 过场切换主摄像机后引用过期
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}
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/// <summary>
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/// 在世界坐标位置显示伤害数字并开始飘动动画。
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/// 动画结束后由对象池回收(Deactivate)。
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/// </summary>
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public void Show(Vector2 worldPosition, int damage, DamageType type)
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{
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if (_animCoroutine != null) StopCoroutine(_animCoroutine);
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_text.text = damage.ToString();
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_text.color = GetColorForType(type);
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SetAnchoredPosition(worldPosition);
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_animCoroutine = StartCoroutine(FloatAndFade(worldPosition));
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}
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private void SetAnchoredPosition(Vector2 worldPosition)
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{
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var cam = (_parentCanvas != null && _parentCanvas.renderMode == RenderMode.ScreenSpaceCamera)
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? _parentCanvas.worldCamera
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: UnityEngine.Camera.main;
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var screenPoint = cam != null
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? (Vector2)cam.WorldToScreenPoint(worldPosition)
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: Vector2.zero;
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var canvasRect = _parentCanvas != null
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? (RectTransform)_parentCanvas.transform
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: null;
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if (canvasRect != null)
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{
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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canvasRect, screenPoint, cam, out var localPoint);
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_rectTransform.anchoredPosition = localPoint;
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}
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else
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{
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_rectTransform.anchoredPosition = screenPoint;
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}
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}
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private IEnumerator FloatAndFade(Vector2 startWorld)
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{
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float elapsed = 0f;
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var color = _text.color;
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var startAlpha = color.a;
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while (elapsed < _duration)
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{
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float t = elapsed / _duration;
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SetAnchoredPosition(startWorld + new Vector2(0, _floatDistance * t));
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// alpha 淡出(后半段开始)
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_text.color = new Color(color.r, color.g, color.b,
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Mathf.Lerp(startAlpha, 0f, Mathf.Clamp01((t - 0.5f) / 0.5f)));
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elapsed += Time.deltaTime;
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yield return null;
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}
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gameObject.SetActive(false); // 归还对象池
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}
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private static Color GetColorForType(DamageType type) => type switch
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{
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DamageType.Fire => new Color(1f, 0.5f, 0f), // 橙
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DamageType.Poison => new Color(0.3f,0.9f, 0.3f), // 绿
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DamageType.True => new Color(1f, 0.95f,0.4f), // 黄
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DamageType.Ice => new Color(0.5f,0.85f,1f), // 冰蓝
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DamageType.Lightning=>new Color(0.9f,0.9f, 0.2f), // 闪黄
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_ => Color.white
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};
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}
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// ─────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// 伤害飘字生成器(挂在 Canvas_HUD 上)。
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/// 订阅 EVT_DamageDealt 事件频道,从 Addressables 池取出 FloatingDamageText 显示。
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/// </summary>
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public class FloatingDamageSpawner : MonoBehaviour
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{
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[Header("事件频道")]
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[SerializeField] private DamageInfoEventChannelSO _onDamageDealt;
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[Header("预制体(对象池 key = AddressKeys.PrefabUIFloatingDmgText)")]
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[SerializeField] private GameObject _floatingDmgPrefab; // Fallback:Inspector 直接拖入
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private readonly Queue<FloatingDamageText> _pool = new();
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private readonly CompositeDisposable _subs = new();
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private void OnEnable() => _onDamageDealt?.Subscribe(OnDamageDealt).AddTo(_subs);
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private void OnDisable() => _subs.Clear();
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private void OnDamageDealt(DamageInfo info)
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{
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if (info.FinalDamage <= 0) return;
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var text = GetOrCreate();
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if (text != null)
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text.Show(info.SourcePosition, info.FinalDamage, info.Type);
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}
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private FloatingDamageText GetOrCreate()
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{
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// 从池中找到已停用的实例
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while (_pool.Count > 0)
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{
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var pooled = _pool.Dequeue();
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if (pooled == null) continue;
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if (!pooled.gameObject.activeSelf)
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{
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pooled.gameObject.SetActive(true);
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return pooled;
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}
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_pool.Enqueue(pooled); // 仍在使用,放回
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break;
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}
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// 没有可用实例则实例化
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if (_floatingDmgPrefab == null) return null;
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var go = Instantiate(_floatingDmgPrefab, transform);
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var comp = go.GetComponent<FloatingDamageText>();
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if (comp != null) _pool.Enqueue(comp);
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return comp;
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}
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}
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}
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