摄像机区域的架构改动
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50
Assets/_Game/Scripts/World/AbilityUnlock.cs
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50
Assets/_Game/Scripts/World/AbilityUnlock.cs
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using System.Collections;
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using UnityEngine;
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using BaseGames.Feedback;
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using BaseGames.Player;
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namespace BaseGames.World
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{
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/// <summary>
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/// 能力解锁触发物(Prefab)。
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/// 玩家进入触发区后播放解锁演出,然后调用 PlayerStats.UnlockAbility()。
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class AbilityUnlock : MonoBehaviour
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{
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[Header("解锁配置")]
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[SerializeField] private AbilityType _abilityToUnlock;
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[SerializeField] private bool _destroyAfterUnlock = true;
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[Header("演出配置")]
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[SerializeField] private SceneFeedback _unlockFeedback;
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[SerializeField] private float _cutsceneDuration = 1.5f;
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[Header("Event Channel")]
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[SerializeField] private AbilityTypeEventChannelSO _onAbilityUnlocked; // EVT_AbilityUnlocked
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private bool _used;
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (_used || !other.CompareTag("Player")) return;
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var stats = other.GetComponentInParent<PlayerStats>();
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if (stats == null || stats.HasAbility(_abilityToUnlock)) return;
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StartCoroutine(UnlockSequence(stats));
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}
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private IEnumerator UnlockSequence(PlayerStats stats)
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{
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_used = true;
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_unlockFeedback?.Play();
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yield return new WaitForSeconds(_cutsceneDuration);
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stats.UnlockAbility(_abilityToUnlock);
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_onAbilityUnlocked?.Raise(_abilityToUnlock);
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if (_destroyAfterUnlock)
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Destroy(gameObject);
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}
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}
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}
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