摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

View File

@@ -0,0 +1,64 @@
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Assets;
namespace BaseGames.World
{
/// <summary>
/// 可收集物生成器(静态工具类)。
/// 封装 LingZhu / 道具 Collectible 的 Spawn 逻辑,供 LootResolver 等调用。
/// 优先通过 IObjectPoolService 从对象池取用(需预热 COL_LingZhu / COL_Item
/// 池服务不可用时退回 Object.Instantiate仅限编辑器 / 单元测试场景)。
/// Prefab 引用通过 CollectibleSpawnerConfig 注入,避免 Resources.Load。
/// </summary>
public static class CollectibleSpawner
{
/// <summary>
/// 全局配置引用(由 CollectibleSpawnerConfig.Awake() 注册)。
/// </summary>
private static CollectibleSpawnerConfig _config;
/// <summary>由 CollectibleSpawnerConfig.Awake() 注册自身。</summary>
internal static void Register(CollectibleSpawnerConfig config) => _config = config;
/// <summary>
/// 在世界坐标生成 LingZhu 拾取物。
/// 优先从 GlobalObjectPool 取用key = AddressKeys.PrefabCollectibleLingZhu
/// 池服务不可用时退回 Object.Instantiate。
/// </summary>
public static void SpawnLingZhu(Vector2 position, int amount)
{
var go = SpawnFromPool(AddressKeys.PrefabCollectibleLingZhu, position)
?? InstantiateFallback(_config?.LingZhuPrefab, position,
$"[CollectibleSpawner] LingZhuPrefab 未配置LingZhu x{amount} 无法生成 at {position}");
if (go != null && go.TryGetComponent<Collectible>(out var c))
c.SetLingZhu(amount);
}
/// <summary>
/// 在世界坐标生成道具拾取物(通过 itemId 广播 EVT_CollectiblePickup
/// 优先从 GlobalObjectPool 取用key = AddressKeys.PrefabCollectibleItem
/// 池服务不可用时退回 Object.Instantiate。
/// </summary>
public static void SpawnItem(Vector2 position, string itemId)
{
var go = SpawnFromPool(AddressKeys.PrefabCollectibleItem, position)
?? InstantiateFallback(_config?.ItemPrefab, position,
$"[CollectibleSpawner] ItemPrefab 未配置,物品 {itemId} 无法生成 at {position}");
if (go != null && go.TryGetComponent<Collectible>(out var c))
c.SetItem(itemId);
}
// ── 内部工具 ──────────────────────────────────────────────────────
private static GameObject SpawnFromPool(string key, Vector2 position)
=> ServiceLocator.GetOrDefault<IObjectPoolService>()
?.Spawn(key, position, Quaternion.identity);
private static GameObject InstantiateFallback(GameObject prefab, Vector2 position, string warnMsg)
{
if (prefab == null) { Debug.LogWarning(warnMsg); return null; }
return Object.Instantiate(prefab, position, Quaternion.identity);
}
}
}