摄像机区域的架构改动
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120
Assets/_Game/Scripts/World/FalseWall.cs
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120
Assets/_Game/Scripts/World/FalseWall.cs
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using BaseGames.Combat;
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using BaseGames.Core;
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using BaseGames.Core.Save;
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using BaseGames.Feedback;
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using UnityEngine;
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namespace BaseGames.World
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{
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/// <summary>
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/// 假墙(秘密通道)。外观与普通墙相同,可通过攻击/接近揭示并穿越。
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/// 揭示后禁用碰撞体(不销毁),状态持久化到 WorldSaveData。
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class FalseWall : MonoBehaviour, IDamageable, ISaveable
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{
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public enum RevealCondition { Proximity, AttackOnce, AlwaysOpen }
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[Header("识别")]
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[SerializeField] private string _wallId;
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[Header("揭示条件")]
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[SerializeField] private RevealCondition _revealCondition = RevealCondition.AttackOnce;
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[SerializeField] private float _proximityRadius = 2.0f;
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[Header("组件引用")]
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[SerializeField] private Collider2D _wallCollider;
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[SerializeField] private SpriteRenderer _renderer;
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[SerializeField] private SceneFeedback _revealFeedback;
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private bool _isRevealed;
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// ── IDamageable ───────────────────────────────────────────────────────
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public bool IsAlive => true;
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public bool IsInvincible => _isRevealed;
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public int Defense => 0;
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public void TakeDamage(DamageInfo info)
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{
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if (_isRevealed || _revealCondition != RevealCondition.AttackOnce) return;
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Reveal();
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}
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// ── Unity Lifecycle ───────────────────────────────────────────────────
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private void Awake()
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{
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
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}
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private void OnDestroy()
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{
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
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}
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private void Start()
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{
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if (_revealCondition == RevealCondition.AlwaysOpen)
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{
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SetPassThroughImmediate();
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_isRevealed = true;
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return;
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}
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}
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// ── ISaveable ─────────────────────────────────────────────────────────
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public void OnSave(SaveData data)
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{
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if (_isRevealed && !string.IsNullOrEmpty(_wallId)
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&& !data.World.OpenedDoors.Contains(_wallId))
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data.World.OpenedDoors.Add(_wallId);
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}
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public void OnLoad(SaveData data)
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{
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if (string.IsNullOrEmpty(_wallId)) return;
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_isRevealed = data.World.OpenedDoors.Contains(_wallId);
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if (_isRevealed) SetPassThroughImmediate();
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (_isRevealed || _revealCondition != RevealCondition.Proximity) return;
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if (!other.CompareTag("Player")) return;
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// Proximity 模式:仅播放 Shimmer 暗示,碰撞仍启用
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_revealFeedback?.Play();
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}
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// ── Implementation ────────────────────────────────────────────────────
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private void Reveal()
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{
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_isRevealed = true;
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_revealFeedback?.Play();
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SetPassThroughImmediate();
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}
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private void SetPassThroughImmediate()
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{
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if (_wallCollider != null)
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_wallCollider.enabled = false;
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// 切换 Sprite 到透明/揭示帧(由子类或动画处理)
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}
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = new Color(0.6f, 0.2f, 1f, 0.8f);
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var col = GetComponent<Collider2D>();
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if (col != null)
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Gizmos.DrawWireCube(transform.position, col.bounds.size);
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if (_revealCondition == RevealCondition.Proximity)
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{
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Gizmos.color = new Color(0.6f, 0.2f, 1f, 0.2f);
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Gizmos.DrawWireSphere(transform.position, _proximityRadius);
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}
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}
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#endif
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}
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}
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