chore: initial commit

This commit is contained in:
2026-05-08 11:04:00 +08:00
commit f55d2a57c3
6278 changed files with 866081 additions and 0 deletions

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"name": "BaseGames.VFX",
"defineConstraints": [],
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"versionDefines": [],
"rootNamespace": "BaseGames.VFX",
"references": [
"BaseGames.Core.Events",
"BaseGames.Core",
"BaseGames.Combat",
"BaseGames.Feedback",
"Unity.Addressables",
"Unity.ResourceManager"
],
"autoReferenced": true,
"overrideReferences": false,
"includePlatforms": []
}

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using UnityEngine;
using BaseGames.Combat;
namespace BaseGames.VFX
{
/// <summary>
/// 全局命中特效派发器:订阅 HitConfirmedEventChannel
/// 根据 DamageInfo.FxType 从 VFXCatalog 查找并播放特效。
/// 放置在 Persistent 场景的 [Systems] GameObject 上。
/// </summary>
public class HitFXSpawner : MonoBehaviour
{
[SerializeField] private HitConfirmedEventChannelSO _onHitConfirmed;
[SerializeField] private VFXCatalogSO _catalog;
private void Awake()
{
if (_catalog != null)
_catalog.Initialize();
}
private void OnEnable()
{
if (_onHitConfirmed != null)
_onHitConfirmed.OnEventRaised += HandleHit;
}
private void OnDisable()
{
if (_onHitConfirmed != null)
_onHitConfirmed.OnEventRaised -= HandleHit;
}
private void HandleHit(HitInfo info)
{
if (_catalog == null || VFXPool.Instance == null) return;
if (_catalog.TryGetHitFX(info.DamageInfo.FxType, out var vfxRef))
VFXPool.Instance.Play(vfxRef, info.HitPoint);
}
}
}

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using System.Collections;
using UnityEngine;
using BaseGames.Feedback;
namespace BaseGames.VFX
{
/// <summary>
/// 受伤闪白效果控制器。
/// 通过 MaterialPropertyBlock 修改 SpriteRenderer 材质的 _FlashAmount 参数0~1
/// 对应 Shader 需暴露 _FlashColor 与 _FlashAmount 两个属性。
/// 调用 Flash() 触发一次闪白动画Coroutine 实现,不依赖 UniTask
/// </summary>
public class HurtFlashController : MonoBehaviour
{
[SerializeField] private SpriteRenderer _renderer;
[SerializeField] private FeedbackConfigSO _config;
private static readonly int FlashColorID = Shader.PropertyToID("_FlashColor");
private static readonly int FlashAmountID = Shader.PropertyToID("_FlashAmount");
private MaterialPropertyBlock _block;
private Coroutine _flashCoroutine;
private void Awake()
{
if (_renderer == null)
_renderer = GetComponent<SpriteRenderer>();
_block = new MaterialPropertyBlock();
}
/// <summary>触发一次闪白动画。若上一次闪白未结束则重置计时器。</summary>
public void Flash()
{
if (_flashCoroutine != null)
StopCoroutine(_flashCoroutine);
_flashCoroutine = StartCoroutine(FlashCoroutine());
}
private IEnumerator FlashCoroutine()
{
SetFlash(1f);
yield return new WaitForSeconds(_config != null ? _config.HurtFlashDuration : 0.12f);
SetFlash(0f);
_flashCoroutine = null;
}
private void SetFlash(float amount)
{
_renderer.GetPropertyBlock(_block);
if (_config != null)
_block.SetColor(FlashColorID, _config.HurtFlashColor);
_block.SetFloat(FlashAmountID, amount);
_renderer.SetPropertyBlock(_block);
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using BaseGames.Combat;
namespace BaseGames.VFX
{
/// <summary>
/// VFX 资产映射字典HitFxType → VFX Prefab Addressable 引用。
/// 在 GameManager.OnGameplayStarted 中调用 Initialize() 建立快速查表。
/// 资产路径Assets/ScriptableObjects/VFX/VFX_Catalog.asset
/// </summary>
[CreateAssetMenu(menuName = "VFX/VFXCatalog")]
public class VFXCatalogSO : ScriptableObject
{
[Header("命中特效映射")]
public VFXEntry[] hitEffects;
[Header("预热配置")]
public VFXWarmupEntry[] warmups;
private Dictionary<HitFxType, AssetReferenceGameObject> _map;
/// <summary>建立快速查表字典。在 Gameplay 开始前调用一次。</summary>
public void Initialize()
{
_map = new Dictionary<HitFxType, AssetReferenceGameObject>();
if (hitEffects == null) return;
foreach (var e in hitEffects)
_map[e.type] = e.vfxRef;
}
/// <summary>根据 HitFxType 查找对应 VFX Prefab 引用。</summary>
public bool TryGetHitFX(HitFxType type, out AssetReferenceGameObject vfxRef)
{
if (_map != null)
return _map.TryGetValue(type, out vfxRef);
// 未初始化时回退至线性查找
if (hitEffects != null)
{
foreach (var e in hitEffects)
{
if (e.type == type) { vfxRef = e.vfxRef; return true; }
}
}
vfxRef = default;
return false;
}
}
[Serializable]
public struct VFXEntry
{
public HitFxType type;
public AssetReferenceGameObject vfxRef;
}
[Serializable]
public struct VFXWarmupEntry
{
public AssetReferenceGameObject vfxRef;
[Min(1)] public int warmupCount;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace BaseGames.VFX
{
/// <summary>
/// ParticleSystem 专用对象池。挂在 Persistent 场景 [VFXPool] GameObject 上。
/// 粒子播放完成(或超过 MaxLifetime后自动回池调用方无需手动归还。
/// 不依赖 UniTask使用 Coroutine 驱动回收。
/// </summary>
public class VFXPool : MonoBehaviour
{
public static VFXPool Instance { get; private set; }
/// <summary>全局兜底超时(秒)。防止循环粒子永不回池。</summary>
[SerializeField, Min(1f)] private float _globalMaxLifetime = 10f;
private readonly Dictionary<AssetReferenceGameObject, Queue<ParticleSystem>> _pools
= new Dictionary<AssetReferenceGameObject, Queue<ParticleSystem>>();
private void Awake() => Instance = this;
/// <summary>
/// 在世界坐标播放一次特效Fire-and-forgetCoroutine 自动回池)。
/// </summary>
/// <param name="maxLifetime">&gt;0 时覆盖全局超时≤0 时使用 _globalMaxLifetime。</param>
public void Play(AssetReferenceGameObject vfxRef,
Vector3 position,
Quaternion rotation = default,
float maxLifetime = 0f)
{
StartCoroutine(PlayCoroutine(vfxRef, position, rotation, maxLifetime));
}
/// <summary>预热:预先创建若干实例避免首次播放卡顿。</summary>
public void Warmup(AssetReferenceGameObject vfxRef, int count)
{
StartCoroutine(WarmupCoroutine(vfxRef, count));
}
// ── 内部实现 ─────────────────────────────────────────────────────────────
private IEnumerator PlayCoroutine(AssetReferenceGameObject vfxRef,
Vector3 position,
Quaternion rotation,
float maxLifetime)
{
ParticleSystem ps = null;
// 从池中取或异步创建
if (TryDequeue(vfxRef, out ps))
{
// 直接使用
}
else
{
// 异步加载并实例化
var op = Addressables.InstantiateAsync(vfxRef, transform);
yield return op;
if (op.Result == null)
{
Debug.LogError($"[VFXPool] Failed to instantiate VFX: {vfxRef.RuntimeKey}");
yield break;
}
ps = op.Result.GetComponent<ParticleSystem>();
if (ps == null)
{
Debug.LogError($"[VFXPool] No ParticleSystem on VFX prefab: {vfxRef.RuntimeKey}");
Addressables.ReleaseInstance(op.Result);
yield break;
}
ps.gameObject.SetActive(false);
}
// 播放
ps.transform.SetPositionAndRotation(position, rotation);
ps.gameObject.SetActive(true);
ps.Play();
float limit = maxLifetime > 0f ? maxLifetime : _globalMaxLifetime;
float elapsed = 0f;
// 等待粒子结束或超时
while (elapsed < limit && ps.IsAlive(true))
{
elapsed += Time.deltaTime;
yield return null;
}
if (ps.IsAlive(true))
{
ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
Debug.LogWarning(
$"[VFXPool] '{vfxRef.RuntimeKey}' 超过 {limit:F1}s 强制回收。" +
" 请检查粒子是否设为 Loop 或 Duration 过长。");
}
ps.gameObject.SetActive(false);
Enqueue(vfxRef, ps);
}
private IEnumerator WarmupCoroutine(AssetReferenceGameObject vfxRef, int count)
{
for (int i = 0; i < count; i++)
{
var op = Addressables.InstantiateAsync(vfxRef, transform);
yield return op;
if (op.Result == null) continue;
var ps = op.Result.GetComponent<ParticleSystem>();
if (ps == null) { Addressables.ReleaseInstance(op.Result); continue; }
ps.gameObject.SetActive(false);
Enqueue(vfxRef, ps);
}
}
private bool TryDequeue(AssetReferenceGameObject key, out ParticleSystem ps)
{
ps = null;
return _pools.TryGetValue(key, out var q) && q.Count > 0 && (ps = q.Dequeue()) != null;
}
private void Enqueue(AssetReferenceGameObject key, ParticleSystem ps)
{
if (!_pools.ContainsKey(key))
_pools[key] = new Queue<ParticleSystem>();
_pools[key].Enqueue(ps);
}
}
}

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