地图系统

This commit is contained in:
2026-06-05 18:41:33 +08:00
parent 613f2a4d13
commit fe4fd60083
234 changed files with 33090 additions and 4899 deletions

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View File

@@ -9,7 +9,7 @@ namespace BaseGames.Camera
/// 玩家水平速度越快Lookahead.Time 越接近 CameraArea 配置的最大值;
/// 静止时衰减至最大值的 <see cref="_restScale"/> 倍,避免静止时镜头无谓偏移。
///
/// 挂载位置:Persistent 场景中的 VCamA / VCamB GameObject。
/// 挂载位置:各 CameraArea 的专属 DedicatedCamera GameObject。
/// <see cref="CameraStateController.ConfigureSlot"/> 在每次切换区域时调用
/// <see cref="SetConfiguredMax"/> 传入该区域的 LookaheadTime。
/// </summary>

View File

@@ -10,7 +10,7 @@ namespace BaseGames.Camera
///
/// <para>使用须知:</para>
/// <list type="bullet">
/// <item>挂载在 VCamA / VCamB 上(<see cref="CameraStateController"/> 初始化时自动识别)。</item>
/// <item>挂载在 CameraArea 的专属 DedicatedCamera 上(<see cref="CameraStateController"/> 激活区域时自动识别)。</item>
/// <item>此扩展存在时,<see cref="CameraStateController.ConfigureSlot"/> 会自动将
/// <see cref="CinemachinePositionComposer.Damping"/> 的 Y 分量清零,避免双重阻尼。</item>
/// <item>阻尼值可由 <see cref="CameraArea"/> 通过 <c>DampingDown</c> / <c>DampingUp</c>

View File

@@ -13,9 +13,9 @@ namespace BaseGames.Core.Assets
/// <summary>
/// Unity 场景名(与文件名一致),用于 SceneManager.LoadScene 和 GameBootstrap。
/// <see cref="ScenePersistent"/> 值相同,显式声明以区分两种使用场景
/// 文件名 Persistent.unity → 场景名 "Persistent"Addressable 地址另见 <see cref="ScenePersistent"/>。
/// </summary>
public const string ScenePersistentName = "Scene_Persistent";
public const string ScenePersistentName = "Persistent";
/// <summary>Addressable key用于 Addressables.LoadSceneAsync。</summary>
public const string SceneMainMenu = "Scene_MainMenu";

View File

@@ -1,19 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
namespace BaseGames.Core.Assets
{
/// <summary>
/// Addressables 运行时加载工具(薄封装)。
/// 场景卸载时配合 <see cref="AssetReleaseTracker"/> 批量 Release。
/// 项目统一资源加载门面(基于 Addressables
/// <para>
/// 全工程的资源加载/实例化/场景加载/释放都应通过此类,<b>不直接调用</b> <see cref="Addressables"/>
/// 更<b>不使用</b> <c>Resources.Load</c>。集中入口便于:句柄生命周期管理、缺键安全、日志/性能/内存预算埋点、合规校验。
/// </para>
/// <para>地址常量见 <see cref="AddressKeys"/>;场景卸载批量释放见 <see cref="AssetReleaseTracker"/>。</para>
/// </summary>
public static class AssetLoader
{
/// <summary>异步加载资产,返回 handle 供 Release 使用。</summary>
// ── 资产加载(按地址 key─────────────────────────────────────────────
/// <summary>异步加载资产,返回 (资产, handle)handle 用于后续 <see cref="Release"/>。</summary>
public static async Task<(T asset, AsyncOperationHandle<T> handle)> LoadAsync<T>(string addressKey)
{
var handle = Addressables.LoadAssetAsync<T>(addressKey);
@@ -21,13 +28,86 @@ namespace BaseGames.Core.Assets
return (result, handle);
}
/// <summary>异步加载资产,返回原始 handle调用方持有以便 Release。</summary>
public static AsyncOperationHandle<T> LoadHandle<T>(string addressKey)
=> Addressables.LoadAssetAsync<T>(addressKey);
/// <summary>异步加载 AssetReference 指向的资产(设计师在 Inspector 拖入的引用)。</summary>
public static AsyncOperationHandle<T> LoadHandle<T>(AssetReference reference)
=> reference.LoadAssetAsync<T>();
/// <summary>
/// 同步加载资产(内部 WaitForCompletion。返回 (资产, handle),调用方负责在不再需要时 <see cref="Release"/>。
/// 仅用于本地小资源(如配置 SO、本地化表远程/大资源请用 <see cref="LoadAsync{T}"/>。
/// </summary>
public static (T asset, AsyncOperationHandle<T> handle) LoadSync<T>(string addressKey)
{
var handle = Addressables.LoadAssetAsync<T>(addressKey);
var asset = handle.WaitForCompletion();
return (asset, handle);
}
/// <summary>同步检查地址是否存在对应资源位置(缺键安全:避免对不存在的 key 直接加载报错)。</summary>
public static bool Exists(string addressKey, System.Type type = null)
{
var loc = type != null
? Addressables.LoadResourceLocationsAsync(addressKey, type)
: Addressables.LoadResourceLocationsAsync(addressKey);
var list = loc.WaitForCompletion();
bool exists = list != null && list.Count > 0;
if (loc.IsValid()) Addressables.Release(loc);
return exists;
}
// ── 实例化(按地址 key / AssetReference───────────────────────────────
/// <summary>异步实例化预制(按地址 key。返回 handle用 <see cref="ReleaseInstance"/> 释放实例。</summary>
public static AsyncOperationHandle<GameObject> InstantiateAsync(string addressKey, Transform parent = null)
=> Addressables.InstantiateAsync(addressKey, parent);
/// <summary>异步实例化预制(按地址 key指定位置/旋转)。</summary>
public static AsyncOperationHandle<GameObject> InstantiateAsync(string addressKey, Vector3 position, Quaternion rotation, Transform parent = null)
=> Addressables.InstantiateAsync(addressKey, position, rotation, parent);
/// <summary>异步实例化预制(按 AssetReference。</summary>
public static AsyncOperationHandle<GameObject> InstantiateAsync(AssetReference reference, Transform parent = null)
=> Addressables.InstantiateAsync(reference, parent);
// ── 场景(流式/区域加载)──────────────────────────────────────────────
/// <summary>异步加载场景Addressable。返回 handle 供卸载使用。</summary>
public static AsyncOperationHandle<SceneInstance> LoadSceneAsync(string addressKey, LoadSceneMode mode, bool activateOnLoad = true)
=> Addressables.LoadSceneAsync(addressKey, mode, activateOnLoad);
/// <summary>异步卸载由 <see cref="LoadSceneAsync"/> 加载的场景。</summary>
public static AsyncOperationHandle<SceneInstance> UnloadSceneAsync(AsyncOperationHandle<SceneInstance> sceneHandle)
=> Addressables.UnloadSceneAsync(sceneHandle);
// ── 依赖预下载(按 label / key────────────────────────────────────────
/// <summary>预下载指定 label/key 的依赖(首启动预热)。</summary>
public static AsyncOperationHandle DownloadDependenciesAsync(object keyOrLabel, bool autoReleaseHandle = false)
=> Addressables.DownloadDependenciesAsync(keyOrLabel, autoReleaseHandle);
// ── 释放 ──────────────────────────────────────────────────────────────
/// <summary>释放一个已加载的 handle引用计数 -1。</summary>
public static void Release<T>(AsyncOperationHandle<T> handle)
{
if (handle.IsValid()) Addressables.Release(handle);
}
/// <summary>释放一个 GameObject 实例Addressables.ReleaseInstance)。</summary>
/// <summary>释放一个非泛型 handle引用计数 -1)。</summary>
public static void Release(AsyncOperationHandle handle)
{
if (handle.IsValid()) Addressables.Release(handle);
}
/// <summary>按已加载资产对象释放(引用计数 -1。用于只保留了资产引用、未保留 handle 的场景。</summary>
public static void ReleaseAsset<TObject>(TObject obj)
=> Addressables.Release(obj);
/// <summary>释放一个 Addressables 实例化的 GameObject 实例。</summary>
public static bool ReleaseInstance(GameObject go)
=> Addressables.ReleaseInstance(go);
}
@@ -43,6 +123,9 @@ namespace BaseGames.Core.Assets
public void Track<T>(AsyncOperationHandle<T> handle)
=> _handles.Add(handle);
public void Track(AsyncOperationHandle handle)
=> _handles.Add(handle);
private void OnDestroy()
{
foreach (var h in _handles)

View File

@@ -2,6 +2,7 @@ using System.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using BaseGames.Core.Assets;
using BaseGames.Core.Events;
namespace BaseGames.Core
@@ -56,6 +57,14 @@ namespace BaseGames.Core
/// </summary>
public IEnumerator RunBootSequenceCoroutine()
{
#if UNITY_EDITOR
// 编辑器下跳过 Splash 演出,直接进入主菜单,加快迭代效率。
_splashDone = true;
bool preloadDone = false;
StartCoroutine(PreloadCoroutine(() => preloadDone = true));
yield return new WaitUntil(() => preloadDone);
yield break;
#endif
// 若未绑定 SplashComplete 频道,则无需等待 Splash直接视为已完成
_splashDone = (_onSplashComplete == null);
@@ -63,11 +72,11 @@ namespace BaseGames.Core
_onSplashStartRequest?.Raise();
// 并行启动 Addressable 预热
bool preloadDone = false;
StartCoroutine(PreloadCoroutine(() => preloadDone = true));
bool preloadDoneBuild = false;
StartCoroutine(PreloadCoroutine(() => preloadDoneBuild = true));
// 等待两者均完成
yield return new WaitUntil(() => _splashDone && preloadDone);
yield return new WaitUntil(() => _splashDone && preloadDoneBuild);
}
// ── 内部Addressable 预热 ────────────────────────────────────────────
@@ -83,7 +92,7 @@ namespace BaseGames.Core
}
// 仅下载依赖(不实例化),最小化内存占用
var handle = Addressables.DownloadDependenciesAsync(_preloadLabel, false);
var handle = AssetLoader.DownloadDependenciesAsync(_preloadLabel, false);
while (!handle.IsDone)
{
@@ -97,7 +106,7 @@ namespace BaseGames.Core
" 请检查 Addressable 标签配置与网络连接。");
_onPreloadProgress?.Raise(1f);
Addressables.Release(handle);
AssetLoader.Release(handle);
onDone?.Invoke();
}
}

View File

@@ -55,6 +55,13 @@ namespace BaseGames.Core
return null;
}
/// <summary>
/// 开新局时无条件应用难度。
/// 与 <see cref="ChangeDifficulty"/> 不同,本方法不受 SteelSoul 不可降级守卫限制——
/// 新游戏是全新存档上下文,玩家在模式选择屏的选择应被无条件采纳。
/// </summary>
public void BeginNewGame(DifficultyLevel level) => Apply(level);
private void Apply(DifficultyLevel level)
{
CurrentLevel = level;

View File

@@ -18,6 +18,10 @@ namespace BaseGames.Core
/// <summary>切换到指定难度。SteelSoul 模式一旦选定不可降级。</summary>
void ChangeDifficulty(DifficultyLevel level);
/// <summary>开新局时无条件应用难度(绕过 SteelSoul 不可降级守卫)。
/// 用于主菜单"新游戏 → 模式选择"后初始化难度;同进程内从 SteelSoul 存档退出再开普通新档时不会被守卫误挡。</summary>
void BeginNewGame(DifficultyLevel level);
/// <summary>按档位查找缩放器,未配置时返回 null。</summary>
DifficultyScalerSO GetScaler(DifficultyLevel level);
}

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