using System.Collections; using Animancer; using UnityEngine; namespace BaseGames.World { /// /// 同场景成对门传送组件。两扇门互相引用,玩家进入其中一扇门时被传送到另一扇。 /// /// 触发流程: /// /// 玩家进入触发器或按交互键 → 播放 开门动画(本门) /// 传送玩家到 的出生位置,并设定朝向 /// 目标门播放 玩家走出动画 /// /// /// 不涉及场景加载;适用于同房间内不同小区域之间的传送门、电梯、秘道等。 /// [RequireComponent(typeof(Collider2D))] public class LinkedDoorTransition : MonoBehaviour, IInteractable { [Header("配对")] [Tooltip("与此门配对的另一扇门。玩家进入本门后传送到此目标门的出生点。")] [SerializeField] private LinkedDoorTransition _linkedDoor; [Header("出生配置")] [Tooltip("传送后玩家在此门的出生位置偏移(相对于本 GameObject 中心,默认 0)。")] [SerializeField] private Vector2 _spawnOffset = new Vector2(0f, 0f); [Tooltip("传送到此门后玩家的朝向(+1 = 朝右,-1 = 朝左)。")] [SerializeField] private int _facingDirectionOnArrive = 1; [Header("触发方式")] [Tooltip("true = 玩家进入触发器自动触发;false = 需玩家按交互键。")] [SerializeField] private bool _autoTrigger = false; [Header("门动画")] [SerializeField] private AnimancerComponent _animancer; [Tooltip("玩家从外侧进入时的开门动画。留空则跳过。")] [SerializeField] private AnimationClip _openClip; [Tooltip("玩家从内侧走出时的动画(目标门调用)。留空则跳过。")] [SerializeField] private AnimationClip _enterClip; [Header("钥匙物品校验")] [SerializeField] private bool _requiresKeyItem; [SerializeField] private string _requiredItemId; [Header("世界状态")] [SerializeField] private WorldStateRegistry _worldState; // 传送后短暂冷却,防止玩家在目标门处被立即再次传回 [Header("冷却")] [Tooltip("传送完成后本门的冷却时间(秒)。防止玩家被反复来回传送。")] [SerializeField] private float _cooldown = 1.5f; private bool _triggered; private float _cooldownUntil; // ── IInteractable ───────────────────────────────────────────────────── public bool CanInteract => !_autoTrigger; public string InteractPrompt => "进入"; public void Interact(Transform player) => TryTrigger(player); public void OnPlayerEnterRange(Transform player) { } public void OnPlayerExitRange() { } // ── 触发 ────────────────────────────────────────────────────────────── private void OnTriggerEnter2D(Collider2D other) { if (!_autoTrigger) return; if (!other.CompareTag("Player")) return; TryTrigger(other.transform); } private void TryTrigger(Transform player) { if (_triggered) return; if (Time.time < _cooldownUntil) return; if (_linkedDoor == null) { Debug.LogWarning($"[LinkedDoorTransition] {name}:未配置 _linkedDoor,传送中止。"); return; } if (_requiresKeyItem && !HasItem(_requiredItemId)) return; _triggered = true; StartCoroutine(TransitionCoroutine(player)); } private void OnDisable() => _triggered = false; // ── 传送流程 ────────────────────────────────────────────────────────── private IEnumerator TransitionCoroutine(Transform player) { // 1. 播放本门开门动画 if (_animancer != null && _openClip != null) { var state = _animancer.Play(_openClip); yield return state; } // 2. 传送玩家到目标门 Vector3 destination = _linkedDoor.GetSpawnWorldPosition(); player.position = destination; // 朝向(通过 localScale X 翻转,或通知 PlayerController) ApplyFacing(player, _linkedDoor._facingDirectionOnArrive); // 3. 目标门播放玩家走出动画,并进入冷却 _linkedDoor.PlayEnterAnimation(); _linkedDoor.StartCooldown(_cooldown); _triggered = false; } /// 玩家从门内侧走出时的动画。由传送发起方在传送完成后调用。 public void PlayEnterAnimation() { if (_animancer != null && _enterClip != null) _animancer.Play(_enterClip); } /// 启动传送冷却,在此期间本门不会再次触发传送。 public void StartCooldown(float duration) { _cooldownUntil = Time.time + duration; } // ── 辅助 ────────────────────────────────────────────────────────────── /// 返回传送目标门的出生世界坐标(含偏移)。 public Vector3 GetSpawnWorldPosition() => transform.position + new Vector3(_spawnOffset.x, _spawnOffset.y, 0f); private static void ApplyFacing(Transform player, int facing) { if (facing == 0) return; Vector3 s = player.localScale; float absX = Mathf.Abs(s.x); s.x = facing > 0 ? absX : -absX; player.localScale = s; } private bool HasItem(string itemId) { if (string.IsNullOrEmpty(itemId)) return true; if (_worldState == null) { Debug.LogWarning($"[LinkedDoorTransition] WorldStateRegistry 未配置,钥匙 {itemId} 检查跳过"); return false; } return _worldState.IsCollected(itemId); } private void OnDrawGizmos() { var col = GetComponent(); if (col != null) { // 青色区分成对门 Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.7f); Gizmos.DrawWireCube(transform.position, col.bounds.size); Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.2f); Gizmos.DrawCube(transform.position, col.bounds.size); } // 出生点 Vector3 spawn = GetSpawnWorldPosition(); Gizmos.color = Color.cyan; Gizmos.DrawWireSphere(spawn, 0.2f); // 配对连线 if (_linkedDoor != null) { Gizmos.color = new Color(0.2f, 0.9f, 0.9f, 0.8f); Gizmos.DrawLine(spawn, _linkedDoor.GetSpawnWorldPosition()); } } } }