using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Camera
{
///
/// 相机区域切换触发器。
/// 当触发区域重叠时,玩家必须先离开当前所在的触发区域,才会切换到下一个区域,
/// 而不是进入重叠区域时立即切换。
///
[ExecuteAlways]
[RequireComponent(typeof(PolygonCollider2D))]
public class CameraTriggerZone : MonoBehaviour
{
[SerializeField] private CameraArea _targetArea;
[Tooltip("玩家离开此触发区域时回退到的区域(留空则退出时不做处理)。\n" +
"通常设为上级/相邻的包含区域,使玩家返回时相机自然过渡。")]
[SerializeField] private CameraArea _exitFallbackArea;
[Tooltip("触发区域优先级。同时在多个触发区域内时,高优先级区域胜出。\n" +
"相同优先级则后进入的胜出(推荐默认值 1)。")]
[SerializeField] private int _priority = 1;
[SerializeField] private string _playerTag = "Player";
private PolygonCollider2D _collider;
private bool _isPlayerInside;
// ── 静态:跨实例共享触发状态 ──────────────────────────────────────────
// 玩家当前物理上所在的所有触发区域(按进入顺序排列)
private static readonly List s_InsideZones = new();
// 当前已向 ICameraService 发出 SwitchArea 请求的触发区域
private static CameraTriggerZone s_ActiveZone;
private void Awake()
{
_collider = GetComponent();
_collider.isTrigger = true;
}
private void OnDisable()
{
if (!Application.isPlaying) return;
if (!_isPlayerInside) return;
_isPlayerInside = false;
s_InsideZones.Remove(this);
if (s_ActiveZone == this)
Deactivate(this);
}
///
/// 若玩家出生时已在触发区域内,OnTriggerEnter2D 不会触发。
/// 延迟一帧(确保 RoomController.Start 先完成基准区域设置)后主动检测。
///
private IEnumerator Start()
{
if (!Application.isPlaying) yield break;
// 等一帧:让 RoomController.Start(priority=0)先建立基准区域,
// 再以 _priority 叠加子区域,保证栈顺序正确。
yield return null;
if (_targetArea == null) yield break;
GameObject player = GameObject.FindWithTag(_playerTag);
if (player == null || !_collider.OverlapPoint(player.transform.position)) yield break;
// OnTriggerEnter2D 可能已先一步处理,避免重复加入
if (!_isPlayerInside)
{
_isPlayerInside = true;
s_InsideZones.Add(this);
}
if (s_ActiveZone == null)
Activate(this);
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!Application.isPlaying) return;
if (!other.CompareTag(_playerTag)) return;
if (_targetArea == null || _isPlayerInside) return;
_isPlayerInside = true;
s_InsideZones.Add(this);
// 没有激活的触发区域 → 立即切换
// 已有激活的触发区域 → 等玩家离开后再接管(避免重叠区域间提前切换)
if (s_ActiveZone == null)
Activate(this);
}
private void OnTriggerExit2D(Collider2D other)
{
if (!Application.isPlaying) return;
if (!other.CompareTag(_playerTag)) return;
if (!_isPlayerInside) return;
_isPlayerInside = false;
s_InsideZones.Remove(this);
if (s_ActiveZone == this)
Deactivate(this);
}
// ── 静态辅助方法 ────────────────────────────────────────────────────────
private static void Activate(CameraTriggerZone zone)
{
s_ActiveZone = zone;
ServiceLocator.GetOrDefault()?.SwitchArea(zone._targetArea, zone._priority);
}
///
/// 离开 时的处理:
/// 若还有其他触发区域,先激活最优者再释放 leaving(避免短暂回退到房间基线);
/// 否则直接释放并使用 。
///
private static void Deactivate(CameraTriggerZone leaving)
{
ICameraService svc = ServiceLocator.GetOrDefault();
if (s_InsideZones.Count > 0)
{
// 先激活下一个,再释放 leaving —— 此时 _currentArea 已更新为 next,
// ReleaseArea(leaving) 中 wasActive=false,仅从 _activeZones 移除,不触发额外跳转
CameraTriggerZone next = SelectBest();
s_ActiveZone = next;
svc?.SwitchArea(next._targetArea, next._priority);
svc?.ReleaseArea(leaving._targetArea, null);
}
else
{
s_ActiveZone = null;
svc?.ReleaseArea(leaving._targetArea, leaving._exitFallbackArea);
}
}
/// 从 中选出优先级最高的区域。
private static CameraTriggerZone SelectBest()
{
CameraTriggerZone best = s_InsideZones[0];
for (int i = 1; i < s_InsideZones.Count; i++)
if (s_InsideZones[i]._priority > best._priority)
best = s_InsideZones[i];
return best;
}
private void OnDrawGizmos()
{
if (_collider == null) _collider = GetComponent();
if (_collider == null || _collider.pathCount == 0) return;
var pts = new System.Collections.Generic.List();
_collider.GetPath(0, pts);
if (pts.Count < 2) return;
Gizmos.matrix = transform.localToWorldMatrix;
Vector2 off = _collider.offset;
Gizmos.color = new Color(0.2f, 0.8f, 1f, 0.8f);
for (int i = 0; i < pts.Count; i++)
{
Vector2 a = pts[i] + off;
Vector2 b = pts[(i + 1) % pts.Count] + off;
Gizmos.DrawLine(new Vector3(a.x, a.y), new Vector3(b.x, b.y));
}
}
}
}