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); } } /// 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)); } } } }