using System.Collections; using UnityEngine; using BaseGames.Feedback; namespace BaseGames.World { /// /// 碎裂平台。玩家踩上后经历 Warning → Crumbling → Gone → (Recovering) 四态。 /// _isOneShot = true 时碎裂后永久消失;_respawnDelay > 0 则在延迟后恢复。 /// [RequireComponent(typeof(BoxCollider2D))] public class CrumblePlatform : MonoBehaviour { [SerializeField] private float _warningDuration = 0.6f; [SerializeField] private float _crumbleDuration = 0.3f; [SerializeField] private float _respawnDelay = 3.0f; // 0 = 永久消失 [SerializeField] private bool _isOneShot = false; [SerializeField] private SceneFeedback _crumbleFeedback; // 预警震动 + 碎裂粒子 + 音效 [SerializeField] private BoxCollider2D _passengerSensor; // IsTrigger,检测玩家踩踏 private BoxCollider2D _col; private SpriteRenderer _sr; private bool _isCrumbling; private void Awake() { _col = GetComponent(); _sr = GetComponent(); } private void OnTriggerEnter2D(Collider2D other) { if (_isCrumbling) return; if (!other.CompareTag("Player")) return; StartCoroutine(CrumbleSequence()); } private IEnumerator CrumbleSequence() { _isCrumbling = true; // 1. Warning(抖动) _crumbleFeedback?.Play(); yield return new WaitForSeconds(_warningDuration); // 2. Crumbling 动画等待 yield return new WaitForSeconds(_crumbleDuration); // 3. Gone:禁用碰撞体 + 隐藏 Sprite _col.enabled = false; _sr.enabled = false; if (_passengerSensor != null) _passengerSensor.enabled = false; if (_isOneShot || _respawnDelay <= 0f) yield break; // 永久消失 // 4. Respawn yield return new WaitForSeconds(_respawnDelay); _col.enabled = true; _sr.enabled = true; if (_passengerSensor != null) _passengerSensor.enabled = true; _isCrumbling = false; } } }