using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Progression
{
///
/// Boss 进程追踪器(架构 09_ProgressionModule §13)。
/// 挂载在 Boss 房间的 BossTrigger 同一对象上。
/// 监听 _onBossDefeated 事件,立即将胜利写入 SaveData 并推送到全局 ISaveService。
///
public class BossProgressTracker : MonoBehaviour
{
[SerializeField] private string _bossId; // 如 "Boss_SpiderGuard"
[SerializeField] private string[] _unlocksProgressLockIds; // 击败后应解锁的 ProgressLock ID(预留)
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onBossDefeated; // 监听(来自 BossCombat)
private readonly CompositeDisposable _subs = new();
private void OnEnable() => _onBossDefeated?.Subscribe(OnBossDefeated).AddTo(_subs);
private void OnDisable() => _subs.Clear();
private void OnBossDefeated(string bossId)
{
if (bossId != _bossId) return;
ServiceLocator.GetOrDefault()?.MarkBossDefeated(bossId);
}
}
}