using System;
using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Combat.StatusEffects
{
///
/// 状态效果管理器。
///
/// 架构 06_CombatModule §11:
/// - 双结构:List(Update 遍历)+ Dictionary(O(1) 类型查找)
/// - 实现 IStatusEffectable,接受来自 HurtBox 的 DamageType 并映射到具体效果
/// - DealDotDamage:StatusEffect 子类通过 Owner 调用,绕过无敌帧造成 DoT
/// - CleanseEffect:净化指定类型效果(道具/技能使用)
///
[RequireComponent(typeof(SpriteRenderer))]
public class StatusEffectManager : MonoBehaviour, IStatusEffectable
{
[Header("事件频道(可选)")]
[SerializeField] private StatusEffectEventChannelSO _onStatusEffectApplied;
[SerializeField] private StatusEffectEventChannelSO _onStatusEffectExpired;
// ── 双结构 ─────────────────────────────────────────────────────────
private readonly List _activeList = new();
private readonly Dictionary _activeIndex = new();
// ── Shader 渲染(MaterialPropertyBlock,不修改共享材质)─────────
private SpriteRenderer _renderer;
private MaterialPropertyBlock _propBlock;
// 缓存 Shader 属性 ID,避免每次调用 SetShaderParam 都做字符串哈希查找
private readonly Dictionary _shaderPropIds = new();
// ── DoT 伤害代理(由 StatusEffect.OnTick 通过 Owner 调用)──────────
private IDamageable _damageable;
// ── 效果工厂字典(可在 Awake 后动态注册)─────────────────────
private readonly Dictionary> _effectFactories = new();
private void Awake()
{
_renderer = GetComponent();
_propBlock = new MaterialPropertyBlock();
_damageable = GetComponentInParent();
// 默认标准效果注册(子类或外部模块可调用 RegisterEffectFactory 覆盖或扩展)
RegisterEffectFactory(DamageType.Fire, () => new FireEffect());
RegisterEffectFactory(DamageType.Poison, () => new PoisonEffect());
}
private void Update()
{
float delta = Time.deltaTime;
// 逆序遍历,避免移除时索引错位
for (int i = _activeList.Count - 1; i >= 0; i--)
{
StatusEffect effect = _activeList[i];
effect.Update(delta);
if (effect.IsExpired)
RemoveAt(i, effect);
}
}
// ── IStatusEffectable 实现 ─────────────────────────────────────────
///
/// HurtBox 调用入口:将 DamageType 映射为具体 StatusEffect 实例并施加。
///
public void ApplyStatusEffect(DamageType type)
{
StatusEffect effect = CreateEffect(type);
if (effect != null)
ApplyEffect(effect);
}
///
/// 注册或覆盖一个 DamageType 对应的效果工厂。
/// Boss 或特殊游玩法式可在运行时注册自定义效果。
///
public void RegisterEffectFactory(DamageType type, Func factory)
=> _effectFactories[type] = factory;
// ── 公开 API ───────────────────────────────────────────────────────
/// 直接施加一个具体效果(供技能/Boss 使用)。
public void ApplyEffect(StatusEffect effect)
{
// 检查是否被现有效果阻断
foreach (var blockerType in effect.BlockedBy)
if (_activeIndex.ContainsKey(blockerType)) return;
// 净化与新效果互斥的现有效果
foreach (var excludedType in effect.MutualExclusions)
if (_activeIndex.ContainsKey(excludedType))
CleanseEffect(excludedType);
if (_activeIndex.TryGetValue(effect.EffectType, out StatusEffect existing))
{
existing.OnStack();
BroadcastApplied(existing);
}
else
{
effect.OnApply(this);
_activeList.Add(effect);
_activeIndex[effect.EffectType] = effect;
BroadcastApplied(effect);
}
}
/// 净化指定类型效果(净化道具/技能调用)。
public void CleanseEffect(StatusEffectType type)
{
if (!_activeIndex.TryGetValue(type, out StatusEffect effect)) return;
effect.OnExpire();
_activeIndex.Remove(type);
_activeList.Remove(effect);
BroadcastExpired(effect);
}
/// 查询是否存在指定类型效果(供状态机/UI 轮询)。
public bool HasEffect(StatusEffectType type) => _activeIndex.ContainsKey(type);
/// 获取指定类型效果(可为 null)。
public StatusEffect GetEffect(StatusEffectType type)
=> _activeIndex.TryGetValue(type, out var e) ? e : null;
///
/// DoT 伤害代理(架构 06 §10)。StatusEffect.OnTick() 调用此方法,传入已构建好的 DamageInfo。
///
public void ApplyDirectDamage(DamageInfo info)
{
_damageable?.TakeDamage(info);
}
/// 设置 Sprite Shader 参数(MaterialPropertyBlock,不修改共享材质)。
public void SetShaderParam(string param, float value)
{
if (_renderer == null) return;
if (!_shaderPropIds.TryGetValue(param, out int propId))
{
propId = Shader.PropertyToID(param);
_shaderPropIds[param] = propId;
}
_renderer.GetPropertyBlock(_propBlock);
_propBlock.SetFloat(propId, value);
_renderer.SetPropertyBlock(_propBlock);
}
/// 净化所有状态效果(存档点激活 / 返回城镇等调用)。
public void CleanseAll()
{
foreach (var e in _activeList) e.OnExpire();
_activeList.Clear();
_activeIndex.Clear();
}
// ── 私有辅助 ───────────────────────────────────────────────────────
private StatusEffect CreateEffect(DamageType type)
=> _effectFactories.TryGetValue(type, out var factory) ? factory() : null;
private void RemoveAt(int index, StatusEffect effect)
{
effect.OnExpire();
_activeList.RemoveAt(index);
_activeIndex.Remove(effect.EffectType);
BroadcastExpired(effect);
}
private void BroadcastApplied(StatusEffect effect)
{
_onStatusEffectApplied?.Raise(new StatusEffectEvent
{
EffectType = effect.EffectType,
StackCount = effect.StackCount,
RemainingDuration = effect.Duration,
});
}
private void BroadcastExpired(StatusEffect effect)
{
_onStatusEffectExpired?.Raise(new StatusEffectEvent
{
EffectType = effect.EffectType,
StackCount = 0,
RemainingDuration = 0f,
});
}
}
}