using BaseGames.Camera;
using BaseGames.Core;
using UnityEngine;
namespace BaseGames.World
{
///
/// 房间控制器。挂在每个房间场景的 [RoomRoot] 下。
/// Start 时切换摄像机到该房间的 CameraArea,并提供出生点查询。
///
public class RoomController : MonoBehaviour
{
[SerializeField] private string _roomId;
[SerializeField] private PlayerSpawnPoint[] _spawnPoints;
[SerializeField] private CameraArea _cameraArea; // 该房间默认的相机区域
public string RoomId => _roomId;
private void Start()
{
CameraArea area = _cameraArea;
// 未手动绑定时,自动在当前场景中查找(每个房间场景通常只有一个 CameraArea)
if (area == null)
{
#if UNITY_6000_0_OR_NEWER
area = Object.FindFirstObjectByType();
#else
area = Object.FindObjectOfType();
#endif
if (area != null)
Debug.LogWarning($"[RoomController] {name}:_cameraArea 未绑定,自动找到 {area.name}。建议在 Inspector 中手动指定。");
else
Debug.LogError($"[RoomController] {name}:未找到 CameraArea,相机不会切换。");
}
if (area != null)
// instantCut = true:房间入口传送后相机硬切,无混合拖影
ServiceLocator.GetOrDefault()?.SwitchArea(area, 0, instantCut: true);
}
/// 通过 transitionId 查找对应的出生点。
public PlayerSpawnPoint GetSpawnPoint(string transitionId)
{
if (_spawnPoints == null) return null;
foreach (var sp in _spawnPoints)
{
if (sp != null && sp.TransitionId == transitionId)
return sp;
}
// Fallback:返回第一个出生点
return _spawnPoints.Length > 0 ? _spawnPoints[0] : null;
}
}
}