using System;
using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Player
{
///
/// 武器管理器。
/// 监听 FormController.OnFormChanged,依据当前形态切换 ActiveWeapon。
/// 支持护符 Override:护符调用 SetOverride() 临时替换特定形态的武器。
/// 架构 05_PlayerModule §7。
///
public class WeaponManager : MonoBehaviour
{
[SerializeField] private FormController _formController;
[SerializeField] private WeaponSO _startingWeapon; // 无 FormController 时的回退武器
[Header("HitBox 挂载点")]
[Tooltip("武器 HitBox Prefab 实例化的父节点,应为 Player 层级下的 [WeaponSocket] 子节点。")]
[SerializeField] private Transform _weaponSocket;
public WeaponSO ActiveWeapon { get; private set; }
public WeaponHitBoxInstance ActiveHitBoxInstance { get; private set; }
public event Action OnWeaponChanged;
// 护符注入的武器覆盖:Key = FormSO.formId,Value = 替换武器(架构 05 §7)
private readonly Dictionary _overrides = new();
// 对象池:避免每次切换形态时 Instantiate/Destroy(Key = WeaponSO,Value = 已创建实例)
private readonly Dictionary _hitBoxPool = new();
private void Awake()
{
if (_formController != null && _formController.CurrentForm != null)
ApplyWeapon(_formController.CurrentForm);
else if (_startingWeapon != null)
SetDirectWeapon(_startingWeapon);
}
private void OnEnable()
{
if (_formController != null)
_formController.OnFormChanged += HandleFormChanged;
}
private void OnDisable()
{
if (_formController != null)
_formController.OnFormChanged -= HandleFormChanged;
}
private void Start()
{
// 若 FormController 在 Awake 时 CurrentForm 尚未初始化,在 Start 重试
if (ActiveWeapon == null && _formController != null && _formController.CurrentForm != null)
ApplyWeapon(_formController.CurrentForm);
else if (ActiveWeapon == null && _startingWeapon != null)
SetDirectWeapon(_startingWeapon);
}
// ── 内部切换 ───────────────────────────────────────────────────────────
private void HandleFormChanged() => ApplyWeapon(_formController.CurrentForm);
private void ApplyWeapon(FormSO form)
{
if (form == null) return;
WeaponSO next = _overrides.TryGetValue(form.formId, out var ov) ? ov : form.defaultWeapon;
if (next == ActiveWeapon) return;
SetDirectWeapon(next);
}
private void SetDirectWeapon(WeaponSO weapon)
{
// 归还旧实例到池(SetActive(false) 会触发 HitBox.OnDisable → Deactivate,自动关闭 Collider2D)
ActiveHitBoxInstance?.gameObject.SetActive(false);
ActiveWeapon = weapon;
ActiveHitBoxInstance = null;
if (weapon?.hitBoxPrefab != null && _weaponSocket != null)
{
if (!_hitBoxPool.TryGetValue(weapon, out var pooled) || pooled == null)
{
var go = Instantiate(weapon.hitBoxPrefab, _weaponSocket);
pooled = go.GetComponent();
_hitBoxPool[weapon] = pooled;
}
pooled.gameObject.SetActive(true);
ActiveHitBoxInstance = pooled;
}
// 通知订阅者(PlayerCombat 取消旧实例事件订阅,订阅新实例)
OnWeaponChanged?.Invoke(weapon);
}
private void OnDestroy()
{
foreach (var inst in _hitBoxPool.Values)
if (inst != null) Destroy(inst.gameObject);
_hitBoxPool.Clear();
}
// ── 护符 Override API(由 WeaponOverrideEffect 调用,架构 05 §7)──────
/// 为指定形态设置武器覆盖。formId 为空 = 覆盖所有形态。
public void SetOverride(string formId, WeaponSO weapon)
{
if (string.IsNullOrEmpty(formId))
{
if (_formController != null)
foreach (var f in _formController.AllForms)
_overrides[f.formId] = weapon;
}
else
{
_overrides[formId] = weapon;
}
if (_formController?.CurrentForm != null)
ApplyWeapon(_formController.CurrentForm);
}
/// 移除覆盖,恢复默认武器。formId 为空 = 移除所有形态覆盖。
public void ClearOverride(string formId)
{
if (string.IsNullOrEmpty(formId))
{
_overrides.Clear();
}
else
{
_overrides.Remove(formId);
}
if (_formController?.CurrentForm != null)
ApplyWeapon(_formController.CurrentForm);
}
}
}