using System.Collections;
using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.Core
{
///
/// 死亡/复活流程服务接口。
///
public interface IDeathRespawnService
{
/// 玩家死亡时由 GameManager 调用,启动死亡演出流程。
IEnumerator StartDeathSequenceCoroutine();
/// DeathScreen 确认按钮点击后调用,执行复活流程。
IEnumerator StartRespawnCoroutine();
/// SteelSoul 模式:HP 归零后直接清档并返回主菜单。
IEnumerator StartGameOverCoroutine();
}
///
/// 死亡/复活流程独立服务(Phase 0 骨架,Phase 1 完整实现)。
///
public class DeathRespawnService : MonoBehaviour, IDeathRespawnService
{
[Header("Config")]
[SerializeField] private float _deathAnimDuration = 1.2f;
[SerializeField] private float _deathScreenDelay = 0.5f;
[SerializeField] private float _respawnFadeDuration = 0.4f;
[Header("Event Channels - Raise")]
[SerializeField] private VoidEventChannelSO _onRespawnStarted;
[SerializeField] private VoidEventChannelSO _onRespawnCompleted;
[Header("Event Channels - Listen")]
[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
private bool _deathConfirmed;
private void OnEnable()
{
if (_onDeathScreenConfirmed != null)
_onDeathScreenConfirmed.OnEventRaised += HandleDeathScreenConfirmed;
}
private void OnDisable()
{
if (_onDeathScreenConfirmed != null)
_onDeathScreenConfirmed.OnEventRaised -= HandleDeathScreenConfirmed;
}
private void HandleDeathScreenConfirmed() => _deathConfirmed = true;
public IEnumerator StartDeathSequenceCoroutine()
{
yield return new WaitForSeconds(_deathAnimDuration);
yield return new WaitForSeconds(_deathScreenDelay);
_deathConfirmed = false;
yield return new WaitUntil(() => _deathConfirmed);
}
public IEnumerator StartRespawnCoroutine()
{
_onRespawnStarted?.Raise();
yield return new WaitForSeconds(_respawnFadeDuration);
// Phase 1:加载存档场景(TODO)
yield return new WaitForSeconds(_respawnFadeDuration);
_onRespawnCompleted?.Raise();
}
public IEnumerator StartGameOverCoroutine()
{
// Phase 1:SteelSoul 清档并返回主菜单(TODO)
yield return null;
}
}
}