Files
zeling_v2/Assets/_Game/Scripts/Player/WeaponManager.cs
Joywayer 47bdc67cdf feat: Implement DownDash ability and related systems
- Added DownDash ability with cooldown and speed configuration.
- Introduced DownDashState to handle down dashing mechanics, including gravity manipulation and animation playback.
- Updated PlayerMovement to support DownDash functionality.
- Enhanced PlayerStats to manage spring charge consumption and healing.
- Modified PlayerCombat and WeaponHitBoxInstance to support new hit confirmation events.
- Updated AbilityType to include new form types for character abilities.
- Improved Gizmos for better visualization of enemy detection and attack ranges.
- Added feedback systems for form switching in PlayerFeedback and IFeedbackPlayer.
- Refactored combat and movement states to accommodate new abilities and ensure smooth transitions.
2026-05-22 00:09:50 +08:00

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Player
{
/// <summary>
/// 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。
/// </summary>
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] ")]
[SerializeField] private Transform _weaponSocket;
public WeaponSO ActiveWeapon { get; private set; }
public WeaponHitBoxInstance ActiveHitBoxInstance { get; private set; }
public event Action<WeaponSO> OnWeaponChanged;
// 护符注入的武器覆盖Key = FormSO.formIdValue = 替换武器(架构 05 §7
private readonly Dictionary<string, WeaponSO> _overrides = new();
// 对象池:避免每次切换形态时 Instantiate/DestroyKey = WeaponSOValue = 已创建实例)
private readonly Dictionary<WeaponSO, WeaponHitBoxInstance> _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<WeaponHitBoxInstance>();
_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──────
/// <summary>为指定形态设置武器覆盖。formId 为空 = 覆盖所有形态。</summary>
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);
}
/// <summary>移除覆盖恢复默认武器。formId 为空 = 移除所有形态覆盖。</summary>
public void ClearOverride(string formId)
{
if (string.IsNullOrEmpty(formId))
{
_overrides.Clear();
}
else
{
_overrides.Remove(formId);
}
if (_formController?.CurrentForm != null)
ApplyWeapon(_formController.CurrentForm);
}
}
}