152 lines
6.6 KiB
C#
152 lines
6.6 KiB
C#
using System.Collections;
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using UnityEngine;
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using BaseGames.Core.Events;
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using BaseGames.Core.States;
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namespace BaseGames.Core
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{
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/// <summary>
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/// 全局游戏管理器。
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/// 生命周期:Persistent → 第一个执行(DefaultExecutionOrder(-1000))。
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/// 持有 <see cref="GameStateMachine"/> 并协调所有顶层服务。
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/// </summary>
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[DefaultExecutionOrder(-1000)]
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public class GameManager : MonoBehaviour
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{
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// ── Inspector 引用 ────────────────────────────────────────────────
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[Header("Managers")]
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[SerializeField] private SettingsManager _settingsManager;
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[Header("Event Channels - Listen")]
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[SerializeField] private VoidEventChannelSO _onPlayerDied;
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[SerializeField] private VoidEventChannelSO _onPauseRequested;
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[SerializeField] private VoidEventChannelSO _onResumeRequested;
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[SerializeField] private StringEventChannelSO _onBossFightStarted;
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[SerializeField] private BoolEventChannelSO _onBossFightEnded;
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[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
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[Header("Event Channels - Raise")]
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[SerializeField] private BaseEventChannelSO<GameStateId> _onGameStateChanged;
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[SerializeField] private VoidEventChannelSO _onPlayerRespawned;
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// ── 状态机 ────────────────────────────────────────────────────────
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private readonly GameStateMachine _fsm = new GameStateMachine();
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private readonly CompositeDisposable _subs = new();
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public GameStateId CurrentState => _fsm.CurrentStateId;
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private static GameManager _instance;
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// ──────────────────────────────────────────────────────────────────
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private void Awake()
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{
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if (_instance != null) { Destroy(gameObject); return; }
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_instance = this;
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DontDestroyOnLoad(transform.root.gameObject);
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RegisterStates();
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_settingsManager?.Initialize();
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_fsm.TransitionTo(GameStates.Initializing, out _);
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}
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private void Start()
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{
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// 在 Start 广播初始状态,确保其他组件已在 OnEnable 中完成订阅。
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_onGameStateChanged?.Raise(new Events.GameStateId(GameStates.Initializing.Id));
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}
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private void OnEnable()
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{
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_onPlayerDied? .Subscribe(HandlePlayerDied).AddTo(_subs);
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_onPauseRequested? .Subscribe(HandlePauseRequested).AddTo(_subs);
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_onResumeRequested? .Subscribe(HandleResumeRequested).AddTo(_subs);
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_onBossFightStarted? .Subscribe(HandleBossFightStarted).AddTo(_subs);
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_onBossFightEnded? .Subscribe(HandleBossFightEnded).AddTo(_subs);
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_onDeathScreenConfirmed?.Subscribe(HandleDeathScreenConfirmed).AddTo(_subs);
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}
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private void OnDisable() => _subs.Clear();
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private void OnDestroy()
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{
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if (_instance == this) _instance = null;
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}
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private void Update() => _fsm.Tick(Time.deltaTime);
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// ── 初始化 ────────────────────────────────────────────────────────
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private void RegisterStates()
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{
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_fsm.Register(new InitializingState());
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_fsm.Register(new MainMenuState());
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_fsm.Register(new LoadingSceneState());
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_fsm.Register(new GameplayState());
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_fsm.Register(new BossFightState());
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_fsm.Register(new PausedState());
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_fsm.Register(new DeadState());
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_fsm.Register(new CutsceneState());
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_fsm.Register(new GameOverState());
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}
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// ── 状态转换公共 API ──────────────────────────────────────────────
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public bool RequestTransition(GameStateId nextState)
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{
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if (_fsm.TransitionTo(nextState, out string error))
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{
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// 通知 UI 等监听者(GameStateId in Core.Events 是 string-based)
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_onGameStateChanged?.Raise(new Events.GameStateId(nextState.Id));
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return true;
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}
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Debug.LogWarning($"[GameManager] {error}");
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return false;
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}
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// ── 事件处理 ──────────────────────────────────────────────────────
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private void HandlePlayerDied() => StartCoroutine(DeathFlow());
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private void HandlePauseRequested()
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{
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_prePauseState = _fsm.CurrentStateId;
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RequestTransition(GameStates.Paused);
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}
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private void HandleResumeRequested() => RequestTransition(_prePauseState);
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private void HandleBossFightStarted(string bossId)
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=> RequestTransition(GameStates.BossFight);
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private void HandleBossFightEnded(bool victory)
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{
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if (victory) RequestTransition(GameStates.Gameplay);
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else RequestTransition(GameStates.GameOver);
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}
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private bool _deathScreenConfirmed;
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private GameStateId _prePauseState = GameStates.Gameplay;
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private void HandleDeathScreenConfirmed() => _deathScreenConfirmed = true;
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private IEnumerator DeathFlow()
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{
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RequestTransition(GameStates.Dead);
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var deathService = ServiceLocator.Get<IDeathRespawnService>();
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// SteelSoul 模式:清档后返回主菜单(架构 19 §6)
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var scaler = ServiceLocator.GetOrDefault<IDifficultyService>()?.CurrentScaler;
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if (scaler != null && scaler.InstantDeathOnZeroHP)
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{
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yield return deathService.StartGameOverCoroutine();
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yield break;
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}
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yield return deathService.StartDeathSequenceCoroutine();
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// 等待玩家在死亡画面点击重试
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_deathScreenConfirmed = false;
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yield return new WaitUntil(() => _deathScreenConfirmed);
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yield return deathService.StartRespawnCoroutine();
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RequestTransition(GameStates.LoadingScene);
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_onPlayerRespawned?.Raise();
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}
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}
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}
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