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zeling_v2/Assets/Scripts/Audio/CombatSFXController.cs
2026-05-12 15:34:08 +08:00

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using UnityEngine;
using BaseGames.Core.Events;
using BaseGames.Combat;
namespace BaseGames.Audio
{
/// <summary>
/// 订阅战斗/死亡事件,通过 GlobalSFXPlayer 播放对应 AudioEventSO 音效。
/// 挂载在 Persistent 场景的 [Systems] GameObject 上。
/// 使用 AudioEventSO 替代裸 AudioClip支持随机音量 / 音调 / 多片段。
/// </summary>
public class CombatSFXController : MonoBehaviour
{
[Header("Event Channels")]
[SerializeField] private HitConfirmedEventChannelSO _onHitConfirmed;
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[Header("Default Hit SFX")]
[SerializeField] private AudioEventSO _defaultHitSFX;
[Header("Per-Type Hit SFX (optional, overrides default)")]
[SerializeField] private AudioEventSO _sparkHitSFX;
[SerializeField] private AudioEventSO _slashHitSFX;
[SerializeField] private AudioEventSO _bloodHitSFX;
[SerializeField] private AudioEventSO _magicHitSFX;
[SerializeField] private AudioEventSO _heavyHitSFX;
[SerializeField] private AudioEventSO _critHitSFX;
[SerializeField] private AudioEventSO _parryHitSFX;
[SerializeField] private AudioEventSO _fireHitSFX;
[SerializeField] private AudioEventSO _iceHitSFX;
[Header("Death SFX")]
[SerializeField] private AudioEventSO _playerDeathSFX;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
_onHitConfirmed?.Subscribe(HandleHit).AddTo(_subs);
_onPlayerDied?.Subscribe(HandlePlayerDied).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void HandleHit(HitInfo info)
{
AudioEventSO sfx = ResolveHitSFX(info.DamageInfo.FxType);
if (sfx == null) return;
GlobalSFXPlayer.Play(sfx, info.HitPoint);
}
private void HandlePlayerDied()
{
if (_playerDeathSFX == null) return;
GlobalSFXPlayer.Play(_playerDeathSFX);
}
private AudioEventSO ResolveHitSFX(HitFxType fxType)
{
AudioEventSO perType = fxType switch
{
HitFxType.Spark => _sparkHitSFX,
HitFxType.Slash => _slashHitSFX,
HitFxType.Blood => _bloodHitSFX,
HitFxType.Magic => _magicHitSFX,
HitFxType.Heavy => _heavyHitSFX,
HitFxType.Crit => _critHitSFX,
HitFxType.Parry => _parryHitSFX,
HitFxType.Fire => _fireHitSFX,
HitFxType.Ice => _iceHitSFX,
_ => null
};
return perType != null ? perType : _defaultHitSFX;
}
}
}