- Add RoomStreamingManager to manage room loading and unloading based on player proximity. - Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system. - Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms. - Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations. - Implement RoomNode and RoomEdge classes to structure room data and connections.
88 lines
3.2 KiB
C#
88 lines
3.2 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace BaseGames.Enemies.StatusEffects
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{
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/// <summary>
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/// 状态效果管理器。
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/// 挂载在 EnemyBase 同 GameObject,负责激活效果的 Tick、叠加规则与移除。
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///
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/// 设计原则:
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/// - 同类型效果只保留一个(新效果重置计时)。
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/// - 每帧在 EnemyBase.Update 中由 Tick 驱动。
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/// - 敌人死亡时由 EnemyBase.Die 调用 Clear。
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class EnemyStatusEffectManager : MonoBehaviour
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{
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private EnemyBase _enemy;
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// 用 List 而非 Dictionary 避免 GC(通常同时激活效果 < 4 个)
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private readonly List<IStatusEffect> _active = new List<IStatusEffect>(4);
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private void Awake() => _enemy = GetComponent<EnemyBase>();
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// ── 外部 API ──────────────────────────────────────────────────────
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/// <summary>施加效果。同类型效果已存在时先移除旧的再挂新的(刷新)。</summary>
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public void Apply(IStatusEffect effect)
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{
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if (effect == null) return;
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Remove(effect.Type); // 移除同类旧效果(刷新逻辑)
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_active.Add(effect);
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effect.OnApplied(_enemy);
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}
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/// <summary>移除指定类型效果(若存在)。</summary>
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public void Remove(StatusEffectType type)
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{
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for (int i = _active.Count - 1; i >= 0; i--)
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{
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if (_active[i].Type == type)
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{
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_active[i].OnRemoved(_enemy);
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_active.RemoveAt(i);
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break;
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}
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}
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}
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/// <summary>查询指定类型效果是否激活。</summary>
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public bool HasEffect(StatusEffectType type)
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{
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for (int i = 0; i < _active.Count; i++)
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if (_active[i].Type == type) return true;
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return false;
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}
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/// <summary>激活效果的只读视图(调试叠加层 / 存档用,非热路径)。</summary>
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public System.Collections.Generic.IReadOnlyList<IStatusEffect> ActiveEffects => _active;
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/// <summary>移除全部效果(死亡 / 重生时调用)。</summary>
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public void Clear()
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{
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for (int i = _active.Count - 1; i >= 0; i--)
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_active[i].OnRemoved(_enemy);
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_active.Clear();
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}
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// ── 每帧驱动 ─────────────────────────────────────────────────────
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private void Update()
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{
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if (_active.Count == 0) return;
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float dt = Time.deltaTime;
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for (int i = _active.Count - 1; i >= 0; i--)
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{
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var fx = _active[i];
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fx.Tick(_enemy, dt);
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if (fx.IsFinished)
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{
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fx.OnRemoved(_enemy);
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_active.RemoveAt(i);
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}
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}
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}
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}
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}
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