- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds. - Added meta file for AddressableManagerWindow to manage addressable assets. - Included a new jump.data file for profiler data.
65 lines
2.5 KiB
C#
65 lines
2.5 KiB
C#
using UnityEngine;
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using MoreMountains.Feedbacks;
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namespace BaseGames.Feedback
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{
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/// <summary>
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/// 武器反馈组件,挂载在武器 HitBox Prefab 根节点上。
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/// 实现 IFeedbackPlayer,专注于武器本地反馈(命中粒子、击打音效、破风等)。
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/// 角色级别的全局反馈(震屏、手柄振动)仍由 PlayerFeedback 负责。
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/// </summary>
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public class WeaponFeedback : MonoBehaviour, IFeedbackPlayer
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{
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[Header("命中反馈")]
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[SerializeField] private MMF_Player _onHitLight;
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[SerializeField] private MMF_Player _onHitMedium;
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[SerializeField] private MMF_Player _onHitHeavy;
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[Header("攻击破风")]
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[SerializeField] private MMF_Player _onAttackWhoosh;
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[Header("通用命名预设")]
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[SerializeField] private NamedFeedbackPreset[] _namedPresets;
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[System.Serializable]
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private struct NamedFeedbackPreset
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{
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public string presetId;
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public MMF_Player player;
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}
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// ── IFeedbackPlayer 实现 ──────────────────────────────────────────────
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public void PlayHit(HitWeight weight)
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{
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var player = weight switch
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{
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HitWeight.Light => _onHitLight,
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HitWeight.Heavy => _onHitHeavy,
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_ => _onHitMedium,
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};
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player?.PlayFeedbacks();
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}
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public void PlayAttackWhoosh() => _onAttackWhoosh?.PlayFeedbacks();
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public void TriggerPreset(string presetId)
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{
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if (_namedPresets == null) return;
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foreach (var p in _namedPresets)
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if (p.presetId == presetId) { p.player?.PlayFeedbacks(); return; }
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}
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// ── 武器上不适用的反馈,空实现 ────────────────────────────────────────
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public void PlayParrySuccess() { }
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public void PlayTakeHit() { }
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public void PlayDeath() { }
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public void PlayHeal() { }
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public void PlayLandImpact() { }
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public void PlayJumpLaunch() { }
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public void PlayFootstep() { }
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public void PlaySFXById(string sfxId) { }
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public void PlayFormSwitch(int formIndex){ }
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}
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}
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