136 lines
6.2 KiB
C#
136 lines
6.2 KiB
C#
using UnityEngine;
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using Animancer;
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using System.Collections.Generic;
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using BaseGames.Player;
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using BaseGames.Input;
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using BaseGames.Combat;
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namespace BaseGames.Skills
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{
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/// <summary>
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/// 技能管理器(架构 09_ProgressionModule §9)。
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/// 挂在 Player 上,订阅输入事件并处理所有技能施放逻辑。
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/// 通过 UpdateSkillSet() 由 FormController 注入当前形态技能。
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/// 直接使用 AnimancerComponent 播放动画,无需 SoulSkillState FSM。
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/// </summary>
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public class SkillManager : MonoBehaviour
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{
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[Header("依赖引用")]
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[SerializeField] private PlayerStats _stats;
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[SerializeField] private AnimancerComponent _animancer;
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[SerializeField] private InputReaderSO _input;
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[SerializeField] private SkillModifierRegistry _modifiers;
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[Header("技能挂载点")]
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[SerializeField] private Transform _skillSocket; // [SkillSocket] 子节点
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// 当前形态技能集(绑定到对应输入槽)
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private FormSkillSO _soulSkill;
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private FormSkillSO _spirit1;
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private FormSkillSO _spirit2;
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// 冷却字典(FormSkillSO → 剩余冷却秒数),UpdateSkillSet 时重建
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private readonly Dictionary<FormSkillSO, float> _cooldowns = new(3);
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// 无分配 Update 遍历用的快照数组
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private FormSkillSO[] _activeSkills = System.Array.Empty<FormSkillSO>();
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// ── 生命周期 ──────────────────────────────────────────────────────────
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private void OnEnable()
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{
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if (_input == null) return;
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_input.SoulSkillEvent += TrySoulSkill;
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_input.SpiritSkill1StartedEvent += TrySpiritSkill1;
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_input.SpiritSkill2StartedEvent += TrySpiritSkill2;
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}
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private void OnDisable()
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{
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if (_input == null) return;
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_input.SoulSkillEvent -= TrySoulSkill;
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_input.SpiritSkill1StartedEvent -= TrySpiritSkill1;
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_input.SpiritSkill2StartedEvent -= TrySpiritSkill2;
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}
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private void Update()
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{
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for (int i = 0; i < _activeSkills.Length; i++)
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{
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var s = _activeSkills[i];
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if (_cooldowns.TryGetValue(s, out float cd) && cd > 0f)
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_cooldowns[s] = cd - Time.deltaTime;
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}
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}
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// ── 公共 API ─────────────────────────────────────────────────────────
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/// <summary>切换形态时由 FormController 调用,注入当前形态的三个技能。</summary>
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public void UpdateSkillSet(FormSkillSO soul, FormSkillSO spirit1, FormSkillSO spirit2)
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{
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_soulSkill = soul;
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_spirit1 = spirit1;
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_spirit2 = spirit2;
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_cooldowns.Clear();
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// 构建无分配遍历快照(固定大小数组,避免 List + ToArray GC)
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int count = (soul != null ? 1 : 0) + (spirit1 != null ? 1 : 0) + (spirit2 != null ? 1 : 0);
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if (_activeSkills.Length != count)
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_activeSkills = count > 0 ? new FormSkillSO[count] : System.Array.Empty<FormSkillSO>();
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int idx = 0;
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if (soul != null) { _cooldowns[soul] = 0f; _activeSkills[idx++] = soul; }
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if (spirit1 != null) { _cooldowns[spirit1] = 0f; _activeSkills[idx++] = spirit1; }
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if (spirit2 != null) { _cooldowns[spirit2] = 0f; _activeSkills[idx] = spirit2; }
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}
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// ── 内部施放逻辑 ─────────────────────────────────────────────────────
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private void TrySoulSkill() => TryCastSkill(_soulSkill);
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private void TrySpiritSkill1() => TryCastSkill(_spirit1);
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private void TrySpiritSkill2() => TryCastSkill(_spirit2);
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private void TryCastSkill(FormSkillSO skill)
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{
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if (skill == null) return;
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var p = _modifiers != null
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? _modifiers.GetEffectiveParams(skill)
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: EffectiveSkillParams.FromBase(skill);
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if (!_cooldowns.TryGetValue(skill, out float cooldown) || cooldown > 0f) return;
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// 消耗资源
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bool consumed = skill.resourceType == SkillResourceType.SoulPower
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? _stats.ConsumeSoulPower(p.effectiveCost)
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: _stats.ConsumeSpiritPower(p.effectiveCost);
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if (!consumed) return;
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_cooldowns[skill] = p.effectiveCooldown;
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// 播放动画(优先修改器动画,回退技能默认动画)
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var clip = p.effectiveAnimation.Clip != null
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? p.effectiveAnimation
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: skill.castAnimation;
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if (clip.Clip != null && _animancer != null)
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_animancer.Play(clip);
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// 生成 HitBox Prefab(近战/爆炸类技能)
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if (skill.SkillHitBoxPrefab != null)
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{
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var socket = _skillSocket != null ? _skillSocket : transform;
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var go = Object.Instantiate(skill.SkillHitBoxPrefab, socket.position,
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socket.rotation, socket);
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var inst = go.GetComponent<SkillHitBoxInstance>();
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inst?.Activate(skill.damageSource, transform);
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inst?.AutoDestroyAfter(skill.castLockDuration > 0f ? skill.castLockDuration : 0.5f);
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}
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}
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// ── 属性查询 ─────────────────────────────────────────────────────────
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public FormSkillSO SoulSkill => _soulSkill;
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public FormSkillSO Spirit1 => _spirit1;
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public FormSkillSO Spirit2 => _spirit2;
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public float SoulCooldownRatio =>
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(_soulSkill != null && _soulSkill.cooldown > 0 &&
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_cooldowns.TryGetValue(_soulSkill, out float cd))
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? Mathf.Clamp01(cd / _soulSkill.cooldown) : 0f;
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}
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}
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