51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
using UnityEngine;
|
|
using BaseGames.Core.Events;
|
|
|
|
namespace BaseGames.World
|
|
{
|
|
/// <summary>
|
|
/// 死亡遗骸(Death Shade)。玩家死亡时在死亡地点留下遗骸,
|
|
/// 再次到达并交互后回收存储的 LingZhu。
|
|
/// 实现 <see cref="IInteractable"/> 接口以接入通用交互系统。
|
|
/// </summary>
|
|
public class DeathShade : MonoBehaviour, IInteractable
|
|
{
|
|
[SerializeField] private IntEventChannelSO _onLingZhuRecovered;
|
|
[SerializeField] private StringEventChannelSO _onShadeCollected;
|
|
|
|
private int _storedLingZhu;
|
|
private string _sceneId;
|
|
|
|
// ── IInteractable ────────────────────────────────────────────────
|
|
public bool CanInteract => true;
|
|
public string InteractPrompt => "回收遗骸";
|
|
|
|
/// <summary>
|
|
/// 由死亡系统调用:设定存储 LingZhu 数量、所在场景 ID,并移动到死亡坐标。
|
|
/// </summary>
|
|
public void Initialize(int lingZhu, string sceneId, Vector2 position)
|
|
{
|
|
_storedLingZhu = lingZhu;
|
|
_sceneId = sceneId;
|
|
transform.position = position;
|
|
}
|
|
|
|
public void OnPlayerEnterRange(Transform player) { }
|
|
|
|
public void OnPlayerExitRange() { }
|
|
|
|
/// <summary>
|
|
/// 玩家交互:广播 LingZhu 回收事件和场景标记,然后销毁自身。
|
|
/// PlayerStats 订阅 _onLingZhuRecovered 事件并自行添加 LingZhu,保持零耦合。
|
|
/// </summary>
|
|
public void Interact(Transform player)
|
|
{
|
|
if (_storedLingZhu > 0)
|
|
_onLingZhuRecovered?.Raise(_storedLingZhu);
|
|
|
|
_onShadeCollected?.Raise(_sceneId);
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
}
|