79 lines
2.7 KiB
C#
79 lines
2.7 KiB
C#
using System.Collections;
|
||
using UnityEngine;
|
||
using BaseGames.Core.Events;
|
||
|
||
namespace BaseGames.Core
|
||
{
|
||
/// <summary>
|
||
/// 死亡/复活流程服务接口。
|
||
/// </summary>
|
||
public interface IDeathRespawnService
|
||
{
|
||
/// <summary>玩家死亡时由 GameManager 调用,启动死亡演出流程。</summary>
|
||
IEnumerator StartDeathSequenceCoroutine();
|
||
|
||
/// <summary>DeathScreen 确认按钮点击后调用,执行复活流程。</summary>
|
||
IEnumerator StartRespawnCoroutine();
|
||
|
||
/// <summary>SteelSoul 模式:HP 归零后直接清档并返回主菜单。</summary>
|
||
IEnumerator StartGameOverCoroutine();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 死亡/复活流程独立服务(Phase 0 骨架,Phase 1 完整实现)。
|
||
/// </summary>
|
||
public class DeathRespawnService : MonoBehaviour, IDeathRespawnService
|
||
{
|
||
[Header("Config")]
|
||
[SerializeField] private float _deathAnimDuration = 1.2f;
|
||
[SerializeField] private float _deathScreenDelay = 0.5f;
|
||
[SerializeField] private float _respawnFadeDuration = 0.4f;
|
||
|
||
[Header("Event Channels - Raise")]
|
||
[SerializeField] private VoidEventChannelSO _onRespawnStarted;
|
||
[SerializeField] private VoidEventChannelSO _onRespawnCompleted;
|
||
|
||
[Header("Event Channels - Listen")]
|
||
[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
|
||
|
||
private bool _deathConfirmed;
|
||
|
||
private void OnEnable()
|
||
{
|
||
if (_onDeathScreenConfirmed != null)
|
||
_onDeathScreenConfirmed.OnEventRaised += HandleDeathScreenConfirmed;
|
||
}
|
||
|
||
private void OnDisable()
|
||
{
|
||
if (_onDeathScreenConfirmed != null)
|
||
_onDeathScreenConfirmed.OnEventRaised -= HandleDeathScreenConfirmed;
|
||
}
|
||
|
||
private void HandleDeathScreenConfirmed() => _deathConfirmed = true;
|
||
|
||
public IEnumerator StartDeathSequenceCoroutine()
|
||
{
|
||
yield return new WaitForSeconds(_deathAnimDuration);
|
||
yield return new WaitForSeconds(_deathScreenDelay);
|
||
_deathConfirmed = false;
|
||
yield return new WaitUntil(() => _deathConfirmed);
|
||
}
|
||
|
||
public IEnumerator StartRespawnCoroutine()
|
||
{
|
||
_onRespawnStarted?.Raise();
|
||
yield return new WaitForSeconds(_respawnFadeDuration);
|
||
// Phase 1:加载存档场景(TODO)
|
||
yield return new WaitForSeconds(_respawnFadeDuration);
|
||
_onRespawnCompleted?.Raise();
|
||
}
|
||
|
||
public IEnumerator StartGameOverCoroutine()
|
||
{
|
||
// Phase 1:SteelSoul 清档并返回主菜单(TODO)
|
||
yield return null;
|
||
}
|
||
}
|
||
}
|