- Round 8 report highlights improvements in architecture, editor usability, and data robustness, with a total score of 80/100. - Round 9 report focuses on editor extension capabilities, identifying issues with room data indexing and layout editing, resulting in a score of 76/100. - Round 26 report evaluates the system against commercial standards, noting new issues and confirming previous fixes, with a score of 95.8/100.
59 lines
2.4 KiB
C#
59 lines
2.4 KiB
C#
// Assets/Scripts/World/Map/IMapService.cs
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// 地图服务接口,通过 ServiceLocator 注册与查询。
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// MapManager 实现此接口;MapPanel 等调用方通过接口解耦。
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using System;
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using System.Collections.Generic;
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namespace BaseGames.World.Map
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{
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public interface IMapService
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{
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bool IsExplored(string roomId);
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bool IsMapped(string roomId);
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void SetMapped(string roomId);
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/// <summary>
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/// 批量解锁地图房间(地图碎片覆盖多间房间时调用)。
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/// 内部去重,对每个新增房间触发 <see cref="OnRoomMapped"/>,最后只广播一次 EVT_MapUpdated。
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/// </summary>
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void SetMappedBatch(IEnumerable<string> roomIds);
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MapDatabaseSO Database { get; }
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/// <summary>玩家当前所在区域 ID(最近一次 EVT_RegionChanged 对应的值)。</summary>
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string CurrentRegionId { get; }
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/// <summary>已踏入的房间总数。</summary>
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int ExploredRoomCount { get; }
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/// <summary>探索进度 0~1(已探索房间数 / 数据库总房间数)。</summary>
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float GetExplorationProgress();
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/// <summary>返回属于指定区域的所有房间数据;regionId 为空时返回空数组。</summary>
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MapRoomDataSO[] GetRoomsByRegion(string regionId);
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/// <summary>
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/// 当地图数据库结构发生变化(房间增删/编辑器热改/运行时热更)时触发。
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/// MapPanel、MinimapHUD 等 UI 应订阅此事件以执行完整重建。
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/// </summary>
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event Action OnDatabaseChanged;
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/// <summary>
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/// 探索进度变化事件(读档恢复 / 房间状态变化 / SetMapped 等)。
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/// 与 <see cref="OnDatabaseChanged"/> 区分:本事件不要求 UI 销毁重建结构,
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/// 仅需调用 RefreshAllCells/RebuildPins 等轻量刷新即可。
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/// </summary>
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event Action OnExplorationChanged;
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/// <summary>
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/// 某个房间首次被标记为 Mapped 时触发(参数为 roomId)。
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/// UI 可订阅做"地图碎片解锁"动画。批量 SetMappedBatch 时对每个新增房间各触发一次。
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/// </summary>
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event Action<string> OnRoomMapped;
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/// <summary>主动通知所有订阅者数据库结构已变更(同时会让 Database 的空间索引失效)。</summary>
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void NotifyDatabaseChanged();
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}
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}
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