- 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.
192 lines
8.3 KiB
C#
192 lines
8.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Core.Save;
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namespace BaseGames.World.Map
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{
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/// <summary>
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/// 运行时地图管理器(架构 15_MapShopModule §1.2)。
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/// 挂在 Persistent 场景 [GameManagers] 下,通过事件驱动记录已探索/已完整地图的房间。
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/// 实现 ISaveable 持久化探索进度。
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/// </summary>
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[DefaultExecutionOrder(-700)]
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public class MapManager : MonoBehaviour, ISaveable, IMapService
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{
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[SerializeField] private MapDatabaseSO _database;
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[Header("Event Channels")]
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[SerializeField] private StringEventChannelSO _onRoomEntered; // 订阅 EVT_RoomEntered
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[Tooltip("房间被探索/标记时广播(Explored/Mapped);地图 UI 已改用 C# 事件,此通道保留供地图外部系统订阅(如成就、音效)。")]
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[SerializeField] private StringEventChannelSO _onMapUpdated; // 发布:房间发现时(地图 UI 内当前无订阅者)
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[SerializeField] private StringEventChannelSO _onRegionChanged; // 发布:玩家首次进入新区域时(EVT_RegionChanged)
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// 三级可见性:
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// Unknown → 未进入过(默认)
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// Explored → 进入过(显示轮廓/格子)
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// Mapped → 完整地图信息(购买 MapFragment 或存档点揭示)
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private HashSet<string> _exploredRooms = new();
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private HashSet<string> _mappedRooms = new();
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private string _currentRegionId;
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private int _totalRoomCount = -1; // -1 = 未缓存;OnLoad 后重置
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private Dictionary<string, MapRoomDataSO[]> _regionCache; // R11-N6 GetRoomsByRegion 结果缓存
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private bool _isDuplicate; // Awake 检测到重复实例时置位,OnEnable/OnDisable 提前 return
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private readonly CompositeDisposable _subs = new();
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private void Awake()
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{
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if (ServiceLocator.GetOrDefault<IMapService>() != null) { _isDuplicate = true; Destroy(gameObject); return; }
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ServiceLocator.Register<IMapService>(this);
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}
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private void OnEnable()
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{
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if (_isDuplicate) return;
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_onRoomEntered?.Subscribe(OnRoomEntered).AddTo(_subs);
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
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}
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private void OnDisable()
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{
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if (_isDuplicate) return;
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_subs.Clear();
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ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
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}
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// ── ISaveable ─────────────────────────────────────────────────────────
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public void OnSave(SaveData data)
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{
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data.Map.ExploredRooms = new HashSet<string>(_exploredRooms);
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data.Map.MappedRooms = new HashSet<string>(_mappedRooms);
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data.Map.LastRegionId = _currentRegionId;
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}
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public void OnLoad(SaveData data)
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{
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_exploredRooms = data.Map.ExploredRooms != null ? new HashSet<string>(data.Map.ExploredRooms) : new HashSet<string>();
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_mappedRooms = data.Map.MappedRooms != null ? new HashSet<string>(data.Map.MappedRooms) : new HashSet<string>();
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_currentRegionId = data.Map.LastRegionId; // 恢复区域 ID,避免读档后首次进房误触发 EVT_RegionChanged
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_totalRoomCount = -1; // 强制下次调用 GetExplorationProgress 时重新计数
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// 读档后广播:UI 仅需轻量刷新(不重建结构);订阅 OnExplorationChanged 的 UI 会 RefreshAllCells
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OnExplorationChanged?.Invoke();
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}
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// ── 事件驱动房间发现 ──────────────────────────────────────────────────
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private void OnRoomEntered(string roomId)
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{
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if (string.IsNullOrEmpty(roomId)) return;
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bool changed = _exploredRooms.Add(roomId);
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if (changed)
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{
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_onMapUpdated?.Raise(roomId);
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OnExplorationChanged?.Invoke();
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}
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// 区域变化检测:RegionId 非空且与上一次不同时广播 EVT_RegionChanged
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var regionId = _database?.GetRoom(roomId)?.RegionId;
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if (!string.IsNullOrEmpty(regionId) && regionId != _currentRegionId)
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{
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_currentRegionId = regionId;
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_onRegionChanged?.Raise(regionId);
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}
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}
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/// <summary>
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/// 标记为已获取地图碎片信息(购买 MapFragment SO 触发)。
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/// 仅写入 _mappedRooms;若玩家尚未亲自踏入该房间则显示为灰色轮廓(Mapped),
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/// 亲自踏入后(Explored)优先级更高,显示为白色。
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/// </summary>
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public void SetMapped(string roomId)
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{
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if (string.IsNullOrEmpty(roomId)) return;
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if (_mappedRooms.Add(roomId))
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{
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_onMapUpdated?.Raise(roomId);
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OnRoomMapped?.Invoke(roomId);
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OnExplorationChanged?.Invoke();
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}
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}
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/// <inheritdoc/>
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public void SetMappedBatch(IEnumerable<string> roomIds)
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{
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if (roomIds == null) return;
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bool anyAdded = false;
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foreach (var roomId in roomIds)
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{
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if (string.IsNullOrEmpty(roomId)) continue;
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if (_mappedRooms.Add(roomId))
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{
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_onMapUpdated?.Raise(roomId);
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OnRoomMapped?.Invoke(roomId);
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anyAdded = true;
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}
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}
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if (anyAdded) OnExplorationChanged?.Invoke();
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}
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// ── 查询 API ──────────────────────────────────────────────────────────
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public bool IsExplored(string roomId) => _exploredRooms.Contains(roomId);
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public bool IsMapped(string roomId) => _mappedRooms.Contains(roomId);
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public string CurrentRegionId => _currentRegionId;
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public MapDatabaseSO Database => _database;
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public int ExploredRoomCount => _exploredRooms.Count;
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public float GetExplorationProgress()
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{
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if (_database?.AllRooms == null || _database.AllRooms.Length == 0) return 0f;
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if (_totalRoomCount < 0)
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_totalRoomCount = _database.AllRooms.Count(r => r != null);
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return _totalRoomCount > 0 ? Mathf.Clamp01((float)_exploredRooms.Count / _totalRoomCount) : 0f;
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}
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public MapRoomDataSO[] GetRoomsByRegion(string regionId)
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{
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if (string.IsNullOrEmpty(regionId) || _database?.AllRooms == null)
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return System.Array.Empty<MapRoomDataSO>();
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// R11-N6 懒加载缓存,避免每帧 LINQ 扫描全量房间数组
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_regionCache ??= new Dictionary<string, MapRoomDataSO[]>();
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if (!_regionCache.TryGetValue(regionId, out var cached))
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{
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cached = _database.AllRooms.Where(r => r != null && r.RegionId == regionId).ToArray();
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_regionCache[regionId] = cached;
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}
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return cached;
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}
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// ── 数据库热更事件 ────────────────────────────────────────────────────
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/// <inheritdoc/>
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public event Action OnDatabaseChanged;
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/// <inheritdoc/>
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public event Action OnExplorationChanged;
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/// <inheritdoc/>
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public event Action<string> OnRoomMapped;
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/// <inheritdoc/>
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public void NotifyDatabaseChanged()
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{
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_database?.InvalidateIndex();
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_totalRoomCount = -1;
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_regionCache = null; // R11-N6 数据库变更时清空区域缓存
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OnDatabaseChanged?.Invoke();
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}
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private void OnDestroy()
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{
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if (_isDuplicate) return;
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ServiceLocator.Unregister<IMapService>(this);
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}
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}
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}
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