优化整体流程和修复HUD数值更新BUG

This commit is contained in:
2026-07-05 16:18:04 +08:00
parent 31cbb580b6
commit 1caf10d602
15 changed files with 1448 additions and 44 deletions
@@ -0,0 +1,205 @@
# 灵灯碰触流程重构
## Task 1: 灵灯只伤害第一个碰到的敌人
修改 `Assets/eco/SpiritLantern.cs``OnTriggerEnter`
```csharp
private void OnTriggerEnter(Collider other)
{
if (_recalled) return; // 新增:已触发则忽略后续碰撞
if (other.CompareTag("Player")) return;
HealthSystem health = other.GetComponent<HealthSystem>();
if (health != null)
{
health.Damage(damageOnContact);
StartRecallSequence(); // 改名原 Recall(),改为协程流程
}
}
```
## Task 2: 灵灯 2s 渐隐消失 + 灯光同步消失
修改 `Assets/eco/SpiritLantern.cs`,将 `Recall()` 改为分阶段流程:
```csharp
private void StartRecallSequence()
{
if (_recalled) return;
_recalled = true;
// 1. 立即取消事件订阅 + 通知系统(回收灵灯名额)
if (_ownerSystem != null) _ownerSystem.UnregisterLantern(this);
OnLanternRecalled?.Invoke();
OnLanternRecalled = null;
// 2. 禁用碰撞体,开始 2s 渐隐
GetComponent<Collider>().enabled = false;
StartCoroutine(FadeOutAndDestroy(2f));
}
private IEnumerator FadeOutAndDestroy(float duration)
{
var sr = GetComponent<SpriteRenderer>();
var light = GetComponent<LightSource>();
float startAlpha = sr != null ? sr.color.a : 1f;
float startIntensity = light != null ? light.Intensity : 1f;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
if (sr != null)
sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, Mathf.Lerp(startAlpha, 0f, t));
if (light != null)
light.SetIntensity(Mathf.Lerp(startIntensity, 0f, t));
yield return null;
}
Destroy(gameObject);
}
```
同时修改超时回收(`lifetime <= 0` 时)也走 `StartRecallSequence()` 而非直接销毁。
## Task 3: 敌人被灵灯杀死时的消失特效 + 魂灵掉落
修改 `Assets/eco/SpiritLantern.cs``OnTriggerEnter`,在调用 `health.Damage()` 之前读取敌人 maxHealth 并保存敌人位置:
```csharp
private void OnTriggerEnter(Collider other)
{
if (_recalled) return;
if (other.CompareTag("Player")) return;
HealthSystem health = other.GetComponent<HealthSystem>();
if (health != null)
{
// 在伤害前记录信息(用于掉落)
Vector3 deathPos = other.transform.position;
int enemyMaxHp = GetMaxHealth(health);
health.Damage(damageOnContact);
// 如果敌人死亡(血量<=0),生成魂灵掉落
// 注意:Die() 会 Destroy gameObject,所以位置已提前保存
if (health health <= 0) // 需要用反射或公开属性判断
SpawnSoulDrops(deathPos, enemyMaxHp);
StartRecallSequence();
}
}
```
由于 `HealthSystem.health` 是 private,需要在 HealthSystem 中添加一个公开属性:
```csharp
// HealthSystem.cs 新增
public bool IsDead => _isDead;
public int MaxHealth => maxHealth;
```
然后改为:
```csharp
health.Damage(damageOnContact);
if (health.IsDead)
SpawnSoulDrops(deathPos, health.MaxHealth);
```
## Task 4: 创建魂灵掉落物脚本 `SoulDrop.cs`
新建 `Assets/eco/SoulDrop.cs`
```csharp
public class SoulDrop : MonoBehaviour
{
[SerializeField] private float flyDuration = 0.8f;
[SerializeField] private int scoreValue = 1;
private RectTransform _targetUI; // HUD 魂灵图标位置
public void Initialize(RectTransform targetUI)
{
_targetUI = targetUI;
StartCoroutine(FlyToHUD());
}
private IEnumerator FlyToHUD()
{
Vector3 startPos = transform.position;
// 获取目标屏幕位置
Camera cam = Camera.main;
Vector3 targetScreenPos = new Vector3(_targetUI.position.x, _targetUI.position.y, cam.WorldToScreenPoint(startPos).z);
Vector3 targetWorldPos = cam.ScreenToWorldPoint(targetScreenPos);
float elapsed = 0f;
while (elapsed < flyDuration)
{
elapsed += Time.deltaTime;
float t = elapsed / flyDuration;
// 抛物线轨迹
transform.position = Vector3.Lerp(startPos, targetWorldPos, t);
transform.localScale = Vector3.one * (1f - t * 0.5f); // 缩小
yield return null;
}
// 到达 HUD,加分
if (ScoreManager.Instance != null)
ScoreManager.Instance.AddScore(scoreValue);
Destroy(gameObject);
}
}
```
## Task 5: 魂灵掉落物生成逻辑
`SpiritLantern.cs` 中添加:
```csharp
[SerializeField] private GameObject soulDropPrefab;
private void SpawnSoulDrops(Vector3 position, int enemyMaxHp)
{
int count = enemyMaxHp * Random.Range(2, 6); // 2~5倍
RectTransform hudTarget = GameHUD.SoulIconRect; // 静态引用
for (int i = 0; i < count; i++)
{
Vector3 offset = new Vector3(Random.Range(-0.3f, 0.3f), Random.Range(0f, 0.3f), Random.Range(-0.3f, 0.3f));
GameObject drop = Instantiate(soulDropPrefab, position + offset, Quaternion.identity);
SoulDrop soul = drop.GetComponent<SoulDrop>();
if (soul != null)
soul.Initialize(hudTarget);
}
}
```
## Task 6: GameHUD 暴露魂灵图标 RectTransform
修改 `Assets/UI/GameHUD.cs`,添加静态引用:
```csharp
public static RectTransform SoulIconRect { get; private set; }
void Start()
{
// ... 现有代码 ...
if (soulIcon != null)
SoulIconRect = soulIcon.rectTransform;
}
```
## Task 7: 创建魂灵掉落物预制体
- 创建一个小精灵 GameObjectSpriteRenderer + Collider2D trigger + SoulDrop 脚本)
- 保存为 `Assets/eco/Prefabs/SoulDrop.prefab`
- 将预制体引用赋给 SpiritLantern.prefab 的 `soulDropPrefab` 字段
## Task 8: 创建魂灵掉落物 Sprite 资源
- 使用 `ImageGen` 工具生成一个小光点/魂灵图标
- 导入 Unity 并赋给 SoulDrop.prefab 的 SpriteRenderer
---
## 涉及文件汇总
| 文件 | 修改类型 |
|------|---------|
| `Assets/eco/SpiritLantern.cs` | 重构碰撞+渐隐+掉落逻辑 |
| `Assets/2.5D Engine/Scripts/HealthSystem.cs` | 新增 `IsDead``MaxHealth` 公开属性 |
| `Assets/UI/GameHUD.cs` | 新增 `SoulIconRect` 静态属性 |
| `Assets/eco/SoulDrop.cs` | **新建** 魂灵掉落物脚本 |
| `Assets/eco/Prefabs/SoulDrop.prefab` | **新建** 魂灵掉落物预制体 |
| `Assets/eco/Prefabs/SpiritLantern.prefab` | 新增 `soulDropPrefab` 引用 |
@@ -78,16 +78,20 @@ namespace IndianOceanAssets.Engine2_5D
// Handles death logic and effects // Handles death logic and effects
public void Die() public void Die()
{ {
Debug.Log($"[HealthSystem] Die() called on {gameObject.name}, dissolveMaterial={(dissolveMaterial != null ? dissolveMaterial.name : "NULL")}");
if (deathEffect != null) if (deathEffect != null)
Instantiate(deathEffect, transform.position + new Vector3(0f, .5f, 0f), Quaternion.identity); Instantiate(deathEffect, transform.position + new Vector3(0f, .5f, 0f), Quaternion.identity);
// 如果有溶解材质,播放消隐动画后再销毁 // 如果有溶解材质,播放消隐动画后再销毁
if (dissolveMaterial != null) if (dissolveMaterial != null)
{ {
Debug.Log($"[HealthSystem] Starting DissolveAndDestroy coroutine on {gameObject.name}");
StartCoroutine(DissolveAndDestroy()); StartCoroutine(DissolveAndDestroy());
} }
else else
{ {
Debug.Log($"[HealthSystem] No dissolve material, destroying {gameObject.name} immediately");
Destroy(gameObject); Destroy(gameObject);
} }
} }
@@ -97,6 +101,8 @@ namespace IndianOceanAssets.Engine2_5D
/// </summary> /// </summary>
private IEnumerator DissolveAndDestroy() private IEnumerator DissolveAndDestroy()
{ {
Debug.Log($"[HealthSystem] DissolveAndDestroy START on {gameObject.name}");
// 禁用碰撞体和刚体,防止死亡过程中仍能触发碰撞或受重力下坠 // 禁用碰撞体和刚体,防止死亡过程中仍能触发碰撞或受重力下坠
foreach (var col in GetComponents<Collider>()) foreach (var col in GetComponents<Collider>())
col.enabled = false; col.enabled = false;
@@ -114,15 +120,30 @@ namespace IndianOceanAssets.Engine2_5D
mb.enabled = false; mb.enabled = false;
} }
// 切换所有 SpriteRenderer 到溶解材质 // 等一帧,确保禁用生效
yield return null;
// 切换所有 SpriteRenderer 到溶解材质(保留原始纹理和颜色)
var renderers = GetComponentsInChildren<SpriteRenderer>(); var renderers = GetComponentsInChildren<SpriteRenderer>();
var originalMats = new Material[renderers.Length][]; Debug.Log($"[HealthSystem] DissolveAndDestroy: {renderers.Length} SpriteRenderers on {gameObject.name}");
for (int i = 0; i < renderers.Length; i++) for (int i = 0; i < renderers.Length; i++)
{ {
originalMats[i] = renderers[i].materials; // 创建溶解材质实例,并复制原始纹理 + 颜色
renderers[i].materials = new Material[] { new Material(dissolveMaterial) }; var dissolveMat = new Material(dissolveMaterial);
if (renderers[i].sprite != null)
dissolveMat.mainTexture = renderers[i].sprite.texture;
dissolveMat.SetColor("_Color", renderers[i].color);
dissolveMat.SetFloat("_DissolveAmount", 0f);
renderers[i].material = dissolveMat;
} }
// 再等一帧,确保材质切换生效
yield return null;
Debug.Log($"[HealthSystem] Starting dissolve animation, fadeDuration={fadeDuration}");
// 动画溶解 // 动画溶解
float elapsed = 0f; float elapsed = 0f;
while (elapsed < fadeDuration) while (elapsed < fadeDuration)
@@ -139,6 +160,7 @@ namespace IndianOceanAssets.Engine2_5D
yield return null; yield return null;
} }
Debug.Log($"[HealthSystem] Dissolve complete, destroying {gameObject.name}");
Destroy(gameObject); Destroy(gameObject);
} }
} }
@@ -35,5 +35,5 @@ Material:
- _DissolveNoiseScale: 10 - _DissolveNoiseScale: 10
m_Colors: m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
- _DissolveEdgeColor: {r: 1, g: 0.8, b: 0.3, a: 1} - _DissolveEdgeColor: {r: 0.3, g: 0.6, b: 1, a: 1}
m_BuildTextureStacks: [] m_BuildTextureStacks: []
@@ -10,7 +10,7 @@ Shader "Custom/SpriteDissolve"
[Header(Dissolve)] [Header(Dissolve)]
_DissolveAmount ("溶解进度", Range(0, 1)) = 0 _DissolveAmount ("溶解进度", Range(0, 1)) = 0
_DissolveEdgeWidth ("边缘宽度", Range(0, 0.3)) = 0.05 _DissolveEdgeWidth ("边缘宽度", Range(0, 0.3)) = 0.05
_DissolveEdgeColor ("边缘颜色", Color) = (1, 0.8, 0.3, 1) _DissolveEdgeColor ("边缘颜色", Color) = (0.3, 0.6, 1, 1)
_DissolveNoiseScale ("噪声缩放", Float) = 10 _DissolveNoiseScale ("噪声缩放", Float) = 10
// 阴影设置(保持与项目一致) // 阴影设置(保持与项目一致)
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+73 -22
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@@ -1200,7 +1251,7 @@ Canvas:
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+9
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@@ -91,6 +91,15 @@ namespace GameFramework
void Update() void Update()
{ {
// 延迟订阅 ScoreManager(跨场景后 ScoreManager 可能才创建)
if (!_subscribedScoreEvent && ScoreManager.Instance != null)
{
ScoreManager.onScoreChanged += UpdateSoulCount;
_subscribedScoreEvent = true;
UpdateSoulCount(ScoreManager.Instance.CurrentScore);
Debug.Log("[GameHUD] 延迟订阅 ScoreManager.onScoreChanged 成功");
}
UpdateLifeIcons(); UpdateLifeIcons();
UpdateSkillCooldowns(); UpdateSkillCooldowns();
} }
+6 -2
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@@ -1,6 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using TMPro;
namespace GameFramework namespace GameFramework
{ {
@@ -22,7 +23,7 @@ namespace GameFramework
[SerializeField] private GameObject winPanel; [SerializeField] private GameObject winPanel;
[SerializeField] private Image winTitleImage; // "你做到了" 图片 [SerializeField] private Image winTitleImage; // "你做到了" 图片
[SerializeField] private Sprite winTitleSprite; // nizuodaol.png [SerializeField] private Sprite winTitleSprite; // nizuodaol.png
[SerializeField] private Text soulCountText; // 魂灵数量 [SerializeField] private TextMeshProUGUI soulCountText; // 魂灵数量
[SerializeField] private Image soulCountBgImage; // 魂灵数量底图 [SerializeField] private Image soulCountBgImage; // 魂灵数量底图
[SerializeField] private Sprite soulCountBgSprite; // bgpoint.png [SerializeField] private Sprite soulCountBgSprite; // bgpoint.png
[SerializeField] private Image newRecordImage; // "新记录" 图片 [SerializeField] private Image newRecordImage; // "新记录" 图片
@@ -38,7 +39,7 @@ namespace GameFramework
[Header("排行榜")] [Header("排行榜")]
[SerializeField] private GameObject leaderboardPanel; [SerializeField] private GameObject leaderboardPanel;
[SerializeField] private Transform leaderboardContainer; [SerializeField] private Transform leaderboardContainer;
[SerializeField] private Text finalScoreText; [SerializeField] private TextMeshProUGUI finalScoreText;
[Header("新纪录输入")] [Header("新纪录输入")]
[SerializeField] private GameObject newHighScorePanel; [SerializeField] private GameObject newHighScorePanel;
@@ -284,8 +285,11 @@ namespace GameFramework
void OnMainMenuClick() void OnMainMenuClick()
{ {
Time.timeScale = 1f;
if (SceneLoader.Instance != null) if (SceneLoader.Instance != null)
SceneLoader.Instance.LoadMainMenuScene(); SceneLoader.Instance.LoadMainMenuScene();
else
UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu");
} }
#endregion #endregion
} }
@@ -564,6 +564,8 @@ MonoBehaviour:
maxHealth: 3 maxHealth: 3
deathEffect: {fileID: 0} deathEffect: {fileID: 0}
isPlayer: 0 isPlayer: 0
dissolveMaterial: {fileID: 2100000, guid: a2207e01903058a4198862e6a7fb73c7, type: 2}
fadeDuration: 2
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MonoBehaviour: MonoBehaviour:
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@@ -476,6 +476,8 @@ MonoBehaviour:
maxHealth: 3 maxHealth: 3
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isPlayer: 0 isPlayer: 0
dissolveMaterial: {fileID: 2100000, guid: a2207e01903058a4198862e6a7fb73c7, type: 2}
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MonoBehaviour: MonoBehaviour:
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@@ -564,6 +564,8 @@ MonoBehaviour:
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isPlayer: 0 isPlayer: 0
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