灵灯系统v0.1
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using System;
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 单个灵灯的行为组件 —— 挂在灵灯 Prefab 上。
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/// 放置后照亮周围区域(通过 LightSource),
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/// 怪物碰触时扣 1 点血并自毁回收,
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/// 存在时间到期后自动回收。
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///
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/// 【碰撞检测说明】
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/// 灵灯自身持有 CircleCollider2D (isTrigger=true),是主动检测方。
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/// 当怪物的 Collider2D 进入灵灯的触发区域时,OnTriggerEnter2D 被调用。
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/// 需确保 Physics2D 碰撞矩阵中,灵灯所在 Layer 与怪物 Layer 可互相触发。
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/// 灵灯不依赖 whatIsEnemy LayerMask,而是直接用 Tag/Component 判定目标。
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/// </summary>
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public class SpiritLantern : MonoBehaviour
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{
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[Header("存在时间")]
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[Tooltip("灵灯放置后的存在时间(秒),到期自动回收")]
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[SerializeField] private float lifetime = 10f;
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[Header("伤害")]
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[Tooltip("怪物碰触灵灯时受到的伤害")]
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[SerializeField] private int damageOnContact = 1;
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/// <summary>灵灯被回收时触发(被 SpiritLanternSystem 订阅)</summary>
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public event Action OnLanternRecalled;
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private bool _recalled;
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private SpiritLanternSystem _ownerSystem;
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/// <summary>
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/// 设置灵灯的所有者系统引用,用于回收时显式取消事件订阅。
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/// 由 SpiritLanternSystem.PlaceLantern() 调用。
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/// </summary>
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public void SetOwner(SpiritLanternSystem system)
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{
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_ownerSystem = system;
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}
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private void Update()
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{
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// 存在时间倒计时
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lifetime -= Time.deltaTime;
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if (lifetime <= 0f)
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{
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Recall();
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}
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}
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/// <summary>
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/// 怪物碰触灵灯时触发:扣血 + 回收灵灯。
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/// 灵灯的 Trigger 主动检测进入的碰撞体,排除玩家后对怪物造成伤害。
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/// </summary>
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private void OnTriggerEnter2D(Collider2D other)
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{
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// 排除玩家(玩家 Tag 为 "Player"),避免放置时与玩家碰撞体误触发
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if (other.CompareTag("Player"))
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return;
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// 尝试获取怪物的 HealthSystem
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HealthSystem health = other.GetComponent<HealthSystem>();
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if (health != null)
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{
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health.Damage(damageOnContact);
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Recall();
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}
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}
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/// <summary>
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/// 回收灵灯:显式取消事件订阅 → 触发通知 → 销毁 GameObject。
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/// 使用 _recalled 标志防止重复触发。
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/// </summary>
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private void Recall()
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{
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if (_recalled) return;
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_recalled = true;
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// 1. 先通过 System 显式取消事件订阅,防止内存泄漏
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if (_ownerSystem != null)
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{
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_ownerSystem.UnregisterLantern(this);
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}
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// 2. 通知其他可能的订阅者(如 UI 等)
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OnLanternRecalled?.Invoke();
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OnLanternRecalled = null;
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// 3. 销毁灵灯 GameObject
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Destroy(gameObject);
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}
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/// <summary>
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/// 安全网:如果灵灯被非正常销毁(场景卸载、外部 Destroy 等),
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/// 确保事件仍然触发,避免 SpiritLanternSystem 的灵灯计数永久丢失。
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/// </summary>
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private void OnDestroy()
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{
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if (!_recalled)
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{
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_recalled = true;
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// 先取消订阅,再触发通知
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if (_ownerSystem != null)
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{
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_ownerSystem.UnregisterLantern(this);
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}
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OnLanternRecalled?.Invoke();
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OnLanternRecalled = null;
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}
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}
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}
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}
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@@ -0,0 +1,133 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 灵灯系统 —— 挂在玩家物体上。
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/// 按 U 键在玩家当前位置放置灵灯,灵灯照亮周围区域,
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/// 怪物碰触灵灯会被扣 1 点血,灵灯消失并被回收。
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/// 灵灯有存在时间,超时后自动回收。
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/// </summary>
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public class SpiritLanternSystem : MonoBehaviour
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{
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[Header("灵灯数量")]
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[Tooltip("最大可持有灵灯数量")]
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[SerializeField] private int maxLanterns = 5;
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[Header("按键")]
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[SerializeField] private KeyCode lanternKey = KeyCode.U;
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[Header("冷却")]
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[Tooltip("放置灵灯的冷却时间(秒)")]
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[SerializeField] private float cooldown = 3f;
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[Header("灵灯预制体")]
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[SerializeField] private GameObject lanternPrefab;
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private int _remainingLanterns;
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private float _lastPlaceTime = -999f;
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/// <summary>跟踪所有已放置的灵灯,用于回收时取消事件订阅,防止内存泄漏</summary>
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private readonly List<SpiritLantern> _activeLanterns = new List<SpiritLantern>();
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/// <summary>当前可释放的灵灯数量(供 UI 使用)</summary>
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public int RemainingLanterns => _remainingLanterns;
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/// <summary>冷却是否就绪</summary>
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public bool IsCooldownReady => Time.time > _lastPlaceTime + cooldown;
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/// <summary>冷却剩余时间(供 UI 使用)</summary>
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public float CooldownRemaining => Mathf.Max(0f, (_lastPlaceTime + cooldown) - Time.time);
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private void Start()
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{
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_remainingLanterns = maxLanterns;
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}
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private void Update()
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{
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// 按 U 且 CD 就绪 且 还有灵灯 → 放置
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if (Input.GetKeyDown(lanternKey)
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&& _remainingLanterns > 0
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&& Time.time > _lastPlaceTime + cooldown
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&& lanternPrefab != null)
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{
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PlaceLantern();
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}
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}
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/// <summary>
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/// 在玩家当前位置放置一个灵灯。
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/// </summary>
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private void PlaceLantern()
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{
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_remainingLanterns--;
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_lastPlaceTime = Time.time;
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// 在玩家位置实例化灵灯
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GameObject lanternObj = Instantiate(lanternPrefab, transform.position, Quaternion.identity);
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SpiritLantern lantern = lanternObj.GetComponent<SpiritLantern>();
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if (lantern != null)
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{
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// 设置所有者引用,用于回收时取消事件订阅
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lantern.SetOwner(this);
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// 订阅灵灯回收事件,并跟踪该灵灯
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lantern.OnLanternRecalled += OnLanternRecalled;
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_activeLanterns.Add(lantern);
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}
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}
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/// <summary>
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/// 灵灯被回收时调用(怪物碰触或超时)。
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/// 清理已销毁的灵灯引用,防止内存泄漏。
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/// </summary>
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private void OnLanternRecalled()
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{
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// 清理列表中已销毁的灵灯引用
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_activeLanterns.RemoveAll(l => l == null);
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_remainingLanterns = Mathf.Min(_remainingLanterns + 1, maxLanterns);
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}
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/// <summary>
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/// 显式取消订阅指定灵灯的事件并从跟踪列表移除。
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/// 由 SpiritLantern 在销毁前调用,确保事件订阅被正确释放。
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/// </summary>
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public void UnregisterLantern(SpiritLantern lantern)
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{
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if (lantern != null)
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{
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lantern.OnLanternRecalled -= OnLanternRecalled;
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_activeLanterns.Remove(lantern);
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}
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}
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/// <summary>
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/// 安全网:玩家销毁或场景卸载时,清理所有灵灯的事件订阅。
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/// </summary>
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private void OnDestroy()
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{
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foreach (var lantern in _activeLanterns)
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{
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if (lantern != null)
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lantern.OnLanternRecalled -= OnLanternRecalled;
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}
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_activeLanterns.Clear();
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}
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// ===== 编辑器可视化 =====
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private void OnDrawGizmosSelected()
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{
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// 绘制冷却指示
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if (Time.time < _lastPlaceTime + cooldown)
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{
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float remaining = (_lastPlaceTime + cooldown) - Time.time;
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float ratio = remaining / cooldown;
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Gizmos.color = new Color(1f, 0.6f, 0f, 0.3f);
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Gizmos.DrawWireSphere(transform.position, 1f * ratio);
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}
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}
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}
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}
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