一大波优化
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@@ -0,0 +1,114 @@
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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namespace GameFramework
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{
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/// <summary>
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/// 魂灵掉落物 —— 敌人被灵灯击杀后掉落。
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/// 从敌人位置飞向 HUD 魂灵计数图标,到达后加分并自毁。
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/// </summary>
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public class SoulDrop : MonoBehaviour
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{
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[Header("飞行参数")]
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[Tooltip("飞向 HUD 的飞行时间(秒)")]
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[SerializeField] private float flyDuration = 0.8f;
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[Tooltip("每个掉落物的分数")]
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[SerializeField] private int scoreValue = 1;
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[Header("延迟")]
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[Tooltip("出生后的随机延迟范围(秒),避免所有掉落物同时起飞")]
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[SerializeField] private float delayMin = 0f;
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[SerializeField] private float delayMax = 0.3f;
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private RectTransform _targetUI;
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private SpriteRenderer _sr;
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private void Awake()
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{
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_sr = GetComponent<SpriteRenderer>();
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}
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/// <summary>
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/// 初始化掉落物:设置目标 UI 并启动飞行协程。
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/// </summary>
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public void Initialize(RectTransform targetUI)
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{
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_targetUI = targetUI;
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StartCoroutine(DelayedFly());
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}
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private IEnumerator DelayedFly()
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{
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// 随机延迟,让掉落物有先后起飞的效果
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float delay = Random.Range(delayMin, delayMax);
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if (delay > 0f)
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yield return new WaitForSeconds(delay);
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yield return StartCoroutine(FlyToHUD());
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}
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private IEnumerator FlyToHUD()
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{
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Vector3 startPos = transform.position;
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Camera cam = Camera.main;
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if (cam == null || _targetUI == null)
|
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{
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// 降级处理:直接加分
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AddScoreAndDestroy();
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yield break;
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}
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// 目标:HUD 魂灵图标的屏幕位置
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Vector3 targetScreenPos = _targetUI.position;
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// 保持深度一致,避免转换出错
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float depth = Mathf.Abs(cam.WorldToScreenPoint(startPos).z);
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targetScreenPos.z = depth;
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Vector3 targetWorldPos = cam.ScreenToWorldPoint(targetScreenPos);
|
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|
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float elapsed = 0f;
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while (elapsed < flyDuration)
|
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / flyDuration);
|
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// 带弧度的飞行轨迹(先高后低)
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float arc = Mathf.Sin(t * Mathf.PI) * 0.5f;
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Vector3 pos = Vector3.Lerp(startPos, targetWorldPos, t);
|
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pos.y += arc;
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transform.position = pos;
|
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|
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// 逐渐缩小 + 旋转
|
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float scale = Mathf.Lerp(1f, 0.3f, t);
|
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transform.localScale = Vector3.one * scale;
|
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transform.Rotate(0, 0, 360f * Time.deltaTime);
|
||||
|
||||
// 渐隐效果(最后 30% 开始变淡)
|
||||
if (_sr != null && t > 0.7f)
|
||||
{
|
||||
float fadeT = (t - 0.7f) / 0.3f;
|
||||
_sr.color = new Color(_sr.color.r, _sr.color.g, _sr.color.b, 1f - fadeT);
|
||||
}
|
||||
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yield return null;
|
||||
}
|
||||
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||||
AddScoreAndDestroy();
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||||
}
|
||||
|
||||
private void AddScoreAndDestroy()
|
||||
{
|
||||
// 确保 ScoreManager 存在(直接从 Gameplay 场景启动时可能没有)
|
||||
if (ScoreManager.Instance == null)
|
||||
{
|
||||
var go = new GameObject("ScoreManager");
|
||||
go.AddComponent<ScoreManager>();
|
||||
Debug.Log("[SoulDrop] 自动创建 ScoreManager");
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||||
}
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Debug.Log($"[SoulDrop] 加分 +{scoreValue},当前总分: {ScoreManager.Instance.CurrentScore + scoreValue}");
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ScoreManager.Instance.AddScore(scoreValue);
|
||||
Destroy(gameObject);
|
||||
}
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}
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}
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@@ -1,19 +1,20 @@
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using System;
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
using GameFramework;
|
||||
|
||||
namespace IndianOceanAssets.Engine2_5D
|
||||
{
|
||||
/// <summary>
|
||||
/// 单个灵灯的行为组件 —— 挂在灵灯 Prefab 上。
|
||||
/// 放置后照亮周围区域(通过 LightSource),
|
||||
/// 怪物碰触时扣 1 点血并自毁回收,
|
||||
/// 存在时间到期后自动回收。
|
||||
/// 只伤害第一个碰触的怪物,触发 2s 渐隐消失流程,
|
||||
/// 怪物死亡后掉落魂灵飞向 HUD。
|
||||
///
|
||||
/// 【碰撞检测说明】
|
||||
/// 灵灯自身持有 CircleCollider2D (isTrigger=true),是主动检测方。
|
||||
/// 当怪物的 Collider2D 进入灵灯的触发区域时,OnTriggerEnter2D 被调用。
|
||||
/// 需确保 Physics2D 碰撞矩阵中,灵灯所在 Layer 与怪物 Layer 可互相触发。
|
||||
/// 灵灯不依赖 whatIsEnemy LayerMask,而是直接用 Tag/Component 判定目标。
|
||||
/// 灵灯自身持有 SphereCollider (isTrigger=true),是主动检测方。
|
||||
/// 使用 3D 物理系统以匹配敌人的 CapsuleCollider(3D)。
|
||||
/// </summary>
|
||||
public class SpiritLantern : MonoBehaviour
|
||||
{
|
||||
@@ -25,6 +26,14 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
[Tooltip("怪物碰触灵灯时受到的伤害")]
|
||||
[SerializeField] private int damageOnContact = 1;
|
||||
|
||||
[Header("渐隐")]
|
||||
[Tooltip("碰触后灵灯渐隐消失的时间(秒)")]
|
||||
[SerializeField] private float fadeOutDuration = 2f;
|
||||
|
||||
[Header("魂灵掉落")]
|
||||
[Tooltip("魂灵掉落物预制体")]
|
||||
[SerializeField] private GameObject soulDropPrefab;
|
||||
|
||||
/// <summary>灵灯被回收时触发(被 SpiritLanternSystem 订阅)</summary>
|
||||
public event Action OnLanternRecalled;
|
||||
|
||||
@@ -40,58 +49,140 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
_ownerSystem = system;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 确保 Rigidbody 为运动学模式,不受重力和物理影响
|
||||
var rb = GetComponent<Rigidbody>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.isKinematic = true;
|
||||
rb.useGravity = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 存在时间倒计时
|
||||
lifetime -= Time.deltaTime;
|
||||
if (lifetime <= 0f)
|
||||
{
|
||||
Recall();
|
||||
StartRecallSequence();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 怪物碰触灵灯时触发:扣血 + 回收灵灯。
|
||||
/// 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。
|
||||
/// 怪物碰触灵灯时触发:只伤害第一个碰到的敌人。
|
||||
/// 已触发回收后不再响应后续碰撞。
|
||||
/// </summary>
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
// 排除玩家(玩家 Tag 为 "Player"),避免放置时与玩家碰撞体误触发
|
||||
if (other.CompareTag("Player"))
|
||||
return;
|
||||
// 已触发则忽略后续碰撞
|
||||
if (_recalled) return;
|
||||
|
||||
// 排除玩家
|
||||
if (other.CompareTag("Player")) return;
|
||||
|
||||
// 尝试获取怪物的 HealthSystem
|
||||
HealthSystem health = other.GetComponent<HealthSystem>();
|
||||
if (health != null)
|
||||
{
|
||||
// 在伤害前记录信息(用于掉落,因为 Die() 会 Destroy gameObject)
|
||||
Vector3 deathPos = other.transform.position;
|
||||
int enemyMaxHp = health.MaxHealth;
|
||||
|
||||
health.Damage(damageOnContact);
|
||||
Recall();
|
||||
|
||||
// 如果敌人死亡,生成魂灵掉落
|
||||
if (health.IsDead && soulDropPrefab != null)
|
||||
{
|
||||
Debug.Log($"[SpiritLantern] 敌人死亡! maxHp={enemyMaxHp}, 准备生成魂灵掉落");
|
||||
SpawnSoulDrops(deathPos, enemyMaxHp);
|
||||
}
|
||||
else if (health.IsDead)
|
||||
{
|
||||
Debug.LogWarning("[SpiritLantern] 敌人死亡但 soulDropPrefab 未配置!");
|
||||
}
|
||||
|
||||
// 开始渐隐消失流程
|
||||
StartRecallSequence();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 回收灵灯:显式取消事件订阅 → 触发通知 → 销毁 GameObject。
|
||||
/// 使用 _recalled 标志防止重复触发。
|
||||
/// 开始回收流程:立即通知系统回收名额 → 禁用碰撞 → 2s 渐隐 → 销毁。
|
||||
/// </summary>
|
||||
private void Recall()
|
||||
private void StartRecallSequence()
|
||||
{
|
||||
if (_recalled) return;
|
||||
_recalled = true;
|
||||
|
||||
// 1. 先通过 System 显式取消事件订阅,防止内存泄漏
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 2. 通知其他可能的订阅者(如 UI 等)
|
||||
OnLanternRecalled?.Invoke();
|
||||
OnLanternRecalled = null;
|
||||
|
||||
// 3. 销毁灵灯 GameObject
|
||||
// 2. 禁用碰撞体,开始渐隐
|
||||
var col = GetComponent<Collider>();
|
||||
if (col != null) col.enabled = false;
|
||||
|
||||
StartCoroutine(FadeOutAndDestroy(fadeOutDuration));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 渐隐协程:SpriteRenderer alpha 和 LightSource intensity 同步归零后销毁。
|
||||
/// </summary>
|
||||
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 = Mathf.Clamp01(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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在敌人死亡位置生成魂灵掉落物,飞向 HUD 魂灵计数。
|
||||
/// 数量 = 敌人最大血量 × 2~5 倍。
|
||||
/// </summary>
|
||||
private void SpawnSoulDrops(Vector3 position, int enemyMaxHp)
|
||||
{
|
||||
int count = enemyMaxHp * UnityEngine.Random.Range(2, 6); // 2~5 倍
|
||||
RectTransform hudTarget = GameHUD.SoulIconRect;
|
||||
Debug.Log($"[SpiritLantern] SpawnSoulDrops: count={count}, hudTarget={(hudTarget != null ? hudTarget.name : "NULL")}");
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Vector3 offset = new Vector3(
|
||||
UnityEngine.Random.Range(-0.3f, 0.3f),
|
||||
UnityEngine.Random.Range(0f, 0.3f),
|
||||
UnityEngine.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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 安全网:如果灵灯被非正常销毁(场景卸载、外部 Destroy 等),
|
||||
/// 确保事件仍然触发,避免 SpiritLanternSystem 的灵灯计数永久丢失。
|
||||
|
||||
Reference in New Issue
Block a user