一大波优化
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@@ -1,19 +1,20 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using GameFramework;
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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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/// 只伤害第一个碰触的怪物,触发 2s 渐隐消失流程,
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/// 怪物死亡后掉落魂灵飞向 HUD。
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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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/// 灵灯自身持有 SphereCollider (isTrigger=true),是主动检测方。
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/// 使用 3D 物理系统以匹配敌人的 CapsuleCollider(3D)。
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/// </summary>
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public class SpiritLantern : MonoBehaviour
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{
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@@ -25,6 +26,14 @@ namespace IndianOceanAssets.Engine2_5D
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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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[Header("渐隐")]
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[Tooltip("碰触后灵灯渐隐消失的时间(秒)")]
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[SerializeField] private float fadeOutDuration = 2f;
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[Header("魂灵掉落")]
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[Tooltip("魂灵掉落物预制体")]
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[SerializeField] private GameObject soulDropPrefab;
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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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@@ -40,58 +49,140 @@ namespace IndianOceanAssets.Engine2_5D
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_ownerSystem = system;
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}
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private void Awake()
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{
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// 确保 Rigidbody 为运动学模式,不受重力和物理影响
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var rb = GetComponent<Rigidbody>();
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if (rb != null)
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{
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rb.isKinematic = true;
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rb.useGravity = false;
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}
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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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StartRecallSequence();
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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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/// 怪物碰触灵灯时触发:只伤害第一个碰到的敌人。
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/// 已触发回收后不再响应后续碰撞。
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/// </summary>
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private void OnTriggerEnter2D(Collider2D other)
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private void OnTriggerEnter(Collider 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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// 已触发则忽略后续碰撞
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if (_recalled) return;
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// 排除玩家
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if (other.CompareTag("Player")) 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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// 在伤害前记录信息(用于掉落,因为 Die() 会 Destroy gameObject)
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Vector3 deathPos = other.transform.position;
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int enemyMaxHp = health.MaxHealth;
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health.Damage(damageOnContact);
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Recall();
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// 如果敌人死亡,生成魂灵掉落
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if (health.IsDead && soulDropPrefab != null)
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{
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Debug.Log($"[SpiritLantern] 敌人死亡! maxHp={enemyMaxHp}, 准备生成魂灵掉落");
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SpawnSoulDrops(deathPos, enemyMaxHp);
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}
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else if (health.IsDead)
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{
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Debug.LogWarning("[SpiritLantern] 敌人死亡但 soulDropPrefab 未配置!");
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}
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// 开始渐隐消失流程
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StartRecallSequence();
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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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/// 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。
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/// </summary>
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private void Recall()
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private void StartRecallSequence()
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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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// 1. 立即取消事件订阅 + 通知系统(回收灵灯名额)
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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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// 2. 禁用碰撞体,开始渐隐
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var col = GetComponent<Collider>();
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if (col != null) col.enabled = false;
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StartCoroutine(FadeOutAndDestroy(fadeOutDuration));
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}
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/// <summary>
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/// 渐隐协程:SpriteRenderer alpha 和 LightSource intensity 同步归零后销毁。
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/// </summary>
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private IEnumerator FadeOutAndDestroy(float duration)
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{
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var sr = GetComponent<SpriteRenderer>();
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var light = GetComponent<LightSource>();
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float startAlpha = sr != null ? sr.color.a : 1f;
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float startIntensity = light != null ? light.Intensity : 1f;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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if (sr != null)
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sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, Mathf.Lerp(startAlpha, 0f, t));
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if (light != null)
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light.SetIntensity(Mathf.Lerp(startIntensity, 0f, t));
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yield return null;
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}
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Destroy(gameObject);
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}
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/// <summary>
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/// 在敌人死亡位置生成魂灵掉落物,飞向 HUD 魂灵计数。
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/// 数量 = 敌人最大血量 × 2~5 倍。
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/// </summary>
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private void SpawnSoulDrops(Vector3 position, int enemyMaxHp)
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{
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int count = enemyMaxHp * UnityEngine.Random.Range(2, 6); // 2~5 倍
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RectTransform hudTarget = GameHUD.SoulIconRect;
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Debug.Log($"[SpiritLantern] SpawnSoulDrops: count={count}, hudTarget={(hudTarget != null ? hudTarget.name : "NULL")}");
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for (int i = 0; i < count; i++)
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{
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Vector3 offset = new Vector3(
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UnityEngine.Random.Range(-0.3f, 0.3f),
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UnityEngine.Random.Range(0f, 0.3f),
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UnityEngine.Random.Range(-0.3f, 0.3f)
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);
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GameObject drop = Instantiate(soulDropPrefab, position + offset, Quaternion.identity);
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SoulDrop soul = drop.GetComponent<SoulDrop>();
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if (soul != null)
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soul.Initialize(hudTarget);
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}
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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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