using UnityEngine;
using System;
namespace Architecture.Variables
{
///
/// 共享整数变量(ScriptableObject 资产)。常用于血量、得分、魂灵数等。
///
[CreateAssetMenu(menuName = "Architecture/Variables/Int", fileName = "NewIntVariable")]
public class IntVariable : ScriptableObject, Architecture.IVariable
{
[SerializeField] private int _value;
[Tooltip("进入 Play Mode 时的初始值,由 VariableRegistry 在每次启动游戏时自动恢复,防止跨局状态泄漏")]
[SerializeField] private int _defaultValue;
public int Value
{
get => _value;
set
{
if (_value == value) return;
_value = value;
OnValueChanged?.Invoke(value);
}
}
public event Action OnValueChanged;
public void SetValue(int value) => Value = value;
public void ApplyChange(int amount) => Value += amount;
/// 将运行时值重置为 _defaultValue(每次进入 Play Mode 时由 VariableRegistry 自动调用)。
public void ResetToDefault()
{
_value = _defaultValue;
OnValueChanged?.Invoke(_value);
}
[ContextMenu("Reset To Default")]
public void Reset() => ResetToDefault();
private void OnEnable() => VariableRegistry.Register(this);
private void OnDisable()
{
VariableRegistry.Unregister(this);
OnValueChanged = null;
}
}
}