Files
2026-07-07 03:34:56 +08:00

53 lines
1.7 KiB
C#

using UnityEngine;
using System;
namespace Architecture.Variables
{
/// <summary>
/// 共享浮点变量(ScriptableObject 资产)。
/// 任何系统可读取 / 写入,并由 OnValueChanged 事件驱动 UI 刷新,
/// 替代 MonoBehaviour 字段跨系统传递与逐帧反射读取。
/// </summary>
[CreateAssetMenu(menuName = "Architecture/Variables/Float", fileName = "NewFloatVariable")]
public class FloatVariable : ScriptableObject, Architecture.IVariable
{
[SerializeField] private float _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 float _defaultValue;
public float Value
{
get => _value;
set
{
if (Mathf.Approximately(_value, value)) return;
_value = value;
OnValueChanged?.Invoke(value);
}
}
public event Action<float> OnValueChanged;
public void SetValue(float value) => Value = value;
public void ApplyChange(float amount) => Value += amount;
/// <summary>将运行时值重置为 _defaultValue(每次进入 Play Mode 时由 VariableRegistry 自动调用)。</summary>
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;
}
}
}