biography-of-lijie/Assets/GameMain/Scripts/Procedure/ProcedureCombine.cs

364 lines
12 KiB
C#

using Scene;
using System.Collections.Generic;
using CustomComponent;
using Definition.Enum;
using Event;
using GameFramework.Event;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace Procedure
{
/// <summary>
/// 斗拱拼装流程:
/// 1. 进入流程后准备组件与事件;
/// 2. 启动并监控拼装关卡(成功或超时);
/// 3. 结算后短暂等待并重开场景。
/// </summary>
public class ProcedureCombine : ProcedureBase
{
#region Property
/// <summary>
/// 单局超时时间(秒)。
/// </summary>
private const float TimeoutSeconds = 180f;
/// <summary>
/// 结算后重开场景的延迟(秒)。
/// </summary>
private const float RestartDelaySeconds = 2f;
/// <summary>
/// 统一日志前缀。
/// </summary>
private const string LogPrefix = "[GameplayATest]";
/// <summary>
/// 当前局是否已开始。
/// </summary>
private bool _isStarted = false;
/// <summary>
/// 当前局是否已结束。
/// </summary>
private bool _isFinished = false;
/// <summary>
/// 当前局是否通过。
/// </summary>
private bool _isPassed = false;
/// <summary>
/// 当前局累计耗时(秒)。
/// </summary>
private float _elapsed = 0f;
/// <summary>
/// 结算后的重开倒计时(秒)。
/// </summary>
private float _restartCountdown = 0f;
/// <summary>
/// 当前局开始时的实时时间戳。
/// </summary>
private float _startTimestamp = 0f;
/// <summary>
/// 拼装玩法组件入口。
/// </summary>
private CombineComponent _combineComponent = null;
/// <summary>
/// 当前流程不使用原生对话框。
/// </summary>
public override bool UseNativeDialog => false;
#endregion
#region FSM
/// <summary>
/// 进入流程:重置状态、订阅事件、拉取组件。
/// </summary>
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
InitializeProcedureState();
}
/// <summary>
/// 离开流程:反订阅事件、停止关卡并清理状态。
/// </summary>
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
ShutdownProcedureState();
base.OnLeave(procedureOwner, isShutdown);
}
/// <summary>
/// 流程逐帧更新:
/// 1. 未结算时推进关卡运行;
/// 2. 已结算时推进重开倒计时。
/// </summary>
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (TryUpdateRound(realElapseSeconds))
{
return;
}
TryRestartScene(procedureOwner, realElapseSeconds);
}
#endregion
#region Other Methods
/// <summary>
/// 初始化流程级状态并订阅事件。
/// </summary>
private void InitializeProcedureState()
{
ResetRoundState();
GameEntry.Event.Subscribe(CombineCompletedEventArgs.EventId, OnPuzzleCompleted);
_combineComponent = GameEntry.Combine;
if (_combineComponent == null)
{
Log.Warning("{0} START failed. CombineComponent is missing.", LogPrefix);
}
Log.Info("{0} START timeout={1}s restartDelay={2}s.", LogPrefix, TimeoutSeconds.ToString("F0"),
RestartDelaySeconds.ToString("F0"));
}
/// <summary>
/// 清理流程级状态并反订阅事件。
/// </summary>
private void ShutdownProcedureState()
{
GameEntry.Event.Unsubscribe(CombineCompletedEventArgs.EventId, OnPuzzleCompleted);
_combineComponent?.StopLevel();
ResetRoundState();
}
/// <summary>
/// 更新当前局状态。
/// 返回 true 表示流程仍在关卡运行阶段,不进入重开逻辑。
/// </summary>
private bool TryUpdateRound(float realElapseSeconds)
{
if (_isFinished)
{
return false;
}
if (!_isStarted)
{
TryStartPuzzle();
return true;
}
UpdateTimeout(realElapseSeconds);
return true;
}
/// <summary>
/// 启动拼装关卡并记录开始信息。
/// </summary>
private void TryStartPuzzle()
{
if (_combineComponent == null)
{
Log.Warning("{0} FAIL_NO_COMPONENT reason='CombineComponentMissing'.", LogPrefix);
FinishAndScheduleRestart(false);
return;
}
CombineFormContext context = BuildTestOpenData();
int? serialId = _combineComponent.StartLevel(context);
if (!serialId.HasValue)
{
Log.Warning("{0} FAIL_NO_CONTEXT reason='StartLevelFailed'.", LogPrefix);
FinishAndScheduleRestart(false);
return;
}
_isStarted = true;
_elapsed = 0f;
_startTimestamp = Time.realtimeSinceStartup;
Log.Info("{0} START uiFormId={1} serialId={2}.", LogPrefix, ((int)UIFormId.CombineForm).ToString(),
serialId.ToString());
}
/// <summary>
/// 更新超时计时;超时后按失败结算。
/// </summary>
private void UpdateTimeout(float realElapseSeconds)
{
_elapsed += realElapseSeconds;
if (_elapsed < TimeoutSeconds)
{
return;
}
_elapsed = TimeoutSeconds;
Log.Warning("{0} FAIL_TIMEOUT elapsed={1:F2}s timeout={2:F2}s.", LogPrefix, _elapsed, TimeoutSeconds);
FinishAndScheduleRestart(false);
}
/// <summary>
/// 结算后推进重开倒计时,到时切换到换场景流程。
/// </summary>
private void TryRestartScene(ProcedureOwner procedureOwner, float realElapseSeconds)
{
if (!_isFinished)
{
return;
}
_restartCountdown -= realElapseSeconds;
if (_restartCountdown > 0f)
{
return;
}
int nextSceneId = (int)SceneId.GameplayA;
procedureOwner.SetData<VarInt32>("NextSceneId", nextSceneId);
Log.Info("{0} RESTART result={1} nextSceneId={2}.", LogPrefix, _isPassed ? "PASS" : "FAIL",
nextSceneId.ToString());
ChangeState<ProcedureChangeScene>(procedureOwner);
}
/// <summary>
/// 构建测试用关卡上下文(槽位、部件与自动开始配置)。
/// </summary>
private static CombineFormContext BuildTestOpenData()
{
List<CombineSlotContext> slots = new List<CombineSlotContext>
{
new CombineSlotContext
{
RequiredPartType = CombinePartType.Dou,
BuildOrder = 0,
RequireStrictOrder = true,
AnchoredPosition = new Vector2(-320f, -160f),
SizeDelta = new Vector2(120f, 120f),
MechanicsExplanation = "Dou transfers upper load and works as the base node."
},
new CombineSlotContext
{
RequiredPartType = CombinePartType.Sheng,
BuildOrder = 1,
RequireStrictOrder = true,
AnchoredPosition = new Vector2(-320f, -20f),
SizeDelta = new Vector2(120f, 120f),
MechanicsExplanation = "Sheng raises layer height to form the bracket hierarchy."
},
new CombineSlotContext
{
RequiredPartType = CombinePartType.Gong,
BuildOrder = 2,
RequireStrictOrder = true,
AnchoredPosition = new Vector2(-320f, 120f),
SizeDelta = new Vector2(120f, 120f),
MechanicsExplanation = "Gong spreads force laterally through overhang."
},
new CombineSlotContext
{
RequiredPartType = CombinePartType.Qiao,
BuildOrder = 3,
RequireStrictOrder = true,
AnchoredPosition = new Vector2(-160f, 120f),
SizeDelta = new Vector2(120f, 120f),
MechanicsExplanation = "Qiao continues force transfer to the outer side."
},
new CombineSlotContext
{
RequiredPartType = CombinePartType.Ang,
BuildOrder = 4,
RequireStrictOrder = true,
AnchoredPosition = new Vector2(0f, 120f),
SizeDelta = new Vector2(120f, 120f),
MechanicsExplanation = "Ang uses leverage to redirect eave load inward."
}
};
List<CombinePartContext> parts = new List<CombinePartContext>
{
new CombinePartContext
{ PartType = CombinePartType.Dou, PartDisplayName = "Dou", LockAfterPlaced = true },
new CombinePartContext
{ PartType = CombinePartType.Sheng, PartDisplayName = "Sheng", LockAfterPlaced = true },
new CombinePartContext
{ PartType = CombinePartType.Gong, PartDisplayName = "Gong", LockAfterPlaced = true },
new CombinePartContext
{ PartType = CombinePartType.Qiao, PartDisplayName = "Qiao", LockAfterPlaced = true },
new CombinePartContext
{ PartType = CombinePartType.Ang, PartDisplayName = "Ang", LockAfterPlaced = true }
};
return new CombineFormContext
{
Slots = slots,
Parts = parts,
AutoStart = true
};
}
/// <summary>
/// 拼装完成事件回调:记录耗时并按成功结算。
/// </summary>
private void OnPuzzleCompleted(object sender, GameEventArgs e)
{
if (!(e is CombineCompletedEventArgs))
{
return;
}
if (_isFinished)
{
return;
}
_elapsed = Mathf.Max(0f, Time.realtimeSinceStartup - _startTimestamp);
Log.Info("{0} PASS elapsed={1:F2}s.", LogPrefix, _elapsed);
FinishAndScheduleRestart(true);
}
/// <summary>
/// 标记当前局结束,并开始重开倒计时。
/// </summary>
private void FinishAndScheduleRestart(bool isPassed)
{
_isPassed = isPassed;
_isFinished = true;
_restartCountdown = RestartDelaySeconds;
}
/// <summary>
/// 重置局内运行态字段。
/// </summary>
private void ResetRoundState()
{
_isStarted = false;
_isFinished = false;
_isPassed = false;
_elapsed = 0f;
_restartCountdown = 0f;
_startTimestamp = 0f;
_combineComponent = null;
}
#endregion
}
}