清理 Player 以及相关组件

This commit is contained in:
2026-09-15 11:31:20 +08:00
parent 88ed35e757
commit 1e4d3ef8d7
15 changed files with 150 additions and 134 deletions
@@ -7,11 +7,7 @@ namespace SepCore.Components
{
public class AbsorbComponent : MonoBehaviour
{
[SerializeField] private float _absorbRangeBase = 3f;
[SerializeField] private float _absorbSpeed = 15f;
[SerializeField] private float _collectDistance = 0.35f;
[SerializeField] private int _maxDetectCount = 64;
[SerializeField] private LayerMask _detectLayerMask = ~0;
private Player _player;
private Transform _target;
@@ -21,38 +17,34 @@ namespace SepCore.Components
private StatProperty _absorbRangeStat;
private Action<modifier, bool> _absorbRangeStatCallback;
private float AbsorbRange => Mathf.Max(0f, (_absorbRangeBase + _absorbRangeStat.Value) * _absorbRangeStat.Percent);
private float AbsorbRangeBase => GameEntry.Luban.Global.DefaultAbsorbRange / 1000f;
private float AbsorbSpeed => GameEntry.Luban.Global.AbsorbSpeed / 1000f;
private float CollectDistance => GameEntry.Luban.Global.CollectDistance / 1000f;
public void OnInit(Player player, StatComponent statComponent = null)
private float AbsorbRange => Mathf.Max(0f, (AbsorbRangeBase + _absorbRangeStat.Value) * _absorbRangeStat.Percent);
public void OnInit(Player player, StatComponent statComponent)
{
_player = player;
_target = player != null ? player.CachedTransform : null;
_target = player.CachedTransform;
_statComponent = statComponent;
_buffer = new Collider[Mathf.Max(1, _maxDetectCount)];
if (_statComponent != null)
{
_absorbRangeStat = _statComponent.GetStat(StatType.AbsorbRange);
_absorbRangeStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_absorbRangeStat, modifier, isApply);
_statComponent.Subscribe(StatType.AbsorbRange, _absorbRangeStatCallback);
}
else
{
_absorbRangeStat = new StatProperty();
}
_absorbRangeStat = _statComponent.GetStat(StatType.AbsorbRange);
_absorbRangeStatCallback = (modifier, isApply) =>
_statComponent.UpdateStat(_absorbRangeStat, modifier, isApply);
_statComponent.Subscribe(StatType.AbsorbRange, _absorbRangeStatCallback);
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (_player == null || !_player.Available || _target == null || _buffer == null) return;
if (!_player.Available) return;
int hitCount = Physics.OverlapSphereNonAlloc(
_target.position,
AbsorbRange,
_buffer,
_detectLayerMask,
QueryTriggerInteraction.Collide
Constant.Layer.DropLayerMask
);
for (int i = 0; i < hitCount; i++)
@@ -64,7 +56,7 @@ namespace SepCore.Components
if (coin != null && coin.Available)
{
AbsorbDrop(coin.CachedTransform, elapseSeconds);
coin.TryCollect(_player, _collectDistance);
coin.TryCollect(_player, CollectDistance);
continue;
}
@@ -72,7 +64,7 @@ namespace SepCore.Components
if (exp != null && exp.Available)
{
AbsorbDrop(exp.CachedTransform, elapseSeconds);
exp.TryCollect(_player, _collectDistance);
exp.TryCollect(_player, CollectDistance);
}
}
}
@@ -93,8 +85,7 @@ namespace SepCore.Components
private void AbsorbDrop(Transform drop, float deltaTime)
{
if (drop == null || _target == null) return;
drop.position = Vector3.MoveTowards(drop.position, _target.position, _absorbSpeed * deltaTime);
drop.position = Vector3.MoveTowards(drop.position, _target.position, AbsorbSpeed * deltaTime);
}
}
}
@@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using SepCore.Entity;
using UnityEngine;
namespace SepCore.Components
{
public class AttackComponent : MonoBehaviour
{
private bool _isAttacking = false;
private List<WeaponBase> _weapons;
public void SetIsAttacking(bool isAttacking) => _isAttacking = isAttacking;
public void OnInit()
{
}
public void OnUpdate(float elapsedTime, float realElapseSeconds)
{
}
}
}
@@ -1,11 +0,0 @@
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guid: a2b35b5ae4185cb4cab2d84b0569db3d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -94,7 +94,6 @@ namespace SepCore.Components
public void SetWeaponState(bool state)
{
if (_weapons == null) return;
foreach (var weapon in _weapons)
{
weapon.SetEnabled(state);
@@ -43,8 +43,6 @@ namespace SepCore.Components
{
_maxHealthBase = maxHealth;
_currentHealth = maxHealth;
_statComponent = statComponent;
_statComponent = statComponent;
if (_statComponent != null)
{
@@ -98,7 +96,8 @@ namespace SepCore.Components
{
if (_isDead) return;
if (_dodgeStat.Value > UnityEngine.Random.value)
float maxDodge = GameEntry.Luban.Global.MaxDodgeRate / 1000f;
if (UnityEngine.Random.value < Mathf.Clamp(_dodgeStat.Value, 0f, maxDodge))
{
damage = 0;
}
@@ -108,6 +107,8 @@ namespace SepCore.Components
float defensePercent = _defenseStat.Percent;
damage -= defenseValue;
damage = Mathf.CeilToInt(damage / defensePercent);
int minDamage = GameEntry.Luban.Global.MinDamage;
if (damage < minDamage) damage = minDamage;
}
_currentHealth -= damage;
@@ -118,8 +119,9 @@ namespace SepCore.Components
private void CauseDamage(int damage)
{
if (damage <= 0 || GameEntry.DamageText == null) return;
GameEntry.DamageText.ShowDamage(transform.position + Vector3.up * 1.1f, damage);
if (damage <= 0) return;
float yOffset = GameEntry.Luban.Global.DamageTextYOffset / 1000f;
GameEntry.DamageText.ShowDamage(transform.position + Vector3.up * yOffset, damage);
}
}
}
@@ -15,9 +15,6 @@ namespace SepCore.Components
GameEntry.InputModule.RegisterListener(InputActionId.Move, OnMove);
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
}
public void OnReset()
{
@@ -13,8 +13,8 @@ namespace SepCore.Components
[SerializeField] private Vector3 _direction;
[SerializeField] private Transform _cachedTransform;
[SerializeField] private bool _avoidEnemyOverlap;
[SerializeField] private float _enemyBodyRadius = 0.45f;
[SerializeField] private int _separationIterations = 2;
[SerializeField] private float _enemyBodyRadius;
[SerializeField] private int _separationIterations;
public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
public bool AvoidEnemyOverlap => _avoidEnemyOverlap;
@@ -26,19 +26,24 @@ namespace SepCore.Components
[SerializeField] private float _speedBase;
private StatComponent _statComponent;
private Player _player;
private EnemyBase _enemy;
private StatProperty _movementStat;
private Action<modifier, bool> _movementStatCallback;
public void OnInit(float speed, Transform target, StatComponent statComponent = null,
bool avoidEnemyOverlap = false, float enemyBodyRadius = 0.45f, int separationIterations = 2)
bool avoidEnemyOverlap = false, float? enemyBodyRadius = null, int? separationIterations = null)
{
_speedBase = speed;
_cachedTransform = target;
_direction = Vector3.forward;
_avoidEnemyOverlap = avoidEnemyOverlap;
_enemyBodyRadius = Mathf.Max(0.01f, enemyBodyRadius);
_separationIterations = Mathf.Max(1, separationIterations);
_enemyBodyRadius = Mathf.Max(0.01f, enemyBodyRadius ?? (GameEntry.Luban.Global.EnemyBodyRadius / 1000f));
_separationIterations = Mathf.Max(1, separationIterations ?? GameEntry.Luban.Global.EnemySeparationIterations);
TryGetComponent(out _player);
TryGetComponent(out _enemy);
_statComponent = statComponent;
if (_statComponent != null)
@@ -73,8 +78,10 @@ namespace SepCore.Components
_direction = Vector3.zero;
_isMoving = false;
_avoidEnemyOverlap = false;
_enemyBodyRadius = 0.45f;
_separationIterations = 2;
_enemyBodyRadius = GameEntry.Luban.Global.EnemyBodyRadius / 1000f;
_separationIterations = GameEntry.Luban.Global.EnemySeparationIterations;
_player = null;
_enemy = null;
if (_statComponent != null)
{
@@ -86,8 +93,7 @@ namespace SepCore.Components
if (transformToUnregister != null)
{
var simulationWorld = GameEntry.SimulationWorld;
simulationWorld?.UnregisterPlayerMovement(transformToUnregister);
GameEntry.SimulationWorld.UnregisterPlayerMovement(transformToUnregister);
}
}
@@ -112,12 +118,6 @@ namespace SepCore.Components
return;
}
SimulationWorld simulationWorld = GameEntry.SimulationWorld;
if (simulationWorld == null)
{
return;
}
Vector3 direction = _direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
@@ -125,15 +125,15 @@ namespace SepCore.Components
direction.Normalize();
}
if (TryGetComponent(out Player _))
if (_player != null)
{
simulationWorld.SyncPlayerMovementInput(_cachedTransform, _isMoving, direction, Speed);
GameEntry.SimulationWorld.SyncPlayerMovementInput(_cachedTransform, _isMoving, direction, Speed);
return;
}
if (TryGetComponent(out EnemyBase enemy))
if (_enemy != null)
{
simulationWorld.SyncEnemyMovementInput(enemy.Id, _isMoving, direction, Speed,
GameEntry.SimulationWorld.SyncEnemyMovementInput(_enemy.Id, _isMoving, direction, Speed,
_avoidEnemyOverlap, _enemyBodyRadius, _separationIterations);
}
}
@@ -7,13 +7,11 @@ namespace SepCore.Components
{
public class StatComponent : MonoBehaviour
{
private Dictionary<StatType, List<modifier>> _statModifiers;
private Dictionary<StatType, Action<modifier, bool>> _statModifierCallbacks;
private readonly Dictionary<StatType, List<modifier>> _statModifiers = new();
private readonly Dictionary<StatType, Action<modifier, bool>> _statModifierCallbacks = new();
public void OnInit()
{
_statModifiers = new Dictionary<StatType, List<modifier>>();
_statModifierCallbacks = new Dictionary<StatType, Action<modifier, bool>>();
}
public void OnReset()
@@ -26,13 +24,10 @@ namespace SepCore.Components
{
if (!_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
{
_statModifiers.Add(modifier.StatType, modifiers = new List<modifier>());
modifiers.Add(modifier);
}
else
{
modifiers.Add(modifier);
modifiers = new List<modifier>();
_statModifiers.Add(modifier.StatType, modifiers);
}
modifiers.Add(modifier);
if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
callbacks?.Invoke(modifier, true);
@@ -42,7 +37,7 @@ namespace SepCore.Components
{
if (_statModifiers.TryGetValue(modifier.StatType, out var modifiers))
{
_statModifiers[modifier.StatType].Remove(modifier);
modifiers.Remove(modifier);
}
if (_statModifierCallbacks.TryGetValue(modifier.StatType, out var callbacks))
@@ -64,7 +64,7 @@ namespace SepCore.Entity
get => _exp;
set
{
if (_expRequires != null && _currentLevel + 1 < _expRequires.Length && value >= _expRequires[_currentLevel + 1])
if (_currentLevel + 1 < _expRequires.Length && value >= _expRequires[_currentLevel + 1])
{
value -= _expRequires[_currentLevel + 1];
_currentLevel++;
@@ -72,9 +72,9 @@ namespace SepCore.Entity
GameEntry.Event.Fire(this, PlayerLevelUpEventArgs.Create());
}
int requiredExp = _expRequires != null && _currentLevel + 1 < _expRequires.Length
int requiredExp = _currentLevel + 1 < _expRequires.Length
? _expRequires[_currentLevel + 1]
: 100;
: _expRequires[^1];
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(value, requiredExp));
_exp = value;
}
@@ -84,24 +84,25 @@ namespace SepCore.Entity
public int PendingLevelPoints { get; set; }
public IReadOnlyList<WeaponBase> Weapons => _backpackComponent != null ? _backpackComponent.Weapons : null;
public IReadOnlyList<PropItem> Props => _backpackComponent != null ? _backpackComponent.Props : null;
public int WeaponCapacity => _backpackComponent != null ? _backpackComponent.WeaponCapacity : 0;
public IReadOnlyList<WeaponBase> Weapons => _backpackComponent.Weapons;
public IReadOnlyList<PropItem> Props => _backpackComponent.Props;
public int WeaponCapacity => _backpackComponent.WeaponCapacity;
public bool AddProp(PropItem prop)
{
if (prop == null || _backpackComponent == null) return false;
if (prop == null) return false;
return _backpackComponent.AttachProp(prop);
}
public async UniTask<WeaponBase> AddWeaponAsync(WeaponData weaponData, float timeout = 30f)
public async UniTask<WeaponBase> AddWeaponAsync(WeaponData weaponData, float? timeout = null)
{
if (weaponData == null || _backpackComponent == null)
if (weaponData == null)
{
return null;
}
WeaponBase weapon = await GameEntry.Entity.ShowWeaponAsync(weaponData, timeout);
float actualTimeout = timeout ?? (GameEntry.Luban.Global.EntityAsyncTimeout / 1000f);
WeaponBase weapon = await GameEntry.Entity.ShowWeaponAsync(weaponData, actualTimeout);
if (weapon == null)
{
return null;
@@ -118,7 +119,7 @@ namespace SepCore.Entity
public bool RemoveWeapon(WeaponBase weapon)
{
if (weapon == null || _backpackComponent == null)
if (weapon == null)
{
return false;
}
@@ -150,7 +151,7 @@ namespace SepCore.Entity
public void SetWeaponEnabled(bool enabled)
{
_weaponEnabled = enabled;
_backpackComponent?.SetWeaponState(_enable && _weaponEnabled);
_backpackComponent.SetWeaponState(_enable && _weaponEnabled);
}
public void InitRole(RoleConfig role, LevelExperienceConfig expConfig)
@@ -168,22 +169,18 @@ namespace SepCore.Entity
AddWeaponAsync(EntityDataFactory.Create(GameEntry.Entity.NextId(), WeaponType.Knife, Id, _playerData.Camp)).Forget();
// StatComponent
if (role.Modifiers != null)
foreach (var modifier in role.Modifiers)
{
foreach (var modifier in role.Modifiers)
{
_statComponent.AddModifier(modifier);
}
_statComponent.AddModifier(modifier);
}
_expRequires = expConfig != null ? expConfig.ToTargetLevelArray() : null;
_expRequires = expConfig.ToTargetLevelArray();
// Fire Events
GameEntry.Event.Fire(this,
PlayerHealthChangeEventArgs.Create(0, _healthComponent.CurrentHealth, _healthComponent.MaxHealth));
int initialTargetExp = _expRequires != null && _expRequires.Length > 1 ? _expRequires[1] : 100;
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(0, initialTargetExp));
GameEntry.Event.Fire(this, PlayerExpChangeEventArgs.Create(0, _expRequires[1]));
GameEntry.Event.Fire(this, PlayerCoinChangeEventArgs.Create(Coin, Coin));
}
@@ -203,13 +200,7 @@ namespace SepCore.Entity
_movementComponent = GetComponent<MovementComponent>();
_absorbComponent = GetComponent<AbsorbComponent>();
_statComponent = GetComponent<StatComponent>();
_healthComponent = GetComponent<HealthComponent>();
_backpackComponent = GetComponent<BackpackComponent>();
if (_absorbComponent == null)
{
_absorbComponent = gameObject.AddComponent<AbsorbComponent>();
}
}
protected override void OnShow(object userData)
@@ -235,8 +226,6 @@ namespace SepCore.Entity
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
_inputComponent.OnUpdate(elapseSeconds, realElapseSeconds);
_movementComponent.SetDirection(_inputComponent.Direction);
_absorbComponent.OnUpdate(elapseSeconds, realElapseSeconds);
}