第一批重构,主要是物理迁移脚本和部分命名空间的调整

- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹
- 调整 DataTable 和 Definition 下脚本的命名空间
- 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
This commit is contained in:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 deletions
@@ -0,0 +1,80 @@
using System;
using DG.Tweening;
using TMPro;
using UnityEngine;
namespace CustomComponent
{
public class DamageTextItem : MonoBehaviour
{
private const float RiseDistance = 80f;
private const float RiseDuration = 0.55f;
private const float FadeDelay = 0.2f;
private const float FadeDuration = 0.35f;
private static readonly Color NormalColor = new Color(1f, 0.32f, 0.23f, 1f);
[SerializeField] private RectTransform _cachedTransform;
[SerializeField] private CanvasGroup _canvasGroup;
[SerializeField] private TMP_Text _text;
private Sequence _sequence;
private Action<DamageTextItem> _onComplete;
private void Awake()
{
if (_cachedTransform == null) _cachedTransform = GetComponent<RectTransform>();
if (_canvasGroup == null) _canvasGroup = GetComponent<CanvasGroup>();
if (_text == null) _text = GetComponent<TMP_Text>();
}
public void Show(Vector3 worldPosition, int damage, Canvas canvas, Action<DamageTextItem> onComplete)
{
if (canvas == null || GameEntry.Scene.MainCamera == null) return;
_onComplete = onComplete;
gameObject.SetActive(true);
KillSequence();
_canvasGroup.alpha = 1f;
_cachedTransform.localScale = Vector3.one;
_text.color = NormalColor;
_text.text = damage.ToString();
Vector3 screenPos = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);
RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)canvas.transform, screenPos,
canvas.worldCamera, out Vector2 localPos);
localPos.x += UnityEngine.Random.Range(-24f, 24f);
_cachedTransform.anchoredPosition = localPos;
_sequence = DOTween.Sequence();
_sequence.Append(_cachedTransform.DOAnchorPosY(localPos.y + RiseDistance, RiseDuration)
.SetEase(Ease.OutQuad));
_sequence.Join(_cachedTransform.DOPunchScale(new Vector3(0.15f, 0.15f, 0f), 0.18f, 6, 0.75f));
_sequence.Join(_canvasGroup.DOFade(0f, FadeDuration).SetDelay(FadeDelay));
_sequence.OnComplete(() => _onComplete?.Invoke(this));
}
public void ResetItem()
{
KillSequence();
_onComplete = null;
_canvasGroup.alpha = 1f;
_text.text = string.Empty;
gameObject.SetActive(false);
}
private void OnDestroy()
{
KillSequence();
}
private void KillSequence()
{
if (_sequence == null) return;
_sequence.Kill();
_sequence = null;
}
}
}