引入属性、伤害管线

This commit is contained in:
2026-09-18 21:43:22 +08:00
parent 92e1ea0d55
commit ba25ec1926
108 changed files with 2920 additions and 720 deletions
@@ -16,7 +16,7 @@ namespace SepCore.Components
[SerializeField] private float _enemyBodyRadius;
[SerializeField] private int _separationIterations;
public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
public float Speed => _statComponent != null ? _statComponent.GetStatValue(StatType.MoveSpeed) : _speedBase;
public bool AvoidEnemyOverlap => _avoidEnemyOverlap;
public float EnemyBodyRadius => _enemyBodyRadius;
public int SeparationIterations => _separationIterations;
@@ -28,9 +28,7 @@ namespace SepCore.Components
private StatComponent _statComponent;
private Player _player;
private EnemyBase _enemy;
private StatProperty _movementStat;
private Action<modifier, bool> _movementStatCallback;
private Action<StatType, float> _onStatChangedAction;
public void OnInit(float speed, Transform target, StatComponent statComponent = null,
bool avoidEnemyOverlap = false, float? enemyBodyRadius = null, int? separationIterations = null)
@@ -39,8 +37,15 @@ namespace SepCore.Components
_cachedTransform = target;
_direction = Vector3.forward;
_avoidEnemyOverlap = avoidEnemyOverlap;
_enemyBodyRadius = Mathf.Max(0.01f, enemyBodyRadius ?? (GameEntry.Luban.Global.EnemyBodyRadius / 1000f));
_separationIterations = Mathf.Max(1, separationIterations ?? GameEntry.Luban.Global.EnemySeparationIterations);
float defaultRadius = GameEntry.Luban != null && GameEntry.Luban.IsReady
? GameEntry.Luban.Global.EnemyBodyRadius / 1000f
: 0.5f;
int defaultIterations = GameEntry.Luban != null && GameEntry.Luban.IsReady
? GameEntry.Luban.Global.EnemySeparationIterations
: 4;
_enemyBodyRadius = Mathf.Max(0.01f, enemyBodyRadius ?? defaultRadius);
_separationIterations = Mathf.Max(1, separationIterations ?? defaultIterations);
TryGetComponent(out _player);
TryGetComponent(out _enemy);
@@ -48,17 +53,9 @@ namespace SepCore.Components
_statComponent = statComponent;
if (_statComponent != null)
{
_movementStat = _statComponent.GetStat(StatType.MovementSpeed);
_movementStatCallback = (modifier, isApply) =>
{
_statComponent.UpdateStat(_movementStat, modifier, isApply);
SyncToSimulationWorld();
};
_statComponent.Subscribe(StatType.MovementSpeed, _movementStatCallback);
}
else
{
_movementStat = new StatProperty();
_statComponent.Pipeline.SetBaseValue(StatType.MoveSpeed, speed);
_onStatChangedAction = OnStatChanged;
_statComponent.Pipeline.OnStatChanged += _onStatChangedAction;
}
SyncToSimulationWorld();
@@ -73,25 +70,32 @@ namespace SepCore.Components
{
Transform transformToUnregister = _cachedTransform;
float defaultRadius = GameEntry.Luban != null && GameEntry.Luban.IsReady
? GameEntry.Luban.Global.EnemyBodyRadius / 1000f
: 0.5f;
int defaultIterations = GameEntry.Luban != null && GameEntry.Luban.IsReady
? GameEntry.Luban.Global.EnemySeparationIterations
: 4;
_speedBase = 0;
_cachedTransform = null;
_direction = Vector3.zero;
_isMoving = false;
_avoidEnemyOverlap = false;
_enemyBodyRadius = GameEntry.Luban.Global.EnemyBodyRadius / 1000f;
_separationIterations = GameEntry.Luban.Global.EnemySeparationIterations;
_enemyBodyRadius = defaultRadius;
_separationIterations = defaultIterations;
_player = null;
_enemy = null;
if (_statComponent != null)
if (_statComponent != null && _onStatChangedAction != null)
{
_statComponent.Unsubscribe(StatType.MovementSpeed, _movementStatCallback);
_movementStatCallback = null;
_statComponent.Pipeline.OnStatChanged -= _onStatChangedAction;
_onStatChangedAction = null;
}
_statComponent = null;
if (transformToUnregister != null)
if (transformToUnregister != null && GameEntry.SimulationWorld != null)
{
GameEntry.SimulationWorld.UnregisterPlayerMovement(transformToUnregister);
}
@@ -113,7 +117,7 @@ namespace SepCore.Components
{
using (CustomProfilerMarker.Movement_Update.Auto())
{
if (_cachedTransform == null)
if (_cachedTransform == null || GameEntry.SimulationWorld == null)
{
return;
}
@@ -138,5 +142,13 @@ namespace SepCore.Components
}
}
}
private void OnStatChanged(StatType statType, float newValue)
{
if (statType == StatType.MoveSpeed)
{
SyncToSimulationWorld();
}
}
}
}