推进计时器逻辑的集中管理

- 将敌人的攻击计时任务放到基类中进行创建
- 将 EnemySpawnScheduler 敌人生成调度器的刷怪计时任务迁移到 TimerComponent
This commit is contained in:
2026-06-23 20:42:24 +08:00
parent 846e4d6f44
commit cc8982b131
6 changed files with 69 additions and 93 deletions
@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
using SepCore.DataTable;
using SepCore.Definition;
using SepCore.Timer;
using UnityEngine;
namespace SepCore.EnemyManager
@@ -12,98 +12,67 @@ namespace SepCore.EnemyManager
private float _elapsedTime;
private float[] _baseIntervals;
private float[] _currentIntervals;
private EnemyType[] _enemyTypes;
private int[] _spawnCounts;
private float[] _nextSpawnTimes;
private TimerHandle[] _waveHandles;
private float _spawnRateScale = 1f;
private Action<EnemyType, int> _onSpawn;
public float SpawnRateScale => _spawnRateScale;
public float ElapsedTime => _elapsedTime;
public int WaveCount => _enemyTypes?.Length ?? 0;
public void Init(DRLevel level)
public void Init(DRLevel level, Action<EnemyType, int> onSpawn)
{
GameEntry.Timer.CancelByOwner(this);
_onSpawn = onSpawn;
_baseIntervals = (float[])level.Intervals.Clone();
_currentIntervals = (float[])_baseIntervals.Clone();
_enemyTypes = level.EntityTypes;
_spawnCounts = level.EntityCounts;
_elapsedTime = 0f;
SetSpawnRateScale(_spawnRateScale);
_waveHandles = new TimerHandle[_baseIntervals.Length];
for (int i = 0; i < _baseIntervals.Length; i++)
{
int waveIndex = i;
float interval = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
_waveHandles[i] = GameEntry.Timer.ScheduleRepeat(interval, () => OnWaveTick(waveIndex), -1, this);
}
}
public List<SpawnRequest> Tick(float deltaTime)
public void Tick(float deltaTime)
{
_elapsedTime += deltaTime;
var requests = new List<SpawnRequest>();
if (_nextSpawnTimes == null) return requests;
for (int i = 0; i < _nextSpawnTimes.Length; i++)
{
if (_elapsedTime < _nextSpawnTimes[i]) continue;
requests.Add(new SpawnRequest
{
EnemyType = _enemyTypes[i],
Count = _spawnCounts[i],
WaveIndex = i
});
_nextSpawnTimes[i] += _currentIntervals[i];
}
return requests;
}
public void SetSpawnRateScale(float scale)
{
float newScale = Mathf.Max(MinSpawnRateScale, scale);
if (_baseIntervals == null || _baseIntervals.Length == 0)
_spawnRateScale = Mathf.Max(MinSpawnRateScale, scale);
if (_waveHandles == null) return;
for (int i = 0; i < _waveHandles.Length; i++)
{
_spawnRateScale = newScale;
return;
}
bool hasRuntimeState = _nextSpawnTimes != null && _currentIntervals != null &&
_nextSpawnTimes.Length == _baseIntervals.Length &&
_currentIntervals.Length == _baseIntervals.Length;
float oldScale = _spawnRateScale;
_spawnRateScale = newScale;
if (!hasRuntimeState)
{
for (int i = 0; i < _baseIntervals.Length; i++)
{
_currentIntervals[i] = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
}
_nextSpawnTimes = (float[])_currentIntervals.Clone();
return;
}
for (int i = 0; i < _baseIntervals.Length; i++)
{
float oldInterval = GetScaledInterval(_baseIntervals[i], oldScale);
float newInterval = GetScaledInterval(_baseIntervals[i], _spawnRateScale);
float remainTime = Mathf.Max(0f, _nextSpawnTimes[i] - _elapsedTime);
float remainRatio = oldInterval > Mathf.Epsilon ? Mathf.Clamp01(remainTime / oldInterval) : 0f;
_currentIntervals[i] = newInterval;
_nextSpawnTimes[i] = _elapsedTime + newInterval * remainRatio;
GameEntry.Timer.SetInterval(_waveHandles[i], newInterval, adjustRemainingTime: true);
}
}
public void Reset()
{
GameEntry.Timer.CancelByOwner(this);
_elapsedTime = 0;
_baseIntervals = null;
_currentIntervals = null;
_enemyTypes = null;
_spawnCounts = null;
_nextSpawnTimes = null;
_waveHandles = null;
_spawnRateScale = 1f;
_onSpawn = null;
}
private void OnWaveTick(int waveIndex)
{
_onSpawn?.Invoke(_enemyTypes[waveIndex], _spawnCounts[waveIndex]);
}
private static float GetScaledInterval(float baseInterval, float scale)
@@ -112,11 +81,4 @@ namespace SepCore.EnemyManager
return baseInterval / safeScale;
}
}
public struct SpawnRequest
{
public EnemyType EnemyType;
public int Count;
public int WaveIndex;
}
}