MusicBeat

This commit is contained in:
SoulliesOfficial
2026-05-26 00:21:27 -04:00
parent 649b7a5ddc
commit b5cb6152ff
663 changed files with 534461 additions and 587 deletions

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@@ -49,6 +49,8 @@ namespace Cielonos.MainGame.Inventory
public AmmoSubmodule ammoSm;
[HideInEditorMode]
public OverloadSubmodule overloadSm;
[HideInEditorMode]
public AuraSubmodule auraSm;
[TitleGroup("Subcontrollers")]
public FeedbackSubcontroller feedbackSc;

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@@ -1,9 +0,0 @@
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public class BlackHoleDisplacer : ExtenderBase
{
}
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 76c30d7d91254704cada46246e2e5a0d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,13 @@
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
/// <summary>
/// “黑洞”位移器 / “Black Hole” Displacer
/// FutureWand的扩展器使重攻击产生的黑洞向前/后移动攻击段数由4变为8
/// </summary>
public class BlackHoleDisplacer : ExtenderBase
{
}
}

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@@ -0,0 +1,13 @@
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
/// <summary>
/// 飞弹分离膜 / Missile Separation Membrane
/// FutureWand的扩展器使轻攻击的飞弹在击中敌人后分离一次飞向附近的敌人。
/// </summary>
public class MissileSeparationMembrane : ExtenderBase
{
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2fe9df091575f8f428a988fbe724dc3e

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@@ -0,0 +1,141 @@
using Cielonos.MainGame.Characters;
using SLSUtilities.FunctionalAnimation;
using SLSUtilities.WwiseAssistance;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
public partial class DualHarmony : MainWeaponBase
{
private MusicBeatSystem MusicBeatSystem => CombatManager.GetCombatSystem<MusicBeatSystem>();
public CharacterBase currentTarget;
public override void OnEquipped()
{
base.OnEquipped();
RegisterFunctionsToAnimSc();
/*if(!player.inputSc.IsMoving) PlayTargetedAnimation("Equip");
viewObjects["Wand"].SetFadeAnim(0.5f);*/
}
public override void OnPrimaryPress()
{
if (functionSm["LightAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
comboSm.main.NextCombo("L");
string funcAnimName = "Attack" + comboSm.main.GetCurrentNodeName();
FuncAnimData data = fullBodyFuncAnimSm.collection[funcAnimName];
float startUpTime = data.Interval(IntervalType.Active).StartTime;
float nextBeatTime = MusicBeatSystem.GetNextBeat().time - MusicBeatSystem.CurrentSongTime;
BeatMarker lastMarker = MusicBeatSystem.GetLastBeat();
float compensation = lastMarker.time - MusicBeatSystem.CurrentSongTime;
functionSm["LightAttack"].Execute();
float difference;
if (compensation > -startUpTime)
{
difference = startUpTime - nextBeatTime;
if (difference < 0f)
{
return;
}
}
else
{
difference = startUpTime;
}
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
if (currentTarget != null)
{
PlayTargetedAnimation(funcAnimName, currentTarget, 5f);
}
else
{
PlayTargetedAnimation(funcAnimName);
}
fullBodyFuncAnimSm.currentRuntimeFuncAnim.currentPlayTime = difference;
Debug.Log($"StartUpTime: {nextBeatTime}, FuncAnim Active StartTime: {startUpTime}, Difference: {difference}, Compensation: {compensation}");
}
}
public override void OnSecondaryPress()
{
/*if (functionSm["HeavyAttack"].IsAvailable() && fullBodyFuncAnimSm.CheckPlayability())
{
comboSm.main.NextCombo("R");
float startUpTime = MusicBeatSystem.GetNextBeat().time - MusicBeatSystem.CurrentSongTime;
string funcAnimName = "Attack" + comboSm.main.GetCurrentNodeName();
FuncAnimData data = fullBodyFuncAnimSm.collection[funcAnimName];
float difference = data.Interval(IntervalType.Active).StartTime - startUpTime;
if (difference < 0f)
{
return;
}
currentTarget = CombatManager.EnemySm.GetNearestEnemy(25f);
if (currentTarget != null)
{
PlayTargetedAnimation(funcAnimName, currentTarget, 5f);
}
else
{
PlayTargetedAnimation(funcAnimName);
}
fullBodyFuncAnimSm.currentRuntimeFuncAnim.currentPlayTime = difference;
Debug.Log($"StartUpTime: {startUpTime}, FuncAnim Active StartTime: {data.Interval(IntervalType.Active).StartTime}, Difference: {difference}");
}*/
}
public override void OnSpecialAPress()
{
CombatManager.GetCombatSystem<MusicBeatSystem>().Activate();
}
}
public partial class DualHarmony
{
private void FAPF_GenerateBullet(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
GenerateProjectile(p.str0, attackData[p.str1], currentTarget, p.float0);
}
}
public partial class DualHarmony
{
private void GenerateProjectile(string vfxName, AttackUnit attackUnit,
CharacterBase target, float speed, bool hasMuzzleEffect = true, Transform muzzle = null)
{
if (hasMuzzleEffect)
{
muzzle ??= player.bodyPartsSc.leftHand;
vfxData.SpawnMuzzleVFX(vfxName, player, muzzle);
}
Projectile projectile = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<Projectile>();
Vector3 direction = player.transform.forward;
if (target != null)
{
direction = (target.centerPoint.position - projectile.transform.position).normalized;
}
projectile.Initialize(player, this, false, 1, Fraction.Enemy)
.SetAttackSubmodule<Projectile>(attackUnit)
.SetTimeSubmodule<Projectile>(10f)
.SetHitSubmodule<Projectile>()
.SetAdaptiveTraceMoveModule<Projectile>(target, speed, 5f, 180f, 30f, direction, detectRadius: 25f)
.SetRaycastSubmodule<Projectile>(default, 0.25f, 0.5f);
projectile.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_WEAKATTACKHIT);
projectile.SetImpulseSubmodule().WithDynamicForce(1f);
AudioManager.Post(AK.EVENTS.FUTUREWAND_NORMALBOLTRELEASE, projectile.gameObject);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a0fc3aa61a4c14f47a51b4e6d34bd731

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@@ -113,9 +113,9 @@ namespace Cielonos.MainGame.Inventory.Collections
private void FAPF_GenerateMultipleBolts(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringStringFloat p = rtFuncAnim.GetParams<CustomFunction.PC_StringStringFloat>();
List<CharacterBase> targets = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 25f);
List<Enemy> targets = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 25f);
if (targets.Count > 0) vfxData.SpawnMuzzleVFX(p.str0, player, muzzle);
foreach (CharacterBase target in targets)
foreach (Enemy target in targets)
{
GenerateProjectile(p.str0, attackData[p.str1], target, p.float0, false);
}
@@ -149,7 +149,7 @@ namespace Cielonos.MainGame.Inventory.Collections
.SetAttackSubmodule<Projectile>(attackUnit)
.SetTimeSubmodule<Projectile>(10f)
.SetHitSubmodule<Projectile>()
.SetAdaptiveTraceMoveModule<Projectile>(target, speed, 5f, 20f, 20f, direction, detectRadius: 25f)
.SetAdaptiveTraceMoveModule<Projectile>(target, speed, 5f, 180f, 30f, direction, detectRadius: 25f)
.SetRaycastSubmodule<Projectile>(default, 0.25f, 0.5f);
if (vfxName == "NormalBolt")
@@ -170,6 +170,26 @@ namespace Cielonos.MainGame.Inventory.Collections
{
new Fusion(fusionStack).Apply(enemy);
SubscribeFusionExplode(enemy);
if (!projectile.tags.Contains("Separation") && HasExtender<MissileSeparationMembrane>())
{
List<Enemy> nearbyEnemies = CombatManager.EnemySm.GetEnemiesInRadius(hitPosition, 25f).Exclude(enemy as Enemy);
if (nearbyEnemies.Count > 0)
{
Projectile separation = vfxData.SpawnVFX(vfxName, player, hitPosition, Quaternion.identity).GetComponentInChildren<Projectile>();
nearbyEnemies.TryGetRandom(out Enemy randomTarget);
Vector3 sepDirection = (randomTarget.centerPoint.position - hitPosition).normalized;
separation.Initialize(player, this, false, 1, Fraction.Enemy)
.SetAttackSubmodule<Projectile>(attackUnit)
.SetTimeSubmodule<Projectile>(10f)
.SetHitSubmodule<Projectile>()
.SetLinearDirectionMoveModule<Projectile>(sepDirection, speed, 5f);
separation.tags.Add("Separation");
separation.hitSm.AddCheckedObject(enemy.gameObject);
separation.SetRaycastSubmodule<Projectile>(default, 0.25f, 0.5f);
}
}
});
}
@@ -177,20 +197,26 @@ namespace Cielonos.MainGame.Inventory.Collections
{
vfxData.SpawnMuzzleVFX(vfxName, player, muzzle);
NormalArea area = vfxData.SpawnVFX(vfxName, player).GetComponentInChildren<NormalArea>();
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(3f, 0.2f, 0.8f)
.SetHitSubmodule<NormalArea>(0.1f, 4);
area.SetImpulseSubmodule().WithSuction(4f);
area.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_WEAKATTACKHIT);
AudioManager.Post(AK.EVENTS.FUTUREWAND_GROUNDAREA, area.gameObject);
if (HasExtender<BlackHoleDisplacer>()) //扩展器测试
if (!HasExtender<BlackHoleDisplacer>())
{
area.SetLinearDirectionMoveModule<NormalArea>(player.transform.forward, 0f, 25f, false, true, false);
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(3f, 0.2f, 0.8f)
.SetHitSubmodule<NormalArea>(0.1f, 4);
}
else
{
area.Initialize<NormalArea>(player, this, Fraction.Enemy)
.SetAttackSubmodule<NormalArea>(attackUnit)
.SetTimeSubmodule<NormalArea>(3f, 0.1f, 0.9f)
.SetHitSubmodule<NormalArea>(0.1f, 8)
.SetLinearDirectionMoveModule<NormalArea>(player.transform.forward, 25f, -50f, false, false, false);
}
area.SetImpulseSubmodule().WithSuction(4f);
area.hitSm.AddHitSound(AK.EVENTS.FUTUREWAND_WEAKATTACKHIT);
int fusionStack = attackUnit.GetSubmodule<AttackUnit.ParameterSubmodule>().GetParameter<int>("Buff_Fusion_Stack");
area.hitSm.AddHitEvent((enemy, hitPosition) =>
{

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@@ -152,12 +152,12 @@ namespace Cielonos.MainGame.Inventory.Collections
return;
}
List<CharacterBase> availableEnemies = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 4);
List<Enemy> availableEnemies = CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 4);
//完美格挡+反击
if (player.reactionSc.blockSm.afterPerfectBlockTimer > 0)
{
CharacterBase target = CombatManager.EnemySm.GetBestEnemy(availableEnemies);
Enemy target = CombatManager.EnemySm.GetBestEnemy(availableEnemies);
if (PlayTargetedAnimation("BlockParryAttack", target))
{
player.reactionSc.blockSm.afterPerfectBlockTimer = 0;
@@ -212,8 +212,8 @@ namespace Cielonos.MainGame.Inventory.Collections
_ => "A"
};
List<CharacterBase> disruptable = CombatManager.EnemySm.GetDisruptableEnemies(availableEnemies);
CharacterBase target = CombatManager.EnemySm.GetScoredEnemies(availableEnemies)
List<Enemy> disruptable = CombatManager.EnemySm.GetDisruptableEnemies(availableEnemies);
Enemy target = CombatManager.EnemySm.GetScoredEnemies(availableEnemies)
.ApplyScoreModifier(disruptable, 0f, 1f).BestEnemy();
if (PlayTargetedAnimation("DisruptionAttack" + suffix, target))
@@ -247,7 +247,7 @@ namespace Cielonos.MainGame.Inventory.Collections
if (functionSm["HeavyAttack"].IsAvailable())
{
CharacterBase target = CombatManager.EnemySm.GetBestEnemy(availableEnemies);
Enemy target = CombatManager.EnemySm.GetBestEnemy(availableEnemies);
string nextNodeName = comboSm.main.GetNextNodeName("R");
bool keepAdsorption = nextNodeName is "RC";
if (PlayTargetedAnimation("Attack" + nextNodeName, target, 1f, keepAdsorption))
@@ -296,11 +296,11 @@ namespace Cielonos.MainGame.Inventory.Collections
player.reactionSc.blockSm.GetCurrentBlockSource().PerfectBlock(null, player.centerPosition);
RemoveBlock();*/
/*player.operationSc.Dodge();
player.operationSc.Dodge();
DodgeSource defaultDodge = DodgeSource.Default(player);
player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
player.reactionSc.dodgeSm.GetCurrentDodgeSource().PerfectDodge();
player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");*/
player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
}
}
@@ -319,8 +319,8 @@ namespace Cielonos.MainGame.Inventory.Collections
private void FAPF_GenerateAirNormalSlash(RuntimeFuncAnim rtFuncAnim)
{
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
NormalArea slash = GenerateNormalSlash(p.str0, attackData[p.str1], "SingleNormalHit");
CustomFunction.PC_StringString p = rtFuncAnim.GetParams<CustomFunction.PC_StringString>();
GenerateNormalSlash(p.str0, attackData[p.str1], "SingleNormalHit");
}
private void FAPF_GenerateHeavySlash(RuntimeFuncAnim rtFuncAnim)
@@ -459,8 +459,7 @@ namespace Cielonos.MainGame.Inventory.Collections
AudioManager.Post(AK.EVENTS.DISRUPT, hitPosition);
};
slash.hitSm
.AddHitSound(AK.EVENTS.POLYCHROME_HEAVYATTACKLHIT)
slash.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_HEAVYATTACKLHIT)
.AddHitEvent((enemy, hitPosition) =>
{
var positionShakeAction = feedbackSc.GetFeedbackData("HeavyHit").Action<CameraPositionShakeAction>("Camera");

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@@ -0,0 +1,101 @@
using System;
using System.Collections.Generic;
using Cielonos.MainGame.Buffs.Character;
using Cielonos.MainGame.Characters;
using SLSUtilities.General;
using UnityEngine;
namespace Cielonos.MainGame.Inventory.Collections
{
/// <summary>
/// 衰变加速线圈 / Decay Acceleration Coil (Passive, Graham)
/// 玩家光环范围15m内的敌人其 Decay 伤害间隔缩短 50%。离开光环后恢复。
/// </summary>
public class DecayAccelerationCoil : PassiveEquipmentBase
{
private const string EventKey = nameof(DecayAccelerationCoil);
/// <summary>
/// 记录已被修改 Decay 间隔的敌人及其原始间隔值,用于离开光环时恢复。
/// </summary>
private readonly Dictionary<CharacterBase, float> _modifiedEnemies = new();
public override void OnObtained()
{
base.OnObtained();
auraSm = new AuraSubmodule(this, passiveAttributeSm.GetItemAttribute("AuraRadius"));
Action<CharacterBase> onEnter = OnEnemyEnterAura;
Action<CharacterBase> onExit = OnEnemyExitAura;
Action<CharacterBase> onStay = OnEnemyStayAura;
auraSm.onOtherEnterAura.Add(EventKey, onEnter.ToPrioritized());
auraSm.onOtherExitAura.Add(EventKey, onExit.ToPrioritized());
auraSm.onOtherStayAura.Add(EventKey, onStay.ToPrioritized());
}
public override void OnDiscarded()
{
// 恢复所有被修改的 Decay 间隔
auraSm?.Dispose();
_modifiedEnemies.Clear();
base.OnDiscarded();
}
protected override void Update()
{
base.Update();
auraSm?.Update(player.selfTimeSm.DeltaTime);
}
/// <summary>
/// 敌人进入光环时,尝试加速其 Decay 间隔。
/// </summary>
private void OnEnemyEnterAura(CharacterBase enemy)
{
TryAccelerateDecay(enemy);
}
/// <summary>
/// 敌人持续处于光环内时,检查是否有新施加的 Decay 需要加速。
/// </summary>
private void OnEnemyStayAura(CharacterBase enemy)
{
if (_modifiedEnemies.ContainsKey(enemy)) return;
TryAccelerateDecay(enemy);
}
/// <summary>
/// 敌人离开光环时,恢复其 Decay 间隔。
/// </summary>
private void OnEnemyExitAura(CharacterBase enemy)
{
RestoreDecayInterval(enemy);
}
/// <summary>
/// 尝试加速目标身上的 Decay 伤害间隔。
/// </summary>
private void TryAccelerateDecay(CharacterBase enemy)
{
if (!enemy.buffSm.TryGetBuff(out Decay decay)) return;
if (_modifiedEnemies.ContainsKey(enemy)) return;
_modifiedEnemies[enemy] = decay.Interval;
float acceleratedInterval = decay.Interval * passiveAttributeSm.GetItemAttribute("IntervalMultiplier");
decay.timeSubmodule.intervalActions[0].SetInterval(acceleratedInterval);
}
/// <summary>
/// 恢复目标身上的 Decay 伤害间隔至原始值。
/// </summary>
private void RestoreDecayInterval(CharacterBase enemy)
{
if (!_modifiedEnemies.Remove(enemy, out float originalInterval)) return;
if (!enemy.buffSm.TryGetBuff(out Decay decay)) return;
decay.timeSubmodule.intervalActions[0].SetInterval(originalInterval);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 42c37456513125040b6ec211c2472168

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@@ -43,7 +43,7 @@ namespace Cielonos.MainGame.Inventory.Collections
private void SpreadDecay(Fusion fusion, AttackAreaBase attackArea)
{
CharacterBase target = fusion.attachedCharacter;
List<CharacterBase> affectedTargets = CombatManager.EnemySm.GetEnemiesInRadius(target.centerPosition, 10f);
List<Enemy> affectedTargets = CombatManager.EnemySm.GetEnemiesInRadius(target.centerPosition, 10f);
float decayDamage = passiveAttributeSm.GetItemAttribute("DecayDamage");
affectedTargets.ForEach(t => new Decay(decayDamage).Apply(t));
}

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@@ -0,0 +1,154 @@
using System.Collections.Generic;
using Cielonos.MainGame.Characters;
using SLSUtilities.General;
using SoftCircuits.Collections;
using UnityEngine;
namespace Cielonos.MainGame.Inventory
{
/// <summary>
/// 光环子模块。持续捕获指定半径内的角色,并通过 Enter / Stay / Exit 事件通知订阅方。
/// 不使用 Data ScriptableObject由道具在代码中直接构造。
/// </summary>
public class AuraSubmodule : SubmoduleBase<ItemBase>
{
/// <summary>
/// 当前处于光环内的角色集合。
/// </summary>
public HashSet<CharacterBase> charactersInAura = new HashSet<CharacterBase>();
/// <summary>
/// 其他角色进入光环时触发,参数为进入的角色。
/// </summary>
public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onOtherEnterAura = new();
/// <summary>
/// 其他角色持续处于光环内时触发(按 stayInterval 间隔),参数为在光环内的角色。
/// </summary>
public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onOtherStayAura = new();
/// <summary>
/// 其他角色离开光环时触发,参数为离开的角色。
/// </summary>
public OrderedDictionary<string, PrioritizedAction<CharacterBase>> onOtherExitAura = new();
/// <summary>
/// 光环半径。
/// </summary>
public float auraRadius;
/// <summary>
/// Stay 计时器,到达 stayInterval 后对所有在光环内的角色触发 onOtherStayAura。
/// </summary>
public Timer stayTimer;
/// <summary>
/// 物理检测的 LayerMask。
/// </summary>
private readonly int _detectionLayerMask;
private const int MaxDetectionCount = 32;
private readonly Collider[] _overlapBuffer = new Collider[MaxDetectionCount];
/// <summary>
/// 用于比较前后帧角色集合的临时缓冲。
/// </summary>
private readonly HashSet<CharacterBase> _currentFrameCharacters = new HashSet<CharacterBase>();
/// <summary>
/// 构造光环子模块。
/// </summary>
/// <param name="owner">所属道具。</param>
/// <param name="auraRadius">光环半径。</param>
/// <param name="stayInterval">Stay 事件触发间隔(秒),默认 0.5 秒。</param>
public AuraSubmodule(ItemBase owner, float auraRadius, float stayInterval = 0.5f) : base(owner)
{
this.auraRadius = auraRadius;
stayTimer = new Timer(stayInterval, isInfinite: true);
stayTimer.onComplete.Add(new PrioritizedAction(OnStayTimerComplete));
_detectionLayerMask = LayerMask.GetMask("HurtBox");
}
/// <summary>
/// 每帧调用,驱动物理检测和事件派发。
/// </summary>
public void Update(float deltaTime)
{
DetectCharacters();
stayTimer.Update(deltaTime);
}
/// <summary>
/// 清理所有追踪状态,对仍在光环内的角色触发 Exit 事件。
/// </summary>
public void Dispose()
{
foreach (var character in charactersInAura)
{
if (character != null)
{
onOtherExitAura.Invoke(character);
}
}
charactersInAura.Clear();
}
/// <summary>
/// 执行球形物理检测,比较前后帧角色集合,触发 Enter / Exit 事件。
/// </summary>
private void DetectCharacters()
{
_currentFrameCharacters.Clear();
Vector3 center = owner.player.transform.position;
int hitCount = Physics.OverlapSphereNonAlloc(center, auraRadius, _overlapBuffer, _detectionLayerMask);
for (int i = 0; i < hitCount; i++)
{
CharacterBase character = _overlapBuffer[i].GetComponentInParent<CharacterBase>();
if (character == null || character == owner.player) continue;
_currentFrameCharacters.Add(character);
}
// 检测新进入光环的角色
foreach (var character in _currentFrameCharacters)
{
if (charactersInAura.Add(character))
{
onOtherEnterAura.Invoke(character);
}
}
// 检测离开光环的角色(从旧集合中移除不在当前帧的角色)
charactersInAura.RemoveWhere(character =>
{
if (_currentFrameCharacters.Contains(character)) return false;
if (character != null)
{
onOtherExitAura.Invoke(character);
}
return true;
});
}
/// <summary>
/// Stay 计时器到期时,对所有在光环内的角色触发 onOtherStayAura。
/// </summary>
private void OnStayTimerComplete()
{
foreach (var character in charactersInAura)
{
if (character != null)
{
onOtherStayAura.Invoke(character);
}
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 84bc61c526c4a824a9267b1a5c2e3ff4

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@@ -27,7 +27,7 @@ namespace Cielonos.MainGame
//audioContainer.PlaySoundFX("Scan", scanOrigin.gameObject);
scannerEffect.StartScan(1);
List<CharacterBase> enemies = CombatManager.EnemySm.GetEnemiesInRadius(scanOrigin.position, 50f);
List<Enemy> enemies = CombatManager.EnemySm.GetEnemiesInRadius(scanOrigin.position, 50f);
enemies.ForEach(enemy => new Scanner_WeaknessDetection().Apply(enemy));
functionSm["Scan"].Execute();