using System.Collections.Generic;
using SLSUtilities.General;
using UnityEngine;
namespace SLSUtilities.Feedback
{
///
/// 全局 Feedback 播放管理器(Singleton)。
/// 集中驱动所有注册的 FeedbackPlayer,提供 Play / Stop 快捷 API。
/// 适用于不绑定特定角色时间缩放的"全局反馈"(如后处理效果、UI 反馈等)。
/// 需要角色级时间缩放的反馈仍由 FeedbackSubcontroller 手动驱动。
///
public class FeedbackManager : Singleton
{
private const int INITIAL_CAPACITY = 64;
private readonly List _activePlayers = new List(INITIAL_CAPACITY);
///
/// 当前活跃的 Player 数量。
///
public int ActiveCount => _activePlayers.Count;
///
/// 以全局方式播放一个 FeedbackData,不绑定任何 owner 或 timeProvider。
///
public FeedbackPlayer Play(FeedbackData data)
{
return Play(data, DefaultFeedbackTimeProvider.Instance, null);
}
///
/// 播放一个 FeedbackData,指定时间提供者和 owner。
///
public FeedbackPlayer Play(FeedbackData data, IFeedbackTimeProvider timeProvider, Transform owner)
{
if (data == null)
{
Debug.LogWarning("[FeedbackManager] Cannot play: FeedbackData is null.");
return null;
}
var player = new FeedbackPlayer(data, timeProvider, owner);
player.Play();
_activePlayers.Add(player);
return player;
}
///
/// 注册一个已有的 FeedbackPlayer 由管理器驱动。
/// 适用于外部创建 Player 后需要交给管理器集中管理的场景。
///
public void Register(FeedbackPlayer player)
{
if (player == null || _activePlayers.Contains(player)) return;
_activePlayers.Add(player);
}
///
/// 停止并移除指定的 FeedbackPlayer。
///
public void Stop(FeedbackPlayer player)
{
if (player == null) return;
player.Stop();
_activePlayers.Remove(player);
}
///
/// 停止所有活跃的 FeedbackPlayer。
///
public void StopAll()
{
for (int i = _activePlayers.Count - 1; i >= 0; i--)
{
_activePlayers[i].Stop();
}
_activePlayers.Clear();
}
private void Update()
{
float dt = Time.deltaTime;
for (int i = _activePlayers.Count - 1; i >= 0; i--)
{
FeedbackPlayer player = _activePlayers[i];
player.Tick(dt);
if (player.IsCompleted || !player.IsActive)
{
_activePlayers.RemoveAt(i);
}
}
}
}
}