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SoulliesOfficial b5cb6152ff MusicBeat
2026-05-26 00:21:27 -04:00

123 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cielonos.MainGame.Characters;
using UnityEngine;
namespace Cielonos.MainGame
{
public partial class CombatManager
{
public partial class EnemySubmodule : SubmoduleBase<CombatManager>
{
public enum SortingType
{
Nearest,
Farthest
}
public List<Enemy> activeEnemiesList;
/// <summary>
/// 敌人从活跃列表中移除时触发(即敌人死亡/离场)。
/// 参数为被移除的敌人实例。
/// </summary>
public event Action<Enemy> OnEnemyRemoved;
public EnemySubmodule(CombatManager owner) : base(owner)
{
activeEnemiesList = new List<Enemy>();
}
/// <summary>
/// 将敌人从活跃列表中移除并触发 OnEnemyRemoved 事件。
/// 由 Automata.Die() 调用,替代直接操作 activeEnemiesList。
/// </summary>
public void RemoveEnemy(Enemy enemy)
{
if (!activeEnemiesList.Remove(enemy)) return;
OnEnemyRemoved?.Invoke(enemy);
}
/// <summary>
/// 清空活跃敌人列表(房间重置时调用)。不触发逐条 OnEnemyRemoved 事件。
/// </summary>
public void Reset()
{
activeEnemiesList.Clear();
}
public List<Enemy> GetEnemiesInRadius(Vector3 origin, float radius, SortingType sortingType = SortingType.Nearest)
{
List<Enemy> enemiesInRadius = new List<Enemy>();
foreach (Enemy enemy in activeEnemiesList)
{
float enemyRadius = enemy.collisionSc.useCharacterController
? enemy.collisionSc.characterController.radius
: enemy.collisionSc.mainColliderRadius;
float distance = Vector3.Distance(origin, enemy.transform.position) - enemyRadius;
if (distance <= radius)
{
enemiesInRadius.Add(enemy);
}
}
if (sortingType == SortingType.Nearest)
{
enemiesInRadius = enemiesInRadius.OrderBy(x => Vector3.Distance(origin, x.transform.position)).ToList();
}
else if (sortingType == SortingType.Farthest)
{
enemiesInRadius = enemiesInRadius.OrderByDescending(x => Vector3.Distance(origin, x.transform.position)).ToList();
}
return enemiesInRadius;
}
/// <summary>
/// 获取所有可见敌人
/// </summary>
public List<Enemy> GetVisibleEnemies(float radius = 50f)
{
List<Enemy> result = new List<Enemy>();
List<Enemy> enemies = GetEnemiesInRadius(Player.transform.position, radius);
foreach (Enemy enemy in enemies)
{
if (enemy == null || enemy.statusSm.isDead) continue;
Vector3 screenPos = Player.viewSc.playerCamera.WorldToScreenPoint(enemy.centerPoint.position);
bool isInScreen = screenPos.z > 0 &&
screenPos.x > 0 && screenPos.x < Screen.width &&
screenPos.y > 0 && screenPos.y < Screen.height;
if (isInScreen)
{
result.Add(enemy);
}
}
return result;
}
/// <summary>
/// 获取按屏幕X坐标从左到右排序的可见敌人列表
/// </summary>
public List<Enemy> GetVisibleEnemiesSortedByScreenX(float radius = 50f)
{
List<Enemy> visibleEnemies = GetVisibleEnemies(radius);
visibleEnemies.Sort((a, b) =>
{
Vector3 screenA = Player.viewSc.playerCamera.WorldToScreenPoint(a.centerPoint.position);
Vector3 screenB = Player.viewSc.playerCamera.WorldToScreenPoint(b.centerPoint.position);
return screenA.x.CompareTo(screenB.x);
});
return visibleEnemies;
}
}
}
}