84 lines
2.7 KiB
C#
84 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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using SLSUtilities.Feedback;
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using Cielonos.MainGame.Characters;
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using Lean.Pool;
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namespace Cielonos.MainGame.Effects.Feedback
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{
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/// <summary>
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/// 特效生成反馈动作,在 Feedback 轨道上生成指定的 VFX 特效。
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/// 自动根据执行者的 VFXData 配置进行位置偏移、绑定关系处理。
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/// </summary>
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[Serializable]
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[FeedbackActionColor(0.8f, 0.4f, 0.7f)]
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public class SpawnVfxAction : FeedbackActionBase
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{
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public override string DisplayName => "Spawn VFX";
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[Required]
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[Tooltip("特效的 Key 名称,需在角色的 VFXData 配置文件中注册")]
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public string vfxName;
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[LabelText("被打断时停止")]
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[Tooltip("如果为 true,当反馈轨道被打断(如受击、格挡)时,此特效粒子会被立即回收/停止播放。")]
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public bool stopOnInterrupt = true;
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// 运行时状态记录,使用 Dictionary 保证并发/多角色播放时的实例安全
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private readonly Dictionary<FeedbackPlayer, GameObject> _spawnedVFX = new Dictionary<FeedbackPlayer, GameObject>();
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public override void OnStart(FeedbackContext context)
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{
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if (string.IsNullOrEmpty(vfxName) || context.owner == null) return;
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CharacterBase character = context.owner.GetComponent<CharacterBase>();
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if (character != null && character.vfxData != null)
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{
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GameObject vfxInstance = character.vfxData.SpawnVFX(vfxName, character, context.owner);
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if (vfxInstance != null)
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{
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_spawnedVFX[context.player] = vfxInstance;
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}
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}
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}
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public override void OnInterrupt(FeedbackContext context)
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{
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if (stopOnInterrupt)
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{
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if (_spawnedVFX.TryGetValue(context.player, out GameObject vfxInstance))
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{
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if (vfxInstance != null)
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{
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LeanPool.Despawn(vfxInstance);
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}
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}
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}
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Cleanup(context);
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}
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public override void OnEnd(FeedbackContext context)
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{
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Cleanup(context);
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}
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private void Cleanup(FeedbackContext context)
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{
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_spawnedVFX.Remove(context.player);
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}
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public override bool Validate(out string error)
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{
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if (string.IsNullOrEmpty(vfxName))
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{
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error = "VFX Name is not assigned.";
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return false;
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}
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error = null;
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return true;
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}
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}
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}
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