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