架构大更

This commit is contained in:
SoulliesOfficial
2026-03-20 11:56:50 -04:00
parent e60ef64d01
commit d09b58fd80
3663 changed files with 15232012 additions and 105579 deletions

View File

@@ -1,99 +1,91 @@
using System;
using Continentis.MainGame.Character;
using Cysharp.Threading.Tasks;
using Lean.Pool;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using UniRx;
using UnityEngine;
namespace Continentis.MainGame.Commands
{
public class Cmd_SpawnVFX : CommandBase
{
public VisualEffectBase vfxPrefab;
public bool useTargetPosition;
public Vector3 spawnPosition;
public Vector3 spawnPositionOffset;
public bool willWaitUntilFinish;
public float overrideDuration;
public Cmd_SpawnVFX(string vfxID, bool useTargetPosition = true, Vector3 positionOrOffset = default,
bool willWaitUntilFinish = false, float overrideDuration = -1f) : base(null)
private readonly VisualEffectBase vfxPrefab;
private readonly CharacterBase target;
private readonly Vector3 fixedPosition;
private readonly Vector3 positionOffset;
private readonly bool willWaitUntilFinish;
private readonly float overrideDuration;
/// <summary>在目标角色位置生成 VFX。</summary>
public Cmd_SpawnVFX(string vfxID, CharacterBase target, Vector3 positionOffset = default,
bool willWaitUntilFinish = false, float overrideDuration = -1f)
{
this.vfxPrefab = ModManager.GetAsset<GameObject>(vfxID).GetComponent<VisualEffectBase>();
this.useTargetPosition = useTargetPosition;
if (useTargetPosition)
{
this.spawnPosition = Vector3.zero;
this.spawnPositionOffset = positionOrOffset;
}
else
{
this.spawnPosition = positionOrOffset;
this.spawnPositionOffset = Vector3.zero;
}
this.target = target;
this.positionOffset = positionOffset;
this.fixedPosition = Vector3.zero;
this.willWaitUntilFinish = willWaitUntilFinish;
this.overrideDuration = overrideDuration;
}
public Cmd_SpawnVFX(GameObject prefab, bool useTargetPosition = true, Vector3 positionOrOffset = default,
bool willWaitUntilFinish = false, float overrideDuration = -1f) : base(null)
/// <summary>在世界坐标固定位置生成 VFX。</summary>
public Cmd_SpawnVFX(string vfxID, Vector3 position = default,
bool willWaitUntilFinish = false, float overrideDuration = -1f)
{
this.vfxPrefab = ModManager.GetAsset<GameObject>(vfxID).GetComponent<VisualEffectBase>();
this.target = null;
this.fixedPosition = position;
this.positionOffset = Vector3.zero;
this.willWaitUntilFinish = willWaitUntilFinish;
this.overrideDuration = overrideDuration;
}
/// <summary>在目标角色位置生成 VFX直接传入 Prefab GameObject。</summary>
public Cmd_SpawnVFX(GameObject prefab, CharacterBase target, Vector3 positionOffset = default,
bool willWaitUntilFinish = false, float overrideDuration = -1f)
{
this.vfxPrefab = prefab.GetComponent<VisualEffectBase>();
this.useTargetPosition = useTargetPosition;
if (useTargetPosition)
{
this.spawnPosition = Vector3.zero;
this.spawnPositionOffset = positionOrOffset;
}
else
{
this.spawnPosition = positionOrOffset;
this.spawnPositionOffset = Vector3.zero;
}
this.target = target;
this.positionOffset = positionOffset;
this.fixedPosition = Vector3.zero;
this.willWaitUntilFinish = willWaitUntilFinish;
this.overrideDuration = overrideDuration;
}
protected override IObservable<Unit> OnExecute(CommandContext outerContext)
/// <summary>在世界坐标固定位置生成 VFX直接传入 Prefab GameObject。</summary>
public Cmd_SpawnVFX(GameObject prefab, Vector3 position = default,
bool willWaitUntilFinish = false, float overrideDuration = -1f)
{
this.vfxPrefab = prefab.GetComponent<VisualEffectBase>();
this.target = null;
this.fixedPosition = position;
this.positionOffset = Vector3.zero;
this.willWaitUntilFinish = willWaitUntilFinish;
this.overrideDuration = overrideDuration;
}
protected override async UniTask ExecuteAsync(CommandContext outerContext)
{
if (vfxPrefab == null)
{
Debug.LogWarning("VFX Prefab is null.");
return Observable.Return(Unit.Default);
Debug.LogWarning("[Cmd_SpawnVFX] VFX Prefab 为空。");
return;
}
return base.OnExecute(outerContext);
}
protected override IObservable<Unit> CoreExecute(CommandContext outerContext)
{
if (useTargetPosition)
{
if (selfContext.context["Target"] is CharacterBase character)
{
spawnPosition = character.characterView.centerPoint.transform.position;
}
}
VisualEffectBase spawnedVFX = LeanPool.Spawn(vfxPrefab, spawnPosition + spawnPositionOffset, Quaternion.identity);
if(!spawnedVFX.isAutoDespawn) Debug.LogWarning("Spawned VFX is not set to auto-despawn. This may lead to memory leaks.");
float vfxDuration = overrideDuration > 0 ? overrideDuration : spawnedVFX.autoDespawnTime;
Vector3 spawnPosition = target != null
? target.characterView.centerPoint.transform.position + positionOffset
: fixedPosition;
VisualEffectBase spawnedVFX = LeanPool.Spawn(vfxPrefab, spawnPosition, Quaternion.identity);
if (!spawnedVFX.isAutoDespawn)
Debug.LogWarning("[Cmd_SpawnVFX] 生成的 VFX 未设置自动销毁,可能导致内存泄漏。");
if (willWaitUntilFinish)
{
return Observable.Timer(TimeSpan.FromSeconds(vfxDuration)).AsUnitObservable();
}
else
{
return Observable.Return(Unit.Default);
float duration = overrideDuration > 0f ? overrideDuration : spawnedVFX.autoDespawnTime;
await UniTask.Delay(TimeSpan.FromSeconds(duration));
}
}
}