92 lines
3.8 KiB
C#
92 lines
3.8 KiB
C#
using System;
|
||
using Continentis.MainGame.Character;
|
||
using Cysharp.Threading.Tasks;
|
||
using Lean.Pool;
|
||
using SLSFramework.General;
|
||
using SLSFramework.UModAssistance;
|
||
using UnityEngine;
|
||
|
||
namespace Continentis.MainGame.Commands
|
||
{
|
||
public class Cmd_SpawnVFX : CommandBase
|
||
{
|
||
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.target = target;
|
||
this.positionOffset = positionOffset;
|
||
this.fixedPosition = Vector3.zero;
|
||
this.willWaitUntilFinish = willWaitUntilFinish;
|
||
this.overrideDuration = overrideDuration;
|
||
}
|
||
|
||
/// <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.target = target;
|
||
this.positionOffset = positionOffset;
|
||
this.fixedPosition = Vector3.zero;
|
||
this.willWaitUntilFinish = willWaitUntilFinish;
|
||
this.overrideDuration = overrideDuration;
|
||
}
|
||
|
||
/// <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("[Cmd_SpawnVFX] VFX Prefab 为空。");
|
||
return;
|
||
}
|
||
|
||
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)
|
||
{
|
||
float duration = overrideDuration > 0f ? overrideDuration : spawnedVFX.autoDespawnTime;
|
||
await UniTask.Delay(TimeSpan.FromSeconds(duration));
|
||
}
|
||
}
|
||
}
|
||
} |