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5.24BuYu/Assets/MyGame/Scripts/Characters/Monster/MonsterContral.cs
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// ============================================================
// 文件:MonsterContral.cs
// 职责:鱼(怪物)实体基类 —— 状态机、路径移动、动画、死亡处理
// 优化点:
// 1. 方向朝向逻辑提取为独立方法 ApplyFacingDirection,消除大量重复 switch
// 2. OnMoveUpdata 按 isyz 分支,各分支内复用 ApplyFacingDirection
// 3. OnDestroy 统一清理三个字典,去除重复判断
// 4. 常量命名使用 PascalCase,符合 C# 规范
// 5. 补充 XML 注释,明确方法职责
// 6. forwordXYZ 空检查改用 string.IsNullOrEmpty
// ============================================================
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using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
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using Assets.MyGame.Scripts.Net.APIResponses.Enum;
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using Assets.MyGame.Scripts.Net.WebResponses;
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using Spine.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static MonsterMoveLine;
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/// <summary>
/// 鱼实体基类:封装状态机(移动/待机)、贝塞尔曲线路径跟随、动画播放、死亡逻辑。
/// 具体鱼类型(Boss等)通过继承重写虚方法扩展行为。
/// </summary>
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public class MonsterContral : MonoBehaviour
{
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// ----------------------------------------------------------------
// 常量
// ----------------------------------------------------------------
/// <summary>鱼阵路线 key 前缀</summary>
private const string YzMoveLineName = "鱼阵";
/// <summary>普通鱼路线 key 前缀</summary>
private const string NormalMoveLineName = "曲线";
// ----------------------------------------------------------------
// 公开字段(Inspector 可见 / 外部赋值)
// ----------------------------------------------------------------
/// <summary>本鱼唯一标识(服务器下发的 GUID)</summary>
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public string guid;
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/// <summary>运行时数据(血量、路径、配置等)</summary>
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public MonsterDataBase monsterData = new MonsterDataBase(new MonsterHealthBase());
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/// <summary>Spine 骨骼动画组件(非 Spine 鱼可为 null)</summary>
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public SkeletonAnimation skeleton;
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/// <summary>是否使用 Spine 骨骼动画</summary>
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public bool isSpine = true;
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/// <summary>鱼类型 ID(对应 FishResourcesData 索引)</summary>
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public int fishTypeID;
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/// <summary>动画状态 → 动画名称 映射</summary>
public Dictionary<CharacterAnimationType, string> dic_AnimKeyAnimName
= new Dictionary<CharacterAnimationType, string>();
/// <summary>当前状态</summary>
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public CharacterStateType currState;
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/// <summary>血量(目前未使用扣血逻辑,保留供扩展)</summary>
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public int HP = 5;
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/// <summary>死亡粒子特效 Prefab(为 null 时使用 Manager 默认值)</summary>
public GameObject effect_Die;
/// <summary>死亡金币奖励特效 Prefab</summary>
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public GameObject effect_DieAward;
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/// <summary>是否处于移动状态(false 时 Update 跳过移动计算)</summary>
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public bool isMove = true;
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/// <summary>是否为 3D 鱼(影响朝向轴选取)</summary>
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public bool is3D = false;
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/// <summary>
/// 前进方向轴,可选 "X" / "-X" / "Y" / "-Y" / "Z" / "-Z"。
/// 为空时默认使用 up(2D)或 forward(3D)。
/// </summary>
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public string forwordXYZ;
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/// <summary>鱼类型枚举(缓存,避免反复类型转换)</summary>
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public FishTypeEnum fishenum;
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/// <summary>路径已行进的时间(秒),用于贝塞尔曲线插值;可由外部预设偏移实现同步追帧。</summary>
public float moveTime = 0f;
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/// <summary>是否为鱼阵成员</summary>
public bool isyz = false;
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/// <summary>所属鱼阵 ID(空字符串表示普通鱼)</summary>
public string yzID = "";
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// ----------------------------------------------------------------
// 私有字段
// ----------------------------------------------------------------
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/// <summary>受击闪烁特效对象(在子物体中查找 "HitEffect")</summary>
private GameObject hurt;
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/// <summary>UI 根节点 RectTransform(坐标转换用)</summary>
protected RectTransform uirootRect;
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/// <summary>主相机缓存</summary>
protected Camera mainCamera;
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// ================================================================
// Unity 生命周期
// ================================================================
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public virtual void Awake()
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{
LoadHitEffect();
}
public async void LoadHitEffect()
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{
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// 查找受击特效子物体并默认隐藏
var hitTra = FindDeepChild(transform, "HitEffect");
if (hitTra != null)
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{
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hurt = hitTra.gameObject;
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hurt.SetActive(false);
}
}
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public virtual void OnEnable()
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{
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fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
uirootRect = UIManager.Instance.uiRoot.GetComponent<RectTransform>();
mainCamera = Camera.main;
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moveTime=0f;
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InitAnimList();
ChangeState(CharacterStateType.move);
}
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private void Update()
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{
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OnUpdate(currState);
}
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/// <summary>
/// 销毁时自动从 CreateFishManager 的三个字典中移除自身,避免野指针。
/// </summary>
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public virtual void OnDisable()
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{
if (CreateFishManager.Instance == null) return;
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}
// ================================================================
// 初始化
// ================================================================
/// <summary>注册动画名称(子类可 override 扩展)。</summary>
public void InitAnimList()
{
dic_AnimKeyAnimName[CharacterAnimationType.move] = "stand2";
}
/// <summary>
/// 初始化路径并启动自动销毁计时。
/// </summary>
/// <param name="pathId">路线编号(与路线 key 前缀拼接)</param>
/// <param name="time">路径持续时间(秒)</param>
/// <param name="isyuzhen">是否为鱼阵成员</param>
/// <param name="yzID">鱼阵 ID(isyuzhen==true 时有效)</param>
public virtual void Init(string pathId, float time, bool isyuzhen = false, string yzID = "")
{
// 根据是否为鱼阵选择路线 key
string lineKey = isyuzhen
? YzMoveLineName + pathId
: NormalMoveLineName + pathId;
if (!MonsterMoveLine.dic_BezierCurveDatas.TryGetValue(lineKey, out var bezierData))
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{
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Debug.LogError($"[MonsterContral] 找不到路线: {lineKey}");
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return;
}
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monsterData.moveLine.Init(bezierData, time);
isyz = isyuzhen;
this.yzID = yzID;
// 鱼阵特殊处理:700 系扇形阵根据起点 y 值翻转朝向
if (isyuzhen && yzID.Length >= 3 && yzID.Substring(0, 3) == "700")
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{
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if (bezierData.start.y < 0)
{
var scale = transform.localScale;
scale.y *= -1f;
transform.localScale = scale;
}
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}
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fishenum = (FishTypeEnum)monsterData.fishTypeConfig.fishType;
// 路径结束后自动销毁
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StartCoroutine(yanchi(gameObject,time));
}
public IEnumerator yanchi(GameObject obj,float time)
{
yield return new WaitForSeconds(time);
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CreateFishManager.Instance.Id_DieFish_NotFX(guid);
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}
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// ================================================================
// 状态机
// ================================================================
/// <summary>切换到新状态(先触发旧状态 Exit,再触发新状态 Enter)。</summary>
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public void ChangeState(CharacterStateType stateType)
{
OnExit(currState);
currState = stateType;
OnEnter(currState);
}
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public void OnEnter(CharacterStateType stateType)
{
switch (stateType)
{
case CharacterStateType.move: OnMoveEnter(); break;
case CharacterStateType.idle: break;
}
}
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public void OnUpdate(CharacterStateType stateType)
{
if (!isMove) return;
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switch (stateType)
{
case CharacterStateType.move: OnMoveUpdata(); break;
case CharacterStateType.idle: break;
}
}
public void OnExit(CharacterStateType stateType)
{
// 当前无需处理,保留供子类 override
}
// ================================================================
// 移动逻辑
// ================================================================
public virtual void OnMoveEnter()
{
PlayAnim(CharacterAnimationType.move);
}
public virtual void OnMoveExit() { }
/// <summary>
/// 每帧更新鱼的位置(贝塞尔曲线插值)和朝向。
/// 鱼阵(isyz==true)按阵型 ID 前缀分支,普通鱼走统一逻辑。
/// </summary>
public virtual void OnMoveUpdata()
{
moveTime += Time.deltaTime;
if (isyz)
{
UpdateYZMovement();
}
else
{
UpdateNormalMovement();
}
}
/// <summary>鱼阵移动:按 yzID 前缀选择运动方程。</summary>
private void UpdateYZMovement()
{
if (yzID.Length < 3) return;
string prefix = yzID.Substring(0, 3);
switch (prefix)
{
// 700 / 701:直线向前移动(沿 up 方向)
case "700":
case "701":
{
var startWorld = CoordinateTransformation.CanvasToWorld(
monsterData.moveLine.bezierCurveData.start, uirootRect, mainCamera);
// 700:根据起点 y 值决定正方向;701:固定向上
bool goUp = (prefix == "701") || (monsterData.moveLine.bezierCurveData.start.y > 0);
float dir = goUp ? -1f : 1f;
Vector2 pos = startWorld + (Vector3)(dir * transform.up * moveTime
* monsterData.moveLine.moveTime);
transform.position = pos;
break;
}
// 702 / 710:贝塞尔曲线路径
case "702":
case "710":
{
Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
if (fishenum != FishTypeEnum.Boss鱼)
ApplyFacingDirection(next);
transform.position = next;
break;
}
default:
break;
}
}
/// <summary>普通鱼移动:贝塞尔曲线路径 + 自动朝向。</summary>
private void UpdateNormalMovement()
{
Vector2 next = monsterData.moveLine.GetBezierPointJob(moveTime);
if (fishenum != FishTypeEnum.Boss鱼)
ApplyFacingDirection(next);
transform.position = next;
}
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public bool isRotate=true;
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/// <summary>
/// 根据 forwordXYZ 字段将物体朝向目标点方向。
/// 为空时 2D 鱼用 up,3D 鱼用 forward。
/// </summary>
/// <param name="nextPos">下一帧目标位置</param>
private void ApplyFacingDirection(Vector2 nextPos)
{
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if (!isRotate)
{
return;
}
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Vector2 toNext = nextPos - (Vector2)transform.position;
Vector2 fromNext = (Vector2)transform.position - nextPos;
if (string.IsNullOrEmpty(forwordXYZ))
{
// 默认:2D 用 up,3D 用 forward
if (!is3D)
transform.up = fromNext.normalized;
else
transform.forward = toNext.normalized;
return;
}
switch (forwordXYZ)
{
case "X": transform.right = toNext.normalized; break;
case "-X": transform.right = fromNext.normalized; break;
case "Y": transform.up = toNext.normalized; break;
case "-Y": transform.up = fromNext.normalized; break;
case "Z": transform.forward = toNext.normalized; break;
case "-Z": transform.forward = fromNext.normalized; break;
}
}
// ================================================================
// 动画
// ================================================================
/// <summary>播放指定类型动画(需要先在 dic_AnimKeyAnimName 中注册)。</summary>
public void PlayAnim(CharacterAnimationType animType, bool loop = true)
{
if (skeleton == null) return;
if (!dic_AnimKeyAnimName.TryGetValue(animType, out var animName)) return;
skeleton.AnimationState.SetAnimation(0, animName, loop);
}
// ================================================================
// 受击 & 死亡
// ================================================================
/// <summary>触发受击闪烁(0.2s 后自动关闭)。</summary>
public void OnHurt()
{
if (hurt != null)
StartCoroutine(HurtCoroutine());
}
private IEnumerator HurtCoroutine()
{
hurt.SetActive(true);
yield return new WaitForSeconds(0.2f);
hurt.SetActive(false);
}
/// <summary>
/// 执行死亡:播放音效并销毁 GameObject。
/// 子类可 override 添加额外逻辑(如 Boss 爆炸动画)。
/// </summary>
public virtual void DieFish(RoomKillNotice obj = null)
{
if (FishResourcesData.fishResourcesDatasDic.TryGetValue(fishTypeID, out var res)
&& res.dieAudio != null && res.dieAudio.Count > 0)
{
AudioManager.Instance.PlayerFX(res.dieAudio[0]);
}
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CreateFishManager.Instance.Id_DieFish_NotFX(guid);
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//Destroy(gameObject);
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}
// ================================================================
// 工具方法
// ================================================================
/// <summary>递归深度查找子物体(广度优先)。</summary>
private Transform FindDeepChild(Transform parent, string name)
{
foreach (Transform child in parent)
{
if (child.name == name) return child;
var found = FindDeepChild(child, name);
if (found != null) return found;
}
return null;
}
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}