85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Core;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Script.Gameplay.Global
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{
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public struct StackOverflowBUGLog
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{
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public Transform TargetTransform;
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public int BeTriggerCycle; // 触发时的游戏循环次数
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public StackOverflowBUGLog(Transform targetTransform, int beTriggerCycle)
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{
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TargetTransform = targetTransform;
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BeTriggerCycle = beTriggerCycle;
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}
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}
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public class BUGManager : MonoSingleton<BUGManager>
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{
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[SerializeField] private GameObject bugCubePrefab;
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[Header("天核区域检测设置")] [SerializeField] private Vector3 AreaCenter = Vector3.zero;
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[SerializeField] private Vector3 AreaSize = new Vector3(50, 50, 50);
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public UnityEvent OnBUGHappenedInArea;
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private List<StackOverflowBUGLog> stackOverflowBugLogs = new List<StackOverflowBUGLog>();
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private List<GameObject> bugCubes = new List<GameObject>();
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private void Start()
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{
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OnBUGHappenedInArea.AddListener(() =>
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{
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Debug.LogWarning("天核区域内检测到BUG立方体!");
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});
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GameManager.Instance.OnGameStart += GenerateBUGCubes;
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}
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public void LogStackOverflowBUG(Transform targetTransform)
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{
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int beTriggerCycle = GameDataManager.Instance.TotalLoopCount;
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stackOverflowBugLogs.Add(new StackOverflowBUGLog(targetTransform, beTriggerCycle));
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GameManager.Instance.ReStartGame();
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}
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public void GenerateBUGCubes()
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{
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bugCubes.Clear();
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int currentCycle = GameDataManager.Instance.TotalLoopCount;
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// 记录的BUG位置生成BUG立方体
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foreach (var log in stackOverflowBugLogs)
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{
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if (bugCubePrefab != null)
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{
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// 仅在下一次循环生成BUG立方体
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if (log.BeTriggerCycle + 1 != currentCycle) continue;
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GameObject go = Instantiate(bugCubePrefab, log.TargetTransform.position, Quaternion.identity);
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bugCubes.Add(go);
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}
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}
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// 检测天核区域内是否有BUG立方体
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Collider[] colliders = Physics.OverlapBox(AreaCenter, AreaSize * 0.5f);
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foreach (var collider in colliders)
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{
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if (bugCubes.Contains(collider.gameObject))
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{
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OnBUGHappenedInArea?.Invoke();
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break;
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}
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}
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}
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// 可视化天核区域
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = new Color(1, 0, 0, 0.3f);
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Gizmos.DrawCube(AreaCenter, AreaSize);
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}
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}
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} |