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Cielonos/Assets/Scripts/MainGame/Items/Submodules/ComboSubmodule.cs

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2025-11-25 08:19:33 -05:00
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using UnityEngine;
namespace Cielonos.MainGame.Inventory
{
public partial class ComboSubmodule : SubmoduleBase<ItemBase>
{
private IDisposable comboTimer;
private IDisposable suspender;
private float defaultDisappearTime;
public ComboTree comboTree;
public ComboSubmodule(ItemBase owner, ComboData asset) : base(owner)
{
this.defaultDisappearTime = asset.defaultDisappearTime;
this.comboTree = asset.tree.ToRuntime();
this.comboTree.Reset();
}
public ComboSubmodule(ItemBase owner, float disappearTime) : base(owner)
{
this.defaultDisappearTime = disappearTime;
this.comboTree = new ComboTree();
this.comboTree.AddNode(0, "Root");
this.comboTree.Reset();
}
/// <summary>
/// 设置连击计时器,在指定时间后重置连击树
/// </summary>
/// <param name="disappearTime">连击计时器持续时间若小于等于0则使用默认时间</param>
public void Setup(float disappearTime = -1)
{
disappearTime = disappearTime <= 0 ? defaultDisappearTime : disappearTime;
comboTimer = Observable.Timer(TimeSpan.FromSeconds(disappearTime))
.First()
.Subscribe(_ => { comboTree.Reset(); });
}
/// <summary>
/// 暂停连击计时器,在指定时间后继续重新设置连击计时器
/// </summary>
public void SuspendThenSetup(float duration)
{
comboTimer?.Dispose();
suspender?.Dispose();
suspender = Observable.Timer(TimeSpan.FromSeconds(duration))
.First()
.Subscribe(_ => Setup());
}
/// <summary>
/// 获取当前连招节点的引用名称
/// </summary>
public string GetCurrentNodeName()
{
return comboTree.currentNode.referenceName;
}
/// <summary>
/// 根据操作指令进入下一个连招节点
/// </summary>
/// <param name="operation">操作指令字符串,例如"L""R"</param>
/// <param name="autoReset">若无法进入下一个节点,是否返回首个节点</param>
/// <returns>是否成功进入下一个节点</returns>
public bool NextCombo(string operation, bool autoReset = true)
{
if (comboTree.currentNode.branches.Count == 0)
{
comboTree.Reset();
}
foreach (var branch in comboTree.currentNode.branches.Where(branch => branch.operation == operation))
{
comboTree.lastNode = comboTree.currentNode;
comboTree.currentNode = comboTree.nodes[branch.nextNodeIndex];
return true;
}
if (autoReset)
{
comboTree.Reset();
NextCombo(operation);
}
return false;
}
/// <summary>
/// 直接设置连招节点
/// </summary>
/// <param name="index">节点索引</param>
public void SetCombo(int index)
{
comboTree.lastNode = comboTree.currentNode;
comboTree.currentNode = comboTree.nodes[index];
}
/// <summary>
/// 直接设置连招节点
/// </summary>
/// <param name="refName">节点引用名称</param>
public void SetCombo(string refName)
{
comboTree.lastNode = comboTree.currentNode;
comboTree.currentNode = comboTree.nodes.Find(x => x.referenceName == refName);
}
/// <summary>
/// 回退到上一个连招节点
/// </summary>
public void RevertCombo()
{
comboTree.currentNode = comboTree.lastNode;
}
/// <summary>
/// 重置连招树到初始节点
/// </summary>
public void ResetCombo()
{
comboTree.Reset();
}
}
public partial class ComboSubmodule
{
[Serializable]
public class ComboTree
{
public List<Node> nodes = new();
public Node lastNode;
public Node currentNode;
public void AddNode(int index, string referenceName)
{
nodes.Add(new Node(index, referenceName));
}
public void AddBranch(int nodeIndex, int nextNodeIndex, string operation)
{
nodes[nodeIndex].branches.Add(new Branch(nextNodeIndex, operation));
}
public void RemoveBranch(int nodeIndex, int nextNodeIndex, string operation)
{
int branchIndex = nodes[nodeIndex].branches.FindIndex(x => x.nextNodeIndex == nextNodeIndex && x.operation == operation);
nodes[nodeIndex].branches.RemoveAt(branchIndex);
}
public void Reset()
{
currentNode = nodes[0];
}
[Serializable]
public class Node
{
public int nodeIndex;
public string referenceName;
public List<Branch> branches;
public Node(int nodeIndex, string referenceName)
{
this.nodeIndex = nodeIndex;
this.referenceName = referenceName;
this.branches = new List<Branch>();
}
}
[Serializable]
public class Branch
{
public int nextNodeIndex;
public string operation;
public Branch(int nextNodeIndex, string operation)
{
this.nextNodeIndex = nextNodeIndex;
this.operation = operation;
}
}
}
}
}