2025-10-23 00:49:44 -04:00
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using System;
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using Continentis.MainGame.Character;
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using Cysharp.Threading.Tasks;
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using Lean.Pool;
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using SLSFramework.General;
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using SLSFramework.UModAssistance;
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using UnityEngine;
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namespace Continentis.MainGame.Commands
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{
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public class Cmd_SpawnVFX : CommandBase
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{
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private readonly VisualEffectBase vfxPrefab;
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private readonly CharacterBase target;
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private readonly Vector3 fixedPosition;
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private readonly Vector3 positionOffset;
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private readonly bool willWaitUntilFinish;
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private readonly float overrideDuration;
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/// <summary>在目标角色位置生成 VFX。</summary>
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public Cmd_SpawnVFX(string vfxID, CharacterBase target, Vector3 positionOffset = default,
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bool willWaitUntilFinish = false, float overrideDuration = -1f)
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{
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this.vfxPrefab = ModManager.GetAsset<GameObject>(vfxID).GetComponent<VisualEffectBase>();
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this.target = target;
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this.positionOffset = positionOffset;
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this.fixedPosition = Vector3.zero;
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this.willWaitUntilFinish = willWaitUntilFinish;
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this.overrideDuration = overrideDuration;
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}
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/// <summary>在世界坐标固定位置生成 VFX。</summary>
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public Cmd_SpawnVFX(string vfxID, Vector3 position = default,
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bool willWaitUntilFinish = false, float overrideDuration = -1f)
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{
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this.vfxPrefab = ModManager.GetAsset<GameObject>(vfxID).GetComponent<VisualEffectBase>();
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this.target = null;
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this.fixedPosition = position;
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this.positionOffset = Vector3.zero;
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this.willWaitUntilFinish = willWaitUntilFinish;
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this.overrideDuration = overrideDuration;
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}
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/// <summary>在目标角色位置生成 VFX(直接传入 Prefab GameObject)。</summary>
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public Cmd_SpawnVFX(GameObject prefab, CharacterBase target, Vector3 positionOffset = default,
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bool willWaitUntilFinish = false, float overrideDuration = -1f)
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{
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this.vfxPrefab = prefab.GetComponent<VisualEffectBase>();
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this.target = target;
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this.positionOffset = positionOffset;
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this.fixedPosition = Vector3.zero;
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this.willWaitUntilFinish = willWaitUntilFinish;
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this.overrideDuration = overrideDuration;
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}
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/// <summary>在世界坐标固定位置生成 VFX(直接传入 Prefab GameObject)。</summary>
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public Cmd_SpawnVFX(GameObject prefab, Vector3 position = default,
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bool willWaitUntilFinish = false, float overrideDuration = -1f)
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{
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this.vfxPrefab = prefab.GetComponent<VisualEffectBase>();
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this.target = null;
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this.fixedPosition = position;
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this.positionOffset = Vector3.zero;
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this.willWaitUntilFinish = willWaitUntilFinish;
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this.overrideDuration = overrideDuration;
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}
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protected override async UniTask ExecuteAsync(CommandContext outerContext)
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{
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if (vfxPrefab == null)
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{
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Debug.LogWarning("[Cmd_SpawnVFX] VFX Prefab 为空。");
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return;
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}
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Vector3 spawnPosition = target != null
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? target.characterView.centerPoint.transform.position + positionOffset
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: fixedPosition;
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VisualEffectBase spawnedVFX = LeanPool.Spawn(vfxPrefab, spawnPosition, Quaternion.identity);
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if (!spawnedVFX.isAutoDespawn)
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Debug.LogWarning("[Cmd_SpawnVFX] 生成的 VFX 未设置自动销毁,可能导致内存泄漏。");
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if (willWaitUntilFinish)
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{
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float duration = overrideDuration > 0f ? overrideDuration : spawnedVFX.autoDespawnTime;
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await UniTask.Delay(TimeSpan.FromSeconds(duration));
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}
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}
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}
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}
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