using UnityEngine;
public class StatusEffectController : MonoBehaviour
{
[Header("通用眩晕显示")]
[SerializeField] private bool showStunIndicator = true;
[SerializeField] private float indicatorHeight = 0.35f;
[SerializeField] private GameObject stunIndicatorPrefab;
private Animator animator;
private float stunnedRemaining;
private float animatorSpeedBeforeStun = 1f;
private GameObject stunIndicator;
private Transform indicatorTransform;
public bool IsStunned => stunnedRemaining > 0f;
public float StunnedRemaining => Mathf.Max(0f, stunnedRemaining);
/// 是否处于眩晕免疫/霸体状态
public bool isStunImmune = false;
[Header("易伤状态")]
private float vulnerabilityRemaining = 0f;
private float vulnerabilityRatio = 0f;
public bool HasVulnerability => vulnerabilityRemaining > 0f;
public float VulnerabilityRatio => vulnerabilityRemaining > 0f ? vulnerabilityRatio : 0f;
///
/// 施加破甲/易伤标记:使目标在持续时间内受到的所有伤害增加指定比例
///
public void ApplyVulnerability(float duration, float ratio)
{
if (duration <= 0f || ratio <= 0f) return;
vulnerabilityRemaining = Mathf.Max(vulnerabilityRemaining, duration);
vulnerabilityRatio = Mathf.Max(vulnerabilityRatio, ratio);
}
private void Awake()
{
animator = GetComponent();
}
public void ApplyStun(float duration)
{
if (duration <= 0f || isStunImmune)
{
return;
}
if (!IsStunned && animator != null)
{
animatorSpeedBeforeStun = animator.speed;
}
stunnedRemaining = Mathf.Max(stunnedRemaining, duration);
if (animator != null)
{
animator.speed = 0f;
}
if (showStunIndicator)
{
EnsureIndicator();
}
}
private void Update()
{
if (vulnerabilityRemaining > 0f)
{
vulnerabilityRemaining -= Time.deltaTime;
if (vulnerabilityRemaining <= 0f)
{
vulnerabilityRemaining = 0f;
vulnerabilityRatio = 0f;
}
}
if (!IsStunned)
{
return;
}
stunnedRemaining -= Time.deltaTime;
if (animator != null)
{
animator.speed = 0f;
}
if (stunnedRemaining <= 0f)
{
stunnedRemaining = 0f;
if (animator != null)
{
UnitBase unitBase = GetComponent();
animator.speed = unitBase != null
? Mathf.Max(0.01f, unitBase.AttackSpeedMultiplier)
: 1f;
}
DestroyIndicator();
}
}
private void LateUpdate()
{
if (stunIndicator == null || !IsStunned)
{
return;
}
Bounds bounds = new Bounds(transform.position, Vector3.zero);
Renderer[] renderers = GetComponentsInChildren(true);
bool hasRenderer = false;
foreach (Renderer renderer in renderers)
{
if (stunIndicator != null && renderer.transform.IsChildOf(stunIndicator.transform))
{
continue;
}
if (!hasRenderer)
{
bounds = renderer.bounds;
hasRenderer = true;
}
else
{
bounds.Encapsulate(renderer.bounds);
}
}
if (!hasRenderer)
{
bounds = new Bounds(transform.position, Vector3.zero);
}
indicatorTransform.position = new Vector3(
bounds.center.x,
bounds.max.y + indicatorHeight,
bounds.center.z);
}
private void EnsureIndicator()
{
if (stunIndicator != null || stunIndicatorPrefab == null)
{
return;
}
stunIndicator = Instantiate(stunIndicatorPrefab, transform);
stunIndicator.name = "StunIndicator_Particle";
indicatorTransform = stunIndicator.transform;
}
private void DestroyIndicator()
{
if (stunIndicator != null)
{
ParticleSystem[] particleSystems = stunIndicator.GetComponentsInChildren(true);
foreach (ParticleSystem particleSystem in particleSystems)
{
particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
}
Destroy(stunIndicator);
}
stunIndicator = null;
indicatorTransform = null;
}
private void OnDestroy()
{
DestroyIndicator();
}
}