diff --git a/Assets/_Game/Scripts/Combat/DamageInfo.cs b/Assets/_Game/Scripts/Combat/DamageInfo.cs
index 80b813d..ff6344d 100644
--- a/Assets/_Game/Scripts/Combat/DamageInfo.cs
+++ b/Assets/_Game/Scripts/Combat/DamageInfo.cs
@@ -34,6 +34,13 @@ namespace BaseGames.Combat
///
[System.NonSerialized] public uint HitActivationId;
///
+ /// 命中点世界坐标。HitBox 结算时写入精确接触点(ClosestPoint);
+ /// 直接调用 HurtBox.ReceiveDamage 的路径由 HurtBox 以解析后的命中点兜底写入。
+ /// 供"击中位置"模式的反馈在该点生成(FeedbackPositionMode.HitPoint)。
+ /// [NonSerialized]:运行时逐次命中生成,不需要序列化。
+ ///
+ [System.NonSerialized] public Vector3 HitPoint;
+ ///
/// 攻击来源投射物(仅当攻击方是 Projectile 时非 null)。
/// 用于弹反成功时调用 ReflectBy(parrier) 按弹反者阵营反射(玩家弹反才翻转阵营)。
/// [NonSerialized]:MonoBehaviour 引用不参与 Unity 资产序列化。
diff --git a/Assets/_Game/Scripts/Combat/HitBox.cs b/Assets/_Game/Scripts/Combat/HitBox.cs
index 5de485f..88cc09c 100644
--- a/Assets/_Game/Scripts/Combat/HitBox.cs
+++ b/Assets/_Game/Scripts/Combat/HitBox.cs
@@ -268,15 +268,18 @@ namespace BaseGames.Combat
_ownerProjectile);
info.HitActivationId = _currentActivationId;
+ // hitPoint:优先使用触发命中的碰撞体中心在目标表面的最近点;
+ // 无 sourceCollider(直属碰撞体)时回退到 HitBox 节点坐标。
+ // 写入 info.HitPoint 供下游"击中位置"模式的反馈在该点生成。
+ Vector2 hitOrigin = sourceCollider != null
+ ? (Vector2)sourceCollider.bounds.center
+ : (Vector2)transform.position;
+ Vector3 hitPoint = other.ClosestPoint(hitOrigin);
+ info.HitPoint = hitPoint;
+
// ② 命中 HurtBox
if (other.TryGetComponent(out var hurtBox))
{
- // hitPoint:优先使用触发命中的碰撞体中心在 HurtBox 表面的最近点;
- // 无 sourceCollider(直属碰撞体)时回退到 HitBox 节点坐标。
- Vector2 hitOrigin = sourceCollider != null
- ? (Vector2)sourceCollider.bounds.center
- : (Vector2)transform.position;
- Vector3 hitPoint = other.ClosestPoint(hitOrigin);
hurtBox.ReceiveDamage(info, hitPoint);
OnHitConfirmed?.Invoke(info);
return;
diff --git a/Assets/_Game/Scripts/Combat/HurtBox.cs b/Assets/_Game/Scripts/Combat/HurtBox.cs
index 5ba3073..72dd7fa 100644
--- a/Assets/_Game/Scripts/Combat/HurtBox.cs
+++ b/Assets/_Game/Scripts/Combat/HurtBox.cs
@@ -61,6 +61,9 @@ namespace BaseGames.Combat
public void ReceiveDamage(DamageInfo info, Vector3? hitPoint = null)
{
Vector3 resolvedHitPoint = hitPoint ?? transform.position;
+ // 兜底盖戳:直接调用本方法的路径(陷阱/环境伤害)没有 HitBox 写入的精确接触点,
+ // 统一以解析后的命中点填充,保证下游"击中位置"模式反馈始终有效
+ info.HitPoint = resolvedHitPoint;
if (!_isActive || _owner == null) return;
// 所有者级去重:同一 HitBox 激活期内多个 HurtBox 子节点只处理首次命中(共享 HP)
if (_ownerGuard != null && !_ownerGuard.TryRegisterHit(info.HitActivationId)) return;
diff --git a/Assets/_Game/Scripts/Enemies/EnemyFeedback.cs b/Assets/_Game/Scripts/Enemies/EnemyFeedback.cs
index 4e3ba76..36861c6 100644
--- a/Assets/_Game/Scripts/Enemies/EnemyFeedback.cs
+++ b/Assets/_Game/Scripts/Enemies/EnemyFeedback.cs
@@ -15,13 +15,17 @@ namespace BaseGames.Enemies
[SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy;
+ [Tooltip("命中反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在命中点生成")]
+ [SerializeField] private FeedbackPositionMode _hitPositionMode = FeedbackPositionMode.Fixed;
[Header("受伤 / 死亡反馈")]
[SerializeField] private MMF_Player _onTakeHit;
+ [Tooltip("受击反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在受击点生成(血粒子等贴点表现)")]
+ [SerializeField] private FeedbackPositionMode _takeHitPositionMode = FeedbackPositionMode.Fixed;
[SerializeField] private MMF_Player _onDeath;
// ── IFeedbackPlayer ──────────────────────────────────────────────────────
- public void PlayHit(HitWeight weight)
+ public void PlayHit(HitWeight weight, Vector3 hitPoint)
{
var player = weight switch
{
@@ -30,10 +34,11 @@ namespace BaseGames.Enemies
HitWeight.Heavy => _onHitHeavy,
_ => _onHitLight,
};
- player?.PlayFeedbacks();
+ FeedbackPlayback.Play(player, _hitPositionMode, hitPoint);
}
- public void PlayTakeHit() => _onTakeHit?.PlayFeedbacks();
+ public void PlayTakeHit(Vector3 hitPoint)
+ => FeedbackPlayback.Play(_onTakeHit, _takeHitPositionMode, hitPoint);
public void PlayDeath() => _onDeath?.PlayFeedbacks();
// 以下方法对敌人无意义,提供空实现保持接口完整
@@ -51,7 +56,7 @@ namespace BaseGames.Enemies
/// 受到伤害时调用(由 EnemyBase 触发)。
public void OnHit(DamageInfo info)
{
- PlayTakeHit();
+ PlayTakeHit(info.HitPoint);
}
/// 死亡时调用(由 EnemyBase 触发)。
diff --git a/Assets/_Game/Scripts/Feedback/IFeedbackPlayer.cs b/Assets/_Game/Scripts/Feedback/IFeedbackPlayer.cs
index 8d38f6d..a858984 100644
--- a/Assets/_Game/Scripts/Feedback/IFeedbackPlayer.cs
+++ b/Assets/_Game/Scripts/Feedback/IFeedbackPlayer.cs
@@ -1,3 +1,6 @@
+using UnityEngine;
+using MoreMountains.Feedbacks;
+
namespace BaseGames.Feedback
{
///
@@ -8,15 +11,22 @@ namespace BaseGames.Feedback
public interface IFeedbackPlayer
{
// ── 命中 ──────────────────────────────────────────────────────────────────
- /// 对目标造成命中时播放对应力度的反馈(摄像机震屏 + 控制器振动等)。
- void PlayHit(HitWeight weight);
+ ///
+ /// 对目标造成命中时播放对应力度的反馈(摄像机震屏 + 控制器振动等)。
+ /// hitPoint = 命中点世界坐标(DamageInfo.HitPoint);
+ /// 实际生成位置取决于实现方各槽位的 FeedbackPositionMode 配置。
+ ///
+ void PlayHit(HitWeight weight, Vector3 hitPoint);
/// 成功弹反(Parry)时播放反馈。
void PlayParrySuccess();
// ── 受伤 / 死亡 ──────────────────────────────────────────────────────────
- /// 角色受到伤害时播放反馈(闪白 + 轻微震屏等)。
- void PlayTakeHit();
+ ///
+ /// 角色受到伤害时播放反馈(闪白 + 轻微震屏等)。
+ /// hitPoint = 受击点世界坐标(DamageInfo.HitPoint)。
+ ///
+ void PlayTakeHit(Vector3 hitPoint);
/// 角色死亡时播放反馈(慢动作 + 震屏 + 音效)。
void PlayDeath();
@@ -53,6 +63,34 @@ namespace BaseGames.Feedback
/// 命中力度。
public enum HitWeight { Light, Medium, Heavy }
+ ///
+ /// 反馈生成位置模式。反馈链本身由开发者在 Inspector 编排,
+ /// 此模式只决定播放时是否把命中点传入反馈链。
+ ///
+ public enum FeedbackPositionMode
+ {
+ /// 固定位置:按反馈链各模块编排时设定的位置播放(不传入命中点)。
+ Fixed,
+ /// 击中位置:把命中点传入反馈链,启用了播放位置选项的模块在命中点生成。
+ HitPoint,
+ }
+
+ ///
+ /// 反馈播放辅助:统一"按位置模式播放 MMF_Player"的实现,供各 IFeedbackPlayer 实现复用。
+ ///
+ public static class FeedbackPlayback
+ {
+ /// 按位置模式播放。HitPoint 模式将命中点传给反馈链(仅启用位置选项的模块生效)。
+ public static void Play(MMF_Player player, FeedbackPositionMode mode, Vector3 hitPoint)
+ {
+ if (player == null) return;
+ if (mode == FeedbackPositionMode.HitPoint)
+ player.PlayFeedbacks(hitPoint);
+ else
+ player.PlayFeedbacks();
+ }
+ }
+
///
/// 空对象模式实现:所有方法均为空操作,用于测试和不需要反馈的实体。
///
@@ -60,9 +98,9 @@ namespace BaseGames.Feedback
{
public static readonly NullFeedbackPlayer Instance = new NullFeedbackPlayer();
- public void PlayHit(HitWeight weight) { }
+ public void PlayHit(HitWeight weight, Vector3 hitPoint) { }
public void PlayParrySuccess() { }
- public void PlayTakeHit() { }
+ public void PlayTakeHit(Vector3 hitPoint) { }
public void PlayDeath() { }
public void PlayHeal() { }
public void PlayLandImpact() { }
@@ -74,4 +112,3 @@ namespace BaseGames.Feedback
public void PlayFormSwitch(int formIndex) { }
}
}
-
diff --git a/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs b/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs
index 4fbe520..6ab66b1 100644
--- a/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs
+++ b/Assets/_Game/Scripts/Feedback/PlayerFeedback.cs
@@ -15,10 +15,14 @@ namespace BaseGames.Feedback
[SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy;
+ [Tooltip("命中反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在命中点生成")]
+ [SerializeField] private FeedbackPositionMode _hitPositionMode = FeedbackPositionMode.Fixed;
[SerializeField] private MMF_Player _onParrySuccess;
[Header("受伤 / 死亡反馈")]
[SerializeField] private MMF_Player _onTakeHit;
+ [Tooltip("受击反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在受击点生成")]
+ [SerializeField] private FeedbackPositionMode _takeHitPositionMode = FeedbackPositionMode.Fixed;
[SerializeField] private MMF_Player _onDeath;
[Header("恢复反馈")]
@@ -53,7 +57,7 @@ namespace BaseGames.Feedback
}
// ── IFeedbackPlayer ──────────────────────────────────────────────────────
- public void PlayHit(HitWeight weight)
+ public void PlayHit(HitWeight weight, Vector3 hitPoint)
{
var player = weight switch
{
@@ -62,11 +66,12 @@ namespace BaseGames.Feedback
HitWeight.Heavy => _onHitHeavy,
_ => _onHitLight,
};
- player?.PlayFeedbacks();
+ FeedbackPlayback.Play(player, _hitPositionMode, hitPoint);
}
public void PlayParrySuccess() => _onParrySuccess?.PlayFeedbacks();
- public void PlayTakeHit() => _onTakeHit?.PlayFeedbacks();
+ public void PlayTakeHit(Vector3 hitPoint)
+ => FeedbackPlayback.Play(_onTakeHit, _takeHitPositionMode, hitPoint);
public void PlayDeath() => _onDeath?.PlayFeedbacks();
public void PlayHeal() => _onHeal?.PlayFeedbacks();
public void PlayLandImpact() => _onLandImpact?.PlayFeedbacks();
diff --git a/Assets/_Game/Scripts/Feedback/WeaponFeedback.cs b/Assets/_Game/Scripts/Feedback/WeaponFeedback.cs
index 79b78aa..8df938f 100644
--- a/Assets/_Game/Scripts/Feedback/WeaponFeedback.cs
+++ b/Assets/_Game/Scripts/Feedback/WeaponFeedback.cs
@@ -14,6 +14,8 @@ namespace BaseGames.Feedback
[SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy;
+ [Tooltip("命中反馈生成位置:Fixed = 反馈链编排的固定位置;HitPoint = 在命中点生成(命中火花等贴点表现)")]
+ [SerializeField] private FeedbackPositionMode _hitPositionMode = FeedbackPositionMode.HitPoint;
[Header("攻击破风")]
[SerializeField] private MMF_Player _onAttackWhoosh;
@@ -30,7 +32,7 @@ namespace BaseGames.Feedback
// ── IFeedbackPlayer 实现 ──────────────────────────────────────────────
- public void PlayHit(HitWeight weight)
+ public void PlayHit(HitWeight weight, Vector3 hitPoint)
{
var player = weight switch
{
@@ -38,7 +40,7 @@ namespace BaseGames.Feedback
HitWeight.Heavy => _onHitHeavy,
_ => _onHitMedium,
};
- player?.PlayFeedbacks();
+ FeedbackPlayback.Play(player, _hitPositionMode, hitPoint);
}
public void PlayAttackWhoosh() => _onAttackWhoosh?.PlayFeedbacks();
@@ -52,7 +54,7 @@ namespace BaseGames.Feedback
// ── 武器上不适用的反馈,空实现 ────────────────────────────────────────
public void PlayParrySuccess() { }
- public void PlayTakeHit() { }
+ public void PlayTakeHit(Vector3 hitPoint){ }
public void PlayDeath() { }
public void PlayHeal() { }
public void PlayLandImpact() { }
diff --git a/Assets/_Game/Scripts/Player/PlayerCombat.cs b/Assets/_Game/Scripts/Player/PlayerCombat.cs
index 8a102df..c92780e 100644
--- a/Assets/_Game/Scripts/Player/PlayerCombat.cs
+++ b/Assets/_Game/Scripts/Player/PlayerCombat.cs
@@ -92,7 +92,7 @@ namespace BaseGames.Player
var weight = info.FinalDamage <= 5 ? HitWeight.Light
: info.FinalDamage <= 15 ? HitWeight.Medium
: HitWeight.Heavy;
- _feedback.PlayHit(weight);
+ _feedback.PlayHit(weight, info.HitPoint);
// 攻击命中反嵈:向攻击反方向施加微小后退冲量,增强打击感
if (_movement?.Rb != null && info.KnockbackDirection.x != 0f)
diff --git a/Assets/_Game/Scripts/Player/States/HurtState.cs b/Assets/_Game/Scripts/Player/States/HurtState.cs
index 4575c70..ac9d51f 100644
--- a/Assets/_Game/Scripts/Player/States/HurtState.cs
+++ b/Assets/_Game/Scripts/Player/States/HurtState.cs
@@ -10,14 +10,16 @@ namespace BaseGames.Player.States
///
public class HurtState : PlayerStateBase
{
- private float _timer;
- private bool _ended;
+ private float _timer;
+ private bool _ended;
+ private Vector3 _hitPoint;
public HurtState(PlayerController owner) : base(owner) { }
public void Initialize(BaseGames.Combat.DamageInfo info)
{
// 由 PlayerController.TakeDamage 传入伤害信息
+ _hitPoint = info.HitPoint;
if (info.KnockbackForce > 0.01f)
Move?.ApplyKnockback(info.KnockbackDirection, info.KnockbackForce);
}
@@ -28,7 +30,7 @@ namespace BaseGames.Player.States
_timer = Owner.AnimConfig?.HurtDuration ?? 0.4f;
_ended = false;
Stats?.BeginInvincibility();
- Feedback.PlayTakeHit();
+ Feedback.PlayTakeHit(_hitPoint);
if (AnimCfg?.Hurt != null)
{
diff --git a/Assets/_Game/Scripts/Player/WeaponHitBoxInstance.cs b/Assets/_Game/Scripts/Player/WeaponHitBoxInstance.cs
index 84404ca..a600c43 100644
--- a/Assets/_Game/Scripts/Player/WeaponHitBoxInstance.cs
+++ b/Assets/_Game/Scripts/Player/WeaponHitBoxInstance.cs
@@ -53,7 +53,7 @@ namespace BaseGames.Player
var weight = info.FinalDamage <= 5 ? HitWeight.Light
: info.FinalDamage <= 15 ? HitWeight.Medium
: HitWeight.Heavy;
- _feedback.PlayHit(weight);
+ _feedback.PlayHit(weight, info.HitPoint);
OnHitConfirmed?.Invoke(info);
if (_activeDir == AttackDirection.Down)
@@ -66,7 +66,7 @@ namespace BaseGames.Player
///
private void OnAnyBreakableHitConfirmed(DamageInfo info)
{
- _feedback.PlayHit(HitWeight.Light);
+ _feedback.PlayHit(HitWeight.Light, info.HitPoint);
if (_activeDir == AttackDirection.Down)
OnDownHitConfirmed?.Invoke(info);
}