feat(feedback): 命中/受击反馈支持固定位置与击中位置两种生成模式
DamageInfo 新增运行时字段 HitPoint:HitBox 结算时写入精确接触点 (ClosestPoint),HurtBox.ReceiveDamage 以解析后命中点兜底盖戳, 陷阱/环境等直调路径同样可用。IFeedbackPlayer.PlayHit/PlayTakeHit 增加命中点参数,全链路(武器实例→PlayerCombat→HurtState→ EnemyFeedback)透传。各 Feedback 组件命中/受击槽位新增 FeedbackPositionMode(Fixed=反馈链编排的固定位置 / HitPoint=传入命中点,启用位置选项的模块在该点生成),由编排 反馈链的开发者在 Inspector 按表现选择;武器命中默认 HitPoint (火花贴点),角色级默认 Fixed(震屏/振动与位置无关)。 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,3 +1,6 @@
|
||||
using UnityEngine;
|
||||
using MoreMountains.Feedbacks;
|
||||
|
||||
namespace BaseGames.Feedback
|
||||
{
|
||||
/// <summary>
|
||||
@@ -8,15 +11,22 @@ namespace BaseGames.Feedback
|
||||
public interface IFeedbackPlayer
|
||||
{
|
||||
// ── 命中 ──────────────────────────────────────────────────────────────────
|
||||
/// <summary>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)。</summary>
|
||||
void PlayHit(HitWeight weight);
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// </summary>
|
||||
void PlayHit(HitWeight weight, Vector3 hitPoint);
|
||||
|
||||
/// <summary>成功弹反(Parry)时播放反馈。</summary>
|
||||
void PlayParrySuccess();
|
||||
|
||||
// ── 受伤 / 死亡 ──────────────────────────────────────────────────────────
|
||||
/// <summary>角色受到伤害时播放反馈(闪白 + 轻微震屏等)。</summary>
|
||||
void PlayTakeHit();
|
||||
/// <summary>
|
||||
/// 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)。
|
||||
/// </summary>
|
||||
void PlayTakeHit(Vector3 hitPoint);
|
||||
|
||||
/// <summary>角色死亡时播放反馈(慢动作 + 震屏 + 音效)。</summary>
|
||||
void PlayDeath();
|
||||
@@ -53,6 +63,34 @@ namespace BaseGames.Feedback
|
||||
/// <summary>命中力度。</summary>
|
||||
public enum HitWeight { Light, Medium, Heavy }
|
||||
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// </summary>
|
||||
public enum FeedbackPositionMode
|
||||
{
|
||||
/// <summary>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)。</summary>
|
||||
Fixed,
|
||||
/// <summary>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。</summary>
|
||||
HitPoint,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// </summary>
|
||||
public static class FeedbackPlayback
|
||||
{
|
||||
/// <summary>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)。</summary>
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// </summary>
|
||||
@@ -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) { }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user