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:
2026-06-12 11:48:37 +08:00
parent 5ccab35948
commit 09bdda970a
10 changed files with 93 additions and 29 deletions

View File

@@ -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() { }