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

@@ -34,6 +34,13 @@ namespace BaseGames.Combat
/// </summary> /// </summary>
[System.NonSerialized] public uint HitActivationId; [System.NonSerialized] public uint HitActivationId;
/// <summary> /// <summary>
/// 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。
/// </summary>
[System.NonSerialized] public Vector3 HitPoint;
/// <summary>
/// 攻击来源投射物(仅当攻击方是 Projectile 时非 null /// 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)。 /// 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。 /// [NonSerialized]MonoBehaviour 引用不参与 Unity 资产序列化。

View File

@@ -268,15 +268,18 @@ namespace BaseGames.Combat
_ownerProjectile); _ownerProjectile);
info.HitActivationId = _currentActivationId; info.HitActivationId = _currentActivationId;
// ② 命中 HurtBox // hitPoint优先使用触发命中的碰撞体中心在目标表面的最近点
if (other.TryGetComponent<HurtBox>(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。 // 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 hitOrigin = sourceCollider != null
? (Vector2)sourceCollider.bounds.center ? (Vector2)sourceCollider.bounds.center
: (Vector2)transform.position; : (Vector2)transform.position;
Vector3 hitPoint = other.ClosestPoint(hitOrigin); Vector3 hitPoint = other.ClosestPoint(hitOrigin);
info.HitPoint = hitPoint;
// ② 命中 HurtBox
if (other.TryGetComponent<HurtBox>(out var hurtBox))
{
hurtBox.ReceiveDamage(info, hitPoint); hurtBox.ReceiveDamage(info, hitPoint);
OnHitConfirmed?.Invoke(info); OnHitConfirmed?.Invoke(info);
return; return;

View File

@@ -61,6 +61,9 @@ namespace BaseGames.Combat
public void ReceiveDamage(DamageInfo info, Vector3? hitPoint = null) public void ReceiveDamage(DamageInfo info, Vector3? hitPoint = null)
{ {
Vector3 resolvedHitPoint = hitPoint ?? transform.position; 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; 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 // 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; if (_ownerGuard != null && !_ownerGuard.TryRegisterHit(info.HitActivationId)) return;

View File

@@ -15,13 +15,17 @@ namespace BaseGames.Enemies
[SerializeField] private MMF_Player _onHitLight; [SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium; [SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy; [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")] [Header("受伤 / 死亡反馈")]
[SerializeField] private MMF_Player _onTakeHit; [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; [SerializeField] private MMF_Player _onDeath;
// ── IFeedbackPlayer ────────────────────────────────────────────────────── // ── IFeedbackPlayer ──────────────────────────────────────────────────────
public void PlayHit(HitWeight weight) public void PlayHit(HitWeight weight, Vector3 hitPoint)
{ {
var player = weight switch var player = weight switch
{ {
@@ -30,10 +34,11 @@ namespace BaseGames.Enemies
HitWeight.Heavy => _onHitHeavy, HitWeight.Heavy => _onHitHeavy,
_ => _onHitLight, _ => _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(); 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 // 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
/// <summary>受到伤害时调用(由 EnemyBase 触发)。</summary> /// <summary>受到伤害时调用(由 EnemyBase 触发)。</summary>
public void OnHit(DamageInfo info) public void OnHit(DamageInfo info)
{ {
PlayTakeHit(); PlayTakeHit(info.HitPoint);
} }
/// <summary>死亡时调用(由 EnemyBase 触发)。</summary> /// <summary>死亡时调用(由 EnemyBase 触发)。</summary>

View File

@@ -1,3 +1,6 @@
using UnityEngine;
using MoreMountains.Feedbacks;
namespace BaseGames.Feedback namespace BaseGames.Feedback
{ {
/// <summary> /// <summary>
@@ -8,15 +11,22 @@ namespace BaseGames.Feedback
public interface IFeedbackPlayer public interface IFeedbackPlayer
{ {
// ── 命中 ────────────────────────────────────────────────────────────────── // ── 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> /// <summary>
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。
/// </summary>
void PlayHit(HitWeight weight, Vector3 hitPoint);
/// <summary>成功弹反Parry时播放反馈。</summary> /// <summary>成功弹反Parry时播放反馈。</summary>
void PlayParrySuccess(); void PlayParrySuccess();
// ── 受伤 / 死亡 ────────────────────────────────────────────────────────── // ── 受伤 / 死亡 ──────────────────────────────────────────────────────────
/// <summary>角色受到伤害时播放反馈(闪白 + 轻微震屏等)。</summary> /// <summary>
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
/// </summary>
void PlayTakeHit(Vector3 hitPoint);
/// <summary>角色死亡时播放反馈(慢动作 + 震屏 + 音效)。</summary> /// <summary>角色死亡时播放反馈(慢动作 + 震屏 + 音效)。</summary>
void PlayDeath(); void PlayDeath();
@@ -53,6 +63,34 @@ namespace BaseGames.Feedback
/// <summary>命中力度。</summary> /// <summary>命中力度。</summary>
public enum HitWeight { Light, Medium, Heavy } 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> /// <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。 /// 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> /// </summary>
@@ -60,9 +98,9 @@ namespace BaseGames.Feedback
{ {
public static readonly NullFeedbackPlayer Instance = new NullFeedbackPlayer(); public static readonly NullFeedbackPlayer Instance = new NullFeedbackPlayer();
public void PlayHit(HitWeight weight) { } public void PlayHit(HitWeight weight, Vector3 hitPoint) { }
public void PlayParrySuccess() { } public void PlayParrySuccess() { }
public void PlayTakeHit() { } public void PlayTakeHit(Vector3 hitPoint) { }
public void PlayDeath() { } public void PlayDeath() { }
public void PlayHeal() { } public void PlayHeal() { }
public void PlayLandImpact() { } public void PlayLandImpact() { }
@@ -74,4 +112,3 @@ namespace BaseGames.Feedback
public void PlayFormSwitch(int formIndex) { } public void PlayFormSwitch(int formIndex) { }
} }
} }

View File

@@ -15,10 +15,14 @@ namespace BaseGames.Feedback
[SerializeField] private MMF_Player _onHitLight; [SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium; [SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy; [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; [SerializeField] private MMF_Player _onParrySuccess;
[Header("受伤 / 死亡反馈")] [Header("受伤 / 死亡反馈")]
[SerializeField] private MMF_Player _onTakeHit; [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; [SerializeField] private MMF_Player _onDeath;
[Header("恢复反馈")] [Header("恢复反馈")]
@@ -53,7 +57,7 @@ namespace BaseGames.Feedback
} }
// ── IFeedbackPlayer ────────────────────────────────────────────────────── // ── IFeedbackPlayer ──────────────────────────────────────────────────────
public void PlayHit(HitWeight weight) public void PlayHit(HitWeight weight, Vector3 hitPoint)
{ {
var player = weight switch var player = weight switch
{ {
@@ -62,11 +66,12 @@ namespace BaseGames.Feedback
HitWeight.Heavy => _onHitHeavy, HitWeight.Heavy => _onHitHeavy,
_ => _onHitLight, _ => _onHitLight,
}; };
player?.PlayFeedbacks(); FeedbackPlayback.Play(player, _hitPositionMode, hitPoint);
} }
public void PlayParrySuccess() => _onParrySuccess?.PlayFeedbacks(); 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 PlayDeath() => _onDeath?.PlayFeedbacks();
public void PlayHeal() => _onHeal?.PlayFeedbacks(); public void PlayHeal() => _onHeal?.PlayFeedbacks();
public void PlayLandImpact() => _onLandImpact?.PlayFeedbacks(); public void PlayLandImpact() => _onLandImpact?.PlayFeedbacks();

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@@ -14,6 +14,8 @@ namespace BaseGames.Feedback
[SerializeField] private MMF_Player _onHitLight; [SerializeField] private MMF_Player _onHitLight;
[SerializeField] private MMF_Player _onHitMedium; [SerializeField] private MMF_Player _onHitMedium;
[SerializeField] private MMF_Player _onHitHeavy; [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")] [Header("攻击破风")]
[SerializeField] private MMF_Player _onAttackWhoosh; [SerializeField] private MMF_Player _onAttackWhoosh;
@@ -30,7 +32,7 @@ namespace BaseGames.Feedback
// ── IFeedbackPlayer 实现 ────────────────────────────────────────────── // ── IFeedbackPlayer 实现 ──────────────────────────────────────────────
public void PlayHit(HitWeight weight) public void PlayHit(HitWeight weight, Vector3 hitPoint)
{ {
var player = weight switch var player = weight switch
{ {
@@ -38,7 +40,7 @@ namespace BaseGames.Feedback
HitWeight.Heavy => _onHitHeavy, HitWeight.Heavy => _onHitHeavy,
_ => _onHitMedium, _ => _onHitMedium,
}; };
player?.PlayFeedbacks(); FeedbackPlayback.Play(player, _hitPositionMode, hitPoint);
} }
public void PlayAttackWhoosh() => _onAttackWhoosh?.PlayFeedbacks(); public void PlayAttackWhoosh() => _onAttackWhoosh?.PlayFeedbacks();
@@ -52,7 +54,7 @@ namespace BaseGames.Feedback
// ── 武器上不适用的反馈,空实现 ──────────────────────────────────────── // ── 武器上不适用的反馈,空实现 ────────────────────────────────────────
public void PlayParrySuccess() { } public void PlayParrySuccess() { }
public void PlayTakeHit() { } public void PlayTakeHit(Vector3 hitPoint){ }
public void PlayDeath() { } public void PlayDeath() { }
public void PlayHeal() { } public void PlayHeal() { }
public void PlayLandImpact() { } public void PlayLandImpact() { }

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@@ -92,7 +92,7 @@ namespace BaseGames.Player
var weight = info.FinalDamage <= 5 ? HitWeight.Light var weight = info.FinalDamage <= 5 ? HitWeight.Light
: info.FinalDamage <= 15 ? HitWeight.Medium : info.FinalDamage <= 15 ? HitWeight.Medium
: HitWeight.Heavy; : 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 // 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) if (_movement?.Rb != null && info.KnockbackDirection.x != 0f)

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@@ -12,12 +12,14 @@ namespace BaseGames.Player.States
{ {
private float _timer; private float _timer;
private bool _ended; private bool _ended;
private Vector3 _hitPoint;
public HurtState(PlayerController owner) : base(owner) { } public HurtState(PlayerController owner) : base(owner) { }
public void Initialize(BaseGames.Combat.DamageInfo info) public void Initialize(BaseGames.Combat.DamageInfo info)
{ {
// 由 PlayerController.TakeDamage 传入伤害信息 // 由 PlayerController.TakeDamage 传入伤害信息
_hitPoint = info.HitPoint;
if (info.KnockbackForce > 0.01f) if (info.KnockbackForce > 0.01f)
Move?.ApplyKnockback(info.KnockbackDirection, info.KnockbackForce); Move?.ApplyKnockback(info.KnockbackDirection, info.KnockbackForce);
} }
@@ -28,7 +30,7 @@ namespace BaseGames.Player.States
_timer = Owner.AnimConfig?.HurtDuration ?? 0.4f; _timer = Owner.AnimConfig?.HurtDuration ?? 0.4f;
_ended = false; _ended = false;
Stats?.BeginInvincibility(); Stats?.BeginInvincibility();
Feedback.PlayTakeHit(); Feedback.PlayTakeHit(_hitPoint);
if (AnimCfg?.Hurt != null) if (AnimCfg?.Hurt != null)
{ {

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@@ -53,7 +53,7 @@ namespace BaseGames.Player
var weight = info.FinalDamage <= 5 ? HitWeight.Light var weight = info.FinalDamage <= 5 ? HitWeight.Light
: info.FinalDamage <= 15 ? HitWeight.Medium : info.FinalDamage <= 15 ? HitWeight.Medium
: HitWeight.Heavy; : HitWeight.Heavy;
_feedback.PlayHit(weight); _feedback.PlayHit(weight, info.HitPoint);
OnHitConfirmed?.Invoke(info); OnHitConfirmed?.Invoke(info);
if (_activeDir == AttackDirection.Down) if (_activeDir == AttackDirection.Down)
@@ -66,7 +66,7 @@ namespace BaseGames.Player
/// </summary> /// </summary>
private void OnAnyBreakableHitConfirmed(DamageInfo info) private void OnAnyBreakableHitConfirmed(DamageInfo info)
{ {
_feedback.PlayHit(HitWeight.Light); _feedback.PlayHit(HitWeight.Light, info.HitPoint);
if (_activeDir == AttackDirection.Down) if (_activeDir == AttackDirection.Down)
OnDownHitConfirmed?.Invoke(info); OnDownHitConfirmed?.Invoke(info);
} }