feat(combat): 投射物接入伤害目标层过滤,弹反阵营/目标同步翻转

HitBox 暴露 TargetLayers 运行时读写。Projectile 缓存预制体初始目标层并在 Initialize 还原(对象池复用不被上一发弹反污染);ReflectAsPlayerProjectile 时目标层随阵营翻转(PlayerHurtBox→EnemyHurtBox,保留可破坏物等其他位)。

ParryableProjectile 绕过 HitBox 自行判定,补上同样的目标层过滤;并修复其弹反分支不切 PlayerProjectile 层的问题——原先反射后仍留在 EnemyProjectile 层,碰撞矩阵 EnemyProjectile↔EnemyHurtBox 不碰撞,反射弹永远打不中敌人。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-12 10:34:43 +08:00
parent ef7ff63b67
commit 1866f323e4
3 changed files with 41 additions and 0 deletions

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@@ -299,6 +299,16 @@ namespace BaseGames.Combat
// Update 轮询时的临时缓冲(避免遍历字典时修改 + 降低 GC
private readonly List<Collider2D> _intervalTickBuffer = new(8);
/// <summary>
/// 伤害目标层掩码(实例级过滤,叠加在 Physics2D 碰撞矩阵之上)。
/// 运行时可写:投射物弹反换阵营时由 Projectile 翻转目标侧。
/// </summary>
public LayerMask TargetLayers
{
get => _targetLayers;
set => _targetLayers = value;
}
/// <summary>
/// 配置为周期接触伤害模式BodyContactDamage 等持续接触源在 OnEnable 时调用)。
/// 使持续接触的判定盒按 <paramref name="interval"/> 对停留目标重复造成伤害,

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@@ -34,6 +34,13 @@ namespace BaseGames.Combat
Direction = -Direction;
_rb.velocity = Direction * _config.Speed * _config.ParrySpeedMultiplier;
// 阵营随弹反翻转:切到 PlayerProjectile 层(否则碰撞矩阵
// EnemyProjectile↔EnemyHurtBox 不碰撞,反射后永远打不中敌人),
// 伤害目标层同步从玩家侧切到敌人侧。
int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
if (playerProjLayer >= 0) gameObject.layer = playerProjLayer;
RetargetToEnemyFaction();
if (_reflectSource != null)
DamageInfo = DamageInfo.From(_reflectSource);
return;
@@ -41,6 +48,8 @@ namespace BaseGames.Combat
}
// ── 正常命中 ─────────────────────────────────────────────────
// 本类绕过 HitBox 自行判定,需自行套用其伤害目标层过滤
if ((_hitBox.TargetLayers.value & (1 << other.gameObject.layer)) == 0) return;
var hurtBox = other.GetComponent<HurtBox>();
if (hurtBox != null)
{

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@@ -26,6 +26,8 @@ namespace BaseGames.Combat
private int _hitsRemaining;
// 弹反帧标记:弹反命中不计入命中预算(避免反射后立即被回收)
private bool _justReflected;
// 预制体上配置的初始伤害目标层:对象池复用时还原,避免上一发弹反翻转后的掩码污染下一发
private LayerMask _initialTargetLayers;
private PooledObject _pooledObject;
@@ -34,6 +36,7 @@ namespace BaseGames.Combat
_rb = GetComponent<Rigidbody2D>();
_hitBox = GetComponent<HitBox>();
_pooledObject = GetComponent<PooledObject>();
_initialTargetLayers = _hitBox.TargetLayers;
// 订阅命中确认:按命中预算决定何时回收(穿透 / 命中即消失)
_hitBox.OnHitConfirmed += HandleHitConfirmed;
}
@@ -49,6 +52,8 @@ namespace BaseGames.Combat
_maxHits = config.MaxHits;
_hitsRemaining = config.MaxHits;
_justReflected = false;
// 还原预制体配置的伤害目标层(清除上一次弹反翻转的影响)
_hitBox.TargetLayers = _initialTargetLayers;
SetFactionLayer(ownerLayer);
_hitBox.Activate(config.DamageSource);
@@ -82,12 +87,29 @@ namespace BaseGames.Combat
// 重置 HitBox 命中记录,确保反射后可命中新目标
_hitBox.Deactivate();
_hitBox.Activate(_config?.DamageSource);
// 伤害目标随阵营翻转:玩家侧 → 敌人侧
RetargetToEnemyFaction();
// 反射后重置命中预算,并跳过本次(弹反)命中的扣减,避免反射后立即被回收
_hitsRemaining = _maxHits;
_justReflected = true;
}
/// <summary>
/// 弹反换阵营后,把伤害目标从玩家侧切到敌人侧
/// (仅交换 PlayerHurtBox→EnemyHurtBox 位,保留可破坏物等其他目标层)。
/// </summary>
protected void RetargetToEnemyFaction()
{
int playerHurt = LayerMask.NameToLayer("PlayerHurtBox");
int enemyHurt = LayerMask.NameToLayer("EnemyHurtBox");
if (playerHurt < 0 || enemyHurt < 0) return; // Layer 尚未创建,保留现有掩码
int mask = _hitBox.TargetLayers.value;
mask &= ~(1 << playerHurt);
mask |= 1 << enemyHurt;
_hitBox.TargetLayers = mask;
}
/// <summary>HitBox 命中确认回调:按命中预算决定是否回收(穿透 / 命中即消失)。</summary>
private void HandleHitConfirmed(DamageInfo _)
{