角色能力,存档
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@@ -12,6 +12,7 @@ namespace BaseGames.Player
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[SerializeField] private WeaponManager _weaponManager;
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private PlayerStats _stats;
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private PlayerMovement _movement;
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private WeaponHitBoxInstance _currentHitBoxInstance;
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/// <summary>下劈 HitBox 命中确认事件(供 DownAttackState 订阅 pogo 弹跳逻辑)。</summary>
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@@ -19,7 +20,8 @@ namespace BaseGames.Player
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private void Awake()
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{
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_stats = GetComponentInParent<PlayerStats>();
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_stats = GetComponentInParent<PlayerStats>();
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_movement = GetComponentInParent<PlayerMovement>();
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}
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private void OnEnable()
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@@ -52,30 +54,17 @@ namespace BaseGames.Player
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private void HandleDownHitConfirmed(DamageInfo info) => OnDownHitConfirmed?.Invoke(info);
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// ── 连击段伤害来源切换 ────────────────────────────────────────────────
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/// <summary>
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/// 根据当前连招段切换 HitBox 的 DamageSource(由 AttackState 在每段开始时调用)。
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/// </summary>
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public void SetComboSegmentSource(int comboIndex)
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{
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WeaponSO w = _weaponManager?.ActiveWeapon;
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if (w == null) return;
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DamageSourceSO src = comboIndex switch
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{
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0 => w.attack1Source,
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1 => w.attack2Source,
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2 => w.attack3Source,
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_ => w.attack1Source,
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};
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_weaponManager.ActiveHitBoxInstance?.SetDamageSource(AttackDirection.Ground, src);
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}
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// ── HitBox 激活(由 State / AnimationEvent 调用)─────────────────────
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public void EnableWeaponHitBox(AttackDirection dir)
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/// <summary>
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/// 激活 HitBox。
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/// hitBoxId 非空时按 Id 精确激活 Prefab 中对应子节点;空 = 方向默认。
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/// source 为 null 时回退到 WeaponSO.GetSourceByDir(dir)(方向第 0 段)。
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/// </summary>
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public void EnableWeaponHitBox(AttackDirection dir,
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string hitBoxId = "", DamageSourceSO source = null)
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{
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var source = _weaponManager?.ActiveWeapon?.GetSourceByDir(dir);
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_weaponManager?.ActiveHitBoxInstance?.Activate(dir, source, transform);
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source ??= _weaponManager?.ActiveWeapon?.GetSourceByDir(dir);
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_weaponManager?.ActiveHitBoxInstance?.Activate(dir, source, transform, hitBoxId);
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}
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public void DisableWeaponHitBox(AttackDirection dir)
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@@ -89,6 +78,12 @@ namespace BaseGames.Player
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{
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int gain = _weaponManager?.ActiveWeapon?.soulPowerGain ?? 10;
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_stats?.AddSoulPower(gain);
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// 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
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if (_movement?.Rb != null && info.KnockbackDirection.x != 0f)
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_movement.Rb.AddForce(
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new UnityEngine.Vector2(UnityEngine.Mathf.Sign(-info.KnockbackDirection.x) * 2f, 0f),
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UnityEngine.ForceMode2D.Impulse);
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}
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}
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}
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