feat(combat): 弹反投射物伤害目标层改为显式配置
ProjectileConfigSO 新增 ReflectedTargetLayers:弹反后写入 HitBox.TargetLayers 的目标层显式配置;留空(Nothing)有明确缺省语义=自动翻转(PlayerHurtBox 位换 EnemyHurtBox 位、其余位保留)。Projectile/ParryableProjectile 两条弹反路径统一走 ApplyReflectedTargetLayers。现有 6 个投射物配置资产已显式配为 EnemyHurtBox。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -36,10 +36,10 @@ namespace BaseGames.Combat
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// 阵营随弹反翻转:切到 PlayerProjectile 层(否则碰撞矩阵
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// EnemyProjectile↔EnemyHurtBox 不碰撞,反射后永远打不中敌人),
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// 伤害目标层同步从玩家侧切到敌人侧。
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// 伤害目标层同步切换(优先取配置的 ReflectedTargetLayers)。
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int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
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if (playerProjLayer >= 0) gameObject.layer = playerProjLayer;
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RetargetToEnemyFaction();
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ApplyReflectedTargetLayers();
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if (_reflectSource != null)
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DamageInfo = DamageInfo.From(_reflectSource);
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