feat(combat): HurtBox 自带受击伤害倍率
倍率归 HurtBox 自己(弱点部位就是一个倍率 > 1 的 HurtBox), 取代 WeakPointSystem 那份写进私有字段却零调用者的倍率—— 其注释称由 BossStats 调用,而项目里根本没有 BossStats 类型。 倍率 1 时数值原样返回而非"乘完再钳最低 1":本改动先于任何消费者落地, 若默认路径引入钳制会静默改变游戏里每一次伤害计算。 测试用 ApplyDamageMultiplier(0)==0 守住这条——10 在两种实现下都得 10, 只有 0 能把二者区分开。变异验证:去掉该捷径后恰好该断言变红。
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using BaseGames.Combat;
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namespace BaseGames.Tests.EditMode.Combat
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{
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public class HurtBoxMultiplierTests
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{
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/// <summary>测试期建出的宿主对象;在 TearDown 统一销毁,断言失败也不会残留到编辑器场景。</summary>
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private GameObject _host;
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[SetUp]
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public void SetUp() => LogAssert.ignoreFailingMessages = true;
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[TearDown]
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public void TearDown()
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{
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// 项目关闭了 Domain/Scene Reload:断言失败会跳过用例后续语句,
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// 清理必须放在 TearDown,否则失败一次就往编辑器场景里漏一个对象。
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if (_host != null) Object.DestroyImmediate(_host);
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_host = null;
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LogAssert.ignoreFailingMessages = false;
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}
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/// <summary>
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/// HurtBox 标了 [RequireComponent(typeof(Collider2D))],而 Collider2D 是抽象类,
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/// Unity 无法自动补齐——裸 AddComponent<HurtBox>() 会返回真 null。
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/// 必须先挂一个具体碰撞体。
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/// </summary>
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private HurtBox CreateHurtBox()
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{
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_host = new GameObject("hurtbox");
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_host.AddComponent<BoxCollider2D>();
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var hb = _host.AddComponent<HurtBox>();
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Assert.IsNotNull(hb, "HurtBox 需要先有具体 Collider2D 才能挂载");
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return hb;
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}
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[Test]
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public void DefaultMultiplier_IsOne()
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{
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var hb = CreateHurtBox();
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Assert.AreEqual(1f, hb.DamageMultiplier);
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}
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[Test]
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public void SetDamageMultiplier_ClampsToNonNegative()
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{
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var hb = CreateHurtBox();
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hb.SetDamageMultiplier(2.5f);
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Assert.AreEqual(2.5f, hb.DamageMultiplier);
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hb.SetDamageMultiplier(-3f);
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Assert.AreEqual(0f, hb.DamageMultiplier, "负倍率无意义,钳到 0");
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}
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[Test]
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public void ApplyMultiplier_ScalesRawAmount_AndFloorsAtOne()
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{
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var hb = CreateHurtBox();
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hb.SetDamageMultiplier(2f);
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Assert.AreEqual(20, hb.ApplyDamageMultiplier(10));
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hb.SetDamageMultiplier(0f);
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Assert.AreEqual(1, hb.ApplyDamageMultiplier(10), "倍率 0 也至少造成 1 点,与防御减免同规则");
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hb.SetDamageMultiplier(1f);
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Assert.AreEqual(10, hb.ApplyDamageMultiplier(10), "倍率 1 时数值原样通过");
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// 倍率 1 必须是"原样通过",而不是"乘完再钳最低 1":10 在两种实现下都得 10,
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// 只有 0 能把二者区分开。这条断言守住"默认倍率不改变任何既有伤害数值"。
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Assert.AreEqual(0, hb.ApplyDamageMultiplier(0), "倍率 1 时原样通过,不引入最低 1 的钳制");
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}
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}
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}
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fileFormatVersion: 2
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defaultReferences: []
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executionOrder: 0
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@@ -4,7 +4,7 @@ using BaseGames.Parry;
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namespace BaseGames.Combat
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{
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/// <summary>
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/// 受击盒组件。实现完整 8 步伤害流水线(架构 06_CombatModule §5)。
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/// 受击盒组件。实现完整 9 步伤害流水线(架构 06_CombatModule §5)。
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/// 挂载在角色根节点或指定子节点上,Collider2D 需设 IsTrigger = true,
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/// Layer = PlayerHurtBox 或 EnemyHurtBox。
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/// </summary>
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@@ -33,6 +33,28 @@ namespace BaseGames.Combat
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public void SetPoiseSource(IPoiseSource src) => _poiseSource = src;
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public void SetInvincible(bool value) => _isHurtBoxInvincible = value;
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public void SetActive(bool value) => _isActive = value;
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// 本 HurtBox 专属的受击倍率(弱点部位 > 1;默认 1 = 无影响)。
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// 由能力在弱点窗口期间开关,语义与"这个部位更脆弱"一致。
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private float _damageMultiplier = 1f;
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/// <summary>本 HurtBox 当前的受击伤害倍率。</summary>
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public float DamageMultiplier => _damageMultiplier;
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/// <summary>设置受击倍率(弱点窗口开合时调用)。负值钳到 0。</summary>
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public void SetDamageMultiplier(float value)
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=> _damageMultiplier = UnityEngine.Mathf.Max(0f, value);
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/// <summary>
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/// 按本 HurtBox 的倍率缩放伤害。最低 1 点,与防御减免同规则
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/// (倍率为 0 也不该让攻击完全无效——那属于无敌帧的语义,不是弱点倍率的)。
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/// 倍率为 1 时原样返回,保证默认状态下伤害数值与未引入倍率前完全一致。
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/// </summary>
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public int ApplyDamageMultiplier(int raw)
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=> _damageMultiplier == 1f
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? raw
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: UnityEngine.Mathf.Max(1, UnityEngine.Mathf.RoundToInt(raw * _damageMultiplier));
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#if UNITY_EDITOR
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// 付给编辑器的只读属性——避免反射并限制编辑器与运行时字段名耐合性。
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public object EditorOwner => _owner;
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@@ -109,15 +131,18 @@ namespace BaseGames.Combat
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info.Amount = passThrough;
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}
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// 5. 计算 FinalDamage(防御减免,最低 1)
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// 5. 本 HurtBox 受击倍率(弱点部位;默认 1 时无影响)
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info.Amount = ApplyDamageMultiplier(info.Amount);
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// 6. 计算 FinalDamage(防御减免,最低 1)
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int finalDamage = UnityEngine.Mathf.Max(1, info.Amount - _owner.Defense);
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info.Amount = finalDamage;
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info.FinalDamage = finalDamage;
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// 6. 调用 _owner.TakeDamage
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// 7. 调用 _owner.TakeDamage
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_owner.TakeDamage(info);
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// 7. 全局广播
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// 8. 全局广播
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_onDamageDealt?.Raise(info);
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_onHitConfirmed?.Raise(new HitInfo
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{
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@@ -125,7 +150,7 @@ namespace BaseGames.Combat
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HitPoint = resolvedHitPoint,
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});
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// 8. 状态效果触发(DoT — Fire / Poison)
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// 9. 状态效果触发(DoT — Fire / Poison)
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// _statusEffectable 已在 Awake 中缓存,无需每次受击调用 GetComponent
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_statusEffectable?.ApplyStatusEffect(info.Type);
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}
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