Add WeaponFeedback component and AddressableManagerWindow meta file
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds. - Added meta file for AddressableManagerWindow to manage addressable assets. - Included a new jump.data file for profiler data.
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@@ -142,8 +142,8 @@ namespace BaseGames.Combat
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bool isRivalHitBoxLayer = (_rivalHitBoxMask.value & (1 << otherLayer)) != 0;
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if (isRivalHitBoxLayer && CanClash)
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{
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var rivalHitBox = other.GetComponent<HitBox>();
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if (rivalHitBox != null && rivalHitBox.IsActive && rivalHitBox.CanClash)
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if (other.TryGetComponent<HitBox>(out var rivalHitBox) &&
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rivalHitBox.IsActive && rivalHitBox.CanClash)
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{
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_clashService?.ResolveClash(this, rivalHitBox);
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return; // 拼刀,中止伤害流水线
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@@ -151,8 +151,7 @@ namespace BaseGames.Combat
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}
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// ② 命中 HurtBox
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var hurtBox = other.GetComponent<HurtBox>();
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if (hurtBox != null)
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if (other.TryGetComponent<HurtBox>(out var hurtBox))
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{
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// 用 HitBox 自身碰撞盒中心在 HurtBox 表面上的最近点作为受击位置。
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// 对大体积/长条形受击体(如地刺),此点远比 HurtBox 节点中心更准确。
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@@ -163,7 +162,8 @@ namespace BaseGames.Combat
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}
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// ③ 命中 IBreakable(机关/障碍物)
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other.GetComponent<IBreakable>()?.TryInteract(info);
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if (other.TryGetComponent<IBreakable>(out var breakable))
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breakable.TryInteract(info);
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}
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// ── 当前激活期已命中目标集合(防止复合子 Collider 导致同帧多次命中)────────────
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