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.
This commit is contained in:
2026-05-22 22:03:32 +08:00
parent 3e1f234ddc
commit b7baf7ad6a
44 changed files with 1783 additions and 1927 deletions

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using BaseGames.Combat;
using BaseGames.Feedback;
namespace BaseGames.Player
{
@@ -14,6 +15,7 @@ namespace BaseGames.Player
private PlayerStats _stats;
private PlayerMovement _movement;
private WeaponHitBoxInstance _currentHitBoxInstance;
private IFeedbackPlayer _feedback;
/// <summary>下劈 HitBox 命中确认事件(供 DownAttackState 订阅 pogo 弹跳逻辑)。</summary>
public event System.Action<DamageInfo> OnDownHitConfirmed;
@@ -22,6 +24,9 @@ namespace BaseGames.Player
{
_stats = GetComponentInParent<PlayerStats>();
_movement = GetComponentInParent<PlayerMovement>();
_feedback = GetComponentInParent<IFeedbackPlayer>()
?? GetComponentInChildren<IFeedbackPlayer>()
?? NullFeedbackPlayer.Instance;
}
private void OnEnable()
@@ -83,6 +88,12 @@ namespace BaseGames.Player
int gain = _weaponManager?.ActiveWeapon?.soulPowerGain ?? 10;
_stats?.AddSoulPower(gain);
// 命中反馈:按伤害量决定力度档位
var weight = info.FinalDamage <= 5 ? HitWeight.Light
: info.FinalDamage <= 15 ? HitWeight.Medium
: HitWeight.Heavy;
_feedback.PlayHit(weight);
// 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
if (_movement?.Rb != null && info.KnockbackDirection.x != 0f)
_movement.Rb.AddForce(