fix(combat): HitBox 命中节奏统一 + 投射物穿透可配

HitBox 新增 HitMode Single/Interval:Interval 用 Enter/Exit 跟踪占用 + Update 轮询,对停留目标按间隔重判,不再依赖 OnTriggerEnter 单次语义。BodyContactDamage 改用 Interval 模式,修复停留在接触判定内、无敌结束后不再受伤的 bug;FlyingEnemy 接触伤害加按目标间隔节流。ProjectileConfigSO 新增 MaxHits 默认 1 即命中即消失,Projectile 按命中预算回收,修掉默认无限穿透;弹反守卫避免反射后立即回收。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-11 16:31:27 +08:00
parent 0491e3f919
commit cc046c53b3
5 changed files with 124 additions and 14 deletions

View File

@@ -4,8 +4,12 @@ using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 接触伤害:组件启用时持续激活 HitBox,令敌人对接触到的目标定期造成伤害。
/// 接触伤害:组件启用时 HitBox 切到 Interval 模式并持续激活,
/// 令敌人对停留在判定盒内的目标按固定间隔重复造成伤害。
/// 适用于无攻击动画的简单障碍物、环境危险或测试场景。
///
/// 重复命中由 HitBox 的 Interval 节奏Enter/Exit 跟踪占用 + Update 轮询)驱动,
/// 不再依赖反复 Activate()——后者无法对已停留目标补发 OnTriggerEnter会导致只命中一次。
/// </summary>
[RequireComponent(typeof(HitBox))]
public class BodyContactDamage : MonoBehaviour
@@ -13,20 +17,13 @@ namespace BaseGames.Enemies
[SerializeField] private float _repeatInterval = 0.5f;
private HitBox _hitBox;
private float _timer;
private void Awake() => _hitBox = GetComponent<HitBox>();
private void OnEnable() { _hitBox?.Activate(); _timer = 0f; }
private void OnDisable() => _hitBox?.Deactivate();
private void Update()
private void OnEnable()
{
_timer += Time.deltaTime;
if (_timer >= _repeatInterval)
{
_timer = 0f;
_hitBox.Activate();
}
_hitBox?.SetIntervalMode(_repeatInterval);
_hitBox?.Activate();
}
private void OnDisable() => _hitBox?.Deactivate();
}
}

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
using BaseGames.Combat;
@@ -22,8 +23,12 @@ namespace BaseGames.Enemies
[Header("接触伤害")]
[SerializeField] private DamageSourceSO _contactDamageSource;
[Tooltip("对停留在体接触范围内的同一目标重复造成伤害的间隔(秒)。")]
[SerializeField] private float _contactInterval = 0.5f;
private Rigidbody2D _rb;
// 按目标节流:避免 OnTriggerStay2D 每个物理帧都造成伤害(与 HitBox.Interval 节奏一致)
private readonly Dictionary<HurtBox, float> _contactTimers = new();
protected override void Awake()
{
@@ -55,6 +60,12 @@ namespace BaseGames.Enemies
var hurtBox = other.GetComponent<HurtBox>();
if (hurtBox == null) return;
// 按目标间隔节流:停留接触时每 _contactInterval 秒最多结算一次,
// 不再每个物理帧都调用 ReceiveDamage命中是否生效仍由承伤方无敌帧决定
float now = Time.time;
if (_contactTimers.TryGetValue(hurtBox, out float last) && now - last < _contactInterval) return;
_contactTimers[hurtBox] = now;
Vector2 knockDir = ((Vector2)other.bounds.center - _rb.position).normalized;
var info = DamageInfo.From(
_contactDamageSource,