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

@@ -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,