多轮审查和修复
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51
Assets/Scripts/Enemies/Boss/WeakPointSystem.cs
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51
Assets/Scripts/Enemies/Boss/WeakPointSystem.cs
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using UnityEngine;
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using BaseGames.Combat;
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using BaseGames.Core.Events;
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namespace BaseGames.Boss
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{
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/// <summary>
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/// 管理 Boss 的专属弱点 HurtBox(如核心、眼睛等)。
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/// 弱点激活期间受到的伤害会乘以 DamageMultiplier。
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/// </summary>
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public class WeakPointSystem : MonoBehaviour
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{
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[System.Serializable]
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public struct WeakPoint
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{
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public HurtBox hurtBox;
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public GameObject visualIndicator;
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}
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[SerializeField] private WeakPoint[] _weakPoints;
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[SerializeField] private string _bossId;
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[SerializeField] private StringEventChannelSO _onVulnerabilityWindowOpened;
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private float _damageMultiplier = 1f;
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/// <summary>激活或关闭弱点 HurtBox 及视觉指示器。</summary>
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/// <param name="active">是否激活。</param>
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/// <param name="multiplier">激活时的受击伤害乘数。</param>
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/// <param name="activateSpecific">true = 仅激活弱点专属 HurtBox;false = 全身视为弱点(不改变 HurtBox 状态)。</param>
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public void SetActive(bool active, float multiplier = 1f, bool activateSpecific = false)
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{
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_damageMultiplier = active ? multiplier : 1f;
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if (activateSpecific)
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{
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foreach (var wp in _weakPoints)
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{
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wp.hurtBox.gameObject.SetActive(active);
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if (wp.visualIndicator != null)
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wp.visualIndicator.SetActive(active);
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}
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}
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if (active)
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_onVulnerabilityWindowOpened?.Raise(_bossId);
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}
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/// <summary>弱点 HurtBox 受击时,由 BossStats 调用此方法获取最终伤害系数。</summary>
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public float GetDamageMultiplier() => _damageMultiplier;
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}
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}
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