feat(combat): HitBox 新增 _targetLayers 实例级伤害目标过滤
Physics2D 碰撞矩阵只决定哪些层之间产生 Trigger 事件(全局门),无法表达单个判定盒的伤害目标差异。新增 _targetLayers 掩码:事件发生后仅对配置层结算伤害,拼刀检测独立于该过滤;Enter 入口同步过滤,非目标不进入命中/占用跟踪。默认 Everything,存量资产行为不变。 ENM_CaoZhi 接触伤害盒按规范配置 _targetLayers=PlayerHurtBox(不误伤友军),并清掉误配为 Player 层的 _rivalHitBoxMask(身体接触不参与拼刀)。已实机验证收紧后接触伤害正常。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -657,6 +657,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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_defaultSource: {fileID: 11400000, guid: caae9c7600281fe4e8d8637fa3fd2ca1, type: 2}
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_hitCooldown: 0.1
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_hitMode: 0
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_hitInterval: 0.5
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_targetLayers:
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serializedVersion: 2
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m_Bits: 32768
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_id:
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_rivalHitBoxMask:
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serializedVersion: 2
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