摄像机区域的架构改动
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78
Assets/_Game/Scripts/Combat/Projectile.cs
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78
Assets/_Game/Scripts/Combat/Projectile.cs
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using UnityEngine;
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using BaseGames.Core;
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using BaseGames.Core.Pool;
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namespace BaseGames.Combat
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{
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/// <summary>
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/// 抛射物基类。子类通过重写 <see cref="OnInitialized"/> 设定初速度。
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/// 依赖 <see cref="HitBox"/> 子组件进行碰撞伤害检测。
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D), typeof(HitBox))]
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public abstract class Projectile : MonoBehaviour
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{
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[HideInInspector] public DamageInfo DamageInfo;
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[HideInInspector] public Vector2 Direction;
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protected ProjectileConfigSO _config;
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protected Rigidbody2D _rb;
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protected HitBox _hitBox;
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protected float _aliveTimer;
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private PooledObject _pooledObject;
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protected virtual void Awake()
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{
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_rb = GetComponent<Rigidbody2D>();
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_hitBox = GetComponent<HitBox>();
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_pooledObject = GetComponent<PooledObject>();
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}
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/// <summary>从对象池取出后的初始化入口。</summary>
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public virtual void Initialize(ProjectileConfigSO config, DamageInfo damageInfo, Vector2 direction, int ownerLayer = 0)
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{
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_config = config;
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DamageInfo = damageInfo;
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Direction = direction.normalized;
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_aliveTimer = 0f;
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SetFactionLayer(ownerLayer);
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_hitBox.Activate(config.DamageSource);
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OnInitialized();
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}
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/// <summary>根据发射方所在 Layer 切换到对应的 PlayerProjectile / EnemyProjectile 层。</summary>
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private void SetFactionLayer(int ownerLayer)
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{
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int playerLayer = LayerMask.NameToLayer("Player");
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int playerProjLayer = LayerMask.NameToLayer("PlayerProjectile");
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int enemyProjLayer = LayerMask.NameToLayer("EnemyProjectile");
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if (playerProjLayer < 0 || enemyProjLayer < 0) return; // Layer 尚未创建,保留现有层
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gameObject.layer = (ownerLayer == playerLayer) ? playerProjLayer : enemyProjLayer;
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}
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/// <summary>子类在此设定初速度或附加初始化逻辑。</summary>
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protected virtual void OnInitialized() { }
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protected virtual void Update()
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{
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_aliveTimer += Time.deltaTime;
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if (_config != null && _aliveTimer >= _config.Lifetime)
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ReturnToPool();
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}
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/// <summary>停用并归还对象池。</summary>
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protected void ReturnToPool()
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{
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_hitBox.Deactivate();
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gameObject.SetActive(false);
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if (_pooledObject != null && _config != null)
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ServiceLocator.GetOrDefault<IObjectPoolService>()?.Despawn(_config.PoolKey, _pooledObject);
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}
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protected virtual void OnDisable()
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{
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_aliveTimer = 0f;
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}
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}
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}
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