1866f323e4
feat(combat): 投射物接入伤害目标层过滤,弹反阵营/目标同步翻转
...
HitBox 暴露 TargetLayers 运行时读写。Projectile 缓存预制体初始目标层并在 Initialize 还原(对象池复用不被上一发弹反污染);ReflectAsPlayerProjectile 时目标层随阵营翻转(PlayerHurtBox→EnemyHurtBox,保留可破坏物等其他位)。
ParryableProjectile 绕过 HitBox 自行判定,补上同样的目标层过滤;并修复其弹反分支不切 PlayerProjectile 层的问题——原先反射后仍留在 EnemyProjectile 层,碰撞矩阵 EnemyProjectile↔EnemyHurtBox 不碰撞,反射弹永远打不中敌人。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-12 10:34:43 +08:00
cc046c53b3
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 >
2026-06-11 16:31:55 +08:00
b7baf7ad6a
Add WeaponFeedback component and AddressableManagerWindow meta file
...
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds.
- Added meta file for AddressableManagerWindow to manage addressable assets.
- Included a new jump.data file for profiler data.
2026-05-22 22:03:32 +08:00
5fd981f5b9
完整启动流程
2026-05-19 23:20:44 +08:00
f264329751
摄像机区域的架构改动
2026-05-15 14:47:24 +08:00